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Old Jul 16, 2010, 08:20 AM // 08:20   #241
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About shouts :

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Originally Posted by Gill Halendt View Post
Who ever thought about nerfing them? Have you read anything of this thread before replying?
The last couple of pages are full of ideas of counters against shouts, of how they're unstrippable, so I prefer to advise against :mrgreen:
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Old Jul 16, 2010, 08:39 AM // 08:39   #242
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Originally Posted by Dame Laureline View Post
The last couple of pages are full of ideas of counters against shouts, of how they're unstrippable, so I prefer to advise against :mrgreen:
Not really.

Actually, we've been observing how few counters shouts and chants have. This advantage, together with their nature of unstrippable, uninterruptable buffs, is usually counterweighted by the apparently sub-par effects when compared to the options available to other classes.

You can't directly compare, say, Defensive Anthem with Aegis. Aegis has undeniably better effects overall (won't end when target hits, for example). These effects are easily negated by simple enchantment removal though, while once Defensive Anthem is up, it will stay up untill it expires.
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Old Jul 16, 2010, 12:35 PM // 12:35   #243
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Originally Posted by Gill Halendt View Post
We've already discussed this: sure, there are some counters, but they're nowhere near as common as enchantment and hex removal.

Most of these counters are hexes themselves and can be easily removed from the Paragon, while, say, a stripped enchantment is gone unless you reapply it. Also, those are preventive counters. Once you're out of that Well, or are cleaned of that Hex, you get your buffs up and nothing can remove them.

SS and VoR affect the Paragon as well, sure thing, but then again, they affect pretty much anyone and can be removed.
agree with this. The anti-shout and anti adrenaline hexes simply arnt common enough in the game to worry about much. I would support making remedy signet remove a hex in addition to a condition (and then making recharge 8ish to compensate) but there is no need to nerf the anti-shout and anti-adrenaline hexes when they already don't see use on player's bars.
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Old Jul 16, 2010, 01:47 PM // 13:47   #244
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I see a back and forth here between a few people. And I hope it doesnt escalate to the point this thread gets closed, because I think this thread is important. I agree that some of Khomet suggestions are a little over the top. But, if your going to constanlty critisize them try to give some specific examples of how you would change skills for the better.

Paragons are susceptible to all melee hate and half the caster hate out there. Soothing Images(rediculously OP when used by HM foes), Soothing, Vocal Minority, Well of Silence, Reckless Haste, Blurred Vision, Price of Failure, Crippling Anguish(I think every foe in PvE has this one), Meekness, and Shadow of Fear are very popular with HM foes. All those anti-adrenaline hexes prevent paragons from using thier own ADRENALINE based hex removal. Crazy right? Sins, Dervs, and Wars dont have any hex removal. But they werent made from the ground up to be a support class. I suggest doing something with Hexbreaker Aria to make it useful, but not expoitable by other professions. Something like, 10e 1s 20sr Song. For 10 seconds, the next time each ally within earshot uses a skill, that ally loses 0..1..2 hexes. Hexbreaker Aria would have to be made a Song for it to activate on skill activation.

Blind, its just one condition. But, it can be devastating to the Paragon and therefore the team. I think Remedy Signet should be changed to remove Blind and one other condition. See Antidote Signet

Besides those counters you have blocking stances and enchantments. But then add interrupted Chants and energy denial, its easy to see there is plenty of Paragon hate out there. I dont mind blocking, interrupts and e-denial. Those are common and provide balance.

As has been suggested before, the Motivation line can be fixed easily by reducing energy and recharge times. I like the Chant mechanic. However they dont see use, because they are too limiting. Besides adding some offensive support(increased damage), they could be triggered on the next 1..2..4 attack skills/spells/etc.

One of my major beefs with Paragons is that I think they should provide more offensive support. "Find Thier Weakness!" and Anthem of Envy are the only skills that a Paragon has that increase damage and they only effect attacks. To fix this for example, Anthem of Fury should give additional damage with the next skill that tagets foe along with providing adrenaline. But, that would make it a Song and not an Anthem.

