Nov 05, 2005, 04:29 AM // 04:29
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#1
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Banned
Join Date: Oct 2005
Guild: Playboy Entertainment
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Charms introduced into guild wars
I know there's charms in a lot of other fantasy type games, this game has so many limits in life/energy, and very small boosts of them in different ways.
Health Charm
1-5 health
Energy Charm
1-2 energy
Slash Damage Charm
+1 slash damage
Piercing Damage Charm
+1 piercing damage
Chaos Damage Charm
+1 chaos dmg
Holy Damage Charm
+1 holy damage
Fire Damage Charm
+1 fire damage
Water Damage Charm
+1 water damage
Lightning Damage Charm
+1 lightning damage
Earth Damage Charm
+1 earth damage
Each character would be limited to 2 charms of each catagory
3 different catagories
Health Charm
Energy Charm
Damage Charm
Example: a character could carry, 2 +health charm, 2 +energy charms, and 2 +dmg type charm
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Nov 05, 2005, 04:33 AM // 04:33
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#2
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Outlaws Of Ascalon
Profession: Mo/
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maybe not 1 for elemetal dmg but 5 since most spells take time to cast.
but ya good thought
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Nov 05, 2005, 04:36 AM // 04:36
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#3
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Banned
Join Date: Oct 2005
Guild: Playboy Entertainment
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well you don't want the charms to be overpowering just like a small boost, when i mean the dmg's they also include skills not just attacks
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Nov 05, 2005, 04:36 AM // 04:36
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#4
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Frost Gate Guardian
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would be nice.
at least there would be more things to do in gw like charm-farming
and these would be those very rare and expensive items in this game like ectos but canot be bought in shops
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Nov 05, 2005, 04:39 AM // 04:39
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#5
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Outlaws Of Ascalon
Profession: Mo/
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Quote:
Originally Posted by Hannibel
well you don't want the charms to be overpowering just like a small boost, when i mean the dmg's they also include skills not just attacks
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ya but 80 dmg from meteor or 81 isnt big difference.
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Nov 05, 2005, 04:57 AM // 04:57
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#6
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Banned
Join Date: Oct 2005
Guild: Playboy Entertainment
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any amount of dmg helps, 1% off a perfect item doesn't make a big difference but this game doesnt have all that much dmg into it and the little amounts of dmg will help
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Nov 05, 2005, 05:07 AM // 05:07
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#7
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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Well there's a process to adding up damage. You deal damage, then it gets reduced by armor, resistances, etc. So depending on where the +1 damage is added in, the meteor could potentially do more than just +1 damage.
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Nov 05, 2005, 06:54 AM // 06:54
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#8
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Wilds Pathfinder
Join Date: Oct 2005
Location: Maryland
Guild: The Servants Of Morgoth
Profession: N/
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wouldnt this overpower a little?
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Nov 05, 2005, 06:59 AM // 06:59
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#9
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Academy Page
Join Date: Oct 2005
Location: Some say in my own little world ^^
Guild: SOED
Profession: N/Mo
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I'm seeing flash backs of Diablo... actually I do like this idea. Limiting the ammount of charms you could carry at one time would be good and only being able to carry a limited ammount of them would prevent charm abuse. what you could do is have charms of all the different item modifiers toned town to a weaker form say nothing above a 5% so +1 to skill 5% chance while using a skill. Just a thought balance wise it may not be a good one but it's something to consider.
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Nov 05, 2005, 08:41 AM // 08:41
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#10
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Frost Gate Guardian
Join Date: May 2005
Profession: Mo/
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I can see it now, rangers with dual shot and ignite arrows getting a substantial boost to everything. The last thing we need is a spike team doing X amount of damage twice (dual shot) with a bonus of Y on both arrows, with Z damage preparation (along with the Y damage bonus on the prep) plus vampiric damage bonus, plus a conjure (with Y damage bonus again), plus orders adding N + Y more damage (twice, once for each order), plus spirits adding 4 + Y damage... need I go on?
In short, while it would make rangers not so ignored in PvE, it would horribly unbalance the game.
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Nov 05, 2005, 08:52 AM // 08:52
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#11
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Lion's Arch Merchant
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Mmm...4 more energy and 2 more damage per hit on my monk when I solo. Sounds tasty.
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Nov 05, 2005, 10:06 AM // 10:06
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#12
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Desert Nomad
Join Date: Oct 2005
Location: Titusville, PA <nowhere>
Guild: KOD <Knights of the Dragonrose><Guild Officer>
Profession: W/Mo
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Quote:
Originally Posted by Jczech
I can see it now, rangers with dual shot and ignite arrows getting a substantial boost to everything. The last thing we need is a spike team doing X amount of damage twice (dual shot) with a bonus of Y on both arrows, with Z damage preparation (along with the Y damage bonus on the prep) plus vampiric damage bonus, plus a conjure (with Y damage bonus again), plus orders adding N + Y more damage (twice, once for each order), plus spirits adding 4 + Y damage... need I go on?
In short, while it would make rangers not so ignored in PvE, it would horribly unbalance the game.
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Simple. Make it PVE only. Roleplayers don't get alot as it is anyways.
Plus if it's small effects, it won't really "UNBALANCE" the game. I mean 1 damage additionally overtime? please. =)
--The Shim
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