Introducing a new set of rank based PVE Skills
melissa b
Introducing a new set of rank based PVE Skills
These pve skills should add a little bit of fun and new build creation to the game. Provide new, fun and compelling quests to do. Perhaps give a little incentive to start your gwamm or your hall. You'll notice the skills have( ...) which are based on completion of 7 elite areas.
Rank 0 yields the base value so a 5..10 would be 5.
Rank 2-6 will have a proportionate increase along the way to max from the base
Rank 7 will be will be the max value. so a 5...10 would be 10.
To unlock the skills you will need to achieve rank 1 of gwamm. More on this later. To achieve rank you will have to collect wedges. These wedges will be customized to your account but can be traded among your characters. On the hero panel will be a new circles with 7 wedges next to your name above skill points called favor of the gods. When you complete the following 7 areas you will be able to talk to an entity (described later) to collect the corresponding wedge...Wedge of the Underworld, Wedge of Foe, Wedge of the Primeval Kings (Finally a reason to complete tombs!!!), Wedge of Anguish, Wedge of Urgoz, Wedge of Sorrow, and Wedge of Kanaxi. You than drag the wedges and insert them into the circle on your hero panel and this powers up your pve skills.
There will be 10 new pve skills tied to each profession. Also these new pve skills will have newly created spectacular animations. To unlock these skills you will need eotn and access to the hall of monuments. Using the /kneel command at the pool an entity will spawn. Granting these pve skills requires 1k, 1 skillpoint and completion of a profession specific quest given out by the entity. The new quests are designed to show you how that skill was helpful to the profession as you will travel back in time and visit a npc with that profession and witness them use the pve skill as you battle to complete the quest.
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Paragon - Ancestral Call. 25e 8 Adrenaline 3sC 60sR A group of 5 level 14...18 ancient mumified spear paragons crawl up out of the ground. They have similar properties to bone minions but their attack is projectile spears that inflict bleading and 80 armor with their shield. Requires 9 Leadership and 7 Command or 50% chance of failure.
New animation will include the paragon glowing and levitating and the ground rupturing with light and the mummies crawling out of the ground.
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Warrior - Hammer of the gods - Hammer Spell. 10 energy 8 Adrenaline 2sC 40sR lose all adrenaline. You pound the ground sending a shock-wave. All foes in earshot take 60...80 damage. All foes in the area are knocked down, suffer from weakness for 6...10 seconds and are daze for 3....5 seconds. Requires 4 strength and 10 hammer mastery or 50% chance of failure.
New animation will have the warrior glowing and jumping and pounding the ground with a spew of ground flying and light.
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Monk - smite spell Wrath of the gods - 25e 5sC 60sR. All creatures not enchanted with at least 1 monk enchantment in earshot take 200...250 holy damage, are knocked down and begin burning for 7 seconds. All creatures in earshot enchanted with a monk enchantment take 125 damage. This spell causes exhaustion if you have equipped any skill that's not a monk or pve skill. 50% failure if divine favor less than 4 and smiting less than 9. This skill is disabled on all other allies when cast for 60 seconds.
New Animation - A beam of bright light will focus on the monk, the monk will glow and elevate a radial wave will pulse from the monk in a gigantic blue/white wave with trails of fire.
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Necromancer - Abduct Soul -10e 1sC 15sR spell - exploit soul from nearest dead foe (even ones with no corpse and does not exploit corpse), that foe cannot be resurrected. Gain 50 health, 10 energy, +3 health for 15 seconds and +2 energy regen for 10 seconds. Requires 8 soul reaping or 50% failure.
New Animation. A glowing soul will fly from the foul and smash into the necro with a flash and the necro will glow bright and fade back to not glowing.
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Elementalist - Enraged - Stance - 10e 33% health sacrifice 60sR For 60 seconds all elemental spells targeting foes have 20....40% armor penetration (cannot penetrate past 60 armor) and all of your elemental spell execute twice as fast (i.e. meteor shower proectiles fire every 1.5 seconds instead of 3). 75% failure if elemental storage less than 4. 50% failure if elemental storage less than 9.
New Animation. A light pattern will envelope the ele which will fade to a slight aura and glow will a pulse while in the stance.
