Feedback talk:User/Falconeye/Signets - Passive and Active
Section: Passive ideas[edit]
Warrior[edit]
- Signet of Stamina=Passive: For every rank in Strength you have, you have +7 maximum health.
- Dolyak Signet=Passive: For every rank in Strength you have, you have a +3% chance to not be knocked down.
- Healing Signet=Every attack you deal gives you 15 health.
Ranger[edit]
Monk[edit]
- Bane Signet=Passive: Spells you cast knockdown summoned creatures.
- Purge Signet=Passive: Conditions expire 33% faster on you.
Necromancer[edit]
- Barbed Signet=Passive: ?Immune to bleeding? or whenever you cast a spell, adjacent foes suffer from bleeding for -1...3...4 seconds.
- Signet of Agony=Pssive: Spells you cast deal -5...8...9 less damage but steal -5...8...9 health instead.
- Signet of Lost Souls=Passive: Whenever a non-spirit creature dies within earshot, foes adajcent to that creature lose -1...2...2 energy
- Signet of Suffering=Passive: Conditions you inflict last -10...15...16% longer. --Eclipse143 08:40, 7 January 2011 (UTC)
Mesmer[edit]
Assassin[edit]
Ritualist[edit]
Paragon[edit]
Dervish[edit]
Section: Discussion[edit]
I just want to put it out there that passive effects have never been good for gameplay. That's why we have primary attributes and equipment (-20% blind runes in particular). Stuff like Oath shot spirit spam and spirit walls, for example, really hurt gameplay. --Life Infusion «T» 03:03, 28 December 2010 (UTC)
- I actually like the idea, as long as the passive effects are small enough, and they require a minimum attribute to be active if they have not levels. We already have one skill with a passive effect, "Charm Animal", which is always passive when an animal has been charmed. But that's still not quite like this. If you tone them down, it should be fine. For example:
- Poison tip signet: Passive effect: Poison you deal lasts 10..25..33% longer. Active Effect: Current, but with less duration.
- Plague Signet; Passive effect (req 9 Curses), all conditions adjacent allies get are transferred to you (you have to move next to them to take them). Active effect: Current. MithTalk 16:17, 31 December 2010 (UTC)
- Yeah, to make this idea seem more "willing to happen" all passive effects will be inherited if the character has at least 9 points in the corresponding attribute of the signet's category.--Eclipse143 06:35, 5 January 2011 (UTC)
- Love it! I agree, the -passive effects- should never be stonger then a non-attributed/non-elite skill (maybe even weaker); the idea is to give players an incentive to hold out on using a recharged signet (which are typically worthless when NOT activated). What Anet is doing for Signets in GW2 is very much like what DnD did for Wizards following their 3.5 edition by introducing a system called "Reserve Feats". (If case anyone doesnt know, the wizard is the most powerful arcane spellcaster in the game, able to learn/memorize theoretically unlimited number of spells.) Because wizards could only fill X spell slots per day, such an option of "Reserving a Fireball" gave them passive fire bonus to offence/defence and allowed them to spam Invocations (small/weak spells like Flare) on minions, allowing them to save their big guns on that Dragon boss. And I forgot to add (as this page is only half-complete) but everyone has -full permission- to edit this page or post their ideas on discussions, cause i doubt ill have enough enough decent passive ideas, so please help out! ^_^ --Falconeye 05:54, 7 January 2011 (UTC)
- Okie Dokie, since i main necros and practically know everything about them :), I added 4 passive effects for the necromancer (I like the plague signet one, and couldn't come up with an effect for signet/sorrow). These include Barbed Signet, Signet of: Agony, Lost Souls, and Suffering. The effects may seem underpowered, but thats what we're going for right? Or overpowered, so mention that and i'll try to fix them.--Eclipse143 08:42, 7 January 2011 (UTC)
- Wow, your version of Signet of Lost Souls's passive effect is really, overpowered hahah. ...for every 3 or 4 ranks in soul reaping... would be better --Eclipse143 20:54, 9 January 2011 (UTC)
- Okie Dokie, since i main necros and practically know everything about them :), I added 4 passive effects for the necromancer (I like the plague signet one, and couldn't come up with an effect for signet/sorrow). These include Barbed Signet, Signet of: Agony, Lost Souls, and Suffering. The effects may seem underpowered, but thats what we're going for right? Or overpowered, so mention that and i'll try to fix them.--Eclipse143 08:42, 7 January 2011 (UTC)
