User talk:Raine Valen/Archive: Design Exercise 1
Design Exercise![edit]
Using only existing mechanics, design a skill with a unique functionality. Explain what the skill is designed to do and how it accomplishes this. Skills should be thematically fitting, innovative, and fun.
Axe Toss[edit]
(Axe Mastery) – 7 ¾ – Half-Ranged Skill. Projectile: deals 15...71...85 Slashing damage if it hits. Lose all Adrenaline. You cannot attack; ends if you are adjacent to target's initial location.
Thematically: Chuck your axe at a dude. You can't use your axe till you go pick it up.
Mechanically: Create a projectile (e.g. Ice Spear) with two effects (e.g. Shard Storm): the first effect deals direct damage to target foe, the second creates an AoE effect (e.g. Ward Against Harm) at that location (e.g. Meteor Shower). Simultaneously apply an effect to the user (e.g. Vampiric Spirit) that prevents attacking (e.g. Pacifism), which ends if the user enters the aforementioned AoE effect (e.g. Well of the Profane).
Functionally: Assist in ranged spikes if you really, really have to (lose all adrenaline); can also be used as an unblockable spike finisher (like Magehunter's Strike) or to finish kiting targets while snared (warriors currently don't have this ability).
I'd tap that. — Raine Valen 21:35, 29 Mar 2011 (UTC)
- Much too overpowered. Even if it's elite, running it on a war means it takes all the skill out of bullsing/bodyblocking a kiting enemy + being able to spike with more than one frontline without even converging. NO deal! --Silven 01:08, 30 March 2011 (UTC)
- The damage is a bit high, I agree. It should be more along the lines of an autoattack, not a noncrit Body Blow. As far as the concept itself, though, I don't think it's functionally broken: a war using Axe Toss wouldn't be stronger than a para using Wild Throw, but would have several times the drawback. In the case of a war using it as a spike assist on another war's spike, the war using this skill not only stands still for a second and a half (aftercast), but also has to run to the target's location before they can attack again. Plus, lose all adrenaline means that the war using this skill can't call their own spike in any small timeframe.
- TL;DR, it kills a war's spike and pressure potential and puts it all on a crap shot. Massive drawback for the benefit of possibly scoring a kill. — Raine Valen 3:55, 30 Mar 2011 (UTC)
- The debuff needs either a duration or a way to be removed externally, because there exist locations where enemies may stand that a player cannot reach. A second consideration- if the projectile is obstructed, does the axe "land" at the obstruction or at the target's location? elix Omni 04:04, 30 March 2011 (UTC)
- I'm halfway inclined to say that if you use Axe Toss on an inaccessible foe, you deserve it (and, hey, you can always die!). In the case of an obstruction, the AoE is created at the obstruction's location, as per Choking Gas. — Raine Valen 13:29, 30 Mar 2011 (UTC)
- What about sudden distance increases? Projectile skills that are activated ("locked on") while the target is in range will fly across the map if the target teleports or shadow steps before it finishes casting. It could be considered a legitimate counter... elix Omni 18:24, 30 March 2011 (UTC)
- I'm halfway inclined to say that if you use Axe Toss on an inaccessible foe, you deserve it (and, hey, you can always die!). In the case of an obstruction, the AoE is created at the obstruction's location, as per Choking Gas. — Raine Valen 13:29, 30 Mar 2011 (UTC)
- Animation's sorta limited to have a generic axe appear in front of you and go away like Flare... :/ -Cursed Angel 16:34, 5 April 2011 (UTC)
- It could have a unique animation (like reaper's sweep or dev hammer) that's a copy of the spearchuck animation. The axe would have to be generic, though. I guess they could just make it super spinnish ao it's not really noticeable. — Raine Valen 16:37, 5 Apr 2011 (UTC)
Shotgun[edit]
(Fire Magic) – 5 ¾ 2 – Spell. Deals 5...13...15 fire damage to target foe and nearby foes. Deals 10...26...30 fire damage to target foe and adjacent foes if target foe is in the area. Deals 15...39...45 fire damage to target foe if target foe is nearby.
Thematically: Name says it all.
Mechanically: Damage target foe and all nearby foes. If that foe is in the area, also damage target foe and all adjacent foes. If that foe is nearby, also damage that foe again.
Functionally: Eles are generally best positioned by being mostly out of the way; this skill rewards them for taking on more active positioning.
The damage is a bit high at "nearby" range (which is basically "point-blank", if you're an ele); 105 at fifteen spec makes it better than Immolate. The challenge is to make the low-end damage reasonable (keeping in mind the AoE), while making the point-blank damage also reasonable. For a five-energy spammable spell, mind you. The numbers could use some tweaking; feel free to suggest some reasonable spreads. — Raine Valen 19:15, 1 Apr 2011 (UTC)
Haunting Shadows[edit]
(Shadow Arts) – 5 ¼ 8 – Touch Hex Spell. (3...13...15 seconds). Whenever you attack, shadow step to target foe. Ends after 2...8...10 attacks.
Thematically: Haunt a muthafucka with your shadow powers.
Mechanically: Hex target foe (e.g. Parasitic Bond). Every 3 seconds for the duration (e.g. Spotless Soul), shadow sep to target foe (e.g. Death's Charge).
Functionally: Sacrifice any defensive aspect of both your and target foe's positioning. You will overextend, probably, and target foe will never escape you.
You can't really use this for unpredictable spikes, since you have to be in touch range to apply it, anyway, and the hex makes your target fairly obvious. — Raine Valen 19:15, 1 Apr 2011 (UTC)
- Worse than useless. Use it on a monk, and he'll just Return deep into his backline, and then their midline will fuck you up because there's no way your healers can get to you. Shadowstepping randomly means, at best, your spikes are slowed as you time them around shadowsteps, and at worst your ping or timing are suddenly off and you just lost most of your spike (since, at best, you lost your dual). If you're already in touch range, why do you need this anyway (especially considering aftercast)? -- Armond{{Bacon}} 05:48, 2 April 2011 (UTC)
- You're snared on a split against a foe with IMS. This skill single-handedly allows you to compete.
