Jump to content
  • Sign Up

Lametoile.7394

Members
  • Posts

    128
  • Joined

  • Last visited

Everything posted by Lametoile.7394

  1. warriors are martial artist rangers are martial artist thieves are martial artist Basically any class that fight is a martial artist...because martial art means "fighting", wether it is with your bare hands, weapons or magic, that's martial art. Martial artist already exist: that's the warrior. I won't even start on how immensely stupid the idea of going around unarmed in a world full of magic and big weapons is... Can we please get of that nonsense of cliche that "martial art" is restricted to boxing and absurd gun-fu kitten?
  2. I don't think they would remove flow. Adrenaline have always be part of the warrior's gameplay and that would make a lot of traits and skills irrelevant. The best solution in my opinion should be to greatly increase base flow generation. Rooting is already a penalty by itself and we're too dependant on flow stabilizer. If that's properly increased, they could actually indeed turn the first three traits into explosion synergies, while keeping the lines' themes (the bottom one is odd, but it can be reworked).
  3. It would surely be much better if pistol was actually on main hand... We would have the current skills plus any off-hand weapon we like, including the all-mighty off-hand axe and good old shield. Even warhorn why not? Just increase gunstiger and dragon's roar ranges and we would have the possibility to kite with bullets and suddenly jump into battle in a hybrid fashion the warrior never had before. Yeah, pistol MUST be a main weapon
  4. Hello fellow warriors, There's been a lot of discussion around bladesworn lately. We talked a lot, mainly around dragon slash since that's the point. Though at the end I think it's mostly an issue of numbers. However, I think we didn't talk that much about gunsaber itself. Wether we like it our not, that's the true new weapon of the bladesworn. And the primary one at that, one we're stucked with. So, I think a fair part of Anet's job to reconcile us with Bladesworn (and I believe they can and wish them to do so with love) will be to adress the gunsaber's skills as well. Thing is, I think that, despite cool concepts and decent animations, gunsaber, along with unsufficient strength, somehow lacks a theme and purpose. For comparaisons, let's define quickly what make other damaging warrior's weapons what they are and why they work: - Great sword: great mobility and evade, nice combination of a massive assault and a sudden finishing burst - Dual axes: massive area damage, fast attacks and provide all offensive boons - Hammer: aoe cc and weakness with slow, destructive blows However, I'm not sure how to define the gunsaber. I have the feeling they wanted it to look like some polyvalent weapon with different flavours, which I get the idea since we're supposed to do almost all the work with it and dragon slash. However: 1) the lack of a core theme and proper traits to extend it prevent it from being special 2) gunsaber skills would be the perfect opportunity, not only to improve the bladesworn, but also finally give the warrior some tools he currently lack in his gameplay. So I'm interested in your opinion: What do you think should be the theme and functionalities of the gunsaber as a weapon? Do you think one or more specific traits should be added to improve it, and if so what they should do? (that includes an indirect one, such as the most required explosion synergy trait) What changes would you thus bring to the current skills My personnal thoughts: since bladesworn is mostly about dragon slash, gunsaber is supposed to be a weapon that PREPARES for that slash, unleashing its force and ammunition to give the Bladesworn momentum, distract ennemies and boost his upcoming strike. We already have a similar idea withe 4 armaments utilities, which, except flow stabilizer are basically all about "I protect myself and prevent the ennemy from reaching me the time to unleash my slash" Playing the bladesworn, I also got the feeling of a rather tanky class, so I think the defensive aspect (of a warrior preparing his final blow) should be kept in mind) (Currently in thoughts) Reducing cooldowns and increasing attack speed are also basic necessities, I think most of us will agree on
  5. Bladesworn sure fills different. I try to understand how anet want it to change warrior gameplay. It's been disturbingly brutal. Why? Because we basically get rid off all of our previous weapons. Burst being restricted to gunsaber, switching weapons actually feels like a poor option, and dragon triggers is actually bladesworn's biggest source of damage. I'm okay with that if that's the way to go. But we'd better go all the way to make it work. So here are my suggestions: 1) CONCERNING TRAIT LINE 3, which I think is completely lagging behind the two others now. - Unseen sword: As explained, witching weapons just isn't the bladesworn's thing. The theme here is to convert the warrior base techniques into flow and I get why that name. I suggest having the effect triggers instead on evade and blocking (with a 5s cooldown) - Lush forest: that one was clearly op and needed nerf, but now it's confusing to use. My suggestion: Get back to reduce cooldown on last round but only for gunsaber skills. Also add some kind of buff specific to gunsaber - Daring dragon. Right. Purpose hear is to have us spamming the saber slash like that good Sekiro miniboss...ok. Problem is the damage is far too weak at 5 charges to make it reliable and it just can't compete with the two other grandmaster traits. My suggestion: keep the maximum charge at 10. The "reenter effect" also triggers when you dodge. 