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View Poll Results: Well, can I?
Yes, better than what is recently going on. (+2) 6 6.82%
Yes, A little better and I won't mind. (+1) 8 9.09%
Not better or worse. (0) 7 7.95%
No, the skills are worse. (-1) 33 37.50%
No, this will break the game (-2) 34 38.64%
Voters: 88. This poll is closed

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Old Oct 01, 2009, 05:09 AM // 05:09   #21
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Lol, crippling anguish, you can't attack while you're running anyway.

And yeah, stopped reading after a few.

Only one that made me go oh das coo, was charge.

Obi Flesh, you act as if people use this in pvp

Elemental Attunement...a variation of MoM..cool, even more unused.

Withdraw hexes, cool effect, recharge will suck.

Most of the monk crap made me laugh

Scribe's Insight would be a Pvp verision of Ether Renewal..Lol maintain 15 enchants get 45 energy per cast

Quick shot, still won't be used.

Just...stop

EDIT: Jagged Bones PvE LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL

Last edited by Kattar; Oct 01, 2009 at 11:56 AM // 11:56.. Reason: Annoying big picture is annoying and big.
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Old Oct 01, 2009, 05:33 AM // 05:33   #22
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No...we need more of the broken skills to be nerfed than another powercreep. The fact you mentioned no nerfs to daggers, WS, SF (searing flames btw.), PS (etc) Gives me the impression that we should buff everything to brokeness instead of fixing what's broken.
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Old Oct 01, 2009, 05:37 AM // 05:37   #23
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Quote:
Originally Posted by Axel Zinfandel View Post
No, you're even worse because...

Quote:
Cannot attack while moving.
....you clearly have no clue about game mechanics.

I really hope you're trolling D:

So wait, moving 90% slower from mind freeze makes you attack and cast spells 90% slower? No, movement is slowed, so if a shock axe can't swing if it's legs moving.

LOL at crippling shot. Should be "If it would be blocked."

Quote:
RoJ is still more powerful because it doesn't have a 80 damage cap.
Still wrong, as it enchants one ally than hex a foe. The foes Fire Ball that does 180 damage, hits 10 spirits dealing 800 damage instant. If it hits the enchanted person only it takes 180. The ally can have prot spirit, making deal even less. It's not as strong and can be used for general use.

________________________________

Still, it's really hard to keep everything in PvE and PvP if your going to change a skill. You have to keep runs, farms, HA, GvG, general play in mind. I haven't gotten past monks problems.

Removing a skill isn't an option, but they changed Gust of Healing to Light of Deliverance. Which lead me to believe it is quiet possible.

The biggest problem is a lot of skills are simply to strong. Increasing the effects of ALL the other skills to match the already powerful skills is... extremely hard.
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Old Oct 01, 2009, 06:20 AM // 06:20   #24
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Originally Posted by Zodiac Meteor View Post
Mantra of Recovery: Changed to: For 7…17 seconds, your spells recharge 33% faster. You gain 0…3 energy each time you cast a hex that targets a foe. This stance ends if you use a spell that doesn’t target a foe.
I would love this except for the early end part. I've only used this skill for my old an no longer useful PvE interrupt build. Too bad Anet no longer supports interrupting.
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Old Oct 01, 2009, 07:17 AM // 07:17   #25
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Originally Posted by Zodiac Meteor View Post
Ok, with Meta going on, there is a lot of Elite that get left in the dust. So I decided to give a crack at it.

I didn't bother going to far as I'm short on time, if you don't want to read. I've changed most monk elites and necromancers along the Death Magic. Scroll down to see.

By the way, don't bitch about some of these changes ruining runs and flame about it. SF is getting nerfed soon, wrong place to flame.

Shield of Regeneration: Changed to: Energy to 5, casting time to 3/4. For 1…6 seconds, target ally gains +1…6 health regeneration. Target ally also gains +5 armor for each remaining hex.
- Kinda useless. Even when aimed at pvp, I think it could have a shorter dration with a better regen and armor bonus.


