I'm not sure if this has been suggested before, so here we go...
Why doesn't GW employ process-effect weaponry, or activated spell-effect gear for that matter? Other RPG-style games employ them, but GW seems to be the exception.
A process-effect weapon randomly casts certain spell-like effects whenever it strikes a target, depending on activation percentages. For example, a certain magic sword has a healing-proc that activates 5% of the time whenever it hits. If that sword hits a target and its effect activates, the user is healed for a random 10-40 hits points. The process effect can be any myriad of things: hex the target struck, drain life, slow/snare the target, increase the holder's attack speed, lower the target's armor, etc. The key requirement is that a spell-like effect being associated with the weapon.
Such a change would certainly add more dimension to GW's rather unremarkable magic weapon system. Actual process effects and their scope can always be nerfed/rebalanced to prevent abuse.
Activated process-effect gear (right clickable) to add temporary movement speed, self healing, etc... would also be nice. Such items can have long cast times, cooldowns, or finite charges to keep them in check.
Process-effect weapons and activated effects gear
lord_shar
unienaule
Activated process-effect gear would be like an extra skill slot... so I doubt that would ever happen. As for the rest of the ideas, do you mean like 20% chance to do, say, 20 earth damage on hit or something?
lord_shar
Quote:
Originally Posted by unienaule
Activated process-effect gear would be like an extra skill slot... so I doubt that would ever happen.
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Quote:
Originally Posted by unienaule
As for the rest of the ideas, do you mean like 20% chance to do, say, 20 earth damage on hit or something?
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It's up to ANET to decide what effects are appropriate vs. over-powered, but you get the idea. The more powerful the process effect, the lower the activation percentage. Either way, weapons become less mundane and more enjoyable to use, especially with the luck element playing a more decisive role.
SilentVex
GW already has everything you are asking for:
Sundering - Armor penetration +20% (Chance: 10-20%)
Furious - Double Adrenaline on hit (Chance: 2-10%)
Barbed - Lengthens Bleeding duration on foes by 33%
Ebon - Earth damage
/notsigned
Sundering - Armor penetration +20% (Chance: 10-20%)
Furious - Double Adrenaline on hit (Chance: 2-10%)
Barbed - Lengthens Bleeding duration on foes by 33%
Ebon - Earth damage
/notsigned
lord_shar
Quote:
Originally Posted by SilentVex
GW already has everything you are asking for:
Sundering - Armor penetration +20% (Chance: 10-20%) Furious - Double Adrenaline on hit (Chance: 2-10%) Barbed - Lengthens Bleeding duration on foes by 33% Ebon - Earth damage /notsigned |
If you want ANET to implement better weapon effects, you have to think beyond what's already in the game. Diablo, EQ, WoW, and a bunch of other games have very visible weapon procs. GW makes you "guess" if any weapon effect ever activates.
HawkofStorms
^Exactly, go play WoW.
The weapons are set up as they are now to encourage high end balance in PvP. That is why they don't have random effects like that.
The weapons are set up as they are now to encourage high end balance in PvP. That is why they don't have random effects like that.
lord_shar
Quote:
Originally Posted by HawkofStorms
^Exactly, go play WoW.
The weapons are set up as they are now to encourage high end balance in PvP. That is why they don't have random effects like that. |
Process effects shouldn't be feared. They already exist in GW in negligible forms (sundering). I'm just asking that ANET consider other process effects beyond just +damage numbers.
AuraofMana
You have no idea of balance. An inherent mod that decrease 1 energy of your opponent every hit as long as they have 25% energy or above? That's WAY better than any other inherent mods out there.
Rejuvenation to get 15% chance to recharge a random skill? Hmm... Sins with flurry >>
Obviously you have never PvPed because 1 more damage means life and death in PvP.
Rejuvenation to get 15% chance to recharge a random skill? Hmm... Sins with flurry >>
Quote:
1 second of bleeding, cripple, speed gain, 10-point heal, etc... won't shift pvp balance provided that the process activation percentages are kept low and reasonable. |
lord_shar
Quote:
Originally Posted by AuraofMana
You have no idea of balance. An inherent mod that decrease 1 energy of your opponent every hit as long as they have 25% energy or above? That's WAY better than any other inherent mods out there.
Rejuvenation to get 15% chance to recharge a random skill? Hmm... Sins with flurry >> Obviously you have never PvPed because 1 more damage means life and death in PvP. |
Also, you forgot to read the fine print in the other thread:
Quote:
Originally Posted by lord_shar
These are just arbitrary ideas, so balancing suggestions are welcome.
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