- I went ahead and changed the skill so that it times itself for you; you don't have to worry about stepping during attacks. You also don't have to worry about getting RetOWNED. — Raine Valen 16:25, 2 Apr 2011 (UTC)
- It's kinda like Hidden Caltrops in that it would be seen almost purely in splits. Also, given the 3/4 aftercast of Shadowsteps, wouldn't Return still be able to escape an assassin using this? -- Oiseau | 16:51, 2 April 2011 (UTC)
- Spear them if they Return. — Raine Valen 18:52, 2 Apr 2011 (UTC)
- Fundamentally broken mechanic; only useful on splits or if you can't get un-snared and they have an ims (and many characters take damage reducing skills instead of kiting skills). The huge after cast uptime hurts, too.
- Might work as a maintained hex spell that does nothing for five seconds. If it ends early, you shadow step and it's reapplied. -- Armond{{Bacon}} 03:55, 3 April 2011 (UTC)
- Shadowsteps caused by effects (e.g. Augury, Shadow Fang) don't have aftercasts. — Raine Valen 4:33, 3 Apr 2011 (UTC)
- Unfortunately, that only addresses the least of the four issues I mentioned. -- Armond{{Bacon}} 03:26, 4 April 2011 (UTC)
- Which mechanic is functionally broken? There are plenty of skills that are only particularly useful on splits. — Raine Valen 13:48, 4 Apr 2011 (UTC)
- Sins don't have skill slots to spare on melee range skills that do nothing but keep you in melee. Further, their major means of activating the teleport is via melee attacks. It's just completely unnecessary as is. As for brokenness, all shadowsteps are broken, even if they do comparatively useful stuff. And like I said, you'll run into things like WoW and SoA/SB more than kiting skills. -- Armond{{Bacon}} 16:24, 4 April 2011 (UTC)
- I didn't make it with sins in mind. <:
- That being said, wars can dchop wow/soa like they always have. — Raine Valen 3:33, 5 Apr 2011 (UTC)
- Sins don't have skill slots to spare on melee range skills that do nothing but keep you in melee. Further, their major means of activating the teleport is via melee attacks. It's just completely unnecessary as is. As for brokenness, all shadowsteps are broken, even if they do comparatively useful stuff. And like I said, you'll run into things like WoW and SoA/SB more than kiting skills. -- Armond{{Bacon}} 16:24, 4 April 2011 (UTC)
- Which mechanic is functionally broken? There are plenty of skills that are only particularly useful on splits. — Raine Valen 13:48, 4 Apr 2011 (UTC)
- Unfortunately, that only addresses the least of the four issues I mentioned. -- Armond{{Bacon}} 03:26, 4 April 2011 (UTC)
- Shadowsteps caused by effects (e.g. Augury, Shadow Fang) don't have aftercasts. — Raine Valen 4:33, 3 Apr 2011 (UTC)
- It's kinda like Hidden Caltrops in that it would be seen almost purely in splits. Also, given the 3/4 aftercast of Shadowsteps, wouldn't Return still be able to escape an assassin using this? -- Oiseau | 16:51, 2 April 2011 (UTC)
Gravegrasp[edit]
(Curses) – 10 1 3 – Elite Hex Spell. (1...7...8 seconds). You and target foe take double damage. Whenever one of you takes damage, the other loses an equal amount of Health.
Thematically: BOND YOUR SOUL TO TARGET FOE AND TAKE THEM TO THE GRAVE WITH YOU.
Mechanically: You and target foe take double damage (e.g. Frenzy). Whenever one of you takes damage (e.g. Life Barrier), an amount of that damage is redirected to the other (e.g. Life Bond) in the form of Health Loss.
Functionally: Use offensively or defensively: apply on spike targets to blow them (and yourself) up gloriously, or apply to foes to discourage the other team from damaging you directly.
Much more fun and interesting than Parasitic Bond. — Raine Valen 19:15, 1 Apr 2011 (UTC)
- Something like that would be interesting for Grenth's Balance. InfestedHydralisk 00:51, 2 April 2011 (UTC)
- What if you apply this on 2 targets? Will it cause yourself to take 4 times the damage or just double? Also 3 seconds recharge, really? - Infinite - talk 21:50, 2 April 2011 (UTC)
- I'd put it on 3 targets. Get hit by metor for about... 600 damage. Then they'd all loose 600 health. GG. →[ »Halogod (talk)« ]← 21:52, 2 April 2011 (UTC)
- Three seconds because it kills you. — Raine Valen 4:48, 3 Apr 2011 (UTC)
- What if you apply this on 2 targets? Will it cause yourself to take 4 times the damage or just double? Also 3 seconds recharge, really? - Infinite - talk 21:50, 2 April 2011 (UTC)
Thunder Storm[edit]
(Air Magic) – 15 3 30 – Elite Environmental Spell. For 30 seconds, random lightnings hit at random locations for 25...245...300 lightning damage. If a foe is hit in this way, he is knocked down for 3 seconds and blinded for 15 seconds.
Thematically: Change the weather
Mechanically: Kinda like a binding ritual, except this is a spell (Weather change) than a spirit.
Functionally: Offense Passive Spell.
Other Notes: The chances of someone being hit each second is 1:25
Meh. →[ »Halogod (talk)« ]← 23:24, 2 April 2011 (UTC)
- Lightning Storm already exists. elix Omni 01:28, 3 April 2011 (UTC)
- Is there a mechanic that allows randomized damage packets? — Raine Valen 23:28, 3 Apr 2011 (UTC)
- So passive! D:
- Also, I think 25e is appropriate, here. Also exhaustion. I mean, it's basically meteor shower but insane. — Raine Valen 3:29, 5 Apr 2011 (UTC)
- Further, if it's random and includes friendly fire, what's the advantage of taking the skill when it's just as likely to destroy your own team? It's pure chaos. :/ -- Oiseau | 04:16, 5 April 2011 (UTC)
- Your team knows it's coming, the other team doesn't. elix Omni 04:41, 5 April 2011 (UTC)
- That's rarely the case. I suppose, if you're taking more anti-KD skills than your opponent, you could be said to be more immune than to its effects. -- Oiseau | 04:50, 5 April 2011 (UTC)
- Your team knows it's coming, the other team doesn't. elix Omni 04:41, 5 April 2011 (UTC)
- Further, if it's random and includes friendly fire, what's the advantage of taking the skill when it's just as likely to destroy your own team? It's pure chaos. :/ -- Oiseau | 04:16, 5 April 2011 (UTC)
- You might have to code it as an effect applied to everyone in compass range that does 0 damage per second with a small chance of doing substantially more damage, tacking the blind/kd onto the conditional effect. — Raine Valen 16:16, 5 Apr 2011 (UTC)
Clusterfuck[edit]
(Deadly Arts) – 25 20 . Elite Attack. If this attack successfully hits, create 3 level 0...6...7 Pain spirits that surround target foe. Requires an offhand attack.
