Passive Skills

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S
Sniper22
Wilds Pathfinder
#1
I would think it would be kinda cool if you have passive skills. You would equip it on your skill bar to activate it (needs to be on skill bar for it to work). You dont have to cast it like a spell and it doesn't have a duration. I would be like weak stance or enchantment that stays on forever (with a few ways to disable enemy passive skills). To show that you are using a passive skill, there can be a little up arrow like enchantments on your name. Maybe you can only use one passive skill at a time too. Of course it will need to be balanced out too.

Examples would be

Necromancer:
Feast of Souls: You gain an additional 1...3 energy from dying creatures. (Req Soul Reaping)

Monk:
Spirit of Healing: (-10 Energy) healing spells are increased by 12-30 hp healed (Req Healing Prayers)

Ranger:
Blinded Ranger: When you are blinded, you only have a 85-60% to miss attacks (instead of 90%) (Req Marksmanship)

Ritualist:
Power of Spirits (Elite): Spirits Skills you cast have a level increase of 1...3 (Spawning Power)

Assassin:
Haste (Elite): You move 5...10% faster (Req Shadow Arts)

Elemantalist:
Fire Power (elite): (-5 Energy) You do an additional 5-25 dmg with fire damage. (Req Fire Magic) Same skill for other 3 elements.

Mesmer:
Energy Boost: You have an additional 5...12 Energy (Inspiration Magic)

Warrior:
Tactical Warrior: You have a 5...10% chance of blocking attacks (Tactics)

So what do you guys think?
D
Donut Zeke
Frost Gate Guardian
#2
Well, they do need to be balanced, but I give my /sign of approval.
golem bigstick
golem bigstick
Academy Page
#3
definetly add some spice to guild wars. autoskills they will be named....
Captain Arne Is PRO
Captain Arne Is PRO
Banned
#4
Passive skills are one thing I've always loved about WC3/DOTA.

Maybe using a Passive skill will create an Aura around you, making it more noticable what you are using/when you are using it.



/Sign for sure, though... As long as they get balanced.
shane william
shane william
Frost Gate Guardian
#5
they could jsut make enchantments without the energy degen, would be a simple solution to creating somthing like this
prism2525
prism2525
Forge Runner
#6
enchants can be stripped/shattered/drained/defiled/whatever. If they are skills like endure pain or even like the new blessings it would be unremovable
xXa1
xXa1
Frost Gate Guardian
#7
/not signed

more ideas to remove the challenge from this game? casting and maintaining enchantments are part of the fun of managing your character. taking that out and replacing them with auras will make this game nothing more than DOTA 3D.
S
Sniper22
Wilds Pathfinder
#8
Like I'm saying to remove it there could be a mesmer skill that is like.

*Skill Name*
Cost 10 Energy. Spell. Target foes passive skills are disabled for 5...20 sec.

So after that duration is up the skill is active again. And some of the better skills would have penaties, like -10 energy and stuff like that (plz no - hp). But there will be ways to counter it and some sort of maintaining fee. Maybe all of them could have (-20% energy) for a penalty so you cant stack like 5 of them on you. And remember these would be weaker. So like if there would be a "autoskill" version of vital blessing, then it would probably only give 1/3 or 1/4 of what vital blessing gives.
master_of_puppets
master_of_puppets
Krytan Explorer
#9
/not signed

Permanent boosts like these wont work in GW
Kool Pajamas
Kool Pajamas
Forge Runner
#10
Seems to go against what guild wars is about.
Red
Red
Rawr!
#11
/signed conditionally

Definitely needs balance. For example, the speed boost for assassins, this perma-run... ew. However, I think it would create a greater challenge and variety, not less. Do you go with a more restricted, but boosted, build.... or do you take 8 skills without a boost, but more able to counter things?

The proposed Necro, Rit, and Ranger autoskills are conditional enough, and of such small magnitude, that I think they would work well. I mean, don't necros ALREADY have something like this in Awaken the Blood? I think as long as the benefits of the autoskills (and the inherent penalties, like -energy) were balanced against the benefits a seventh and eighth skill would provide.... it would be really, really neat.

