Feedback talk:User/Rypofalem/"Save Yourselves!"

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Tanking[edit]

Imbagon[edit]

Permaform[edit]

Shouldn't be useable by non-warrior primaries[edit]

Good functionality, bad numbers[edit]

The suggester is a moron that doesn't understand anything about game balance, has smelly breath, and is to the guild wars community what hitler is to jews[edit]

Are we just suppose to sign this area or what? 68.202.136.112 00:18, 8 November 2009 (UTC)
That will be fine. Rypofalem 01:16, 8 November 2009 (UTC)
I don't understand the "...foes think you have..." part. What's it mean?? --ilrUser ilr deprav.png 04:19, 8 November 2009 (UTC)
"foes think you have"="Monsters treat you as if you have" since they normally prefer to target low armor and low health targets. Rypofalem 06:15, 8 November 2009 (UTC)
That would be reasonable if it was not an adrenaline skill. By the time you get enough adrenaline for SY, every enemy already has a target, making this skill useless. Also, if this WOULD work it would make tanking rediculously easy. Koda User Koda Kumi UT.jpeg Kumi 11:13, 8 November 2009 (UTC)
Also it's a really clunky implementation. Even saying something like "and all foes prioritise you as a target" would be better, though again, there are tanking issues (I mean, this strikes me as something which should help you tank, but that might help too much). Possibly make it so that enemies are a certain % likely to switch from a target under SY (i.e. your allies) to a target not under it (i.e. you), maybe like every time they use a skill on a person. 188.74.101.228 14:58, 8 November 2009 (UTC)
I'm pretty sure that having low armor and low health does make it so that enemies have a certain % chance to switch targets (the chance is higher in HM) so I worded it as I did so you could compare it to an already existing game mechanic.
The reason I made it adrenal is because the warrior needs some skill at controlling aggro in the first place (before he gets adrenaline built up) and so it would be slightly less useful to enchantment tanks (600 monks, obby flesh eles). In HM controlling aggro is kinda hard because monsters have a greater chance of switching targets and I think this would help with that. Rypofalem 17:38, 8 November 2009 (UTC)
This game does not need even more skills to help terrible players survive. Koda User Koda Kumi UT.jpeg Kumi 22:12, 8 November 2009 (UTC)
This is very similar to how "threat" is used in WoW. Guild Wars does not use threat, so tanking has to be done differently. They are not going to add threat into the game at this stage, so you are best to hope for a threat-like system in GW2. They aren't going to change this skill, but you can keep hoping. FloppyJoe 22:25, 8 November 2009 (UTC)
I'm not familiar with WoW but there already is a system in the AI that prioritizes targets based on their armor and percentage of health so they wouldn't have to make a new system for this skill. Rypofalem 02:12, 10 November 2009 (UTC)
Are you saying that +100 armor on every party member isnt allready helping terrible players to survive ? 89.166.101.7 20:35, 9 November 2009 (UTC)
It does. Also, lern2indent :P Koda User Koda Kumi UT.jpeg Kumi 18:44, 10 November 2009 (UTC)