Anthem = attack skills, Aria = spells, Ballad = after damage, Chorus = chouts/chants, Lyric = Signet, Song = Skill.

So unless Anet is willing to change the names of some skills, they are extremely limited in what they can do with most Paragon skills.

All I really want from the Paragon is 3 viable types of builds. Imbagon, Motivation, and Offensive buffs. Is that too much to ask?

EDIT: Dervishs do have a hex removal.

Last edited by NerfHerder; Jul 16, 2010 at 01:52 PM // 13:52.. Reason: misinformation
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Old Jul 16, 2010, 01:58 PM // 13:58   #245
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the nomeclature of a skill isn't nearly as important as balance.

That said, you have to remember that another major, major weakness of the motivation chants is that they can't be controlled by the paragon. Im not saying that the chants should lose their conditions, im saying that the conditions should be different and should be changed in a way that the paragon can control when the effect occurs.
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Old Jul 16, 2010, 02:26 PM // 14:26   #246
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Originally Posted by Lanier View Post
the nomeclature of a skill isn't nearly as important as balance.

That said, you have to remember that another major, major weakness of the motivation chants is that they can't be controlled by the paragon. Im not saying that the chants should lose their conditions, im saying that the conditions should be different and should be changed in a way that the paragon can control when the effect occurs.
I agree. I emphasized this to show what kind of restictions the TK are going to encounter when they balance the Paragon. And should be kept in mind when future suggestions are made.
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Old Jul 16, 2010, 04:47 PM // 16:47   #247
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Originally Posted by Lanier View Post
Although ritualists do have that unique ability to do many things good at the same time, that does not mean they make a wasted team slot as a pure resto rit, a pure spirit spammer, or a pure channeler.
Well, "wasted team slot" was badly worded, a more detailed definition would have been "if you create a dream team you would never want a pure xyz ritu in your party".

Hexbreaker Aria only triggers on spells not despite the paragon has no spells on its own but because of it. Hexes are a weak spot of physicals, and it should stay that way.

Echos that reapplie themselves everytime a shout/chant ends need to be redesigned; once applied, they cannot be stripped, cost no upkeep and can easily be maintained. Such skills cannot be balanced, they are either too weak or too strong.

Chance problematic chants and shouts from affecting everyone in aggro range to target based skills that only affects the selected target (and sometimes also adjacent or nearby allies). That would give the paragon more control over their shouts, therefor some conditions on their effects could be removed, and it would make them harder to use, therefor you could make them more powerful.
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Old Jul 16, 2010, 05:44 PM // 17:44   #248
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Originally Posted by Tenebrae View Post
I ( and some others too ) already stated WHY those suggestions fail . They are based on a flawed logic , like saying 2+2=7. Repeating it in every post is not worth , check them.
I'm not talking about his changes really. I think like anything they aren't perfect but they aren't completely worthless either. It seems to me that you think only your answer to changing paragons is the right one. Which I don't agree with. But this is just the impression I'm getting.

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Originally Posted by Tenebrae View Post
Who disagrees with that ? not me dude , not me. Motivation NEEDS a boost in ways of casting ti ... wait , im repeating myself again and you dont want that right ?.
I ( and many ppl ) disagree with those changes in that wiki page of the OP. Those are not changes , those are not boosts , those are bloody overpowered skills that are about 80% of times BETTER than any other skill of any other class that does something similar ....... no , that is not the way.
You simply CANT take any skill you want and go like :
- Mmmm this DPS skill , i want it to be the same like warriors X skill
- Aham , this blocking chant , i want it to be better than aegis and any monk stuff related to blocking
- This healing skill .... i want it to be better than any Rit spirit that does that.
And so on . If you do so , you would have better skills at doing X, Y and Z task that almost any other class and that pal , its by definition unbalanced.

