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Old May 28, 2008, 03:18 AM // 03:18   #101
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Quote:
Originally Posted by DarkNecrid
Actually, it says attacks, not attack skills. So, afaik what it would do is basically use Channeling Magic as your weapon attribute, so if you had 16 channeling and was using a sword you'd have "16 swordsmanship." I think.
Suppose someone had 12 Swordsmanship and 16 Channeling.

My impression of the skill is that someone swinging with a sword without the skill would be able to do damage as if they had 12 Swordsmanship and use attack skills as if they had 12 Swordsmanship. Someone swinging a sword with the skill would be able to do damage as if they had 16 Swordsmanship and use attack skills as if they had 12 Swordsmanship.

In all of the SS builds I've used, I've had to go into Spawning, a Mastery, Resto, and Communing or Channeling. I'm saying that SS is still better than this skill because it would be like having 12 Swordsmanship + ~40 instead of just 16 Swordsmanship.

Also, I had to edit my post alot, if you noticed, because I missed various parts of skills. I'm not surprised you caught a slip-up on my idea of Mimic.

Quote:
It didn't have a duration! It's an instant effect.
I don't even know if mechanics work that way that it could function as an instant effect. Is there any skill that works like that, to instantly double/halve a duration of something without a reactivation?

Last edited by Shayne Hawke; May 28, 2008 at 03:21 AM // 03:21..
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Old May 28, 2008, 03:25 AM // 03:25   #102
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[Extend Conditions]

Also, again, I think the way its worded is attacks use Channeling for everything. So sword attacks would use Channeling too. Kind of like SoI except for attacks.
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Old Jun 18, 2008, 03:39 PM // 15:39   #103
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Updated to v1.2.

Contains the following changes:
*New area idea: Gorge of Eternity. Features a PvP like setup in PvE.
*Adjusted Triple Shot barely.
*Ursan Rage now only disables for 1 second instead of 2.
*Removed Shadow Form nerf in PvE only section.
*Weakened a few of the Mesmer buffs in the PvE only section
*Added some Ranger & Ritualist buffs, with more on the way later.
*Added more PvP updates, but removed the Splinter Weapon change cause ArenaNet did my update on that XD

The PvP updates redid Shadowsteps to only have a +10s recharge time, but they fail if you don't have Crit Strikes to prevent secondary class abuse. Changed Shadow Form to be a bit more useless. Modified Scythes to be less abused. Reverted BSurge nerf to add defense. Fixed humsig/PBlock/Diversion. Weakened WoH to make Blessed Light look a bit better. Weakened the overpowered Foul Feast & Escape.

v1.3 will feature:
*New formatting.
*More ranger & ritualist buffs in PvE & minor changes to the other classes in PvE.
*Example teams for the Gorge of Eternity
*A way bigger PvP balance that will focus on changing hexes into more active play skills, rather than fire & forget skills. It will also include power creep weakening all across the board, a weakening on offense, mechanic changes, other abusive skills (hello Obsidian Flesh) and such. The 1.3 version skill balance for PvP would basically be the first skill balance I would do were I to become skill balancer xD. (Oh god, I can sense the assassins and dervishes knocking on my door with guns already.)

Last edited by DarkNecrid; Jun 18, 2008 at 04:13 PM // 16:13..
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Old Jun 18, 2008, 04:23 PM // 16:23   #104
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You've still nerfed the Imbagon and Ursan but left even more powerful alternatives. Half the PvE skills are on partly the same level (Eg. wards and CoP) but if you're going to deal with Imbagon and Ursan, please don't make other choices even more imbalanced.
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Old Jun 18, 2008, 04:31 PM // 16:31   #105
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Quote:
Originally Posted by Tyla
You've still nerfed the Imbagon and Ursan but left even more powerful alternatives. Half the PvE skills are on partly the same level (Eg. wards and CoP) but if you're going to deal with Imbagon and Ursan, please don't make other choices even more imbalanced.
I guess. The thing is though Tyla, ArenaNet has got themselves in a rut here. Honestly, I'm doing this (writing it) as if I was the skill balancer, and thinking as ArenaNet, the business, would. Ursan has brought a new level of imbalance to PvE, one that (whether we like it or not) many people enjoy. And in my mind, as a business oriented perspective, you can't take that imbalance away, and replace it with nothing. It is very much what I consider an Indiana Jones-like environment. If they take the golden chalice (Ursan) away, and don't replace it with anything, you're going to get your pyramid crumbling and trying to kill you. (though I nefed SY simply because 100 armor is retarded. Nothing dies eveeeer with both those skills on you.)