-_- and, let's be honest. Guild wars now has skills, stances, spells, enchantments, and hexes (conditions too, but they are caused by skills and spells). An overly-simplistic Rock-Paper-Scissors only works for so long. C'mon, let's not be afraid of a bit more complexity.

Addendum: this is not a request for 394832904832 types of skills and elements and non-elementals and what have you. A little increase in complexity and diversity is good. Too much, and it starts to get stupid.
V
Viruzzz
Krytan Explorer
#12
i don't see how this would hurt anything, since you are sacrificing a skill slot for it,
i know i would rather use an "active" skill than a stance like passive one, but as long as they don't become something you absolutely need whatever you are thinking of doing, i don't see a problem
S
Sniper22
Wilds Pathfinder
#13
Ya, I mean cmon, if skills like these get balanced out, and there are ways to counter them, then I don't see why you're against them so much. We pretty much have something like this already. W/Mo bring mending in 4v4. Cast it b4 the battle starts. He gets a penalty and I bet you 90% of the games they play it wont get removed. These skills are similar except the penalty is weaker, the positive affect is weaker, and it can be "disabled" just like maintanable enchants can be removed.

Also, other than maintainable enchantments, we already have passive skills/attributes. Every single pirmary attribute already has a passive affect. We also have runes and mods on weapons that give permenant affects too. So things like that already work.

And I'm not saying we have to use these skills, I'm just giving examples to show you what they would be like.
prism2525
prism2525
Forge Runner
#14
i don't know if it's the idea here but what if these skill take a slot on you skill bar and are always active? Not being a special prof bonus from nowhere.
Remus00
Remus00
Frost Gate Guardian
#15
better yet, make it like WoW...somewhat .... NOTE: the passives do NOT take up a skill slot

(based off ur Primary Profession)

Rangers: +10% range with all ranged weapons
Warriors: +5% attack speed with all melee weapons
Assassins: +5% running speed
Mesmer: +5% duration to hexes
Monks: +5% duration on Enchantments
Necromancers: -10% HP degen
Elementist: +5% energy
Ritualists: +5% duration on Spirits (or w/e)

idk, those are just crappy examples
but this could encourage more diverse builds...unlike all the W/Mo's ...
C
Cjlr
Wilds Pathfinder
#16
Quote:
Originally Posted by Remus00
better yet, make it like WoW... somewhat...
Nope, thanks for playing.

Quote:
Originally Posted by Remus00
idk, those are just crappy examples
but this could encourage more diverse builds...unlike all the W/Mo's ...
Innate bonuses are a bad, bad idea. They don't encourage diversity at all - quite the opposite. If there is one thing your class is best at, then there is really no reason to do something similar on another class. Alternatively, it leads to skills which actively rely on the innate abilities of their class - making them useless, or nearly so, on other classes. Any skills linked to a primary attribute are already like that; why add more?

There cannot be balance if there are no disadvantages to something. If you get a permanent, non-removable benefit to your character it needs a drawback.
Misc Merik
Misc Merik
Frost Gate Guardian
#17
/signed

Passive skills would need some tinkering to fit the guildwars style, but yeah this would cool to see.
Remus00
Remus00
Frost Gate Guardian
#18
the disadvantage is u dont get teh passives of the other classes...For instance, i would like to have a Necro with -10% HP degen, but i would also like Warrior +5% attack speed...which one do i choose?
ppl airnt ganna be like...o, if my primary isnt a monk, with the +5% enchant duration, then X/Mo is useless
cuz rite now...for Ex. and E/Mo can, dare i say it, monk for a team, better than Lina the Hench[wo]man. this way Mo/E would be a more effective healer than an E/Mo, but just a little...
i dont know, i didnt really understand ur point, besides that its a bad idea, lol. (shame on me)
Misc Merik
Misc Merik
Frost Gate Guardian
#19
The E/mo has energy storage to buff its energy to spam heals more often so comparing it to a solely prot hench makes no sense to me.
Undivine
Undivine
of Brackenwood
#20
Actually, I could see this as a primary focus for a new class. Actually, I could see these as Bard skills. With a few slight differences such as the need to "activate" them and only being able to use 1 at a time. Maybe even make them group effects. Hmm...