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Old Jun 02, 2008, 06:42 PM // 18:42   #1
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Default June PvP Skill Balance - Ideas

With the current skill sets and meta, what would you like to see altered? Discussions would be nice.


PvP

Dervish

Wounding Strike increased recharge to 8 seconds(bleeding applied first, DW after).

-Currently a retarded spamable skill that causes 2 conditions and a requirement of must be enchanted is plain silly, almost all derv builds have one maintained enchant anyways, now comparable to Reaper's Sweep except it still has an easier met requirement

Signet of Mystic Speed decreased maximum to 25% faster
-Currently high uptime, relatively low recharge, no energy req, and second best speed buff ingame next to dash excluding windbourne, enough said.

Necro

Wail Of Doom , changed to 15 second recharge.

Enfeeble Blood, changed to target foe and adjacent


Monk

Strength of Honor, changed to while you maintain this enchantment target ally deals x amount more in melee(physical dmg only)

Signet of Rage 10-34 and an additional 20-36 if that foe was attacking.
More skillful plus it penalizes all physicals not just adrenaline warriors. Too much damage right now.

Castigation Signet Signet increased recharge to 20 seconds

Mesmer

Mantra of Inscriptions Stance. changed to , For 10...20...30 seconds, your Signets recharge 25...40...50% faster
[email protected] spec stance lasts 20 seconds and recharges signets 40% faster

Hex Breaker scaled to per point in dom magic, for 1...12...16, 5e 15r.
-Currently just another fire and forget passive stance

ELE

Revert Blinding Surge

Shard Storm 12 recharge

Frozen Burst either put back the aftercast or 1s cast, 12recharge

Windbourne 1/4 cast time


VOD
Finally put an end to outside sources affecting NPC's, spirits, shouts/chants, cough (anthem weariness).

Last edited by Ec]-[oMaN; Jun 25, 2008 at 03:38 PM // 15:38..
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Old Jun 02, 2008, 06:44 PM // 18:44   #2
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Mesmer fast casting on signets only applies to mesmer signets.
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Old Jun 02, 2008, 07:16 PM // 19:16   #3
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the signet mesmer is fine !

Wounding strike is not fine !! increase recharge.

ppl running dervish powered by conjure and SoH usually have a team without enchantments removal, this means you put holy wrath on your team and the'll suffer from it.

SoH could need a little change to reduce Dervish power.

Mantra of inscription could lower the duration to be a little bit energy ungry so Signet Mesmer would have to manage the 10 energy.

Signet of rage is good and need to stay good. its a killer for adrenaline user and that's all.

Castigation could need a little recharge nerf (18 sec.)
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Old Jun 02, 2008, 07:45 PM // 19:45   #4
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Even if those warrior changes were made, current dervishes are more powerful. Deep wound + cover every 3 seconds c'mon WTF. Dervishes should have been adrenaline based and should have mirrored warriors except for wielding a scythe.

Changes i'd like to see:

Wounding Strike- Recharge 12 seconds. Seriously. I'd advocate for a revert or at least deep wound applied on top of bleeding.

Mystic Sweep- normal attack speed. A broken finishing skill.

Chlling Victory- Recharge 25. This skill is soo broken. Its worth 15 energy TBH.

Conjure Elemental "" 60 second recharge. Reduce damage added even more[5...17] ---> [5..13]. Apply and forget enchants on melee characters are overpowered and degenerate.

Strength of Honor Shouldn't stack with conjures.

Signet of Humility Half casting range. I think this would be a good change. Skill is broken on signet mesmer template.

Signet of RAge 10-34 and an additional 20-36 if that foe was attacking. More skillful plus it penalizes all physicals not just adrenaline warriors. Too much damage right now.

Enfeebling blood Target foe and adjacent foes. Reduced duration. 15% sac.

A few minor buffs to encourage skillful templates:

Blinding Flash 10 energy recharge 4
Windborn Speed 1/4 cast

Last edited by Razz L Dazzle; Jun 02, 2008 at 08:09 PM // 20:09..
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Old Jun 02, 2008, 08:01 PM // 20:01   #5
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Quote:
Originally Posted by Orange Milk
Honestly just Delete Dervs, that would be fine.


A Wounding Strike nerf will suffice though.

Next on my list is WoD. Increase recharge, decrease duration or just revert it back to the old skill. I've yet to hear anyone praise the skill since the March 6th update as wonderful new addition to the game. More like "uhhh...wtf is this shit, by the time I remove it would expire and oh btw, here it comes again", ding dong.