2) CONCERNING GUNSABER - Supress sheathe gunsaber cooldown entirely. Gunsaber is supposed to be our primary weapon? We can't access burst without it? Fine, but in that case, let us at least access our profession mechanic without restriction. Weapon swap cooldown can stay - Supress F2, have F1 "unsheathe gunsaber" just becomes dragon trigger when use. Will spare us A LOT of confusion 3) CONCERNING DRAGON TRIGGER SKILLS They're supposed to offer us a diversity of option to replace our regular bursts. With the grandmaster traits providing additional personnalization, I think that's decently achieved. My suggestion here: - increase the reach of dragon-slash reach from 900 to 1200, to make it consistent with other long-range burst and make it really feel like a gun. - trigger guard. Not much to say. It has to remain simple and do the job. Thing is, i highly doubt that's the case in pvp. Maybe providing a 1s blocking effect at the cost of some flow could be better suited. - Flicker step. Many here laugh at it and think bladesworn should be allowed to move slowly while in dragon trigger mode. Maybe they're right. One thing sure: it definitely underlying. I suggest adding 2s of quickness, doubling it as a buff to dragon slash's follow up. I don't have much ideas for utility, but I think the change to flow stabilizer deprived it to its value. Fury is just too easy to acess already. To amke somehow an offensive version of berserker stance, i rather suggest quickness. Other suggestion would be add 1 condition converted into boon, increased flow rate if you have no condition
  6. [Thoughts and corrections] Hi, Anet and fellow players. I'm really excited for the bladesworn. I loved the concept, and after played it, I really like that we warriors now have a powerful version that feel very different. Positive: - Great burst from dragonslash, bring something new, really nice to release that full power - off-hand pistol working great with two powerful skills in synergy - Excellent healing skill with a dual options - At last a decent elite skill, that works really well with the mechanics - Cool animations However, there are issues that MUST be adressed: - Many others here brought the point: it feels clunky. And stressful also I think. Instead of a list, I'll go to the crucial point: WE CANNOT USE BURST UNLESS WITH GUNSABER And that's wrong for many reasons: - All traits of the warrior enhancing burst skills (especially berserker power, adrenal health and marching orders) are meant to work with fast-paced use of bursts every 5-6s. Here, we have 8s cooldown, plus 5s channeling, and that's assuming you don't even switch weapon. Berserk power is long gone when you release dragon slash. - Since we cannot use dragon slash without Gunsaber, we most likely are afraid to even switch weapons, effectively losing the second weapon set, or are more dependant to fast hands than ever before. - For that reasons, the Lush Forest trait is basically mandatory for this build to work (I actually doubled my dps by switching to it). It's a great trait, no doubt, and should stay, but the two others are completely lagging behind (especially fierce as fire: why bring burning into a power spec?) Also, gunsaber is supposed to be one of our weapon set, yet accessing it through a f-skill make it unatural and confusing to use in practice. You made something completely new, and I respect you for that. Problem is, everything else the warrior had so far is not designed to work with it. It go further that changing adrenaline gain to flow. So here are my suggestions: 1) Merge f1 and f2: out of combat, f1 allow you to equip the gunsaber. In combat, it activates dragon slash AND make you immediatly switch to gunsaber (consistent of the idea of slashing while unsheathing). That way makes it more fluid between the two weapon set. Also, no matter which weapon equipped, you can track the cooldown of dragon slash and release it whatever your configuration. Considering it's thus become an effective weapon change, increasing cooldwon from 8s to 10s might be justified. If not, reversing f1 and f2 would be more consistent There's also the possibility to use dragon slash with the second set without switching weapons 2) Increase the duration of all effects granted by traits on burst when it's dragon slash (like +40-50 %)
  7. Hello The diving goggles located at the top of the volcano no longer reappear. I equipped them once (and failed the jump), and now they're gone. I've tried switching maps and waited for daily reset, without results. Pretty annoying considered I need the Achievement for "Season of Dragons". Does anyone have experienced this? Edit: seems to function again. Is there a way to supress the topic?
