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Old Dec 09, 2006, 05:42 PM // 17:42   #1
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Default Skill changes for the next season

Hey all

if this weekend of double fun doesnt make it obvious enough what skills need balancing the most, i thought id make a list for everyone to see and to contribute to.

[/U]so heres what i propose...

Post in a clear manner changes you think need to be made to skills which need drastic changing. We cant explore every skill in the game, but lets make it REALLY OBVIOUS to anyone reading this thread which skills are CLEARLY in need of changing.

Let me get the ball rolling.

Crucial changes


Searing flames
currently 15e 1s cast 2s recharge
proposed change --> 15e 1s 3-4s recharge

Rampage as One

currently 25e 20s recharge
proposed change --> make stance + reduce attack buff to 25% + make stance end when pet dies.


Spiritual Pain (singlehandedly wiped spirits from the face of gvg)
currently recharges instantly if it hits a spirit
proposed change --> instant recharge if it hits 1-4 spirits (scaling down with higher domination 1 spirit at 16 domination) and possibly a slight reduction on dmg on target and aoe.

Blinding Surge
currently 5e 3/4s cast 4s recharge
proposed change --> 5e 3/4s cast 5-6s recharge - maybe reduce the blind duration triggered on aoe.

Avatar of Grenth
Currently removes enchantments on every attack skill
Proposed change --> Remove enchantment if foe has over 50% health OR lose 1 energy per enchant removed.

Feel free to make comments and suggestions and ill update this list to represent the views of those who contribute.

I in no way define this list to be the definitive answer... i merely would like to create some sort of a list that people can read and think about.

Lorekeeper

constantly updating...

Last edited by Lorekeeper; Dec 10, 2006 at 08:13 PM // 20:13..
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Old Dec 09, 2006, 05:59 PM // 17:59   #2
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Spiritual Pain (singlehandedly wiped spirits from the face of gvg)

IMO energy cost of spirits wiped them
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Old Dec 09, 2006, 06:50 PM // 18:50   #3
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Spoil Victor: reduce damage from 25 .. 85 to something like 25-65 and increase recharge from 10 to 15

Angelic Bond: reduce duration from 10 .. 30 to 10 .. 25 and incrase recharge from 5 to 10

Avatar of Grenth: Nerf to only remove enchantment if foe has less health than you

"Fear Me!" Increase adrenaline required from 4 to 6

Distracting Shot: Decrease disable from 20 to 15


There arent that crucial I guess but still
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Old Dec 09, 2006, 07:31 PM // 19:31   #4
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Quote:
Originally Posted by master_of_puppets
Angelic Bond: reduce duration from 10 .. 30 to 10 .. 25 and incrase recharge from 5 to 10
Ah now whats so wrong with Angelic Bond its not exactly overpowered.

The only nerfs i want to see are to Avatar of grenth, Steady Stance and/or drunken blow and of course spiritual pain. Atm cant think of much else that overpowered.
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Old Dec 09, 2006, 07:55 PM // 19:55   #5
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Searing Flames is not really that overpowered, just good at farming bad teams.
Suggestion: 2s recharge -> 3s recharge

Rampage as One, again, not really that overpowered. It puts Thumpers back up in the list of melee varieties that are viable in GvG, which I think is no bad thing.
Suggestion: 25% attack speed.

Spiritual Pain probably needs a small hit on damage to stop it being so nuts.
Suggestion: AoE Damage 15...63 -> 15...53

Blinding Surge is definately one that needs tweaking, it's just far too mindless to completely shut down melee at the moment.
Suggestion: Remove the enchanted clause entirely.

Avatar of Grenth just makes melee trains far too deadly, definately needs a change.
Suggestion: Only removes an enchantment if foe is above 50% health.


These are the only skill changes that appear neccesary to me, and avoid slamming any skills into the Ether Renewal catagory.

(I certainly would not buff Enegizing Finale again...)
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Old Dec 09, 2006, 08:01 PM // 20:01   #6
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Put Blinding Surge Under Energy Storage attribute.
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Old Dec 09, 2006, 09:05 PM // 21:05   #7
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Some of the ganking skills are too good at keeping gankers alive right now.
Feigned Neutrality: 25s recharge -> 45s recharge

Deadly Paradox: 50% skill recharge -> 33% sikill recharge.

Shadow of Haste: Returns you to your original anchor when you reactivate the skill.

Mystic Regeneration: Max this out somewhere below 10 regen. Continuing to regen when you're hex AND condition stacked is stupid for the cost.