Quoting Halendt once again.....
I agree Paragons need help and I'm glad they'll be seeing attention. I just don't think everything that's being suggested here is perfectly reasonable. Some proposals need some revision, which is exactly what me, Desert Rose and Tenebrae have been saying since #201. I think Paragons should be made viable again, not simply overpowered.
Well since they aren't MY changes I don't agree with everything in them either. I agree that they aren't perfect but I think at least a few of his skill ideas are worth looking at. If anet did end up using some of his skill ideas and it became overpowered they could just nerf it afterwards.

In any case maybe this thread being active as it is will motivate anet to fix para's quicker? Let's hope eh?
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Old Jul 16, 2010, 06:07 PM // 18:07   #249
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God how many times have someone suggested fixing Paragons on this site? If Anet hasn't already "fix" them yet they aren't going to anytime soon.
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Old Jul 16, 2010, 06:31 PM // 18:31   #250
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Originally Posted by Smith23 View Post
God how many times have someone suggested fixing Paragons on this site? If Anet hasn't already "fix" them yet they aren't going to anytime soon.
Anet has said that their next focus is going to be on dervishes, paragons, and smite monks.
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Old Jul 16, 2010, 08:11 PM // 20:11   #251
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Originally Posted by Cuilan View Post
Khomet Si Netjer, there's edit and multi-quote buttons.
Thanks, I'll try to clean up future posts.
I am writing them from Linux, Windows, a (very old) Mac notebook, and/or an iPhone depending on where I am at the time and the functionality varies with platform.
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Old Jul 16, 2010, 08:44 PM // 20:44   #252
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Originally Posted by Commander Kanen View Post
Im not shure if its this thred or another one, but i mentioned a couple of idea's that arnt overpowerd but makes para more usefull.

i will have to dig out the page and post it.

Alot of the skills i compared to are monk spells. simmilar effect and recharge with about the same energy cost. (i also took leadership energy gain into considertion)

Para is my main and has been from the release of NF. and yes they do get nerfd alot and they can be a pain as you are restricted on builds. (I mean SY is the best skill for para pve and thats a war skill)

Altho you can put out alot of good heals with serpents quickness or Assassins Promis on your bar.

The biggest problem i came to while trying out heal builds for para is the lack of direct healing. And direct prot for that matter. Also Ally healing /protting on some missions is hard with paragon's

For an example:
Skills that party heal like Song of Restoration Look nice but infact are wasted. Slow recharge and doesnt Directly affect the party member(s) thats taking the hate, (they may be unable to use a skill/spell to get the benefit of the heal while the rest of the team doesnt need healing but get the hp)

Here is a link to some ideas we were all throwing around a while back.

http://www.guildwarsguru.com/forum/c...tml?t=10424144
Haha, thanks for digging that up CK. :-)
As everyone can see I've been making noise about this for a while now, and I'm far from the only one.... but another 6 months have passed and nothing has been done about it. Hopefully now that the War in Kryta is over Anet can devote some resources to the paragon and dervish updates and roll them out.

BTW, I loved the War in Kryta... gj guys.

Last edited by Khomet Si Netjer; Jul 16, 2010 at 09:05 PM // 21:05..
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Old Jul 16, 2010, 09:02 PM // 21:02   #253
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Originally Posted by Gill Halendt View Post
No, it's not MY problem. It's THE problem.

You fail to see why most Paragon skill look subpar when compared to other classes. Well, this is the reason why their buffs are weaker. Since, as you say, we can't expect this mechanic to change, you should stop making direct comparisons between classes. Other classes have stronger buffs and indirect defenses that have multiple counters (you know, that enchantment and hex removal are really frequent, do you?), the Paragon has weaker buffs that compensate this weakness with advantages such as unremovability, uninterruptability and easy party-wide diffusion. You can expect tweaks to make Paragon skills more viable and I'm all for it, but you shouldn't expect Paragon skills to become directly comparable to other classes' skills, because that would simply be unbalanced for the reason stated above.