  8. I highly doubt that Jahvi or Ryland would be art of this. I think their roles would en by the end of Icebrood Saga.Same for Crecia. Someone will have to stay behind to watch over the legion, or maybe she would die. Either way, i don't see Rytlock following the same fate, so I doubt she'll be with us. As for the rest: Rytlock: very likely. He's been part of evrything since the beginning, i don't see him changing know. Maybe Icebrood saga will give him a chance to acquire a new role among the charrs, or he will finally fully accept that his place is among us. Either way, it's very probable we'll have him.Taimi: She's been totally out since the end of S4. As her end is approaching, it would be the time to adress it. For all that reason, I think (and hope!) she'll come with us.Gorrik: Hard to imagine Taimi without him, plus we'll need one asura either way, so very likely.Marjory: Practically 100% chance. I mean come on, she's been out for too long, Cantha is the ideal place for her (we may need her detective skills also)Kasmeer: Extremely likely, both to follow marjory and as a kryteen representative. We may have some members of the Shining Blade following as well.Canach: We'll likely gonna have the opportunist by our side. The possible interactions with the Echoval guardians and his possible implication in some elite spec Lore could be niceCaithe: Average. She serves Aurene now. Though she doesn't really to stay by her side, she remains independant from our group. I'd rather see her doing sneaky stuff in the background to help us.Rox: Does she still exist? Joke appart, I hardly see how she would fit in after they failed to gave her a role in a charr-focused season.Braham: Many things will probably end for him by the end of ICB. Either way, if we can spare any member of Dragon Watch, that would be him.Logan: As people said, we'll definitely have the Pact by our side, so Logan, both as his leader and prominent figure in Kryta will definitely be part of the expedition, though we can't probably expect many scenes with him.Ember Doomforge: As the Representative of the Legions, and probably of the Vigil as well, since Laranthir will become the new general and there's currently no charr in the high Warmasters. I see it as a possibility.Now for the surprise stuff:Livia ? Queen Jennah would obviously want worthy agent on that foreign land. Considering how experienced she is, the amount of strange magic we gonna face, plus the fact we're reaching toward the end, she could be of invaluable use to our missionZojja? I honestly gave up. They should have brought her back when we faced Kralkattorik. It's too late now. However, i still love her and if Taimi is with us, then having Zojja by her side as well could make for precious momentsE? Do they even remember him?
  9. As much as I wish for a banner change...having 4 sets of weapon would be op as fuck. It's clearly never gonna happen. Some things that could be implemented in my opinion (and bring some quality of life): Reduce utility banners casting to 0.5s and have them appear directly on your current locationWhen summoning a banner, the skill is replaced by a skill depending on the banner with a 30s cooldown. That skills would activate quickly and automatically teleprort the banner to your current location. Additionnal effect depending on banner may be an option. Battle standard would not have this option and have his cooldown reduce to 120s (picking up no longer available)Picking up the banner to refresh cooldown would no longer be an option (the 80s cooldown would still be in progress while the new skill is shown)Modify oubled standards: Instead of granting you swiftness, grant boon depending on banner upon summoning and relocationRemove boons granted by battle standard to a unique effect that actually benefits from doubled standards and bring something new to meta
  10. In addition to changes, some thoughts about defense-related weapon: Mace: Skull crack: increase damage by 20%auto-attack; no changescounterblow: now grant adrenaline(2) every 0.5 second while channelingpommel bash: in addition to previous effect: reduce current weapon skills recharge by 1.5s when interrupting a foeCrushing blow: no changesTremor: Replace the projectile shock wave by a cone shock wave (range 450)Shield:A generic consideration for all profession: double the shield defense bonus (I'd actually wished it has something more useful, but having an attack+defense number equivalent to other weapon attack score seems to be the minimum Shield bash: In addition to the actual skill: activating it while channeling shield stance increases damage by 50% and grant retaliation (4s)Shield stance: change this skill into an ammunition one. Channel time is reduced from 3s to 2s. Skill cooldown is 8s. Ammunition cooldown is 20s (25s in pvp)
  11. I wouldn't change the way toughness work for direct damage cause that would go against a core mechanic. But let's say we convert 1% of toughness as a condi damage percent reduction? Now we're talking.I see no reason to not include damage reduction into that, but I'd rather have the condition damage reduction if I had to choose. A 1% conversion rate does sound about right. I should think about a different secondary effect for sundering mace though.Mace skills cause confusion on foes struck, more on CCs. 1 stack for 5s base, 3 stacks on CC for 5s. Huh? Confusion on mace? I know some like to use it with condi builds but the weapon itself is power-oriented. Confusion seems so out of place. Its more of a throw back to when Merciless Hammer applied confusion. Some people want it back in some sort of way. That and with Body Blow traited 4 of 6 mace skills already apply damage conditions. That and in competitive play mace/mace might as well be a noodle. Honestly I'd like if Warrior got confusion back somewhere. I'd prefer on Unsuspecting Foe in Arms, and have it applied when you strike a CCd foe, no ICD, but this also seemed like a place were it could be added back into the game.Well that makes it unique for sure, but i don't see in any way what synergy it could bring. Mace isn't very fast to strike to begin with. Other one-handed weapon traits are meant to bring something to both weapons when used. I personnally get an idea: disabling a foe with a mace reduce recharge on weapon skills by 2s(Give more interest to pommel bash and bring something different. Wether you go for torch, shield or axe in the off-hand, that could serve. In theme: creating an opportunity by disabling the foe before unleashing an opportunity strike.)
