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Old Feb 24, 2008, 05:49 PM // 17:49   #41
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My 2 cents about monks.
Attributes at (0.......12...16)

Heal party. Revert.

Healer's covenant. Elite enchantment spell. 5 1/4 10-15.
For 13.......46...58 seconds your healing spells and enchantments heal for 25% less health, your healing enchantments last 25% less, but cost -1.......3...3 Energy. Remove upkeep.

Spotless Mind and Soul. Those 2 enchantments still work even if removed, fix this bug.

Word of healing. Swap conditional and unconditional heals.

Guardian needs to be tuned down.

Shield of deflection. 10 1/4 7
Reduce duration to 7 secs or so.
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Old Feb 24, 2008, 05:57 PM // 17:57   #42
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In my opinion and from what i gathered in other threads:

VoD

Removed VIO:
Damage capped at +25% for both players and npcs.
Guild Lords walk out at 23 minutes (+3 min per game totals 33 more minutes for a full monthly tournament)

Monk:

Light of Deliverance: Recharge reduced to 7; funcionality reverted to "All party members under 80% Health are healed for 5...65...80 Health."
Word of Healing : Recharge increased to 5
Guardian : Recharge increased to 5
Mending Touch: Changed funcionality to "Touched ally loses 1...2...2 Conditions and is healed for 15...51...60 Health for each Condition removed in this way.
Shield Guardian: Energy cost reduced to 5. Cast time increased to 3/4 seconds. Changed funcionality to: For 3 seconds, target ally has a 75% chance to block incoming attacks. The next time target ally blocks an attack, that ally and all allies in earshot are healed for 10...60...75 and Shield Guardian ends.
Shielding Hands: Recharge reduced to 12.

Mesmer:

Chaos Storm: Energy cost reduced to 10; Recharge reduced to 20; Range increased to nearby. (Because it wouldn't be a update without a random buff!)
Energy Surge: Energy lost increased to 3...8...10. Damage decreased to 8
Energy Burn: Energy lost increased to 3...8...10. Damage decreased to 8
Panic: Cast time increased to 2 seconds.
Imagened Burden: Energy cost decreased to 10. Recharge decreased to 20 seconds; Duration decreased to 5...11...14 seconds.
Drain Enchantment: Cast time decreased to 1 second. Recharge increased to 25 seconds.
Feedback: Recharge reduced to 20 seconds.

Elementalist:

Storm Djinn's Haste: Increased speed to 33%; Cast time increased to 1 second; Duration decreased to 5...14..17.
Glyph of Lesser Energy: Changed functionality to "For 15 seconds, you gain 100% of the base Energy cost of your next two spells, maximum 10...16...18 Energy."
Glyph of Energy: Now in energy storage; Changed functionality to: "For 10 seconds, you gain 100% of the base Energy cost of your next spell, maximum 15...25...25 and do not get exhaustion from that spell."
Fire Djinn's Haste: Increased speed to 33%; Cast time reduced to 1/4 sec. Duration decreased to 5...14...17. This skill now has aftercast delay.
Mind Blast: Increased recharge to 5 seconds.

Assassin

Augury of death - increased recharge to 20 seconds
Impale - increased energy cost to 10 energy (both stolen from lorekeeper) Changed from skill to spell.
Siphon Speed: Recharge increased to 7 seconds; Reduced speed boost/snare to 25%; Reduced duration to 5...11...13.
Iron palm: Changed from skill to spell.
Aura of displacement/Shadow meld - if you move out of radar range of where you cast the enchantment the enchantment ends. (agreed, so stolen)

Ritualist:

Ancestor's Rage: Cost increased to 10 energy; Cast time increased to 1 second.
Splinter Weapon: Recharge increased to 10 seconds.

Dervish:

Grenths Aura - reduced aoe range from nearby to adjacent (again, stolen)
Pious Assault: Normal activation time; Changed functionality to "If this attack hits, you deal +5...17...20 damage, inflict a Deep Wound for 5...17...20 seconds and lose an enchantment"

Paragon:

Aggressive Refrain: Changed to a chant; 10 energy/ 2 sec cast/ 15 recharge "For 5...15..20 seconds you attack 25% faster but have cracked armor for 20 seconds".
Mending Refrain: Duration reduced to 10 seconds.
Song of Restoration: Reverted last buff.
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Old Feb 24, 2008, 07:01 PM // 19:01   #43
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Quote:
Originally Posted by Riotgear
Or change it to +adrenaline instead of IAS.
yep that could work too!
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Old Feb 24, 2008, 07:03 PM // 19:03   #44
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- Augury of Death --> Revert Deep Wound addition, increase casting time to 2 seconds, or overhaul completely.

- Impale --> Cut the damage in half.

- Signet of Toxic Shock --> Cut damage in half, reduce recharge, cause bleeding.

- Aura of Displacement --> Skill is disabled for 10 seconds when it ends.

