Sugg- All weapon skills build life force — Guild Wars 2 Forums

Comments

  • sokeenoppa.5384sokeenoppa.5384 Member ✭✭✭✭

    Scepter would Be pretty op.
    My suggestion. On pve you are full of Life force coz of mobs die around you. Maybe If they Make lf from kills scale much much more in PvP. That way you can get More lf in PvP but it wont affect on pve

    I'll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.

  • leasm.1279leasm.1279 Member ✭✭✭

    LF gain is pretty uneven now. Against many weak enemies it recharges really fast, and agains bosses/pvp the recharge is bad.

    I'd like to see a normalization, and making all skills giving LF (also reducing gain from nearby deaths) is a way to do it. Another approach would be giving LF based on a percent of damage dealt.

  • Svarty.8019Svarty.8019 Member ✭✭✭✭

    @leasm.1279 said:
    LF gain is pretty uneven now. Against many weak enemies it recharges really fast, and agains bosses/pvp the recharge is bad.

    I'd like to see a normalization, and making all skills giving LF (also reducing gain from nearby deaths) is a way to do it. Another approach would be giving LF based on a percent of damage dealt.

    Yes. Good idea.

    I'd like to see it PASSIVELY regen (so we can get it when "in combat" with an opponent that can't be attacked) as fast as Thief's initiative.

    Necro. Never knowingly blasting combo fields since 2012.

  • Exqq.7451Exqq.7451 Member ✭✭✭

    @sokeenoppa.5384 said:
    Scepter would Be pretty op.
    My suggestion. On pve you are full of Life force coz of mobs die around you. Maybe If they Make lf from kills scale much much more in PvP. That way you can get More lf in PvP but it wont affect on pve

    When they correct the issue with multi shade stacking conditions in error this change would probably be a net 0 allowing slightly more use of shroud skills to compensate keeping Scourge as a viable DPS option. IDK, just my thoughts.

  • My suggestion would be to have LF generated from skills that primarily do damage and used up in skills that are for utility whether or not they are classifed as a weapon skill or utility. That way you have some consistency and gameplay choices to make.

  • HardRider.2980HardRider.2980 Member ✭✭✭

    No.. All weapons to boost LF would mean other skills would have their LF cut to make up for it or... it be too OP ... While we need more weapon skills to give LF.. making them all would be dangerous

    A City of Heroes never die... A City of Villains will never surrender... Neither City will be forgotten.

  • I said damaging skills boost LF. Things used for utility use up LF. Then there a balancing act between the two and decisions to make.

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