Customizable PvE Only Skills

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Some of us has been playing for a while. Some of use knows every skill by heart.
Quote:
What hex spell for 5...13 seco-. EMPATHY!
You know what I'm talking about. Customized skills has most likely be discussed before. But this is my own reasonable way.

Part 1) How to obtain
Part 2) How to customize
Part 3) How it works


HOW TO OBTAIN
-------------------------------------------------------------------------------------------------------------------------------
Everyone sees the Canthan Ambassador. Why not make the skill buyable like Guild Halls. Except, of putting the [Customizable Skill Trainer] in every major city that you can get early in game. Put it farther in game.
Quote:
Tyria=Droknar Forge
Cantha=Cavalon/House zu Heltzer
Elona=The Kodash Bazaar
The Eye of the North = Central Transfer Chamber
Simply talk to the Customizable Skill Trainer, Customize your skill and buy it for 25k. (Like talking to a Guild Emblemer)

For those who aren't rich, you could beat the game and get a Token of Customization and use that instead of cash. However it works like end-game items, you only get one.

You can only carry 2 non-elite customized skill and 1 elite customized skill.
The inherit affects also affects the skills (Monks Divine Favor applies to customized skills and not just monk spells)

PVE ONLY SKILLS


HOW TO CUSTOMIZE
-------------------------------------------------------------------------------------------------------------------------------
First there will be a category. THESE PARTS ARE UNCHANGEABLE
CATEGORY
Quote:
[+] Attacks
[+] Chants
[+] Echoes
[+] Glyphs
[+] Healing
[+] Preparations
[+] Rituals
[+] Shouts
[+] Signets
[+] Spells
[+] Stances
Code:
Second (If) there is a subcategory. (Attacks, Rituals, Spells Only)
Quote:
[+] Bow Attacks [+] Melee Attacks [+] Pet Attacks [+] Ranged Attacks [+] Spear Attacks --------------------------------- [+] Binding Rituals [+] Nature Rituals --------------------------------- [+] Enchantment Spells [+] Hex Spells [+] Item Spells [+] Spells
Third (if) There will be a second-subcatagory (Melee attacks only)
Quote:
[+] Axe Attacks [+] Dagger attacks [+] Hammer Attacks [+] Scythe Attacks [+] Sword Attacks
Forth (if) there will be a third-subcategory. (Dagger attacks only)
Quote:
[+] Dual Attacks [+] Lead Attacks [+] Off-Hand Attacks
After you select a category, you select 1-4 effects.

EFFECTS

Code:
Attacks-
Code:
Armor penetration
Adrenaline gain
Adrenaline use
Bleeding
Condition interaction
Condition removal
Condition self-inflicting
Crippled
Critical hits 
Daze
Deep Wound
Energy
Health
Interruption
Healing
Knockdown
Life Stealing
Poison
Touch
Trap
Weakness
Chants-
Code:
Activation time
Adrenaline gain
Adrenaline use
Armor penetration
Attack speed
Bleeding
Blindness
Blocking
Burning
Condition removal
Condition self-inflicting
Crippled
Critical hits
Daze
Deep Wound
Energy
Health
Hexes
Interruption
Knockdown
Movement speed
Physical damage
Recharge time
Shout
Weakness
Echos-
Code:
Activation time
Adrenaline gain
Adrenaline use 
Blocking
Burning
Energy
Healing
Hexes
Movement speed
Glyphs-
Code:
Activation time
Armor penetration
Condition removal
Energy
Healing
Interruption
Recharge time
Healing-
Code:
Activation time
Blocking
Condition removal
Energy
Healing
Health
Knockdown
Holy damage
Movement speed
Weapon Spells
Preparations-
Code:
Armor penetration
Bleeding
Crippled
Critical hits 
Daze
Deep Wound
Energy
Interruption
Life Stealing
Poison
Weakness
Rituals-
Code:
Spirit
Activation time
Energy
Elemental damage
Blocking
Recharge time
Exhaustion
Shouts-
Code:
Activation time
Adrenaline gain
Adrenaline use
Armor penetration
Attack speed
Bleeding
Blindness
Blocking
Burning
Crippled
Critical hits
Daze
Deep Wound
Energy
Health
Hexes
Interruption
Knockdown
Movement speed
Physical damage
Recharge time
Shout
Weakness
Signets-
Code:
Activation time
Adrenaline gain
Adrenaline use
Armor penetration
Attack speed
Bleeding
Blindness
Blocking
Burning
Chant
Cold damage
Condition interaction
Condition removal
Condition self-inflicting
Condition transfer
Crippled
Critical hits 
Daze
Deep Wound
Earth damage
Enchantments
Energy
Fire damage
Healing
Health 
Hexes
Holy damage
Interruption
Knockdown
Lightning damage
Life Stealing
Minions
Movement speed
Pet
Physical damage
Poison
Recharge time
Resurrection
Sacrifice
Shadow damage
Shadow step
Weakness
Spells-
Code:
Activation time
Adrenaline gain
Adrenaline use
Armor penetration
Attack speed
Bleeding
Blindness
Blocking
Burning
Cold damage
Condition interaction
Condition removal
Condition self-inflicting
Condition transfer
Crippled
Critical hits 
Daze
Deep Wound
Earth damage
Enchantments
Energy
Fire damage
Healing
Health 
Hexes
Holy damage
Interruption
Knockdown
Lightning damage
Life Stealing
Minions
Movement speed
Pet
Physical damage
Poison
Recharge time
Resurrection
Sacrifice
Shadow damage
Shadow step
Weakness
Stances-
Code:
Activation time
Adrenaline gain 
Armor penetration
Attack speed 
Blocking
Critical hits
Healing
Health 
Interruption
Pet
Recharge time
After You set the category and effects, you select the targets

Targeting-Enemies and/or Allies
Melee-
Code:
Self
Adjacent to foe/target
Spell-
Code:
Near, nearby
In the area
Half range
Within earshot
Enchantment maintenance, party effect range
Once that is done, the final step!
Select Damage/healing and durations.

HOW IT WORKS
-------------------------------------------------------------------------------------------------------------------------------
Note: if you say, this is a horrible idea, people will get really power spells, YOU DID NOT READ THIS PART.

Your thinking, I could create a Signet that heals my party completely, Reduce damage by 5% for 1000 seconds and 1/4 activation and recharge. That's stupid. How do we prevent that?

Simple, points and the powerful spell cause and effects.

