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Old Jan 19, 2007, 11:23 PM // 23:23   #1
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Default [Official Feedback Thread] Skill Balances 19 January

Please post your constructive feedback on skill changes.

What we'd like to see here -- and the designers specifically asked for this thread -- is a concentrated listing of input. Bullet points are easier to read than a paragraph of narrative. Maybe this:

Skill Name: name
Impressions: Better, too much improvement, overly nerfed, suggested alternative change...

You see? Short, sweet and to the point. Narrative threads, with greater detail, will also be read, but this is for distilled posting.

Thanks so much!
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Last edited by Gaile Gray; Jan 19, 2007 at 11:44 PM // 23:44..
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Old Jan 19, 2007, 11:26 PM // 23:26   #2
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Divert Hexes
recharge increased to 2secs (*TOO STRONG NERF*)

Zealous Benediction
isnt touched and its quite overpowered (*SHOULD BE NERFED*) at least casting time or something ...

Note: Slight revision to the formatting as requested by the thread creator. If you wish to come back and revise your post at any time, please ensure that you keep it formatted in some way resembling the example.

Last edited by Mercury Angel; Jan 20, 2007 at 02:05 AM // 02:05..
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Old Jan 19, 2007, 11:29 PM // 23:29   #3
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Skill Name: Destructive Was Glaive
Impressions: Really big duff. Damage output is insane. Suggest increasing recharge time or decreasing armour penetration.

Edit: Destructive Was Glaive seems to have a 40% armour penetration... not 25%...

Skill Name: Nightmare Weapon
Impressions: Please nerf this skill!!!

Merged posts; Please use the edit button instead of creating separate posts when unnecessary in this thread.

Last edited by Mercury Angel; Jan 21, 2007 at 01:59 AM // 01:59..
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Old Jan 20, 2007, 12:01 AM // 00:01   #4
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(all from a pve perspective)

Skill Name: Mind Freeze
Impressions: too much improvement. Used commonly as is (or at least I've seen it is!) and will now be insane in some pve areas.

Skill Name: Glowing Gaze
Impressions: Nerfed too much. It was the only real way of regaining energy in most fire or mixed element "spam" based builds that didn't rely on using an elite energy management skill. It was nice being able to use an elite damage instead which this allowed. The slower recharge may make it impossible to run anything but dual attuenments for effective damage output again. If needbe, nerf SF more to allow for the general SF build to be balenced.

Skill Name:Shockwave
Impressions: about right

Skill Name:Elementalist DOT-AOES and Mark of Rogdort
Impressions: about right - but MoR only with the SF nerf. If SF is left alone, so should MoR.

Skill name: Healing Burst, Word of Healing
Impressions: About right with increased damage potential from other adjustments

Skill name: Hexbreaker Aria
Impressions: Needed a buff instead of a nerf! Its hard to apply at all in pve with its high adren cost. Leave the casting time increase in, but lower the adren cost.

Skill name: Ritualist in earshot rather than nearby
Impressions: Great!! Allows for a lot faster movement in pve, especially with Channeling rits.

Skill name: Bloodsong
Imrpessions: Leave as communing!! It is the only decent (non-elite) damage option to communing rather than pure prot, now I may as well play a paragon (aoe prot/heal and attacks) or Monk (single prot/heal) rather than a com rit.
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Old Jan 20, 2007, 12:06 AM // 00:06   #5
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Skill Name: blades of steel
Impressions: a bit over powered.. i've been playing around on my assassin with this skill prior to update and it was pretty strong (saw hits up to 110 each with only 2 recharging skills on a monk) and now its going to be even more deadly


Skill Name: Searing flames
Impressions: Not fixed right (personal belief).. one second change to one part of the skill isn't going to fix a skill...

Skill Name: Wary stance
Impressions: a bit powerful for Xx/w energy regen now that blocking is the only thing you can do.. since its 10 second recharge a monk that has like 7 in here will have a decent energy management skill and blocking skill..
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Old Jan 20, 2007, 12:15 AM // 00:15   #6
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Shadow Of Haste:
Recharge needs to be dropped with the other shadow stepping skills to allow assasins to remain mobile as was intended.

