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Old Mar 21, 2008, 01:13 PM // 13:13   #1
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Default A change to weapon mods and some skill updates!

Weapon mods have become rather static, they simply need a little overhaul to make them more equally usefull to all chars.

Vampiric/Sundering/Zealous/Icy/Shocking/Fiery/Ebon are all fine.

Proposed changes:

Cruel - 5% chance of inflicting deep wound for 10 seconds upon successfull hit. ( triggers on attack skills only)
Heavy - 5% chance of inflicting weakness for 10 seconds upon successfull hit. ( triggers on attack skills only)
Barbed - 10% chance of inflicting bleeding for 15 seconds upon successfull hit. ( triggers on attack skills only)
Crippling - 10% chance of inflicting cripple for 15 seconds upon successfull hit. ( triggers on attack skills only)
Poisonous - 10% chance of inflicting poision for 10 seconds upon successfull hit. ( triggers on attack skills only)
Furious - +1 adrenaline upon successfull hit, 40% chance. ( triggers on attack skills only)


Skill changes:

Hundred Blades -(still 2x AoE with 0 dmg bonus) Inflicts bleeding + Deepwound on all targets struck for 1-15seconds. ( increase recharge to 12seconds)

Quick Shot - Unblockable and deals +1-5dmg for each recharging marksmanship skill(max +30dmg).

Lingering Curse - Decrease cost to 15energy, casting time to 1second and increase recharge to 20seconds.

Illusionary Weaponry - Increase attack speed by 33%, changed to maintained enchantment.

Star Burst - Inflicts buring for 1-4 seconds on affected targets.

Balthazar's Pendulum - Increase duration to 5-30 seconds and effects next 1-4knockdowns.

Shadow Shroud - Removes 0-2 enchantments.

Spirit Channeling - Decrease recharge to 10seconds, increase duration to 12seconds, if reaplied before ending you gain 0 health.

Defensive Anthem - Increase duration to 1-15seconds, decrease recharge to 20seconds.

Vow of Strength - Increase attack speed by 25%. ( dissables ALL skills for duration )



Just a few skills that could use a buff to get people to use them a little more.

Edited the suggestions. 5% chance only on attack skills seams pretty fair, as it currently stands those mods are totaly useless. The furious +1 adren is rather small when you think about it, even left at 50% on any attack its still only +1 adren every 2seconds maximum so it would take you 7 hits to build up 10 adren...but if that seams overpowered then active only on attack skills should bring it a little more in line.

The entire reason behind the mod changes is to get people to use these mods, so if they are all equally powerfull then players might chose them over vamp/sundering/zealous/elemental. As they now exist I do not see very many people using them at all, and for good reason.

Made a small adjustment to skills, not really sure about some of them. Mostly it was Hundred Blades and Quick shot that I wanted to buff but tossed in one for every proffesion.

Last edited by Crom The Pale; Mar 21, 2008 at 08:24 PM // 20:24..
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Old Mar 21, 2008, 01:22 PM // 13:22   #2
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really like the ideas
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Old Mar 21, 2008, 01:28 PM // 13:28   #3
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most of those skills u listed are fine the way they are, vow of strength doesnt need a buff and neither does lingering curse.
but other skills do need a buff like star burst
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Old Mar 21, 2008, 01:43 PM // 13:43   #4
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the furious mod would be over-powered, the rest are 100% useless
hundred blades actually seems interesting
quick shot still sucks
pendulum is already useful the way it was
shadow shroud might be a bit overpowered, i dont know the recharge off the top of my head
dont know or care what spirit channeling is
defensive anthem is already good, this buff would be extremely lame
vos dervs would hurt

and why would you buff star burst, that skill screams some type of shadow step gimmick
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Old Mar 21, 2008, 01:44 PM // 13:44   #5
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Your hundred blades suggestion would be massively over powered, I think just bleeding would be enough.
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Old Mar 21, 2008, 01:50 PM // 13:50   #6
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look at wounding strike and compare it to 100 blades. i dont think it would be TOO over-powered as the sword line pretty much sucks for big chunks of damage

edit:if its aoe then yeah, over-powered. his description is hard to understand if its aoe or not

Last edited by Julia-Louis Dreyfus; Mar 21, 2008 at 01:52 PM // 13:52..
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Old Mar 21, 2008, 02:12 PM // 14:12   #7
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Quote:
Originally Posted by Crom The Pale
Weapon mods have become rather static, they simply need a little overhaul to make them more equally usefull to all chars.

