What kind of negative Conditions do you want to see in GW2 ?
Phoenix Tears
The following are negative Conditions I'd like to see in the new Skill System of Guild Wars 2:
Poison:
Instead of having a Life Degeneration like in GW1, in GW2 a poisoned Player should lose every second 3% of the actual maximum Health the Character has.
So a Character with for example 1000 HP would lose every Second 30 HP as long the Poison lasts.
Bleeding:
Bleeding should work in GW2 like in GW1, dealign to the victim a Life Degeneration of -3 (was a typo before, god that can happen, I'm a Human, no Engine)
Deep Wound:
Same Effect as in GW1, but maybe increased to a 25% Malus of Max Health instead of 20%
(i'm somehow sure characters in GW2 will receive more Health Points, than in GW1 it is the case, so increasign the percentage of DW is just normal so that it loses not on effectivity) These 5 % more are not so crucial like you may believe
Blindness:
Same as in GW1. Victim has a high Chance to miss with physical Attacks.
Weakness:
Similar to the effect of GW1. No Attribute Lowering. Just the Damage dealt by weakened Foes will become lowered by 20%.
5% Damage Reduction is way too less, there is even the old attribute Reduction of -1 to all atts then stronger. No, for a significant weakening of foes it should be at least -15-20%, but not lesser and that weakening shold count to all damage types, so also caster damage gets weaker through that.
Burning:
Similar as Burning from GW1. Victims will suffer on a Life Degeneration, but lesser than in GW1, instead of -6, its only -4, therefore burning Foes will suffer also every second some fix extra damage, while moving of 3% HP per step you do (so fix damage instead of steadily increasing damage like Savannah Heat( the fatc that Burning will do -4 degeneration insteat of -6 balances that)
Burning will also automatically heal Frost and vice versa.
Crippling: > renamed to Deformation
Physical Skills will receive all a 15% Chance to fail and Attack Speed will get reduced by 25%
Deformation is just the better naming for that Condition, than Crippling, because first one is simple a noun, while Crippling is a verb. Condition Names should stand ever in noun form.
Reduced % Effects, but effects should stay. Petrification should become the Condition for Movement Speed Decreasement
Paralysis:
Skills will reload 50% slower and the victim will receive more often Critical Hits from Enemies while on Paralysis (+10% chance)
Petrification:
Movement Speed will slow down per second by 5%, until it reaches 100% and you'll be unable to move, as long petrificaton gets not removed.
Frost:
Will interrupt anything immediately, after that you will lose per Second 10% of your max Energy. Reaches the Energy 0, before Frost gets healed. Frost becomes to Unconciousness and the victim becomes knocked down for 5 seconds
Cracked Armor:
Instead of reducing the max Armor, Cracked armor will lead to, that physical Attacks will receive all a 15% Armor Penetration Bonus and physical/magical Attacks that will deal negative status ailments, like Burning or Poison will receive through that 50% longer durations due to lesser Armor Protection.
Disease:
Will transpost following negative Conditions over to adjacent standing Allies of the targeted victim, if the targeted victim suffers on one of these conditions:
Bleeding, Poison, Weakness, Blindness, Disease itself.
No own Life Degeneration anymore, like in GW1
Fear:
The Victim will receive a 50% chance to miss with physical Attacks, but will receive from those double Adrenaline and will receive a Movement Speed bonus of 30%
Apathy:The Victim will become unable to deal Critical Hits and whenever attacking physically the victim will loose 5% of the Characters Energy Points or your Skills will become all deativated for 10 Seconds.
Exhaustion:
Same as in GW1, but not only for Ele Spells, this should be used in general to balance the more powerful Magic Spells of all Casters.
Sleep:
The target will become for short time unable to move or to use Skills, until the target will become hit by a Spell or by a physical Attack.
Hitting a sleeping foe will result in ever non blockable critical damage and will automarically end the Sleep Status
Confusion:
Movement Control will play crazy and all your Skill Slots will get replaced with ?-Icons letting you not know, what Skills you use when clicking on the buttons and there might be a 25% chance, that you might target instead of your foes a nearby Ally with your Spells and Attacks and when that happens, your character is for that while out of control for the player
Madness:
Attack Power of the Victim will increase by 25%, but Defense Power will go down by 25% too
Slowness:
Skills will activate 100% slower than normal.
Silence(Mute):
The victim becomes for short time unable to cast Spells
Deafness:
The victim becomes for short time unable to receive buffs from Shouts/Cries or Songs
Sorrow:
The Victim will receive 20% lesser Power from any Healings and no Adrenaline anymore.
Thats all I can think of and I think would GW2 have all these negative Conditions, Combats would be alot more different from those of GW1 and also alot more challenging in PvP especially, because so more negative conditions a game has, so more tactical options do you have in combat.
What do you think of these new conditions up there in my list and the little changes I made on some certain old conditions?
Poison:
Instead of having a Life Degeneration like in GW1, in GW2 a poisoned Player should lose every second 3% of the actual maximum Health the Character has.
So a Character with for example 1000 HP would lose every Second 30 HP as long the Poison lasts.