Flashing Blades:
Good increase

Shadow Refuge:
Needs end of skills health increase. Minor change.

Mystic Regeneration:
Needs reduction in pips. To strong.

Mesmer:
Still to powerful, needs reduction in hex recharge and durations. Super builds which deal with both casters and melee in the same 8 skills needs to be made much harder to maintain. With increased casting time of hexes and mesmer skills in general you would help make fast casting useful and make superbuilds harder to make.

Res Skills:
Reduction in times seems good. Needs more testing.

Monk Smiting:
Skills which targets foes needs radical increase in dmg to bring a smiting monk inline with other professions. Suggest reduced casting time, recharge time and dmg output of skills like: Bane Signet, Banish, Holy Strike, Ray of Judgement, Sig Of Judgement, Signet Of Mystic Rath, Signet of Rage, Smite, Spear Of Light, Stonesoul Strike, Word Of Censure. I would also suggest more effects in these skills against minions.

Necro Minions:
Increase all 5 recharge minion skills to 15. Increase Sacrifice on Blood of the Master and Veratas Sacrifice. Make taste of death kill the minion it was used on. MM is a major problem in AB and needs to be toned down. Teams of MMs and TR are *still* ruling AB. Screw HA, what are you going to do to fix it!? Its been over 18months since the TR issue and a year since the MM nerf, its not enough.

Offering Of Blood:
For each point of energy gained cripple target for half that number and then increase sac from 20 to 25 or 33%. This will slow down touch rangers.

Charm Animal:
Merge charm animal with comfort animal and use the free skill to balance core beast mastry.

Desctruction:
Increase dmg output per second but reduce lifetime and recharge. This allows it to be more useful and to provide a gate way to other spirit builds.

Anguished Was Linwah
Move to channeling instead of bloodsong, increase the pain spirit to equiv of normal pain. Suggest changing spirit from pain to something else with a side ability to provide more options for channeling. Perhaps double dmg to minions.

Warrior Defense/Shouts:
The nerf on the wars defensive skills may cause issues in PvE.

Hex Removal:
Either hexes need a global decrease in strength or hex removal needs a major buff. This means reduced casting time, recharge and cost globaly, and that means Hex Breaker needs that to vs the nerf it got. Mesmers and Necros will be to powerful till this change is made.

Paragons:
They needed the buff brush, not the nerf stick.

Union/Shelter
Reduce their effect but increase the time they can survive to make them useful again. Currently they last but a second or two and thats pointless, allow them to remain up for longer, im talking 30-60 seconds but augment that with reduced effect to balance.

Consume Soul:
Increase range of this skills effect.

Merged posts; Please use the edit button instead of creating separate posts when unnecessary in this thread.

Last edited by Mercury Angel; Jan 21, 2007 at 01:47 AM // 01:47.. Reason: Three seperate posts
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Old Jan 20, 2007, 12:17 AM // 00:17   #7
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Skill Name: Discord
Impressions: This skill seems to have been buffed abit to much... but I shall have to test it some more.

Skill Name: Mantra Of Recovery
Impressions: Love what you have done to this skill as it makes Fast Casting a much more useful attribute.

Skill Name: Energy Surge
Impressions: I am glad that you nerfed this! It was about time we saw mesmers with different elites in pvp.

Skill Name: Searing Flames
Impressions: I'm surprised with this one. I thought a much bigger nerf was to come. Taking one second off will make not much difference sadly. Like discord I shall have to test it some more though.

Skill Name: Glowing Gaze
Impressions: Glowing Gaze got hit harder than Searing Flames did. Will this stop Searing Flames from being over used. We will have to see!

Skill Name: Stoneflesh Aura
Impressions: The most overpowered farming skill ever! This skill needs to be changed!

--------------------------------------------------------------------------

Skill Name: Paragon Changes
Impressions: I noticed paragons got nerfed aload in this update. Care to give them some love?

