Jun 24, 2006, 12:10 AM // 00:10
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#41
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Desert Nomad
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Quote:
Originally Posted by Sniper22
Again, they can be countered by having skills to disable them.
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That's even worse! Do I really need to explain why it's a bad idea to introduce a new kind of skill that can only be countered with other newly-introduced skills?
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Jun 25, 2006, 01:11 PM // 13:11
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#42
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Wilds Pathfinder
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Quote:
Originally Posted by Undivine
I'd say it all depends on the skill, whether it deserves a disadvantage or not. For an ele, bringing a passive skill that increase the radius of all AOE skills, for example, is a no-brainer; you always bring it unless you're going air. Thus perhaps a bit of a disadvantage would be in order there. For example, less energy or slightly reduced damage of those spells. An ele can easily spare the skill slot, so losing a slot is not a major disadvantage.
I'd like to suggest some others, just because it's fun to create spell ideas.
Mesmer: - Your spells cast 25-15% slower, but recharge 15% faster.
- You take 20% less time to use your signets but they cost 2 energy.
- Your hexes last 30% longer but you lose 2 energy when you cast them.
Necro:- When you sacrafice health, you sacrafice 10-50 less health.
- Any wand or staff you weild deals cold damage and your attack speed is increased by 25% but does half as much damage. (Might make Spinal Shivers a bit too powerful.)
- Any time you use a skill that steals life, you steal 10 less of it and gain 2 energy.
Monk:- Any time you cast a spell while maintaining an enchantment, the person you are maintaining it on gains 4-17 health.
- Whenever you permenantly resurrect someone, they gain a 1% morale boost. (Does not work with Unyeilding Aura or Vengeance.)
Ele:- All spells that have an area of effect have a 10-30% wider radius but do 10% less damage.
- Whenever you deal cold damage through a spell you gain 1 energy.
- Whenever you are interrupted, that spell recharges 20-40% faster.
In addition, I could see most of these, in some form, being some sort of area effect group buff bard song.
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I kinda like these ideas (much better than mine), but some need to be weakened and some need to be strenghtened. Like the that gives 1 energy with cold dmg being given, wouldn't that give too much with aoe + dot?
I really think that these skills could work with guild wars. It would make things a lot more interesting. Maybe they also don't need a spell to disable it either. If they seem fair enough, using up a skill slot is making it balanced. On a lot of my characters, they're tight on skills slots and they can't afford to change much. Losing a skill slot would be a disadvantage.
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Jun 25, 2006, 02:19 PM // 14:19
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#43
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Quote:
Originally Posted by Sniper22
...but some need to be weakened and some need to be strenghtened. Like the that gives 1 energy with cold dmg being given, wouldn't that give too much with aoe + dot?
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You've got a point. What I was trying to achieve is making water spells energy efficient. The biggest complaint about the water line is that the effect you cause is not worth the energy you spend.
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Jun 26, 2006, 01:49 AM // 01:49
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#44
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Wilds Pathfinder
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Hmm, maybe passive skills could be used to buff up weaker attributes or skills.
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Nov 28, 2006, 03:55 PM // 15:55
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#45
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Frost Gate Guardian
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
Profession: R/N
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I vote for:
Passive skills that take up a skill bar slot, especially if some skills exist that target passives (like the mesmer idea, or extra damage done to ennemies that have passives; other classes could have such skills). So when taking up passives in your bar, you improve your average character, but since you can't disable it, others might be able to exploit it. Moreover, since it takes up a slot, you are also giving away a potentially useful skill slot.
Alternatively, you could have a 9th skill slot dedicated to a passive skill (i.e. take a passive with you, or leave it blank). But I prefer the idea above.
I vote for:
Racial bonuses. Like in WoW and such, these are given during character creation, and are not linked to any profession. So you can pick the bonus that fits your style.
I vote against:
The additional passive bonuses given to classes. The primary attribute is enough along with the armor and class-specific runes, adding more than this would be ridiculous.
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Nov 28, 2006, 04:03 PM // 16:03
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#46
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Black Beast of Aarrrrgghh
Join Date: May 2005
Location: The Netherlands
Guild: The Biggyverse [PLEB] // Servants of Fortuna [SoF]
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If they are weak, there is no reason to run them
If they are strong, they are going to be imbalanced because you can't counter them.
