New Conditions - Ideas

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fleshvirus
fleshvirus
Frost Gate Guardian
#1
All post your Own Selfmade conditions.

(Coagulation)

Player Can not gain More than 10% of his/hers Health. This is sort of like exhaustion, But it is a medical condition.

(Frostbite)

Player Movement decreases by 10% and you will take Cold damage each time you get hit by any Psychic attack.

(Sleeping)

Player can not move or attack untill he wakes up or gets hit.
BahamutKaiser
BahamutKaiser
Desert Nomad
#2
These sound like hexes. we already have Cripple, and Deep Wound, and Sleeping is too powerful, totaly disabling and immobilizing called Knockdown, making a condition which immobilizes you and disables you until you are hurt is just a minor alteration, and could also be a hex.

Sleep could be a condition, but I really don't want to deal with skills that totally disable anyone, knockdown is the worst, and only a few skills knockdown more than one second. If we have a sleep condition than there would be alot of people just sitting around doing nothing. At least with blind, Melee fighters can move around, and with cripple, you can still attack, total disability makes it too easy to shutdown.
Winterclaw
Winterclaw
Wark!!!
#3
Here are some ideas, including benefital conditions.

Frozen - your attack rate, casting rate, and movement are all reduced.
Acid burn - degen that does less damage than buring but lasts longer.
Stunned - can't attack, cast spells, or move.
Drained - reduced max energy and reduces the effectiveness of energy resortation skills (energy version of deep wound)
Exausted - increased spell cost
Fear - skills are less effective but you move, attack, and cast faster.
Emboldened - skills are more effective.
Health boost - extra HP and more effect from healing.
Accurate - halves chances of attacks being blocked or evaded.
Healing - health regen
The Hand Of Death
The Hand Of Death
Krytan Explorer
#4
I see no need for more conditions, something like stunned, exhausted, and deaf may be some but other than that no.

Deaf would be something that prevents someone from getting the bonuses of shouts and chants.
B
BustroQuick
Academy Page
#5
Something that blurs an opponent's screen (sort've like being drunk) would be nifty.
Kha
Kha
Sins FTW!
#6
Quote:
Originally Posted by Winterclaw
including benefital conditions.
Beneficial conditions would be the most pointless thing. The monk goes to take bleeding off the warrior, but instead takes off a beneficial condition. Not only did he not get bleeding off, he also removed something that helped the warrior. Just stick with the beneficial stuff being enchantments, shouts, etc.
bamm bamm bamm
bamm bamm bamm
Krytan Explorer
#7
Reintroduce Silence, but for reducing effective AoE of shouts from the 'shouter'. The 'silencing' weapon mods would need to be changed to 'dazing' or something, but that should already have been done anyway.

'While silenced, your shouts have a 66%/75% reduced radius.'
Spirit Of Azrael
Spirit Of Azrael
Echo-mending Master
#8
Maybe just a few, but nothing to uber. Dazed/Blind suck as they are. No need for uber versions of them
Winterclaw
Winterclaw
Wark!!!
#9
Quote:
Originally Posted by Kha
Beneficial conditions would be the most pointless thing. The monk goes to take bleeding off the warrior, but instead takes off a beneficial condition. Not only did he not get bleeding off, he also removed something that helped the warrior. Just stick with the beneficial stuff being enchantments, shouts, etc.
Then don't cover a negative condition with a positive one.

Or Anet could differentiate the two and add some skills to add them and some skills to remove them.
LifeInfusion
LifeInfusion
Grotto Attendant
#10
We need conditions that affect things that are AOE effects such as spirits, shouts, chants, echos, etc.

Currently only hexes will shut them down, compared to attacks, spells etc. which are shutdown by blind and daze respectively.

People tend to shrug off conditions unless it is deepwound/daze/blind.
RuPee
RuPee
Frost Gate Guardian
#11
deaf should definitly be a condition. with the addition of a shouter/echoer class such as the paragon, deaf seems like a reasonable condition.
actionjack
actionjack
Furnace Stoker
#12
I always think there should be a Frostbite condition. I also want a Numb condition, apply by Numb posion or Lighting damage.