It's just not economically/business feasible to remove Ursan with no alternative. Ideally, there would now be a selection to use PvP skills in PvE too, but it's just not something I would do as a company. Is it better for the game? Yes. (though like I said, give the option to use the more balance PvP skills imo) Is it feasible to keep the majority happy, and keep the company running?

Not really.

This, my friend, is the sad truth. And something I hope ArenaNet has learned from and won't make the same mistake on in their new clean slate (Guild Wars 2).

My goal was to replace Ursan, while giving a variety of choices that do keep to the original game design of building a skill bar.

(Though I do admit I put less thought into the PvE skill balance section than the other sections simply because it's not really what PvE needs, but its neigh impossible to balance PvE by the mechanics themselves now, so it's really all you're left with unless if Anet were to somehow decide to completely revamp every single area and every single monster and every single little detail from 4 different chapters. Not happenin.)

This isn't a dream update, (well, it is in a way) where I wrote it as THIS IS HOW YOU MAKE GUILD WARS PERFECT, Tyla, as I wrote this to be realistic. And let's be realistic, for every URSAN SUCKS thread we have on these forums, if Ursan was made crap with no alternative that "FEELS EPIC", these forums would be in an uproar, I guarantee it.

It's basically an update I would do to fix the big problems, but you can't just fix the big problems and leave something behind entirely.

If I wasn't looking or writing this from a good business perspective, yes I would just remove PvE skills entirely, not add anymore, remove the skill separation, etc.

You know I would, right? :P

But that's just not feasible, here.

EDIT:
Like I even did a PvE/PvP skill update, yet I don't really like this idea of a skill separation at all. Each new skill update furthers the gap between PvE & PvP. I very much wrote this playing on ArenaNet's current Guild Wars 1 ideals, including title grind (added a new title and stuff that rewards you doing title stuff (Vanquisher & Cartographer), making PvE feel epic (EPICCCCC DPSSSS), and such.

My idea of a perfect update is completely different, and would probably piss off everyone who hasn't been around since the dawn of time...I mean...Guild Wars.

Last edited by DarkNecrid; Jun 18, 2008 at 04:52 PM // 16:52..
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Old Jun 18, 2008, 04:49 PM // 16:49   #106
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These forums would be an uproar in the case of carebears, while the majority continues to play. Nobody can tell the future, but I doubt they will even care to be honest, but thanks for the explanation anyway.
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Old Jun 18, 2008, 05:02 PM // 17:02   #107
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Quote:
Originally Posted by Tyla
These forums would be an uproar in the case of carebears, while the majority continues to play. Nobody can tell the future, but I doubt they will even care to be honest, but thanks for the explanation anyway.
it's hard to say.

Honestly, I mean, a lot of people use Ursan. ArenaNet can easily (read: already has, according to Regina) pull the numbers on the amount of people who use Ursan. I'm sure you've even used it. I've had it on my bar, but I didn't even know it existed until I saw a post on GWG about it some time shortly after the release of EOTN.

But Anet can't easily pull the numbers of the amount of people who like Ursan and would care if it was nerfed. It's a general business sense to assume that if people are using something, they like it, because if they didn't like it, they'd either not use it, or they'd quit because it's not fun for them. It's just generally safer to assume everyone who uses it likes it, than everyone who uses it doesn't, or even its 50/50. It's impossible to really gauge that, but it's just a safer bet to assume they do, y'know?