Bleeding:
Bleeding should work in GW2 like in GW1, dealign to the victim a Life Degeneration of -3 (was a typo before, god that can happen, I'm a Human, no Engine)
Deep Wound:
Same Effect as in GW1, but maybe increased to a 25% Malus of Max Health instead of 20%
(i'm somehow sure characters in GW2 will receive more Health Points, than in GW1 it is the case, so increasign the percentage of DW is just normal so that it loses not on effectivity) These 5 % more are not so crucial like you may believe
Blindness:
Same as in GW1. Victim has a high Chance to miss with physical Attacks.
Weakness:
Similar to the effect of GW1. No Attribute Lowering. Just the Damage dealt by weakened Foes will become lowered by 20%.
5% Damage Reduction is way too less, there is even the old attribute Reduction of -1 to all atts then stronger. No, for a significant weakening of foes it should be at least -15-20%, but not lesser and that weakening shold count to all damage types, so also caster damage gets weaker through that.
Burning:
Similar as Burning from GW1. Victims will suffer on a Life Degeneration, but lesser than in GW1, instead of -6, its only -4, therefore burning Foes will suffer also every second some fix extra damage, while moving of 3% HP per step you do (so fix damage instead of steadily increasing damage like Savannah Heat( the fatc that Burning will do -4 degeneration insteat of -6 balances that)
Burning will also automatically heal Frost and vice versa.
Crippling: > renamed to Deformation
Physical Skills will receive all a 15% Chance to fail and Attack Speed will get reduced by 25%
Deformation is just the better naming for that Condition, than Crippling, because first one is simple a noun, while Crippling is a verb. Condition Names should stand ever in noun form.
Reduced % Effects, but effects should stay. Petrification should become the Condition for Movement Speed Decreasement
Paralysis:
Skills will reload 50% slower and the victim will receive more often Critical Hits from Enemies while on Paralysis (+10% chance)
Petrification:
Movement Speed will slow down per second by 5%, until it reaches 100% and you'll be unable to move, as long petrificaton gets not removed.
Frost:
Will interrupt anything immediately, after that you will lose per Second 10% of your max Energy. Reaches the Energy 0, before Frost gets healed. Frost becomes to Unconciousness and the victim becomes knocked down for 5 seconds
Cracked Armor:
Instead of reducing the max Armor, Cracked armor will lead to, that physical Attacks will receive all a 15% Armor Penetration Bonus and physical/magical Attacks that will deal negative status ailments, like Burning or Poison will receive through that 50% longer durations due to lesser Armor Protection.
Disease:
Will transpost following negative Conditions over to adjacent standing Allies of the targeted victim, if the targeted victim suffers on one of these conditions:
Bleeding, Poison, Weakness, Blindness, Disease itself.
No own Life Degeneration anymore, like in GW1
Fear:
The Victim will receive a 50% chance to miss with physical Attacks, but will receive from those double Adrenaline and will receive a Movement Speed bonus of 30%
Apathy:The Victim will become unable to deal Critical Hits and whenever attacking physically the victim will loose 5% of the Characters Energy Points or your Skills will become all deativated for 10 Seconds.
Exhaustion:
Same as in GW1, but not only for Ele Spells, this should be used in general to balance the more powerful Magic Spells of all Casters.
Sleep:
The target will become for short time unable to move or to use Skills, until the target will become hit by a Spell or by a physical Attack.
Hitting a sleeping foe will result in ever non blockable critical damage and will automarically end the Sleep Status
Confusion:
Movement Control will play crazy and all your Skill Slots will get replaced with ?-Icons letting you not know, what Skills you use when clicking on the buttons and there might be a 25% chance, that you might target instead of your foes a nearby Ally with your Spells and Attacks and when that happens, your character is for that while out of control for the player
Madness:
Attack Power of the Victim will increase by 25%, but Defense Power will go down by 25% too
Slowness:
Skills will activate 100% slower than normal.
Silence(Mute):
The victim becomes for short time unable to cast Spells
Deafness:
The victim becomes for short time unable to receive buffs from Shouts/Cries or Songs
Sorrow:
The Victim will receive 20% lesser Power from any Healings and no Adrenaline anymore.
Thats all I can think of and I think would GW2 have all these negative Conditions, Combats would be alot more different from those of GW1 and also alot more challenging in PvP especially, because so more negative conditions a game has, so more tactical options do you have in combat.
What do you think of these new conditions up there in my list and the little changes I made on some certain old conditions?
netniwk
Quote:
Originally Posted by Phoenix Tears
Petrification: Movement Speed will slow down per second by 5%, until it reaches 100% and you'll be unable to move Frost: Will interrupt anything immediately, after that you will lose per Second 10% of your max Energy. Reaches the Energy 0, before Frost gets healed. Frost becomes to Unconciousness and the victim becomes knocked down for 5 seconds Sleep: The target will become for short time unable to move or to use Skills, until the target will become hit by a Spell or by a physical Attack. Hitting a sleeping foe will result in ever non blockable critical damage and will automarically end the Sleep Status Confusion: Movement Control will play crazy and all your Skill Slots will get replaced with ?-Icons letting you not know, what Skills you use when clicking on the buttons and there might be a 25% chance, that you might target instead of your foes a nearby Ally with your Spells and Attacks and when that happens, your character is for that while out of control for the player Silence(Mute): The victim becomes for short time unable to cast Spells |
MagmaRed
I'm glad you don't design games. Your ideas suck. Those 'conditions' are either WAY overpowered or worthless. Take some math classes and learn how bad some of your numbers are.
