Jul 25, 2007, 02:21 AM // 02:21
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#21
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Who Kicked Down Our [Door]
Profession: W/A
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Cure Hex......:O
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Jul 25, 2007, 03:15 AM // 03:15
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#22
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Academy Page
Join Date: Feb 2007
Location: south of somewhere
Guild: Dominion of Passi [PaSI]
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Quote:
Originally Posted by Ultra Mega
The level cap is staying the same in EotN.
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i never said the level cap was gonna be raised, what im saying is that by increasing AR its already going beyond lvl20 with out actually having to increase the cap
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Jul 25, 2007, 09:43 AM // 09:43
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#23
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Wilds Pathfinder
Join Date: Jul 2006
Location: Finland
Guild: Victory Via Valour
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Quote:
Originally Posted by Ultra Mega
The level cap is staying the same in EotN.
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He probably expected to get higher armor rating in GW:EN what is not likely gonna happen because it ruin PvP or then becomes only PvE armors.
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Jul 25, 2007, 10:28 AM // 10:28
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#24
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Pre-Searing Vanquisher
Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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Maybe Sundering will be changed to lengthen the duration of Cracked Armor...
You know, something a little more useful...
__________________
I like pizza.
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Jul 25, 2007, 12:40 PM // 12:40
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#25
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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I highly doubt it, do +33% poison mods actually poison a target? No. The ability to knock out a condition without using a skill is far too overpowered, especially if its cracked armor. I extremely doubt sundering will cause cracked armor unless you use a skill to make it do it. As for the length of cracked armor, maybe a new weapon mod will make it last longer.
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Jul 25, 2007, 12:51 PM // 12:51
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#26
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Its a junk condition. Its already pretty standard to prot spirit your front line war that uses frenzy. Just because his armor is lower he's still going to take the same amount of dmg.
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Jul 25, 2007, 03:14 PM // 15:14
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#27
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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It's a condition. Conditions get removed very easily and very often.
I don't see how it could be useful since its effect is minimal and such is not a priority to remove. As it cannot lower below 60 AL, it would be used primarily on warriors. But choosing between cracked and blind or weakness, what will you choose? Guessed it, not cracked.
Cracked armor need to lower armor by 20% whatever armor you have. On low armor it will not lower that much, on high it will be more powerful. The current state of this condition doesn't seem very attractive IMO.
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Jul 26, 2007, 02:22 AM // 02:22
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#28
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Frost Gate Guardian
Join Date: Aug 2006
Guild: The Nights Watch [Crow]
Profession: Mo/
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Sundering should just be totally changed to an extension of the condition by 33%, to give this mod a (potential) use outside the market.
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Jul 26, 2007, 02:37 AM // 02:37
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#29
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Furnace Stoker
Join Date: Oct 2005
Guild: Inde is Smoking [Hawt] *ToA*
Profession: W/E
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Quote:
Originally Posted by Bankai
It's awesome for taking out paragons and warriors. Enemy warrior is over-extending? Shell shock his ass and kill him. Paragon is annoying you? Shell shock his ass and kill him.
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over extending?
you could kill targets easily without some crappy condition
and with the armor cap. more power to you.
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Jul 26, 2007, 04:25 AM // 04:25
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#30
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Wisconsin
Guild: Guardians Alliance [ALLY] now recruiting
Profession: D/A
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pretty stupid conditions imo
i would have rather liked to see them put their heads together for some new creative skills that no one else would have thought of
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Jul 26, 2007, 04:33 AM // 04:33
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#31
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Krytan Explorer
Join Date: May 2006
Guild: We don't wear [Bras]
Profession: D/E
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Agree that cracked armor sux big time, and word to blind or weakness> cracked armor on warriors. Realistically, how can a armor be repaired ( by remedy signet or whatever) once it's cracked after the duration expires? Makes no sense.
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Jul 26, 2007, 05:01 AM // 05:01
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#32
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Lion's Arch Merchant
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Quote:
Originally Posted by Knight_Blazer
Realistically, how can a armor be repaired ( by remedy signet or whatever) once it's cracked after the duration expires? Makes no sense.
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Dude, youve accpeted that Paragons have wings magically sprout out of their backs when using some skills, necros can raise animated creatures from corpses, eles can call down pieces of rock from orbit, dervishes can shape change into a god form! And you are saying that its not realistically possible that some simple armour can be repaired magically?
LOL
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Jul 26, 2007, 06:38 AM // 06:38
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#33
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by meerkats
Dude, youve accpeted that Paragons have wings magically sprout out of their backs when using some skills, necros can raise animated creatures from corpses, eles can call down pieces of rock from orbit, dervishes can shape change into a god form! And you are saying that its not realistically possible that some simple armour can be repaired magically?
LOL
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I think the problem isn't the disbelief of possibility, the problem is it doesn't fit with what conditions are - bodily harm, injury, instability, whatever - they all deal with the person's body. Cracked Armor doesn't fit because it deals with their armor. This means the same skill that would be used to "cure" an ailment on someone's body can also magically repair their armor, and that just don't make sense.
Otherwise, I can't see any other way to introduce something like this. Maybe call it something different, like "Impaired Defenses" or some such, to imply the person is unable to defend themselves as well and become more susceptible to damage... but then why would it affect their armor rating, which they only gain by wearing armor? I dunno, just hard to fit into a "physical condition" category without some continuity conflicts.
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Jul 26, 2007, 06:54 AM // 06:54
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#34
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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fine, lets rename condition(s) to "effect(s)" there problem solved.
Or maybe cracked armor is the CONDITION your armor is in.
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Jul 26, 2007, 08:13 AM // 08:13
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#35
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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You have to assume that monks will be able to remove this condition anyway, just as they can any other degen or curse!