  12. I wouldn't change the way toughness work for direct damage cause that would go against a core mechanic. But let's say we convert 1% of toughness as a condi damage percent reduction? Now we're talking.I see no reason to not include damage reduction into that, but I'd rather have the condition damage reduction if I had to choose. A 1% conversion rate does sound about right. I should think about a different secondary effect for sundering mace though.Mace skills cause confusion on foes struck, more on CCs. 1 stack for 5s base, 3 stacks on CC for 5s. Huh? Confusion on mace? I know some like to use it with condi builds but the weapon itself is power-oriented. Confusion seems so out of place.
  13. I wouldn't change the way toughness work for direct damage cause that would go against a core mechanic. But let's say we convert 1% of toughness as a condi damage percent reduction? Now we're talking. I should think about a different secondary effect for sundering mace though.
  14. Thanks for feedback Problem is we've already have a stance related-trait. We could have "lesser endure pain" activate upon stance activation but that would make both defiant stance and endure pain irrelevant. Also Rousing resilience already fit the role of the "effect when you break out of stun" trait.Also, in that configuration, we already have 3 traits evolving around pure damage reduction. So my possibilities woul be either one of those: Cast "lesser endure pain" after you successfully block an attack (cooldown 60s) But that would mean it would only work with MH mace, shield and OH swordYour damage reductions also apply half to condi damage (so you'll get 5% from spiked armor, 16% from protection and 50% from endure pain) Appropriate but somehow go against the theme of the trait line that evolves around brute attacksCast "lesser endure pain" when you rally, finish off an ennemy or revive an ally (yeah i know revive traits fell out of flavour)Cast "lesser endure pain" when one of your stances ends (cooldown 60s, 90s in pvp) Most promising one I would say. But could have a bit OP synergy with "Last Stand", ending in long vigor and stability duration
  15. I don't think there are any traits that specifically apply to fields, and though I definitely the interest, that would make it quite specialized.
  16. The "shrug it off" traits applies to damaging condition so that's not technically the same effect but your point is fair. I don't think adding a bonus to regeneration is a solution, since warrior have practically zero access to it. Maybe a cash 7% condi damage reduction? Not sure. The issue I have with critical hit and cooldown is that it prevents group application. I wanted to somehow keep the idea of progressively erode the ennemy and finishing him off, but a 33% chance could work as well. I like it too, but having immediate protection seems more appropriate these days. Numbers are of course subject to discussion. Also, on second thought i would put either a 25s cooldown for the second effect, or restrict it to healing skill (to avoid a permanent effect due to berserker and spelllbreaker spam) I would love to add condi damage reduction, but that would mean rework endure pain entirely, and though it was initially designed for a burst-dominating damage meta, i think keeping it as one-type-of-damage specialized makes it more significative. Yeah. I somehow wanted to linked protection and retaliation damage but that would last too shortly. That way, i had a way to turn the warrior armor into offense, an idea I like and that suits the theme pretty well.So, eventually turned into a +20% retaliation damage I didn't really know what to add. We already have traits that increase crit chance and damage on disabled foes. Cull the weaks do the same tricks for weakness. Since most other weapon traits evolve around a stat bonus, i thought it could work. That's the idea. I might add a 8s cooldown to prevent spam with berserker and spellbreaker though (especially combined with armored attack) It's mainly to keep consistency within the trait line. We have one for movement-impeding condition, one for burst, so initial goal of "last stand" to protect from control made sense. I'm not sure if such priorities exist but it would be fine indeed. Hard to say. 25% seems a bit weak, but 50% would be definitely too strong in my opinion (main fault to outrage that said. With a cooldown going to 10s to 15s, and proper improved effects, that could be fine.) Thanks for feedback!
