Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old May 29, 2011, 11:51 PM // 23:51   #61
Krytan Explorer
 
Join Date: Oct 2007
Advertisement

Disable Ads
Default

Quote:
Originally Posted by Kanyatta View Post
/notsigned for more PvE skills regardless. I don't have a half hour right now to read through all of them, but I'm sure they're about as imba as all of the existing PvE-only skills right now.

Stuff like Pain Inverter, Seed of Life, and Save Yourselves has already turned all of PvE into H/H c+space easy mode. They should focus on nerfing PvE-only skills and nerfing PvE versions of skills. However, I doubt it'll happen since so much of the community thrives on PvE being so freaking easy with SC's and farms and whatnot.

Edit:

Upon reading all of these skills, I can certainly say all of them are either totally useless or just begging to be exploited for serious farms.

A) The assassin's skill with it's minimum 10s duration and 7s recharge basically means you can keep your "shadow ally" up eternally. Also, I like how in your description, you basically say "I know every assassin in the game uses Shadow Form, and I hate you for it."

B) This was probably one of the funniest things I've ever read on guru. I seriously laughed out loud. I don't think this game mechanic can be implemented without crazy reworking of the entire game. What do you do if a quest-related monster "temporarily dies" and then gets resurrected? Do you get the quest reward automatically without actually having to "kill him"? And what about a PvE monster's death penalty? Or are you suggesting creating a totally alternate form of death? Should there be "death death" for normal players, and then a separate "temporary death" mechanic for this specific skill?

C) The Monk skill is just begging to be abused. Huge damage and burning in exchange for manageable damage to yourself and party?

Besides, no skill currently exists that negatively affects your party member's bars or health. You don't see any necromancer enchantments that cause your allies to sacrifice health, do you? And you dont see any mesmer shutdown skills that disable your allies skill bars, right? I don't think Anet would ever allow this, because then you could just be a dick and unexpectedly bring this skill to hurt your own team, then no one has fun.

D) Your "warrior spell" (which that phrase is ridiculous to begin with) is dumb and unusable, to be frank. 60-80 damage is negligible in PvE. You might as well bring Cynn and use Earth Shaker, because that combo would be 100x better than running a hammer bar for this skill. You basically make up for how bad the premise is by unloading mass conditions on all nearby foes, which is ridiculous. Also, a 45 second recharge already makes me never want to bring it.

The reason hammer warriors are not used in PvE is that they attack more slowly than swords or axes, and they're skills revolve around knocking down enemies. Since, in PvE, once you engage a mob, it dies within 10 seconds (providing you used the C-key and the Space Bar correctly), there's really no point to bringing tons of knockdowns or slow-building adrenal skills. That's why they're so powerful in PvP.

E) The Necromancer skill is basically just bringing a consumables set for yourself. You can chain it into infinity, since PvE has 100s of corpses at any given second, plus you get massive benefits. Plus if you play PvE correctly, the casters should rarely come under any serious damage to make this worthwhile.

F) Once again, this would be the one and only instance where an elementalist would sacrifice health. You're introducing completely unheard of game mechanics all over the board. I don't think a 6 year old game needs this serious of a revamping. Also, just like the other spells, it can be chained into infinity, so you might as well just give all elementists an inherent effect.

G) Your Ritualist skill's wording is too crazy for me to follow. I don't understand what will actually happen if this skill is used.
First of all, I like how you lettered your post so I can respond to it without quote wars.

a) Its 40s second recharge not 7s. Also, I do think shadowform needs a nerf but really I use it too and whether or not there is a nerf I want a strong alternative to sf that will be pug friendly. It can get boring to always be sf sin.

b) There are bugs in charr lands that already have this mechanic. You don't get quest reward. No death penalty to the monster.

C) This skill has been already adjusted to make it powerful but with huge drawbacks as well. As far as griefers, they would be better off agroing the map.

D) You think its not worth bring while others think its overpowered. /shrug shoulders

E) Souls are a separate mechanic from corpses. All foes have souls, skills affecting souls do not exploit corpses. It will probably be useful in some areas where energy is needed, not a lot of corpses, or rez control is needed.

F) Difference is this uses up a pve skill slot. Also, search for all the people qqing about elemental damage in hard mode.

G) Rit skill basically converts defeated foes into spirits. Additionally this spirit has a eye for an eye type effect when its attacked.