Skill Name: Ritualist Changes
Impressions: Ritualists really needed a buff. Excellent work.

--------------------------------------------------------------------------

My only concern is that you missed some skills that SERIOUSLY need a buff, but apart from that, this is a fantastic update! Well done!
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Old Jan 20, 2007, 01:03 AM // 01:03   #8
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Skill: Shadow of Haste
Impressions: Argh! Why did you turn the duration time down??!

Overall I am not liking what you have done. Then again, I am not the biggest PvPer, but I would like to see things put back to normal. I'm sure you made a lot of people happy, but you have definitly made alot of people mad

-Dr Imperial
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Old Jan 20, 2007, 01:10 AM // 01:10   #9
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Skill Name: Divert Hexes
Highly over nerf'd. With a 2 second cast time, you can add this skill to the HUGE pile of skills that will NEVER be used.

Skill Name: Signet of Mystic Wrath
Why? A build in HA that required some coordination to play. Overpowered? I think not, if you can beat an entire team with one skill (NR, Avatar of Grenth, etc...) then I see absolutely no reason to cry imba.

Skill Name: Shield of Absorbtion
Great prot skill that was highly used in pvp, but if you were going to nerf it, why increase the cast time? It's more interuptable, ok, but it only lasts for 7 seconds, why would you interupt that anyway? All this nerf did was screw over PvE players.

Skill Name: Sympathetic Visage
Once again, why? This skill has been around since release, and you even made a copy of it in factions. There has never been any complaints, it certainly wasn't imbalanced, so why nerf it?
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Old Jan 20, 2007, 01:17 AM // 01:17   #10
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Skill name: Flare
A buff was certainly needed, but I don't think it was enough of a buff for people to actually use it in a fire build.

Skill name: Glowing Gaze
A skill that I was extremely excited about when NF came out, and was a standard in my build. Finally a decent way for Elems to gain back energy, IMO did not need a nerf.

Skill name: Searing Flame
As much as I love this skill, I must admit that it needed a nerf. It still is very powerful, but as a whole, Elementalist elites are very weak compared to other professions, so I think it is about right now.
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Old Jan 20, 2007, 01:19 AM // 01:19   #11
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Skill Name: Savannah Heat
This skill has great damage potential, but that's only if you stand in the AoE. Setting the recharge to 25 makes it worthy to lose its Elite status. You can use it once per PvE battle and that's it typically. I'd rather have the higher energy over the longer recharge.

Skill Name: Searing Flames
The change was a lot less than I had thought it be, I'm okay with that though.

Skill Name: Bloodsong
Not sure why you changed the attribute line, Ritualists will have to split attribute points to get a good spirit. Put it back where it was.

Last edited by Esprit; Jan 20, 2007 at 03:12 AM // 03:12..
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Old Jan 20, 2007, 01:25 AM // 01:25   #12
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Skill Name: Critical Defences - Mis-read skill description originally (read the one off the website, not off my skill bar) Take back everything I previously mentioned.

Skill Name: Sharpen Daggers - Only 5 attacks worth of bleeding makes crit barraging pointless. A skill lasting 30s that you can get 5 attacks out of, what's the point? Bring back the 'bleeding on critical' and reduce the duration perhaps.

Skill Name: Assassins Remedy - Seems about right, the previous version was useless since everyone shuts 'sins down with blinding or stone sheath I have yet to fully test it.

Skill Name: Critical Strikes - What exactly has changed? you get +3 energy from a critical hit anyway, and Critical Strike is an auto-critical. OR should they stack? should I get 12 energy back from Critical Strike rather than 6? (dual attacks strike twice I believe)

Last edited by Boris De Pig; Jan 21, 2007 at 09:42 PM // 21:42..
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Old Jan 20, 2007, 01:25 AM // 01:25   #13
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Skill Name: Rampage as One
Impressions: Perfect change. Still maintainable but requires double the energy investment.

Skill Name: Shield of Absorption
Impressions: Little over-nerfed, in my opinion, but I can't honestly think of anything better.

Skill Name: Feigned Neutrality
Impressions: Perfect change. Opens the way for other viable skills.