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Ranger - Bow of the Gods - maintained bow weapon spell 10e 1sC 30sR. While maintaining this weapon spell you lose 3 energy every attack (for determining this multiple arrows from a single attack count as 1 attack). If your energy reaches 0 this weapon spell ends. While mainatining this weapon spell your bow shoot 3 arrows with each attack at foes alone. For foes not alone your bow shoots 1 arrow at foe and 1 arrow each at up to 7 adjacent foes. These arrows deal +10...20 dmg and have 5...10% chance of knock down. Your arrows have a 50% chance to miss while maintaining this weapon spell if you dont have at least 6 expertice and 6 bow mastery. (you will be able to double-click an icon to end this)
New Animation. A new bow will spawn in the air and combine with your bow in a flash and your new bow will be specially animated while the weapon spell is maintained
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Dervish - decapitate soul - scythe hex spell- 10e1sC 30sR - melee range requires equiped scythe. Target foe loses 4...8 energy and for each point lost suffers (8 dmg + 1 second of deep wound + 2 seconds of bleeding + .75 seconds dazed). Additionally that foe is hexed for 10...20 seconds (if target foe dies while suffering from this hex, foe is removed from the game and cannot be rezzed). Requires Mysticism of at least 6 and Scythe Mastery of at least 8 or fails.
New animation. The Scythe blade will turn a brillant green light and you'll see the internal soul of the foe literally split and fall from the foe.
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Assassin - Harness Shadow - summon spell 15e 2sC 40sR -when you cast this lose all sin elite enchantments and all your sin elite enchantments are disabled for 7 seconds. your shadow fights along side you for 10....20 seconds, shadow attacks targets you attack, duplicating all your attack skills, shadow takes damage equal to damage you suffer, shadow can not be targeted. Shadows hit points are 200....500 Rquires Shadow Arts of at least 7 and Critical Strikes of at least 4 or fails 50%.
New Animation. You'll see the shadow form and attack alongside you.
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Mesmer - Collapse Brain - hex spell -15e 1sC 30sR target foe temporarily dies for 2...5 seconds, upon resurecting foe returns with 90....75% health plus 80%...60% energy plus all skills locked for 1 second and suffers from bleeding for 5....15 seconds. This skill has a 50% of failure without attribute of 4+ fast casting and 6+ domination.
New Animation. You'll see a aura of pink light dance from the mesmer hands and attack the foe.
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Ritualist -Shackel Soul - hex spell - 15e 2sC 40sR If target foe dies while suffering from this hex that foe cannot be rezzed and a traitorous spirit spawns. Creates a level 10...16 spirit (30...40 second lifespan). Its attacks deal30...35 damage. Every time foes attack this spirit, that foe takes 100...140% of the attack damage it causes maximum 100. This spell have a 50% failure chance if caster doesn't have at least 4 spawning powers and 7 channeling.
New animation. Youll see the soul seperate from the foe and start to fly up and then glowing shackles will come up from the ground and bind the soul down.
__________________________________________________ ____________________________
So far this is where I am at. Depending on feedback I''ll adjust numbers and may make the rank requirements even more friendly to casuals.
Update! 1st Revision is done, thanks!
Update 2.1 is now done!
These pve skills should add a little bit of fun and new build creation to the game. Provide new, fun and compelling quests to do. Perhaps give a little incentive to start your gwamm or your hall. You'll notice the skills have( ...) which are based on completion of 7 elite areas.
Rank 0 yields the base value so a 5..10 would be 5.
Rank 2-6 will have a proportionate increase along the way to max from the base
Rank 7 will be will be the max value. so a 5...10 would be 10.
To unlock the skills you will need to achieve rank 1 of gwamm. More on this later. To achieve rank you will have to collect wedges. These wedges will be customized to your account but can be traded among your characters. On the hero panel will be a new circles with 7 wedges next to your name above skill points called favor of the gods. When you complete the following 7 areas you will be able to talk to an entity (described later) to collect the corresponding wedge...Wedge of the Underworld, Wedge of Foe, Wedge of the Primeval Kings (Finally a reason to complete tombs!!!), Wedge of Anguish, Wedge of Urgoz, Wedge of Sorrow, and Wedge of Kanaxi. You than drag the wedges and insert them into the circle on your hero panel and this powers up your pve skills.
There will be 10 new pve skills tied to each profession. Also these new pve skills will have newly created spectacular animations. To unlock these skills you will need eotn and access to the hall of monuments. Using the /kneel command at the pool an entity will spawn. Granting these pve skills requires 1k, 1 skillpoint and completion of a profession specific quest given out by the entity. The new quests are designed to show you how that skill was helpful to the profession as you will travel back in time and visit a npc with that profession and witness them use the pve skill as you battle to complete the quest.
__________________________________________________ ___________________
Paragon - Ancestral Call. 25e 8 Adrenaline 3sC 60sR A group of 5 level 14...18 ancient mumified spear paragons crawl up out of the ground. They have similar properties to bone minions but their attack is projectile spears that inflict bleading and 80 armor with their shield. Requires 9 Leadership and 7 Command or 50% chance of failure.