Shield of Absorption: This skill isn't bad, but probably needs a couple seconds added to the recharge. The effect is just too good for 5 energy right now. Don't overdo it though, or it will just become another Shielding Hands.


Harrier's Grasp: This skill is stupid. Making it only trigger on attack skills would be a good start.

Those are a few suggestions of mine.
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Old Dec 09, 2006, 09:11 PM // 21:11   #8
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well so far i see comments on the steady stance drunken blow fear me combo. Which yes... is very effective for the task it is designed for... but has this combo dominated the metagame? I would argue not... and to be honest, if it did... an easy counter would be to run a heavy hex build with vocal minority. And running heavy hex builds does not necessarily leave you vulnerable to everything else.

Comments on the avatar of grenth... very good points!

hmm

i agree with JR's proposition... there needs to be a conditional limit to the enchant removal and i think ill add that to my list unless someone else comes up with a better solution.

Blinding surge is mindless yes... but removing the enchanted condition and the aoe effect would really gimp this skill... so people would just run bflash again and free up the elite slot. I still think upping the energy and recharge is a better idea.

Ganking skills... i think those skills are fine. i dont think there is a gank team that cannot be countered and to be honest you dont need to kill the gankers in order to counter their gank, stalling them stops them from achieving their task of gaining total npc advantage or from delaying a flag runner. A sin ganker spamming feigned neutrality is as the skill suggests... neutralised. If other people argue for them ill add them to the list.

However i witnessed an Earth ele/dervish solo gank build last nite and i must admit its totally overpowered. I saw one run into the fireisland guild lord area and tank against a full npc arsenal AND a monk/ele runner with some heal spells. The ele did not go under 90% health and he nearly killed the lord who even had a monk healing him... i did see him using mystic regeneration.

Interesting... i guess we should wait and see wat other people say.

changes made to original post.

so people any thoughts on the ganker skills?
mystic regeneration?
shield of absorption?
Distracting shot?
Spoiled victor?

any others?

Last edited by Lorekeeper; Dec 09, 2006 at 09:44 PM // 21:44..
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Old Dec 09, 2006, 10:13 PM // 22:13   #9
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Crushing Blow - make core...wtf

RoA - make a stance. RoA + Whirling = silly

Spoil Victor - 20 sec recharge, to spammable for such a versatile spell

Price of Pride - why is this skill worse than shame now?

Simple Thievery - Steals elite.

Visions of Regret - 10 second recharge, not spammable enough for a non versatile spell

Wastrel's Demise - 1 second cast time, reduce damage. spike follow up potential to great.

Blinding Surge - Cut AoE blind duration in half

Invoke Lightning - increase energy cost to 25 or make cause exhaustion. reserves pve use, removes pvp exploitation

Searing Flames - I just don't think it is that bad. Eh. It will be nerfed though.

Feigned Neutrality - I just hate this skill. Remove it from the game.

Shadow of Haste - Assign to critical strikes

Avatar of Grenth - Increase energy cost to 15. All attack skills cost 2 more energy.

Grenths/Harriers/et cetera Grasp - Apply to melee only.

Brace Yourself/Steady Stance - Do not include self induced KDs

Edit:
Tease - It should be a skill, not a hex. The master of healing shouldn't be able to just Contemplate my Tease. It isn't in the spirit of the skill.

Last edited by Drewfense; Dec 09, 2006 at 10:26 PM // 22:26..
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Old Dec 09, 2006, 10:15 PM // 22:15   #10
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Quote:
Originally Posted by Drewfense
Feigned Neutrality - I just hate this skill. Remove it from the game.
Your suggestion is better than mine.
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Old Dec 09, 2006, 11:01 PM // 23:01   #11
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Quote:
Blinding surge is mindless yes... but removing the enchanted condition and the aoe effect would really gimp this skill... so people would just run bflash again and free up the elite slot. I still think upping the energy and recharge is a better idea.
Huh? Your suggestion makes it a shittier bflash with the dubious advantage of some damage and a conditional adjacent AoE? How is that better?
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Old Dec 10, 2006, 12:17 AM // 00:17   #12
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Quote:
Originally Posted by Lorekeeper
Searing flames
currently 15e 1s cast 2s recharge
proposed change --> 15e 1s 3-4s recharge
No
This is what arenanet will do because they are morons.
Here's a change that will make it still useful, but not broken:
Foes near(or adjacent to) target foe suffering from burning take (whatever...98) fire damage. Foes not suffering from burning are set on fire for (1...6) seconds.