Squishy ftw
Some(read: most) of these conditions are simply awful.
Sleep, are you serious? Put 2 monks to sleep and it's gg ?
Unless of course your own team is stupid enough to hit them...
Please stop suggesting things
Sleep, are you serious? Put 2 monks to sleep and it's gg ?
Unless of course your own team is stupid enough to hit them...
Please stop suggesting things
makosi
If you lose 5% health from a condition every second then you die in 20 seconds. That's a heck of a lot of pressure.
ajc2123
Same as above, overpowered conditions. Deep wound sounds a little more precise than deadly wound and 20% - max health is already powerful. Most of those things look more like hexes then conditions. You should make skills not conditions >_<
Besides we can't really tell if these are too powerful until we know how much damage or max health and such GW2 will use, but for the GW1 current gameplay to compare, WAY overpowered.
And don't touch my cracked armor >_< -20 AL is WAY better then 15% penetration.
Besides we can't really tell if these are too powerful until we know how much damage or max health and such GW2 will use, but for the GW1 current gameplay to compare, WAY overpowered.
And don't touch my cracked armor >_< -20 AL is WAY better then 15% penetration.
MagmaRed
Quote:
Originally Posted by ajc2123
You should make skills not conditions >_<
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If you have read any of his suggestions you would know not to encourage him to do anything regarding a suggestion. I have yet to see him suggest something that would resemble logical thinking.
jiggles
Give up thinking of ideas. Please
also what the hell are you on about with the word 'power' GW doesnt have 'power' its has skills...
also what the hell are you on about with the word 'power' GW doesnt have 'power' its has skills...
The Arching Healer
These ideas rock. Go work for anet please and kick their butzz.
BlackSephir
Wow, some of these like Sorrow sound more like hexes or something. Also, what the guy above me said.
ajc2123
Quote:
Originally Posted by MagmaRed
NO. NO. NO.
If you have read any of his suggestions you would know not to encourage him to do anything regarding a suggestion. I have yet to see him suggest something that would resemble logical thinking. |
Refocus the anger where it is needed lol
tezza151
I reckon impotency would be a good disease
Alexandra-Sweet
No one knows how the gameplay of Guild Wars 2 is like (except Arena Net, and they're not so talk active about Guild Wars 2).
Only thing I would like is getting rid of is conditions that could shut down an entire profession. (Blind/Daze)
Only thing I would like is getting rid of is conditions that could shut down an entire profession. (Blind/Daze)
netniwk
It's a well known fact that our beloved Phoenix tears is a genius troll
Sleeper Service
people taking Tears seriously and getting worked up over it LOL.
EDIT: hey i got a couple suggestions too, just need to rip em off MTG instead of FF. brb
EDIT: hey i got a couple suggestions too, just need to rip em off MTG instead of FF. brb
ajc2123
Quote:
Originally Posted by Alexandra-Sweet
No one knows how the gameplay of Guild Wars 2 is like (except Arena Net, and they're not so talk active about Guild Wars 2).
Only thing I would like is getting rid of is conditions that could shut down an entire profession. (Blind/Daze) |
PvP Is meta for condition removal pretty much and PvE you get heroes you can mod out with restore condition or others. BUT since GW2 will be soloable WITHOUT heroes and hench's then yea thos conditions need to be rethunk...rethinked?...um....changed
Alex the Great
hey, these ideas fail.
just so ya know
just so ya know
Konig Des Todes
The title is misleading. You say what conditions you want to see, then you put suggestions and ask how they are. In other words, your asking for a discussion on many people's ideas, but then put yours and ask only for opinions on your own conditions. That means that this belongs in Sardalec, under GW2 suggestion thread.
Your conditions seem to be flawed, I'll give my shot at fixing them.
This could work, but still more reasonable to keep it simple with degeneration.
Bleeding deals -3 regeneration, not -5. Unless they changed it since I last suffered from that. This should stay, but not be moved to -5.
Keep the name, Deadly Wound sounds... bad. 20% is actually better then 25% though. So basically, just don't change this.
In terms of what it does, and not numbers, not a bad suggestion. I would say 5% is better for damage reduction. The main problem with this is that it has no effect over casters anymore.
No, no, no, no. The damage increases as you move? Um. Burning REDUCES as you move usually, that being in real life. I think the only change should be Burning is removed by Frost, if that condition is added.
wth? Deformation? This suggestion makes this condition overpowered. Leave it at 33% slower movement.
reload? try recharge. 100% slower is too much. 50% slower is better. And about the Critical Hits, does that mean attacks that hit the person under this condition has a higher chance of a critical hit or that the person with this can make a critical hit more often. Your wording makes it sound like the latter, which makes no sense. And, if it means you get hit by critical hits, it's flawed. Critical Hits is based off of the person attacking, not the one getting attacked. Just leave this at skills recharge 50% slower.