Skill Name: "You're All Alone!"
Impressions: Perfect change. Three seconds is perfect as a downtime for this skill.

Skill Name: Many Resurrection skills
Impressions: Very happy. Increased recharge but decreased cast times make for some viable alternatives to resurrection signet.

Skill Name: Vengeance
Impressions: Useless change; the spell still falls short of other resurrection skills.

Skill Name: Shield of Regeneration
Impressions: Possibly buffed a bit too much, though now it's a viable skill. I would say keep it this way and see how it plays out.

Skill Name: Blinding Surge
Impressions: Just enough. No longer spammable my Mesmers unless they use Air Attunement, and Elementalists can still have a field day.
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Old Jan 20, 2007, 01:27 AM // 01:27   #14
has 3 pips of HP regen.
 
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Skill Name: Water magic
Impression: Needs more work. Most skills are still too expensive and on too long of a recharge to run as a primary line. Ice Spear is now worse than flare in every way. Suggested changes: Increased damage and reduced recharge on Ice Spikes, decrease energy cost of Vapor Blade, make Ice Spear do increased damage to foes suffering from a water hex. Increase Icy Prism's damage, increase recharge if neccessary, the recharge is irrelevant if it's recharged before the disable wears off.

Skill Name: Flare, DOT-AOEs
Impression: Good work! I'd say Breath of Fire's recharge is still excessive though.

Skill Name: Immolate
Impression: Needed a minor damage increase more than a change in recharge.

Skill Name: Stone Sheath
Impression: No buff? Needs an attack speed decrease or something.

Skill Name: Balthazar's Pendulum
Impression: Still worse than BY. Add damage to the foe that knocked them down.

Skill Name: Avatar of Grenth
Impression: Just CHANGE THE MECHANICS. Over a minute of Order of Apostasy is overpowered and will always be overpowered. I've been in observer all day and I haven't seen a single Grenth get interrupted, this recharge "nerf" didn't do anything.

Skill Name: Divert Hexes
Impression: Overnerfed to the extreme. Change the cast time back, decrease maximum number of hexes removed, possibly increase recharge slightly.

Skill Name: Jagged Bones
Impression: Needs adjustment with soul reaping synergy. Cause minions that die with Jagged Bones to either grant 1/2 soul reaping bonus or none at all.

Last edited by Riotgear; Jan 20, 2007 at 06:26 PM // 18:26..
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Old Jan 20, 2007, 01:31 AM // 01:31   #15
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Critical Chop
This skill was a bit powerful, but it was over-nerfed. Either change the damage or the recharge, but not both.

Power Attack
Love it! This skill was probably the most impotent in the entire game, making it spammable will help it work well with Warrior's Endurance builds.

Griffon's/Leviathan's Sweep
These were barely touched, I don't see a reason to weaken them. They were weak enough as things were.

Shield of Absorbtion
This is a bit silly, it was a fair skill and casting time will only frustrate people, not change the metagame.

Discord
A bit excessive.

Malign Intervention
This might actually see use by MMs now that the corpse isn't wasted. Combines well with Verata's Gaze.

Spoil Victor
Still needs more nerfing. The main problem with this skill wasn't duration, it was the fact that it disables healers completely. Needs to be changed to 'whenever target uses a skill on a FOE with less health, trigger.'

Love the new resurrect times, these might even see more use in PvP, and in-combat ressing might start happening in PvE as well.

I like the mod on stances, reducing duration and recharge will make them easier to use. Even though the energy cost overall will go up, you'll have more control over their use.

Not sure about the evasion yet, but it will certainly stop Guardian+Escape or other multi-miss skill combos.

Reaper's Mark
Still too spammable with it's power, the energy return was the only thing that didn't need to change.

Blades of Steel
I can round off an attack chain with over 200 damage, a touch too strong I think.

Lightning Hammer
combines with dual attunement to make it spammable, waaay too much damage when it hits every 4 seconds at 4 energy a cast.