/not signed.
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Nov 28, 2006, 04:53 PM // 16:53
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#47
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Frost Gate Guardian
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
Profession: R/N
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Quote:
Originally Posted by Makkert
If they are weak, there is no reason to run them
If they are strong, they are going to be imbalanced because you can't counter them.
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Seems a bit simplistic, Makkert. Any modification to the game has a potential of being too strong or too weak. The ideas is to make it strong enough to be useful to some players (in this case, passive skills would be good for playing styles that work on fewer skills) and yet weak enough not to become a requirement (in this case, stances & preps would be stronger, except for their cast time & cost).
And I forgot to sign
/signed
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Nov 28, 2006, 05:07 PM // 17:07
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#48
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Ascalonian Squire
Join Date: Oct 2006
Location: Pretty close to A-Net headquarters
Profession: W/Rt
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/notsigned This really reminds me of an earlier thread about getting permanent bonuses with higher titles. Almost everyone said it was overpowered due to how cheap it could be in pvp. I sure hope A-net doesn't implement things like this into GW.
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Nov 28, 2006, 05:21 PM // 17:21
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#49
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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/not favored
Every skill in Guild Wars has some way of countering them. Almost every skill in the game can be interrupted except stance. But stance can also be canceled with wild blow/strike/throw.
But this passive skill of your cannot be countered in anyway.
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Nov 28, 2006, 11:48 PM // 23:48
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#50
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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There is ONE passive skill already:
- Charm animal (when having a charmed pet already)
There is one effect you can have permanently active already:
-Lightbringer (Title)
There are also skills with no recharge times and skills with no cast times.
This would be just like merging them both in one.
Ritualist added Spirint summonings and weapon effects.
Assasins added chains.
Paragons added chants.
Dervishes added forms...
So why not to add one more? Sacrifice a skillbar slot to get something.
Everything else would be just 'balancing'.
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Nov 29, 2006, 12:02 AM // 00:02
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#51
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Wilds Pathfinder
Join Date: Mar 2006
Location: With many other ugly people
Guild: We Are All Pretty [ugly]
Profession: R/
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/signed
I would make those skills available to all professions though, as it only seems fair.
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Nov 30, 2006, 02:40 AM // 02:40
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#52
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Wilds Pathfinder
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wow, talk about my post coming back from the thread
But since people are talking... the point of the passive skill is that it has a minor support and it fills one skill slot. Maybe have some sort of counter from mesmers that temporary disable these skills with a hex or something, kinda like necros who can stop shouts/chants with that curses hex.
I think it would add something a little new to the game.
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Nov 30, 2006, 03:07 AM // 03:07
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#53
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Ascalonian Squire
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It has to be balanced. They are seem like they should inherent bonuses to a character's physique in exchange for skill diversity (brain vs brawn?); obviously active skills should be far more effective than the passive ones since they have so many existing counters. Example: Right now we have skills that increase run speed by like 25%, as an active skill. The passive variant would only have an effect in the range of ~7%, give or take. They should be basic, simple bonuses that work with the class, but there should NOT be skills that specifically disable them. Heck, there might even be potential to create a class that specializes in passive skills with active skills that can affect others...maybe.
I might be opening up a can of worms with this, but I'll write it anyways. Things like dual wielding might be able to be implemented with this setup. Let's say without any passive skills, a warrior, when dual wielding, has a 50% chance of hitting with the dominant arm, and 10% with the off-hand (or 30-30 if ambidextrous). Each skill slot filled up with a [Dual Wielding] passive skill could make each hand rise in accuracy by 10%; you'll need at least a slot or two to be effective, but it is in exchange for about a quarter of your skill bar. This is just an idea I'm throwing out, and it probably isn't perfect, but it's how I imagine it would be set up.
/signed (as with any signing, it is implied to include proper balancing of signed proposal)
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Nov 30, 2006, 03:20 AM // 03:20
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#54
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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They could be self-countered too.
Make a passive skill that removes HP to add energy.
Make a passive skill that reduces armor to buff damage.
Make a skill to suffer part of damage dealed to allies...
At the end, all is about balance.
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