You will get 10 points.
Healing
Damage
Energy
Adrenaline
Recharge
Casting
Durations
Sacrifice

The effects and targeting will greatly affect the skill.
-------------------------------------------------------------------------------------------------------------------------------
EFFECTS POINTS:

Effects that gives points
Code:
    * Condition interaction +1
    * Condition self-inflicting +2
    * Elite skills +5
    * Item Spell +1
    * Sacrifice +1
    * Touch +1
    * Exhaustion +3

Effects that takes points

Code:
    * Activation time -2
    * Adrenaline gain -2
    * Armor penetration -2
    * Attack speed -3
    * Bleeding -1
    * Blindness -2
    * Blocking -1
    * Burning -3
    * Chant -1
    * Condition removal -1
    * Condition transfer -2
    * Crippled -1
    * Critical hits -1
    * Daze -2
    * Deep Wound -2
    * Disease -1
    * Energy -3
    * Health -1
    * Holy damage -2
    * Interruption -2
    * Knockdown -3
    * Life Stealing -2
    * Affect Minions -3
    * Movement speed -1
    * Pet -1
    * Physical damage -1
    * Poison -1
    * Recharge time -3
    * Resurrection -1
    * Shadow damage -2
    * Shadow step -1
    * Signet -3
    * Spirit -2
    * Stance -1
    * Weakness -1
Effects that don't sub/add
Code:
    * Adrenaline use -0
    * Cold damage -0
    * Earth damage -0
    * Echo -0
    * Elemental damage -0
    * Enchantments -0
    * Fire damage -0
    * Healing -0
    * Melee -0
    * Glyphs -0
    * Range -0
    * Lightning damage -0
    * Preparation -0
    * Shout -0
    * Trap -0
    * Weapon Spells -0
TARGETING of effects

Targeting-Enemies and/or Allies
Code:
Self +3
Half range +2
Target other ally +1
Adjacent to foe/target +0
You and target ally -1
Near, nearby -2
In the area -3
Within earshot -4
Enchantment maintenance, party effect range -5
-------------------------------------------------------------------------------------------------------------------------------



How the POINTS work
-------------------------------------------------------------------------------------------------------------------------------

Skill Growth: Categories-
Code:
Healing
Damage
Energy
Adrenaline
Recharge
Casting
Durations
Sacrifice
CHANGEABLE PARTS ON SKILLS
Code:
Healing Spell +29.7 healing targeting self 
Healing Spell +24.8 targeting other ally
Damage Melee single target = +6.7

Damage Range to target = +8.4, -1.9 for each effect
Damage Spell to target = +12.1, -2.4 foe each effect

Damage Melee hitting Adjacent foes to self = +4.2
Damage Spell hitting Adjacent foes to self = +17.4
Healing Spell hitting Adjacent Allies to self = +27.4

Damage Spell hitting Nearby foes to self = +14.1
Healing Spell hitting Nearby Allies to self = +24.9

Damage Spell hitting in the area foes to self = +11.9
Healing Spell hitting in the area Allies to self = +18.2

Damage Spell hitting in earshot foes to self = +5.1
Healing Spell hitting in earshot Allies to self = +15.3

Damage Spell hitting Adjacent foes to target = +13.1
Healing Spell hitting Adjacent Allies to target = +19.9

Damage Spell hitting Nearby foes to target = +10.6
Healing Spell hitting Nearby Allies to target = +15.9

Damage Spell hitting in the area foes to target = +7.4
Healing Spell hitting in the area Allies to target = +10.6

Recharge for damage
(Times Doubles for signets)
Point = time
0=60
1=45
2=30
3=20
4=15
5=12
6=10
7=8
8=6
9=3
10=2
11=1
12=0

Recharge for Healing
(Time Doubles for signets)
Point = time
0=45
1=20
2=16
3=14
4=12
5=10
6=8
7=6
8=4
9=2
10=1

Casting for damage
Point = time
0=5
1=4
2=4
3=3
4=3
5=2
6=2
7=1
8=3/4
9=3/4
10=1/2
11=1/4

Casting for health
Point = time
0=4
1=3
2=2
3=2
4=1
5=1
6=3/4
7=3/4
8=1/2
9=1/2
10=1/4

Energy cost for both
(Glyphs always cost 5 energy, Signet always cost 0)
Point = Energy
0=25
1=20
2=15
3=15
4=10
5=10
6=5
7=5
8=5
9=5
10=1

Adrenaline
# of adrenaline = points
1=9 Points
2=8 points
3=7 points
4=6 points
5=4 points
6=3 points
7=2 points
8=1 point
9=+1 point
10=+3 points

Regeneration Health
Point = Regen
-1=2
-2=4
-3=5
-4=7
-5=8
-6=9
-7=10
-8=12
-9=14
-10=20

Energy Regen
(Half points if it targets other ally)
Energy = Points
+1=8
+2=9
+3=10
+4=11-12
+5=13-14
+6=15-17
+7=18-19
+8=20-24
+9=25-29
Free energy = 30, -5 second duration.

Energy Gain/Loss
(Double energy gain if only 2 effects)
-1 Point = 2.7 energy gain
After -3 Points = 1.9 energy gain
After -7 Points = 1.3 Energy gain
-10 Points = 0 energy gain

-1 Energy loss = .6 points gain.
-10 energy loss = 0 points gain

Next Attacks
(# of attacks +2 if it is a weapon spell)
# of attacks=points
1=1
3=2
4=3
6=5
7=6
9=7
10=8

Shadow/Holy Damage
(Signet half damage)
+13.5 damage for each point between 1-2 points
+14.8 damage for each point between 3-5 points
+12.1 damage for each point between 6-9 points
+20 damage for each point above 10 points

Chance to Block
(Stances doubles %, but not past 75%)
+15% for each point below 3 points
+7.5% for each point above 3 points
10 points = 100% block + 1 second duration for each point above 10


Durations
Points = Time
1 point = +5.7 seconds for enchantments and weapon spells -1 second for each additional effect.
1 point = +6.8 seconds for hexes -2.5 seconds for each additional effect
1 point = Conditions (Excluding Blind/Daze/Burning) +5.2 seconds. -1.3 seconds for each additional effect
1 point = Conditions (Blind/Daze) +3.8 seconds. -5 seconds for each additional effect
1 point = Condition (Burning) +2.3 seconds. -5 seconds for each additional effect


Effect Percentage, attack damage
% of damage = points added or sub
-50%=+4
-40%=+3
-30%=+2
-20%=+1
-10%=+0
+10%=-1-3
+20%=-4-6
+30%=-7
+40%=-8-12
+50%=-13

Effect Percentage, Spell damage
-50%=+5
-40%=+4
-30%=+3
-20%=+2
-10%=+1
+10%=-1-6
+20%=-7-10
+30%=-11-14
+40%=-14-19
+50%=-20

Effect Percentage, to Healing
-30%=+4
-25%=+3
-20%=+2
-10%=+1
+10%=

Effect Percentage, protection to damage
-% of damage = Points added or sub
-50%=-7
-40%=-5-6
-30%=-3-4
-20%=-2
-10%=-1
+10%=+1
+20%=+2
+30%=+3
+40%=+4
+50%=+5

Spirit Damage
1 point = +6.9 damage and -1.5 for each effect.