Critical Defenses
Love it

Flashing Blades
Love it too

Searing Flames
still needs a bit more, but you've got the right idea.

Glowing Gaze
This was probably the main cause of SF spammers in PvP, and if this goes back to the way it was SF will still conquer even with it's own nerf. GG was way too strong, much better now.

Flare, Firestorm, Immolate, Stone Daggers, Eruption
Beautiful

Avatars
fantastic, maybe people will actually use a different elite in PvP with the upped recharge.

Rampage as One
weakens thumper builds a fair ammount, not that great in PvE anymore, but then who uses this in PvE anyways?

Blinding Surge
this will stop warriors, assassins, mesmers, dervishes, and monks from using this. thanks

Savannah Heat
this was fine before, now it will be much less effective in PvE and not really viable in PvP due to the long recharge. We'd rather pay more and use it more often.

Water Spells
Getting there

Mesmer Interrupts
nice

Mantra of Recovery
nice again

Spiritual Pain
love the change, makes this more of a utility skill now, which is what mesmers are really

Paragons
This class is barely viable at all. If anything needed to be nerfed, it wasn't these guys.

Divert Hexes
takes too long, and with all the powerful hexes out there these days this is a needed skill. It was best the way it was

Rend Enchantments
you guys really hate farming huh? This will end any 55ing in the UW again if it stays, but then maybe that's what you wanted.

Bloodsong
like the new numbers, but it needs to come back to communing.

Weakness
intresting, I'll keep watching how this goes.

Shield of Regeneration
Too spammable. Sure it costs alot but in arenas it's insane.


Merged posts; Please use the edit button instead of creating separate posts when unnecessary in this thread.

Last edited by Mercury Angel; Jan 21, 2007 at 01:47 AM // 01:47.. Reason: Three seperate posts
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Old Jan 20, 2007, 01:33 AM // 01:33   #16
Ascalonian Squire
 
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Skill name: Divert Hexes
Impressions: Unneeded and extreme nerf. This has been the only counter to the rampant Reaper's Mark and Spoil Victor necro builds, and will only perpetuate these over played builds. The skill is now unusable. The DivHex build was difficult to play as it was.

Skill Name: Reaper's Mark
Impressions: Duration needed nerf, energy return was irrelevant.

Skill Name: Spoil Victor
Impressions: Amount of damage needed nerf, or stronger nerf to duration.

Skill Name: Aria of Restoration
Impressions: This skill was already undesirable. Nerf was not needed.

Skill Name: Aria of Zeal
Impressions: You're killing support paragons. MORE energy return was needed rather than less.

Skill Name: Ballad of Restoration
Impressions: Change wasn't needed; I'll have to play to see if this was a nerf or just a balance, but I liked the skill as it was.

Skill Name: Sand storm
Impressions: Damage or radius needed a nerf.

Skill Name: Feigned Neutrality
Impressions: I like the duration nerf; maybe a little more of a nerf would have been good. What really needs a nerf is the +80armor -- this reduces a 100 damage lightning orb to something like 20 damage. A character without subclass should not be able to do huge spike damage AND be incredibly survivable. +80 armor is ridiculous and makes teleport assassins overpowered.

Last edited by moui; Jan 20, 2007 at 01:38 AM // 01:38..
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Old Jan 20, 2007, 01:56 AM // 01:56   #17
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Elementalist

Glowing Gaze
Shouldn't have been touched. Fire needs lots of non-elite energy management if you want to run a damage elite, it needs to go back to the original stats.

Smoldering Embers
Decent change, but it would fit into builds better if it were 5e 1s 5r with the previous damage of 15...75.

Immolate
A 3s recharge is a bit awkward since ideally you'd want to use this with something like mind blast which has a 2s recharge. My suggestion, keep it at 10e 1s 5r with 15...75 impact damage and 1...4 seconds of burning.

Mind Blast
You have to spend most of your time casting this to take advantage of the recharge. It should do more damage as a consequence. Up damage to 15...75.

Savannah Heat:
This is the wrong direction. Elementalists generally don't have a problem with sustaining 15E skills on moderate to long timers. Change to 15e 15s.