Thematically: Zergsin rush
Mechanically: An attack that summons spirits around a foe (not a new mechanic right? Right?)
Functionally: Snare + Gank, LOLOLOL.
--Riddle 00:25, 3 April 2011 (UTC)
- Current mechanics make all but one spirit die. ): — Raine Valen 4:36, 3 Apr 2011 (UTC)
Blizzard[edit]
(Water Magic) 15 2 20 Elite Hex spell. You create a Blizzard at target foe's location. For 5 seconds, foes near that location are struck for 10...22...25 cold damage each second and move 66% slower for 1...4...5 seconds whenever they are struck.
Thematically: Fire storm with icicles.
Mechanically: ADoT snare; a combination of Deep Freeze and Maelstrom.
Functionally: AoE snare that can't be removed.
Skill for a contest long ago. There isn't really precedence for existing mechanics allowing reapplication of hexes from pulse damage but the components are there. Cost, cast time, and low damage hopefully to balance recharge time.--Relyk 03:34, 4 April 2011 (UTC)
- If the primary effect itself isn't a hex (the creation of the dot effect at the foe's location), it shouldn't be classed as a hex spell. As for functionality, it could spawn a dungeon trap-like object that is invisible, invulnerable, and unselectable that casts mini-Frozen Bursts instead of Madness Darts and such. MA Anathe 17:48, 4 April 2011 (UTC)
- I think it's comparable to classifying Shard Storm as a hex spell: it doesn't apply a hex, but creates an effect (the projectile) that can apply a hex if it lands. — Raine Valen 3:27, 5 Apr 2011 (UTC)
- This skill reminds me of Diablo II. --Lania 18:55, 04 April 2011 (UTC)
- I thought of wow. :x. — Raine Valen 3:27, 5 Apr 2011 (UTC)
- I thought of Diablo III, the winter of 1996, and snuggling. :/ →[ »Halogod (talk)« ]← 04:05, 6 April 2011 (UTC)
- As it happens, this is literally an exact copy of WoW's Blizzard spell, except not channeled. elix Omni 18:26, 11 April 2011 (UTC)
- Not really. The basic mechanics are mostly the same (notably, WoW's Blizzard has no recharge, costs an absolute asston of mana, and the snare requires talents, is 40%, and lasts 2 seconds, and as you mentioned is an 8-second channel instead of a 5-second effect with a 2s cast), but this version is far superior (even with the recharge). It's like saying Flare is an exact copy of WoW's Fireball. -- Armond{{Bacon}} 19:49, 11 April 2011 (UTC)
- As it happens, this is literally an exact copy of WoW's Blizzard spell, except not channeled. elix Omni 18:26, 11 April 2011 (UTC)
- I thought of Diablo III, the winter of 1996, and snuggling. :/ →[ »Halogod (talk)« ]← 04:05, 6 April 2011 (UTC)
- I thought of wow. :x. — Raine Valen 3:27, 5 Apr 2011 (UTC)
Transpose Enchantment (Hex)[edit]
(Inspiration Magic) — 5 ¾ 4 — Spell. If you are enchanted (hexed), transfer 0...2...2 enchantment[s] (hex[es]) from yourself to target ally (foe). Otherwise, transfer 0...2...2 enchantment[s] (hex[es]) from target ally (foe) to yourself. Gain 2...4...4 energy for each enchantment (hex) transferred in this way.
- Thematically: manipulatin' ur majik
- Mechanicaly: draw but not or plague sending but not.
- Functionally: increase your efficiency by keeping hexes/enchantments on key targets. Let none go to waste!
Sexy IMO. — Raine Valen 3:21, 5 Apr 2011 (UTC)
- Typically care is taken not to give players griefing skills. Life Attunement is an exception. elix Omni 15:47, 5 April 2011 (UTC)
- Random PvP should have a b& skills list like Codex. — Raine Valen 15:55, 5 Apr 2011 (UTC)
Soul Eater[edit]
(Soul Reaping) — 5 — Skill. Steal all Health and up to 30...86...100 of the Energy from up to 1...3...4 adjacent foes below 10% Health.
- Thematically: Om nom nom nom souls
- Mechanicaly: For up to x foes in range (e.g. Unholy feast), if their health is below a limit (e.g. merciless spear), steal all health (e.g. Consume Soul) and a percentage of their energy (not sure if this mechanic exists!).
- Functionally: Go ahead and use that extra prot strike: if you get a kill, it pays for itself.
Really, only melée should be able to use this ever. I guess mesmers with empathy can lol hard at wars, too. — Raine Valen 15:42, 5 Apr 2011 (UTC)
- It exists. elix Omni 16:14, 5 April 2011 (UTC)
- Fuck yeah. — Raine Valen 16:39, 5 Apr 2011 (UTC)
Gift of Blood[edit]
(Blood Magic) — 10% 1 1 2 — Spell. Heals for 20...84...100. Cannot self-target.
- Thematically: Share the life.
- Mechanicaly: Sac. Heal someone.
- Functionally: Help alleviate pressure a bit. Regain the cost with, you know, every other skill on your bar.
Might be incredibly gay. — Raine Valen 15:53, 5 Apr 2011 (UTC)
- So sexy, can't wait to run that on my Mo/N Boon Prot bar. →[ »Halogod (talk)« ]← 04:08, 6 April 2011 (UTC)
Shatterbait[edit]
(Healing Prayers) - 5 1 10 - Enchantment Spell. Target ally is healed for 120...240...270 and is enchanted with Shatterbait for 5 seconds. If this enchantment is removed early, target loses 200 health.
- Thematically: High-risk/high-reward skill, kinda an inverse Patient Spirit
- Mechanically: Heal, health loss, premature end of enchantment
- Functionality: Big heal, cheap cost, but potentially dangerous.
