Adrenaline Bar

Lint

Lint

Wilds Pathfinder

Join Date: Feb 2006

In a house....

bleh

Well, the main idea of this is being able to stack your adrenaline. Im not good at explaining stuff so heres a pic, it says it all.



NOTE: the bar on top of the health bar is sopose to be the adrenaline bar. It counts how many adrenaline strokes you have.

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

kinda usefull...also kinda suggested before me thinks

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Why does it matter? You see how much adrenaline you have with your skills.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

because adrenaline skills have different amount of adrenaline strikes even when it says 4/5/7/8/9. 4 doesn't mean 4 all the time, it could be 3.9.

Jesse

Jesse

Krytan Explorer

Join Date: Feb 2006

New York

Vanquishing Memories [VM]

Mo/Me

Quote:
Originally Posted by LifeInfusion
because adrenaline skills have different amount of adrenaline strikes even when it says 4/5/7/8/9. 4 doesn't mean 4 all the time, it could be 3.9.
WHAT ?!?!?!?!??!? 3.9 ?!?!??!?!

Badger Muffin

Badger Muffin

Academy Page

Join Date: Jul 2006

Underworld Refugees

N/Me

/signed

Feminist Terrorist

Feminist Terrorist

Desert Nomad

Join Date: Nov 2005

Oh Noes! The 'burbs!

/signed

Looks cool.

Shrouded Waffle

Shrouded Waffle

Frost Gate Guardian

Join Date: Jul 2006

Professional Henchway [pRo]

/signed as long as we get to toggle the size and where to place it like the HP and energy bars.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

As much as I'd really love to be able to unload several Executioner's Strikes in a row, I'm not going to favor a thread suggesting Adrenaline become another Energy pool. It's something called balance.

vergerefosh

Wilds Pathfinder

Join Date: Sep 2006

Englishmen Don't Drink [Tea]

W/R

/signed

Would make it easier as some skills seem to stick on the amount shown in the pic before it's got enough

The Pointless

The Pointless

Wilds Pathfinder

Join Date: Jul 2006

Stuck in the UK

Rage International [RAGE]

W/Me

It's needless as only one profession makes use of it: The Warrior. And adrenals are usually employed only by War primaries AFAIK.

/not signed

S!carius

Lion's Arch Merchant

Join Date: Nov 2005

Germany

Force of Arms [FoA]

Mo/

Its a cool idea but that isn't how adrenaline works. It isn't an energy pool. I think the system they have in place works perfectly fine and see no need to change it.

/unsigned

Rain Knight

Rain Knight

Site Contributor

Join Date: Nov 2005

Australia

[KATE]

R/W

they shouldnt stack.....never....which in that case a bar would be not really be needed

Bankai

Bankai

Desert Nomad

Join Date: Sep 2006

Bubblegum Dragons

Mo/E

Quote:
Originally Posted by The Pointless
No. It's a Warrior
I was trying to point out that while you're saying only wars use adrenaline, paragons also use it a lot.

And I thought it looked like a paragon.

BTW, /unsigned, because of reasons earlier posted by others.

yunthi

yunthi

Academy Page

Join Date: Jul 2006

War Friends [WF]

W/

its not primary based, any primary class can use adrenal skills ...

im not really sure about this since i dont c the pic (browser options?)

neway, adrenal isnt a pool its skill specific. meaning each skill has its own pool an indifferent from other skills.. (with the exception of skills that make u lose all adrenaline) this way u can chain skills once ur adrenaline is full an not have 1 skill drain 1 pool completely. u could think of it as conditioned (enough hits) recharge for each skill

tho i could c this possible with similar animation to skill recharge which would progress as u gain adrenaline /signed for that

The Pointless

The Pointless

Wilds Pathfinder

Join Date: Jul 2006

Stuck in the UK

Rage International [RAGE]

W/Me

Quote:
Originally Posted by yunthi
its not primary based, any primary class can use adrenal skills ...
I know that, but for most "squishy" non-melee primaries, it's ill-advised to pack adrenals from a secondary.

Rain Knight

Rain Knight

Site Contributor

Join Date: Nov 2005

Australia

[KATE]

R/W

imagine spamming Quivering blade and final thrust when health below 50 O.o

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

(sigh)
Adrenaline is not stored per character, but PER SKILL.
http://gw.gamewikis.org/wiki/Adrenaline
Have you noticed that when you strike you lose adrenaline in all the skills?
Adrenaline works that way to prevent adrenaline skill to be used without any kind of delay.