- Shadow Walk --> See above.

- Shadow Meld --> See above. While active, can not be the target of spells.

- Aggressive Refrain --> Change from IAS to +33% adrenaline.

- "Shields Up!" --> 50%

- Attacker's Insight --> 30 second recharge.

- Possibly make refrains maintained the same way maintained enchantments are, including the upkeep.
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Old Feb 24, 2008, 08:50 PM // 20:50   #45
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I don't really like the addition of bleeding to toxic shock. seems a bit random to me. I know there must be a random buff to whatever skill in every update but this makes little sense to me.

Last edited by Turbobusa; Feb 24, 2008 at 08:55 PM // 20:55..
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Old Feb 24, 2008, 09:31 PM // 21:31   #46
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Quote:
missing necro among other things
Necros need to go through a big revamp to get anything meaningful out of an update at the moment, and I'd rather fix what's broken before messing too much with any proffession. I suppose you could always get rid of soul reaping timer now, but it wouldn't make any difference where it really matters.
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Old Feb 24, 2008, 10:06 PM // 22:06   #47
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Quote:
Originally Posted by Turbobusa
I don't really like the addition of bleeding to toxic shock. seems a bit random to me. I know there must be a random buff to whatever skill in every update but this makes little sense to me.
With a reduced recharge and other sources of poison, it may be semi-sensible with condition pressure. Would it be immediately viable? Probably not. It's not like it currently sees use on anything other than spike shit, may as well try making it useful at something else to justify killing it.
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Old Feb 24, 2008, 10:15 PM // 22:15   #48
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Quote:
Originally Posted by Zabe
I say that nerf it to 5 or 0 energy at 0 spec. It haven't contributed anything to the game except terribad aegis cancelspamming and spamming SoD in recharge.
And also the ability to actually cast shit post-Inspiration nerf.
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Old Feb 24, 2008, 10:49 PM // 22:49   #49
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I reckon Mending Refrain should work like Soldier's Fury.


Mending Refrain 5e 1c 10r
For 10-30 seconds target ally gains +3 health regeneration while under the effects of a chant or shout.
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Old Feb 24, 2008, 10:57 PM // 22:57   #50
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Quote:
you guys are just destroying viable pve builds, because you can't see the real problem. Mindblasters arn't the problem, it's sinsplit. Rits arn't the problem, it's clumped npcs!!!
Please don't ruin a decent thread with (ignorant) pve complaints. I'm tired of balance threads ruined because ignorant people post and not so ignorant people try to educate them.

As for making the archers more durable, that's not so good of an idea, because you aren't just nerfing sin split through it, you are nerfing splits altogether. Essentially, 1 character together with the npcs would hold off 2-3 of the other team with no problems while the main team 7vs5 plowed through the poor bastards that tried to split.
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Old Feb 24, 2008, 11:58 PM // 23:58   #51
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Assassins haven't been a problem in GvG for over a year(since BoA was killed) and now they are a problem in a rapid 2 months. Before deciding to nuke a class, look back to the root that caused this problem 2 months ago.

Its all about VoD and ViO. Since you are forced to kill more NPCs than they kill of yours, it favors sins. Sinsplit was in a dormant phase because blockway was able to even the playing field at VoD and win because you couldn't hit them. Now that the NPCs become beasts at the flagstand, Sinsplit takes the stage that blockway now has.


The only thing I can agree with as far as assassin changes, Siphon Speed was always too good for its recharge, it should be at least 10 secs. Its the best snare in the game, even with its half cast penalty.
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Old Feb 25, 2008, 01:04 AM // 01:04   #52
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Quote:
Originally Posted by C2K
Assassins haven't been a problem in GvG for over a year(since BoA was killed) and now they are a problem in a rapid 2 months. Before deciding to nuke a class, look back to the root that caused this problem 2 months ago.
Sins have been a problem ever since NF, whenever they fit into a metagame. That's pretty damning evidence.
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Old Feb 25, 2008, 01:37 AM // 01:37   #53
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Quote:
Originally Posted by Greedy Gus
Sins have been a problem ever since NF, whenever they fit into a metagame. That's pretty damning evidence.
Sins are doing basically the same thing they did when WM ran sinsplit post factions. No one really complained about it then(except Shadow Shroud which their Me/A ran). At NF, yeah it was SP and BoA, and I get that, it was crazy. But all of a sudden Shroud of Silence???? This skill hadn't been a problem before if I recall, hasn't recieved a buff or nerf since its release in Factions. Shadowstepping?? Shadowstepping hasn't been important in GvG of late until they implemented... you guessed it... ViO enhanced VoD.