No, I'd rather see this be "Cannot move or use skills" all durations be EXTREMELY LOW. Like 5 seconds without any "condition lengthening" skills.
Better idea. Movement and Attack Speeds are reduced by 25%. Makes more sense to me. I don't see how being frozen deals with energy personally, but does with movement.
Revision: You take 5% more damage from attacks. I do not see how degeneration deals with cracked armor myself, perhaps someone can explain that to me?
Bleeding being spread. Don't see that. Poison and Weakness, maybe Blindness, and of course Disease, can all be spread. Take out the Bleeding, and sounds... ok. Not great, but ok.
Why just physical? And why double Adrenaline? I understand the attacks and movement speed bonus, but nothing else. Ok suggestion overall, unlikely to happen (this would mainly be tied in with Necromancers and whatever will replace them in GW2).
This sounds more like a hex to me, not a condition. But still overpowered. Leave it with the no Critical Hits.
In other words, you want it as a counter on more spells. Reasonable. Should only be the very powerful skills though.
Just remove.
How about just "movement is thrown off" like pressing forward makes you go backwards, left goes forward, right goes left, backwards goes right. But not always the same each time you get it. Don't think the skill change is good. Too powerful.
Reasonable.
Daze for spells, Blind for Attacks. No need for a poorly named condition like this.
Seems like a buffed version of Daze to me. Just keep daze and be happy, that's powerful enough.
Concise Version: You are not affected by Shouts, Chants, and Echos. This is a good one.
Wording, is bad. Here, let me rephrase using the amounts used in hexes and area effects of the game. You receive 2/3 healing from spells and lose all Adrenaline.
Overall, basic concepts are ok, but needs major revision.
My views on new conditions. Just add the Deafness concept and Frozen concept. That's all thats needed extra.
Your conditions seem to be flawed, I'll give my shot at fixing them.
Quote:
Originally Posted by Phoenix Tears
Poison:
Instead of having a Life Degeneration like in GW1, in GW2 a poisoned Player should lose every second 5% of the actual maximum Health the Character has. So a Character with for example 1000 HP would lose every Second 50 HP as long the Poison lasts. |
Quote:
Bleeding: Bleeding should work in GW2 like in GW1, dealign to the victim a Life Degeneration of -5 |
Quote:
Deep Wound: > renamed to Deadly Wound Same Effect as in Guild Wars1, but maybe increased to a 25% Malus of Max Health instead of 20% |
Quote:
Weakness: Similar to the effect of GW1. No Attribute Lowering. Just the Damage dealt by weakened Foes will become lowered by 20% |
Quote:
Burning: Similar as Burning from GW1. Victims will suffer on a Life Degeneration, but lesser than in GW1, instead of -6, its only -4, therefore burning Foes will suffer also every second some extra damage, while moving, which will raise per second, so longer you move. 5% first second moving, 7,5% 2nd second and so on ... similar to the increasign damage effect of Savannah Heat and it will have longer duration. Burning will also automatically heal Frost and vice versa. |
Quote:
Crippling: > renamed to Deformation Physical Skills will receive all a 25% Chance to fail and Attack Speed will get reduced by 50% |
Quote:
Paralysis: Skills will reload 100% slower and the victim will receive more often Critical Hits |
Quote:
Petrification: Movement Speed will slow down per second by 5%, until it reaches 100% and you'll be unable to move |
Quote:
Frost: Will interrupt anything immediately, after that you will lose per Second 10% of your max Energy. Reaches the Energy 0, before Frost gets healed. Frost becomes to Unconciousness and the victim becomes knocked down for 5 seconds |
Quote:
Cracked Armor: Instead of reducing the max Armor, Cracked armor will lead to, that physical Attacks will receive all a 15% Armor Penetration Bonus and physical/magical Attacks that will deal negative status ailments, like Burning or Poison will receive through that 50% longer durations due to lesser Armor Protection. |
Quote:
Disease: Will transpost following negative Conditions over to adjacent standing Allies of the targeted victim, if the targeted victim suffers on one of these conditions: Bleeding, Poison, Weakness, Blindness, Disease itself. No own Life Degeneration anymore, like in GW1 |
Quote:
Fear: The Victim will receive a 50% chance to miss with physical Attacks, but will receive from those double Adrenaline and will receive a Movement Speed bonus of 30% |
Quote:
Apathy:The Victim will become unable to deal Critical Hits and whenever attacking physically the victim will loose 5% of the Characters Energy Points or your Skills will become all deativated for 10 Seconds. |
Quote:
Exhaustion: Same as in GW1, but not only for Ele Spells, this should be used in general to balance the more powerful Magic Spells of all Casters. |
Quote:
Sleep: The target will become for short time unable to move or to use Skills, until the target will become hit by a Spell or by a physical Attack. Hitting a sleeping foe will result in ever non blockable critical damage and will automarically end the Sleep Status. |
Quote:
Confusion: Movement Control will play crazy and all your Skill Slots will get replaced with ?-Icons letting you not know, what Skills you use when clicking on the buttons and there might be a 25% chance, that you might target instead of your foes a nearby Ally with your Spells and Attacks and w/e |
Quote:
Madness: Attack Power of the Victim will increase by 25%, but Defense Power will go down by 25% too |
Quote:
Slowness: Skills will activate 100% slower than normal. |
Quote:
Silence(Mute): The victim becomes for short time unable to cast Spells |
Quote:
Deafness: The victim becomes for short time unable to receive buffs from Shouts/Cries or Songs |
Quote:
Sorrow: The Victim will receive 20% lesser Power from any Healings and no Adrenaline anymore. |
Overall, basic concepts are ok, but needs major revision.
