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nopoet.2960

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Everything posted by nopoet.2960

  1. I saw that. It's not a bad idea. I just prefer a more controlled approach to game changes.
  2. That's the idea. Both classes have great defensive options but you hardly get to use them in group content (where it's most useful) because aggro is weird in this game. Having a taunt would increases the value of those skills and would bring some life to maces as well. In my head the it wouldn't be a long taunt just enough to get the enemy's attention and try to keep it. It would only affect one target and the enhancement would only work if you select a specific talent and have a shield equipped; really trying hard to make a tight recommendation that wont break anything.
  3. I always felt like taunt was missing from shield carrying warriors and guardians. Here is my idea: For the warrior shield talent (Shield Master) add when your shield is equipped stuns and interrupts also taunt your target.For the guardian shield talent (Stalwart Defender) add when your shield is equipped you taunt your target when you cast aegis. I think that small change would open up a lot of group game play options for these two classes.
  4. I’m not even sure if there will be any more elite specs but I had this idea so I’ll share. Choosing the Executioner tratline gives thieves access to main-hand axe. Steal turns into Execute which changes based on your main-hand weapon. Execute uses all available initiative doing more damage for each initiative spent and additional damage if your target is below the threshold. Execute cannot crit. EXECUTE: Decapitate (Axe) - Leap then shadowstep then rest of the way to deliver a powerful attack that leaves your target vulnerable Feint (Sword) - Evade backwards gaining swiftness and vigor then shadowstep to your target delivering a dazing attackDeathly Shadows (Dagger) - Shadowstep several times delivering poisonous attacks that blind and confuse your targetFiring Squad (Pistol) - Shoot five ricocheting shots at your target (shots ricochet twice), secondary targets are burned then you gain stealthBombard (Shortbow) - Gain stability and fire multiple exploding shots at your target’s location. The final shot immobilizes your target AXE: Auto attack - Basic three swing chain with the third attack guaranteeing a critGuillotine - A powerful strike that ignores some percent of armor Gut (no offhand) - Leap and strike your foe-Dark Edge (Axe/Dagger) - Shadowstep forward damaging all foes you pass though-Draw - (Axe/Pistol) - Hamstring your foe and fire an explosive shot knocking them back UTILITIES:Heal: Mark of Malice - You are healed and granted regeneration when the marked diesUtility 1: Mark of Retribution - A portion of the damage done by the target is reflectedUtility 2: Mark of Outrage - You gain fury when target attacks youUtility 3: Mark of Sorrow - When your target dies it’s nearby allies are weakened and slowedUtility 4: Mark of Confrontation - If target is more than 900 units away from you it gets tormentedElite: Mark of Inevitability - You take and do more damage from and to the target but are healed by attacks from other nearby foes TRAITS:I have a hard time with these because of everything that has to be considered. However, I would like traits that make marks benefit allies, some that create a condition spec though axe crits, and some way to generate might.
  5. The banners should show up like flags attached to your back.
  6. If the devs really wanted to do something like this they would use the ammo system but I wouldn't want that either.
  7. I really like the idea that fall damage reduction should be added to food. Maybe revive speed too.
  8. Thief would smell like old leather soaked in bourbon and spent matches.What an odd question.
  9. I was just reading another thread about adding additional weapons to the game and, while I don't disagree, I think more complexity would be a better way to add weapon skills into the game. My suggestion is this. Every player gets to choose 1 favored weapon; any main hand or off hand weapon their character can use. Once they choose the weapon they take an offensive, defensive, or control weapon skill. When then that weapon is equipped an extra skill shows up in that spot were temporary skills appear. Something like this could shake up rotations, add some variety, and surprise other players in both pve and pvp. Just a random thought; we should go deep not wide.
  10. Maybe they can work it into the next elite. Stolen skills would replace your main hand weapon. If you steal again it bumps to your offhand. Obviously you would be able to drop either bundle at anytime. Could be fun. Call it the Vandal.