If I had my way, here would be my dream update:
*Titles removed.
*PvE skills removed.
*Skill separation removed.
*Huge ass skill update.
*Complete PvE mechanics reworking across all 4 campaigns.
*New content added.

The above is far less likely to happen though, since again, this is ANets current ideals for GW1...EOTN is a testament to that. I just built upon them, while trying to appease the majority, as any business would. PvE still feels epic, has a challenging aspect (due to a reworked HM (farrrrr less work than reworking PvE itself)), new content, and more variety & skill building.

PvP has a somewhat decent skill balance, and new features, with a few mechanical changes to keep it going and a bit more fresh and rewarding.

Basically I wrote how to fix and improve the game in its current state, rather than fix and improve the game as it used to be. Completely playing by Anets rules now, than how they used to be.

I actually don't like probably 75% of what I wrote. The only parts I even like is the reworked HM, new content areas, new PvP features, and the PvP skill balance.

Everything else is just crap to keep the new carebears happy, and I don't like it anymore than you do.
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Old Jun 18, 2008, 05:02 PM // 17:02   #108
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Old Jun 18, 2008, 05:08 PM // 17:08   #109
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Originally Posted by spawnofebil
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here you go


that's rank 0.
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Old Jun 18, 2008, 05:15 PM // 17:15   #110
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So you want Anet to pretty much give every skill a complete overhaul, fix the AI, give PvP a complete overhaul, add a large number of areas to the game, add more titles, and fix all of the bugs.

While they are at it, why don't they just improve the graphics and let us jump. Then they could call it GW2 and make us buy it again.
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Old Jun 18, 2008, 05:26 PM // 17:26   #111
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Quote:
So you want Anet to pretty much give every skill a complete overhaul, fix the AI, give PvP a complete overhaul, add a large number of areas to the game, add more titles, and fix all of the bugs.
-Every skill a complete overhaul: actually it's mostly just number changing. Unless if for some reason ArenaNet decided to use the most ridiculous coding ever, changing skills themselves isn't that hard. Making another copy of a skill isn't that hard. Functionality changes, sure, but number changing? Not really.
-Fix the AI: They've been doing that lately anyways. All they'd really have to do here is make the AI do less stupid things, like say killing themselves all the time even when they have hex removal on an ally.
-PvP a complete overhaul: It's just a couple features. Making a merchant and awarding items is also a very simple process. Making new original items is, yes, harder, and probably the least feasible thing out of the whole thing for Token of the Gods / the PvP reward system.
-Large number of areas to the game: eh. Just do the EotN solution and reuse textures if you have to, reuse creature models. Just make it challenging.
-Add more titles: There was 1.
-Fix all the bugs: yes, but they are all documented and none of them are really that complicated. Obviously some aren't just flip a switch and PRESTO CHANGO but a lot of the reported bugs are very simple bugs. Stuff like a fail message on a skill, a typo here & there, etc...these are very simple fixes, and I don't doubt that, because ArenaNet uses an intuitive engine and coding design. These are things even a first or second year student in a coding class could fix after they took a look at the code, the problem is ArenaNet not able to dedicate people to these tasks. Not enough resources. They currently only have enough to do a few bugs each update, which is understable given their current endeavors. Once they get Lisa (er, I think that was her first name) and the other unnamed guy to be completely focused on GW1, I honestly think you'll see a lot of the reported bugs fixed in a couple updates.

These things aren't as impossible as you make them seem, and Guild Wars 2 is already going to be a different design and focus than Guild Wars 1...I can already tell you that from UAX in PvP areas at the start, the world PvP in PvE areas, the quest structure, emergent complexity on skills, companion system, et al.
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Old Jun 18, 2008, 07:11 PM // 19:11   #112
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a little bit of awesome, a bunch of obvious, a ton of meh, some wtf, some LoL, and some pathetically bad.

Why I wasted so much time to read this all?
/selfowned

A lot of chests dropping multiples of 'rares' everywhere, and a repeatable? area to quickly farm then in multiples, thats sick.