I agree Paragons need help and I'm glad they'll be seeing attention. I just don't think everything that's being suggested here is perfectly reasonable. Some proposals need some revision, which is exactly what me, Desert Rose and Tenebrae have been saying since #201. I think Paragons should be made viable again, not simply overpowered.
But as you have explained above, any character that uses shouts and anthems is overpowered by definition because such buffs cannot be removed. This being the case, what would you do to fix it?

From another point of view, I'll make the case that for many of the warrior and paragon buffs the fact that they are unremovable is largely irrelevant. Imagine that you have some skills that will completely remove shout effects from a target... now with that in mind, let's examine potential uses of such skills. The anthems typically have a recharge of 10 seconds, so anything you managed to strip would be reapplied very quickly... trying to strip Order of Pain, Order of the Vampire, etc. would be similarly pointless as it would be reapplied as soon as you stripped it from someone. The shouts such as Go For The Eyes, TPIY, Stand Your Ground, Never Surrender also end quickly and are reapplied quickly and besides that are hardly worth stripping. Save Yourselves falls into this category as well... even if you allow ways of stripping it off, it will be reapplied within seconds, so this is really a futile effort. The important things to strip would be Refrains and Echoes then, because they last a long time. However I challenge you to find any of these that are actually worth stripping, as opposed to Protective Spirit, Life Bond, or Ether Renewal which are definitely worth stripping.

There are plenty of effects in the game that have no counter, for example the weapon spells and spirit effects. Additionally we have unstrippable spell immunity such as Shadowform and Obsidian Flesh which *still* exist in the game. If one is concerned about balance then logically these should also be topics of concern. Given their power and the apparent lack of motivation to change them properly I am really not concerned with minor buffing from shouts when major effects like these remain unchanged and unstrippable.

Last edited by Khomet Si Netjer; Jul 16, 2010 at 09:07 PM // 21:07.. Reason: typo
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Old Jul 16, 2010, 09:23 PM // 21:23   #254
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Originally Posted by Tenebrae View Post
I ( and many ppl ) disagree with those changes in that wiki page of the OP. Those are not changes , those are not boosts , those are bloody overpowered skills that are about 80% of times BETTER than any other skill of any other class that does something similar ....... no , that is not the way.
You simply CANT take any skill you want and go like :
1- Mmmm this DPS skill , i want it to be the same like warriors X skill
2- Aham , this blocking chant , i want it to be better than aegis and any monk stuff related to blocking
3- This healing skill .... i want it to be better than any Rit spirit that does that.
And so on . If you do so , you would have better skills at doing X, Y and Z task that almost any other class and that pal , its by definition unbalanced.
1- that's because the warrior has some good skills, the warrior and paragon both use adrenaline. logically these are good skills to emulate. can you suggest a better option?

2- this is patently false, the monk and ritualist blocking skills are far superior to anything the paragon has and superior to anything I suggested. For example the paragon must use their elite slot to get the same effect as the monk's non-elite skill Aegis, or a lesser effect than the ritualist's non-elite skill Displacement. That is not balanced by any objective standard.

3- you haven't mentioned anything specific but I'm guessing that you think Mending Refrain is ZOMG overpowered. IMO this is pretty laughable, as health regeneration hardly matters in PvE at all. If it is very powerful (as you imagine) then explain why Rangers, Dervishes, Assassins and Monks all have skills that they can maintain forever that provide +10 health regeneration for 5-10 energy, and explain why those skills are not overpowered compared to Mending Refrain.

On a serious note, if you want to make suggestions then please do so. Tell me how the suggestion I made for Skill X is way overpowered, and also tell me what you would do to make it better. If you think Skill Y needs a buff, tell us so and be specific. Saying that all of those skills are overpowered without giving examples or explaining why is useless to us and it's useless to Anet, whereas if we give them useful suggestions to work with things will get done more quickly.
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Old Jul 16, 2010, 09:29 PM // 21:29   #255
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Originally Posted by belshazaarswrath View Post
Well since they aren't MY changes I don't agree with everything in them either. I agree that they aren't perfect but I think at least a few of his skill ideas are worth looking at. If anet did end up using some of his skill ideas and it became overpowered they could just nerf it afterwards.

