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Originally Posted by System_Crush
While some might only invite people in full 15k armor sets, not e4y1 cares that much about ePeen.
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Originally Posted by System_Crush
While some might only invite people in full 15k armor sets, not e4y1 cares that much about ePeen.
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Originally Posted by [M]agna_[C]arta
@Metroid
-What does QFET mean^ ^?, Sorry^_^. @Azazel -Nope adding more Energy and Health would do same problem. Other Races would be forced to go Caster while other Fighter, only difference is it won't affect build it'll now affect Profession Choosing. Races should only have Different Storylines, Racial Skills, Unique Appearance and Different Damage Weaknesses. Like Sylvaris are resistant to Earth but they are vunreble to Fire. Or Humans are Ballanced to all types of Damage, No Better Resistance nor Vunrebility. |
Primary Attributes
These are like the primary attributes are now (they do not include things like Soul Reaping or anything that gives energy or health when X happens). They adjust some underlying calculation in the game.
There are no skills connected to the Primary Attributes.
Examples of Primary attributes:
Strength: Increases armor penetration
Energy Storage: increases the amount of energy.
Health: increases the amount of health
Critical Strikes: increased chance of critical strike.
Dodge: increased chance of evading melee attack.
Damage Reduction: gives a small amount of damage reduction
you could have any number of these like reduction in condition length or resistance to elements etc.
Skill Attributes
These are the attributes that we would recognize now i.e. fire magic, marksmanship, sword, axe, dagger etc.Armor
skills are connected to these attributes. I hope I don't need to explain this any further.
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Originally Posted by Greyhart
PvE character has infinite levels (or extremely high cap). But no ability to reallocate attribute points (adds to roleplaying).
PvP all characters are set to the same level e.g. 20. But have the ability to reallocate attribute points. |
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Originally Posted by Greyhart
There are no professions.
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| PvE character has infinite levels (or extremely high cap). But no ability to reallocate attribute points (adds to roleplaying). |
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Originally Posted by Alicendre
Definately NO.
If PvE chars have infinite levels, that means you'll put a lot of time into them... To find out that in fact your char is builded like crap and you have to redo it, or continue without being able to join a guild because you don't have the-cookie-cutter-of-the-now? |
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Originally Posted by FlamingMetroid
yeah, but this means I would have to level ONE CHARACTER ALOT, which would get boring reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeaallly fast, much faster than playing multiple characters.
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Originally Posted by FlamingMetroid
No.
Characters in GW need clear cut jobs and separated skill sets, or else the imba gimmicks we have now will look like nothing to what we'll have. Imagine if Sway had shadowsteps, critical strikes, and knockdown on top of everything else. Yeah I'm sure you think that with your system such an imbalanced combination would never happen, but someone would make it work, especially when were talking about the people who play GW. |
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Originally Posted by Greyhart
is there not already imbalance in the game as it stands? In PvP the attributes would be limited making only one or two skill lines effective, like now. It is possible now to take skills from 8 different attributes into battle but no one really does it because it would not be effective.
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| In PvE does it really matter if you can make a really powerful combination of skills? |
| regarding infinite levels. I understand the conceptual problem people might have with that, but the levels would really become meaningless after a short period of time. In fact you could remove levels all together. I only suggested the infinite levels because, if recall rightly, it has been mooted that they are considering a very high level cap or no cap at all. |
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Originally Posted by Greyhart
as for that skill bar. Yes it looks powerful, but wouldn't blind or any melee avoiding skill counter it?
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with any new system the devil is always in the details. ... If it is done incorrectly the game will not work it will become imbalanced and not be any fun at all. |
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Originally Posted by FlamingMetroid
Exactly, your idea is too hard to implement. KISS. It's why Guild Wars is fun. |

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Originally Posted by Greyhart
I can't see it being significantly more complex (but yes there would be more combinations to consider). However this is all opinion (as i am sure that neither of us has ever had to implement a system). And as opinion I understand your point.
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