part of the problem with traps in pve is we mostly move forward through the world, so a trap mechanic isnt that great to start with for most situations.
perhaps changing traps to only 1 per area, (3 metres square?), but will trigger multiple times, for certain types or trap perhaps. relatively static battlegrounds like vishu square, temple of intorable, a ranger could lay a series of traps to weaken foes before/at merge
traps only trigger once at the moment, and can be stacked ontop of each other, i think.
other option i can think of to make trapping while moving forward to work is to use a skill like the corsair throwing net, but you somehow prepair the net/device, and then lob it at the enemey like a home made grenade
So, what's next on your priority list for PvE balance?
pingu666
FyrFytr998
Quote:
other option i can think of to make trapping while moving forward to work is to use a skill like the corsair throwing net, but you somehow prepair the net/device, and then lob it at the enemey like a home made grenade
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Have like a trap preparation skill, then engage your evasion, go to the area your gonna drop, and deploy your traps. With speed and evasion skills you can attack front, mid, or back lines depending on the call.
Kelfer
The problem w. Budger Blackpowder type skills is that they're gonna get abused.
Look what happened to kegging! It was nerfed, plain and simple. Same w. Ursan.
The idea is along the right lines, and I agree, R doesn't really need any "new" skills as such, just a change to the way they work. As far the game is concerned tho, ranger is a utility in PvE, as is the Para.
Looks like we have to accept it.....
Kieran skills FTW. Huh? That would completely ruin the game if everybody starts running "Snap Headshot!". We'd have a bunch of solo farming nerds mis-using that as well.
Do us a favor A'Net, minor corrections pls
Look what happened to kegging! It was nerfed, plain and simple. Same w. Ursan.
The idea is along the right lines, and I agree, R doesn't really need any "new" skills as such, just a change to the way they work. As far the game is concerned tho, ranger is a utility in PvE, as is the Para.
Looks like we have to accept it.....
Kieran skills FTW. Huh? That would completely ruin the game if everybody starts running "Snap Headshot!". We'd have a bunch of solo farming nerds mis-using that as well.
Do us a favor A'Net, minor corrections pls
ShaJiexi
Most of these would have to be branched, in order not to upset the PvP balance.
For PvE, preventing skills from becoming overpowered in their most abused forms is also necessary. Making traps fast-casting or faster recharges/lower costs would make it even easier to LOL-TRAPWN certain areas (hello stygian vale!). Nature rituals might need some tweaks, but they have their purposes in PvP- huge AOE, you build your team so its negative effects only hurt opponents (nature's renewal builds, back in the day), and positive effects can be maximized by your team. They have large enough AoEs that opponents can't really run out on most maps.
So, again, the easiest solution is forking them. But then we run the risk of basically forking Guild Wars- one PvE game, one PvP game, each with similarly-named but completely differently functioning skills, attributes, and classes (which may not be a bad thing, come to think of it).
For PvE, preventing skills from becoming overpowered in their most abused forms is also necessary. Making traps fast-casting or faster recharges/lower costs would make it even easier to LOL-TRAPWN certain areas (hello stygian vale!). Nature rituals might need some tweaks, but they have their purposes in PvP- huge AOE, you build your team so its negative effects only hurt opponents (nature's renewal builds, back in the day), and positive effects can be maximized by your team. They have large enough AoEs that opponents can't really run out on most maps.
So, again, the easiest solution is forking them. But then we run the risk of basically forking Guild Wars- one PvE game, one PvP game, each with similarly-named but completely differently functioning skills, attributes, and classes (which may not be a bad thing, come to think of it).
miriforst
Quote:
The problem w. Budger Blackpowder type skills is that they're gonna get abused.
Look what happened to kegging! It was nerfed, plain and simple. Same w. Ursan. The idea is along the right lines, and I agree, R doesn't really need any "new" skills as such, just a change to the way they work. As far the game is concerned tho, ranger is a utility in PvE, as is the Para. Looks like we have to accept it..... Kieran skills FTW. Huh? That would completely ruin the game if everybody starts running "Snap Headshot!". We'd have a bunch of solo farming nerds mis-using that as well. Do us a favor A'Net, minor corrections pls |