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Eilah.7908

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  1. oh yeah don't get me started on conjures, i want soooo many things to change on them hahaha
  2. yeah, it's current effect is so lackluster and weightless. it's way too easy for the 25% damage boost to go to waste on weak attacks, and i hadn't even considered how aoe attacks drain those charges immediately
  3. hi i'm here to shout into the void about a skill rework that I think would be fun, but will certainly never see the light of day. :~) So, the glyph of elemental power is one of those skill that I think just feels bad. I'm sure there are people who get good use out of it, but i think it just has a kind of confused design, with a stunbreak, damage boost, and condi all at once, plus and instant activation that I think makes it feel more like a cantrip than a glyph. I think it's real odd that all the other glyphs have, imo, pretty cool and iconic animations, and this one has nothing! So, i've thought up a rework that i think would make this skill feel a bit more fun and interesting, while using it to give ele some utility that we currently lack. first off, i'm mostly thinking from a design perspective, only half paying attention to balance. so i'll be ignoring number values and durations because, who cares. i would make this into a 3/4 second cast stunbreak that causes an aoe strike around yourself, while giving boons depending on your attunement. some retaliation for fire, resistance for water, quickness for air, and stability for earth. Maaayyybe some additional might across the board, or keep the 25% damage boost for five attacks from its current iteration. the concept is to focus on the skill being a stunbreak that makes you a little more dangerous briefly, and obviously gives ele boons that we can't get yet. something with a little more impact that what we've got now. and of course, an animation that's more aligned with the other glyphs. I like bouncing around skill designs in my head, so I'd be curious to know what people think of this! and i know, forum posts like this never really wind up making it into the game, i'm not really Asking Anet to do this, it's just a fun idea i had.
  4. hey, i'm kinda new to ranger here and wanted to ask, what's the deal with splitblade [axe 2]? With all other axe skills being pretty good power hits, and the axe trait pushing the weapon even more into a power role, it seems weird to have the 2 skill be so lacking in damage. it doesn't even seem worth running axe on a condi build, because splitblade's bleed duration isn't all that impressive now that dagger is in the game. Is there some niche are where splitblade is useful, or is it just one of those skills that's been dying for a rework? I'd love to see it brought more in line for power, with some increased damage and maybe have the bleed traded out for vuln.
  5. Does anyone know the specifics of what the Dragon Slayer masteries do? I think the first couple are pretty clear, you pick it up for extra stats and might, but afterwards it gets real hazy. "your critical hits inflict a condition based on the essence" "your heal give you a boon based on the essence" "dodging removes a condition based on the essence." Is there anywhere in-game that elaborates on the specific boons and conditions? It seems like a the wording is all strangely vague. I could just not be looking close enough
  6. Alright, i'm pretty sure the answer here is no, so this post is mostly just me venting out to the void. But. Do people think the devs will ever add new pets to the base game? Specifically, the stag, ram, and longhorn sheep "family" of creature. PoF gave us the rock gazelle, and I would Love to see that pet family fleshed out a bit, as deer are my absolute favorite animal. not really sure how to end this post, this isn't a request or anything. that would not be a really important allocation of developers time. So i guess i'll ask, are there any animal types in the game that other folks would like to see rolled into ranger pets?
  7. it could be neat to bring back the old gw1 elite skill searing flames' functionality on staff three. inflicts burn, but deals a decent chunk of damage to anyone who is already burning.
  8. yeah, so i think matching their functionality to engi kits would be a bad move. kits work the way they do specifically to balance out engi's lack of a weapon swap. since ele has attunements, we really don't need to have that functionality. imagine, with a simple kit rework of the conjures, an elementalist could run around with effectively 8 sets of easy, on-demand weapon skills. that might open some goofy and fun builds, but ultimately that's not a niche that elementalist needs filled.
  9. Although actually, on thinking more about it, I could get behind an ammo system replacing the pick-up, giving you more opportunity to keep the weapons up if you do want to hold them permanently. If it was changed to like, casting the conjure equips it for you only, and it's got 2 ammo with a 60 second ammo recharge? that could be very fun
  10. that's fair! i personally don't enjoy that playstyle, since it can be disrupted so easily by other players picking up the second conjure if you rely on it, or by the flow of a fight moving away from where you placed that pick up. I'd prefer to see the functionality of conjures shaken up a little bit to allow for something new, where they're designed around being a temporary change to your skillset instead of something you try to hold on to permanently. I also don't think my idea for the temporary group attack buff is the only way to offset the removal of the pick up conjure! i can definitely imagine something else, like pulsing out aoe boons or stat boosts while holding the conjured weapon.
  11. honestly i'd prefer just a reduction of the cast time to 1/2 second. I feel like removing the ground target would go a long way to improving the flow, and I think (for the changes i've laid out) an instant cast would would be really annoying to try to counter play. i don't think these skills should feel like weapon swapping or engi kits, but their cast time should be backed up by significant impact
  12. All right, I know this subject has been talked about countless times, but I have recently been thinking about the Conjure utilities, and wanted to share my ideas. This is mostly in the hopes that, as there have been some pretty large overhauls made to other classes, this skill set may be under consideration as well. In my opinion, conjure skills suffer from an over-reach in their design. There are two main functions that a conjure weapon sets out to fill, the first being a trade off for the elementalist sacrificing their versatile weapon skills for a more focused and limited skill set in the conjured weapon. the second role is group support, by sharing that weapon to other players. However, I think the shared aspect of the conjure winds up holding back these skills by making their effectiveness dramatically unpredictable. The skills need to be strong enough that a player feels justified using them alone, but not so powerful that well coordinated use breaks the game (look back at the old ice bow 4, which was nerfed to the ground after it proved too strong for coordinated burst). In large open world groups and meta events, dropping a conjure often feels like half of the skill is going to waste, as the second weapon may be left completely alone by other players, and a player who does pick it up may not be familiar enough with the set to use it effectively. I'm sure this has been a balancing headache for the devs, trying to find a way to make these skills useful to the a lower denominator without being completely over powered. My wish is to see the purpose of these skills simplified and refined, focusing on the temporary trade off of the elementalist's weapon skills for the more focused conjure skills. The specific idea I have is to remove the ground targeted pick up weapon and replace it with a group effect around the elementalist similar to firebrands ashes of the just. The simplest version i can think of is to make activating a conjure weapon trigger the corresponding elements' attunement effect on nearby allies next attack ( fire axe triggers sunspot, lightning hammer triggers electric discharge, etc). I think making this change, while keeping most of the other aspects of these skills (30 second duration, 60 second cooldown) would really dramatically improve the feeling of using them. The specific numbers on skill damage and duration could then be more easily tuned to a single players use. As for the elite, my ideal world would see it changed to an 'arcane' or 'elemantal' greatsword, maintaining almost all of it's current skill effects, but changing the condition applied by skill 2 based on the element the player is attuned to (burning for fire, chill for water, weaken or vulnerable for are, cripple or immobilize for earth). So, I know these aren't particularly new ideas, but i just wanted to throw them out there. I'm interested to hear what other people think, and what others might want for these skills!
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