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Old Aug 07, 2005, 12:03 AM // 00:03   #1
Desert Nomad
 
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Default If I were Arenanet... (not complaining)

The following was posted (word for word) on my guild's forums by a close friend of mine. He consented to letting me post it here since I thought he had alot of great ideas that were going to waste, and needed a little more exposure and input from the community.

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This game is fun, and really makes you think. So, if i were arenanet, this is what i would do to the skills.
(has ability to be horribly broken, hence needs testing on private servers for a while)
I apologize for all the notes, this post was more for me than anyone else, but if other people want to see it/comment on it, be my guess, i might even read them.

Draw conditions: 1 second cooldown. Made it a worthwhile spell to spam still, leaving the zf/draw combo in place, just nerfed it so eles cant abuse it with ER (As much)
Divine Boon: 5 second cooldown (its a MAINTAINABLE ENCHANTMENT, why does it need spammability?)
Taste of death: 1 second cooldown if it really is 0.
Word of healing: Not calculated the dumb way, instead like ("Heal for ## damage if target is below 50%, then heal for ##", or "heal for ## damage, if target is below 50%, this is doubled" [like final thrust]
Deathly Chill and Shadow strike: Same as word of healing. (if any of these three dont already, i've seen mixed results)

*Nature's Renewal: Cost ten, strips 1..5(at level 12) enchantments and hexes, bigger kill me sign when summoning. The attempt of this change is to keep it almost the same for rangers to run and much more difficult for secondary rangers to run, and also, because it nukes whole builds, like prot spirit does, to put a giant kill me sign up, Also, making it require actual points to be amazing.

Fertile season: does NOT affect other spirits.
Rend Enchantments: Rends 1..3 enchantments they are maintaining and 1..5 enchantments on them, 30 damage per monk enchantment, 20 second cooldown(if it is longer) (Who needs to dispel 9 enchantments,
plus, this is fun, and makes it an amusing spell to run)

Zealots fire: 30 second duration, 10 second cooldown (this may not be considered a nerf) (Change made from comparing to Dark Aura)
[Also considered making it do more damage and drain mana, but decided against it because of abuse with Ether renewal and energy stealing spell.]

Desecrate Enchantments: Does 10 less damage normally, ten more damage for each enchantment. If you are running 3-4 enchants on yourself, this spell should cause severe damage.(with 4 enchants, would do ~170 damage with 15 curses, should probably increase more)
Lingering curse: cost 20 (considering, may leave at 25)
Chillblains: Always posioned for 10(or 15) seconds, as opposed to 4..13(increasing as you got more curses), cost 15.(considering 20)
Ether Renewal: Does not count itself. (still is an extremely powerful spell, just requires higher skill slot investment)
Aura of the lich: Actually works as written
Dark Fury: +C287 is replaced with actual meaning (its a pointer to a keyword, may be obsolete, may MEAN something)
Strip Enchantment: 15 second cooldown (unless website value of 20 is incorrect), heals for 15% less. I balanced this skill using shatter and inspired enchantment as reference, also looking at healing/damage ratios for other skills with similiar effects.

Putrid explosion, and similiar skills: When error message is displayed, no spells can be cast, and players movement is interrupted. (Attempt to prevent button smashing)

And, i wish i could think up something better than these.
Oath Shot: Recharges only stances, attack skills, and preparations.(Urge...to...slay...skill...must...no t...nuke...) [ I had "Reduces all cooldowns by 30 seconds" but i didnt think that was codable ]
Necrotic transversal: Hope players do not mess up triggers by zapping through walls.

Discuss/flame/ignore topic forever. Thank ye. I really did put about 4 days of thought, though i think im forgetting one of the changes.

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You heard him.

Last edited by Neo-LD; Aug 07, 2005 at 12:08 AM // 00:08..
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Old Aug 17, 2005, 10:22 PM // 22:22   #2
Frost Gate Guardian
 
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I definitely agree with nerfing Divine Boon & Draw Conditions. Either increase the casting time to 1-2 seconds, or put in a cooldown time of 2-4 seconds. Especially in RT, if your team has the build to beat these Boon/Draw spam builds, your team will most likely lose to the next team that doesn't use the Boon/Draw build.
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Old Aug 26, 2005, 04:45 AM // 04:45   #3
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Exclamation New Idea for Nature's Renewal

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New Idea:
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I am reviving this thread as it seems that there are enough threads about this skill. I don't think I should make another thread when I could put it here.