Mind burn
This hasn't been touched. It's just bad. Damage elites need to be potent to justify the loss of elite energy management. This isn't. Exhaustion limits it to skirmishes where the secondary effect (burning) is easily removed due to the prevalence of powerful condition removal like mending touch and signet of malice. Conditions are only powerful if they can be easily reapplied, you can't do that with this skill. Exhaustion needs to go and perhaps energy increased to 10e to compensate (but no higher!).

Assassin

Locust's Fury
This skill is too overspecialized and doesn't synergize well with assassin dagger attacks (which are where the real damage lies). There's some potential in using this with IAS and damage buffs (conjure, orders) but it's too fragile to justify the bother IMO. Make it a 15s recharge and 1/4 sec activation.

Augury of Death
I like the change, but it needs to shadow step you to the target only if you're not adjacent to it. This avoids interrupting your own dual attacks for a useless teleport and makes the skill less annoying to use.

Blades of Steel:
Too much damage. Doing 200+ damage with a single BoS with a possibility of DW from Impale or Augury of Death is over the top. Cap this at +60 and it'll still see use, just being able to get max benefit from a lead-offhand-dual chain is enough.

Death Blossom:
Strong change. Makes it the bread and butter dual for those 4sec recharge combos, before there wasn't anything besides shattering assault. I like it.

Critical Strike:
Another good change. Means that sin builds with quickly recharging dagger attacks aren't stuck with taking 13 CS to get by. Keep this one.

Black Mantis Thrust:
Recharge and semi-spammable cripple are nice and all, but no one is going to use it with a 10e cost. Drop to 5.

Jagged Strike:
It's the only cheap 4s recharge lead available. That still doesn't make it good. People need an incentive to go with a lead - offhand -dual chain, that means making leads good on their own merits. Add +5...21 damage if the target is already bleeding.

Crippling Dagger:
Compare this to siphon speed. Siphon is totally superior in all respects. Better at anti-kite duty, always hits, unconditional, and is a hex rather than a condition (harder to remove). If it's going to depend on them moving at least make it a .25 sec cast time so it's comparable to siphon. I'd at least consider then.

Feigned Neutrality:
If anything needed to be changed here, it was the +AL bonus, not the heal duration. Assassins are short on attribute points in general, one of the nice things about feigned was the modest requirements to get a decent heal.

Shadow Refuge:
Clearly you want this to be the opposite of feigned-one is an out of combat heal, the other is an in-combat heal. But SR is too slow to be an efficient in-combat heal. Make the cast time .25 sec like feigned and people might start taking it again.

Overall I really like the greater flexibility in dagger combos, but the rest of the class still needs some work.

Mesmer

Energy Surge:
It shouldn't have been touched. I can't fathom why this was changed, other than this being popular. Mesmers will use other elites when those elites become better. The new MoR is a start.

Dervish

Avatar of Grenth:
The recharge increase doesn't do anything. Anyone with half a brain will just retreat and use it out of range of enemy interrupters. Add a life-sac or an energy penalty or _something_ that to prevent people from just mindlessly spamming attack skills and removing enchants. Nothing huge, but it should at least give players the occasional second thought before mashing the wild blow button.

Zealous Vow:
Does anyone use this? It's incredibly unwieldy. Having your energy regen locked out for 15-18s at a time while you can't hit is very painful. It also requires 14 in wind prayers to be even semi-worthwhile. You need to be able to remove this on demand, lower the recharge to 4-6s.

Warrior

Critical Chop:
It was fine before and it's not going to stop anyone from using axe warriors. People might run prot strike instead, the spike will be a bit weaker (unless the target is moving, which they often are) but they can use it to pressure more between spikes.

Crippling Slash:
Spammable cripple is nice, but hardly unique (*cough* harrier's grasp). To make it elite worthy make it cause bleeding so you have a cover condition and you free up a skill slot by not taking sever.

Lion's Comfort:
This skill is terrible. 5a and a signet blackout? It's nowhere nearly as versatile as healsig which is why no one uses it. It's always going to be niche since it's adrenal, but at least drop the cost so that you can spam it if you need to.