My views on new conditions. Just add the Deafness concept and Frozen concept. That's all thats needed extra.
toastgodsupreme
There's a reason these things work in Final Fantasy single player games...
IT'S TURN BASED AND YOU HAVE ITEMS.
Dear God at some of these...
IT'S TURN BASED AND YOU HAVE ITEMS.
Dear God at some of these...
BL1ZZARD
man too many conditions there...
Rhamia Darigaz
basically everything that can be said has been.
some of those conditions are ridiculously overpowered, some of them worthless
and it sounds like somebody's been playing a little too much final fantasy
doesn't mean im gonna miss an opportunity to tell somebody their ideas are bad.
um... so basically you wanna make weakness ever more worthless than the OP suggested?
some of those conditions are ridiculously overpowered, some of them worthless
and it sounds like somebody's been playing a little too much final fantasy
Quote:
Originally Posted by netniwk
It's a well known fact that our beloved Phoenix tears is a genius troll
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Quote:
Originally Posted by Azazel The Assassin
In terms of what it does, and not numbers, not a bad suggestion. I would say 5% is better for damage reduction. The main problem with this is that it has no effect over casters anymore.
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FlamingMetroid
Quote:
Originally Posted by BlackSephir
I'm suffering from Mental Retardation!
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conditions in GW are fine the way they are now, and we cant start speculating about GW2 until more information is released
the savage nornbear
Quote:
Originally Posted by Rhamia Darigaz
sounds like somebody's been playing a little too much final fantasy
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On a side note, there is no way I would remember, much less use most of these conditions. Three or four would be game over. Put casters to sleep, and slap whatever else on melee then game over.
Phoenix Tears
@Azazel: Thank you for being yet the only one, that could give to this topic a kind of essentially answer.
Yes, this could be at the wrong place maybe, I wasn't really sure where to put that in and in the end I just wanted to know, what others want to see for conditions in GW2. I think in thsi case fitted the name of the thread into this place, as discussion about the conditions of the game and only because we know yet so less about GW2, doesn#t mean, that no one of us can make ideas of how the Conditions should work in GW2 - at least the game will become a complete new one, so mentioned numbers here play absolutely yet NO role for balance, because simply nobody of us can tell know, what will be anyhow balanced in GW2
So anyone who says the mentioned ideas here are unbalanced have (wow I must use this hated word for myself XD) made just invalid comments, that were based on comparement with GW1 ...this topic is NOT about GW1 if anyone of you have seen that, just to mention that ...
See if much people think it should stay just al the same 1:1 of GW1, or if some of you would like to see soem new condions and when so, which they should be and how they should work...
However, Azazel, you had some good points, lets see what kind of compromiss I can find ^^
Yes, this could be at the wrong place maybe, I wasn't really sure where to put that in and in the end I just wanted to know, what others want to see for conditions in GW2. I think in thsi case fitted the name of the thread into this place, as discussion about the conditions of the game and only because we know yet so less about GW2, doesn#t mean, that no one of us can make ideas of how the Conditions should work in GW2 - at least the game will become a complete new one, so mentioned numbers here play absolutely yet NO role for balance, because simply nobody of us can tell know, what will be anyhow balanced in GW2
So anyone who says the mentioned ideas here are unbalanced have (wow I must use this hated word for myself XD) made just invalid comments, that were based on comparement with GW1 ...this topic is NOT about GW1 if anyone of you have seen that, just to mention that ...
See if much people think it should stay just al the same 1:1 of GW1, or if some of you would like to see soem new condions and when so, which they should be and how they should work...
However, Azazel, you had some good points, lets see what kind of compromiss I can find ^^
Sleeper Service
ugh abilities in mtg REALLY dont work as conditions....they make some pretty cool skills though.
no surprise quite a few are ingame already.
anyways one condition missing :
Shadow
Having the Shadow condition results in the following.
A creature with shadow can’t affect creatures without shadow, and a creature without shadow cant affect creatures with shadow.
Multiple instances of shadow on the same creature are redundant.
no surprise quite a few are ingame already.
anyways one condition missing :
Shadow
Having the Shadow condition results in the following.
A creature with shadow can’t affect creatures without shadow, and a creature without shadow cant affect creatures with shadow.
Multiple instances of shadow on the same creature are redundant.
Rhamia Darigaz
Quote:
Originally Posted by Phoenix Tears
@Azazel: Thank you for being yet the only one, that could give to this topic a kind of essentially answer.