  17. ADEPT: Thick Skin: Reduce by 7% damage coming from beyond the range threshold (600)Why? Similar to the adept trait "close quarters" of the revenant, the idea is to protect the warrior from ranged attack, since he's primarly a melee class that suffers from kite Shield Master: No changes. The trait is fine. If any change needed, it should apply to shield skillsDogged March : Reduce the duration of movements-impeding conditions by 33%. Grant regeneration (5s) when you receive or remove of of this condition (cooldown 5s)Why?: make it more useful while cancelling the use conflict with condition removingCull the weaks Increase damage against weakened foe by 7%. Critical strikes inflict weakness (5s) on foes around you (radius 180, cooldown 10s).Why? As some pointed out, inflicting weakness to a foe already half dead has little use. So i think provide a way to apply it generally in groups would be more productiveMASTER: Adrenal Health: When hitting with a burst skill, you gain barrier based on adrenaline level (1600, 2400, 3200 ; 0.6, 0.9, 1.2). For 5s, your healing increases by 25%.Why? Passive healing being outdated, i'd rather give the warrior something that gives proper sustain in a more active way. The second affect is to give a chance of recovery after the burst, in the same core idea. Defy pain: Incoming condition damage is reduced by 10%. Increase toughness by 150.Why? Since passive trait are a thing of the past, i'd add one that would allow the warrior to deal against heavy condi damageArmored attack: Grant yourself protection (2s) whenever you grant yourself retaliation. Retaliation damage increases by 15%, and by 33% if you take no damage on a strike(note: either by blocking or with 100% reduction).Why? Adding some defense and enhancing retaliation on this trait line. See spiked armor for the full picture. Somehow punishes for attacking the warrior when fully protected, which makes sense Sundering mace: Stuns, dazes and knock downs durations increase by 25%. Mace sills recharge is reduced by 20%. Pulverize, pommel bash and tremor apply confusion (x2, 5s).Why? Making this trait more in line with other weapon traits that have both a generic bonus and one specific to the weapon. For the specific, i finally added the ancient effect of merciless hammer on confusion, to give it a different flavour and offer more option, especially for berserkerGRANDMASTER: Spiked Armor: grant yourself retaliation (5s) when hitting with a burst skill (applies only once) (cooldown 7s). Reduce incoming damage by 10% while having retaliationWhy? Give the possibility to have retaliation for longer while making it more active, since it's the ONLY trait/skill of the warrior that grant it. Note the synergy with armored attack. Last Stand (likely renamed). Increase stances duration by 50%. Grant stability when activating a stance (x2, 6s).Grant vigor (6s) when a stance ends.Why? duration bonus more in line with the soulbeast stance trait. Supress the passive effect while maintaining the anti-cc idea.Cleansing ire Remove conditions from yourself when you ACTIVATE a burst skill (no need to hit then) based on adrenaline level: 1, 2, 3. Priority removing is given to blind. Gain adrenaline when hit (1).Why? Conditionning the suppression on hit is frustrating because of blind. Like this, the trait allows the warrior to mitigate that condition.Rousing Resilience: Gain +1000 toughness for 4s when you activate break out of stun. Double duration (8s) and heals (2536) if a disabling effect was sucessfully removed.Why? Adding a partial effect upon activating skills with the break out of stun effect (shake it off, balanced stance, frenzy, dolyak signet, stomp, outrage, headbutt,...) is to give the trait more utility when fighting ennemies that doesn't use control, or when the skill is required at another key moment, somehow making it less of a "niche trait"
  18. Was kind of thinking the Spellbreaker could be moved away from boons altogether and more towards effects (think similar to "Endure Pain" and the original form of "Berserker Stance"). That way you're not Spellbreaking and then just applying boons on you (even though that's simpler) but you're focusing on getting rid of boons everywhere and then stacking duration based effects that can't be stripped and barriers. Thoughts? I'm not sure of what you means. We shouldn't have too many "special effects", boon removing from ourselves have to stay a trade-off if chosen to do so. Applying barrier is a nice way to compensate i think. Adding a special effect for wind of disanchantments could be nice. Check on my answer. I think slow if fine because it suits the mood "creating a calm area when spellbreaker can have a break"
