Charms introduced into guild wars

Hannibel

Hannibel

Banned

Join Date: Oct 2005

Playboy Entertainment

I know there's charms in a lot of other fantasy type games, this game has so many limits in life/energy, and very small boosts of them in different ways.

Health Charm
1-5 health

Energy Charm
1-2 energy

Slash Damage Charm
+1 slash damage

Piercing Damage Charm
+1 piercing damage

Chaos Damage Charm
+1 chaos dmg

Holy Damage Charm
+1 holy damage

Fire Damage Charm
+1 fire damage

Water Damage Charm
+1 water damage

Lightning Damage Charm
+1 lightning damage

Earth Damage Charm
+1 earth damage

Each character would be limited to 2 charms of each catagory

3 different catagories

Health Charm
Energy Charm
Damage Charm


Example: a character could carry, 2 +health charm, 2 +energy charms, and 2 +dmg type charm

judge1121

judge1121

Lion's Arch Merchant

Join Date: Aug 2005

Outlaws Of Ascalon

Mo/

maybe not 1 for elemetal dmg but 5 since most spells take time to cast.
but ya good thought

Hannibel

Hannibel

Banned

Join Date: Oct 2005

Playboy Entertainment

well you don't want the charms to be overpowering just like a small boost, when i mean the dmg's they also include skills not just attacks

thirtypercent

Frost Gate Guardian

Join Date: Aug 2005

would be nice.
at least there would be more things to do in gw like charm-farming
and these would be those very rare and expensive items in this game like ectos but canot be bought in shops

judge1121

judge1121

Lion's Arch Merchant

Join Date: Aug 2005

Outlaws Of Ascalon

Mo/

Quote:
Originally Posted by Hannibel
well you don't want the charms to be overpowering just like a small boost, when i mean the dmg's they also include skills not just attacks
ya but 80 dmg from meteor or 81 isnt big difference.

Hannibel

Hannibel

Banned

Join Date: Oct 2005

Playboy Entertainment

any amount of dmg helps, 1% off a perfect item doesn't make a big difference but this game doesnt have all that much dmg into it and the little amounts of dmg will help

Sol_Vie

Sol_Vie

Desert Nomad

Join Date: Aug 2005

Boston, MA

Blood Of Orr [BoO]

Well there's a process to adding up damage. You deal damage, then it gets reduced by armor, resistances, etc. So depending on where the +1 damage is added in, the meteor could potentially do more than just +1 damage.

The Son Of Morgoth

The Son Of Morgoth

Wilds Pathfinder

Join Date: Oct 2005

Maryland

The Servants Of Morgoth

N/

wouldnt this overpower a little?

kendaki

kendaki

Academy Page

Join Date: Oct 2005

Some say in my own little world ^^

SOED

N/Mo

I'm seeing flash backs of Diablo... actually I do like this idea. Limiting the ammount of charms you could carry at one time would be good and only being able to carry a limited ammount of them would prevent charm abuse. what you could do is have charms of all the different item modifiers toned town to a weaker form say nothing above a 5% so +1 to skill 5% chance while using a skill. Just a thought balance wise it may not be a good one but it's something to consider.

Jczech

Jczech

Frost Gate Guardian

Join Date: May 2005

Mo/

I can see it now, rangers with dual shot and ignite arrows getting a substantial boost to everything. The last thing we need is a spike team doing X amount of damage twice (dual shot) with a bonus of Y on both arrows, with Z damage preparation (along with the Y damage bonus on the prep) plus vampiric damage bonus, plus a conjure (with Y damage bonus again), plus orders adding N + Y more damage (twice, once for each order), plus spirits adding 4 + Y damage... need I go on?

In short, while it would make rangers not so ignored in PvE, it would horribly unbalance the game.

NightOwl

Lion's Arch Merchant

Join Date: Aug 2005

Mmm...4 more energy and 2 more damage per hit on my monk when I solo. Sounds tasty.

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by Jczech
I can see it now, rangers with dual shot and ignite arrows getting a substantial boost to everything. The last thing we need is a spike team doing X amount of damage twice (dual shot) with a bonus of Y on both arrows, with Z damage preparation (along with the Y damage bonus on the prep) plus vampiric damage bonus, plus a conjure (with Y damage bonus again), plus orders adding N + Y more damage (twice, once for each order), plus spirits adding 4 + Y damage... need I go on?

In short, while it would make rangers not so ignored in PvE, it would horribly unbalance the game.

Simple. Make it PVE only. Roleplayers don't get alot as it is anyways.

Plus if it's small effects, it won't really "UNBALANCE" the game. I mean 1 damage additionally overtime? please. =)

--The Shim