Frostbite:
Much like the Ice version of Burning. The character suffers -4 health degeneration for the duration and move 33% slower. Like Burning, the duration is short, lasting for about 3-5 seconds. A character is surrounded by block of ice.
Source: Ice/Water related elemental spells/attacks.

Numbness:
Numbness causes a characters attack to be less effective in combat. Affected characters will reduce their attacking speed by approximately 50% for the duration of the skills used against him/her. Also need twice the time to change weapons.
Source: Lighting/Air related elemental spells/attacks, Assassin/Anti-Warrior type of attacks, Self-imposed.
LifeInfusion
LifeInfusion
Grotto Attendant
#13
Most conditions atm are vaguely lessened effectiveness hexes...

Bleeding/Disease/Poison = lessened degen hex (longer duration, easier removal)
Burning = Extremely Short duration massive degen hex (shortened duration, but removal is generally not an option due to short duration)
Crippled = Lessened Snare hexes like Imagined Burden (lessened in terms of ease of removal, but longer duration & generally low recharges)
Weakness = Lessened Necro hexes such as
================================================== =======
Blind = Blurred Vision / Price of Failure/ Spirit of Failure but with greater miss and less duration
Daze = unique
Deep Wound = Lingering Curse/Defile Flesh/etc. but with reduction of max HP, easier removal

If any conditions were introduced, they would likely fit the mold of being a hex-like effect with drawbacks and advantages in comparison to hexes. The major drawback to all conditions at the moment is ease of removal. Whereas hexes can be removed by Monks and Mesmers only, conditions can be removed by Paragon, Ritualists, Necromancers, Monks. Assassins and Rangers have conditional removals as well.
P
Pandora96
Ascalonian Squire
#14
Quote:
Originally Posted by fleshvirus
All post your Own Selfmade conditions.

(Coagulation)

Player Can not gain More than 10% of his/hers Health. This is sort of like exhaustion, But it is a medical condition.

(Frostbite)

Player Movement decreases by 10% and you will take Cold damage each time you get hit by any Psychic attack.

(Sleeping)

Player can not move or attack untill he wakes up or gets hit.
*cough Defile Flesh, Spiteful Spirit, and Binding Chains cough*

But Deafness should definately be a new condition for Nightfall.
BahamutKaiser
BahamutKaiser
Desert Nomad
#15
I guess a Deaf or Silence condition which counters Shouts would cover a new significant counter role.
fleshvirus
fleshvirus
Frost Gate Guardian
#16
Quote:
Originally Posted by BustroQuick
Something that blurs an opponent's screen (sort've like being drunk) would be nifty.
heres the ideas.

Deaf = Targets cannot hear Shouts untill the duration ends

Muted = Your shout will do nothing untill the duration ends

Confused = your screen will Swirl and Look dark green and Purple wich will Annoy the Player ( will make basicly make the NPC targets slower to react )
master_of_puppets
master_of_puppets
Krytan Explorer
#17
No I dont think the game needs more conditions. And deaf is not a good idea, there arent any conditions that prevent something and this would be like that. Do we have conditions that prevent someone from being enchanted, use stances, or spells or anything? No. Also all the other ideas people had were all crap, basically just a modified or combined version of existing conditions.
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unknown1
Krytan Explorer
#18
daze isnt that unique lol (arcane conundrum) or how ever u spell it (+dwarven battle stance) =)
lyra_song
lyra_song
Hell's Protector
#19
Bruised - Stances end 20% faster
Crimso
Crimso
Lion's Arch Merchant
#20
I've thought of a good condition: it could be called muddled or ammesia

The targets skill bar is concealed(with question marks) and the placement of the skill used is replaced with another when its used however you'll still be able to scroll over the skills to see their placements but it will be wasting some time.