Quote:
Originally Posted by Kanyatta View Post
I was thinking about my previous post and how giving PvE players an inherent effect would solve this "problem" that apparently the game has that you're trying to solve. They wouldn't have to create 10 awkwardly-worded skills or introduce as many new game mechanics. Here it is:

Aura of PvE: Inherent aura given to all PvE characters. While in PvE, your skills activate twice as fast, you do twice as much damage, and all creatures within your Parties' earshot are knocked down and receive every condition in the game. Every Party Member takes 100 damage once every minute, however.

Or this:

Elite Aura of PvE: Inherent aura given to all PvE characters. While in PvE, every time a foe enters your line of sight, it instantly dies and cannot be resurrected. Every time your party defeats 5 monsters in this way, your character performs a super-cool animation. Whenever an animation is performed in this way, the character takes 50 damage.
While your first reply seems like you went through and thought out some critiques. This second one is well trollish.

Last edited by melissa b; May 29, 2011 at 11:53 PM // 23:53..
melissa b is offline   Reply With Quote
Old May 30, 2011, 12:27 AM // 00:27   #62
Desert Nomad
 
Join Date: Nov 2010
Default

This is some dedicated trolling, if that is your intention. My hats off to you, its an amusing read.

Quote:
Originally Posted by Deviant Angel View Post
What you basically did was introduce and then smiters boon a skill that doesn't even exist. I applaud you for taking far less time than Anet would have.


Anet should let Melissa be in charge of guild wars balance for a week. 'twould be hilarious to see the outcome. I can already see some of the skills now:

Distracting Shot (PvP) 5e 1/2c 5r.
Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1...13...16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. For 120 seconds, that skill will only be disabled half as long if hit again by Distracting Shot (stacking with multiple inflictions, of course). Enchanted enemies suffer from +10 seconds of disable, but only if not hexed as well. Distracting Shot cannot miss when fired at enemies casting skills that increase their block rate. If Distracting Shot does not interrupt a skill, a random skill on the opponent's skill bar is disabled for 10 seconds. This skill does not interrupt when fired from closer than half range. This skill removes cripple and any hexes that impair movement speed upon usage.

Distracting Shot (PvE) 25e 1/2c 5r.
Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1...13...16 damage. If the interrupted action was a skill, all skills on all allies of the target are disabled for an additional 20 seconds. This skill causes exhaustion on all allies of the user.

Last edited by Kunder; May 30, 2011 at 12:38 AM // 00:38..
Kunder is offline   Reply With Quote
Old May 30, 2011, 12:37 AM // 00:37   #63
Krytan Explorer
 
Join Date: Oct 2007
Default

Quote:
Originally Posted by Kunder View Post
This is some dedicated trolling, if that is your intention. My hats off to you, its an amusing read.





Anet should let Melissa be in charge of guild wars balance for a week. 'twould be hilarious to see the outcome. I can already see some of the skills now:

Distracting Shot (PvP) 5e 1/2c 5r.
Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1...13...16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. For 120 seconds, that skill will only be disabled half as long if hit again by Distracting Shot (stacking with multiple inflictions, of course). Enchanted enemies suffer from +10 seconds of disable, but only if not hexed as well. Distracting Shot cannot miss when fired at enemies casting skills that increase their block rate. If Distracting Shot does not interrupt a skill, a random skill on the opponent's skill bar is disabled for 10 seconds. This skill does not interrupt when fired from closer than half range. This skill removes cripple and any hexes that impair movement speed upon usage.

Distracting Shot (PvE) 25e 1/2c 5r.
If Distracting Shot hits, it interrupts target foe's action but deals only 1...13...16 damage. If the interrupted action was a skill, all skills on all allies of the target are disabled for an additional 20 seconds. This skill causes exhaustion on all allies of the user.
You could of just said "some of the skills are overly complicated". I have already been made aware of that and when I get around to finishing update 3.0 it will address some of that.

Edit. and just for fun...if I was in charge for a week of skill balance... the first change I would make is...

Shadow Form
Elite Enchantment Spell. For 5...18...21 seconds, targeted enemy spells at you have a 75% chance of failure, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21...25 damage with a single skill or attack.

Last edited by melissa b; May 30, 2011 at 12:48 AM // 00:48..
melissa b is offline   Reply With Quote
Old May 30, 2011, 06:38 AM // 06:38   #64
Forge Runner
 
HigherMinion's Avatar
 
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
Default

Quote:
Originally Posted by melissa b View Post
Shadow Form
Elite Enchantment Spell. For 5...18...21 seconds, targeted enemy spells at you have a 75% chance of failure, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21...25 damage with a single skill or attack.
75% chance of blocking a spell would be pretty cool. It would make it impractical though, entirely.
HigherMinion is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:48 AM // 03:48.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("