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nopoet.2960

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Posts posted by nopoet.2960

  1. I'm loving the OP suggestion and the general direction this thread is going.  What if the 2 sec boon block was baseline; no need to modify any traits BUT in order to trigger it the Spellbreaker has to have have and sacrifice the boon it is blocking?  For example, Spellbreaker has might and clears might and swiftness from an enemy.  The Spellbreaker looses might but the enemy can't reapply it for 2 secs. IN ADDITION if someone tries to apply might to the enemy while it's being blocked the block is extended (added this part to balance out the sacrifice). 

    Could lead to some weird warhorn builds which in my mind is a plus.

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  2. 13 hours ago, Thornwolf.9721 said:

    Because Guild halls exist and guilds should be the defacto "player housing" encouraging players to join a guild so they can customize their own space in it, and make it so guild halls have more to them than what they currently do. Personally the boating and fishing to me isn't even a factor into the expansion and isn't going to sell it to me. So far I likely wont buy (Based on what we've seen thus far.) 

    As I suspected I'll be either in it for the E-specs or dipping out. So far what they showed was a pile of meh for me, housing like boating while neat I guess would be something I likely would never touch.

    I always assumed that player housing would be an extension of guild halls if they did it. 

  3. On 6/28/2021 at 5:23 PM, Zacchary.6183 said:

    Since Anet is so bent on increasing initiative costs in PvP, how about expanding on Unload's initiative gain and provide a bonus for other weapon skills for using them certain ways. This will not affect measures taken against spamming and also reward more skillful play with more initiative (or even increased effects). Could be nice for PvE but I doubt it will have much impact. Not all of the weapons skills will have these bonuses and not all of these bonuses will be the same. The bonus will only be applied once as well. So here's what I propose, going down the list.

     

    Disabling Shot - Evade an attack: Gain 1 Initiative.

    Choking Gas - Interrupt an enemy: Gain 2 Initiative.

    Infiltrator's Arrow - Hit a target: Gain 3 Initiative.

    Head Shot - Interrupt an enemy: Apply Pulmonary Impact.

    Pistol Whip - Interrupt an enemy: Gain Quickness for 1 second.

    Deathblossom - Evade an attack: Gain 2 intitiative.

    Debilitating Arc - Evade an attack: Apply Pulmonary Impact.

     

    Thoughts?

    I really love the idea of returning initiative.  May I offer a more boring way of implementing?  More boring because I think it should be base line.  So my iteration would be that you get a buff (call it Tactical Initiative or something) whenever you use any skill twice in a row that will give you a 5% chance per initiative spent to gain 1 initiative if you use a different skill.  This will encourage folks not to spam the same skill over and over without punishing them over the head for doing it. 

     

    Now with Tactical Initiative in place we can get rid of Preparedness and replace it with Tactical Superiority which would increase the percent chance to gain initiative on the buff described above; nothing huge but something like another 3% or so.

  4. I'd like focus as an offhand but it would morph into different weapons based on what you steal.  So it could be a shadow axe, sword, cub etc.  You would get a bunch of new dual skills because it it could also become a shadow dagger and pistol too.  The unmodified focus skills would lean into the deception aspect of the thief.  It would be a weird thief/mesmer/engineer hybrid thing but it could be fun.   

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  5. I just wish they would eliminate the need for clicking.  If you get near an anvil it should just repair your armor.  There's nothing else you would do with it.  Also entering a major/friendly city should automatically repair your damaged gear. 

  6. 1 hour ago, Parobro.8721 said:

     aleap on mace 2 instead of a block or on mace 3

    I'm ok with the block because the counter attack is nice.  The problem with pommel and skull crack is they are not rewarding.  You stop your enemy from attacking for a moment but you can't do anything about it.  It just makes combat feel slow.  On main hand mace your options are auto attack or set up for another block.  Mace/Axe seems the best synergy so I think we should just double down on the quickness. 

  7. On 5/29/2021 at 11:09 AM, Dadnir.5038 said:

    I think Sundering Mace deserve a total change of fonctionality. Increasing CC duration may sound great but in reality, those CC are just unfun to play against and I'd rather not have ANet continue to enforce this kind of design.

     

    Personally, I'd keep the decrease of mace CD and grant a 10% damage reduction from foes that have 10+ stack of vulnerability on them (Which go pretty well with Counter blow on MH Mace, Crushing blow on OH Mace and the defensive nature of maces and defence traitline).

    Thought this was an interesting idea.  What if Sundering Mace caused vulnerability to also inflict weakness then also gave you damage mitigation from foes with weakness.  The problem is maces don't really need damage mitigation.  It's a weird weapon.  It just needs something to make them more fun to play. Something like haste (lots of haste) for successfully applying a control effect on your opponent.

  8. @Gotejjeken.1267 said:

    @nopoet.2960 said:I finally got my ranger to 80. I play shortbow, sword/dagger. I wish if you swapped weapons directly after hornet sting it wouldn't trigger a swap cool down. That would play into the skirmishing traits nicely.

    You do realize that's fundamentally broken and impossible to balance?