Adding a huge lot of PvE versions of existing skills for completely no reason is pointless and adds unneeded complexity and confusion.

There are more terribaaad skill changes than actually good ones. Seriously, don't comment on pvp. PBlock and Diversion nerf to complete uselessness =wtf?

oh well, it was so long that if I wanted to comment on everything I wanted, I would have to write a book...

oh I know now where's the problem! It's this:

Quote:
Originally Posted by READ FIRST - Sardelac Sanitarium Forum Guidelines
5. Post One Idea Per Thread

Do not post "A Few Ideas" threads. If you have more than one idea ---first double check with the search button and the index thread to make sure they're fresh suggestions, and create a separate thread for each one with a relevant title. If you don't feel like creating a separate thread for each suggestion you have, post all of them in the Index of Ideas thread stickied at the top of the forum.
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Old Jun 18, 2008, 10:15 PM // 22:15   #113
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oh I know now where's the problem! It's this:
This is one idea, a huge update, it's just split into many parts....like an update. :d
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Old Jun 18, 2008, 10:48 PM // 22:48   #114
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From what I gathered from my skimming through skill updates (the rest I really couldn't care less about) it seems "Buff everything for PvE, Nerf Mesmers and Monks to make them unusable in PvP."
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Old Jun 18, 2008, 11:49 PM // 23:49   #115
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Mesmers...I nerfed 3 skills. 3. One makes stuff blow up uncontrollably to the point where matches between anyone decently skilled vs anyone even slightly less skilled end in less than 5m (2m or less thanks to resign) (hello there Humsig), another has always been overpowered for the longest time (hello there Diversion), and one makes running Water Eles less than favorable (hello there PBlock). No one really runs PBlock much anyways, but when it is run it rapes Water eles like no tomorrow which makes them less played. A mesmer is much more than just Diversion, and if you think those 3 skill changes make mesmers completely unusuable in PvP, then you really are kind of crazy, as a Mesmer brings so much more to a party than a simple Diversion.

As for Monks, WoH is simply too good. It is blatantly overpowered, and is a completely one dimensional skill that was buffed because there was no way for defense to keep up otherwise because hellot nerf to LoD. SoH is needed because it stacks with Conjures. WoH is needed a slight nerf to make other healing options more viable. I buffed defense a tad by reverting some key changes so that the obscene healing wouldn't be needed. Again, if you think Monks would be unusuable in PvP because of a single WoH nerf, you are also crazy, because quite frankly the Hybrid Bar, ZB bar, RC bars, etc, aren't going anywhere, this just allows BL to be used, in conjunction with WoH. WoH still beats BL in raw healing power, but BL allows for greater bar variety and powr, so there is now a trade off, whereas there is no reason to run BL right now...WoH is simply better in every way, so much so that it's easier to just out heal conditions and hexes, than remove them with WoH.

EDIT: Also again, the PvP upate currently only faces the major issues, not a ton of the issues. That'll come in v1.3.

The PvE buffs is to replace Ursan, because hoenstly if ANet nerfs Ursan, this is basically what they will be forced to do (and what they've slowly gotten closer and closer to doing with each passing update.)
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Old Jun 19, 2008, 03:22 PM // 15:22   #116
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Quote:
*Five new areas have been added to the game:
-Nature's Gorge (name can be changes obviously), realm of Melandru
-Illusion's Folly, realm of Lyssa
-Divinity Temple, realm of Dwayna

*In Hard Mode, skill bars across Tyria, Cantha, and Elona have been reconfigured to provide a tougher challenge and promote teamwork amongst similar monsters. In addition many attributes have been changed as well. This will make Hard Mode actually a challenge for people, with monster groups no longer restricted to using skills from their own campaign, allowing teams of monsters similar to the Jade Brotherhood, except harder, and with better AI.

*Numerous AI fixes so monsters aren't so dumb.

