Flux Ideas
tealspikes
Hopefully Anet won't feel inclined to dartboard buff skills anymore since they have this new Flux thing to play around with. This thread is for the community to share and discuss new ideas for future Fluxes.
Here are some of mine:
Wolf Pack: 3-4 teammates in earshot of each other move 10% faster and both deal and take +5% damage. 5 or more teammates are unaffected.
Light and Dark: Enchantments last 10% longer and bestow +1 regen to enchanted targets (nonstacking with itself). Hexes last 10% longer and inflict +1 degen to hexed targets (also nonstacking).
Intensity: All players' armor and health are reduced by 10%, all damage is increased by 5%.
Jack-of-all-trades: All attribute lines have +2 bonus. No attribute line cannot exceed 12 (counting runes).
Nature's Wrath: Spirits and Pets gain extra health and armor and Spirits have their casting time reduced by 1 second. Conditions last +10% longer.
Self Reliance: All players have natural +1 regeneration and self heals heal for +10% more. Healing used on other players heals for 20% less.
Marathon (GvG): Players holding the flag run 25% faster than normal, but have -15% armor and health. Their movement speed cannot drop below 80% nor can they be knocked down.
Here are some of mine:
Wolf Pack: 3-4 teammates in earshot of each other move 10% faster and both deal and take +5% damage. 5 or more teammates are unaffected.
Light and Dark: Enchantments last 10% longer and bestow +1 regen to enchanted targets (nonstacking with itself). Hexes last 10% longer and inflict +1 degen to hexed targets (also nonstacking).
Intensity: All players' armor and health are reduced by 10%, all damage is increased by 5%.
Jack-of-all-trades: All attribute lines have +2 bonus. No attribute line cannot exceed 12 (counting runes).
Nature's Wrath: Spirits and Pets gain extra health and armor and Spirits have their casting time reduced by 1 second. Conditions last +10% longer.
Self Reliance: All players have natural +1 regeneration and self heals heal for +10% more. Healing used on other players heals for 20% less.
Marathon (GvG): Players holding the flag run 25% faster than normal, but have -15% armor and health. Their movement speed cannot drop below 80% nor can they be knocked down.
lemming
Intensity is a horrid idea. VoD-type effects never did anything more than making spikes stronger. In fact, a Flux along those lines was scrapped on the TK because of the unanimous negative reaction to it.
Messing with hex duration seems dangerous.
Marathon seems like kind of a cool solution to the flag pushing conundrum.
Messing with hex duration seems dangerous.
Marathon seems like kind of a cool solution to the flag pushing conundrum.
Coast
flux ideas are retarded, get ur balancing better so that u don't gotte use ur crap ideas(anet)
chuckles79
Of all those, I like Self Reliance the most; shaking up the redbar meta and bringing back protting temporarily.
Jack of All Trades sounds interesting, definitely benefitting casters and rangers more than the rest of the physicals.
The next three I don't like as a month long change:
Intensity would be assassins and dervs, 24-7
Nature's Wrath would be all rangers and ST rits, 24-7.
Light and Dark, all mesmers and necros, 24-7
Wolf Pack would obviously encourage splits in GvG, and better team discipline in AB and would make some..interesting changes in JQ. Would NPCs be counted? I see shrine/quarry capping becoming problematic.
Marathon is too specific to one format that already gets the lion's share of attention. You could make it carrying any object, which would make life interesting for ritualists in all formats.
You'd rather they just fire away and make crap changes like they used to, or do as they do now and take 3 months to make changes that are obvious to everyone in fear of unbalancing everything?
I like the idea because PvP is becoming stale, and this will allow them to understand what professions and roles get affected by certain changes.
Some other ideas that probably aren't well thought out
GIVE PEACE A CHANCE: Players that are attacking or receive 10% less healing. (Hex meta, here we come, goodbye dervfest)
DARKEN THE SKY: ranged attacks have 25% greater ranger but do 33% less damage. (condition removal would get real popular, and paras might make a comeback in some formats)
IRON CURTAIN: Players that are not moving receive 15% damage reduction, but deal 15% less. (would keep the battles more fluid, while strategic usage could bring good things)
THE WAY OF GOOD INTENTIONS: When you heal, you take 5% of the amount healed as damage. When you deal Damage, you gain 5% of damage dealt as healing
Jack of All Trades sounds interesting, definitely benefitting casters and rangers more than the rest of the physicals.
The next three I don't like as a month long change:
Intensity would be assassins and dervs, 24-7
Nature's Wrath would be all rangers and ST rits, 24-7.
Light and Dark, all mesmers and necros, 24-7
Wolf Pack would obviously encourage splits in GvG, and better team discipline in AB and would make some..interesting changes in JQ. Would NPCs be counted? I see shrine/quarry capping becoming problematic.
Marathon is too specific to one format that already gets the lion's share of attention. You could make it carrying any object, which would make life interesting for ritualists in all formats.
Quote:
flux ideas are retarded, get ur balancing better so that u don't gotte use ur crap ideas(anet)
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I like the idea because PvP is becoming stale, and this will allow them to understand what professions and roles get affected by certain changes.