    How would you exploit it?

    If we're talking about not having a weapon swap cooldown, then, on swap sigils mostly. You'd do hornet sting, could swap and say get 3 condis cleared, then immediately swap back for another 3. There are also traits that would get broken pretty bad, like getting fury / swiftness on swap, would get a lot out of those with little downside.

    If you like that kind of play though, look into Quick Draw. It does very similar to what you want but only on skills used and not the swap itself.

    Weapon swap sigils of the same type share CDs even if they are on different weapons.

    From the wiki:

    "A character can always equip two sigils at a time (either one sigil each on a main-hand and off-hand weapon, or two sigils on a two-handed weapon). In general, the two sigils will both provide their effects independently as long as the base sigil is different. The exceptions to this are the attribute increasing stacking sigils: only one stack effect can be active at a time. Additionally, sigils with the same base sigil will share cooldowns between weapon sets.

    ExamplesA warrior is wielding a greatsword with both a Superior Sigil of Air (chance to deal additional damage to target on critical hit) and a Superior Sigil of Earth (chance to inflict Bleeding on critical hit) attached to it. Both sigils will roll their chance to activate on every attack the warrior makes, and each sigil will run its own cooldown timer after it activates.A thief is wielding a main-hand dagger with a Minor Sigil of Agony (+10% Bleeding duration) and an off-hand pistol with a Major Sigil of Agony (+15% Bleeding duration). Only the major sigil's effect will apply, giving the thief +15% bleeding duration.
    A warrior with Fast Hands is wielding a greatsword and axe/mace, with Superior Sigil of Battle in both weapon sets. He can swap weapons every 5 seconds, but the sigils will trigger only every 9 seconds, since they share cooldown.
    A mesmer is wielding a scepter with a Minor Sigil of Bloodlust (gain a stack of +Power for every kill) and a focus with a Major Sigil of Perception (gain a stack of +Precision for every kill). The main-hand's stacking sigil will take precedence, and the mesmer will only gain stacks of Bloodlust."

    Relevant part bolded.

    Also the traits you are worrying about have built in 9s CDs so they wouldn't even be the problem you think they would be.

    Even so, you can still have say Cleansing and Energy, both on-swap but different base. That's three conditions cleared and half your stamina back.

    You are also now tying cooldown reduction as a result of using a weapon skill, which as far as I'm aware does not currently exist as a mechanic. Double that up with aforementioned Quick Draw trait and you could have instant back to back weapon swap + sigil procs + cooldown of the next skill you use...

    So no, it wouldn't balanced.

    I made no statement on balance other than to point out your misinformation on certain CDs that you were making your own conclusions off of.

    Also if quickdraw would break it, then the solution would be for it to replace quickdraw would it not, or to be from a trait within the same tier?

    I was referring to the initial post I quoted with the balance comment rather than yours.

    You could add it to Quick Draw but I don't think it would be balanced because of the potential to get too many benefits from sigil procs among other things. I wouldn't want it to replace Quick Draw either because that hurts all the other builds using it for the sake of one weapon.

    I think you are better off keeping it within the weapon itself like my original reply about inverting the #2 skill or making it charge based.

    I'm not so sure sigils would be a problem as they already have built in cool downs. Quick Draw could be problematic but even that has a 5 sec cool down. I can see an issue with something like a s/x s/x build with torches but then your using two swords and that seems ineffective. Who knows. I just know sometimes I wanted to get back to sword faster in certain instances.

    To the OPs question, I kind of like the way it is. Other than the the cool down thing I wish hornet sting left a poison field or better yet a lighting field you could leap back into.

  9. I finally got my ranger to 80. I play shortbow, sword/dagger. I wish if you swapped weapons directly after hornet sting it wouldn't trigger a swap cool down. That would play into the skirmishing traits nicely.

  10. Wow people are still commenting on this post! My guess is that this quality of life change is more difficult than it appears as it wouldn't hurt anyone who didn't want to use the option. To Anet, if this is a difficult problem to solve just know it would be worth the effort for a number of your fans. My offer to buy a few gems if you can make the pop up text go away in combat stands! :)

  11. Baring the discussion of whether or not a their should be an extra tier of runes and sigils. I'd like to offer an idea if it were to happen.

    Jewelers would make the upgraded runes/sigil. Runes have the exact same stats except there would be a seventh bonus. The seventh bonus requires you to 'consume' an exotic rune. You then get that rune's 6th bonus (maybe in minor form). It's a long term buff but not permanent, something like 8 hours of playtime. You would then have to 'consume' another rune to get the seventh bonus again.

    Sigils could work the same way gaining an additional minor effect base on the sigil you sacrificed.

  12. @idontnoso.9850 said:

    @nopoet.2960 said:Should also create a clone when the illusion ends.

    Yes! That would bring in a lot more synergy as well. Possibly be better it it dropped an Illusion instead of a clone. Maybe one determined by the target's class/weapon? That might be a bit much though.

    In my head the other player is the illusion (and maybe should benefit from all your illusion traits). Then when they die (or not) a clone is created.

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