RaO is fine if turned into a stance, or it ends when you use a stance.

Energizing...yeah I think that went to hell quite quickly.
Quote:
Originally Posted by Lorekeeper
Spiritual Pain (singlehandedly wiped spirits from the face of gvg)
currently recharges instantly if it hits a spirit
proposed change --> instant recharge if it hits 1-4 spirits (scaling down with higher domination 1 spirit at 16 domination) and possibly a slight reduction on dmg on target and aoe.
~ deals (current) damage to target foe. If that target is a spirit, nearby foes take (current) damage and this skill recharges 50% faster.

You're not getting owned by the blind. You're getting owned by the 176 attack skills. Ebon dust aura is fine.

Your blinding surge nerf would make it worse than blinding flash. Only the recharge needs to be upped.
Quote:
Originally Posted by Lorekeeper
Avatar of Grenth
Currently removes enchantments on every attack skill
Proposed change --> Remove enchantment if foe has over 50% health.
What would that do? Each of their non-attacks does 80 damage anyway, they can remove all your enchants then twin moon you for 360. Nerf scythes plz.

Some of my additions:
Glowing Gaze - Decrease conditional energy gain to (1...5). Increase damage to (5...57)

All Dervish Attacks - Decrease damage from (kill...maim) to (5...21).

Twin Moon Sweep - Increase recharge to 15 seconds.

Avatar of Balthazar - Armor gained now scales with attribute.

Critical Chop - Increase recharge to 10 seconds.

Steady Stance - Only triggers when knocked down by a foe.

Zealous Benediction - (ironically, the best straight heal in the game is under protection) Increase recharge time to 15 seconds.

Spirit's Strength - Lower damage to ()

Soul Barbs - For 30 seconds, the next (1...9) times target foe would be enchanted or hexed, that foe takes (current) damage.

Ravenous Gaze - Now checks for the conditional before you gain the life.

Jagged Bones - Increase recharge to 15, decrease duration to 20. (one skill giving infinite energy is a no-no)

Reaper's Mark - For the next 30 seconds, target foe suffers -(1...3...4) health degeneration. If that foe dies while hexed with ~, you gain (3...11...13) energy.

Glimmer of Light - Decrease recharge time to 1 second.

Balthazar's Pendulum - For (5...17) seconds, if target ally would be knocked down by a foe, that foe is knocked down instead and suffers (7...98) holy damage. (lets face it, right now its the worst elite skill in the game)

Signet of removal - Increase recharge to 8 seconds.

Charging Strike - Decrease movement rate to 25%, increase recharge time to 15 seconds.

"You're All Alone!" - If target foe isn't in the area of an ally. (come on, how alone are you if your buddy is 4 feet away?)

Wanderlust - Fix it so it doesn't knock you down when you start moving after getting up.

Signet of Return - Increase recharge to 30.
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Old Dec 10, 2006, 12:18 AM // 00:18   #13
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Quote:
Originally Posted by Lorekeeper
Searing flames
currently 15e 1s cast 2s recharge
proposed change --> 15e 1s 3-4s recharge
No
This is what arenanet will do because they are morons.
Here's a change that will make it still useful, but not broken:
Foes near(or adjacent to) target foe suffering from burning take (whatever...98) fire damage. Foes not suffering from burning are set on fire for (1...6) seconds.

RaO is fine if turned into a stance, or it ends when you use a stance.

Energizing...yeah I think that went to hell quite quickly.
Quote:
Originally Posted by Lorekeeper
Spiritual Pain (singlehandedly wiped spirits from the face of gvg)
currently recharges instantly if it hits a spirit
proposed change --> instant recharge if it hits 1-4 spirits (scaling down with higher domination 1 spirit at 16 domination) and possibly a slight reduction on dmg on target and aoe.
~ deals (current) damage to target foe. If that target is a spirit, nearby foes take (current) damage and this skill recharges 50% faster.

You're not getting owned by the blind. You're getting owned by the 176 attack skills. Ebon dust aura is fine.

Your blinding surge nerf would make it worse than blinding flash. Only the recharge needs to be upped.
Quote:
Originally Posted by Lorekeeper
Avatar of Grenth
Currently removes enchantments on every attack skill
Proposed change --> Remove enchantment if foe has over 50% health.
What would that do? Each of their non-attacks does 80 damage anyway, they can remove all your enchants then twin moon you for 360. Nerf scythes plz.