Yes, this could be at the wrong place maybe, I wasn't really sure where to put that in and in the end [/b]I just wanted to know, what others want to see for conditions in GW2.[/b] I think in thsi case fitted the name of the thread into this place, as discussion about the conditions of the game and only because we know yet so less about GW2, doesn#t mean, that no one of us can make ideas of how the Conditions should work in GW2 - at least the game will become a complete new one, so mentioned numbers here play absolutely yet NO role for balance, because simply nobody of us can tell know, what will be anyhow balanced in GW2 So anyone who says the mentioned ideas here are unbalanced have (wow I must use this hated word for myself XD) made just invalid comments, that were based on comparement with GW1 ...this topic is NOT about GW1 if anyone of you have seen that, just to mention that ... See if much people think it should stay just al the same 1:1 of GW1, or if some of you would like to see soem new condions and when so, which they should be and how they should work... However, Azazel, you had some good points, lets see what kind of compromiss I can find ^^ |
the conditions i would like to see in gw2 are the following:
not what you suggested
about the second bolded quote:
gw2 would have to be radically, perhaps unrecognizably, different from the first game in order for these conditions to somehow be incorporated without breaking any chance at competitive pvp. i don't see this happening
Quote:
Originally Posted by Sleeper Service
ugh abilities in mtg REALLY dont work as conditions....they make some pretty cool skills though.
no surprise quite a few are ingame already. anyways one condition missing : Shadow Having the Shadow condition results in the following. A creature with shadow can’t affect creatures without shadow, and a creature without shadow cant affect creatures with shadow. Multiple instances of shadow on the same creature are redundant. |
and while the shadow condition might be as ridiculous as the OP's suggestions, it differs in that it would generate epic lulz
Kinn
There is probably one worthwhile suggestion in the OP, the idea of "Deafness". The rest is mostly twaddle.
netniwk
Quote:
Originally Posted by Phoenix Tears
So anyone who says the mentioned ideas here are unbalanced have (wow I must use this hated word for myself XD) made just invalid comments, that were based on comparement with GW1 ...this topic is NOT about GW1 if anyone of you have seen that, just to mention that ...
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MagmaRed
Quote:
Originally Posted by Phoenix Tears
However, Azazel, you had some good points, lets see what kind of compromiss I can find ^^
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And if it is an idea for GW2, there is a sticky topic for those ideas. You failed to post this in the right forum.
Let this die. Please.
doudou_steve
"Phoenix's suggestions"
When you receive this condition, you can't move, cast spell, attack and suffer of 999 damage per second for 30 minutes.
When you receive this condition, you can't move, cast spell, attack and suffer of 999 damage per second for 30 minutes.
Omnidragon42
You ever play the Pokemon games? Remember coming across a high-speed parasect and getting your entire team spore'd/sapped when you're maybe 15 tiles away from Capturing Mewtwo? Remember how frustrating it was not being able to do something because of overpowered conditions?
I see what you did there.
I thing GW2 should have:
1-3 degenerative conditions (Maybe cut disease, even though it's a cool concept, not as effective with different races)
Blindness (please reduce to 75% miss chance)
Weakness (fine as is, maybe chop the -1 all atts)
Dazed (without the easily interruptible clause)
Crippled
Even though I love using it, I'm not sold on Deep Wound being neccessary. It is awesome though ^_^
I see what you did there.
I thing GW2 should have:
1-3 degenerative conditions (Maybe cut disease, even though it's a cool concept, not as effective with different races)
Blindness (please reduce to 75% miss chance)
Weakness (fine as is, maybe chop the -1 all atts)
Dazed (without the easily interruptible clause)
Crippled
Even though I love using it, I'm not sold on Deep Wound being neccessary. It is awesome though ^_^
Konig Des Todes
Quote:
Originally Posted by Rhamia Darigaz
um... so basically you wanna make weakness ever more worthless than the OP suggested?
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Quote:
Originally Posted by Phoenix Tears
@Azazel: Thank you for being yet the only one, that could give to this topic a kind of essentially answer.
-snip- However, Azazel, you had some good points, lets see what kind of compromiss I can find ^^ |
Please do not take me as a nice person, I was just being constructive in this thread. If it does not help the purpose of the thread, to me, it does not belong.
Phoenix Tears
So lets see...
Version 2.0:
Poison:
When poisoned a Character will lose every second 1% of its maximum Health.
Does a poisoned Character move, while being poisoned, then you will lose per second instead 3% of its max Health, cause of the Poison flowing quicker through your body. Will affect only fleshy foes again naturally
Bleeding:
While Bleeding, a Foe will suffer a Life Degeneration of -4 instead of -3
(will be buffed due to poison not being a Life Degeneration anymore)
Will affect only fleshy foes again naturally.
Deep Wound:
Max Health will get reduced by 20%.
Will affect only fleshy foes again naturally.
Weakness:
Weaknened Foes will deal 15% lesser damagy of any type, be it physical or magical damage. Weak Foes will be knockdowned also +1 Second longer, because they just need longer to stand up again.
Blindness:
Physical Attacks will have a 75% Chance to miss targeted foes, instead of a 90% chance like in GW1.