*A series of quests have been added to Cantha, Elona, and Northern Tyria, that can only be gotten after beating Shiro/Abaddon/The Great Destroyer. To access these quests, you must kneel before a dragon's statue added to the following places: Kaineng City, Kamadan, and Eye of the North. These quests each add more to the story of that chapter, and in the case of Eye of the North, adds a better preclude to what is to come in Guild Wars 2, with the various races. These quests reward tons of XP, and gold for completion.

*The Northlands in Pre-Searing have been expanded, adding more content, and some higher level enemies. Adds a couple of unique rewards in weapons.

*The Xunlai Marketplace is now open. You may trade many items on the marketplace, with other players. Just pay a small fee, and your item goes up with a pre-chosen price based on the items worth. When someone buys, you instantly reap the profits! A message will display in chat, telling you someone has bought your items next time you sign in. Talk to a Xunlai Marketplace Merchant to collect your money.
Just that is enough.
The Anguish is Kormir's realm.

I don't care much about the skills. I always use what I have, and since my main is an elementalist, I have a lot of good stuff to choose.
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Old Jun 19, 2008, 03:54 PM // 15:54   #117
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Man, am I glad I'm not a game designer! Thankless job, no way to please everyone. I mean, take Monks, for instance: how many ways can you heal something? LoD or WoH? I can heal 1 person a lot, or a lot of people a little (well, sometimes a lot, but...) So, let me see, I have this kind of heal, and that kind of heal - sh*t! I've got like 30 heals to choose from! And then, when I Prot someone, I heal them a little, too - so, Protection and Healing... oi vey! Too many options, and only a handful will get used anyway.

Good effort, DarkNecrid! Welcome to the nightmare that is game balancing!
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Old Jul 20, 2008, 08:39 AM // 08:39   #118
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some of your ideas for skills are good but most of this is kind of useless this close to gw2
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Old Jul 20, 2008, 05:15 PM // 17:15   #119
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I read the whole thing and Im sorry to say there arent really any good ideas for changes in this entire post. you seem to be under the impression that you deserve a ton of free new content for some reason and that everything in the game should drop 6 gold weapons. we are not getta a ton of new content for free. its just not going to happen. sure, it would be nice for them to put in the remaining go areas, but anet probably wont do it for free...
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Old Jul 20, 2008, 07:33 PM // 19:33   #120
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There are really only 2 things here I don't agree with. One is the 5 new elite areas. DoA is basically Kormir's area, and the game already has enough (like, 5 I think. And yes, UW and FoW are elite areas, even if not by name, get over it).

The other thing I don't agree with:

Quote:
Originally Posted by Dark_Necrid)
[005-M
Mesmer:



[Signet of Humility]


: Target foe's elite skill is disabled for 1...10 seconds. Recharge time is now 40 seconds. Added functionality: "The recharge time of this skill is halved if your target fails to use their elite." (ie: if you disable their elite while they are using it, so that they get the failed message.)



[Power Block]


(PvP): Disable time changed to 1...5 seconds.




[Diversion]


(PvP): Duration changed to 3 seconds. Recharge lengthing changed to 5...25.
In your suggestion, Sig of Hum is unusable it's so bad, put a 30 second recharge on it, don't change anything else.

Also, with suggested changes, Pblock becomes a crappy elite version of Plock and Sig of Distraction. If you're going to kill Pblock that badly, at least bring the energy cost down to 5 to at least keep it viable.

Diversion really isn't THAT overpowered as it's made out to be. It has a 3 second cast, its an incredibly easy interrupt if it's shutting you down that badly. Maybe lower the duration to 5 and recharge lengthening to 9...40, that way you don't completely kill it with fire, and it may still be usable.


Quote:
Originally Posted by Phoenix Tears
Signed for the Vanguisher/Cartographer Chest, more quests, more realms of the gods, and certain buffs for pve.

Rest unsigned
Why is that? Because "the rest" improves PvP? Just because you don't play it doesn't mean it's bad and doesn't need fixing. Stop being an arrogant little infant.

Last edited by Kanyatta; Jul 20, 2008 at 07:36 PM // 19:36..
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