New animation will include the paragon glowing and levitating and the ground rupturing with light and the mummies crawling out of the ground.
__________________________________________________ __________________________
Warrior - Hammer of the gods - Hammer Spell. 10 energy 8 Adrenaline 2sC 40sR lose all adrenaline. You pound the ground sending a shock-wave. All foes in earshot take 60...80 damage. All foes in the area are knocked down, suffer from weakness for 6...10 seconds and are daze for 3....5 seconds. Requires 4 strength and 10 hammer mastery or 50% chance of failure.
New animation will have the warrior glowing and jumping and pounding the ground with a spew of ground flying and light.
__________________________________________________ ___________________________
Monk - smite spell Wrath of the gods - 25e 5sC 60sR. All creatures not enchanted with at least 1 monk enchantment in earshot take 200...250 holy damage, are knocked down and begin burning for 7 seconds. All creatures in earshot enchanted with a monk enchantment take 125 damage. This spell causes exhaustion if you have equipped any skill that's not a monk or pve skill. 50% failure if divine favor less than 4 and smiting less than 9. This skill is disabled on all other allies when cast for 60 seconds.
New Animation - A beam of bright light will focus on the monk, the monk will glow and elevate a radial wave will pulse from the monk in a gigantic blue/white wave with trails of fire.
__________________________________________________ ____________________________
Necromancer - Abduct Soul -10e 1sC 15sR spell - exploit soul from nearest dead foe (even ones with no corpse and does not exploit corpse), that foe cannot be resurrected. Gain 50 health, 10 energy, +3 health for 15 seconds and +2 energy regen for 10 seconds. Requires 8 soul reaping or 50% failure.
New Animation. A glowing soul will fly from the foul and smash into the necro with a flash and the necro will glow bright and fade back to not glowing.
__________________________________________________ ____________________________
Elementalist - Enraged - Stance - 10e 33% health sacrifice 60sR For 60 seconds all elemental spells targeting foes have 20....40% armor penetration (cannot penetrate past 60 armor) and all of your elemental spell execute twice as fast (i.e. meteor shower proectiles fire every 1.5 seconds instead of 3). 75% failure if elemental storage less than 4. 50% failure if elemental storage less than 9.
New Animation. A light pattern will envelope the ele which will fade to a slight aura and glow will a pulse while in the stance.
__________________________________________________ ____________________________
Ranger - Bow of the Gods - maintained bow weapon spell 10e 1sC 30sR. While maintaining this weapon spell you lose 3 energy every attack (for determining this multiple arrows from a single attack count as 1 attack). If your energy reaches 0 this weapon spell ends. While mainatining this weapon spell your bow shoot 3 arrows with each attack at foes alone. For foes not alone your bow shoots 1 arrow at foe and 1 arrow each at up to 7 adjacent foes. These arrows deal +10...20 dmg and have 5...10% chance of knock down. Your arrows have a 50% chance to miss while maintaining this weapon spell if you dont have at least 6 expertice and 6 bow mastery. (you will be able to double-click an icon to end this)
New Animation. A new bow will spawn in the air and combine with your bow in a flash and your new bow will be specially animated while the weapon spell is maintained
__________________________________________________ ____________________________
Dervish - decapitate soul - scythe hex spell- 10e1sC 30sR - melee range requires equiped scythe. Target foe loses 4...8 energy and for each point lost suffers (8 dmg + 1 second of deep wound + 2 seconds of bleeding + .75 seconds dazed). Additionally that foe is hexed for 10...20 seconds (if target foe dies while suffering from this hex, foe is removed from the game and cannot be rezzed). Requires Mysticism of at least 6 and Scythe Mastery of at least 8 or fails.
New animation. The Scythe blade will turn a brillant green light and you'll see the internal soul of the foe literally split and fall from the foe.
__________________________________________________ _____________________________
Assassin - Harness Shadow - summon spell 15e 2sC 40sR -when you cast this lose all sin elite enchantments and all your sin elite enchantments are disabled for 7 seconds. your shadow fights along side you for 10....20 seconds, shadow attacks targets you attack, duplicating all your attack skills, shadow takes damage equal to damage you suffer, shadow can not be targeted. Shadows hit points are 200....500 Rquires Shadow Arts of at least 7 and Critical Strikes of at least 4 or fails 50%.
New Animation. You'll see the shadow form and attack alongside you.