Spirit Length
1 Point = +10.3 seconds and -2.1 for each effect.

Spirit Level
1 Point = 2.3 levels and -0.7 levels for each effect

Hexes Damage
(Half damage if it targets more than 1 foe)
1 Point = 9.2 damage for skills
1 Point = 8.8 damage for spell
1 Point = 5.6 damage for attacking

Hexes Degen
(Targets area of effect -2 degen)
Degen = Points
-1=1-2
-2=3-4
-3=5-6
-4=7
-5=8
-6=9
-9=10

Increase attack and running Speed
(Running cannot go past 33% unless hits 10 points)
+5% per 1 point
10 Points = 50%

Decreased spell casting speed and recharge
Point=% less (Doubles if it's a Glyph, at 7 affects 2 spells)
1=5%
2=12%
3=18%
4=25%
5=33%
6=45%
7=66%
8=75%
9=90%
10=Instant

Applying Effects
(Targets one than more foes, -2 points each)
Every 1 second (-5)
Every 2 seconds (-4)
Every 3 seconds (-3)
Every 4 seconds (-2)
Every 5 seconds (-1)
Every 6-8 seconds (+1)
Every 9-11 seconds (+2)
Every 12-15 seconds (+3)

Life Steal
(Melee attacks -2 damage for each point)
+7.1 damage for each point -1 damage for each effect


Health Percentage Bar Damage (Counting by 10)
(Half damage if it is a hex spell)
1 Point = +10.3 damage, -1.4 damage for each % counting down

Health Percentage Bar Healing (Counting by 10)
1 Point = +12.4 healing, +3.6 healing for each % counting down, -3.3 for each other effect

Energy Percentage Bar (Counting by 10)
(Can only target self)
+1 Point gain for each % above 81%
-1 Point gain for each % counting below 80%-31% (-1 at 70%, -2 at 60% etc.)
+1 point gain for each % below 30%

Sacrifice
+1 point for each 10%
-------------------------------------------------------------------------------------------------------------------------------
For those that don't understand it still.
Points are like attribute points. HOWEVER, you can gain attribute points by giving a negative effect. The better the effect is = the more points it needs.

For example, the biggest point gain you can get is 54. That means you can have 1/4 casting time, recharge = 1 and energy = 1 (Points =20 left) and heal yourself 270 health points HOWEVER, the spell effects you to lose -10 energy (after spell), the effect has a -50% healing, cause exhaustion, sacrifice 90% health and suffer from a random condition plus have an elite slot to have an effect. You can go REALLY powerful, but stupid. But, it might have a better effect when you target the entire team = 122 health. But still suffer from the bad effects. Basically, you can have fun playing around with a new spell. Go 1 HP and spam SUPER POWER HEAL PARTY whenever the timing gets tough. Also have another spell to immune you from conditions (1HP+bleeding by random condition = death)
Infuse Condition + SUPER POWER HEAL PARTY. Go 1HP, and be VERY careful. This spell only effects party members in earshot so you would have healing effect. You would be the target and that means the minion would go into battle so you have to keep the minion alive for you to spam and have infuse condition up. (10 energy and exhaustion spamming makes it hard to cast a 5 energy spell, plus the minion would suffer a condition every time you cast the spell) In conclusion EXPERIMENT, this would be awesome. This opens many so doorways.
-------------------------------------------------------------------------------------------------------------------------------

For those that still don't understand. Look at Searing Flames.
Searing Flames Category = Elite Spell
Searing Flames Effects = Burning, Damage.
Searing Flames Targeting = Nearby Area of Target
Searing Flames Points = In Burning Duration and Fire damage

Searing Flames = Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for 82 fire damage. Foes not already on fire begin Burning for 6 seconds.

Now, make it with my Formula
Elite Spell + 5 Points
Max Level + 25 Points
Effect 1=Burning -3 Points
Effect 2=Under a Condition +2 points
Effect 3=Fire Damage -0 Points
Targeting = Nearby -2 points
Total = 29 Points

Energy = 15, means -2 Points
Recharge = 2, means -10 points
Burning = 6.4 seconds, means -8 points
Casting time = 1, means -7 points
Left over points = 0 (Means Searing Flames cannot be replicated with my formula, but we can come close.)

Targeting = 0 points
Energy = 10, means -4 Points
Recharge = 1, means -11 points
Burning = 4 seconds, means -5 points
Casting time = 2, means -5 points
Damage = 105, means -6 points
0 Points left over

So the skill will say.
Target foe starts burning for 4 seconds. If foe was already on fire, you deal 105 damage
Recharge = 1
Energy = 10
Casting Time = 2

The big difference is, mine has casting time of 2, but recharge of 1. Mine burns for only 4 seconds and has energy cost of 10 Searing Flames does it for 6 seconds but has an energy cost of 15. Mine does a max of 105 damage. At 15 fire magic Searing Flames does 100 damage. Mine targets one foe, Searing Flames targets all nearby foes.


My formula is not over powered, as you can see I made a similar copy of Searing Flames. Mine may have less energy but Searing Flames target nearby foes, burns them longer and does 100 damage at 15 fire magic.

EXAMPLE 1
Speedy Baby (Level 8) +18
Category = Glyph -0
Target = Self +3
Effect 1 = Your next spell recharges 45% faster (5)
Effect 2 = Your next 2 spell casts 66% faster (7)
Effect 3 = Lose 1 condition (-2)
Energy = 5 (0)
Recharge = 14 seconds (3)
Casting = 1 (7)

Speedy Baby
Glyph-Your next spell recharges 45% faster and next 2 spells cast 66% faster. Lose 1 condition.
Energy = 5
Recharge = 14
Casting Time = 1

EXAMPLE 2
Weapon for Party (Level 14)
Category = Elite Weapon Spell (+5)
Target = All allies in earshot (-4)
Effect 1 = # of attacks (-3 points, means 4 attacks +2 for being a weapon spell.
Effect 2 = Life Steal = -8 points, means 49 life stealing.
Duration = -3 points (14 seconds)
Recharge = -4 points, means 15 seconds
Casting time = -3 points, means 3 seconds
Energy = -6 points, means 5 energy

Weapon for Party
Elite Weapon Spell = All party members in earshot has a "Weapon for Party." For 14 seconds, their next 5 attacks also steal 49 health.
Recharge = 15 seconds
Casting time = 3 seconds
Energy = 5

EXAMPLE 3
Blood of Grenth Signet (Level 7)
Category = Signet -3
Effect 1 = Bleeding -1
Effect 2 = Poising -1
Effect 3 = Cold damage -0
Target = Single
Durations = 5 points, means 6.5 (7 seconds)
Recharge = 6 points, means 10 seconds (20 because of signet)
Casting = 3 points, means 3 seconds
Damage = 1 point, means 5 damage

Blood of Grenth Signet
Target foe takes 5 damage and suffers from bleeding and poison for 7 seconds.
Energy = 0
Recharge = 20
Casting = 3

Got all of that in? I bet you didn't

LAST PART of HOW IT WORKS
-------------------------------------------------------------------------------------------------------------------------------

Once you get the skill it won't be perfect. I'll use an Example and I'll call it "Super Heal Party" I have 5 points in recharge, 2 in casting, 2 in energy and 4 in healing.