And it is just a condition that wears off.
I cant see this having a huge impact, especially since it cant reduce your armor lower then 60. I'm an ele and my armor is maxed at 70 anyway, and I always seem to survive.
Aslong as you have good monks and a good team, then its the same old story. You will do fine!
As for it not being realistic.... this is a game people!!
This cracked armor, is a tempory condition created by certain skills. As like any other condition, it will be removable with mending and healing (I assume as stated above).
But on the subject of realism!
How many Trolls do you see walking around your neighbourhood, who are able to hurl an endless supply of rocks from their hands, and cast spells on you?
Or when was the last time you saw a Mystical flouting dragon head down your local, ordering a point of Fosters, with the drawfs?
Have you had any undead rise recently from a local graveyard because a local yob was playing necromancer and fancied playing with some Flesh Golems?
Last edited by freekedoutfish; Jul 26, 2007 at 08:22 AM // 08:22..
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Jul 26, 2007, 08:36 AM // 08:36
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#36
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by freekedoutfish
But on the subject of realism!
How many Trolls do you see walking around your neighbourhood, who are able to hurl an endless supply of rocks from their hands, and cast spells on you?
Or when was the last time you saw a Mystical flouting dragon head down your local, ordering a point of Fosters, with the drawfs?
Have you had any undead rise recently from a local graveyard because a local yob was playing necromancer and fancied playing with some Flesh Golems?
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You miss the point. It's not about realism, it's about consistency. All other conditions deal with the person/creature's physical body, while this one deals with the armor they wear. Skills that remove conditions are the way they are because they are designed to heal or purify the target of "ill effects" - cracked armor has nothing to do with this.
This is equivalent to giving the warrior a skill that causes a tree to grow with every attack skill. Magical, mystical, and just non-realistic? Sure. Makes sense within the confides of what the warrior is about? Hell no.
If you have any questions as to the purpose/effect of cracked armor, it's on the official wiki with a word from Izzy himself:
Quote:
Originally Posted by Izzy
The point of Cracked Armor is to allow you to deal with Heavy Armored targets like Warriors and Paragons, it's still a condition and it can get removed, it also works on every class because there are skills on all Physicals that use Cracked Armor. It's pretty much a counter to all passive armor buffs.
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Emphasis mine. It is a condition just like Bleeding, Dazed, Blindness, etc.
Maybe the skills that remove conditions need to be re-worked or at least re-worded so they make more sense. It's certainly not a big deal at all, just kinda odd and funny. Of course, I still find it funny that the skill "Dodge" allows the user to "Block". Ah well.
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Jul 26, 2007, 12:43 PM // 12:43
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#37
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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I am Restoring my armor to its original condition - Restore Condition
I am using mending touch on my armor to mend its current condition - mend touch
I am using purge conditions to purge the current ill condition my armor is in - purge cond.
I am using dismiss condition to shrug off this broke ass armor of mine - dismiss condition.
Replace your concept of purifying your soul when it comes to removing conditions and upgrade your chain of thought into treating it as a physical condition, effect.
quoted "remove conditions are the way they are because they are designed to heal or purify the target of "ill effects" - cracked armor has nothing to do with this."
Cracked armor is an effect. Here is my armor, now its cracked this has produced a negative (ill) effect where its -20al.
heal/purify? 0.o most of these things as i said earlier can be also worded to sound like you're fixing up your armor, you've just got tunnel vision, @_@ open you eyes, take the red pill neo THERE IS NO SPOON!
With all the things GW needs added/improved/modified the simple sulking of this matter is utterly stupid.
HOW ELSE would they put the effect of cracked armor into the game? you cant enchant an enemy...and if you did...cracked armor as an enchant? you can hex an enemy, but cracked armor as a hex is even more far fetched then it as a condition.
Seriously just change your train of thought, its a condition, its the CONDITION your armor is in, the bulk of the cond removal skills sound believeable enough. Realise the limits in the games engine/design and move on.
God this freaking community, toss them a bar of gold and they'll cry, we wanted gold coins! not a bar of gold! :'-(
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Jul 26, 2007, 12:58 PM // 12:58
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#38
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Good lord, Seissor! You're doing a lot more complaining about what I said than I am about the issue! In fact, I'm not even really complaining, just expressing my thoughts on it. Do you think I really care that much about it? Please, it's just a term. I'm just mulling it around in my brain trying to see what it has to do with the current conditions. It's constructive thought, not destructive.
On that note, I think you're taking it a bit too seriously, so I'm just going to agree with you and move on, k?
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Jul 26, 2007, 02:47 PM // 14:47
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#39
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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Quote:
Originally Posted by arcanemacabre
You miss the point. It's not about realism, it's about consistency. All other conditions deal with the person/creature's physical body, while this one deals with the armor they wear. Skills that remove conditions are the way they are because they are designed to heal or purify the target of "ill effects" - cracked armor has nothing to do with this.
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I failing to see the issue!
So what if a mending or healing spell removes the cracked armor effect?
Are you suggesting we shouldnt be able to remove it during an instance or mission and have to wait for it to wear off?
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Jul 26, 2007, 02:54 PM // 14:54
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#40
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Krytan Explorer
Join Date: Dec 2005
Location: NY, New York
Guild: Warlords of Earth [WAR]
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theres ways to take it off like any other condition. its just a simple condition like bleeding and deep wound. while it may seem unrealistic to be able to cure it with the usual monk spells since this condition has to do with armor not an injury its still a condition and still affected by spells that remove conditions. Its only useful on rangers, paragons and warriors tho since everything else already has 60AL. Its definitely useful though and puts a new tactic into play.
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