__________________________________________________ _____________________________
Mesmer - Collapse Brain - hex spell -15e 1sC 30sR target foe temporarily dies for 2...5 seconds, upon resurecting foe returns with 90....75% health plus 80%...60% energy plus all skills locked for 1 second and suffers from bleeding for 5....15 seconds. This skill has a 50% of failure without attribute of 4+ fast casting and 6+ domination.
New Animation. You'll see a aura of pink light dance from the mesmer hands and attack the foe.
__________________________________________________ ______________________________
Ritualist -Shackel Soul - hex spell - 15e 2sC 40sR If target foe dies while suffering from this hex that foe cannot be rezzed and a traitorous spirit spawns. Creates a level 10...16 spirit (30...40 second lifespan). Its attacks deal30...35 damage. Every time foes attack this spirit, that foe takes 100...140% of the attack damage it causes maximum 100. This spell have a 50% failure chance if caster doesn't have at least 4 spawning powers and 7 channeling.
New animation. Youll see the soul seperate from the foe and start to fly up and then glowing shackles will come up from the ground and bind the soul down.
__________________________________________________ ____________________________
So far this is where I am at. Depending on feedback I''ll adjust numbers and may make the rank requirements even more friendly to casuals.
Update! 1st Revision is done, thanks!
Update 2.1 is now done!
Outerworld
Yes because more broken PvE skills are just what we need...
/notsigned
/notsigned
melissa b
michielboonstra
lol what a bad idea, and the skills you want to introduce arent even balanced as 1 skill is like 100times more useful then the others +this makes the game far too easy, its already too easy imo
Outerworld
Eragon Zarroc
Adding these new PvE-only skills would be broken. Too overpowered. Linking all current PvE only skill to GWAMM rankings would be mildly interesting. Lower some of the potency of the already currently strong pve-only skills. would just lead to rank discrimination though. So no thanx.
All your skill animations sound neat though.
All your skill animations sound neat though.
melissa b
As far as rank discrimination you only need rank 1 for almost full efficiency. I can even adjust that further. Now as far as skills being overpowered, I realize that but this is just the base start. If you could point out specific skills and adjustments to them that would help me to see your perspectives and Ill revise or post alternative skill settings side by side.
Which skill?
The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.
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lol what a bad idea, and the skills you want to introduce arent even balanced as 1 skill is like 100times more useful then the others +this makes the game far too easy, its already too easy imo
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The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.
Mechanko1
Can only be recharged with morale boost might be a better idea. Or if thats still OP (which i think it is) only once until u rezone. So its a 1 time deal. Maybe only 1 party member can have it. Im sure there are ways to make it work.
Outerworld
I wouldn't change any of the numbers because quite frankly it shouldn't even be implemented at all.
SpyderArachnid
Quote:
The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.
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Monk - Wrath of the gods - 25e 3sC 60sR all creatures not enchanted with at least 1 monk enchantment in earshot take 200...250 holy damage, are knocked down and begin burning for 7 seconds. 50% failure if divine favor and smiting less than 4.
|
Your Monk spell only says Creatures, not Creatures and Allies.
But looking over these new "GWAMM PVE Skills", they are extremely overpowered. And the fact that you are introducing farm only skills. Not everyone wants to have to farm GWAMM just to have access to these overpowered skills.
Every time I read your suggestions, they are always about making the game easier or giving you easy access to hard/rare items. This one is definitely no exception.
/notsigned
melissa b
Quote:
I wouldn't change any of the numbers because quite frankly it shouldn't even be implemented at all.
|
Quote:
Your Monk spell only says Creatures, not Creatures and Allies.
But looking over these new "GWAMM PVE Skills", they are extremely overpowered. And the fact that you are introducing farm only skills. Not everyone wants to have to farm GWAMM just to have access to these overpowered skills. Every time I read your suggestions, they are always about making the game easier or giving you easy access to hard/rare items. This one is definitely no exception. /notsigned |
Look at heal area monk skill from wiki
"Full: Heal yourself and all adjacent creatures for 30...150 points.
Concise: Heals you and adjacent allies and foes for 30...150. "
You dont need to farm gwamm to achieve efficient use only rank 1. Also, if you think their overpowered please qoute the spell and insert your own numbers so I can adjust.
These changes will be adjusted better after I get useful feedback, like specific number and specific changes to specific skills.
I would rather tone down their effect than make them 1 use spells.
Outerworld
melissa b
Xenomortis
There are times when no amount of tweaking of the numbers will 'balance' a skill. Such a skill is said to be 'broken' - it should not exist in the game.
A broken skill can be underpowered (the effect is terrible for the game, but it's so weak nobody cares - see Smiter's Boon (PvP)) or overpowered (see every single one of your suggestions).