Some of my additions:
Glowing Gaze - Decrease conditional energy gain to (1...5). Increase damage to (5...57)

All Dervish Attacks - Decrease damage from (kill...maim) to (5...21).

Twin Moon Sweep - Increase recharge to 15 seconds.

Avatar of Balthazar - Armor gained now scales with attribute.

Critical Chop - Increase recharge to 10 seconds.

Steady Stance - Only triggers when knocked down by a foe.

Zealous Benediction - (ironically, the best straight heal in the game is under protection) Increase recharge time to 15 seconds.

Spirit's Strength - Lower damage to (5...17)

Soul Barbs - For 30 seconds, the next (1...9) times target foe would be enchanted or hexed, that foe takes (current) damage.

Ravenous Gaze - Now checks for the conditional before you gain the life.

Jagged Bones - Increase recharge to 15, decrease duration to 20. (one skill giving infinite energy is a no-no)

Reaper's Mark - For the next 30 seconds, target foe suffers -(1...3...4) health degeneration. If that foe dies while hexed with ~, you gain (3...11...13) energy.

Glimmer of Light - Decrease recharge time to 1 second.

Balthazar's Pendulum - For (5...17) seconds, if target ally would be knocked down by a foe, that foe is knocked down instead and suffers (7...98) holy damage. (lets face it, right now its the worst elite skill in the game)

Signet of removal - Increase recharge to 8 seconds.

Charging Strike - Decrease movement rate to 25%, increase recharge time to 15 seconds.

"You're All Alone!" - If target foe isn't in the area of an ally. (come on, how alone are you if your buddy is 4 feet away?)

Wanderlust - Fix it so it doesn't knock you down when you start moving after getting up.

Signet of Return - Increase recharge to 30.

Last edited by shardfenix; Dec 10, 2006 at 12:22 AM // 00:22..
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Old Dec 10, 2006, 12:31 AM // 00:31   #14
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@shard

Can skills really be imba if they arent used? I've never seen signet of removal used..ever.

The chain kds of Wanderlust does tend to be annoying, lol.

Reapers Marks duration does seem ridiculous for its effect/cost.

15sec recharge on Zb seems like overkill..how about 10.
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Old Dec 10, 2006, 12:35 AM // 00:35   #15
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I think 4 is a good recharge time for ZB, personally.

And Changing Searing flames means the terrorists win.
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Old Dec 10, 2006, 12:45 AM // 00:45   #16
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Shardfenix, what are you smoking boy?
Quote:
Originally Posted by shardfenix
Foes near(or adjacent to) target foe suffering from burning take (whatever...98) fire damage. Foes not suffering from burning are set on fire for (1...6) seconds.
That's a good idea, tbh. I anywho thought that's the nerf they'd apply (nearby instead of in the area)

Quote:
Originally Posted by shardfenix
RaO is fine if turned into a stance, or it ends when you use a stance.
Ends when you use a stance? That has no precedent, and I think just making it a stance would be better. Not that RaO thumpers usually take stances with em or anything, O_o.

Quote:
Originally Posted by shardfenix
~ deals (current) damage to target foe. If that target is a spirit, nearby foes take (current) damage and this skill recharges 50% faster.
W00t, 15s recharge IF you hit a spirit. Why not just make it do 1-2 damage?

Quote:
Originally Posted by shardfenix
You're not getting owned by the blind. You're getting owned by the 176 attack skills. Ebon dust aura is fine.
What 176 attack skills? . And yes, EDA is fine.

Quote:
Originally Posted by shardfenix
Your blinding surge nerf would make it worse than blinding flash. Only the recharge needs to be upped.
To 6. Not more, else it's not elite any more.

Quote:
Originally Posted by shardfenix
What would that do? Each of their non-attacks does 80 damage anyway, they can remove all your enchants then twin moon you for 360. Nerf scythes plz.
Get your monks +Armor or teach em e-management without /Me secondary? As for twin mooning for 360, you're way out of line with that. I dont get that much damage with SoH+JI+Sunder+double Crit+16 Scythe on 60ALs in Isle of the Nameless

Quote:
Originally Posted by shardfenix
Some of my additions:
Glowing Gaze - Decrease conditional energy gain to (1...5). Increase damage to (5...57)
Not that big of a diff.

Quote:
Originally Posted by shardfenix
All Dervish Attacks - Decrease damage from (kill...maim) to (5...21).
Because? They have the armor of a ranger, you expect em to do no damage aswell?