In any case maybe this thread being active as it is will motivate anet to fix para's quicker? Let's hope eh?
This.

A lot of those changes were suggested by people on gwg, others are my own ideas. How will we know if they are bad or good without discussing them? And by discussing them we give Arenanet an idea of what issues the players consider important and what kind of changes the players want to see.

If we give them nothing to work with it's far easier for them to do nothing, since we all know that they have plenty of new stuff (gw2) to occupy their time. Therefore I want to give them everything I can and make this as easy as possible for them to implement.
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Old Jul 16, 2010, 10:49 PM // 22:49   #256
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Originally Posted by Lanier View Post
Anet has said that their next focus is going to be on dervishes, paragons, and smite monks.
Wait in that order? What about ele's? BAWWWWWWWWWWWWW

I guess my ele still produces birthday gifts...that's something right?
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Old Jul 16, 2010, 11:28 PM // 23:28   #257
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Originally Posted by Khomet Si Netjer View Post
But as you have explained above, any character that uses shouts and anthems is overpowered by definition because such buffs cannot be removed. This being the case, what would you do to fix it?
Oh, Jesus... Reading comprehension is not optional:

- Shouts are designed to be inherently INFERIOR to other buffs due to their UNSTRIPPABLE, MOSTLY UNINTERRUPTIBLE nature. They're not overpowered right now, but they would be if you make their effects directly comparable to other buffs such as enchantments. So, some tweaks are ok, like reduced energy cost, lowered recharges or improved functionalities. Giving the Paragon an unstrippable, perfect replica of, say, Monk enchantments would definitely be unbalanced and stupid.

Quote:
Originally Posted by Khomet Si Netjer View Post
From another point of view, I'll make the case that for many of the warrior and paragon buffs the fact that they are unremovable is largely irrelevant.
It isn't. It's their strong poing indeed. If you fail to see that, I'm not surprised that you can't see the imbalance in some of your suggestions.

Quote:
Originally Posted by Khomet Si Netjer View Post
Imagine that you have some skills that will completely remove shout effects from a target...
But we haven't, and there's no chance that Anet is ever going to implement a new mechanic like that so late in the game.

Quote:
Originally Posted by Khomet Si Netjer View Post
now with that in mind, let's examine potential uses of such skills. The anthems typically have a recharge of 10 seconds, so anything you managed to strip would be reapplied very quickly... trying to strip Order of Pain, Order of the Vampire, etc. would be similarly pointless as it would be reapplied as soon as you stripped it from someone. The shouts such as Go For The Eyes, TPIY, Stand Your Ground, Never Surrender also end quickly and are reapplied quickly and besides that are hardly worth stripping. Save Yourselves falls into this category as well... even if you allow ways of stripping it off, it will be reapplied within seconds, so this is really a futile effort. The important things to strip would be Refrains and Echoes then, because they last a long time. However I challenge you to find any of these that are actually worth stripping, as opposed to Protective Spirit, Life Bond, or Ether Renewal which are definitely worth stripping.
I'm frankly appalled by this twisted logic. You know what "by design" means? By design, Chants and Shouts have weaker effects as a compensation, because the are not removable. If they were removable, them they'd probably be designed as stronger buffs since the start. Whatever, as of now they aren't removable, and they'll likely never be, so this brings nowhere.

Quote:
Originally Posted by Khomet Si Netjer View Post
There are plenty of effects in the game that have no counter, for example the weapon spells and spirit effects.
Weapons spells, ok. But then again, most weapon spells have short duration, end on next hit or have just moderate effects on the target. Surprise, surprise: they behave just like Shouts and Chants.

Spirits not having counters...? Without Summon Spirits, Spirits are much sensible to most damage sources even after the vast improvement they benefitted from. Having to care about their survival and protection is enough of a burden.

