User:Jumblehunter
Catch Phrases---Mechanics suggestion!
In PVE you often see heroes ( though there not having em in gw2) say stuff like " they should have made a skill called brilliant was xandra!"
My idea is that a player can make 5 or 6 different catch phrases with triggers for pvp. These would also be read aloud in an appropriate voice for your charachter ( well more like yelled.)
These are the ones I would have ( the purpose of this bieng to show and example.)asumming there is something similar to jade quarry.
1) triggers when both you and your target hit 15% health or less. " I will fight to the death." 2)triggers on 50 kill streak ( cross games). " grenth guide my hand." 3) triggers on 75 kill streak ( cross games. " My prowess is undeniable." 4) triggers when your team hits 9 points. " The end is nigh"
These are just some examples.
Thank you for taking the time to read my suggestion Jumblehunter 21:10, 4 December 2010 (UTC)
Uber Powerfull Flux Effects---PvP suggestion!
Even the best pvp gets boring after a while. In GW1 when this happens I change from JQ to FA or vice versa, however this only works a few times before I am bored of both. Flux effects originally promised to spice things up a bit, but they were a dissapointment. I am now at the point where I have rerolled dozens of builds for FA and JQ and can saunter through the battle field without concentrating, which I find unacceptable ( even though its me doing that :/)
Currently the flux effects change little of my gameplay; what does it matter that I lose 10 hp per second while moving 25% faster with dark escape when I am only taking half damage of incoming attacks anyway. At the end of the day I'm running the exact same builds in the exact same style as before.
What I feel would add vastly to the replayability of each of the structured Pvp maps would be a far more powerfull flux effect for each month that actually changes how we play the game. If we had maybe 12 of these on a rota and changed it each month then I would be able to play without getting bored all year. Here are the first four examples, and you can suggest more.
Flux Effect: "Splattered Feet." All falling damage is fatal. This would really change how we play on maps such as "Battle of Kyhlo" as at the moment people escape death in the clock tower by jumping out of the window. Changing this would force people to concentrate, but also make them consider utilising builds to knock people off small ledges, as well as making people choose their routes through the map more carefully to avoid ledges.
Flux Effect: "Reach up for the stars." Players can jump 3 times as high. This allows players to jump onto lower buildings and allows for much more stealthy play, making players have to recognise that assault on capture points is now possible from far more places, making them alert. Also if you are taking damage you can jump onto the far side of a roof to block attacks ect... changing dynamics of gameplay.
Flux Effect: " To the death." Players elite skills ( excluding norn forms) have 50% recharge times, but automatically raise or lower the users health to 33% of the total. At the moment players just spam elites whenever they can to get extra damage in a fight. This effect would really make you choose when you use it ( due to a large health loss,) and make fights you are losing significantly ( ie you are at 15% life and they are at 90%) alot closer.
Flux Effect: " Rock On !!!" Downed players are given 200% more time in which to rally and do 200% more damage but cannot be revived ( via pet or ally.) Neither can they be killed with a finishing move. Instead enemy players can only kill them by picking up a piece of rubble ( via the interact button ) and carrying it to the downed player and throwing it at them ( for casters and adventurer proffesions) or hitting them over the head ( for soldier proffesions.) This is my favourite idea yet. It means that to put an enemy out of the game completely you must try to kill them near rubble created by the trebuchets, in turn making trebuchet users cautious of what they blow up, as they don't want rubble to be available to the enemy, but need some at hand themselves. It forces players to concentrate and remember where there is lots of rubble. It also changes the dynamics of the games as all players have to sheath weapons to pick up rubble.
Overall these suggestions are good because 1) They are based on mechanics that affect everyone, such as the elite skill, not those which only affect a minority, such as running skills. 2) They force players to think about how they play the game, keeping it interesting. 3) Adds replayability to the maps. 4) Some of you may have recognised a reference to one of my least favourite songs of all time as the name of a flux effect. Yes, they give good opportunities for Arena Net to make references to stuff....
Thanks for reading my suggestion, please forward it to other forums ect... if you would like to see this implemented, as there would probably be only a week or so programming required making this fairly feasable and implementation even at this late phase of development. Also please add other ideas for high powered flux effects and sign them. Thank you again. Jumblehunter 16:17, 23 August 2011 (UTC)