Super Heal Party says when I'm about to make it.

Elite Customized Healing Spell: Sacrifice 20% Health - Heal all party members in earshot 61 health

Recharge = 10
Energy = 15
Casting = 2

Not much is it? Heal Party could do better. But this is SUPER HEAL PARTY. Skill growth comes in.

When you gain experience, so does this skill when you have it equipped. It levels like a character. Level 1-15. For each level, you gain 1 point for SUPER HEAL PARTY. Maximum of 15 extra points. Talk to Customize Skill Trainer and click "Edit Points." Say this skill is at level 10. +10 points.

Now I have 9 in recharge, 4 in energy and 7 in healing and 4 in casting. 0 Still in sacrifice. Note: I could subtract points to sacrifice (Which gave me +2) to reduce sacrifice. However because I customized it with sacrifice, I must have 10%.

Now it tells me.

SUPER HEAL PARTY
Elite Customized Healing Spell: Sacrifice 20% Health - Heal all party members in earshot 107 health.

Energy = 10
Recharge = 3
Casting = 1


ANIMATION
-------------------------------------------------------------------------------------------------------------------------------
Animation for a new attack is hard. FOR each new skill.

So, why not add a existing skill and make it a different color affect for each skill. Think about the color wheel.

You have an attack that is an Area of Affect and does life steal. It lasts for 8 seconds.
You select the animation. Like fire storm and the effects affect the color.
Like life steal will make color 1 of fire storm black and it last for 8 seconds.
Say you have a spell that hits all nearby foes and deals cold damage + inflicts deep wound + blind. You select fire ball for the animation.
Color 1 will be blue for the cold damage, color 2 would be dark red and color 3 of fire ball would be white for blind.
Etc.
-------------------------------------------------------------------------------------------------------------------------------
Why PvE only skills? We have a ton to make it easy! The answer is easy. For spicing things up. Still to this day people are trying to find PvE Builds for fighting or farming. With this it will open new doorways for farming and/or fighting. Use those experience scrolls that has been sitting in storage for skill growth. We possibly used every "good" farming build possible to Guild Wars. This will make the possible much bigger. Make kicking butt more fun. My formula could be used in PvP. But start a little at a time. Also, you cannot copy some existing PvE skills. Shadow Form, Protective Spirit, Minions, Forms, Archers Signet, Etc. However, you can have the same 3 customized skills (If the elite is the same). Of course, there is also 3 copied skills in game already (Heal area, etc.)
-------------------------------------------------------------------------------------------------------------------------------
Quote:
You spent a lot of time on this
Nope, one boring afternoon gone.

Quote:
This is the same of this crappy idea
That's not true, my idea isn't crap.

Quote:
This will make PvE to easy
Look where it says right below HOW IT WORKS. I put "if you said that you didn't read." How do you know if this is bad is you didn't read how it works?

Quote:
GW2 will be out when this comes out
Am I the only one who remembers Halo 3? Legend of Zelda: Twilight Princess? Halo 3 was delay 18 TIMES (Pulls out hair on 15)! Twilight Princess was announced 6 years ago. Pictures came 4 years ago. Do I need to go on?

Have a little Faith in arena-net, who knows, they may do something awesome. (Like transferring stuff to GW2. My 100k, gone?) Or this, this works to

Quote:
It's to complicated
No it's not, its 4th grade math. It goes in the order, CATEGORY-EFFECTS-TARGETING-POINTS. It's just there is A LOT of information in those. Each one of those are in [CODE]

Quote:
How did you balance this formula?
Years of Guild Wars... And luck.... mostly luck.

-------------------------------------------------------------------------------------------------------------------------------
That's it, if you read, it won't be so confusing. If you didn't read /shame! Tell me what you think. Comment please. Oh, yeah, create your own skill with this formula.

REMINDER: I DIDN'T THINK THIS ALL THE WAY. I'm not going to add every little detail. The more to read, the less people would read.

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

Interesting concept... but anet wont be able to effectively keep these skills in balance. So coz of that notsigned.

(+ its not that great an idea, already got enough stuff to make pve easy)

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
Originally Posted by Luminarus View Post
Interesting concept... but anet wont be able to effectively keep these skills in balance. So coz of that notsigned.

(+ its not that great an idea, already got enough stuff to make pve easy)
It's for spicing things up. What else are you going to do with that 200k sitting in storage gathering dust. Find new farming ideas. Use those scrolls that gives more experience instead of selling them because all of your characters are level 20. We are trying to find more PvE build and farming ideas. However, we are limited to 1000 skills. (Which isn't that much if you know them by heart.

Hey_homies

Hey_homies

Lion's Arch Merchant

Join Date: Jul 2006

W/

i really like the idea but don't think anet is gonna make any updates for gw. It's pretty much dead. And if they do decide to update, they need to update pvp

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Quote:
Originally Posted by Luminarus View Post
Interesting concept... but anet wont be able to effectively keep these skills in balance. So coz of that notsigned.

(+ its not that great an idea, already got enough stuff to make pve easy)
You need balance in PVE because?

It isnt to make it easier, it is to make it more fun. I kind of always imagined playing an online version of Oblivion with the spell creation system, it is a nice feature to have so long as it is only usable in PVE and not PVP.

It doesnt matter how broken or imbalanced PVE gets. You can always choose not to use those broken features, with Ursan being the only exception to this rule, but hey, this spell creation idea with its limitations looks far more balanced then Ursan and PVE skills ever were.

P.S, on your effects that give points - Exhaustion = +3 points, +5s recharge / +5e cost = +2 points each or something like that?

Kerwyn Nasilan

Kerwyn Nasilan

Forge Runner

Join Date: Aug 2007

WHERE DO YOU THINK

W/

I appreciate how much thought you put into this but I do not like it.