I envision the animation for this skill being a big red arrow over the target. --JonTheMon 16:06, 5 April 2011 (UTC)
- Purple arrow IMO. It's cool because, at high specs, removing it early is *still* better than removing Patient early in terms of raw healing. Patient's cast time, versatility, and recharge make it competitive, though! — Raine Valen 16:12, 5 Apr 2011 (UTC)
Power Whip[edit]
(Beast Mastery) 10 ¾ (Half-Ranged?) Skill. - Projectile: deals 15...55...65 physical damage if it hits. Moving foes hit with Power Whip can't move for 0...2...2 seconds. 2 seconds aftercast delay if it hits a moving foe.
- Thematically: Snare support.
- Mechanically: Projectile that causes a conditional skill effect. I dunno about the aftercast deal.
- Functionality: Gimmick kinda cool animation skill noobs will use occasionally in RA with a dumb beast mastery build.
Is super effective on mudkips. -Cursed Angel 19:13, 5 April 2011 (UTC)
- I don't think aftercast is variable within the same skill. Since it's a 2s hard shutdown, though, you might as well make it "you are knocked down for 2 seconds if it hits a moving foe", with the only difference being that skills that trigger on KD would proc on you. Also, you'd look silly. — Raine Valen 19:19, 5 Apr 2011 (UTC)
- 15% chance of failure regardless of attribute level. elix Omni 19:23, 5 April 2011 (UTC)
- 15% chance of failure regardless of attribute level. elix Omni 19:23, 5 April 2011 (UTC)
5 ¾ Skill. - Half-Ranged Projectile: deals 5...29...35 physical damage if it hits. Moving foes hit with Power Whip can't move for 0...1...1 second(s). 15% failure chance.
- How could I miss that? -Cursed Angel 19:46, 5 April 2011 (UTC)
Protector's Boon[edit]
(Protection Prayers) – 5 ¼ 10 – Elite Enchantment Spell. (0...12...15 seconds). Your Protection Prayers prevent an additional 5...17...20 damage and you gain 5...17...20 health per cast.
- Thematically: Prots need a dedicated boon yo.
- Mechanically: Make prots stronger, make protters even more durable. (Still counter-acting the effect if you're lolspamming because your healer is bad.)
- Functionally: Competative elite that still won't knock RC out of meta. Weakens pressure by small, though sometimes vital margins.
I never actually designed a skill before and I know all about balance. May need to be Smiter's Boon'd. :> - Infinite - talk 11:58, 7 April 2011 (UTC)
- Massively imba for PvE though, Prot-Bond back in business? Also makes Shield of Absorption and Shielding Hands massively overpowered. But would still be pretty tight. --BriarThe Spider 12:09, 7 April 2011 (UTC)
- What if it just made a side skill that it prevents the next 20 damage. →[ »Halogod (talk)« ]← 21:28, 9 April 2011 (UTC)
- You mean like, you would have this boon up and cast Prot Spirit on an ally (for instance), and this effect would add a one-time total damage reduction of 20. Sounds nice. but I don't know if the mechanics work in a way that you could stack the pool of damage reduction, so it would have to refresh per cast. Nifty, though. :) - Infinite - talk 02:19, 10 April 2011 (UTC)
- You don't have to stack the pool of damage reduction. It would be kinda imba if you had 2 monks both casting RoF continuously on top of one guy. Shit, that would be more imba than the original Life Sheath. It's better off letting the enchantment die before another one comes back up. Even if you would want that, they kinda have something that works in that way. →[ »Halogod (talk)« ]← 02:37, 10 April 2011 (UTC)
- Oh ye, that doesn't reset when reapplied during duration. Forgot about that mechanic. But I shouldn't want it to stack, so letting it die out and/or reset upon new cast should be good for this skill. - Infinite - talk 04:15, 10 April 2011 (UTC)
- "Afk for about a half hour, putting up Shield of Absorption." --BriarThe Spider 02:39, 12 April 2011 (UTC)
- There is that as well, yes. :) - Infinite - talk 12:07, 12 April 2011 (UTC)
- I would like to say though, I would LOVE to see this skill in unison with Shielding Hands or Spirit Bond or Guardian. Any/All of the three. Would create some crazy powerful effects. Needs a speed modifier though, I'm thinking reduced recharge. You know, being able to prot your entire team with Shielding hands+Another shielding hands. Would be some cool shit. --BriarThe Spider 23:50, 12 April 2011 (UTC)
- There is that as well, yes. :) - Infinite - talk 12:07, 12 April 2011 (UTC)
- "Afk for about a half hour, putting up Shield of Absorption." --BriarThe Spider 02:39, 12 April 2011 (UTC)
- Oh ye, that doesn't reset when reapplied during duration. Forgot about that mechanic. But I shouldn't want it to stack, so letting it die out and/or reset upon new cast should be good for this skill. - Infinite - talk 04:15, 10 April 2011 (UTC)
- You don't have to stack the pool of damage reduction. It would be kinda imba if you had 2 monks both casting RoF continuously on top of one guy. Shit, that would be more imba than the original Life Sheath. It's better off letting the enchantment die before another one comes back up. Even if you would want that, they kinda have something that works in that way. →[ »Halogod (talk)« ]← 02:37, 10 April 2011 (UTC)
- You mean like, you would have this boon up and cast Prot Spirit on an ally (for instance), and this effect would add a one-time total damage reduction of 20. Sounds nice. but I don't know if the mechanics work in a way that you could stack the pool of damage reduction, so it would have to refresh per cast. Nifty, though. :) - Infinite - talk 02:19, 10 April 2011 (UTC)
- What if it just made a side skill that it prevents the next 20 damage. →[ »Halogod (talk)« ]← 21:28, 9 April 2011 (UTC)
Mind Stomp[edit]
(Earth Magic} – 5 1 8 – Elite spell. Deals 10...42...50 earth damage. Deals 10...42...50 more earth damage and inflicts Weakness and Blind conditions (2...10...12 seconds) if you have more Energy than target foe. You are Exhausted.
- Thematically: Doing dust is bad for the brain, man.
- Mechanically: Mind Burn/Freeze/Shock, but this time you rape the brain with sand and dust. Combination of Ash Blast and Ebon Hawk with a different conditional.
- Functionally: An Earth Magic variant to the Mind skills, works well against melee (as most of this line does).