  19. You're welcome! Well, you have my thoughts on traits. About your changes: I like your "no escape" modification. Simple and clear. About magebane tether, and sun and moon style, i told you my preferences but i sympathise with what you try to accomplish here. Having magebane tether becomes sustain in itself would indeed free us from might makes right (or rather give us a choice. Personnally I woudl love to have both Berserker power AND sustain)So i back up your magebane tether change. Though i'm uneasy about make it relying over the number of ennemies. Also, does daze trigger on pulse or does moving out of range remove the effect? (I suppose not, since that would make the skill useless). Finally, i think we should stay at +10% damage, don't forget we just lost 16 stacks of might here.I would rather not put reduced cooldwon on dagger. I now it's the norm for weapon trait but dagger actually already have low ones and I think they didn't add it on purpose. I think we still need an effect that doesn't require two daggers. Now for Meditations: Natural healing: I think you really pin-pointed the core theme of this skill: cleaning everything, both the good and the bad, to start fresh and anew. While mending is indeed more powerful, the cast is the issue, so adding an instant cast option would set them apart. That would also compensate for the frustration of losing your boons.If I may: what about a little change to your new pure strike version to include this skill in the barrier gain? The barrier would not change with the number of boon suppressed (to prevent the number from being to weak when it's a burst), but that would be a way to indirectly boost that skill, since meditations don't have a related trait. Sight beyond sight: Nothing to say, it's exactly how the skill should be. Blind is a pain in the ass, especially for warriors since our most powerful traits relies on landing the burst. Countering it would be fair and suited to the spellbreaker discipline and instinct. Featherfoot grace: Pretty nice actually. Since it removes boon, it becomes the situationnal skills needed to be activated at the right times (else you lose the benefits of guard counter and revenge counter). Removing resistance also make your 4s resistance duration for guard counter much more acceptable.Basically we replace classic boons by a pure, upgraded variant that can't be altered, i think it suits the concept of spellbreker so perfectly.I maintain what I said about natural healing and pure strike. That trait definitely would be the meditation enhancer and I like itJust one thing: though i definitely see the interest of bonus crit chance, I thought maybe an attack speed bonus would suit the speed idea of the skill more appropriately. I also thought about removing slow and movement impeding conditions instead of 2 random ones.Finally: do we keep the stunbreak? I think it's legit Imminent threat: Yeah, i also forgot this one so easily... it basic concept is to allow the spellbreaker to jump directly into a group fight, immediatly granting the adrenaline and attacker's insight stacks needed. In that it's fair. If you have revenge counter, you should already be able to maintain perma retaliation anyway. But you can also do it while having this skill and Defense instead.That said, I also think 24s is too low. 30s seems reasonableAt one point i thought having it refreshing the cooldown of full counter? Would go with the thematic: "attack me...and pay for it". Obviously not in pvp because full counter should have long cooldown, but definitely reasonable in pve, since taunt is useless anyway Break enchantments: Agreed, the next patch will put it right where it belongs Winds of disanchantment: The current state of that skills despair me. Break enchantment is no elite skills yet it does exactly the same thing except much, much, MUCH BETTER. What's the point?So...Totally agree on the cast removal and the field following the warriorI back up once again the idea of sacrificing one's own boons (and pure strike effect enhancing it). Damage however would have to be pretty high wouldn't they? We gonna be at 6.0 coefficient for break enchantments in case of removal. Being at 1.0 per pulse seems fair however.I'm not fan of the idea of turning ennemies' boons into condis. That sounds like a necro thing to me that doesn't suit the spellbreaker at all. I know it was a great theme for the dervish but something just feels off.The lasting effect is pretty nice though, depending on wether or not you succeeded in removing all the boons of the ennemy, or if there's still a way to go. Not sure about the actual results though. Draining barrier over ennemies is too reminiscent of magebane tether in my opinion.Also worth asking: does the impossibility to gain new boons also apply to the spellbreaker? It would go accept the concept if no, but that would also ruin the boon gain opportunity he has. My suggestions:You and and foes cannot gain new boons and lose 1 boon every 1s. Each boon you lose grant you barrier. Each boon foe lose inflict slow on them (2s) Ending effect: you gain 8s of alacrity if you have no boons. Foes take strong damage and are dazed (1s) if they have no boonsWhy?: I feel like the purpose of this skill is to apply a massive boon rip on AoE, but also that the spellbreaker should wield the strength to carry it until the end. Hence the cleansing of his onw enchantments rewarded as protection, and ennemies slowed by the wind so that he's protected. Alacrity is in tribute of the dervish skills containing "pious" (reducing cooldown if you effectively lose enchantment). Final damage is there to punish the foes for staying in contact to the spellbreaker. Consequently, either they leave and the spellbreaker enjoy a quiet pause in his protective bubble, or he chase them and crush them as they're exposed. Note that it works very well with magebane tether, no escape and pure strike Side Note: Do you think that we should have a slight modification on full counter, that it cancel the conditions inflicted on the attack countered?
