Feedback talk:User/Falconeye/New Condition - Chilled
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The reasons you gave are pretty much spot-on with the profession. I hope they are considered for future elementalist's skill changes. Elemental Attunement isn't even that bad as it is, it just happens that the interaction between different elemental skills is not worth the attribute investment. Meanwhile, the normal attunements could get a slight rework so they give energy back to all elements instead of just one (the enchantment duration would still depend on its own attribute, of course). It's incredible how so little would fix so much: a counter to Power Block, and much more fun to be had with new, more diverse dual-element builds. 84.90.202.144 21:20, 24 April 2011 (UTC)
- I like this as well..correction i like this alot, but one thing has been bothering me a bit. There already is an elite and non elite designed for multi element builds wich is Master of Magic. If you change Elemental Attunement into a skill that buffs you elemental attributes Master of Magic needs a change as well so it won't be outplayed by Elemental Attunement. But if you want effective an effective dual element build i would suggest to make the element increase stacking with energy storage like +0...2...2 instead of just +1. As for Master of Magic try going for an elite Aura of Restoration (wich is also like the attunements a key enchantment of the elementalist) with maybe an added energy buff or elemental attribute buff like Elemental Lord. Well thats my opinion about it with an added piece of advice. Damysticreaper 15:48, 1 June 2011 (UTC)
- Now Master of Magic is to Ritual Lord, as what Elemental Attunement is to Soul Twisting. ^_^ --Falconeye 06:11, 14 June 2011 (UTC)
- Elemental Attunement would make every elemental spell free. Thats broken. ||-- ChaosBurst 02:43, 3 October 2011
- You are free to edit! ^_^ --Falconeye 11:06, 10 October 2011 (UTC)
OP all of them, Elementalist is actually the most played class in HA this WE Event, also is played in most team-builds. They definitive DON'T need a buff especially on skills they would never use, 'cause the lack of damage. Imho "MoM" needs a buff if you wanna play it in PvE, because its too crappy to play a rainbow bar with at max 7 free skills, thats a design problem. (whoever needs to play a single target bar in PvE when he could have AoEmax and predictable mobs?) Same as "Ether Prodigy", it may have an use, but only to spam "Heal Party" in PvE --Kali Shin Shivara 04:59, 20 November 2011 (UTC)
- And your proposal is? --Falconeye 06:03, 20 November 2011 (UTC)
Nothing to Fear![edit]
Condition. While fearful, it causes a 50% attack speed reduction and are unable to block. While fearful, those affected by it to aquire a blue tint and mists flow from the base.
OPTIONAL: In PvE, while conditioned by fear, Foes adjacent to allies cannot attack, but ends on any foes that take damage.
Concise description: You attack 50% slower; you cannot block.
— in-game description
- See also: Amity
Yes, I'm planning on a second Feedback for a new condition: FEAR. Fear is a GW2 condition, but that "word/phrase" (along with Cower, Doom, Horror, Terror, etc.) pops up numerous times in GW1 nomanclature; and next to Chilled, its interesting what unique gameplay mechanics can be done with it (without losing control of your character as they cowardly run!). ^_^ --Falconeye 11:03, 10 December 2011 (UTC)
- Discussion start
Chill Out![edit]
- Discussion start
Then let me start by saying the dervish does not need such a condition and if it will be on the dervish it would definitly be far to OP, it can be used on caster classes but not on any of the martial classes. Da Mystic Reaper 12:47, 9 December 2011 (UTC)
- I only plan to give the dervish & ranger 2-3 "chilled-related" skills at most: just need to figure out which ones and do so in a way that doesnt break them (similar to how disease & cracked armor was given to dervish). --Falconeye 03:27, 10 December 2011 (UTC)
- While I disagree with your skill choices and redesign of them, and don't disagree with the addition of this condition (hey I rhymed!), I do not see this necessary. Chilled exists in GW2 because there are no hexes in GW2 - just conditions and boons (aka buffs). Chilled is basically the condition version of snare hexing that is attuned to cold (as opposed to cripple). There is 0% need for this, as snaring in GW1 is already split between condition (cripple) and hex (which your chilled would basically remove 85% of). Konig/talk 02:33, 11 December 2011 (UTC)
- Can you at least help me alleviate your disagreement with my skill choices and redesign? ^_^ --Falconeye 03:07, 11 December 2011 (UTC)
- I didn't bother going through them all, but in regards to the ranger skills, Frozen Soil shouldn't be touched imo. At least in functionality. And there's no need for multiple nature rituals doing the same thing. You seem to take anything with the idea of something cold and added a snare to it - something bad, as it boosts the number of snares exponentially and removes the pre-existing different functions. Your number of suggestion is basically "let's make all the skills the same or nearly the same, but with different values." But do me the favor and remove all the irrelevant skills like Mist Form that you listed, because it makes me think you want to add Chilled to all of them. Konig/talk 03:30, 11 December 2011 (UTC)
- Can you at least help me alleviate your disagreement with my skill choices and redesign? ^_^ --Falconeye 03:07, 11 December 2011 (UTC)
- While I disagree with your skill choices and redesign of them, and don't disagree with the addition of this condition (hey I rhymed!), I do not see this necessary. Chilled exists in GW2 because there are no hexes in GW2 - just conditions and boons (aka buffs). Chilled is basically the condition version of snare hexing that is attuned to cold (as opposed to cripple). There is 0% need for this, as snaring in GW1 is already split between condition (cripple) and hex (which your chilled would basically remove 85% of). Konig/talk 02:33, 11 December 2011 (UTC)
- Rituals: FZ's-function doesnt matter right now, so long as it prevents/hinders resurrection; the Knockdown-condition is in keeping with Chill.
Im still not happy with Winter (i.e. need suggestions).However, im -keeping- Frost Trap... its 100% cooler then boring Snare. ^_^ Trying to do the exact opposite and diversify... too many boring hexes/straight damage. They'll need those extra snares once im done. Currently not irrelevant, as its all transclusive; whatever affects chill -will most- likely effect WM hex spells (& vice-verse). Mist Form-moved! That said I am only 20% complete, so chances favor may yet be fulfilled. No mention of Dervish? Does that mean they be balance? --Falconeye 04:07, 11 December 2011 (UTC)- I am currently 75% complete; Chilled causing skills (30 in all) are done, and I'll likely trim it down further based on feedback. Other 25% consists of all things related to Chill. What skills should be removed from the Skills that cause chilled and relocated into Other or Recycle? --Falconeye 09:34, 13 December 2011 (UTC)
- Rituals: FZ's-function doesnt matter right now, so long as it prevents/hinders resurrection; the Knockdown-condition is in keeping with Chill.
Seems like i gave you a bit of inspiration. Da Mystic Reaper 21:49, 11 January 2012 (UTC)