Feedback talk:User/Borotvaltgandalf/Elemental Synergy
From Guild Wars Wiki
Jump to navigationJump to search
This seems a bit complex and weird. And that is just the way I like it! XD I personally support this, though perhaps with some tweaks. The Slayer 19:10, 14 January 2012 (UTC)
- Hope you read the small text at the end saying: Work In Progress. I was kinda tired when I did this, so I'm just gonna go and revisit it right now. --Boro 12:49, 15 January 2012 (UTC)
- Looks very nice for synergizing multiple elements. However there is one thing that bothers me and that is the new elemental conditions. Instead of letting them have negative effects why not let them functions a bit like the assassin's lead, off-hand and dual system, letting certain elemental spells have an aditional effects when the foe is suffering from one of these elemental conditions. Right now you need conditions and hexes for elemental spells to synergize, letting them require these elemental conditions instead makes it easier to play. Not letting them have any negative effects and purly acting as requirements for cross-element skills to function. It may seem boring but the benefit is that it is not a headache to balance properly. Replacing conditions and hexes with these new elemental conditions is very unlikely to happen and it would be a shame if such a nice suggestion would end up being ignored just because of that. Da Mystic Reaper 13:43, 15 January 2012 (UTC)
- Oh god you are totally right. It's a lot more elegant in your way. --Boro 13:48, 15 January 2012 (UTC)
- Next up are some good skills that make use of the elemental conditions. Oh yeah about them negating eachother here is something that might help with both skills and effects:
- Oh god you are totally right. It's a lot more elegant in your way. --Boro 13:48, 15 January 2012 (UTC)
- Looks very nice for synergizing multiple elements. However there is one thing that bothers me and that is the new elemental conditions. Instead of letting them have negative effects why not let them functions a bit like the assassin's lead, off-hand and dual system, letting certain elemental spells have an aditional effects when the foe is suffering from one of these elemental conditions. Right now you need conditions and hexes for elemental spells to synergize, letting them require these elemental conditions instead makes it easier to play. Not letting them have any negative effects and purly acting as requirements for cross-element skills to function. It may seem boring but the benefit is that it is not a headache to balance properly. Replacing conditions and hexes with these new elemental conditions is very unlikely to happen and it would be a shame if such a nice suggestion would end up being ignored just because of that. Da Mystic Reaper 13:43, 15 January 2012 (UTC)
- Air -> Water: Water guides electricity
- Fire -> Earth: Heat melts the earth creating lava and can creates crystals and glass
- Water -> Earth: Creates mud and quicksand.
- Air -> Fire: Air and in particular wind spreads around fire. Electricity itself can start a fire.
- However i am not a big fan of one elemental condition negating the other since it will limit cross-element builds. Since they have no negative effects and the effect soly depend on the skills i don't thing there is a big danger of abusal. Since the elemental conditions can only be used to power up one skill i doubt there is much danger for it anyways. The second drawback if you would comes when more than one elementalist is present and both using different elements with different conditions. It can kill multiple elemental teams when opposing elements are used, especially when spiking a single target. Negations effects have more cons than pros so i do not advice such a system, let the balance come from the skills. Da Mystic Reaper 15:35, 15 January 2012 (UTC)
- Now the logic of these removals were based on mostly real-life physics: water cools heated objects, applied heat frees electrons from charged objects, similarly charged particles push each other apart. But what you say has merit. The water guides electricity part was something I forgot, but it was and is in the plans. I'll have a sleep and revisit this tomorrow. Kinda sick now. --Boro 20:43, 16 January 2012 (UTC)
- However i am not a big fan of one elemental condition negating the other since it will limit cross-element builds. Since they have no negative effects and the effect soly depend on the skills i don't thing there is a big danger of abusal. Since the elemental conditions can only be used to power up one skill i doubt there is much danger for it anyways. The second drawback if you would comes when more than one elementalist is present and both using different elements with different conditions. It can kill multiple elemental teams when opposing elements are used, especially when spiking a single target. Negations effects have more cons than pros so i do not advice such a system, let the balance come from the skills. Da Mystic Reaper 15:35, 15 January 2012 (UTC)
- yep complex and weird hits... maybe just add "extradamage if under water hex" e.g. its bad to make gw1 even more complex as needed. also -> with only a few skills that apply something you get a meta very fast like the ons derv, nuthin else is played anymore after lots of planing. --Kali Shin Shivara 18:02, 22 January 2012 (UTC)
I don't see the need for intermediate markers. Cross-attribute elemental synergy can be added without over-engineering things. Steam is a good example of cross-elemental skills that work. And they have the extra benefit of having synergy with other professions too. Cross-profession combos are as good to have as cross-attribute combos. MithTalk 19:40, 22 January 2012 (UTC)
- It is useful as not to make skills like glyph of Immolation abused for steam. --Boro 19:55, 22 January 2012 (UTC)
- "Steam is a good example of cross-elemental skills that work" Steam is the only one that works the rest is crap so it hardly makes a good example. No cross-element skills needs some good improvement if it wants to work. Having a mechanic that makes it easier for cross-element skills to function since the requirements can be met much easier, and that also includes non-cross element skills. Da Mystic Reaper 19:57, 22 January 2012 (UTC)
- We have the subject, but not the statement or the object. --Boro 20:04, 22 January 2012 (UTC)
- "Steam is a good example of cross-elemental skills that work" Steam is the only one that works the rest is crap so it hardly makes a good example. No cross-element skills needs some good improvement if it wants to work. Having a mechanic that makes it easier for cross-element skills to function since the requirements can be met much easier, and that also includes non-cross element skills. Da Mystic Reaper 19:57, 22 January 2012 (UTC)