ArenaNet:Guild Wars 2 suggestions/Power Build up for Magic skills
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Power Build Up for Magic skills (Discussion)
With certain spells (particularly ele skills eg. inferno, flame burst, lava font, ones that dont require a selected target) I was thinking of a different way to execute spells. Theres 2 alternatives to how this could work:
1. works with "percentages"
2. works in "stages"
...but both work in a similar manner.
Instead of just pressing a button to execute a spell like in GW1, my suggestion is to make a press and hold feature. The reason for this will be so that depending on how long you hold down the button, it will determine how strong the spells damage would be. This process could be represented with a 'loading bar' (similar to that of the bar which shows the skill being cast in GW1).
SO an example of how this would work with "Percentages" assuming that the 'loading bar' takes 3 secs to fill, is:
If a skill is set to do 20 damage as its base dmg, and you have filled up 50% of the 'loading bar', the inflicted dmg would do 30 dmg (50% of 20 = 10 ... 20dmg + 10dmg = 30). During this loading process interruption CAN occur, However, execution time (motion of the character using the skill) CANNOT be interrupted.
Now an example of how "Stages" would work using the same stats from the example above:
1 second = 1 stage ... when a stage is achieved, then the power of the spell is increase by X amount (whether it be 1/3 more/less dmg). The amount of stages for a spell can vary if needed or be standard throughout all spells.
- Why this is a good idea
- Makes combat more interesting / new take on how skills are executed
- Result in more tactical play
- It can vary the outcome in battle, depending on how effectively you can use this system
- A new feature that hasnt been used in other games (as far as i know)
- Doesnt grant too much of advantage since this would only apply to adjacent type spells. Still keeping the game balanced.
- Why it may not work out
- Doesnt suit the type of gameplay that GW2 has to offer???
- Skills do certain amounts of damage because if they did any more, the spikes they could offer would be insanely high.
- -> as a result, all spells would be nerfed beyond recognition and you basically add a few seconds cast time if anyone wants a proper effect.
--122.107.149.30 05:37, 31 July 2008 (UTC)