Sep 09, 2006, 11:16 PM // 23:16
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#1
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Ascalonian Squire
Join Date: Nov 2005
Guild: GREY
Profession: R/Mo
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Cross-Attribute Skills
Slap me down mercilessly if someone has brought this up already, but I'd like to see Cross-Attribute Skills added to the game. Something like:
Vampiric Slash: Skill: Strike for for 18...52 Damage (Swordsmanship), steal 18...52 Health (blood) 15/1/15
Ok, maybe that's not a great example, but you get the idea. I'd imagine they'd be treated a lot like elite skills.
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Sep 09, 2006, 11:20 PM // 23:20
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#2
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Krytan Explorer
Join Date: Dec 2005
Location: Denmark
Guild: First Degree
Profession: Mo/
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Umm, would be too complicated, and would need a lot of new skills to be added to the game.
This sounds like "multicolor" cards in MTG
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Sep 10, 2006, 03:10 AM // 03:10
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#3
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Ascalonian Squire
Join Date: Nov 2005
Guild: GREY
Profession: R/Mo
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Not sure what you mean by "too" complicated. Was there anything in the preceding description that went over your head? As for the new skills, well, yeah, that's kind of the idea. At least one each for every possible combination.
And, yeah, I got the idea from MTG.
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Sep 10, 2006, 03:39 AM // 03:39
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#4
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Hall Hero
Join Date: Aug 2005
Profession: E/
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"Too complicated" in the sense that there would need to be skills for each of the 90 different profession combinations.
Plus if you have to link them each to specific attributes...
You are talking about around 300+ new skills.
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Sep 10, 2006, 03:48 AM // 03:48
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#5
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: [JF] Just Friends, [NOT] Nomads of Turmoil
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Well we do get 300 new skills per expansion already. It would be cool for a expansion with no new classes though. It would be interesting to see what they could come up with.
Fire+Sword: Hamstorm. Create a firestorm that deals 15...30 damage (fire magic) and cripples foes for 1...5 seconds (sword mastery) every second. 10/2/15
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Sep 10, 2006, 03:50 AM // 03:50
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#6
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Ascalonian Squire
Join Date: Aug 2006
Guild: Snakes of Operation Foxhound
Profession: E/N
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Great idea, but actually implementing it would be tough. The above comments pretty much sum up the difficulty bringing this concept into the game, wayyyyyy to many skills to add. It would certainly be very neat though, I like the thought of something like a Fiery Mist (Water/Fire) or a Volcano (Fire/Earth) spell.
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Sep 10, 2006, 12:57 PM // 12:57
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#7
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Ascalonian Squire
Join Date: Nov 2005
Guild: GREY
Profession: R/Mo
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Well, no law says there would have to be a skill for every possbile attribute combination on day one. I'd imagine something more along the lines of one per profession combination, with occassional releases of new ones.
I'll grant that the number would be large. But isn't "more" what Sardelac Sanitarium is all about?!?!?
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Sep 10, 2006, 01:22 PM // 13:22
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#8
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Krytan Explorer
Join Date: Dec 2005
Location: Denmark
Guild: First Degree
Profession: Mo/
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The intresting and rewarding goal of this game, is to find skills that goes along well. This is called a combo.
By adding cross-attribute skills, you would remove some of this, since you no longer needed to find skills that goes well together.
The reason it works in MTG, is because you have 60 skill slots
GW only has 8, which is too low for cross-attribute skills.
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Sep 10, 2006, 01:26 PM // 13:26
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#9
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Wilds Pathfinder
Join Date: Jan 2006
Location: Delaware, USA
Guild: Error Seven Operators [Call]
Profession: W/
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Quote:
Originally Posted by c0c0c0
Well, no law says there would have to be a skill for every possbile attribute combination on day one. I'd imagine something more along the lines of one per profession combination, with occassional releases of new ones.
I'll grant that the number would be large. But isn't "more" what Sardelac Sanitarium is all about?!?!?
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Actually, I consider Sardelac to being all about "better," not "more."
Just because you add something doesn't necessarily mean the game is better because of it, and not everything that makes the game better adds something.
And to the OP, yes, there would have to be a skill for each combination on day one or else people would complain about imbalancing.
Good idea, but ridiculously hard to implement. I would imagine the coding would be difficult too, because you would have to add an entirely new attribute to a skill, and then work with it to make sure only the correct values increase/decrease.
Perhaps in Guild Wars 2: The Rise of Ascalon :P
DISCLAIMER: That was supposed to be funny. I don't want people flaming me for writing incorrect info or something.
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Sep 10, 2006, 01:28 PM // 13:28
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#10
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Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
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/not signed
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Sep 10, 2006, 04:15 PM // 16:15
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#11
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Desert Nomad
Join Date: Jun 2006
Guild: The Cult of Doom
Profession: P/
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/not signed because the nerf/rebalance of it all would be so horrible to deal with.
Maybe do something like this WITHIN a single class, as an No-Attribute Skill- ie
(and this is complete out of my ass example)
Power Word Kill
death magic = cold dmg
blood magic = life stealing
curses = condition or something
soul reaping = energy stealing
so depending on your build you might do lots of cold damage + condition or you might steal their energy and life or do less of all 4 if you really want
------------------------------
What I would like:
each profession adding damage type: which they have done half of-
monk- judges insight (holy dmg)
elem- conjure element
ranger- apply poison
warrior- n/a
rits - weapon spells (n/a)
assassin- (n/a? because they have quite a few different ones skill by skill)
so give us:
mesmer: attacks do Chaos Dmg and drain energy (similar to chaos storm effect)
Necro : attacks do dark/shadow dmg
Last edited by Horseman Of War; Sep 10, 2006 at 04:21 PM // 16:21..
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