Some other ideas that probably aren't well thought out
GIVE PEACE A CHANCE: Players that are attacking or receive 10% less healing. (Hex meta, here we come, goodbye dervfest)
DARKEN THE SKY: ranged attacks have 25% greater ranger but do 33% less damage. (condition removal would get real popular, and paras might make a comeback in some formats)
IRON CURTAIN: Players that are not moving receive 15% damage reduction, but deal 15% less. (would keep the battles more fluid, while strategic usage could bring good things)
THE WAY OF GOOD INTENTIONS: When you heal, you take 5% of the amount healed as damage. When you deal Damage, you gain 5% of damage dealt as healing
melissa b
Deathly Repercussions - Suffer 5% death penalty per Death, maxing at 10%. Every Death you cause gain 1% morale maxing at 10%. Gain 1% morale every time you resurrect a team mate.
RedDog91
Quote:
IRON CURTAIN: Players that are not moving receive 15% damage reduction, but deal 15% less. (would keep the battles more fluid, while strategic usage could bring good things)
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Maybe this flux would work in a game where it is possible to move while attacking/casting, but not in GW.
This would make people want to stand still anyway, as they will take less damage. So what if they deal 15% less? They can focus on powerful spikes that hit high enough that the 15% reduction doesn't matter.
Mike Jack
So wouldn't that turn into a game where overall, damage is nerfed by 28%?
RedDog91
^I haven't done the math yet, but yes.
Swingline
I like marathon but none of the others. Chances are there may be a "marathon" type flux. IMO flux should change every week.
floor
I dont think increasing durations on conditions or hexes is a viable flux. Conditions are already a big problem largely to do with dervishes, and hexes are relatively overpowered in relation to the amount of hex removal readily available.
I do like ur marathon idea also though, a meta not based on flag pushing even if just for 1 month would be awesome.
Personally i wouldnt mind seeing something like this:
Cast time of all spells increased by 25%, and all enchantments have 25% longer duration.
or
Skill Recharge increased bt 25%, and all enchantments have 25% longer duration.
Imo would promote shutdown positively, wouldnt affect spike teams too much (2-3s extra delay), and would force monks to be a bit smarter with their skill usage.
I do like ur marathon idea also though, a meta not based on flag pushing even if just for 1 month would be awesome.
Personally i wouldnt mind seeing something like this:
Cast time of all spells increased by 25%, and all enchantments have 25% longer duration.
or
Skill Recharge increased bt 25%, and all enchantments have 25% longer duration.
Imo would promote shutdown positively, wouldnt affect spike teams too much (2-3s extra delay), and would force monks to be a bit smarter with their skill usage.
Coast
[QUOTE=chuckles79;5493464]
You'd rather they just fire away and make crap changes like they used to, or do as they do now and take 3 months to make changes that are obvious to everyone in fear of unbalancing everything?
/QUOTE]
I rather have they using their brains instead of all the trash they did every update(every update they did was just trash)
You'd rather they just fire away and make crap changes like they used to, or do as they do now and take 3 months to make changes that are obvious to everyone in fear of unbalancing everything?
/QUOTE]
I rather have they using their brains instead of all the trash they did every update(every update they did was just trash)
Our Virus
Winds of Change : Players holding a bundle item move 10% faster. Players not holding a bundle item move 10% slower.
Hurd u liek the name
Hurd u liek the name
Essence Snow
Para Luv: Leadership grants 2X bonus for up to 4 party members within earshot
Nature's Favor: Nature rituals only effect allied party members or vice~versa
Nature's Favor: Nature rituals only effect allied party members or vice~versa
Missing HB
I think it would have been interesting to add DP's in Hall Of Heroes map too then.... The same guild logs at 4 am every day and farms poor randomways 1v1 without getting any restart , and that's pretty much annoying considering red team can't do anything....
Having DP's combined with the flux system would basically help red to kill , but still make a chance for blue to come back after they died.....
The actual system is totally ridiculous and red team can just instantly resign on 2/3 situations
Having DP's combined with the flux system would basically help red to kill , but still make a chance for blue to come back after they died.....
The actual system is totally ridiculous and red team can just instantly resign on 2/3 situations
Our Virus
United We Stand : For each living ally your gain +2 armor.
Now try your shitty gvg spikes.
Now try your shitty gvg spikes.
jazilla
Throwback: All skills revert back to their release date mechanics.
lemming
Coast
ob flame spike ur ass!
Our Virus
Call of Duty : Players attack, move, and use skills 15% faster while under the effects of a shout or chant.
Would change the meta for that month bc paras and tactic wars would become a must for the boosts.
Would change the meta for that month bc paras and tactic wars would become a must for the boosts.
Kanyatta
I feel like all of these would be horribly exploited by any competent GvG guild and would change the game far more than any skill balance would.
The idea for Flux was terrible to begin with and should have never been implemented. The only Flux idea I'll ever /sign for is to get rid of it.
The idea for Flux was terrible to begin with and should have never been implemented. The only Flux idea I'll ever /sign for is to get rid of it.