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Old Feb 11, 2009, 06:37 AM // 06:37   #1
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Default What would you like to see in April update?

Just as the title asks, what would you like to see in the April update? Would you like to see certain skills Smiter's Boon'd, see certain skills PnH'd, or see certain skills balanced?

Just to get the ball rolling:

Assassin:

Palm Strike: recharge increased to 6 seconds.

Mark of Insecurity: get rid of "disables non-Assassin skills". The scaling of the duration is enough.


Elementalist:

Glyph of Immolation: move to Energy Storage, increase burning duration to (1...5..6 seconds)

Steam: Change to hex spell, Functionally changed to: For 1...10..12 seconds, whenever target foe is burning, they are also blinded. Blind ends when burning ends. Initial effect: 10...58..70 cold damage

Ash Blast: Functionally change to: If target foe is on fire, they are blinded for 1...6..7 seconds. Initial effect: 20...68..80 earth damage

Monk:

Peace and Harmony: increase cast time to 1 second

Necromancer:

Life Siphon: Reduce cast time to 1 second, reduce both degen/regen to (1...2..3)

Warrior:

Eviscerate: increase damage to (+10...34..40)

Cleave: increase adrenaline cost to 6 strikes, add Cracked Armor to successful hit.




Post your ideas, please.
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Old Feb 11, 2009, 06:55 AM // 06:55   #2
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Ban Heroes from HA

new Pvp maps

Last edited by Nibbit; Feb 11, 2009 at 11:55 AM // 11:55..
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Old Feb 11, 2009, 09:11 AM // 09:11   #3
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Elementalist

Firestorm - 10e 1c 5r
Spell. Deals 5...29...35 fire damage each second (10 seconds). Hits foes adjacent to targets initial location. You are Exhausted.

The dartboard random buff. Actually I think this buff would give fire elementalist a great tactical tool that can be used to force the enemy away from position. The great weakness of elementalists and especially fire elementalists is that their skills have both long activation times and long recharge times which makes the template cumbersome to use. Would be nice with some skills with greater availability. Remember that exhaustion ~ 30 second recharge, and that 1 second activation time is interruptable.

Mesmer
Fastcasting can not reduce activation time of skills further than 1 second. So FC will only work on skills with activation time>1 sec.

There is no doubt that mesmers at the moment are keeping other classes out of the meta. This is only because the FC attribute is used as a way to counter interrupts. If interrupts are too strong after this nerf either interrupts should be nerfed or other ways than FC should be introduced to counter interrupts effectively.
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Old Feb 11, 2009, 09:13 AM // 09:13   #4
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The thing i'd like most would be a ladder reset and k value change.

Its not gonna happen but its what i want to see :P

Oh and savage shot @ 20 second recharge.
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Old Feb 11, 2009, 09:37 AM // 09:37   #5
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i would like to see 5 seconds added to each of the ranger interrupts and 1/2 the recharge if you interrupt. less mindless spamming that interrupts my patient spirit then.
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Old Feb 11, 2009, 10:28 AM // 10:28   #6
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Native *nix client for GW.

then I have no reason to keep Winblows! (there is a performance hit under Wine and Cedega)

Yeah, yeah, I know it aint gonna happen.

{edit} A cutscene player would be nice, be able to replay cutscenes you have already unlocked.. (particularly where you completed a mission and had to rush out immediately, before watching the cutscene, because Mrs TotallyToxic and TotallyToxic Junior are in the car, engine running, waiting and getting impatient.....)

Last edited by TotallyToxic; Feb 11, 2009 at 12:17 PM // 12:17..
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Old Feb 11, 2009, 11:08 AM // 11:08   #7
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A small update for Hero Battles (lowering the morale meter speed and changes to a couple of problem skills). I understand there are other priorities but it's been nearly two years since we've had any changes to the format.
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Old Feb 11, 2009, 11:28 AM // 11:28   #8
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Nerfs:

Necromancer
Lingering is too much of a fire and forget hex, lasts too long and has too strong an effect, tone it down a little and it's fine. Deep strips make spiking way too easy and effective, toning down Rend and Pain will go a long way to making other playstyles more viable. Rigor is pretty much a must now with the abundancy of stances and weapon of warding everywhere, tone it down a bit and nerf some stances and weapon of warding at the same time.

