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Old Nov 01, 2006, 12:33 PM // 12:33   #81
Jungle Guide
 
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Very nice I like
I do not think the primary is over powered as there are only so many condition in the game, and getiing bleeding from 3 allies at once(caused by dervish skill) would only trigger your primary once.
Though 1 thing, burn is a condition too, the game mechanics mean for it to las verry short even top skills last it max 8 seconds. locking condions some of which meant to last long others like blind and burn are high in effect and generally pass quickly might be verry unbalancing(maby increase duration by X% instead?).

Though black death might be a full heal when cast on a defiler, with burn + disease + poison + bleed + deepwound(less health = more effective degen) health would degenerate so fast its close to the jadearmour pre infuse degen skill (which is 30 degen black death is Bu7+D4+P5+Bl3 = 19 +20% = 23 rounded)
On a non defiler, and a monk could never remove all the conditions in time.

Therefor my sum up: the class is perfectly balanced in pvp IF both teams have a defiler, they would keep hexes and conditions cast by allies and foes flying between the teams instead of stationary on 1 person (both a pro and a con for mesmers and necros, lol gaining health regen from a teammate suffering form your life siphon)
but with only 1 team having a defiler the other would not be able to use hexes or conditons eficently, which is rather unbalancing.

also all professions suffer a bit of a penalty agains condition immune foes like undead or golems
(exept ritualists of non pyro elementlists perhaps have not yet tested that for myself)
But a defiler sounds like they would suffer greatly when faced with the same problem

the undead problem can be over come by a defiler changing builds, however the pvp balance i can't see clear a solution for.

Oh i just hough of something else what if there are 2 defilers on 1 team, they would be constantly screwing eachother over for conditons stealing them form eachother, might make greivers happy but when greivers are happy other players are not.

even though i can't see a clear solution for the pvp and multy problem i can see a murky one, if you have less skills that take all conditions and all hexes from all your teamates but instead have 1 elite one that does that and for the rest take skills that transfer conditions 1 at atime form 1 ally or foe, and give them a concentrated array of skills to couse conditions on themselves(right now cousing conditions on self is plenty present but spread over many classes and you can only have 1 second profession at a time)
the plague crafting ability could have skills that cause only 1 condition and place it both on the foes inside the fume and on the user, that way there would be enough conditions to go round for multiple defilers and a team would not be instantly rendered contion and or hex less.
same thing goes for hexes less team hex removal more targeted hex transferance.

now the murky solution mentioned above is nothing but a suggestion, you might be able to come up with a much better one.
(Hey, you came up with all the cool defiler skills ofcource you can think of a better one)

Last edited by System_Crush; Nov 01, 2006 at 12:35 PM // 12:35..
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Old Nov 01, 2006, 05:24 PM // 17:24   #82
Jungle Guide
 
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/signed for good idea, but /notsigned for suggesting it for GW

Its simply too similar to mesmer and necro, they already play around with hexes/conditions: plague signet, fragility, the zillions of conditions necros give, virulence, shatter delusions, expel hexes etc. I woud be dissapointed if I found this class taking up one of the two new characters that would come in a sequal is what I'm saying.
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Old Dec 09, 2006, 05:26 AM // 05:26   #83
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Wow...this has gotta be one of the coolest concept classes ive seen. somebody who thrives on negative effects ^.^.

a couple suggestions (if your still taking them that is)
merge plague control and plague crafting because, with the exception of warrior and elementalist, all classes have only 4 attributes.

also change the name of plague mastery to something cooler, like malignancy. not exactly required, but i like the sound of that word lol

also, sight beyond sight seems a little too powerful, either make it elite, or make it a stance and up the energy and recharge a bit, like 10e and 30r should be ok.

for fixed jinx lower the energy gain as it could net almost unlimited energy.

the skills they "freeze" conditions and hexes should be altered, having burning or life transfer on you longer than normal can really imbalance the game.

blighted speed seems a bit overpowered also, i would make it a stance and have it a 25% speed boost (maybe up the recharge or energy cost, could be a bit much tho)

well....thats all i got for ya now, ill prolly have more suggestions when i get time to look at the rest of the skills.
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Old Dec 09, 2006, 05:45 AM // 05:45   #84
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For monks that try to remove conditions, instead of remoig them, they simplay give u a bonus like energy or health or something. btw I really like the idea, but it would have to be very complicated to be entered in the game as a balanced class. I suggest you rework the class or do some major changes. But hey, if U have alot of support dont listen to me, I could very well be wrong
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