For example, your Warrior suggestion gives a massive, unconditional, risk free AoE KD. Even if it did no damage and did not inflict conditions, that would be completely overpowered and hideously broken.
A broken skill can be underpowered (the effect is terrible for the game, but it's so weak nobody cares - see Smiter's Boon (PvP)) or overpowered (see every single one of your suggestions).
For example, your Warrior suggestion gives a massive, unconditional, risk free AoE KD. Even if it did no damage and did not inflict conditions, that would be completely overpowered and hideously broken.
Outerworld
melissa b
Quote:
There are times when no amount of tweaking of the numbers will 'balance' a skill. Such a skill is said to be 'broken' - it should not exist in the game.
A broken skill can be underpowered (the effect is terrible for the game, but it's so weak nobody cares - see Smiter's Boon (PvP)) or overpowered (see every single one of your suggestions). For example, your Warrior suggestion gives a massive, unconditional, risk free AoE KD. Even if it did no damage and did not inflict conditions, that would be completely overpowered and hideously broken. |
I know their too powerful now duh! I'm waiting for specific recommendations then Ill update.
Essence Snow
Nice creativity.....not gonna happen but oh well at least your thinking
Dewshine Wildclaw
Your ideas may not be that good or fitting for the game, but I will give you that you make them detailed, so obviously you do think some about it.
Actually I think this is maybe an interesting idea, less overpowered skills and less elaborate animations (they sound really cool... but a bit over the top imo)
No one can really complain about a few new quests to do (although I think most would prefer the GW Beyond quests rather than this)
Having pve skills tied to gwamm is kinda cool at least in theory, but might lead to discrimation (I think no matter how little difference there might be on rank 0 to rank 6 people will still think that that little bit matters)
In the end, although this is one of your somewhat better ideas imo, I will say this.
gwamm is already cool to have, sorta, and doesn't really require any extra reward.
quests would be cool, but we will prolly get some with woc and maybe something in elona after that.
new skills could be nice in a way, but theres already tons of skills in the game, we don't need more (better perhaps to make more of the skills we have more useful)
Actually I think this is maybe an interesting idea, less overpowered skills and less elaborate animations (they sound really cool... but a bit over the top imo)
No one can really complain about a few new quests to do (although I think most would prefer the GW Beyond quests rather than this)
Having pve skills tied to gwamm is kinda cool at least in theory, but might lead to discrimation (I think no matter how little difference there might be on rank 0 to rank 6 people will still think that that little bit matters)
In the end, although this is one of your somewhat better ideas imo, I will say this.
gwamm is already cool to have, sorta, and doesn't really require any extra reward.
quests would be cool, but we will prolly get some with woc and maybe something in elona after that.
new skills could be nice in a way, but theres already tons of skills in the game, we don't need more (better perhaps to make more of the skills we have more useful)
Outerworld
Your missing the point; as Xenomortis said, some skills are just inherently broken and should not exist, therefore any recommendations other than "don't bother" would be entirely pointless.
Deviant Angel
Quote:
So far this is where I am at. Depending on feedback I''ll adjust numbers and may make the rank requirements even more friendly to casuals.
Also want to mention these skills will start strong and then will be nerfed a little after people had some fun with them. Thanks! |
The game does not need more overpowered skills to appeal to the casual crowd. They have plenty of them at this disposal already. If they are unable to steamroll everything imaginable with the skills we already have, it might be time to uninstall or learn how to play the game.
melissa b
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I thought majority of your threads in this forum were horrible ideas that you were serious about, but now I'm convinced that you're trolling.
The game does not need more overpowered skills to appeal to the casual crowd. They have plenty of them at this disposal already. If they are unable to steamroll everything imaginable with the skills we already have, it might be time to uninstall or learn how to play the game. |
My New Name
we have plenty of skills already... no1 wants to bother with making new OP skills... i'd rather have them finish the bloody WoC already
mathiastemplar
Although this is never gonna happen, I must give you credit for creativity ^^
Gave me a good laugh :')
Gave me a good laugh :')
melissa b
Alright based on feedback so far I would like to propose the following changes. Decrease the range in half of the rank requirement range for spells. Some people have mentioned rank discrimination.
I don't have any specific skill updates yet but wanted to give some of the reasoning for the skills.
Paragon- Paragons lack aoe skills and while not a true aoe skill this new pve skill allows more spears on the battlefield.
Warrior - Not a lot of hammer warriors are used in pve so I wanted to create a strong skill to give incentive to using them.
Monks - Monks I thought could use a little love in the smite line, ray of judgement is popular but causes scatter. This will be a nice complement.