Lingering Curse
25% Healing reduction

Pain Of Disenchantment
Removes 1 enchantment, 10r.

Rend Enchantments
Remove 0..1..2..3 enchantments (1 at 3, 2 at 8, 3 at 13 curses), 10% sacrifice, 10e.

Rigor Mortis
3..10..13 seconds.


Warrior
Primal Rage makes warriors way too manueverable, and takes away from kiting/positioning, it takes a lot of the skill out of warrioring (see: IWAY, RaO), tone down the movement speed some more to reduce this.

Primal Rage
15% IMS

(Turret) Ranger
Turret rangers can compress way too much damage on spikes with Prep+fast activation attacks and IAS, these changes will adress this.

Burning Arrow
Old burning duration

Hunter's Shot
Normal attack speed, same +damage as Melandru's Shot.

Melandru's shot
Normal attack speed, 6r.

Read the wind
Remove +damage

Flail
Lasts 0 seconds at 0 Strength.

Ritualist
Ancestor's Rage allows for too much compressed spike damage, this change will make it harder to compress damage without doing anything to the pressure potential of the skill. Weapon of Warding and Protective Was Kaolai make pressuring very hard, a small recharge nerf to warding should be enough, protective was kaolai should be more of a support party heal than a key skill imo, these stats fit it more. Recuperation shouldn't have a place in PvP, it's the ultimate fire and forget skill.

Ancestor's Rage
Disables Channeling Magic skills for 2 seconds.

Protective Was Koalai
20r, 2c.

Recuperation (PvP)
10 second duration.

Weapon of Warding
10r


Stances
Blockstances are too strong at the moment and force skills like Rigor into play, this reduces build variety. Some nerfs to the more popular stances might help deal with this.

Lightning Reflexes
45r

Disciplined Stance
No +armor

Shield Stance
1..6..7 seconds.


Monk
Peace and Harmony is way too powerful of a removal, it was neccesary with skills like Mark of Insecurity and Lingering Curse dominating the meta, deserves a nerf after these skills have been dealt with.

Peace And Harmony
Remove 0..2..3 Conditions and Hexes, reduce duration of hexes and conditions by 25%..75%..80%.

Elementalist
Mesmer/Eles took over for the most part, Mirror of Ice is a skill that purely promotes spiking by compressing (armor ignoring) damage onto other damage skills, putting it in energy storage will at least deal with Me/E spiking with this, E/X using this to spike ar much more managable due to interrupts. Glyph Immolation opens up steam, which is a huge part of the reason the Me/E water template is so powerful, keeping steam for ele primaries might force some more elementalists in play.

Mirror Of Ice
Move to Energy Storage

Glyph of Immolation
Move to Energy Storage


Damage compression buffs
Conjure is a bit too effective for the investment, particulary with fast activation attacks and stuff such as sun and moon slash (which aren't really problematic without buffs), also strength of honor shouldn't stack with Conjures, this never got properly fixed.

Conjure Flame/Frost/Lightning
+2...14..17 Damage.

Strength of Honor
Only works on Physical damage.


Mesmer
Power Block is too harsh on specific templates, like a lot of protection monks as well as most elementalist bars, toning it down will give more of an incentive to run these templates, without removing power block from play altogether.

Power Block
2..10..13 second disable, 25r, 10e


Buffs
LoD deserves a buff again, it's a very strong skill but it's quite easy to shutdown, and at 1c ping should hardly be an issue. Some other small buffs to monk elites might give monks a bit more variety and will allow for more variety on midliners and flaggers as well.

Aura of Faith
3..6 seconds, 6r, disables smiting prayers for 10 seconds.


Healing Burst
3r, earshot, 8..25 health.

Light of Deliverance
5r, heals allies below 80% for 5..65..80 health, earshot range.