Last edited by Krill; Jun 02, 2008 at 08:42 PM // 20:42..
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Old Jun 02, 2008, 08:28 PM // 20:28   #6
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Quote:
Originally Posted by Leeds
Traps need to be nerfed
All traps are fine except smoke trap. No other skill punishes small errors so greivously.

It's interesting to think about the progression of Daze over the chapters. In prophecies it was Skull Crack (10A, elite, and no fast activation!) then Factions brought us BHA (basically covered Daze on Demand) then with nightfall we got Smoke Trap (AoE Covered Daze!).

Sure backlines have gotten good at handling it (perforce) but it's still a brutal condition that is far too easy to spam with Smoke Trap.
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Old Jun 02, 2008, 09:30 PM // 21:30   #7
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Quote:
Originally Posted by Frank Dudenstein
All traps are fine except smoke trap. No other skill punishes small errors so greivously.

It's interesting to think about the progression of Daze over the chapters. In prophecies it was Skull Crack (10A, elite, and no fast activation!) then Factions brought us BHA (basically covered Daze on Demand) then with nightfall we got Smoke Trap (AoE Covered Daze!).

Sure backlines have gotten good at handling it (perforce) but it's still a brutal condition that is far too easy to spam with Smoke Trap.
is it really that difficult to say "ele, wand this guy, dont stop wanding him...if you do i have your nuts, okay?"

or just have your pd hit smoke trap every recharge if they have an evasion stance like nat stride or whatever


Dervs overall are fine, wounding could use a bit more of a recharge 8 seconds seems fair, 12 is a bit overkill
chilling doesnt need 25 sec recharge, maybe change functionality slightly, or decrease damage a bit

signet mesmers are also okay...not too difficult to counter, divert SoJ, or SoR or whatever mirror the melee to get SnH off, or if they really are that big of a hastle bring something like complicate to disable all signets...hell with water eles being popular...bring rust lol

overall i hope a net doesnt really bother with gw much...fixing obiously broken things is obious but id rather them keep the updates small, 3-4 skills per or so and divert most of thier attention to making GW2 the best MMO out there and get back all the people we lost to AoC
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Old Jun 02, 2008, 09:39 PM // 21:39   #8
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Quote:
Originally Posted by TrippieHippie89
is it really that difficult to say "ele, wand this guy, dont stop wanding him...if you do i have your nuts, okay?"
The trappers I've seen use [pious concentration] to set traps.
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Old Jun 02, 2008, 09:44 PM // 21:44   #9
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Quote:
Originally Posted by Razz L Dazzle
Wounding Strike- Recharge 12 seconds. Seriously. I'd advocate for a revert or at least deep wound applied on top of bleeding.

Conjure Elemental "" 60 second recharge. Reduce damage added even more[5...17] ---> [5..13]. Apply and forget enchants on melee characters are overpowered and degenerate.

Strength of Honor Shouldn't stack with conjures.

Signet of Humility Half casting range. I think this would be a good change. Skill is broken on signet mesmer template.

Signet of RAge 10-34 and an additional 20-36 if that foe was attacking. More skillful plus it penalizes all physicals not just adrenaline warriors. Too much damage right now.

Enfeebling blood Target foe and adjacent foes. Reduced duration. 15% sac.

Blinding Flash 10 energy recharge 4
Wounding: 8sec recharge and DW on top would be enough imo

Conjures: They're fine if SoH doesn't stack any more

SoH: Ye, simply make it phyiscal melee dmg only

Humsig: That's a very nice idea actually

Rage Sig: Excactly what I'd do, because with adren attacks and frenzy, a warrior is punished way more than a dervsh with the skill

Enfeebling: Some sort of Nerf, no idea whether 15% sac will do

B Flash: Make the Non Elite stronger than the Elite?? (imo this is already the case, but 10e would be ridiculous)


Much more important (together with Wounding Strike probably) are these two topics:

- Scythe Crit Dmg:
Simply too high, literally every physical class except warrior is played with a scythe atm (Derv, Sins, Rangers), because Scythe dmg is aoe and crits with it are SICK (SoH and conjures make it even worse, but that's not the problem itsself...)
--> Tone down Scythe Crit Dmg

- Expertise (again^^):
Erm, imo it's abused with any secondary class (atm it's spamming Pious+CHilling Victory); I'd make it apply for ranger attributes only. That wouldn't hurt a usual GvG Ranger like Cripshot, Magebane, etc too much; 5e Mending Touch is acceptable
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Old Jun 02, 2008, 10:55 PM // 22:55   #10
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Izzy will change every skill in the game before he changes mechanics like scythe crits and experise.
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Old Jun 02, 2008, 11:45 PM // 23:45   #11
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I'd like to see everything get shaken, now that pve and pvp have been seperated it would be nice to see izzy try some things out.