Crippling Anguish: Change energy to 10. Changed to: For 5…11 seconds, target foe moves 50% slower and cannot attack while moving. This hex ends if the foe health drops below 50%. No one can attack while moving...

Obsidian Flesh (PvP): Reduced energy to 5, Changed to: For 20 seconds you have +10 armor and cannot be knockdown while casting an earth spell. Your Earth spells deal +2…18 damage. Why?

Elemental Attunement: Changed to: Lose all enchantments, for 30…60 seconds your Air, Earth, Water, Fire spells cost no energy. You have +0…2 to your attributes. Elemental Attunement ends if you use a non Elementalist spell. Now that would be overpowered. Really overpowered. No energy at all to cast ele spells?



Mark of Protection: Reduce recharge to 10, Changed to: For 1…8 seconds, whenever target ally suffers from a condition from a skill, the ally is healed 12…66 health. ? it could have a better effect, this way it will never be used.
"Mark of protection - for 1...8 seconds whenever target ally suffers from a hex, it loses one condition and gains 10...39 health. " not sure about my version neither though.


Shield of Judgment: Reduce energy to 5, recharge time to 10. For 1…5 seconds, whenever target ally takes damage, the attacker suffers the same amount. You suffer from weakness for 20 seconds. That would be more overpowered than pain inverer... Just snap it and arcane echo on your bar, cast them on mr. guild lord, and voila.

Aura of Faith (PvP): Name Changed to Rejection to Grenth: Moved to Divine Favor Line, Changed to: For 3 seconds, whenever target other ally health reaches 0 the ally gains 0…160 health and loses all hexes and conditions. If target ally health reaches 0 while under Rejection to Grenth, Rejection to Grenth is disabled for 20 seconds. That is just bad... You can already use divine intervention for a better effect, and its not an elite.

Aura of Faith (PvE): Changed to: For 8 seconds, whenever target ally takes damage is it reduced by 15…55%. If target ally still takes more than 180…50 damage while under Aura of Faith, you gain 0…1 energy for each recharging spell you have. 50% damage reduction that can be infinitely kept on? I don't think so.

Amity: Changed to an enchantment, Recharge reduced to 20, Changed to: For 1…3 seconds, damage you take is reduced by 30…60%. Amity renews if you take damage. This would become the new god of farmers. Amity+Stoneflesh aura, and you take no damage at all. need to work on the reapply mechanism.





Air of Enchantment: Changed to: for 20…55 seconds, enchantments targeting other allies cast 50% faster. Enchantments you cast on yourself cost 14…33% less energy. DON'T TOUCH MY AIR OF ENCHANMENT!:P Using it in FA is more or less the easiest thing around, just spamming reversal of fortune in 1 energy cost on gunther and he never dies. You did changed the skill, but its completely useless now...





Balthazar’s Pendulum (PvE): Changed name to Balthazar’s Stability, increased recharge to 15: Changed to: For 3…17 seconds party members in earshot would be knockdown, negate the knockdown. For each knockdown this spell negated your next spell that targets foe deals +9…25 damage.Knockdown prevention AND an additional buff? well, it is overpowered, but its PvE, so there are even more overpowered stuff out there.




Order of Undeath: Changed to a hex spell, hexes nearby foes, increased recharge to 15, and increased energy to 15. For 10…23 seconds, Target foes spell cast 25% slower. If the foe dies under this hex, it creates one of the following, level 1…18 Bone Fiend, level 1…18 Bone Horror or level 1…18 Scrambling Horror. What's a scrambling horror?



Discord (PvE): Changed name to Parasitic Minion, changed to a hex, increased recharge to 15 seconds, increase energy cost to 15. For 6…32 seconds target foe is hexed with discord and has a 50% chance to miss with attacks. If target foe dies under the effects of Discord a level 0…11 Bone Minion is summoned. When people asked for a nerf to discord they didn't want to kill it completely.

Jagged Bones (PvE): Name changed to: Way of the Minion Master, changed to a maintained enchantment, increased energy cost to 25, recharge to 90, casting time to 10. While you maintain this enchantment, you can control 4…15 more minions.
10 casting time? You're doing it wrong.