Shield of Deflection
7r, 1..6..7 seconds.
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Old Feb 11, 2009, 11:46 AM // 11:46   #9
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Here goes:
  • A BUFF TO:
  • PARAGON
  • Anthem of Guidance
  • "The Power Is Yours!"
  • Angelic Bond
  • Cautery Signet
  • Focused Anger
  • Song of Restoration (PvP)=Re-work
  • Wild Throw
  • Unblockable Throw
  • Swift Javelin
  • Remedy Signet
  • Natural Temper=No net of adrenaline
  • Leader's Comfort
  • Inspirational Speech
  • Chest Thumper
  • Burning Shield
  • Anthem of Disruption
  • "Help Me!"
  • Slayer's Spear
  • RITUALIST
  • Clamor of Souls
  • Defiant Was Xinrae
  • Clamor of Souls
  • Consume Soul
  • Spirit's Strenght=Re-work
  • Weapon of Fury=Re-work
  • Weapon of Quickness
  • Protective Was Kaolai=Nerf for GvGers(QQ). At least give us the PvE version.
  • Wielder's Zeal=Re-work
  • Shelter
  • Anguish
  • Armor of Unfeeling
  • Disenchantment
  • Energetic Was Lee Sa=God awful net energy.
  • Dulled Weapon
  • Gaze of Fury
  • Lamentation
  • Mending Grip
  • Spirit Boon Strike
  • Vocal Was Sogolon
  • Restoration
  • Doom
  • A passive e-management for the Ritualist

A long list, I know. I would like to see changes, re-work and buffs to skills that are really not viable in PvP shaking the meta but keeping a balance at the same time. I don't expect all of these skills to be changed at the same time neither but some of them in the April lineup.
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Old Feb 11, 2009, 11:53 AM // 11:53   #10
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Quote:
Originally Posted by IMMORTAlMITCH View Post
Nerfs:
Don't you have your own secret forum to discuss the nerfs/buffs with izzy or is that limited to only rawr?
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Old Feb 11, 2009, 12:13 PM // 12:13   #11
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Imo its limited to rawr... but we don't know.

Btw. April update will be mainly storage, inv and HoM. How you guys know that there will be a BIG skill balance like that?

Me do wants:
Changes to Hero Battles.
End of story.
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Old Feb 11, 2009, 12:29 PM // 12:29   #12
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Quote:
Originally Posted by Forgotton200 View Post
Don't you have your own secret forum to discuss the nerfs/buffs with izzy or is that limited to only rawr?
That forum hasn't been productive in about a year.

I don't expect this to be either, but at least more people than just rawr can read it.
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Old Feb 11, 2009, 12:32 PM // 12:32   #13
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@Mitch -

Serious question. If Izzy implements all the changes you've suggested, what builds are you going to run? Or perhaps clearer, what builds are going to be viable?

Looking at the changes I think Polly is right, and that the changes you suggest are just going to lead directly to the death of every build other than the 'balanced' one ... and so I oppose those changes. Some of them are definitely good, eg. to Lingering (33% healing reduction -> 25% was what I would've changed, leaving the degeneration alone). But other things like Mirror of Ice, Strength of Honor, Pain of Disenchantment, Disciplined Stance - changing them are just going to kill build variety.
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Old Feb 11, 2009, 01:05 PM // 13:05   #14
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Build variety will always remain aslong as people still play for enjoyment.

Currently anything other than a rawr style spike build is bad, i think NOW spike is the most powerful, it just takes what rawr already has and improves on it which is a boring overdefensive spike build.

If people just abused everything thats powerful then you would see dull spike builds in every match but currently we have a decent spectrum of builds floating around purely because a lot of the decent teams especially in Europe prefer to play pressure builds regardless of how viable it is.

I think what Mitch was aiming for was the toning down of crazy spike builds that have no other purpose than to gib a character every 30 seconds.

I don't see how nerfing some of the pure spike skills would reduce build variation.
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Old Feb 11, 2009, 01:25 PM // 13:25   #15
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Pretty much agree with all of Mitch's suggestions (not that my opinion matters), except for a few of the ranger ones.

Lightning Reflexes (PvP): No IAS
Melandru's Shot: Keep 1s activation, lower damage to hunter's shot and reduce recharge to 5s

Move attunements to energy storage and add a bonus effect that when this enchantment ends, you gain 1e for each rank of energy storage. 45s recharge, 30s duration with 0 energy storage, 60s duration with 10 energy storage, scaling 3s increased duration for each rank of energy storage.