Necromancers - this is designed to further strenghten their energy use in group, also I wanted a way to handle annoying rezzing foes found in wik, nightfall and even those pesky bugs in charr lands.
Elementalist - not very good in hard mode due to armor and many of the powerful ele skills being aoe. This addresses both. The fast execution of the aoe skills should help get enemies hit more by aoe when combined with snares or not.
Ranger - a way to get away from splinter spam, since this skill is a weapon spell it forces them to consider other alternatives. Also, it can work with a preperation unlike barrage.
Dervish - another rez control and also condition heavy which dervishes are known for.
Assassin - a way to temporarily increase damage, give them an alternative to shadow form
Mesmer - a kinda test skill, but also a good shutdown skill
Ritualist - I have a feeling SOS will be nerfed some day so wanted to give them an alternative to strengthen their spirit line
I don't have any specific skill updates yet but wanted to give some of the reasoning for the skills.
Paragon- Paragons lack aoe skills and while not a true aoe skill this new pve skill allows more spears on the battlefield.
Warrior - Not a lot of hammer warriors are used in pve so I wanted to create a strong skill to give incentive to using them.
Monks - Monks I thought could use a little love in the smite line, ray of judgement is popular but causes scatter. This will be a nice complement.
Necromancers - this is designed to further strenghten their energy use in group, also I wanted a way to handle annoying rezzing foes found in wik, nightfall and even those pesky bugs in charr lands.
Elementalist - not very good in hard mode due to armor and many of the powerful ele skills being aoe. This addresses both. The fast execution of the aoe skills should help get enemies hit more by aoe when combined with snares or not.
Ranger - a way to get away from splinter spam, since this skill is a weapon spell it forces them to consider other alternatives. Also, it can work with a preperation unlike barrage.
Dervish - another rez control and also condition heavy which dervishes are known for.
Assassin - a way to temporarily increase damage, give them an alternative to shadow form
Mesmer - a kinda test skill, but also a good shutdown skill
Ritualist - I have a feeling SOS will be nerfed some day so wanted to give them an alternative to strengthen their spirit line
Steps_Descending
I'd like to point to nice things about melissa's ideas. Asiode from the ludicrous amout of new work and new mecanics that would need implemented.
The rez control is something we don't see too often in GW, and the only ones we have are mass effects (is there another aside from frozen soil?).
Rangers skill is interesting, something like this might work : "your arrows hits thrice but you lose 2 energy". That would be doable with what is already in the game. But even if rangers need it, 3x dmg is too much I think. 2x would be sufficient I think, maybe with a dmg penalty.
And did I miss something or the mesmer skill is really weak? As in, REALLY WEAK.
The rez control is something we don't see too often in GW, and the only ones we have are mass effects (is there another aside from frozen soil?).
Rangers skill is interesting, something like this might work : "your arrows hits thrice but you lose 2 energy". That would be doable with what is already in the game. But even if rangers need it, 3x dmg is too much I think. 2x would be sufficient I think, maybe with a dmg penalty.
And did I miss something or the mesmer skill is really weak? As in, REALLY WEAK.
gremlin
Your imagination does you credit some very good ideas and maybe some will make it into GW2 but there are problems.
Many of the existing pve skills are overpowered and some of yours carry on this trend.
I have no problems with making the game more interesting but pve skills based on rank ie needing no points putting into the characters skill lines can be very overpowered.
Paragons with undead and zero points into death magic or even having necro as a secondary.
The Monk skill appears to be very overpowered too.
I think they should start much lower powered but I do appreciate your work and you showing them to us.
Many of the existing pve skills are overpowered and some of yours carry on this trend.
I have no problems with making the game more interesting but pve skills based on rank ie needing no points putting into the characters skill lines can be very overpowered.
Paragons with undead and zero points into death magic or even having necro as a secondary.
The Monk skill appears to be very overpowered too.
I think they should start much lower powered but I do appreciate your work and you showing them to us.
ruk1a
I honestly lol'd OP, but I do like the idea of shadow fighting besides you like in Diablo with assassins.
melissa b
Quote:
Your imagination does you credit some very good ideas and maybe some will make it into GW2 but there are problems.
Many of the existing pve skills are overpowered and some of yours carry on this trend. I have no problems with making the game more interesting but pve skills based on rank ie needing no points putting into the characters skill lines can be very overpowered. Paragons with undead and zero points into death magic or even having necro as a secondary. The Monk skill appears to be very overpowered too. I think they should start much lower powered but I do appreciate your work and you showing them to us. |
Yeah the paragon I was debating to make /death a requirement but didn't also the other Idea I didn't post was some kind of aoe spear attack.