There is also this. - Infinite - talk 13:43, 7 April 2011 (UTC)
- Not worth the elite IMO. Conditions are too easy to remove to justify the exhaustion, and the damage is mediocre. Meeehhhh. — Raine Valen 16:39, 7 Apr 2011 (UTC)
- I was actually considering a KD as well at first, but Shock has that one. What would you suggest? - Infinite - talk 17:02, 7 April 2011 (UTC)
- Remove exhaustion, maybe throw on a cover condition, and it'd be fine. The bigger problem, though, is that the earth line tends to suck. There's currently no incentive to run this above 9 spec. -- Armond{{Bacon}} 19:02, 7 April 2011 (UTC)
- Awww, but the exhaustion is what makes this a typical Mind spell (save Blast), adding in another condition and a KD if used at 11 Earth Magic or above, maybe? Sounds OP a bit, but ye. - Infinite - talk 19:07, 7 April 2011 (UTC)
- Requiring 11+ spec for a bonus effect will just make this worse, though, because again, the rest of the Earth Magic line can't support it. You're not a Necromancer, you can't afford to drop 11 + 2 + 1 into a spec for one elite.
- If I had to keep the exhaustion (which I don't, because Mind Blast exists), I'd say add a KD and merge the Weakness and Blind into a hex effect and up the damage a bit. -- Armond{{Bacon}} 19:24, 7 April 2011 (UTC)
- I would call KD + Hex on both Blind and Weakness (would translate into damage reduction and miss chance hex) + Upped damage OP, especially figuring you can run this on pretty low spec for its full effect. At the same time it's hard to find a working medium, as conditions are easily removed and elementalists don't/shouldn't have hexes that are more like mesmer hexes.
- As for Mind Blast, I would call that a different class of Mind spell as it is not in-line with the other Mind spells, on which this one is based. Although it adheres to the Mind aspect, that is not what this skill is designed around. :) - Infinite - talk 20:09, 7 April 2011 (UTC)
- Awww, but the exhaustion is what makes this a typical Mind spell (save Blast), adding in another condition and a KD if used at 11 Earth Magic or above, maybe? Sounds OP a bit, but ye. - Infinite - talk 19:07, 7 April 2011 (UTC)
- IMO, give it base earth damage and then make the bonus damage armor-ignoring. Like an elite obby flame, with maybe 130-140 damage total (mind shock hits for 120ish and KDs, for reference). Then tack on the weakness (remember, it has to be competitive with Mind Shock and Mind Freeze and Mind Blast). — Raine Valen 21:07, 7 Apr 2011 (UTC)
- Remove exhaustion, maybe throw on a cover condition, and it'd be fine. The bigger problem, though, is that the earth line tends to suck. There's currently no incentive to run this above 9 spec. -- Armond{{Bacon}} 19:02, 7 April 2011 (UTC)
- I was actually considering a KD as well at first, but Shock has that one. What would you suggest? - Infinite - talk 17:02, 7 April 2011 (UTC)
Magnetic Crash[edit]
(Earth Magic) – 15 1 20 – Elite Skill. For 15 seconds, you take 25% more physical damage and your Earth Magic spells deal 33% more damage. You throw a projectile at target foe that deals 25...77...90 earth damage to all adjacent foes. For 0...10...12 seconds, foes in the area of where the projectile lands cannot use attack skills.
- Thematically: Your weapons are heavy metal, brutha.
- Mechanically: Straight spell damage buff (eg. pre-change Intensity), creates strong hinder effect via projectile (eg. Tear Gas).
- Functionally: Would make the Earth Magic damage be less terrible.
I'd consider adding a DMS to the ward but that might make it too powerful for preventing backlining. 66.61.119.166 20:32, 7 April 2011 (UTC)
- Me Gusta --BriarThe Spider 02:08, 8 April 2011 (UTC)
- I don't think current mechanics allow skills with a duration to create effects (other than conditions) with a duration. Like, there's no stance that hexes foes, or wards that enchant foes, or weapon spells that apply preparations. So I'm not sure if an enchantment that creates wards can exist. — Raine Valen 3:35, 8 Apr 2011 (UTC)
- There are plenty of interrupts which hex foes under the condition of interruption (though in reality, only need to be casted over an appropriate skill type, regardless of successful interruption, to be applied) - and there is Well of Darkness, which presents an interesting avenue for the existence of a ward which disabled skills. Mayhaps if the spell were a bundle spell instead, it could mimic the Spear of Archemorus' mechanic, which would likely allow a ward on drop. -- Oiseau | 05:28, 8 April 2011 (UTC)
- Not player usable, but Frost Vortex is a skill with a duration that under conditions creates another effect (which is not a condition or hex) with a duration. The bundle spell proposal would be a nice idea. Maybe increase the duration of the ward by one or two seconds since you can only create it once, but have more control over when you can create it. 66.61.119.166 05:55, 8 April 2011 (UTC)
- Forost Vortex is an attack... that creates an AoEDoT... that creates an effect on hit? Well, at least that answers the question for Blizzard (above). However, a DoTAoE and an effect with a duration aren't mechanically the same at all, really. If Frost Vortex were an enchantment/stance/etc, it would confirm effects with effects. As it is... not so much. I'm curious if there *are* any skills that do that, though. I know for a fact that there aren't any in the PvP spectrum (there are plenty of effects that remove effects, like holy veil and spotless mind), but there may be some in PvE someplace. — Raine Valen 14:13, 8 Apr 2011 (UTC)
- It doesn't really matter if there are no existing skills with similar functionalities. The GW engine is capable of stuff. elix Omni 15:27, 8 April 2011 (UTC)
- "Using only existing mechanics".