Rak Orgon of Beowulf

Rak Orgon of Beowulf

Krytan Explorer

Join Date: Oct 2007

just chillin

Omg Gwen Is Legal [EotN]

^^ what kerwyn said.
/notsigned

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

inb4 /notsigned-storm

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

If you didnt need balance in pve shadow form wouldnt have been nerfed. What I meant by this was that if it was implemented skills that are better then shadowform could potentially be created. I cant be bothered working out the numbers, but if you made one like shadowform, but class less then problems would arise, which is what I was refering to.

Gift3d

Gift3d

Forge Runner

Join Date: Feb 2007

Las Vegas

Enraged Whiny Carebears [oR]

W/E

oman, i love this idea. It'd be a nice way to add your own touch to all sorts of builds and inspire new builds for PvE. I seriously doubt anet would consider actually adding this into the game, unfortunately. Seems like a LOT of work, especially keeping a balance system with all the available customizations. I really like the way you explained it and laid everything out, great job.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

You killed flavor [even more]. Way to go.

MStarfire

MStarfire

Krytan Explorer

Join Date: Nov 2007

[SOS]

Rt/

/signed because you took a hell of a lot of time to think this out.

SirNazron

SirNazron

Frost Gate Guardian

Join Date: Jan 2008

Under a rock

The Golden Dragoons [Dark]

Holy crap, I cant belive you actually thought and typed all of this, for absolutly no reason. It is a good idea, I do like it... but anet wont even look at this. There is no way they can balance this. Sorry but because of this /notsigned

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Looks like a much more rational and well laid out version of this crappy idea
http://www.guildwarsguru.com/forum/s...php?t=10329010

/notsigned

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

Unfortunately it seems too much complications to pull through with anet. This idea has better chances in other games like the D&D.

/notsigned.

However, Kudos towards your effort. Maybe you should just hang onto this idea for a different game.

wind fire and ice

wind fire and ice

Jungle Guide

Join Date: Oct 2008

There

[ToA]

Great idea,would work in any newer game,but honestly it would be pointless,and anet will never put it in,toomuch for them to keep up with,good idea for another game though.

/notsigned because it would be toomuch time in gw1 too late,just let them get gw2 out.

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

The only thing I dont get is, how would it affect you if someone else customised their skills for PVE? I dont really see how playing PVE with custom skills is detrimental to the gameplay of others.

Yea, I know it wont ever get added, but it is a nice idea.

And Shadow Form was never actually nerfed - it was overbuffed and then needed fixing. It still works great in its current form.

dilan155

dilan155

Desert Nomad

Join Date: May 2007

living room

N/

i commend you on the thought and effort it took you to make this, i like the idea as well as how its implemented. it will make pve imba more, but then so what. idk im hlaf and half on this.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
To late, GW1 is over, GW2 will be comming out.
Ok... Remember Line Rider? They annouced that there will be a Linerider for the Nintendo DS, with story line, extra features, 5 YEARS AGO (Means before the DS was out). They had pictures of the game 2 years ago and said it would be released in 1 year. 2 years later it came out of DS.
DON'T expect anything until they have pictures.

Quote:
A-net is to lazy.
Well arena-net? You just going to take that? You guys made the experience formul and your to lazy for this? OUCH! You guys made the armor/damage formula that I can't understand.... BURN!

DarkGanni

DarkGanni

Forge Runner

Join Date: Mar 2006

Malta

[CuTe]

E/

PvE is already easy as it is, making it easier would be ridiculous.

/notsigned

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
Originally Posted by DarkGanni View Post
PvE is already easy as it is, making it easier would be ridiculous.

/notsigned
You didn't read

Quote:
Why PvE only skills? We have a ton to make it easy! The answer is easy. For spicing things up. Still to this day people are trying to find PvE Builds for fighting or farming. With this it will open new doorways for farming and/or fighting. Use those experience scrolls that has been sitting in storage for skill growth. We possibly used every "good" farming build possible to Guild Wars. This will make the possible much bigger. Make kicking butt more fun. My formula could be used in PvP. But start a little at a time. Also, you cannot copy some existing PvE skills. Shadow Form, Protective Spirit, Minions, Forms, Archers Signet, Etc. However, you can have the same 3 customized skills (If the elite is the same). Of course, there is also 3 copied skills in game already (Heal area, etc.)
Quote:
The more things to read, the less people would read.
Did I not say that at the end?

Quote:
You put a lot of time into this
No, not really, Once I get an idea I stick with it until I lose inspiration.
I have over 30 unfinished video games sitting in my documents. I have 5 finished.

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

Funny how most of the /notsigns are for what you already argued against in your OP.

Anyways

/signed because it will add more customization, give me the ability to have skills named after my characters who saved the world multiple times, and it's balanced.

It can be exploited, but what can't nowadays anyways.

I would like to see this as one of the big monthly updates. And in GW2.

If it stays balanced, we control the names, and it costs a pretty penny (with the 4 freebies you said), I'll /sign for it.

Although, there are more important things to br added (aka, in-game name changer and a cosmetics NPC). But it would be nice if ANet got around to something like this. Same with the whole self-made Green weapons.

More customization ftw, even if these PvE skills are just as strong as regular skills (instead of the PvE skills we currently have).

Also, for those saying "it will make PvE too easy" Not if there is a limit on how many of these customized skills you can make and if the point system that is proposed doesn't allow them to be too powerful without drawbacks (high energy, exhaustion, long casting time, etc.). However, the current PvE-only skills make PvE too easy. I didn't want the buff to them, and now I would like them nerfed (or just redone, I personally don't like the EN PvE skills because they are not linked to a profession).

DarkNecrid

Furnace Stoker

Join Date: Jul 2006

One of my favorite MMORPG's has this exact system, and I love it.

/signed because its PvE

jaximus

jaximus

Krytan Explorer

Join Date: Aug 2008

wisc

/clap at the effort, but nothnx. it would be hard to implement, and you could get monumental impacts with synergy with other skills without having some enormous drawback.

an example. using shadowform, youd make a spell that gave you exhaustion but basically nullified the 33% damage redux, then make the other if you have exhaustion youd do xx% more damage. both have a negative so you could have a pretty okay positive. or like a frenzy for damage, and while in shadowform you take double damage but deal a xx% more. owait you dont take damage in shadow form...

/notsigned

isamu kurosawa

isamu kurosawa

Desert Nomad

Join Date: Nov 2005

United Kingdom

Me/

ok, ok having a go of this system i have made the following skill:

Bat out of Hell. (elite)

Melee Attack: (would have used "skill" but it isnt on the list)

Shadow Step to target foe. If Bat out of Hell hits, That foe and all foes in the area are knocked down. you steal +X health and inflict a Deep Wound, Daze and Bleeding for X seconds to all foes affected by Bat out of Hell. One random other party member is resurrected with full Health and Energy.