Fix/remove ViO and fix Siphon Speed(the true overpowered skill), and then make further analysis of the sin class afterwards.
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Old Feb 25, 2008, 02:17 AM // 02:17   #54
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sins became a problem when the meta stagnated into blockway. Team hug the stand, face ineptitude spam (how many things were nerfed to make that a good bar again?) and now with ViO, turtle at stand teams are forced to play ring a round the rosy with sinsplitters. The meta was lame without sinsplit, and the meta is lame because of various reasons that have nothing to do with sins in the first place. sins builds are talking advantage of a lack luster metagame combined with lack luster mechas nnics starting from 18 minute VoD, continuing with blockway, and ending with the misguided ViO addition.

if it not sinsplit it's 2 mindblast eles and a healer.
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Old Feb 25, 2008, 05:00 AM // 05:00   #55
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Quote:
Originally Posted by C2K
Sins are doing basically the same thing they did when WM ran sinsplit post factions.
The Assassins were less-threatening when presented with an actual defense and had to worry about their weaker stand presence. While the NPC change is the core reason for this mess, Sinsplit is still broken in several places.
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Old Feb 25, 2008, 08:34 AM // 08:34   #56
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Yeah siphon speed is a drag.

Last edited by AlexGuildDrama; Feb 25, 2008 at 08:38 AM // 08:38..
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Old Feb 25, 2008, 09:09 AM // 09:09   #57
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VIO and NPC VOD buff created much more interest in the game.
But currently it is too strong. Number of NPCS became almost the only factor to winning at VOD. You should nurf it to balance it.
Make the NPCS gain power slower, make VIO provide less of a bonus and reduce the number of NPCS. A slight nurf in each will balance the game.

Do it so the split option will still offer advantage for the risk, but deaths at the stand and flag boosts will matter. Therefore you will have risk-reward in spliting. Right now, if you split and dont totaly collapse at the stand, you have only rewards.
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Old Feb 25, 2008, 10:56 AM // 10:56   #58
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Quote:
Originally Posted by neoflame
And also the ability to actually cast shit post-Inspiration nerf.
I have never had problem to monk with Mo/A, Mo/Me (hexbreaker), Mo/W or anything else. I must say that in the history of my around 27 months of GW, current GvG meta and monk builds, are most boring shit ever to play. I have never liked from passive camping in wards or cancel spamming aegis. Those reward your skill in game with 0%. I would once again see the far mobile metagame we had once in this game in the good ages of GW.

I counted out boonprots because you mentioned inspiration nerf. So don't get it that way that I wouldn't have liked to play with boons.

Last edited by Zabe; Feb 25, 2008 at 11:04 AM // 11:04..
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Old Feb 25, 2008, 12:39 PM // 12:39   #59
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Shroud of silence should be changed to 4-6 fixed duration, recharge lowered.
And you can't use attack skills for X amount of time or your next 2 attacks miss.

Deadly paradox should follow suit and be
target can't attack for X amount of time and you can't cast spells for X amount of time.
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Old Feb 25, 2008, 01:14 PM // 13:14   #60
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From a TA perspective, any changes to Guardian or Signet of Devotion are discouraging to me. Guardian has become so critical to mitigating physical pressure in TA that nerfing it really isn't something I'd want to see. It would be nice to see Blessed Light pushed straight into viability, but I really don't think a 5 / 1 / 5 is a good idea.

Healer's Covenant would be okay at 10E, so that they don't just laugh when they CoP or get rended, and if it affected enchantment duration and healing (Vigorous Spirit, Spotless Mind, Spotless Soul, Patient Spirit), that would be more than enough. I'd really like for the Spotlesses to be unbugged; that is, enchantment duration affects them, and they don't automatically remove a hex or condition when they're removed. I would really like to see a recharge buff to Shielding Hands and other smaller prot skills. I'd kind of like to see Patient Spirit's healing get nerfed back down just a small touch; maybe +5 per level rather than +6, so that a L14 heals for 100 rather than 114.

In a more general perspective, I'd be much happier if Augury's deep wound were applied earlier (maybe 75% health, or "when the target next receives damage"), shorter duration (-50%) longer recharge (+50%). Siphon should get a recharge nerf, nothing extreme though. I think a 10s recharge would be adequate, and maybe a 10% duration nerf.

Pious Assault's really obnoxious, and the Grenth's Aura stripping away prot off Pious Fury or Assault is a pain, it would be nice if that little mess could be fixed. I like the idea that Pious being a regular speed attack that only causes Deep Wound and extra damage if it removes an enchantment, but that still leaves the problem of Grenth's Aura, which, quite frankly, I don't believe should remove an enchantment.

Rigor Mortis and Barbs are both kind of hard to fight, I think Rigor could do with a small duration nerf (-20%) and maybe a 2s recharge, and Barbs could do with a duration (-33%) and recharge nerf (+100%).

Ancestor's Rage still needs a nerf: I'd be happy with a .75 activation, 10 second recharge, -33% damage. I'm okay with the current Splinter Weapon, to be honest.

More as I think of it.
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