- Also, I have my doubts as to what the GW engine is capable of. For example, skills that cost anything other than 0, 1, 5, 10, 15, or 25 Energy. It seems like that would be a simple "can't we just change the 5 in the code to a 7" deal, but it's apparently impossible. Then again, they might just be saying that. — Raine Valen 16:16, 12 Apr 2011 (UTC)
- How do skill that modify energy costs (QZ specifically) work then?--TahiriVeila 20:52, 12 April 2011 (UTC)
- Fuck knows. Izzy simply said, "no, can't be done". — Raine Valen 22:10, 12 Apr 2011 (UTC)
- How do skill that modify energy costs (QZ specifically) work then?--TahiriVeila 20:52, 12 April 2011 (UTC)
- It doesn't really matter if there are no existing skills with similar functionalities. The GW engine is capable of stuff. elix Omni 15:27, 8 April 2011 (UTC)
- Forost Vortex is an attack... that creates an AoEDoT... that creates an effect on hit? Well, at least that answers the question for Blizzard (above). However, a DoTAoE and an effect with a duration aren't mechanically the same at all, really. If Frost Vortex were an enchantment/stance/etc, it would confirm effects with effects. As it is... not so much. I'm curious if there *are* any skills that do that, though. I know for a fact that there aren't any in the PvP spectrum (there are plenty of effects that remove effects, like holy veil and spotless mind), but there may be some in PvE someplace. — Raine Valen 14:13, 8 Apr 2011 (UTC)
I changed it into an alternate version that would function similar to Tear Gas, except replace the well effect with a ward. That makes it use existing mechanics. 66.61.119.166 18:58, 12 April 2011 (UTC)
- Intuitive solution and working result. It serves its original purpose (arguably better) using a new method.
- Can't give you points for originality, though. :>
- Issues: being a foe-targeting spell, you can't use it outside of combat; that can get annoying. Other than that, looks good. — Raine Valen 19:07, 12 Apr 2011 (UTC)
Abduct[edit]
(Deadly Arts) 10 ½ 20 – Elite Touch Spell. You and target foe are Hexed with Abduct and Shadow Step in a random direction. For -0...4...5 seconds, you and target foe move 66% slower. Counts as a Lead Attack. Must follow an Off-Hand Attack.
- Thematically: Kidnap foes using shadow powers!
- Mechanically: Touch Hex Snare which applies to yourself and target (e.g. pre-change Winter's Grasp) and Shadow Step both of you away (Foe: Shadow Smash; Yourself: Heart of Shadow).
- Functionally: Can be used for either ganking purposes on splits (do remember Shadow Steps interrupt) and to lineback like a boss - without being too easily employed or being able to be used to reliably drag foes into bad positioning (as you're just as liable to end up in a worse position yourself, snared at that).
-- Oiseau | 16:39, 8 April 2011 (UTC)
- It's an interesting concept, but I'd like it more if it were somehow not random. — Raine Valen 18:27, 9 Apr 2011 (UTC)
- If it weren't as random, I feel like you could exploit the hell out of Shadow Stepping an opponent. -- Oiseau | 00:58, 10 April 2011 (UTC)
- There's a reason that there are no (player-usable) skills manipulating your opponent's position in GW. elix Omni 01:27, 10 April 2011 (UTC)
- I wanted to make one. I took sufficient precautions, I think. -- Oiseau | 02:08, 10 April 2011 (UTC)
- What is that reason? The best I've heard so far is "trap spikes". There are no gamebreaking mechanics; everything can be balanced with a high enough drawback. — Raine Valen 5:43, 10 Apr 2011 (UTC)
- Well, for one, just pulling the backline out of backline positioning can move the entire team to try and compensate, forcing over-extension. Wards, wells, traps, and bundles such as DwG can all be factored against determining an opponent's positioning. -- Oiseau | 19:08, 10 April 2011 (UTC)
- I think the biggest factor is disorientation. By allowing you to move your opponent, you force them to unexpectedly recalculate their position, their team's position, and their opponents' position. That's precious time during which they're a liability. Not to mention forced movement is an unconditional interrupt which makes this skill considerably more powerful. elix Omni 02:21, 11 April 2011 (UTC)
- Even using a quick lead-off hand combo, this skill should only take a prepared team by surprise once. In GvG additionally, as soon as you use this on anyone, you're going to get either the Water Ele, the Cripshot's, or the frontline's attentions. As to the Shadow Step making one a liability, that's all in whether that random Shadow Step places you in a favorable position, rather than next to a Warrior/Dervish, self-snared, or in easy reach of someone with Hex-removal. Making the skill functionally Teleport the enemy could fix the interrupt, but I don't see it as necessary. -- Oiseau | 02:37, 11 April 2011 (UTC)
- I think the biggest factor is disorientation. By allowing you to move your opponent, you force them to unexpectedly recalculate their position, their team's position, and their opponents' position. That's precious time during which they're a liability. Not to mention forced movement is an unconditional interrupt which makes this skill considerably more powerful. elix Omni 02:21, 11 April 2011 (UTC)
- Well, for one, just pulling the backline out of backline positioning can move the entire team to try and compensate, forcing over-extension. Wards, wells, traps, and bundles such as DwG can all be factored against determining an opponent's positioning. -- Oiseau | 19:08, 10 April 2011 (UTC)
- There's a reason that there are no (player-usable) skills manipulating your opponent's position in GW. elix Omni 01:27, 10 April 2011 (UTC)
- If it weren't as random, I feel like you could exploit the hell out of Shadow Stepping an opponent. -- Oiseau | 00:58, 10 April 2011 (UTC)
Stomp[edit]
(Strength) — 5 ¾ 3 — Touch Skill. Deals 15...55...65 blunt damage. Randomly inflicts Daze (1...5...6 seconds), Cripple (5...11...12 seconds), Deep Wound (3...7...8 seconds), or Bleeding (5...21...25 seconds). No effect unless target foe is knocked down.
- Thematically: lolstomp
- Mechanically: Deals some damage; inflicts a random condition (Desperation Blow). Only affects knocked foes (Lift Ench).
- Functionally: Apply sone extra pressure after a Bull's, get in an unblockable followup after Crushing, the possibilities are endless!
Needs sexy animation. — Raine Valen 18:32, 8 Apr 2011 (UTC)
- Should be 1/2 tbh. --BriarThe Spider 04:20, 9 April 2011 (UTC)
- What if it has no aftercast? — Raine Valen 18:26, 9 Apr 2011 (UTC)
- Probably should have an aftercast though, to keep people from doing Dev Hammer->Stomp->Crushing blow. But as long as it doesn't have an aftercast, 3/4's is good. --BriarThe Spider 20:34, 9 April 2011 (UTC)
- What if it has no aftercast? — Raine Valen 18:26, 9 Apr 2011 (UTC)
Curbstomp (elite stomp)[edit]
(Strength) — 5 ¼ 3 — Melee attack. Deals +30...70...80 damage. This attack will always critical and causes daze. If target foe dies from this attack, you are crippled. No effect unless target is knocked down.