  11. It might be fun to add core only abilities to the game. Essentially abilities that would go away if you chose an elite spec. The goal is to be fun and thematic rather than adding power. Here's my list: Engineer: When engineers use an environmental weapon it explodes. Also when engineers defeat an enemy there is a 15% chance it will create a relevant environmental weapon. Elementalist: When they take elemental damage they are attuned to it slightly reduces the cool down on weapon skills. Not by a lot but just enough for you to consider maybe standing in the fire and calling it alacrity Guardian: All heals to the Guardian over 100% will spill over to the most damaged ally within 900 units Mesmer: Out of combat, mesmers can use illusions to interact with the world allowing them to do stuff at range; gathering resources, resurecting allies, and looting for example. The illusions would vanish if attacked or if the mesmer enters combat. Necromancer: Necros res other players at twice the speed as everyone else but loose half a percent of health per second while doing it. Also resurrecting a necro grants the resurrector quickness. Ranger: After killing an enemy a ranger can track that type of enemy on the mini map for a few minutes. Tracking a type of enemy gives a small, like 1 percent, damage reduction agaist that kind of foe. Revenant: Revenants can see hostel npcs a few seconds before they spawn Thief: Thieves can see enemy traps they are close to (like in melee range). They can also reset any trap they are near when it trips; including their own. Reset traps are lesser versions of the original and can't be reset. Warriors: Warriors respond to shouts they hear by repeating it duplicating the effect to a lesser degree. What do you guys think?
  12. What about a hammer based on the dimensional anchor. Basically a bunch of short hard hitting shadowsteps; think Nightcrawler with a oversized bludgeon.
  13. Man, I really hope this is not the developer's attitude. Something something Norman Doors... You know the buttons exist why not just force yourself to click them?? OR ... I can play the way I like and you can play the way you like. The tooltips are interfering with how I interface with the game. It sounds like others are having similar issues. Here is a question for you, for anyone really, what are the benefits for showing skill tooltips during combat ? Those text boxes really diminish the hard work the developers put into combat visuals.
  14. I know right! Maybe none of the developers use their mouse to play. If the answer is that we shouldn't be clicking why did they give us those big clickable buttons. I stopped playing my Spellbreaker because it was to frustrating. It's still an issue on my core warrior but less so because timing isn't so important.
  15. that would be the crappiest exchange ever considering the relative ease of getting the respective currencies It's a luck sink. It's not supposed to be efficient. That said the number can be worked out. The point is a 1 to 1 conversion between currencies paid for by a bunch of luck. Would be a long term solution as we keep getting new currencies.
  16. I've been playing mmo's since Everquest. I've tried changing but old habits are hard to break (it's all muscle memory now). If anyone plays a Spellbreaker you know the wall of text that is Full Counter and it's in the exact wrong place. Anyway there are lots of ways to fix. Off in combat is what I want to see but I'm open to a delay like mentioned above.
  17. This is a really simple request. You know the text that pops up when you hover over a skill with your mouse? Please turn it off during combat. I can't be the only one that ends up with a wall of text right where the enemy should be. This is especially a problem when I'm trying to interrupt. I hold my pointer over the skill waiting for the right moment and suddenly feel like I'm playing a MUD. Anyway, I respectfully request that this be addressed. I'll buy some gems if you do.
  18. Wait wait .. I got it. So Scrapper is Charr inspired. Holosmith is Asura inspired. We need a human inspired. The weapon should be shortbow (because we don't have crossbows) and it should shoot clockwork robots. So damage on impact but then the 'arrow' bounces to the ground. They then transform into a robot and keep attacking it's target. If you fire enough 'arrows' the robots start to combine ... like the constructicons .. and start doing more damage. The special ability should be some sort of clockwork suit with its own skills (think necromancer shroud). So basically an engineers take on necromancer.I can't be the only one that wants to shoot clockwork robots at people...
  19. I always wondered why there isn't a currency exchange. Maybe luck can be used to convert between geodes and airship parts and other currencies. Like 10 geodes + 10,000 luck = 10 airship parts.
  20. I think you go scepter (range) with an anti gravity theme.
  21. I play a thief but I'm not very good at it and probably never will be... can I join?
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