Burning:
Foes will suffer on a Life Degeneration of -6 and when standing near to adjacent Allies, there will be a chance, that those will start to burn too, Burning spreadign like Disease, therefore that Disease will have no own Life Degeneration anymore. Frost will End Burning and vice versa.
Disease:
Diseased Foes will start spreadign following Conditions over to their Allies, if they suffer on them personally:
Poison, Bleeding, Blindness, Weakness and Disease itself
Cracked Armor:
AL gets reduced by 20 and negative Conditions that hit you, like Poison or Bleeding will last 25% longer
Deformation:
Attack Speed will get reduced by 50% and you will move 33% slower than normal
Petrification:
Movement Speed will get reduced by 90% and you will suffer 75% lesser Damage from all sources, except Lightnings
Deafness:
You can't receive while suffering on Deafness buffs from Shouts and Songs.
Madness:
Attack Power will increase by 25%, but Defense Power will decrease also by 25%
Exhaustion:
Maximum Energy will decrease and will count for any powerful Spells, not only for those of Elementalists
Fear:
Physical as also Magical Skills will receive all a 33% Chance to fail, but will cost 20% lesser Energy for Casters - Melee Classes will receive 25% more Adrenaline from Attacks, that hit. When you are under Fear, you will also run 25% faster.
Paralysis:
Skills recharge 50% slower and while suffering on Paralysis you will not be able to block attacks
Slowness:
Skills activate 50% slower and you will suffer on -1 Energy Degeneration
Confusion:
All your Skills will have a 15% chance to hit instead an adjacent to nearby Ally or yourself, instead of the targeted foes and Healing Skills will have the chance to be casted on Foes instead.
Frost:
While being frosted, Critical hits on you will deal 15% more Damage and you will move 66% slower, than normal
Apathy:
While suffering on Apathy, you can't be either Target of Enchantments or Hexes and you will have a 15% lesser chance to perform Critical Hits
Sorrow:
While suffering on Sorrow, you will receive only 2/3 Healing from Spells and lose all your Adrenaline and you won't get new adrenaline from your own Attacks.
Silence:
When suffering on Silence, you will suffer on -3 Energy Degeneration and your Spells will all cost 50% more Energy
OK, this has not direct somethign to do with Silence, but increasing Energy Costs, while having lesser ER will lead to the point, that Casters can't cast so much anymore, what will lead quicker to "Silence" and it is not as powerful, than to disable direct the usage of Spells
Sleep(Tiredness): Will receive the Effect of the old Daze
Daze: You will be unable for the short duration of Daze (3secs like Burning) to use any Skills.
------------------------------
So, thats the overworked V2.0, lot of nerfs based on Azazels Points or changed effects with compromisses.
Protection Insignias and Runes balance the whole thing more.
Now can come as much flamers as they want, my opinion stands
This is the final version and I think this should be balanced enough now.
Version 2.0:
Poison:
When poisoned a Character will lose every second 1% of its maximum Health.
Does a poisoned Character move, while being poisoned, then you will lose per second instead 3% of its max Health, cause of the Poison flowing quicker through your body. Will affect only fleshy foes again naturally
Bleeding:
While Bleeding, a Foe will suffer a Life Degeneration of -4 instead of -3
(will be buffed due to poison not being a Life Degeneration anymore)
Will affect only fleshy foes again naturally.
Deep Wound:
Max Health will get reduced by 20%.
Will affect only fleshy foes again naturally.
Weakness:
Weaknened Foes will deal 15% lesser damagy of any type, be it physical or magical damage. Weak Foes will be knockdowned also +1 Second longer, because they just need longer to stand up again.
Blindness:
Physical Attacks will have a 75% Chance to miss targeted foes, instead of a 90% chance like in GW1.
Burning:
Foes will suffer on a Life Degeneration of -6 and when standing near to adjacent Allies, there will be a chance, that those will start to burn too, Burning spreadign like Disease, therefore that Disease will have no own Life Degeneration anymore. Frost will End Burning and vice versa.
Disease:
Diseased Foes will start spreadign following Conditions over to their Allies, if they suffer on them personally:
Poison, Bleeding, Blindness, Weakness and Disease itself
Cracked Armor:
AL gets reduced by 20 and negative Conditions that hit you, like Poison or Bleeding will last 25% longer
Deformation:
Attack Speed will get reduced by 50% and you will move 33% slower than normal
Petrification:
Movement Speed will get reduced by 90% and you will suffer 75% lesser Damage from all sources, except Lightnings
Deafness:
You can't receive while suffering on Deafness buffs from Shouts and Songs.
Madness:
Attack Power will increase by 25%, but Defense Power will decrease also by 25%
Exhaustion:
Maximum Energy will decrease and will count for any powerful Spells, not only for those of Elementalists
Fear:
Physical as also Magical Skills will receive all a 33% Chance to fail, but will cost 20% lesser Energy for Casters - Melee Classes will receive 25% more Adrenaline from Attacks, that hit. When you are under Fear, you will also run 25% faster.