Vampiric/Sundering/Zealous/Icy/Shocking/Fiery/Ebon are all fine.

Proposed changes:

Cruel - 5% chance of inflicting deep wound for 10 seconds upon successfull hit.
Heavy - 5% chance of inflicting weakness for 10 seconds upon successfull hit.
Barbed - 10% chance of inflicting bleeding for 15 seconds upon successfull hit.
Crippling - 10% chance of inflicting cripple for 15 seconds upon successfull hit.
Poisonous - 10% chance of inflicting poision for 10 seconds upon successfull hit.
Furious - +1 adrenaline upon successfull hit, 50% chance.
Way too imba.

Cruel is equal to ~3 extra DPS which comes in spike form
Heavy means weakness up on target for 50% of time.
Barbed is ~4 extra DPS.
Cripping is like extra free skillslot for hamstring/pindown
Poisonou is ~5 extra DPS
Furious is godly

They provide conditions for free, only autoattack needed. Every caster would have barbed spear and autoattack between casts.

You didn't "upgrade" silencing, thank god ...

Quote:
Originally Posted by Crom The Pale
Skill changes:

Hundred Blades - Inflicts bleeding + Deepwound on all targets struck for 1-15seconds.

Quick Shot - Unblockable and deals +1-5dmg for each recharging marksmanship skill(max +30dmg).

Lingering Curse - Decrease cost to 15energy, casting time to 1second and increase recharge to 20seconds.

Illusionary Weaponry - Increase attack speed by 33%, changed to maintained enchantment.

Star Burst - Inflicts buring for 1-4 seconds on affected targets.

Balthazar's Pendulum - Increase duration to 5-30 seconds and effects next 1-4knockdowns.

Shadow Shroud - Removes 0-2 enchantments.

Spirit Channeling - Decrease recharge to 10seconds, increase duration to 12seconds, if reaplied before ending you gain 0 health.

Defensive Anthem - Increase duration to 1-15seconds, decrease recharge to 20seconds.

Vow of Strength - Increase attack speed by 25%.
Only Illusionary weaponry would be okay, but without IAS; just making it maintained enchant. And even that would be dangerous.
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Old Mar 21, 2008, 02:23 PM // 14:23   #8
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Basically, it's all incredibly imbalanced and overpowered

/notsigned
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Old Mar 21, 2008, 02:51 PM // 14:51   #9
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The mod ideas are great, but I think Hundred blades is a bit over the top.
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Old Mar 21, 2008, 03:42 PM // 15:42   #10
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Only skills inflict conditions. Making the items being able to inflich them would be like having 'free skills'.

In GW, you can only have 8 skills in PvP.
In GW, you can have more than 8 'skills' with items, titles and blessing in PvE.

So such mods should have to be PvE only.
They could add another slot to all weapons, a PvE slot, and upgrades like the +price of item, +salvageable or +damage to race would be moved to that slot along with yours.

I will no enter in skill changes. I don't bother about metagame and just use the skills as they are, making my builds just before the fight.
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Old Mar 21, 2008, 03:54 PM // 15:54   #11
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PvP (which to be honest is one of the only places you find varation to weapon mods) its a game of solid numbers, "Chance" of something will get you no where. Even WITH these mods you'd want crippling shot with a 20% longer mod - then you KNOW you'll get crippling

also with your mods.....yum [skill]Flurry[/skill]
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Old Mar 21, 2008, 04:18 PM // 16:18   #12
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My Version:

Barbed: Increases Duration of Bleeding by 33% on foes and Skills/Attacks which cause Bleedign will deal additional +5-10 Damage

Same Bonus for Skills that deal the fitting condition for:

Cruel, Crippling, Heavy, Silencing and Poisonous.


Anet should also add:


Burning: Increases the Duration of Burning on foes by 33% and Skills/Attacks, which cause the foe to burn will deal additional +5-10 Damage.
---------

The Elemental Mods should get changed to:

Fire: Weapon does Fire elemental Damage and has 10% Chance on hit to cause a foe to start burning for 3 seconds

Earth: Weapon does Earth elemental Damage and has a 10% Chance to cause Weakness on a foe for 5 seconds

Ice: Weapon does Ice elemental Damage and has a 10% Chance to cause to the foe an Energy Degeneration of -2 for 5 seconds

Lightning: Weapon does Lightning elemental Damage and has a 10% Chance to cause to a foe Cracked Armor for 5 seconds
-----

Vampiric and Zealous shold lose those -1 Degenerations.