Shadow Form (PvE): Changed recharge to 15, increased energy to 25, increased casting time to 2, changed name to Shadow Speed Striker: Changed to: For 60 seconds, whenever you use a melee attack that targets a foe you automatically shadow step to target foe. huh? Like, whenever I hit a foe with my daggers, I'm getting close to him? Shouldn't I already be close to him in order to attack?


.
Hmmm. I left only the skills that were too good/too bad. I actually liked some of the skills, but the amount of OP/UP skills is really large.
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Old Oct 01, 2009, 07:27 AM // 07:27   #26
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To answer your question: No, but you have about the same good/bad skill balance ratio 1 good change for 4 bad ones.

Quote:
Originally Posted by Zodiac Meteor View Post
So wait, moving 90% slower from mind freeze makes you attack and cast spells 90% slower? No, movement is slowed, so if a shock axe can't swing if it's legs moving.
So you really don't know? Let me explain it to you; As soon as you start attacking you stop moving that's the game mechanic. You skill clause is pointless since the game already works like that!

Example: You know when you chase that n00b monk running around and you finally hit him once? Notice how you always stop moving when you do that?

Last edited by Artisan Archer; Oct 01, 2009 at 07:36 AM // 07:36..
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Old Oct 01, 2009, 08:25 AM // 08:25   #27
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Yeah if you throw 1000 bullets some of them will hit target but rest will only do harm so no , hell no , not now , not ever , a BIG NOTSIGNED ( or -1 on vote ).
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Old Oct 01, 2009, 08:32 AM // 08:32   #28
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Nice try
Some good, some bad.. Voted for 'worse' (in general).
But the change to Charge was rly good.
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Old Oct 01, 2009, 08:37 AM // 08:37   #29
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I have to say only maybe 2 of those changes was good all the other............................horrible and does not even make sense.
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Old Oct 01, 2009, 09:58 AM // 09:58   #30
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I like Charge, but that's about it.

Most of em just seem silly, SF, Spell Breaker and Obby Flesh made me chuckle. Are we no allowed to have "enemy spells fail" skills?

The SF ideas are pretty aweful, completely changes the nature of the skill, which imo is not the best way to stop SF being OP.
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Old Oct 01, 2009, 11:57 AM // 11:57   #31
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Didn't you post a thread exactly like this a month or two ago?
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Old Oct 01, 2009, 01:16 PM // 13:16   #32
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these skills are starting to sound more like wow and less like gw (i.e. bad)
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Old Oct 01, 2009, 02:23 PM // 14:23   #33
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Katsumi, I believe you are thinking of this topic:

http://www.guildwarsguru.com/forum/s...php?t=10374825

Which has an amazingly similar poll result. If you think about it, the guy needs to learn from these, and CHANGE his ideas. Namely posting ideas for skill changes that don't/can't work.
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Old Oct 01, 2009, 03:44 PM // 15:44   #34
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im not going to whine about shadowform being nerfed but
i dont think i understand this new one, if you attack it in melee, you dont need to showstep?

Signet of Judgment:
Shield of Regeneration:
Spell Breaker:
Mantra of Recovery:
Crippling Anguish:
Lightning Surge
Obsidian Flesh (PvP): definatly no
Elemental_Attunement: definatly NO
Dwarven Battle
Flourish:
Practice Stance:
Crippling Shot:
Greater Conflagration
Melandru’s Arrows
Life Barrier:
Healing Hands:
Mark of Protection:
Poison Arrow:


Quick Shot: + 1
Charge!: + 1
Martyr: + 1
Energy Drain (PvP): +1 (not steal though imo)
Skull Crack +1

scanned through rest
didnt like

Last edited by Headchopperz; Oct 01, 2009 at 03:53 PM // 15:53..
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Old Oct 01, 2009, 07:47 PM // 19:47   #35
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A lot of people can skill balance better than Anet's committee

This doesn't mean that I give a rat's ass about what you have to say


I am RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing sick of "here is my balance thread." We don't care. What you have written isn't being considered at all, it won't be considered at all, and is just here for your own ego trip.