For the monk I was thinking a small deacrease in burning and damage and decrease recharge to 45 seconds. I'm not sure because its already weak by 60 second recharge and hitting your own team members with the damage.
Yep, these skills are designed to be fun to play.
Bandwagon
1. This game does not need new PvE skills, there are plenty to choose from.
2. This game doesn't need new skills, simply changing the myriad of useless skills that exist currently (in other words, powercreep them) will suffice in "introducing" new skills to the game.
The effects of these skills are pretty crazy and for the most part unnecessary, we don't need UBER omgwtf super attack abilities if your going to suggest adding skills (PvE skills of all things), at least try to be creative instead of just introducing instant Ray of Judgement. We have RoJ already, if anything we would want an interesting button to press (used the M/ as an example)
2. This game doesn't need new skills, simply changing the myriad of useless skills that exist currently (in other words, powercreep them) will suffice in "introducing" new skills to the game.
The effects of these skills are pretty crazy and for the most part unnecessary, we don't need UBER omgwtf super attack abilities if your going to suggest adding skills (PvE skills of all things), at least try to be creative instead of just introducing instant Ray of Judgement. We have RoJ already, if anything we would want an interesting button to press (used the M/ as an example)
gremlin
Quote:
I can raise the primary attribute and secondary attribute requirement from 4 to 9 for these skills not to fail 50% of the time.
Yeah the paragon I was debating to make /death a requirement but didn't also the other Idea I didn't post was some kind of aoe spear attack. For the monk I was thinking a small deacrease in burning and damage and decrease recharge to 45 seconds. I'm not sure because its already weak by 60 second recharge and hitting your own team members with the damage. Yep, these skills are designed to be fun to play. |
Ahh sry I didn't notice the damage hit allies too interesting idea always wondered how area effect damage never hurts friends.
I was rushing a reply because the usual trend here is if enough people get very negative the thread gets closed before many of get a chance to comment.
imo this has lead to a small group of people able to close threads almost at will be the nature of their comments.
Maybe threads should remain open for a reasonable amount of time before closing.
Xiaquin
Aww, of course the ranger skill is the worst. Takes up the weapon skill and lose a pip of energy regen?
Alternate suggestion: Legolas' Shot: Kills target foe. This attack cannot miss and is unblockable.
Also your character reports in Team channel about your kill count if Ogden is in your party.
Alternate suggestion: Legolas' Shot: Kills target foe. This attack cannot miss and is unblockable.
Also your character reports in Team channel about your kill count if Ogden is in your party.
LostThing
So much fun to read, especially these 2 things
Oh, and don't forget this...since obviously every assassin only runs Shadow Form...good stuff.
But yeah, like pretty much everyone pointed out...way too overpowered/not going to happen/whatever.
*waits for more silly topics for more laughs*
Oh, and don't forget this...since obviously every assassin only runs Shadow Form...good stuff.
Quote:
Assassin - a way to temporarily increase damage, give them an alternative to shadow form
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*waits for more silly topics for more laughs*
melissa b
Quote:
So much fun to read, especially these 2 things
Oh, and don't forget this...since obviously every assassin only runs Shadow Form...good stuff. But yeah, like pretty much everyone pointed out...way too overpowered/not going to happen/whatever. *waits for more silly topics for more laughs* |
Que Pedito
All you'd need in a group of 8 monks is one person with aegis and then you could just roll through anything. I'd say that is not balanced
Kunder
melissa b
True, I also had a guildmate say that too. The workaround that I'm working on is...on cast all ally pve monks smite skills are disabled for 60 seconds. This would be effective to limiting copies with arcane echo and 8-man monk teams.
Elnino
PvE doesn't need more imbalance and power creep. /notsigned
[email protected]!k3
I'm not one speak on everyone's behalf, but a lot of you are being incredibly impertinent to the OP, this is a forum for people to spread out their ideas with expected collaboration of fellow patrons of the forum. People as such, are the ones who give the site a bad name and should learn to be more courteous of others, but I do not mean to give everyone a lesson on manners your parents should've done so.
The OP's Ideas are very original and creative, and I can see why she felt the want to post them; as they are very in-depth and articulate. Though, I must side with those who I prefer not to. The ideas are well-thought out, but they do not go well with this game. Skills are not meant to be overpowered to any extent (few exception e.g. Keiran's skills, Junundu's, etc.), but some may/are exploited to gain advantages, such as Shadow Form for tanking, Keystone for damage/interrupt. All-in-all though, those skills do provide functions that are rather strong due to one skill, but the skills require others to function as they do to achieve the exploitation. The majority of the skills you propose make builds obsolete, since they serve functions of large magnitudes. I don't want to ridicule by saying these skills are "broken" or are nonadjustable, so I will say that they simply do not fit the type of "style" this game is, but nonetheless your skills are very well thought out and may be better used in other games and I give you credit for that.