- Thematically: Stomp em straight on the head. Always causes daze because duh you just had your head slammed against the ground. Also if you stomp straight through their head, you probably hurt your foot. Hence cripple.
- Mechanically: Same basic deal.
- Functionally: same basic deal.
- Y U NO LIEK MAH CURBSTOMPINZ? --BriarThe Spider 02:36, 12 April 2011 (UTC)
Death's Grasp[edit]
(Deadly Arts) — 15 ¼ 30 — Elite Hex Spell. All of your non attack skills are disabled for 10 seconds. You and target foe shadowstep towards each other, meeting halfway. Target foe suffers from deep wound for 5...11...12 seconds and movement is slowed 33% for 0...2...3 seconds. For 5 seconds, all attack skills used are disabled for an additional 12 seconds. (Maximum of 30 seconds) This skill counts as a lead attack.
- Thematically: Opening Shadowstep.
- Mechanically: Count as a lead attack. Both player shadowstep towards each other. You become defensiveness, your foe is slowed.
- Functionally: Be a naurtard and shadowstep and die.
Eh. →[ »Halogod (talk)« ]← 21:40, 9 April 2011 (UTC)
- I like it, but there is no half-way shadow stepping mechanic. But we can work around this to an extent; shadow steps to a nearby location directly towards each other, fails if you are closer than your aggro bubble, after which it becomes a regular shadow step towards the target. I think mechanics work/can work that way. Also love how you bashed the narutards there, I am now butthurt. (In all seriousness, I dislike Naruto greatly.) - Infinite - talk 02:23, 10 April 2011 (UTC)
- uh... Halfrange swap? --BriarThe Spider 03:14, 10 April 2011 (UTC)
(Deadly Arts) — 15 ¼ 30 — Elite Spell. TELEPORT to target foe. You and target foe cannot move for 5 seconds. This counts as a lead attack.
Whirlwind Prayer[edit]
(Mysticism) — 10 10 — Elite Flash Enchantment Spell. (5...9...10 seconds). When you cast this spell, all adjecent foes take 30...46...50 cold damage. You attack 33% faster and your attacks hit twice. You move 75% Slower. When this enchantment ends, All nearby foes take 30...46...50 cold Damage. This Enchantment ends if you use an Attack skill.
- Thematically: Whirling Dervish whirls like a whirling dervish. LOLWAT?
- Mechanically: Standard DPS increase, I'm not sure about the not moving bit, I know i remember seeing it somewhere but I can't recall where. For the rest of it, all standard stuff.
- Functionally: Manage to have a team-mate knock an enemies down, or do it yourself, and then get freaky on your enemies ass.
Can't figure out how to minus casting time from the skill data table. --BriarThe Spider 03:13, 10 April 2011 (UTC)
- I've seen "ends if you move" (prot defense and riot shield), but never "you cannot move". idk! — Raine Valen 5:22, 10 Apr 2011 (UTC)
- "you cannot move" is just "you move 100% slower". -- Armond{{Bacon}} 05:36, 10 April 2011 (UTC)
- Is the "you move slower" mechanic a sliding scale? Pretty sure it only exists in 33, 50, 66, and 90%. :o! — Raine Valen 5:38, 10 Apr 2011 (UTC)
- Then again, even if it is only "you move 66% slower", it's basically the same thing. It's like UBERFLAIL! — Raine Valen 5:41, 10 Apr 2011 (UTC)
- The fact that you can't use spells or attack skills (since they're disabled) kinda makes this too inflexible. And yeah, you could make it "move 66% slower" and "can't use attack skills" (instead of disable, so if you somehow cancel this enchantment, like with pious fury, you can then use them again). Or even simpler: "ends the next time you cast a spell or use an attack skill". But yeah, overall, too many downsides for an elite, imo. --JonTheMon 13:25, 10 April 2011 (UTC)
- If the emote doesn't indicate humor, Armor of Earth is a scaling (self)snare. There is also Dolyak Signet (-75%) for another static value. 70.120.202.108 15:10, 10 April 2011 (UTC)
- Better?--BriarThe Spider 17:16, 10 April 2011 (UTC)
- The fact that you can't use spells or attack skills (since they're disabled) kinda makes this too inflexible. And yeah, you could make it "move 66% slower" and "can't use attack skills" (instead of disable, so if you somehow cancel this enchantment, like with pious fury, you can then use them again). Or even simpler: "ends the next time you cast a spell or use an attack skill". But yeah, overall, too many downsides for an elite, imo. --JonTheMon 13:25, 10 April 2011 (UTC)
- Then again, even if it is only "you move 66% slower", it's basically the same thing. It's like UBERFLAIL! — Raine Valen 5:41, 10 Apr 2011 (UTC)
- Is the "you move slower" mechanic a sliding scale? Pretty sure it only exists in 33, 50, 66, and 90%. :o! — Raine Valen 5:38, 10 Apr 2011 (UTC)
- "you cannot move" is just "you move 100% slower". -- Armond{{Bacon}} 05:36, 10 April 2011 (UTC)
- Recharge is too long, IMO. Don't think you can knocklock someone for 15s, and after they move, you're done bro you're done. Not only will you have to cancel the ench, but you won't be able to reapply it for a *while*. 8 recharge, IMHO. Also needs some respectable beginning/end effects. — Raine Valen 17:58, 10 Apr 2011 (UTC)
- "when activated, this skill causes cracked armor to nearby foes, when this enchantment ends, all nearby foes are weakened for 3 seconds" ...? --BriarThe Spider 20:25, 10 April 2011 (UTC)
- How about some moderate, straight-up cold damage? — Raine Valen 22:38, 10 Apr 2011 (UTC)
- I've performed sexual services for less money than this would make. –Jette 23:48, 10 April 2011 (UTC)
- Comparable to pre-buff Vow of Strength, imo. -- Oiseau | 01:40, 11 April 2011 (UTC)
- Hence "money" not "PvP wins." Any of the multitude of skills that cause area effects per target struck would have a field day with this. –Jette 02:14, 11 April 2011 (UTC)
- Pre-buff VoS disabled the ability to use attack skills; it was awful. People did not compensate for that by pairing it with Splinter Weapon. -- Oiseau | 02:44, 11 April 2011 (UTC)