This isn't talking about a specific skill, oh say mind blast. Saying "change mind blast to xxx" doesn't help anything or anyone. Talking about whatever is making mind blast strong does help, eg the energy gain, or the strong synergy with attune + aura, or its versatile secondary, or how it feeds into the tiebreaker mechanic.

If your skill balance thread is a "good" thread that "contributes" to any forum then so is was this:

Quote:
Since Greven isn't a fag and I just now noticed this great injustice, I shall now bandy words with you in his defense. I am a KNIGHT OF JUSTICE after all.

It's not thumpers are imbalanced, it's that Guild Wars itself is imbalanced. See when Guild Wars was created they consulted the Magic the Gathering guys to do all of the background work (I've cross-referenced this with the guild wars pro Taion) so the game was balanced around the foundation of Magic the Gathering. In reality, the core engine for Guild Wars is really "Magic the Gathering Online" which is why you get a ton of err7s.

Now the problem here is that Magic the Gathering is balanced entirly around "expansion decks", series, and a lot of cards. This is why Guild War's business model is around expansions (think of them as booster packs). See this is where the problem is, you need a ton of cards to make a good deck since most of the cards you get are total trash.

This is where my resolution to fix Guild Wars comes in. We should abandon our Magic the Gathering heritage and start anew. The Magic the Gathering Online core can still work, but instead of Magic the Gathering style cards we should base the entire game around Yu-Gi-Oh. Why Yu-Gi-Oh? Well, Pokemon is totally played out and the Japanese have a lot of time to refine things like these.

So what I propose is that we take Yu-Gi-Oh and replace the various cards (keeping their effects) with Guild Wars names. For instance, the Dark Magician would become "Cynn", the Blues Eyes White Dragon would become "Melon Hydra" (haha! Melon get it!!!), the Oxieda or whatever card would be "Little Thom". Trap cards would be named after traps! For instance, a sample battle:

I lay down my magic card, Totem Axe that increases the damage of my Whammo card by 200 points! He also gains 5 extra attack points for every "Enchantment" card on the field! Ha ha! Go, Stefen, POWER ATTACK.

Ha ha! You feel into my trap, I play BARBED TRAP. Stefen is snared and can not attack my Crip Shot Runner, as it can not be harmed by anything snared!

Wait, you feel for my trap! I play the instant card "I Will Avenge You" invoking Stefen's instant kill ability!

How dare you!! This can not be happening!!!

GO STEFEN, POWER ATTACK!!!

NOOOOOOOOOOO!!!!!!!!!!!

This is the only true way to balance out Guild Wars and as a plus side you could always asign thumpers to the "Kuriobo" or whatever card. Only a person truly attuned to the meatgame can claim victory with it.
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Old Oct 01, 2009, 09:37 PM // 21:37   #36
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Guild Wars should be more based on Pokemon, since that game is actually very balanced and diverse.

Mantra of Recovery won't work because mesmers use Inspiration to gain energy.

Your Elemental Attunement is indeed too powerful.

Shield of Judgment is a skill I like and I wouldn't want to see it changed like that while under the protection skill line.

Discord could use a little tweaking, but nothing major.
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Old Oct 02, 2009, 07:33 AM // 07:33   #37
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A couple of them are decent. I didn't read them all, but I saw too many that are bad. Nice attempt, but no thank you.

Elemental Attunement - 0 energy spells AND a boost to the magic? Wow. No.
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Old Oct 02, 2009, 07:48 AM // 07:48   #38
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Quote:
Guild Wars should be more based on Pokemon, since that game is actually very balanced and diverse.
Mewtwo says hi!
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Old Oct 04, 2009, 06:27 PM // 18:27   #39
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like most people said, charge is the only worthwhile change. you destroyed monks, gj.
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Old Oct 04, 2009, 07:05 PM // 19:05   #40
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Originally Posted by traversc View Post
Mewtwo says hi!
Mewtwo's pretty awesome.

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