Sundering should get increased from 20 to 25% so that they will have a difference over Vampiric ...
-----

Suffix:

of Shelter: should get increased to: +5-10 vs. physical damage
of Warding: the same: +5-10 vs. elemental damage
--------

Incriptions:

Can be removed:

"To the pain": no ass wants this crap, who please wants to sacrifice 10 AL while attacking, only for +15% more damage.

"Brawn over Brains": wtf will sacrifice for +15% damage 5 Energy Points >.> ?

"Vengeance is mine" +20% damage, while under 50% hp ..lol no ass uses this... people uses only 2 different damage modifier incriptions and those are

+15% damage (when enchanted) + +15% Damage, while HP^50%, because those are the only 2 damage modifier incriptions, which make SENSE!!

All the incriptions, which trigger only at health below 50% can be removed, no one will ever use them, because they are crap....

further ...

"Ignorance is Bliss ": show me those idiots, which want to sacrifice for +5 Defense 5 Energy points >.>

followign incriptions should get buffed from +5 armor to +10 Armor:

"Man for all Seasons", "Survival of the Fittest" and "Knowing is Half the Battle"

hex version gets increased to +15 Armor. while hexed...

many of all those inscriptions and mods are simple way to weak to be interestign enough for usage over the standard of giving bonis while health is above 50% or whiel being enchanted....


all those inscriptions with +defense against 1 signle special damage type should get increased from 10 to 15 defense bonus


and all the inscriptions against a certain condition, they should receive an additional effect. They should give a player a 10% Chance to receive decreased damage of - 5 to -10 damage from Skills/Attacks which would deal the fitting condition as counterpart to the buff of the Condition Prefix-Weapon Upgrades
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Old Mar 21, 2008, 04:34 PM // 16:34   #13
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Quote:
Originally Posted by Phoenix Tears
...
WoW, you beaten Crom in ridiculousness and imbaness.

Ignorace is indeed Bliss and Brawn is indeed over Brains.
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Old Mar 21, 2008, 04:51 PM // 16:51   #14
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Quote:
Originally Posted by zwei2stein
WoW, you beaten Crom in ridiculousness and imbaness.

Ignorace is indeed Bliss and Brawn is indeed over Brains.
I lol'ed... and you have naturally the total clue about, what is ridiculous and imba,without having seen first those change concepts in action >.>


all those buffed upgrades are too weak and uninteresting, when compared to tha standard max mods, which usually get used for "perfect" weapons ...

this is more or less only Sundering, Vampiric or Zealous and the elemental mods are too boring, just by changing physical damage to elemental ...


about the additional effects I say only: Condition remove Skills, enough said >.>

also my post is not only about buffing mods,certain useless stuff would be also better, when anet simple remove it out of the game, because no one will ever use Incriptions, which trigger first, after health is below 50% ... .
People also will never sacrifice 5 Energy Points for a bonus, which stays absolutely not in relation to the sacrifice...

-5 Energy for only +5 Defense ...rofl ... this bonus should give + 15 Defense, to stay in a good relation to the loss of 5 Energy Points ...

Those buffs to the name incriptions should lead to make them more interesting over the standart and also to balance the previous buffs of the prefix weapon mods
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Old Mar 21, 2008, 05:07 PM // 17:07   #15
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On skill change :
NO MORE SKILL CHANGE. Militant of the No More Skill Change Group. skill change is part of playtesting not actual game, period.

On the weapon mods :
I don't know but your ratio are too imbalance. The real question is do we want D&D like weapon in GW (a vorpal? 10% instant death) or do we stay with the skill first system.

As they are anyway they are not balance nor well thought.
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Old Mar 21, 2008, 05:21 PM // 17:21   #16
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Quote:
Originally Posted by Phoenix Tears
Ice: Weapon does Ice elemental Damage and has a 10% Chance to cause to the foe an Energy Degeneration of -2 for 5 seconds
Um... what??

Quote:
Originally Posted by Phoenix Tears
Vampiric and Zealous shold lose those -1 Degenerations.
Apparently you don't understand the point.

Quote:
Originally Posted by Phoenix Tears
"Brawn over Brains": wtf will sacrifice for +15% damage 5 Energy Points >.> ?
All I can really say to this is... lol?

Quote:
Originally Posted by Phoenix Tears
"Vengeance is mine" +20% damage, while under 50% hp ..lol no ass uses this...
Yes, actually, people do use these.


Quote:
Originally Posted by Phoenix Tears
"Ignorance is Bliss ": show me those idiots, which want to sacrifice for +5 Defense 5 Energy points >.>
You're funny.