Random dartboard buffs:

Power Lock, increase spell disable to ~20s @ 14 dom.

Simple Thievery - ....Simple Thievery becomes that skill (5...17...20 seconds) and uses your domination attribute.

Cripshot: 5e

Troll Ungunt - ...You have +3...9...10 Health regeneration and hexes on your expire 0...40...50% faster.

FGJ - Bring it back under strength, 20s duration @ 14 strength.
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Old Feb 11, 2009, 02:46 PM // 14:46   #16
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Quote:
Originally Posted by Jeydra View Post
@Mitch -

Serious question. If Izzy implements all the changes you've suggested, what builds are you going to run? Or perhaps clearer, what builds are going to be viable?
Builds that don't involve 2-3 skills to compress as much damage as possible into as small of a timeframe as possible and stocking up on defensive skills in your other 5-6 slots.

Builds that actually require some form of skill and coordination other than activating 1-2 skills back every few seconds when it's called for on vent.

Builds that rely on tactics and/or finesse to win rather than builds that are essentially a fortress with a catapult inside it knowing that if you keep firing you'll eventually hit something.

Quote:
Looking at the changes I think Polly is right, and that the changes you suggest are just going to lead directly to the death of every build other than the 'balanced' one ... and so I oppose those changes.
Just about every build right now has 1-2 turret rangers, do you think this is good for variety? Templates that are so broken that you have to run them in order not to gimp yourself are exactly what's wrong with Guild Wars now, and basically what (besides VoD/Tiebreaker stuff) has been wrong with Guild Wars pretty much since Factions came out.


Quote:
But other things like Mirror of Ice, Strength of Honor, Pain of Disenchantment, Disciplined Stance - changing them are just going to kill build variety.
Mirror Of Ice and Pain of Disenchantment aren't build variety, they only support 1 specific type of build, now I have no problem with spiking as a playstyle, but it shouldn't be superior to every other playstyle, and skills like these, and other forms of damage compression and enchantment ignoring skills are what make them so powerful.

Not to mention that Mirror of Ice could still be used perfectly on an E/X with my suggestion, and PoD will still be a better (albeit elite) version of Shatter Enchantment in a more versatile attribute line.

Strength of honor will work exactly the same as it is now except it won't stack with conjures anymore to allow for compressed damage.

Disciplined Stance will still work just fine for stopping physical attacks, it just won't be a godmode button anymore for a character that given the fact that he's specced in tactics, probably already has a pretty significant armor level.

None of these changes will stop the skills from being viable, they will just tone them down a bit so you have more options that are viable, this is a much better way than buffing everything to levels that are beyond retarded.

What kind of build variety can you possibly have when every build you run HAS to have a rit runner, 2 mo/w, at least turret ranger and a midline PwK?
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Old Feb 11, 2009, 02:51 PM // 14:51   #17
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Foul Feast: Increase recharge to 8 seconds. 3 Energy gain at 14 SR instead of 13.

And pretty much what Mitch said.

Also, some random dartboard buffs. I seem to be the only one who likes them.
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Old Feb 11, 2009, 04:00 PM // 16:00   #18
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Nerf Roj! I'm boring to see all the Monks in JQ with this elite, going alone to take shrines >_<!
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Old Feb 11, 2009, 06:03 PM // 18:03   #19
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Quote:
Originally Posted by April 1st
This game is now balanced
wegfdrggtase

Last edited by LifesRestorer; Feb 11, 2009 at 06:07 PM // 18:07..
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Old Feb 11, 2009, 06:56 PM // 18:56   #20
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gvg and all pvp arenas:

add the functionality "side deck". the side deck can contain up to two skills (elites are allowed, but you can only swap with your currently elite in this case) that you can swap with during a pvp instance.

you can only swap if you score a player kill or gained a morale boost.

you can only swap one skill at a time.

-----

definitely harder to add than a skill update, but izzy will never have to make another skill update ever again, because this gives players the counter to almost everything.
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