Thats:
base +10
elite + 5
Deep Wound -2
Knockdown -3
Daze -2
Bleeding -1
Shadow step -1
Life Stealing -2
In the area -3
Resurrection -1

Even if you use the excuse that this system is just an example, such a thing could easily be exploited to create a skill far too powerful even for pve.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
Originally Posted by jaximus View Post
/clap at the effort, but nothnx. it would be hard to implement, and you could get monumental impacts with synergy with other skills without having some enormous drawback.

an example. using shadowform, youd make a spell that gave you exhaustion but basically nullified the 33% damage redux, then make the other if you have exhaustion youd do xx% more damage. both have a negative so you could have a pretty okay positive. or like a frenzy for damage, and while in shadowform you take double damage but deal a xx% more. owait you dont take damage in shadow form...

/notsigned
You can take damage in shadow form. If you get hit with bane signet in HM. 50x2(HM) x50% = 150 damage. Vampire Touch, 65x2x50%=195 damage

Hmmm, that's a good point.

I'll try to recreate the increased damage skill with my formula.
(After Major Skill Balance Fix)

Max level = +25
Enchantment Spell = -0
Target self =+3
Effect 1= +50% more attack damage = -13
Effect 2= Duration = 11 seconds, -3
Effect 3= Take 50% more damage= +5
(Points left over)
14 points
Energy cost = 10, -4
Casting time = 1 second, -7
Recharge = 12 seconds, -5 points

Spell says
Shadow Form Buffer (Level 15) (Custom name)
Enchantment Spell = For 11 seconds your attacks deal 50% more damage, but take 50% more.

Energy =10
Casting time=2
Recharge =12

But, UW farmers don't use attacks, so...
Max level =+25
Enchantment Spell -0
Causes Exhaustion +2
Target Self = +3
Effect 1= Deal 50% more damage with spells. -20
Effect 2= Take 50% more damage = +5
Duration = 15 seconds, -4
Casting = 2 seconds, -5
Energy = 15, -2 points
Recharge = 15 seconds, -4

Name = Spell Buffer for Shadow Form (Level 15)
Enchantment Spell=For 15 seconds you deal 50% more damage but take 50% more damage. This Spell causes Exhaustion.

Recharge = 15
Energy = 15
Casting = 2

That looks like a combo called Intensity + "By Urals Hammer!". Except mine has A LOT shorter recharge. But that combo has less energy, less casting time, does not cause exhaustion and doesn't have +50% more taken damage.

To top that you can only do +17% more damage with Shadow Form on.

However add this spell into the mix = +66% more damage. But then you will be 6 skills down because you need Shadow Form, Paradox and Glyph of swiftness to keep this up. Means for the +66% you can only have 2 attack skills.
Lava Font = 41 damage /2.5 for level 150 armor x 66% = 33 damage for 5 seconds. That's adding the 2 skills with +30 seconds and more recharge.
Your last skill has to be Fire Attunement to reduce energy.

Your left with 1 attack skill and it it's best does 33 damage for 5 seconds

Or you can make the exact enchantment that does the same damage (66.6%) as adding the 2 other skills and save a spot. However, if you get hit with anything that isn't an attack or spell you take 100% more damage. BUT, you can take "By Urals Hammer!" and the 2 PvE custom skills. (ONLY 2 NON-ELITE AND 1 ELITE, Shadow Form is an elite) For a total of
+91% damage, /2.5 for 150 armor +41 damage = 39 damage for each second with all 3 skills on or 33 damage.

(REMEMBER, to have both skills on, you need 30 energy to cast and both cause exhaustion. To cast the spell Lava Font you need 10 energy (Get 4 back) So you need 36 energy to cast the combo. To recast it at 15 second again. (15 seconds can't get you 30 energy and that exhaustion back) (You will be out of energy ASAP)

As I said,
Quote:
REMINDER: I DIDN'T THINK THIS ALL THE WAY. I'm not going to add every little detail. The more to read, the less people would read.
A lot of farming can come from combo's. It's possible to invent a ton of Farming possibilities.

Quote:
Bat out of Hell. (elite)

Melee Attack: (would have used "skill" but it isnt on the list)

Shadow Step to target foe. If Bat out of Hell hits, That foe and all foes in the area are knocked down. you steal +X health and inflict a Deep Wound, Daze and Bleeding for X seconds to all foes affected by Bat out of Hell. One random other party member is resurrected with full Health and Energy.

Thats:
base +10
elite + 5
Deep Wound -2
Knockdown -3
Daze -2
Bleeding -1
Shadow step -1
Life Stealing -2
In the area -3
Resurrection -1
Remember, you can only have 4 effects, you 6 (Deep Wound, Knockdown, Daze, Bleeding, life steal and rez)

Even if it is possible to have all of those effects. The conditions will last 0 seconds. Life stealing will also be 0 because use used all points. Rez (Which I haven't gotten to) would add 5 seconds to the casting time. Health, casting time and energy depends on the points

Your Spell would say

Shadow Step to target foe. Steals 0 life from all foes in the area and knocks them down. Foes also suffers from daze for 0 seconds, bleeding and deep wound 0 seconds. Also rezes all allies in the area to 5% health and 0 energy.

Recharge = 90
Energy = 25
Casting Time = 10

The spell can grow and add +15 points. But where do they go? You have so many effects. Durations for bleeding, deep wound, daze, life steal. Don't forget the casting addition for rez. Recharge is can go to 15 seconds with 4 points. Energy can go to 15 with 3 points. Casting will still be HUGE. You have 9 things to put 15 points into. (Technically, with the limit, you have 7)

That spell is worse than the PvP spell Smiters Boon (PvP) Just take out rez knockdown and life steal you may have a decent spell. Condition spreading shadow step. (The more effects, the shorter the duration) So spread a couple AoE conditions for a short while. Go into the middle of a spell casting mob. Spread the daze and have a poison tip barrager to interrupt them. Awesome condition spreading.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Phew... not that I disagree with the system, I loved the system in Elder Scrolls, but such a HUGE work for a single skill?

isamu kurosawa

isamu kurosawa

Desert Nomad

Join Date: Nov 2005

United Kingdom

Me/

Quote:
Originally Posted by Zodiac Meteor View Post
You can take damage in shadow form. If you get hit with bane signet in HM. 50x2(HM) x50% = 150 damage. Vampire Touch, 65x2x50%=195 damage

Hmmm, that's a good point.