May you have success with other future endeavors and may the people who disgracefully laughed at you rethink their actions. The internet may be anonymous, but it is not an excuse for people to act as if others do not exist.
The OP's Ideas are very original and creative, and I can see why she felt the want to post them; as they are very in-depth and articulate. Though, I must side with those who I prefer not to. The ideas are well-thought out, but they do not go well with this game. Skills are not meant to be overpowered to any extent (few exception e.g. Keiran's skills, Junundu's, etc.), but some may/are exploited to gain advantages, such as Shadow Form for tanking, Keystone for damage/interrupt. All-in-all though, those skills do provide functions that are rather strong due to one skill, but the skills require others to function as they do to achieve the exploitation. The majority of the skills you propose make builds obsolete, since they serve functions of large magnitudes. I don't want to ridicule by saying these skills are "broken" or are nonadjustable, so I will say that they simply do not fit the type of "style" this game is, but nonetheless your skills are very well thought out and may be better used in other games and I give you credit for that.
May you have success with other future endeavors and may the people who disgracefully laughed at you rethink their actions. The internet may be anonymous, but it is not an excuse for people to act as if others do not exist.
vitorvdp_68
Quote:
Originally Posted by [email protected]!k3
I'm not one speak on everyone's behalf, but a lot of you are being incredibly impertinent to the OP, this is a forum for people to spread out their ideas with expected collaboration of fellow patrons of the forum. People as such, are the ones who give the site a bad name and should learn to be more courteous of others, but I do not mean to give everyone a lesson on manners your parents should've done so.
The OP's Ideas are very original and creative, and I can see why she felt the want to post them; as they are very in-depth and articulate. Though, I must side with those who I prefer not to. The ideas are well-thought out, but they do not go well with this game. Skills are not meant to be overpowered to any extent (few exception e.g. Keiran's skills, Junundu's, etc.), but some may/are exploited to gain advantages, such as Shadow Form for tanking, Keystone for damage/interrupt. All-in-all though, those skills do provide functions that are rather strong due to one skill, but the skills require others to function as they do to achieve the exploitation. The majority of the skills you propose make builds obsolete, since they serve functions of large magnitudes. I don't want to ridicule by saying these skills are "broken" or are nonadjustable, so I will say that they simply do not fit the type of "style" this game is, but nonetheless your skills are very well thought out and may be better used in other games and I give you credit for that. May you have success with other future endeavors and may the people who disgracefully laughed at you rethink their actions. The internet may be anonymous, but it is not an excuse for people to act as if others do not exist. |
That assassin skill is so OP. Imagine a party with 2 healers and 6 assassins.
Now each one takes that skill... BAM, 12 man spike. No thank you.
"an alternative to shadow form" - as if Shadow Form was of any use outside speed clears and dungeons..
If you want to present ideas, present them at a level that won't be laughed at, instead of just saying "don't worry I'll adjust it later"
Outerworld
Quote:
Originally Posted by [email protected]!k3
I'm not one speak on everyone's behalf, but a lot of you are being incredibly impertinent to the OP, this is a forum for people to spread out their ideas with expected collaboration of fellow patrons of the forum. People as such, are the ones who give the site a bad name and should learn to be more courteous of others, but I do not mean to give everyone a lesson on manners your parents should've done so.
The OP's Ideas are very original and creative, and I can see why she felt the want to post them; as they are very in-depth and articulate. Though, I must side with those who I prefer not to. The ideas are well-thought out, but they do not go well with this game. Skills are not meant to be overpowered to any extent (few exception e.g. Keiran's skills, Junundu's, etc.), but some may/are exploited to gain advantages, such as Shadow Form for tanking, Keystone for damage/interrupt. All-in-all though, those skills do provide functions that are rather strong due to one skill, but the skills require others to function as they do to achieve the exploitation. The majority of the skills you propose make builds obsolete, since they serve functions of large magnitudes. I don't want to ridicule by saying these skills are "broken" or are nonadjustable, so I will say that they simply do not fit the type of "style" this game is, but nonetheless your skills are very well thought out and may be better used in other games and I give you credit for that. May you have success with other future endeavors and may the people who disgracefully laughed at you rethink their actions. The internet may be anonymous, but it is not an excuse for people to act as if others do not exist. |