Quote:
Originally Posted by Khomet Si Netjer View Post
Additionally we have unstrippable spell immunity such as Shadowform and Obsidian Flesh which *still* exist in the game.
So, what relevance do these skills have in this discussion? Making it a matter of principle? The mere fact that we have an imbalanced environment doesn't justify the introduction of more imbalance.

Those skills you mention are self buffs, they're not support skills and are single, self target. They don't offer "spell immunity", but just "spell targeting immunity", which is a whole different thing.

Anyway... Yes, they do exist in the game, like many other design absurdities we've got lately. They're imbalanced. You know where the Imbagon name comes from, do you?

EDIT:

Quote:
Originally Posted by Khomet Si Netjer View Post
If we give them nothing to work with it's far easier for them to do nothing, since we all know that they have plenty of new stuff (gw2) to occupy their time. Therefore I want to give them everything I can and make this as easy as possible for them to implement.
Sorry to burst your bubble, but the correct place for game/skill suggestions is the Official Wiki, as most Developers won't likely bother checking such a thread. The Wiki is easier and quicker for them to browse, so your ideas are better proposed there. Forums are for discussion, we're discussing, some of us have reservations about your suggestions and still you keep on making unreasonable comparisons between different classes instead of providing arguments, turning this more into a rant than a suggestion thread.

Also, please, edit your posts or try to multi-quote. Following the thread with your replies fragmented in multiple, sequential posts is becoming annoying.

Last edited by Gill Halendt; Jul 16, 2010 at 11:41 PM // 23:41..
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Old Jul 16, 2010, 11:46 PM // 23:46   #258
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Originally Posted by Lanier View Post
Anet has said that their next focus is going to be on dervishes, paragons, and smite monks.
The last part makes me lol.

"Yea, it's clear that warriors, necros, ritualists, and monks are only way more useful than the other professions, and we really feel they should be shittons more useful."

It's nice that you're buffing paras and dervs, but seriously, if several classes are useful in many ways, they shouldn't be the priority for buffs. Rangers are still the shittiest PvE profession out there and eles aren't doing much better. At the rate these updates are coming, they won't get a buff until GW2.
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Old Jul 17, 2010, 12:11 AM // 00:11   #259
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I see a back and forth here between a few people. And I hope it doesnt escalate to the point this thread gets closed, because I think this thread is important. I agree that some of Khomet suggestions are a little over the top. But, if your going to constanlty critisize them try to give some specific examples of how you would change skills for the better.

Paragons are susceptible to all melee hate and half the caster hate out there. Soothing Images(rediculously OP when used by HM foes), Soothing, Vocal Minority, Well of Silence, Reckless Haste, Blurred Vision, Price of Failure, Crippling Anguish(I think every foe in PvE has this one), Meekness, and Shadow of Fear are very popular with HM foes. All those anti-adrenaline hexes prevent paragons from using thier own ADRENALINE based hex removal. Crazy right? Sins, Dervs, and Wars dont have any hex removal. But they werent made from the ground up to be a support class. I suggest doing something with Hexbreaker Aria to make it useful, but not expoitable by other professions. Something like, 10e 1s 20sr Song. For 10 seconds, the next time each ally within earshot uses a skill, that ally loses 0..1..2 hexes. Hexbreaker Aria would have to be made a Song for it to activate on skill activation.

Blind, its just one condition. But, it can be devastating to the Paragon and therefore the team. I think Remedy Signet should be changed to remove Blind and one other condition. See Antidote Signet

Besides those counters you have blocking stances and enchantments. But then add interrupted Chants and energy denial, its easy to see there is plenty of Paragon hate out there. I dont mind blocking, interrupts and e-denial. Those are common and provide balance.

As has been suggested before, the Motivation line can be fixed easily by reducing energy and recharge times. I like the Chant mechanic. However they dont see use, because they are too limiting. Besides adding some offensive support(increased damage), they could be triggered on the next 1..2..4 attack skills/spells/etc.