Paralysis:
Skills recharge 50% slower and while suffering on Paralysis you will not be able to block attacks
Slowness:
Skills activate 50% slower and you will suffer on -1 Energy Degeneration
Confusion:
All your Skills will have a 15% chance to hit instead an adjacent to nearby Ally or yourself, instead of the targeted foes and Healing Skills will have the chance to be casted on Foes instead.
Frost:
While being frosted, Critical hits on you will deal 15% more Damage and you will move 66% slower, than normal
Apathy:
While suffering on Apathy, you can't be either Target of Enchantments or Hexes and you will have a 15% lesser chance to perform Critical Hits
Sorrow:
While suffering on Sorrow, you will receive only 2/3 Healing from Spells and lose all your Adrenaline and you won't get new adrenaline from your own Attacks.
Silence:
When suffering on Silence, you will suffer on -3 Energy Degeneration and your Spells will all cost 50% more Energy
OK, this has not direct somethign to do with Silence, but increasing Energy Costs, while having lesser ER will lead to the point, that Casters can't cast so much anymore, what will lead quicker to "Silence" and it is not as powerful, than to disable direct the usage of Spells
Sleep(Tiredness): Will receive the Effect of the old Daze
Daze: You will be unable for the short duration of Daze (3secs like Burning) to use any Skills.
------------------------------
So, thats the overworked V2.0, lot of nerfs based on Azazels Points or changed effects with compromisses.
Protection Insignias and Runes balance the whole thing more.
Now can come as much flamers as they want, my opinion stands
This is the final version and I think this should be balanced enough now.
fenix
Quote:
Originally Posted by Phoenix Tears
WALL OF TEXT WAS HERE
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Phoenix Tears
Quote:
Originally Posted by fenix
I think someone cast Confusion on me when I was reading this, because I don't understand why any of this should be implemented in a game as complicated as Guild Wars.
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Its also alot more obvious and logical, that for Example Earth Eles should deal petrifications with their Skills, not Blindness -.- Water Eles should be able to frost foes, like Fire Eles are able to burn them. That should be a real Condition, not just an unstrippable Movement Speed Reduction, like you get it through Skills like Deep Freeze. Frost is a physical Condition and no Hex at all, same like Burning is a physical condition -.-
That Deafness is as logical as Blindness should be obvious - its one condition that negates on of the human senses, namely hearing. I think about that fact must not be hold a discussion and that condition is simple missing and it should have been part of the game from the begin on balancewise against Warriors.
As same as logical like Deafness is Silence, when we are able to diable hearing, han its an easy condition to disable also speaking or to make it as least harder, than normal. When someone hits you with a sword at your mouth, I'm sure you will not be anymore so easily able to speak something >.>
Just for example.
All of those conditions have their logical points, you must have only the insight to see them.
Sleeper Service
i actually want (some of) those conditions in Counter Strike Source 2.
doudou_steve
If you could only have ONE negative effect on each condition, maybe it will be...balanced.
Seriously, Apathy on a monk = deaths for sure
Sorrow: WAYYYYY too overpowered, if you remove the 2/3 heals, it might be a "good"condition, but only if it's not long-lasting
Slowness: remove the -1 energy degen or keep it and remove the other effect.
Fear: For melee classes, it seems more good than bad.
Paralysis: Remove the "can't block" effect so it will be less overpowered. Put it short-lasting and it's fine.
Frost: I don't know why you put a 15% +dmg on a condition...that frost you.
Cracked armor: it's called cracked armor, not cracked skin, body, or simply illness.
Deafness: fine
Deep wound: Fine
Weakness : fine
Poison: fine
that's my 2 cents
Seriously, Apathy on a monk = deaths for sure
Sorrow: WAYYYYY too overpowered, if you remove the 2/3 heals, it might be a "good"condition, but only if it's not long-lasting
Slowness: remove the -1 energy degen or keep it and remove the other effect.
Fear: For melee classes, it seems more good than bad.
Paralysis: Remove the "can't block" effect so it will be less overpowered. Put it short-lasting and it's fine.
Frost: I don't know why you put a 15% +dmg on a condition...that frost you.
Cracked armor: it's called cracked armor, not cracked skin, body, or simply illness.
Deafness: fine
Deep wound: Fine
Weakness : fine
Poison: fine
that's my 2 cents
Enko
Quote:
Originally Posted by MagmaRed
I'm glad you don't design games. Your ideas suck. Those 'conditions' are either WAY overpowered or worthless. Take some math classes and learn how bad some of your numbers are.
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Quote:
Originally Posted by Phoenix Tears
Crippling: > renamed to Deformation
Physical Skills will receive all a 15% Chance to fail and Attack Speed will get reduced by 25% Deformation is just the better naming for that Condition, than Crippling, because first one is simple a noun, while Crippling is a verb. Condition Names should stand ever in noun form. Reduced % Effects, but effects should stay. Petrification should become the Condition for Movement Speed Decreasement |
BTW, your suggestions beyond the not affected by shouts condition are all horrible.
hurdlebeast
Quote:
Originally Posted by Sleeper Service
people taking Tears seriously and getting worked up over it LOL.
EDIT: hey i got a couple suggestions too, just need to rip em off MTG instead of FF. brb |
That'll teach those 110 energy ele's...