  20. You obviously put a lot of thought to it. As a spellbreaker huge fan, i shall look this. You didn't make changes for meditations skills (which are the most in need for a change in my opinion) but perhaps you're still thninking about it? Anyway: pure strike to loss aversion: fair enough. guard counter: i'm definitely for more defensive bonus to full counter! However, i think 2s of resistance and 4s of protection would be more balanced. Still accomplish the goal to prevent condi dying and blind on activation, while giving decent survival bonuses. No escape : we all agree this trait is useless. However, considering knockdown as an animation and that 0.5s of knockdown doesn't make sense, it feels strange. Also, 3% damage increase is negligible.I would suggest this: +7% damage to disabled foes, inflicts immobilize (1s) when removing stability (either by cc or boon removing) Loss aversion to pure strike and rework: I love this idea! Adding a trade-off is very satisfying, granting barrier is a nice continuity to guard counter, and this also make every burst skill a potential boon remover, not just the ones with cc. Slow counter: i would remove vulnerability (make the skill description heavy with too much conditions) and probably reduce the durations from 5s to 4s. Not sure about the weakness too. Sun and moon style: mixed feelings about this. While i agree adding quickness to dagger is unecessary cosnidering its attack speed, i actually like to use it before switching weapons, and the healing, while too low, introduce a different use of critical damage. Also, adding a cc to a quick auto-attack seems very OP.My suggestion: convert 7% of critical damage to healing (baseline). Disrupting stab and wastrel's ruin grant quickness (4s) when their enhanced effect triggers. Increase critical damage by 14% by wielding two daggers. (purpose: making it more consistent to others weapon traits, keep the quickness gain, while giving to dual daggers the boost it deserves)** Enchantment collapse: agreed, no needs for change Revenge counter: I think the original idea was to give the spellbreaker a way to counter condi users as well. But you're right, it's useless if the foes doesn't use condi, and since it's a power spec, the condi copied will do little damage. I love the retaliation idea (which we clearly needs more) and the bonus damage sounds like an appropriate way to mirror that "revenge mode" following full counter. And the synergy with spiked armor would feels VERY nice.Suggestion: what about adding a +10% bonus to barrier you grant to yourself? Magebane tether: Being an insane user of both Might makes right and this trait, i would oppose the reduction of might. The best way to gain sustain in my opinion is precisely to synergize with MmR or Mneding might, plus the fact it's an invaluable source of might for the spellbreaker. Magebane tether doesn't need change in my opinion, i like it the way it is.Or like this: change damage increase by a +10% crit chance (for synergy with sun and moon style and daggers). No longer remove the effect when you pull the foe. You can affect up to 3 ennemies (but gain the might only once) I'll look forward for your rework on meditations.
  21. I totally support the minor traits change. +50% crit change for burst precision seems a fine number. As for grandmaster traits: Dual wielding to my mind neems to be renamed and grant +20% attack speed. Period. If you're wielding a one-handed weapon, you gain a +7% damage boost if affected by quickness (the attack speed bonus still doesn't stack)What about furious? I'm not entirely pleased with this trait. It seems like a much weaker condi version of axe mastery. My proposition: max stacks extended to 30, each stack gains refeshing previous ones (duration unchanged), burst skill giving +5 stacks.New Grandmaster trait: with this, we have a trait line about condi (wounding precision - blademaster - furious), one about damage (signet mastery - sundering burst - dual wielding) and one about exploiting cc inflicted to ennemies (opportunist - unsuspecting foe - ????). The new grandmaster trait had to fill this blank.I would propose: "deadly opening": crit chance exceeding 100% becomes a chance to strike a second time (max 50%, this second strike cannot crit)
  22. I know it's too big. It's just my own delirium for fun.
  23. Please don't feel bad. We're all free to share ideas here. I'm no professional either. I like to imagine changes too, but thinking in term of overall balance is much more complicated. But that doesn't prevent us from dreaming.Go on and share ideas, and let's hope they'll give us something good next time.
  24. Guessing the next step of a story can be hard.The main point of uncertainty evolve about Jormag's actual plan. It seems that he now lloks beyond pure destruction, and that everything happening right now serves his purpose, just in a way we don't yet understand.Also the influence Aurene could have and how Jormag's death would affect the world.So I tried to thought about this this way:(I won't go about details, just great lines and moments) What do people expect? Bangar getting killed/corrupted by Jormag, after being totally luredMcGuffin Chase and knowledge deep diveWe killing the big bad Ice Elder Dragon after some grandilocquent speech against his temptationRyland having some kind of redemptionCrea taking command of remaining Blood Legion and everything going wellWhy it doesn't work Well...first because that's what everybody expect and there isn't anything original in thisCharr started a Civil War because of their will to dominate. That resentment can't disappear in the blink of an eyeJormag's death will pose a major issue for the balance of magic in the worldSome thoughts about Jormag:What is Jormag? We use the term Elder Dragons, but they are more a force of nature than actual beasts. What if their dragon form wasn't what they are, but rather the form this form choose to adopt? The only proof we have of Jormag even being a dragon is a tooth brought by a norn who was seduced by him.What if Jormag was just...ice? A storm of ice? A ice that blow in the air, froze everything it touches, corrupt living creatures and live within them. What if the dragon of ice was just a pure construction of that storm that just temporarly shelter his mind. Then fighting Jormag would be like fighting a blizzard: as long as he has something to froze, that ice carry his life, and it can be killed. Except maybe if you bring the purest of heat to his heart (hence his weakness to Primordius. Which himself appears more as a creation of obsidan and lava than a dragon). Unresolved mysteries Who is this "Mother" Kralkatorrik mentionned before passing?How do the Elder dragons came to be?What conditions are required for them to be replaced?