One of my major beefs with Paragons is that I think they should provide more offensive support. "Find Thier Weakness!" and Anthem of Envy are the only skills that a Paragon has that increase damage and they only effect attacks. To fix this for example, Anthem of Fury should give additional damage with the next skill that tagets foe along with providing adrenaline. But, that would make it a Song and not an Anthem.

Anthem = attack skills, Aria = spells, Ballad = after damage, Chorus = chouts/chants, Lyric = Signet, Song = Skill.

So unless Anet is willing to change the names of some skills, they are extremely limited in what they can do with most Paragon skills.

All I really want from the Paragon is 3 viable types of builds. Imbagon, Motivation, and Offensive buffs. Is that too much to ask?

EDIT: Dervishs do have a hex removal.
My suggestions cover all of the things you mentioned here; Hexbreaker Aria is the same as you suggest (except it still costs adrenaline, not energy), some of the anthems have been buffed so that they are similar to Orders, the motivation chants have variants that provide healing over time instead of large party heals and other variants that simply reduce the recharge time of the existing skills.

It's also important to stick with existing names for skills and stick with existing themes, because Anet has never (to my knowledge) created new skills or renamed existing skills when they issue updates. So our proposed change to Hexbreaker Aria would create an anomaly since its effects would classify it as a Song, not an Aria. There are plenty of anomalies in the game though, so I'm not too concerned about that.

Another thing I would like to caution against is balancing the paragon assuming the use of PvE skills like SY and TNTF. The paragon should be balanced to stand on its own without any PvE skills at all. If certain PvE skills are considered to be overpowered then they can be nerfed, but that is a separate issue from what we are discussing here.

re: paragons, shouts, anthems, and unremovable effects... I have a couple of observations to add to what has already been said.
Paragons are easy to shut down because they must attack to gain energy, therefore empathy, insidious, shackles, etc. shut them down completely if they cannot be removed. Paragon skills are also 'spammy', so anything that hurts on every skill activation (e.g. Spiteful Spirit, Spoil Victor, Visions of Regret) are going to shut them down or kill them. On top of all that you have the usual block, blind, miss, kiting, line of sight issues, etc. of a physical attacker and the adrenaline shutdown hexes and spirits to contend with. Anyone who has played physicals knows that hexes destroy them. Personally I feel that there is already plenty of physical hate in the game, but if it is deemed a good idea to add more counters to shouts then I think the best approach would be to add shout countermeasures as an additional effect to existing skills, rather than having skills solely targeted at paragons such as Vocal Minority and Well of Silence. These never see play in PvP because they only affect paragons, and since paragons have been crippled in PvP, no need for them anymore. The better approach is to take an existing skill such as Soothing and give it an additional anti-shout effect along with its anti-adrenaline effect. This would make it more useful and might actually make it worth bringing on your skill bar. Backfire could be modified to do X damage when a spell is cast and some lesser amount when a shout or anthem is activated. If skills are multipurpose they are more useful and more valuable.

here's the link:
http://wiki.guildwars.com/User:Khome..._skill_changes
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Old Jul 17, 2010, 12:31 AM // 00:31   #260
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Originally Posted by Ugh View Post
The last part makes me lol.

"Yea, it's clear that warriors, necros, ritualists, and monks are only way more useful than the other professions, and we really feel they should be shittons more useful."

It's nice that you're buffing paras and dervs, but seriously, if several classes are useful in many ways, they shouldn't be the priority for buffs. Rangers are still the shittiest PvE profession out there and eles aren't doing much better. At the rate these updates are coming, they won't get a buff until GW2.
I agree with you, paragons and dervishes and rangers need help more than anyone. Monk does have some useless smiting skills though... Word of Censure and Defender's Zeal for example. Shield of Judgment could also use some tweaking so that it is useful for something besides 55 monks. Balthazar's Aura is wayyy too expensive for what it does. Smite is also too expensive for what it does... compare to Spear of Light.
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