Quote:
Originally Posted by shardfenix
Twin Moon Sweep - Increase recharge to 15 seconds.
Now you're getting way out of line here. Blind, anyone?

Quote:
Originally Posted by shardfenix
Avatar of Balthazar - Armor gained now scales with attribute.
Because AoB sees *so* much play in [sane, organised] PvP!

Quote:
Originally Posted by shardfenix
Critical Chop - Increase recharge to 10 seconds.
Mkay.. what?

Quote:
Originally Posted by shardfenix
Steady Stance - Only triggers when knocked down by a foe.
I'm fairly certain that can't be done. Or it's too hard and the devs cba doing it.

Quote:
Originally Posted by shardfenix
Zealous Benediction - (ironically, the best straight heal in the game is under protection) Increase recharge time to 15 seconds.
Ironically, it heals for as much as Heal Other, whic hisn't elite. And increasing the recharge to 15 seconds would be pure insanity. It doesn't see much play outside RA/TA anyways, why nerf it more?

Quote:
Originally Posted by shardfenix
Spirit's Strength - Lower damage to (5...17)
Huh? This sees like.. absolutely no use in GvG/HA. This is Gladiator's Arena, remember? PvP talk..?

Quote:
Originally Posted by shardfenix
Soul Barbs - For 30 seconds, the next (1...9) times target foe would be enchanted or hexed, that foe takes (current) damage.
Huh.

Quote:
Originally Posted by shardfenix
Ravenous Gaze - Now checks for the conditional before you gain the life.
It already does that.

Quote:
Originally Posted by shardfenix
Jagged Bones - Increase recharge to 15, decrease duration to 20. (one skill giving infinite energy is a no-no)
It does give the necro infinite energy. But he can't do ANYTHING else with all that energy. Bring wells/Consume Corpse for corpse control and you shut him down. Simple as ^^

Quote:
Originally Posted by shardfenix
Reaper's Mark - For the next 30 seconds, target foe suffers -(1...3...4) health degeneration. If that foe dies while hexed with ~, you gain (3...11...13) energy.
So.. 1 less degen and 5 less energy? That'll *really* hurt. Not.

Quote:
Originally Posted by shardfenix
Glimmer of Light - Decrease recharge time to 1 second.
QFT. Glimmer got hit hard with the 2s recharge. I demand my 1-s recharge Glimmer back so I can run it in RA.

Quote:
Originally Posted by shardfenix
Balthazar's Pendulum - For (5...17) seconds, if target ally would be knocked down by a foe, that foe is knocked down instead and suffers (7...98) holy damage. (lets face it, right now its the worst elite skill in the game)
It would still be the worst elite skill in the game. It's in smiting, enough said.

Quote:
Originally Posted by shardfenix
Signet of removal - Increase recharge to 8 seconds.
It's not getting abused/it's not imbalanced. Why balance something that's fine?

Quote:
Originally Posted by shardfenix
Charging Strike - Decrease movement rate to 25%, increase recharge time to 15 seconds.
Whoooo! Sprint and Power Attack merged into an elite? Rox0r!!!!

Quote:
Originally Posted by shardfenix
"You're All Alone!" - If target foe isn't in the area of an ally. (come on, how alone are you if your buddy is 4 feet away?)
In the area is huge. Nearby range is just fine. And, fyi, Area > Nearby > Adjacent, and Adjacent is 10 feet.

Quote:
Originally Posted by shardfenix
Wanderlust - Fix it so it doesn't knock you down when you start moving after getting up.
That's Earthbind keeping you KD'd for 3 seconds ^^

Quote:
Originally Posted by shardfenix
Signet of Return - Increase recharge to 30.
Again, this is the PvP forum. It sees no use as is, why nerf it?

Edit: I love the suggestion to have AoG make skills cost 2 more energy. Wouldn't nerf it into oblivion. I still don't think it's *that* broken. Reaper's Sweep hurts.. alot.

Last edited by Etrik; Dec 10, 2006 at 12:56 AM // 00:56..
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Old Dec 10, 2006, 01:28 AM // 01:28   #17
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Quote:
Originally Posted by shardfenix
No
This is what arenanet will do because they are morons.
Here's a change that will make it still useful, but not broken:
Foes near(or adjacent to) target foe suffering from burning take (whatever...98) fire damage. Foes not suffering from burning are set on fire for (1...6) seconds.

Your blinding surge nerf would make it worse than blinding flash. Only the recharge needs to be upped.
What would that do? Each of their non-attacks does 80 damage anyway, they can remove all your enchants then twin moon you for 360. Nerf scythes plz.