Razz L Dazzle's list was good but theres so many other broken things about, it would be a shame to destroy the current dervish smite build and have a month worth of the old "eurospike" build with the mainteam rit and teleporting warriors that everyones using on imperial.

The NPC situation at VoD needs sorting out aswel, its not directly skill related but it does effect what skills people take into the games, any change that means that putrid explosion isnt a viable high-end gvg skill is good imo.
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Old Jun 03, 2008, 12:39 AM // 00:39   #12
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Quote:
Originally Posted by TrippieHippie89
is it really that difficult to say "ele, wand this guy, dont stop wanding him...if you do i have your nuts, okay?"

or just have your pd hit smoke trap every recharge if they have an evasion stance like nat stride or whatever
Note I did not say it was unstoppable. I said no skill punished small mistakes as greivously...
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Old Jun 03, 2008, 01:02 AM // 01:02   #13
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Quote:
Originally Posted by Frank Dudenstein
All traps are fine except smoke trap. No other skill punishes small errors so greivously.

It's interesting to think about the progression of Daze over the chapters. In prophecies it was Skull Crack (10A, elite, and no fast activation!) then Factions brought us BHA (basically covered Daze on Demand) then with nightfall we got Smoke Trap (AoE Covered Daze!).

Sure backlines have gotten good at handling it (perforce) but it's still a brutal condition that is far too easy to spam with Smoke Trap.
You forgot [concussion shot] (which is a Core skill), btw...

Last edited by Hyper Cutter; Jun 03, 2008 at 01:04 AM // 01:04..
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Old Jun 03, 2008, 01:25 AM // 01:25   #14
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I'd post a list, but honestly, it's not worth it anymore.

Just need to fix FGJ, SoH, signets, and degenerative VoD farming.
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Old Jun 03, 2008, 02:15 AM // 02:15   #15
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I'd like to see better and more often balances so that we never have to call them [Month] PvP Skill Balance.

thnx.
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Old Jun 03, 2008, 02:17 AM // 02:17   #16
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I'd much rather see Mantra of Inscriptions nerfed than any of the signets, skills that break recharges have a history of causing problems. Also, if it's completely nerfed out of the game maybe some signets could be buffed, for example Signet of Judgement, Signet of Weariness and Signet of Disenchantment could all be quite decent with a small recharge buff.
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Old Jun 03, 2008, 02:29 AM // 02:29   #17
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Foul feast and Wail of doom cast times need adjustment. I don't think necros should even have 1/4's imo. Signet spammers are also out of control. Mantra of Inscriptions is getting abused in GvG, and Sig of Midnight is equally broken in arenas. Too lazy to think of proper fixes, but then again I'm not getting paid to. I'm also disappointed with Spotless Mind. Non-elite hex removal should not be > elite hex removal. I also think Glyph of Immolation should only affect fire skills. It doesn't even make sense, having water snares catching people on fire. Leave blind to air eles.
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Old Jun 03, 2008, 03:21 AM // 03:21   #18
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Random shit:

Escape - End when you hit with an attack.

Aggressive Refrain - Change to +33% adrenaline.

Mantra of Inscriptions - Major duration hit.

Ancestor's Rage and Splinter Weapon - Die.

Wounding Strike - Deep wound on top of bleeding.

All shadow steps - 15 second recharge increase.

Windborne Speed - Reduce cast time to 1/4 sec.

I'm not sure what to do with Wail of Doom, I think it's an interesting skill and Arcane Echo's RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing it up.
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Old Jun 03, 2008, 03:36 AM // 03:36   #19
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Quote:
Originally Posted by Floski
This is the dumbest idea ever.
Read though the list of melee knockdown skills, how many do unconditional bonus damage like that? The autocrit is already doing 35*1.2*1.41=59 hammer damage, and you want to add another +25 plus the knockdown = 84 damage in one hit for what's supposed to be a snare for fleeing enemies. That's a lot of damage even Backbreaker does not do that much damage and it's an knockdown elite which required adrenaline build up, not "on demand" like Bull's is. Now if say Coward or Gale did 84 damage then perhaps Bull's wouldn't stick out so much.


/EDIT When I tested 14 in hammer against the kiting Master of Enchantments, Bull's strike was giving 111 damage for what is supposed to be a snare!

Last edited by erk; Jun 04, 2008 at 02:03 AM // 02:03..
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Old Jun 03, 2008, 03:54 AM // 03:54   #20
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Quote:
I'm not sure what to do with Wail of Doom, I think it's an interesting skill and Arcane Echo's RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing it up.
Make it a skill? Say it applies a hex to target foe that etc etc etc, but it's a skill, so you can't AE it.
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