Overall, I'd say you have a pretty bad understanding of... well, most of this game.
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Old Mar 21, 2008, 05:40 PM // 17:40   #17
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Quote:
Originally Posted by Phoenix Tears
*snip*
That is THE most clueless post I've seen from you EVER. Congratulations!
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Old Mar 21, 2008, 06:16 PM // 18:16   #18
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Quote:
Originally Posted by explodemyheart
Um... what??
Whats so hard to understand about this Concept for Ice Weapon Modifier ?

Quote:
Apparently you don't understand the point.
Then tell me, i personally found these Degenerations ever senseless..maybe in pvp its good for balance, but for PvE its just stupid and makes no sense...

Quote:
All I can really say to this is... lol?
Ya, can I to your quote too, because this Inscription is simple useless, the game has much better inscriptions for melee classes and caster classes goe better with inscriptions, which INCREASE their max energy, other than decreasing their max energy for more damage with their staff weapons lol *damage modifiers on staff weapons make ya so much sense >.>*
The only little usage this inscription has is only for Melee Professions, which players gave their characters PURE Adrenaline Builds with as less as energy skilsl in, as possible, which should cost when then all only 5 Energy, because was is please a Warrior with 15 Energy and 2 ER ..any Mesmer could kill those Warriors instandly through E Denials and Skills which trigger damage, when the Energy reaches 0... this high risk, just only for a perma unstrippable damage of +15% is just idiotic... damage +15% when enchanted or while HP is over 50% are much better inscriptions and don't bring in such high risks for Warriors against Mesmers (k, those 5 Energy more won#t save you long, but more Energy is better...)

Quote:
Yes, actually, people do use these.
Show me ... show me any builds, which rely on being perma under 50% of Hp, where it would make sense to use those inscriptions ...
I see no sense in those inscriptions and I can't know everything, so if there are builds which rely on those inscriptions, then show me it.

Quote:
You're funny.

Overall, I'd say you have a pretty bad understanding of... well, most of this game.
lol ya sure XD... maybe not of PvP .. but I#ve a good understanding of PvE, there you can be sure of... if this inscription is anyhow useful for pvp..hmm, then good, but in PvE wil help u this inscription not very much, there are again other inscriptions, that are far more helpful, than this here. The sacrifice of 5 Energy is much stronger, than the bonus of defense >.> Only idiots would use this inscription in PvE ... unless again there exists an extraordinay build extra for this inscription, where it owuld make sense to use this inscription and not somethign, that would increase instead the max energy for example.


@ Earth: when you've nothing betterto say that isn't anyhow constructive, then shut up

Last edited by Phoenix Tears; Mar 21, 2008 at 06:22 PM // 18:22..
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Old Mar 21, 2008, 06:29 PM // 18:29   #19
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Quote:
Originally Posted by Phoenix Tears
Whats so hard to understand about this Concept for Ice Weapon Modifier ?
Please explain to me how it makes sense for ice to cause energy degeneration.

As much as I think your other elemental modifiers are a bad idea, I'll at least give you that they make sense. This one does not.


Quote:
Originally Posted by Phoenix Tears
Then tell me, i personally found these Degenerations ever senseless..maybe in pvp its good for balance, but for PvE its just stupid and makes no sense...
If they're useless to you in PvE, so what? Novel idea here, don't use them.


Quote:
Originally Posted by Phoenix Tears
Show me ... show me any builds, which rely on being perma under 50% of Hp, where it would make sense to use those inscriptions ...
I see no sense in those inscriptions and I can't know everything, so if there are builds which rely on those inscriptions, then show me it.
Builds do not rely on being "perma under 50% HP." You have 4 weapon sets. It's called weapon swapping, maybe you should look into it. I haven't played much PvP the last 6 or 7 months or so, so I can't really comment on how common using it is, but I do know people have used it and I do know people continue to use it.

Quote:
Originally Posted by Phoenix Tears
@ Earth: when you've nothing betterto say that isn't anyhow constructive, then shut up
There really isn't a whole lot of anything anybody can add to your suggestions that can be considered constructive. When you suggest removing things from the game because you think they're worthless or have no use, when you clearly know nothing of PvP (and PvE and PvP are connected, no matter how much you dislike it), there's really not much to say or do but LOL.

Last edited by explodemyheart; Mar 21, 2008 at 06:32 PM // 18:32..
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Old Mar 21, 2008, 08:25 PM // 20:25   #20
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Edited post to bring a little clearer picture of changes and add some balance.
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