Critical Chop - Increase recharge to 10 seconds.

"You're All Alone!" - If target foe in't in the area of an ally. (come on, how alone are you if your buddy is 4 feet away?)
Your change to Searing flames makes it a horrible skill for spiking and/or killing targets. What if teams... heaven forbid... spread out? Then your searing flames would do no dmg... sorry i cant support that suggestion. My proposed increase in recharge time just reduces the potential dps of the skill.... thats all thats needed. Its effects and dmg on use... is fine.

Do you even know wat blinding flash does? It blinds 1 target and does no dmg. All i propose to do is increase the energy cost of bsurge and increase the recharge time a little (maybe drop the proposed increase in casting time)... it still does dmg and it can still cause aoe blinds. How does my change make it worse than bflash?? Quite a stretch of logic i think.

Critical chop already has a recharge of 10 seconds. i dont think it needs nerfing at all. If anything hammer and sword warriors need buffing.

Dervish dmg is fine... its counterbalanced by their low armour and speccing speed boosts and IAS onto one spreads attributes. The only case where the high dmg of scythes becomes imbalanced is the use of the avatar of grenth. Monks can deal with high dmg output melee characters as long as they can enchant their allies... avatar of grenth singlehandedly makes this impossible.

Making you're all alone... only affect foes who are not in the area of allies is totally unnecessary.

How to counter YAA warriors... stand next to eachother. Its really not that hard. If you dont have a party member with you.. go stand next to an NPC.

Your other skill suggestions are interesting although i will wait to see if others echo your suggestions cos that will mean that there is a general consensus.

keep the suggestions and feedback coming everyone. Would be useful to have a widely supported list of skill changes. Then when we get the skill updates we can compare them to what actually gets changed.
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Old Dec 10, 2006, 01:49 AM // 01:49   #18
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Quote:
Originally Posted by JR-
Spiritual Pain probably needs a small hit on damage to stop it being so nuts.
Suggestion: AoE Damage 15...63 -> 15...53

Blinding Surge is definately one that needs tweaking, it's just far too mindless to completely shut down melee at the moment.
Suggestion: Remove the enchanted clause entirely.

Avatar of Grenth just makes melee trains far too deadly, definately needs a change.
Suggestion: Only removes an enchantment if foe is above 50% health.
I agree with these. For Rampage As One, I think the speed boost should end if your pet dies.

Now onto the skill buffing:

http://www.guildwarsguru.com/forum/s...php?t=10062490

http://www.guildwarsguru.com/forum/s...php?t=10060526

Need to write one for Ritualists as well.

~Z
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Old Dec 10, 2006, 02:16 AM // 02:16   #19
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Quote:

Your change to Searing flames makes it a horrible skill for spiking and/or killing targets. What if teams... heaven forbid... spread out? Then your searing flames would do no dmg... sorry i cant support that suggestion. My proposed increase in recharge time just reduces the potential dps of the skill.... thats all thats needed. Its effects and dmg on use... is fine.
Searing flames doesn't need a nerf. Upping the recharge drops the dps by a third, that's huge. It's a totally one dimensional character with crap survivability, fragile emanagement, and mediocre utility. The only thing it does well is damage pressure. Take that away and you have nothing left. What's the problem here?

Quote:
Do you even know wat blinding flash does? It blinds 1 target and does no dmg. All i propose to do is increase the energy cost of bsurge and increase the recharge time a little (maybe drop the proposed increase in casting time)... it still does dmg and it can still cause aoe blinds. How does my change make it worse than bflash?? Quite a stretch of logic i think.
No one takes bsurge for the damage, they take it because it's a cheap spammable blind that sometimes nails more than one target.
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Old Dec 10, 2006, 03:43 AM // 03:43   #20
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When nerfing Reaper's Mark, think about it in comparison to Faintheartedness, which lasts at least as long (29-37s), has 3 degen, and has a nice extra side effect of its own of attack speed slowdown.

I'd say just bump Reaper's Mark's energy cost to 10e, so it now costs the same as FH, has a longer recharge than it (10s vs 8s), is still in a less useful attribute line, has zero utility, and its elite status simply rests on it having twice the amount of degen that FH does. (The death +energy bonus side effect isn't crucially important IMO).

Blinding Surge (aka "blinding flash for mesmers"), just increase the recharge to 6s.

Last edited by Gigashadow; Dec 10, 2006 at 03:47 AM // 03:47..
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