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Myster Marz.6481

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Everything posted by Myster Marz.6481

  1. Correct me if I am wrong but you want to completely remove conjured weapons for permanent weapons? I'm not trying to be rude, but I think your idea is superfluous. Why? Because it's happening already without the need to remove conjured weapons (the Catalyst hammer and the conjured lightning hammer for example). They already said that they are working on a new expansion which will most likely come with more elite specializations which means more weapons, which also means that we will be getting a great sword, or longbow, etc. I might not have written it clearly (my bad) but you would only conjure a second weapon if you have the Conjurer trait selected. This would be passive, no need to use a ground target as the weapon would drop at your feet. Conjurer weapons already disappear after a certain amount of time whether it's picked up or not. This mechanism exists currently. The idea I had about the weapon disappearing (or becoming useless) after skills 2-5 are used up would be the same as the bundle item Koda's Flame. This mechanism also exists. My thought process behind this is that no other class should as proficient with conjured weapons as Elementalist. I think it would be more of a hassle add a batch of permanent weapons to the game because they would have to design the other element skill sets from scratch which are currently nonexistent (water great sword skills for example). Switching elements would work as it does now; no effect on the conjured weapon skill set. If you need to use earth skills just switch back to your normal weapons and if you want to use thunder hammer again just switch back to it like a Engineer would do with the flamethrower kit. There is also some synergy with switching elements with the Catalyst. Using the thunder hammer skill 1 combo to create different auras every time you drop fields using the f5 skill is pretty fun and also works well with traits that grants you and others boons and auras.
  2. Pretty please can we turn the Elementalist conjured weapons into a kit similar to the Engineer's with the option to summon a secondary weapon (or no option is fine). The Conjurer trait could give a passive ability to conjure a second weapon when switching to the "kit". This passive ability should also have an internal cool down equal to the current Conjured weapon cool down. Also instead of giving the Elementalist a fire shield for sharing, the secondary conjured weapon should drop a combo field relative to the element of the weapon at the players feet (same location of the second weapon). Lastly, for balance, switching to the conjured kit could have a cast time and animation (this would set it apart from the Engineer kits), the summoned secondary weapon should only last as long as the combo field, and the conjured weapon that the other player picks up should either have a short duration or have a limited amount of times that they can cast/use skills 2-5 similar to the fire brand tomes. P. S. The Conjurer trait should still provide a skill cooldown reduction to all conjured weapons. We already could potentially use the conjured weapons indefinitely granted no one picks up the second summoned weapon. This would just remove the hassle of telling people not to touch it while also making the Conjurer trait more competitive with the other two traits in that line.
  3. Not in a dungeon or other instance content.. Not having to run back to an anvil or leave an instance to repair your armor is what gave the unlimited repair canister value. I also think that most people who have this item (myself included) already keep food and other items to provide buffs so this might not be all that valuable after the update.
  4. I have an suggestion for the Catalyst air attunement skill 4 and 5. Remove the self knock back from skill 4 Turn skill 5 in a short range teleport (same range as skill 4 self knock back maybe). The teleport could have an animation where the player raises the hammer calling forth electrical energy to zap them into the air only to come back down (instantaneously) as a lighting strike at the target area. The hammer raise part could be a 1s cast time (or longer, whatever balance demands) and the ending lightning strike could deal damage and be a blast finisher. I think this would not only look cooler but will also remove the uncontrollable mobility from skill 4 and add some controllable mobility to skill 5. P. S. The range skills on hammer, I think should be at least close to the range of a short bow. They feel pointless as a "range" attack in the current state (might as well commit to full melee). I know it may seem controversial having that much range mixed with melee but it would essentially be the same as any other class doing a weapon swap between ranged and melee weapons.
  5. Would it be possible to add typing detection feature for slow typing players like myself?I think it would be useful to add a grey/ low opacity chat box with ellipsis above the players head to indicate that they are typing something in chat.
  6. Would it be possible to have separate audio channels for in-game music/ musical instruments?For example:Game World music volume (background music)Musical Instrument volume (Toys/ music boxes etc.)Musical Act/ Band volume (Metal Legion)
  7. Could we get a staff version of the Stoneshard Scepter?I love the design of that weapon but I don't like playing with scepter for my elementalist.
  8. For Cyber Monday bring back all tech related skins, mount skins, and items for a three day sale!
  9. I completely agree with this. Especially the part about the equipment slots. they wont be capable of holding every type of item (only gear), which is fine, but because of this they shouldn't be the same price as an extra bag slot. Maybe half or slightly over half the price of a bag slot.
  10. I know people have asked before and I know I may catch some heat for this, but can Elementist and Engineer get weapon swaps now? With the upcoming Build and Equipment template that will basically add this anyway, I was hoping that both of those classes could get a weapon swap ability that will work similar to how the Equipment template swapping would work; only out of combat. I swap weapons manually by opening my inventory when I need a ranged weapon for both classes (not a big deal), but I think having a weapon swap ability that only works outside of combat would be a nice QoL addition!
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