Yea, I know this topic has been beaten to death, but with ArenaNet's newly proposed rebalance of Nature's Renewal, it seems like one of the most effective yet easily countered mass buff/debuff skills is going away. While I agree that this skill was too powerful due to the two different types of shutdown it did, I think it could be split into two skills along different attribute lines. It would have a little less oomf and wouldn't be as effective because it would require a big water down of someone's skill bar.

One would be the new rebalanced Nature's Renewal that makes enchantments and hexes take two times longer to cast, just like ArenaNet just proposed, and the other skill removes a certain number of enchantments and hexes based upon the attribute level of the required trait.

As it currently stands:

Nature's Renewal
Cost: 5 Casting Time: 5
Duration: 30-150 Recast Time: 60
Create a level 1-10 spirit. For creature's within its range, all enchantments and hexes are removed. For 30-150 seconds, enchantments and hexes take twice as long to cast. This spirit dies after 30-150 seconds. Main attribute: Wilderness Survival

What ArenaNet proposes:

Nature's Renewal
Cost: 5(?) Casting Time: 5(?)
Duration: 30-150(?) Recast Time: 60(?)
Create a level 1-10(?) spirit. For 30-150(?) seconds, enchantments and hexes take twice as long to cast. This spirit dies after 30-150(?) seconds. Now when you cast a Spirit, all other allied spirits within the newly cast Spirit's range are destroyed. Main attribute: Wilderness Survival

Alright, effective shutdown by allowing the buffs/debuffs used by the other team to be easier to counter. What about the lost enchantment and hex removal? Choking Gas is already known to be a great pre-emptive to these, but what if the enemy gets something up and it must be removed right then and there? What if they stack an enchant / hex on top so that you can't get that "game breaker" off?

What I propose:

Loss of Faith
Cost: 20 Casting Time: 4
Duration: 30-150 Recast Time: 60
Create a level 1-10 spirit. Upon creation, this spirit removes the closest 1-5 enchantments in range and has no cumulative effect. Loss of Faith dies after 30-150 seconds. This spirit destroys all other allied spirits in range upon cast. Main Attribute: Marksmanship

Melandru's Clairvoyance
Cost: 20 Casting Time: 4
Duration: 30-150 Recast Time: 60
Create a level 1-10 spirit. Upon creation, this spirit removes the closest 1-5 hexes in range and has no cumulative effect. Melandru's Clairvoyance dies after 30-150 seconds. This spirit destroys all other allied spirit in range upon cast. Main Attribute: Beast Mastery

Of course, the names do not matter. This would allow the same type of denial/removal to happen but be spread out over 3 attribute lines. They still remove enough enchantments or hexes to beat out some of the other removals but don't remove too many at one time to be overpowered. Long recharge time, cast time, and the new one-allied-spirit-at-a-time-in-range rule will weed out any abuse this could possibly happen with stacking of spirits and such. These spirits do not do anything after they do their initial "come into play" effect. Once that happens, they sit there and take up your One allied spirit slot.

So, what do you think? I would appreciate constructive criticism as this took me a while to write and flesh out (This means "I like this idea because . . ." or "I do not like this idea because . . ." is what I am looking for). Thanks.
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Old Aug 26, 2005, 02:15 PM // 14:15   #4
Vee
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hey ive got some ideas for necromancers currently there are no what so ever elite pet skills for them which is really bugging me now i think it would be a really cool idea if we could have something like an elite bone giant summoning skill sacrfice 10% life maybe 30 energy cost summon a bone giant wouldd be cool make it really tough and only have one out or some ohter pet buffer skills rather than just restoring life maybe increase pet damge or some stuff this just couple ideas i been throwing around any comments would be much apreciated

Last edited by Vee; Aug 26, 2005 at 02:47 PM // 14:47..
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