Adding that option would require to change ALL the adrenaline skills so they have increased 'casting' or recharge delays.

Adrenaline skills are not spamable, and they are meant this way.

And, more important, HP is RED, XP is GREEN, Energy is BLUE.
You have there RGB, so... there are no color left for another bar, sorry.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

What Mithran said. Adrenaline doesn't work that way in the game currently, therefore, something like this would not work (since you can have 8 adrenline in one skill and 0 in one you just used).

Saryn

Saryn

Ascalonian Squire

Join Date: Feb 2007

Tucson, AZ

Grievers Apocalyptic Remnants [GAR]

E/Mo

/Signed
I would like to see this implemented

"Play the game, not the players."

Fender

Fender

Krytan Explorer

Join Date: Aug 2005

Ohio

XoO

/unsigned
Mithran summed it up nicely.

Antheus

Forge Runner

Join Date: Jan 2006

Adrenaline has one pool for each skill.

This is a very important difference from energy.

Each time you use an adrenal skill, all pool lose one strike, each time you gain it, all pools gain one. On use, the used skill loses its own pool.

This is important, since adrenal warrior skills are capable of doing very high damage. The way it works now, in order to chain skills to perform a spike, you need to hit with each and every attack in chain - identical to assassin - since this way each attack recharges the adrenaline lost by using a skill.

This makes it possible to disrupt the chains through stances, blind, wards or other anti-melee skills, severly reducing damage.

Proposal of one pool is identical to giving assassins all skills as they are, but removing the chain requirement. This means, they could use dual and offhand type attacks without any requirements and without any recharge time.

It may seem like a minimal change, but converting adrenaline mechanism into a single pool would be gamebreaking.

Rhia Aryx

Ascalonian Squire

Join Date: May 2007

I think it would be great to have some sort of count for how much adrenaline you have. I don't think it'd be a good idea for it to be an energy pool, as some think it would end up as. Even just a number that you could choose to display or not would be good. so.... /signed for a count. /not signed for an 'adrenaline pool'

after reading the rest of the thread... EDIT: /unsigned.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Yup, wat is true is that is a bit hard to say how much adrenaline you have in each skill.

An small number in the top right corner of the skill icon would be more than enough.

TheOneMephisto

TheOneMephisto

Forge Runner

Join Date: Nov 2005

This + the new agonizing chop.

Eviscerate->agonizing->agonizing->agonizing->agonizing->agonizing->crit chop

Or have a couple warrior's build, the eviscerate->swtich target->eviscerate->switch target->eviscerate->eviscerate

Or have backbreaker warrior's.

Backbreaker monk-> Backbreaker + combo other softy

Hehehe, the possibilities are endless

-goes into uncontrollable evil laughter-

Yea, if you didn't get the idea, OVERPOWERED.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Quote:
Originally Posted by MithranArkanere
Yup, wat is true is that is a bit hard to say how much adrenaline you have in each skill.

An small number in the top right corner of the skill icon would be more than enough.
I'll agree with this. Each adrenaline skill states how much adrenaline is needed to use the skill. By putting a small number in the corner of the skill icon that changes as you gain adrenaline, you can determine how long until you can use that skill easier. Since adrenalin gaine by hitting someone is different than adrenaline gain from someone hitting you, it would be easier to gauge. And since (according to Wiki), the adrenaline needed for skills is not always the same based on the number given, it could be a % display.

Cleave and Sever Artery are both listed as 4 adrenaline skills. However, Wiki states that Cleave requires 80 points of adrenaline, and Sever Artery requires100 points.
http://gw.gamewikis.org/wiki/Adrenaline

So if you are using both skills, and have acquired 60 points of adrenaline, Cleave would state 75%, and Sever Artery would state 60%

/signed for individual skill numbers

Tarun

Tarun

Technician's Corner Moderator

Join Date: Jan 2006

The TARDIS

http://www.lunarsoft.net/ http://forums.lunarsoft.net/

/signed - many of us would fine this useful

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Wow. This thread was necromanced not once, but twice (I noticed when I saw a post by myself).

@Tarun, read the rest of this thread and you'll realize adrenaline doesn't work this way.