I'll try to recreate the increased damage skill with my formula.
(After Major Skill Balance Fix)

Max level = +25
Enchantment Spell = -0
Target self =+3
Effect 1= +50% more attack damage = -13
Effect 2= Duration = 11 seconds, -3
Effect 3= Take 50% more damage= +5
(Points left over)
14 points
Energy cost = 10, -4
Casting time = 1 second, -7
Recharge = 12 seconds, -5 points

Spell says
Shadow Form Buffer (Level 15) (Custom name)
Enchantment Spell = For 11 seconds your attacks deal 50% more damage, but take 50% more.

Energy =10
Casting time=2
Recharge =12

But, UW farmers don't use attacks, so...
Max level =+25
Enchantment Spell -0
Causes Exhaustion +2
Target Self = +3
Effect 1= Deal 50% more damage with spells. -20
Effect 2= Take 50% more damage = +5
Duration = 15 seconds, -4
Casting = 2 seconds, -5
Energy = 15, -2 points
Recharge = 15 seconds, -4

Name = Spell Buffer for Shadow Form (Level 15)
Enchantment Spell=For 15 seconds you deal 50% more damage but take 50% more damage. This Spell causes Exhaustion.

Recharge = 15
Energy = 15
Casting = 2

That looks like a combo called Intensity + "By Urals Hammer!". Except mine has A LOT shorter recharge. But that combo has less energy, less casting time, does not cause exhaustion and doesn't have +50% more taken damage.

To top that you can only do +17% more damage with Shadow Form on.

However add this spell into the mix = +66% more damage. But then you will be 6 skills down because you need Shadow Form, Paradox and Glyph of swiftness to keep this up. Means for the +66% you can only have 2 attack skills.
Lava Font = 41 damage /2.5 for level 150 armor x 66% = 33 damage for 5 seconds. That's adding the 2 skills with +30 seconds and more recharge.
Your last skill has to be Fire Attunement to reduce energy.

Your left with 1 attack skill and it it's best does 33 damage for 5 seconds

Or you can make the exact enchantment that does the same damage (66.6%) as adding the 2 other skills and save a spot. However, if you get hit with anything that isn't an attack or spell you take 100% more damage. BUT, you can take "By Urals Hammer!" and the 2 PvE custom skills. (ONLY 2 NON-ELITE AND 1 ELITE, Shadow Form is an elite) For a total of
+91% damage, /2.5 for 150 armor +41 damage = 39 damage for each second with all 3 skills on or 33 damage.

(REMEMBER, to have both skills on, you need 30 energy to cast and both cause exhaustion. To cast the spell Lava Font you need 10 energy (Get 4 back) So you need 36 energy to cast the combo. To recast it at 15 second again. (15 seconds can't get you 30 energy and that exhaustion back) (You will be out of energy ASAP)

As I said,


A lot of farming can come from combo's. It's possible to invent a ton of Farming possibilities.



Remember, you can only have 4 effects, you 6 (Deep Wound, Knockdown, Daze, Bleeding, life steal and rez)

Even if it is possible to have all of those effects. The conditions will last 0 seconds. Life stealing will also be 0 because use used all points. Rez (Which I haven't gotten to) would add 5 seconds to the casting time. Health, casting time and energy depends on the points

Your Spell would say

Shadow Step to target foe. Steals 0 life from all foes in the area and knocks them down. Foes also suffers from daze for 0 seconds, bleeding and deep wound 0 seconds. Also rezes all allies in the area to 5% health and 0 energy.

Recharge = 90
Energy = 25
Casting Time = 10

The spell can grow and add +15 points. But where do they go? You have so many effects. Durations for bleeding, deep wound, daze, life steal. Don't forget the casting addition for rez. Recharge is can go to 15 seconds with 4 points. Energy can go to 15 with 3 points. Casting will still be HUGE. You have 9 things to put 15 points into. (Technically, with the limit, you have 7)

That spell is worse than the PvP spell Smiters Boon (PvP) Just take out rez knockdown and life steal you may have a decent spell. Condition spreading shadow step. (The more effects, the shorter the duration) So spread a couple AoE conditions for a short while. Go into the middle of a spell casting mob. Spread the daze and have a poison tip barrager to interrupt them. Awesome condition spreading.
Using a bunch of info you didnt have in your OP is not an excuse.

The only real custom X that would be possible to add to the game would be the old suggestion of custom weapons. The game already has a balanced system setup with much less variables.

Creating a custom skill in a game liek guild wars just would not work.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
Originally Posted by isamu kurosawa View Post
Using a bunch of info you didnt have in your OP is not an excuse.
Only 1 piece of info wasn't in that entire post. (Rez). The other thing was the Fix Balance, which I didn't realized that is was overpowered, but yeah, the info was there. Where did you get a "bunch" from?

Quote:
Creating a custom skill in a game liek guild wars just would not work.
Do you want it to not work? Or plain out impossible to work.
The Custom Weapon idea is POSSIBLE but HARD. Why? Animation for each weapon. It would take a long time for making an animation for every little detail.

As I said in animation, the effects you choose will change the color of the animation/skill of an EXSISTING color you choose. If you choose the animation of Fire Storm and Fire Storm does holy and Cold damage. It also applies bleeding. The colors will be White (Holy). Blue (Cold) and Red (Bleeding) Each skill will have 3 areas of color change according to effects. Example, the center of the fire falling would be blue. The surrounding the center color would be white. The collision to ground would be red.

The skill animation would be chosen to type of effects. (If you have an Axe attack, it can't do fire storm. Only Axe attacks animations. A spell that does shadow damage would have a necromancer blood animations. etc.)

The colors The skill description can easily be organized. It can be a simple

Into the Dark
Elite Dagger Attack. Deals 67 cold damage. Deals 45 shadow damage. Target foe suffers from poison. Must follow a Dual Attack.

E=5
R=10
C=1

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by bhavv View Post
You need balance in PVE because?
This is pretty much exactly the same as the "don't like, don't use" argument. Just because it's optional and doesn't affect other players doesn't mean it's fine.

Making a good game is keeping that balance of having it be fun and full of quality. A fine example of ANet completely abandoning this is with Ursan Blessing (where many in support were using the same above argument), and further still with PvE skills and consumables.

To the OP: given the current state of balancing conundrum and exploitable builds currently on ANet's plate, I think having to tend to the possibility of having to balance an infinite possibility of skills is most certainly not something they'd be looking forward to. It's easy

To Bhaav: It's also interesting how you mention the spell creation system in Oblivion, largely because the most incredibly RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing broken beyond belief spells (tainted spells, 100% chameleon, insta-kills, free weightless daedric gear) are entirely user-created. I don't think GW needs something similar.