- I remember hitting for 300 damage or more with it on criticals in PvE with some sort of absurd damage combination, before they switched to "conditionless opponents." I don't remember the combination too well, but I think it involved aura of holy might, VoS, and some other enchantment. I hadn't touched my dervish in over a year before the skill update the other day, so I can't really remember what the last ones were. My sister reads to children who've spent time on PvX at the pediatric optometry ward on the weekends. It's very tragic. –Jette 02:51, 11 April 2011 (UTC)
- I rolled through RA once with that version of VoS. I wish it made the combination less terrible, but PvE's the same basic ball of wax. PvX is rather tragic as a whole after almost 6 years. -- Oiseau | 15:00, 11 April 2011 (UTC)
- I remember hitting for 300 damage or more with it on criticals in PvE with some sort of absurd damage combination, before they switched to "conditionless opponents." I don't remember the combination too well, but I think it involved aura of holy might, VoS, and some other enchantment. I hadn't touched my dervish in over a year before the skill update the other day, so I can't really remember what the last ones were. My sister reads to children who've spent time on PvX at the pediatric optometry ward on the weekends. It's very tragic. –Jette 02:51, 11 April 2011 (UTC)
- Pre-buff VoS disabled the ability to use attack skills; it was awful. People did not compensate for that by pairing it with Splinter Weapon. -- Oiseau | 02:44, 11 April 2011 (UTC)
- Hence "money" not "PvP wins." Any of the multitude of skills that cause area effects per target struck would have a field day with this. –Jette 02:14, 11 April 2011 (UTC)
- Comparable to pre-buff Vow of Strength, imo. -- Oiseau | 01:40, 11 April 2011 (UTC)
- I've performed sexual services for less money than this would make. –Jette 23:48, 10 April 2011 (UTC)
- How about some moderate, straight-up cold damage? — Raine Valen 22:38, 10 Apr 2011 (UTC)
- "when activated, this skill causes cracked armor to nearby foes, when this enchantment ends, all nearby foes are weakened for 3 seconds" ...? --BriarThe Spider 20:25, 10 April 2011 (UTC)
(Reset indent) Changed it a bit, Tell me whatcha think? --BriarThe Spider 20:23, 11 April 2011 (UTC)
- Well, now it's just stupid. You turned Impossible Odds into Hundred Blades. –Jette 20:48, 11 April 2011 (UTC)
- So it was better before? Hmm... I don't PvP too often so, Yeah. Lol. Just thought the double strike would be more useful since scythes already have a pretty wide AoE to begin with. This would work pretty good with Victorious Sweep though. --BriarThe Spider 02:35, 12 April 2011 (UTC)
- Well, both this version and the prior version would be beyond useless in PvP. I was talking about PvE. –Jette 13:41, 12 April 2011 (UTC)
- Noway. This + twin moon sweep = wtfspikepwnage. — Raine Valen 13:51, 12 Apr 2011 (UTC)
- Well, both this version and the prior version would be beyond useless in PvP. I was talking about PvE. –Jette 13:41, 12 April 2011 (UTC)
- So it was better before? Hmm... I don't PvP too often so, Yeah. Lol. Just thought the double strike would be more useful since scythes already have a pretty wide AoE to begin with. This would work pretty good with Victorious Sweep though. --BriarThe Spider 02:35, 12 April 2011 (UTC)
Rabbitoss[edit]
(Expertise) 10 30 Skill. You defile your ranger ways and lob a rabbit at target foe, causing 50 damage to all foes adjacent to the target. A level 5...17...20 rabbit is summoned and starts attacking the target. After 20 seconds, this rabbit vanishes into a puff of smoke.
Elite Rabbitoss[edit]
(Expertise) 15 45 Elite Skill. You further defile your ranger ways by strapping a frag grenade to a rabbit, then throwing it at the foe, this skill causes 50 damage to all foes adjacent to the target. A level 10...22...25 rabbit is summoned and starts attacking the target. After 20 seconds, This rabbit explodes, causing 50...130...150 damage to all NPC's around the rabbits corpse.
- Thematically: Throwing rabbits is fun. / Explosions make everything better.
- Mechanically: Another proffesion needs an NPC summoning skill and since charm animal cant charm rabbits, this suits fine. / Well, why not?
- Functionally: Causes a shitstorm / Causes a MASSIVE shitstorm.
Slight drawback if your near the rabbit with the frag grenade.
Discuss. --Neil • 15:51, 10 April 2011 (UTC)
- This was actually the non-retarded skill page. Retarded skills go in the feedback space. elix Omni 00:14, 11 April 2011 (UTC)
Clusterfuck 2.0[edit]
(Wilderness Survival) 15 5 60 Elite Nature Ritual - You summon a Spirit of The Wild, while alive, the spirit of the wild has uses the effects of all other Nature rituals.
- Thematically: Think Wild Wasteland meets Guild Wars.
- Mechanically: All the mechanics are there.
- Functionally: Makes the game more interesting, and will induce a sorta "Hard mode" to PvP. But mostly just to make the game whacky and and weird.
I don't care if you hate it, it would be funnier than hell to see a top 100 guild use this. --BriarThe Spider 02:48, 12 April 2011 (UTC)
- I like it, actually. Not because it's balanced or useful, but precisely because it isn't. I've decided that unbalanced skills are infinitely more fun than balanced ones because it's more fun watching people get upset than it is to play the game. I think I get off on chaos, panic, and anger. It's probably why I don't have friends. –Jette 15:46, 12 April 2011 (UTC)
Hysteria[edit]
(Domination Magic) 10 3 60 . Hex Spell. For 1...6...7 seconds, target foe's next action is interrupted. Hysteria is contagious between creatures of the same kind.
- Thematically: Mesmer causing mass panic, which can also backfire and screw up aforementioned mesmer's team.
- Mechanically: Mesmer interruption hex + disease
- Functionality: I imagine this could be quite lolzy in RA or AB. Hopefully, it would also interrupt stances, shouts, and flash enchants.
However, I foresee a lot of warriors charging to the enemy backline, trying to apply hysteria to enemy monks. --Riddle 04:50, 16 April 2011 (UTC)
- a. hexes travel between characters? b. is this supposed to be balanced? -Auron 08:32, 16 April 2011 (UTC)