Jump to content
  • Sign Up

Meril.5924

Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by Meril.5924

  1. Thank you for your varied responses. I'll give revenant a try.
  2. Hello. I'm currently consider which class to play while reentering the game. I'm especially interested in build variety and interesting playstyles: playstyles that let you use skills more thoughtfully, that offer interesting decisions to be made during combat instead of simply spamming skills or a fixed rotation. Whats the current state of revenant in that regard? For example the legendary alliance stance looks like it could be interesting to play, since it has this whole skills turning into another version mechanic going on, but I'm not sure if that will work out well in practice.
  3. Hello. I'm a hobby board game designer and I would like to design a dungeon crawler (something like Gloomhaven or Oathsworn). Mesmer was a class I really enjoyed playing in both guild wars games, so I thought it would be nice to implement something like that in my board game. I hope you can help me capture what the essence of the mesmer class identity is and what makes it fun to play. Here are some of my ideas what makes a mesmer a mesmer and how that could be implemented in a board game: 1) Being able to interact with ones opponents in more subtle ways than mere damage dealing and reduction. I remember from guild wars 1: interrupts, taking damage when attacking and taking damage when casting. (was there more?) There was decision making involved: one could stop attacking or take the damage, one would have to decide which spells to interrupt and which to let through... I find such interactions hard to implement in a board game, since the board game "AI" can not really make decisions or truly respond to the player. However I think making certain opponent skills interruptable would work. Also the opponent's abilities could be categorized into different types (like attack, spell, buff) and one could use an own ability that interacts with their drawn ability depending on it's type: force a redraw, let them take damage, instead of a buff gain a debuff etc. 2) being elusive 3) manipulating time 4) being tricky, deceptive I might write more later, now its getting too late here and I'm getting tired. And I'm more interested in your ideas! It doesn't have to be an idea regarding how to implement mesmer in a board game (although those are welcome), you could also simply write what makes you enjoy play mesmer and what makes the mesmer experince unique.
×
×
  • Create New...