- Love it! I agree, the -passive effects- should never be stonger then a non-attributed/non-elite skill (maybe even weaker); the idea is to give players an incentive to hold out on using a recharged signet (which are typically worthless when NOT activated). What Anet is doing for Signets in GW2 is very much like what DnD did for Wizards following their 3.5 edition by introducing a system called "Reserve Feats". (If case anyone doesnt know, the wizard is the most powerful arcane spellcaster in the game, able to learn/memorize theoretically unlimited number of spells.) Because wizards could only fill X spell slots per day, such an option of "Reserving a Fireball" gave them passive fire bonus to offence/defence and allowed them to spam Invocations (small/weak spells like Flare) on minions, allowing them to save their big guns on that Dragon boss. And I forgot to add (as this page is only half-complete) but everyone has -full permission- to edit this page or post their ideas on discussions, cause i doubt ill have enough enough decent passive ideas, so please help out! ^_^ --Falconeye 05:54, 7 January 2011 (UTC)
- Yeah, to make this idea seem more "willing to happen" all passive effects will be inherited if the character has at least 9 points in the corresponding attribute of the signet's category.--Eclipse143 06:35, 5 January 2011 (UTC)
Stop :P[edit]
Your making all of the efects Over powered and rediculous. This used to have potential, but now its gotten to the state where its just down right "not willing to happen". Edit most of your effects.--Eclipse143 23:46, 12 January 2011 (UTC)
- Such as? --Falconeye 07:56, 13 January 2011 (UTC)
- dolyak signet, healing signet, signet of strength, signet of creation,death pact signet, signet of mystic speed, signet of pious light. Signet of Pious light should be changed to: "You have +3 health regeneration while not attacking."--Eclipse143 09:00, 16 January 2011 (UTC)
What a nonsens again, you nearly always made my days whenever I read you suggestions... sorry can't be serious to buff signets in a passive way like this, without using it... but anyway buff Signet Spikes in DoA some more, maybe its possible then to get through DoA below 26 minutes... OP as usually oO --Kali Shin Shivara 06:06, 9 February 2011 (UTC)
- Your more then welcomed to edit/contibute; perhaps you know of better way? ^_^ --Falconeye 07:15, 9 February 2011 (UTC)
Something to consider.[edit]
Instead of having totally different active/passive effects for signets, why not make them largely the same? For example, Healing Signet could give health regeneration while recharged, and give direct healing on use. One balances this by making the on-use effect always less than the while-recharged effect. For example, consider:
¼ 12 – Signet. Gain 3...5...6 Energy. You have +1...2...2 energy regeneration while this signet is recharged. No effect unless your Energy is below 3...9...10.
Because the effect is worth more while the skill is not used, it forces the player to choose between more over time or less right now (in the example, Ether Signet gives 4...7...8 Energy every 12 seconds if never used, or 3...5...6 energy over the same period if used on recharge). In PvP, especially, it may often be worth using such a skill for the "right now" aspect because the game can change very quickly, depending on the opposition's strategy (if the opposing team starts a spike and you don't have energy to catch it, Ether Signet can stop a kill).
Because the skill does about the same thing, whether it's used or not, it also makes the effect more memorable (when there are a couple hundred signets, it's very possible to forget the passive effects, especially when they're not really at all similar to the active ones), and it makes bar creation more sensible ("I need energy management, so I take Ether Signet" as opposed to "I need energy management sometimes, but other times I might need +8 armor!").
Similar reworks are possible for other signets in different lines:
20 – Signet. Your next 3 attacks deal +5...13...15 damage. Your attack skills deal +1...4...5 damage while this signet is recharged.
15 – Signet. Lose an enchantment; removal effect: gain 30...102...120 Health and this signet recharges instantly. You gain 10...42...50 Health whenever an enchantment on you ends while this signet is recharged.
¼ 12 – Signet. Heal target ally for 20...100...120. You have +0...2...3 Divine Favor while this signet is recharged. But that's just my two cents. — Raine Valen 4:02, 17 Jan 2011 (UTC)
- Another thing: I think it could get bad if a signet stacks with itself. Using an example above,
20 – Signet. For 20 seconds, ...
- This way, one can't precast Signet of Strength ahead and come in with three attack skills dealing +20 each. Not that this particular example is one that would be too bad, but you get the idea. Also, something might want to be done with Mantra of Inscriptions, since it would pretty much break the tactical decision thing (and Keystone Signet). Could be hard to work the effect into attack signets (especially Signet of Judgment). –~=Ϛρѧякγ (τѧιк) ←♥– 04:58, 17 January 2011 (UTC)
- Anything else? ^_^ --Falconeye 06:57, 21 January 2011 (UTC)
Yeah...[edit]
I'm sure Izzy will get right on this, guys.--Will Greyhawk 06:02, 26 January 2011 (UTC)