(We don't have clues on these, so I won't touch it for the moment)My thoughts on things that could happen: United Legions will go confront Bangar and Frost Legion. However, partly because of the ennemy strength, partly because of deception, partly because of intern disagreements, Smodur will ended up killed and the Claw of Khan-Ur will fall to the end of Dominion. Ryland will play a significant part in this, and will have a serious confrontation with both his parents, with possibly one of them being badly injured, and sohotin stolen as well.(end of Episode 4)(We may have another Memories chapter that would give context to following events)Following that catastrophe, support to the Dominion among charrs will increase dramatically, and Anger and fear will skyrocket among humans, pressing Queen Jennah to eradicate charr while they are weakened by their civil war.Despite our attemps with the help of Norns, Bangar will reach Jormag, try to destroy and claim his power...and succeed. Definitely succeed. Except Jormag wasn't the dragon. And now Jormag as a blizzard will be born again, not as a creature, but as the collective super-entity of half a race taken by his corruption. One Charr. And New evolved Bangar at their head, proudly claiming the title of Eternal Khan-Ur.(end of Episode 5)Blizzard would spread on northern Tyria and take everything. Jormag would incarnate an army more powerful than anything Tyria will ever had. Aurene would be powerless, cause she can rule magic, but Jormag now rule matter and flesh. And so the dragon will come to us with a choice we can't refuse. "Stand against me...and you stand alone".Meanwhile, still non-affected charr will retreat south and gather behind Malice and Crecia. However, humanity will break treaty and lauch massive invasion from EbonHawke in order to stop the advance of Dominion, and United Legion as well if necessary. As we desperately try to prevent a massacre between the two races and find a solution before Jormag/Bangar arrived, we'll encounter escaping Ryland as he work on a way to defeat the dragon. He manages to rally Commander Samuelsson with a newly reforged Magader, Braham and other Norn Champions (giving back his bow along the way), persuading them and us to take part in a drastic planAs Blizzard engulf Ascalon where United Legions and Human Armies seemingly doesn't stand a chance, we'll releash the ultimate weapon Jormag didn't expect: using Magader, Sohotin and royal blood to amplify foefire and take control over the ghosts of Ascalon, bound to fight one last time before going free. Watching that armies of ice charr conquerring their lands once more, they confont them in all their burning fury, ignoring freezing. While we and Aurene still struggle with doubts about what to do with Jormag, a course of events lead Ryland and Braham to face him, in the core of the storm. The combined powers of the fiery blades, Eir's bow, and foefire (and possibly back-up from flame legion) lead to the destruction of Bangar and Jormag's death. But what would have been a victory turns to nightmare, as both Braham and Ryland die, Blizzard endures, and frost legion vanish, meaning two thir of the Charr race is now gone. As Almorra stated, Bangar was the end of the charr.(End of Episode 6)Epilogue: as United Legions and humanity prepare for battle, we make one last attempt to bring peace between them and are close to succeed...until a cataclysm of seisms and fire destroy the place (being Divinity Reach, somewhere in Ascalon or another place). We go inconscious for a time and only reach Ascalon to witness a blooshed between humans and charrs. Only the rise of destroyers in various place of Tyria ends the fact but the seeds of war are now sowed. With the only being able to doom him gone, Primordius unleash confidently his wrath upon the world, and magic start to go really unstable everywhere, despite the efforts of the Spirit of the Wild to stabilize the magic released by Jormag in the Blizzard. A blizzard that still cover the previous charr territories, probably for decades.With the end of the world all but near, we gather one last time in the Grove where the Pale Tree and Aurene await for us. The Pale Tree is taught by Aurene to assume the place of one missing Elder Dragons. Then they use their divination powers to show us the last task we can still complete to prevent the end of Tyria. We must go to Cantha and try to uncover any knowledge and creature that could bring balance to magic, since there is nothing left on Tyria. As the vision blur, we suddenly feel that something is looking at us as well: a powerful presence in the ocean that feel the move of Primordius and has plan of his owns...And so we're on our way to Cantha, leaving behind Tyria where Charr has doomed themselves in their pursuit of war, where Norn has lost themselves in their pursuit of Glory, only carrying with us the Memory of two of their best, Ryland and Braham, so that their devotion can inspire us. Before it's too late and world collapse.
×
×
  • Create New...