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

Quote:
Originally Posted by Bryant Again View Post
Making a good game is keeping that balance of having it be fun and full of quality. A fine example of ANet completely abandoning this is with Ursan Blessing (where many in support were using the same above argument), and further still with PvE skills and consumables.
While many things in EN that were done were not beneficial (Non-Event Consumables and Non-Profession based PvE-skills), imo something like this could be beneficial as long as they have the end outcome of the skill not overpowered.

Quote:
Originally Posted by Bryant Again
To the OP: given the current state of balancing conundrum and exploitable builds currently on ANet's plate, I think having to tend to the possibility of having to balance an infinite possibility of skills is most certainly not something they'd be looking forward to. It's easy
While looking at it as an "infinite possibility of skills," yes it is not something to look forward to balancing. However, if you look at it as "balancing what skills can do" (i.e., balancing the combinations, not the numbers). Some combinations will have to be removed from being used (to prevent farming exploits), while others will have more benefits of using (the "weaker alone" combinations).

I would also suggest that only one of the Customized PvE skills can be used in a bar (maybe limit the whole creation thing to just 4 skills anyways). And of course, once made you cannot get rid of, a one chance deal in other words. If they are all made as elites, then it would remove the ability to use with a usually strong skill. And by making it count with the 3 PvE skill limit as well, that would further reduce exploiting.

In other words, if you bring a Customized PvE Skill you:
-Cannot have another one in your bar
-Cannot have an Elite Skill in your bar
-Can only have 2 regular PvE skills in your bar

And, of course, some abilities of skills should not be optional (such as unable to be targeted by attacks/spells/skills in general).

With these limitations (and probably a couple more) the amount of exploits would be reduced greatly, while still giving a "special elite skill."

jaximus

jaximus

Krytan Explorer

Join Date: Aug 2008

wisc

Quote:
Originally Posted by Zodiac Meteor View Post
You can take damage in shadow form. Vampire Touch, 65x2x50%=195 damage
after reading your response i see you have thought this out well, so i guess i wont argue with you, only issue is vamp touch is life steal not damage, so thats not a good example, just signets and touch skills that do damage would effect you, or pbaoe

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
Originally Posted by Azazel The Assassin;4318994
I would also suggest that only [I
one[/I] of the Customized PvE skills can be used in a bar (maybe limit the whole creation thing to just 4 skills anyways). And of course, once made you cannot get rid of, a one chance deal in other words. If they are all made as elites, then it would remove the ability to use with a usually strong skill. And by making it count with the 3 PvE skill limit as well, that would further reduce exploiting.

In other words, if you bring a Customized PvE Skill you:
-Cannot have another one in your bar
-Cannot have an Elite Skill in your bar
-Can only have 2 regular PvE skills in your bar

And, of course, some abilities of skills should not be optional (such as unable to be targeted by attacks/spells/skills in general)

With these limitations (and probably a couple more) the amount of exploits would be reduced greatly, while still giving a "special elite skill."
I thought about that, but I never liked limitations. I love Zelda, but I would like it more if you had 50 swords, armor and shields to choose from. Variety=Possibility=Fun. The more you can play around with, the more fun you have. So far you can have 600 skills on one character. 75 of those skills are useful.
Yu-Gi-Oh, the bad card game has over 2000 cards but there is only 100 good ones at most.
Pokemon has over 400 different kids but only 20 really good ones.

Wouldn't be nice to create your own combo?
Shadow Step to target foe and all nearby foes are knocked down.
Spell = all knocked down foes suffers from Daze for 15 seconds and take 50 lightning damage
Elite Spell = Shadow Step to target ally and all allies in earshot lose one condition and gain 60 health.

Make combo's. Customize Combos to be exact.

Or have a team of 8 with a shout. Each shout knocks down all foes in earshot and allies one condition (each person has a different condition.) You could have a constant knockdown to all enemies if you time it every 2.1 seconds. You get to the name of the shout. Make a youtube video of people killing monsters by conditions by saying
"I Like!"
"Big!"
"Butts!"
"And!"
"I Cannot Lie!"
"You Other!"
"Brothers!"
"Can't Deny!"
Do that 3 times and monsters die, would that not make an awesome music video?
(Cryway vs. Conditions applying shouts, Cryway wins)

Take Guild Wars for a spin. 1 customized skill will help not over buffing (Cryway *COUGH*). 3 would may push it but we will never know unless Arena net actually gives this a second thought (Or a first for that matter).

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Azazel The Assassin View Post
While looking at it as an "infinite possibility of skills," yes it is not something to look forward to balancing. However, if you look at it as "balancing what skills can do" (i.e., balancing the combinations, not the numbers). Some combinations will have to be removed from being used (to prevent farming exploits), while others will have more benefits of using (the "weaker alone" combinations).

I would also suggest that only one of the Customized PvE skills can be used in a bar (maybe limit the whole creation thing to just 4 skills anyways). And of course, once made you cannot get rid of, a one chance deal in other words. If they are all made as elites, then it would remove the ability to use with a usually strong skill. And by making it count with the 3 PvE skill limit as well, that would further reduce exploiting.

In other words, if you bring a Customized PvE Skill you:
-Cannot have another one in your bar
-Cannot have an Elite Skill in your bar
-Can only have 2 regular PvE skills in your bar

And, of course, some abilities of skills should not be optional (such as unable to be targeted by attacks/spells/skills in general).

With these limitations (and probably a couple more) the amount of exploits would be reduced greatly, while still giving a "special elite skill."
However, then we start to walk into another problem, and that's of broad balancing. When it comes down to having to nerf a different perk, you're nerfing all the other skills in use of that perk. It's no different than nerfing a single skill in a build that wasn't exploitive in others, thus gimping those other builds.

When all is said and done balancing this feature alone could be as stressful and difficult as balancing a whole other campaign, and I'm under the firm belief that ANet have way too much to balance on their plates as is. The deciding factor here is your faith in ANet.

isamu kurosawa

isamu kurosawa

Desert Nomad

Join Date: Nov 2005

United Kingdom

Me/

Quote:
Originally Posted by Zodiac Meteor View Post
The Custom Weapon idea is POSSIBLE but HARD. Why? Animation for each weapon. It would take a long time for making an animation for every little detail.
Nobody has ever suggested such a custom weapon system. They have always been along the lines of pick an exhisting skin, pick its mods and give it a custom name. The custom name is the only part of the system that does not already exist.

I was against the pvp/pve skill split because i'd like to see some balance in pve. Skills like this would be impossible to balance properly no matter what numbers you come up with. certain abilities are more powerful combined with each other than with others.
You also have stacking order playing a role. If the deep would covered the bleeding on WS for example, the skill looses some of its power.
A system liek this lets people choose that order. (which was the main point of the skill i did, dw covered by everything and a KD to boot).
The res thing was just there to show the lack of restrictions on abilities and skill types, making a system like this unfeasable.