Feedback:User/Leonim/Downed state : meaningful vengeance and booby trap

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Current state[edit]

Warriors have the possibility in their downed state, to use Vengeance and get back on their feet for a brief time but get automatically defeated afterwards. That fateful behavior can be modified by the Sweet Revenge trait (in the Defense line) giving them an undisclosed chance to rally (by killing a foe I suppose).

The third (this skill) and fourth (call for help) slots of the downed skill bar are available only after a while after getting yourself downed (initially disabled for a few seconds), giving time for opportunist opponents to close in and realize a finishing move.


Suggestion[edit]

With the introduction of the new gw2:death penalty involving broken armor pieces upon being defeated (but not when downed), vengeance is not an option anymore, since it induces monetary fees (armor repairs) upon repeated uses.

At least, while using a traited vengeance (sweet revenge), I would like a warrior to be downed instead of being defeated when the timer runs out and they haven't manage to score on anyone to win their rally.

If not traited, then no chance to rally, they will get downed again no matter what : lets hope for thyself that you put this to good use so you can safely use Bandage afterwards. And since you got downed again, your survival health got reset as well, despite any healing received meanwhile.

In a nutshell, be vengeful then get downed again, this time with vengeance disabled for a while (you got your chance).


Extended thoughts on those third-slot skills[edit]

Which I would nickname "narrow escape" or "last ditch effort" skills.

Actually, any downed skill that allow its user to entirely avoid foes to realize a finishing move should get heftily disabled after their use (as they are upon getting downed by the way). Note the little difference from getting a high recharge : you can try or retry to use it, but once you do, it gets disabled the moment it ends (not put on recharge right after the activation).

It may allow a fairer system across professions, even with different recharge and disabled durations.


Booby trap disgression[edit]

Speaking of that, the Engineer's Booby Trap (another third slot) should really be looked at and get a lifting. It should be more literal, like a stealthy proximity-triggered mine that damages and launches (and/or knocks back) close-enough-to-finish foes away; not something that happen after you are defeated for good.

Note that I meant stealth (thus lingering during combat), not invisibility (which seems to be an out-of-combat thingy as per the traited mines ability for example), which would only defeat the purpose here (puns intended).


It is all about retaliation! ^^ Thanks for reading. -- User Leonim Sig.jpg Leonim [talk·contribs] 20:26, 14 April 2012 (UTC)