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WarHawk.1892

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  1. Signet of Undeath: Reduced recharge to 75 seconds in all game modes. Reduced cast time from 3 seconds to 1.5 seconds. Reduced number of allies revived from 3 to 1. Added additional health cost of 50% of base health to this skill. Increased passive lifeforce gain by 100%. This is absurd. It was already an under-used skill and increasing passive LF gains (PLFg) while addign a 50% hp cost to resurrect 1 person will promote no1 ever activating this skill - if they even use it on their hotbar. With a name like "Undeath" and on a necromantic class thats supposed to be adept at raising the dead/fallen you would think this signet should be more on Par with the Hero Banner on Warrior (Which imo should only revive 3 - its a banner, who the heck would get off the ground for a stick int he ground vs dark magics). Not to mention boosting Guard shield (15% revive) leaving even less room for a skill like this A far better alteration would be just alter the CD to 1 or 1.5s cast time @ 3 to 5 targets and no PLFg increase because its pretty unnecessary as well.To make it feel unique I would remove the PLFg altogether to be honest and instead make something far more dynamic: Spawn a little Jagged Horror when an allie Dies within 900r with like an ICD of 3s capped to 5 minions. (Way more interesting to say the least)
  2. And then achieve what exactly? This takes a lot for granted. Do you suppose theyre going to do something meaningful with 5 players vs entire zergs or ppt any better than before? No & No once again. 100% Skill Target Cap wouldnt affect their "PPT-Rate" and it doesnt effect weapon skills like meteor-shower nor coalescence of ruin; and therefore is not "buffing" high burst skill kills. It would allow a small team to blast a "chokepoint" better with necro-wells or that random single guard you got in an unorganised defense squad to cover a few more people. So Green Blob, Blue 15, Red 15 is what I take this to mean? So Red v Blue 15s. It would be very far from impossible as a 15man group can and often do wipe out 30player groups which means a couple of things. 1: The 30player group can hit twice as many as that 15 Both weapons and Skills yet this is not an impossible fight. The 15v15 scenario being discussed here would only mean one side can tag up to twice as many players with skills and not weapons only. Meaning (and a focus point is the necro wells) the 15group with the buff would not even function like a 30player group - because they themselves are less targets (enemy damage is no more spread out on them than before) and because they dont have as many weapon skills to utilize like CoR-rev or Meteor-Eles. 1 pt2: What if then the Buff were to be tied to Keeps (or towers too) and not "mapwide" as most of the other buffs from guilds are? This alleviates a server abusing the buff in most instances and I use abuse quite loosely. Emergency Waypointing would be the only true way to "break" the buff for a single fight until the Tick-count. E-waypointing already has its dangers making the buff counterable in that regard, or simply wait a few moments if they got in before you could focus on the E-waypoint and you think or know you heavily outmanned them before.
  3. For new people and non-WvW browsers: The enemies greatly outnumber your forces. Be careful out there!+50% Participation+20% Magic Find+25% World ExperienceTake no armor damage on deathBeing killed by the enemy team will not grant War Score.— In-game description What occurs during the times that this buff is active usually involves being stomped into the ground until the buff is removed solely by more players logging in. So, what if the Outnumbered Buff: Provide a 50 to 100% increase in number of targets on AoE SkillsMy thoughts are that this would directly allow a smaller group (Likely 5-15players) to combat server stacking Timeslots/Guilds. Active players and organisation would still be needed. Instead of being stomped into spawn by guild transfers, a lack of superior timezone coverage, or imbalanced initial relinks. I also had an idea for perhaps allowing double kill score from players active at this time since it can be much more difficult to make meaningful point generation, but the general issue I'd rather tackle atm is the lack of being able to establish a feasible defense when outnumbered. Yes siege can be "annoying", but solves nothing when you arent cowering behind a set of 12ft thick stone walls. It would most often effect groups of 10-15 with a small sem-organised tag attempting to survive against 30-60 players depending on the time of day. It would not necessarily make the smaller group "overpowered" as even doubling targets to 10 instead of 5 would never provide AoE coverage up to a full 60 player squad, but does allow for more possibilities from skilled individuals and goes a long way to removing the sense of hopelessness when this is occuring every sing day somewhere. Most current aspects of this "Buff" listed above are practically useless. Participation is -eh, Magic Find is useless generally everywhere already, World Experience isnt going to do anything when you cant do anything to begin with, and No Armor damage sounds fancy - but its free already. It would be much more appealing if it looked like this: +100% Impacted Players via Profession Skills (or 50, or 75) 50% Participation25% World Experience10% Skill CooldownDeath does not grant Enemy War Score(If this existed elsewhere I havent really been on these forums in like 2yrs so eh) Here It is Again then!
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