Feedback talk:User/Raine Valen/Skill suggestions

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Inspiration[edit]

moved from User talk:Raine Valen#Inspiration

I've been doing some work on a concept for the Assassin profession, and I've come to an inspirational impasse.
I've got a few issues:

  1. The "Golden" subset of Dagger Mastery skills.
    • They currently depend on an enchanted user,
    • But my sin model doesn't really have many (any?) offensive enchantments.
    • I thought of requiring an enchanted foe, but that's pretty niche.
    • Ultimately, I've concluded that the best way to deal with this would be to change the naming convention to something else entirely.
    • With that in mind, what else fits "Golden" from a flavor perspective?
    • "Golden" skills will now depend on critical hits.
  2. Shadow Arts as a whole.
    • The attribute has a lot of skills, and I'm running out of useful things for them to do.
    • Ostensibly, Shadow Arts should be about stealth and mobility.
  3. Critical Strikes.
    • Like Shadow Arts, this att just has a lot of random shit in it.
    • There's some potential for good skills, but where would a skill like Assassin's Remedy go?
    • I'd like to make it into something like Healing Spring + condition removal, but it doesn't thematically fit anyplace.
    • A lot of other sins skills have the same issue: they don't really belong anywhere on sins.

And those are my main creative failures with the Assassin profession.
However, in redesigning them, I realized that the most important thing in the rework was giving them an identifiable niche. That wasn't a problem, for Assassins, but it does become a problem with Ritualists, Dervishes, and Paragons: they're all just sort of there and don't have a real purpose. I was thinking something like this:

  1. Ritualists:
    • I'm thinking of enhancing what rits have always been best at: straight-up support.
    • The issue with this is that it makes the profession into the bitch role to end all bitch roles.
    • What would make rits fun and unique?
Make ritualists Immune to blind, they wear blindfolds usually, so no need for blind to affect them
And a 2ndary rit should have like a 25% chance blind will not affect them (everytime blind would be applied) User Kuulpb Sig Icon1.pngKuulpb/talk 13:37, 16 July 2012 (UTC)
  1. Dervishes:
    • Dervishes are another melee profession. The issue is, those already exist:
    • Warriors are single-target ass-kicking at stand,
    • Assassins are the end-all, be-all gank artists (after my changes);
    • What does this leave for dervs?
    • Their description, from a lore perspective, involves a "whirlwind of destruction" or some such, which implies a focus on more-or-less careless AoE damage;
    • The issue with that is that that's decidedly meh outside of certain situations.
    • Does anyone have a concept for dervs that fits from a flavor perspective and works from a balance perspective?
I think Dervishes should be able to have a skill immune to all damage and healing, cannot attack,
but can protect the entire party from damage for 5 seconds e.g.,User Kuulpb Sig Icon1.pngKuulpb/talk 13:37, 16 July 2012 (UTC)
  1. Paragons:
    • They just do way too much.
    • From a flavor perspective, "Command" and "Motivation" leaves very little distinction.
    • Spear Mastery, as it is now, contradicts almost any support capacity that paras are supposed to fill.
    • How should this be addressed?
Spears should be homing if Paragons are indeed blessed by the gods. User Kuulpb Sig Icon1.pngKuulpb/talk 13:37, 16 July 2012 (UTC)

Because there are just so many things wrong with the current models, I'm expecting that they'll have to be largely redesigned from the ground up. I don't like scrapping lore, but I'm not seeing any easy way around it. There are a lot of things that would be preserved, of course (i.e. rits would still have a focus on spirits and paras would still have a focus on yelling at people), but several other things would have to change (i.e. dervishes have no reason to have Earth Prayers, just like wars have no reason to have Tactics, though I've largely dealt with the latter).
tl;dr wat do with other expansion professions? — Raine Valen User Raine R.gif 23:40, 26 Aug 2010 (UTC)

Golden should be "If target is carrying gold." User Felix Omni Signature.pngelix Omni 02:59, 27 August 2010 (UTC)
As hilarious as that would be, no. :3 — Raine Valen User Raine R.gif 0:06, 31 Aug 2010 (UTC)
I'm sorry Raine, but you must really like GuildWars to rant on & think of all this shit theorycraft. I don't know how you do it.. dark chaos 06:45, 31 August 2010 (UTC)
Do what? The thinking? It comes naturally to me. I look at things and see possibilities; the only thing that takes effort is choosing the most fitting possibility and documenting it. That's what design is, and I do it in my sleep.
If the ranting looks difficult, it's not. As long as one believes what they're saying and they've based it on something logical, they can make a compelling argument for their belief and against many others, regardless of whether we're talking about politics or anet suq.
And, finally, I really don't like Guild Wars. I did, at one point, but GWs as it is now isn't fun to play. I do enjoy design, and anet left a working engine and some working models for me to play with here, so I'll play with them. — Raine Valen User Raine R.gif 15:45, 31 Aug 2010 (UTC)

Unrelated:[edit]

I've noticed that I tend to write more since I started viewing webpages at ~33% zoom. I guess my edit window doesn't really say "lol wall of text" like it did before. :x — Raine Valen User Raine R.gif 0:16, 27 Aug 2010 (UTC)

You misspelled Feedback talk: Feedback talk:User/Raine Valen/Skill suggestions is where you might intended. --Falconeye (talk) 19:26, 18 July 2014 (UTC)
I've merged the histories and contents of this page and Feeback talk:User/Raine Valen/Skill suggestions together. --Silver Edge 23:15, 19 July 2014 (UTC)

Air ele[edit]

I would like to point out that your description of Air Elementalist is a tad flawed. Instant movement was not part of the "origional" Air Elementalist.The act of instant movement is a mechanic that belongs to the assasin, and was only introduced to the Elementalist after the factions campaign. this is also the main argument why Ride the Lightning would be broken. User:Deshiba

Oh really? User Felix Omni Signature.pngelix Omni 13:34, 21 September 2010 (UTC)
Pretty much entire page is in a hypothetical future tense; for example, fire eles can't cripple anything, water eles can't support heal, and earth eles don't really provide active defensive support (not like they will, at any rate). — Raine Valen User Raine R.gif 13:38, 21 Sep 2010 (UTC)
please don't twist the title to be offensive... and I think you got my point felix. Neither consume nor transversal target anything, or move to something living. And the main issue still stands. Eles should not teleport unless they are /asses. But thats just my opinion Deshiba 18:01 21 September 2010 (GMT+1)
Why not? — Raine Valen User Raine R.gif 16:26, 21 Sep 2010 (UTC)