Last edited by Symbol; Jan 23, 2007 at 11:23 AM // 11:23..
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Old Jan 20, 2007, 02:10 AM // 02:10   #18
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Assasin: All right, good update in general. That with a little big bonus in Shadow Refuge health if attacking will buff that profession.

*Shadow Refuge:
Enchantment Spell. For 4 seconds, you gain 5...10 Health Regeneration. When Shadow Refuge ends, you gain 20...80 Health if you are attacking.

Dervish: Maybe acceptable, 20 secs. to avatar recharge will be a fair deal.

Elementalist: Very well, i like what you've done with Eruption, Flare, Lightning Bolt, Lightning Hammer and Water Trident.

Mesmer: Always nerfed, why you never make this profession a little better (only a little) at self healing or reduce domination skill recharge time from 20 to 15?. I hate what you've done whith Energy Surge, but specially Spiritual Pain, you can reduce the damage but i cant understand why a 30 recharge sec. spell can't work as before, that 'spirt' condition change will make a good skill useless.The things you've made right here isnt make up for the rest.

*Energy Surge:
Target foe loses 3...7 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage.

*Spiritual Pain:
Target foe takes 5...75 damage, and all nearby foes take 5..75 damage. This skill recharges instantly if it hits a Spirit.

Monk: Only really interesting Healing Burst, Signet of Judgment, Vengeance and Word of Healing changes, the rest acceptable.

Necromancer: Acceptable.

Paragon: Nice attack improvements but uneeded support skill nerf.

Ranger: Im totally agree with it.

Ritualist: Nice channeling and restoration update, maybe Bloodsong must continue being a communing skill or:

*Anguish:
Binding Ritual. Create a level 1...6 Spirit. This Spirit's attacks deal 5...25 damage and deal double damage to Hexed foes. This Spirit dies after 15...75 seconds.

Warrior: Acceptable, good the recharge time of stances reduction but the skill duration should be 1 or 2 secs. more longer specially Gladiator's Defense. Warriors have the worst main atribute of the game.

*Gladiator's Defense:
Decreased recharge time to 15 seconds, decreased duration to 1..8 seconds.

Last edited by azibi; Jan 20, 2007 at 10:08 AM // 10:08..
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Old Jan 20, 2007, 02:19 AM // 02:19   #19
Ascalonian Squire
 
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Join Date: Jul 2006
Profession: W/Mo
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Honestly I like all the skill changes. We'll see how it plays out though.

Skill Name: Sharpen Daggers
Impressions: Interesting change, but I view this as a nerf of an already poor skill. Needs lower casting time and/or recharge or something if it's going to be changed this way.

Skill Name: Assault Enchantments
Impressions: Great change, though I think Dark Apostasy needs a buff so that it can even compare to the level of enchant hate this can bring now.

Skill Name: Impale
Impressions: Great change, finally a way for Deep Wound aside from Twisting Fangs.

Skill Name: Phoenix
Impressions: Still not enough.

Skill Name: Divert Hexes
Impressions: Thank you, this thing killed hexes so bad it was crazy.

After further HAing, I have a few to add:

Skill Name: Blades of Steel
Comment: Yeah, this skill does way too much damage, against any competent sin even with time to heal the other damage the final spike of blades of steel just DESTROYS your health. It was great before, I suppose it wouldn't have hurt to give it a buff but a 60 point buff...?

Skill Name: Mighty Throw
Comment: This gives Paragons a stupidly good spike skill, a class with tons of defensive abilities. Oh and this skill is only 2 adrenaline. Have to wait a whopping 10 seconds for Harrier's to recharge. Incredibly boring to fight a build like this. Did not need to be buffed.

Skill Name: Divert Hexes
Comment: Eheh... I may have been a little to quick to judge this nerf as great. It did need nerfing, but 2 second cast is not the way...

Skill Name: Spoil Victor
Comment: Good call on the nerf. On hex heavy teams we faced this, but it wasn't THAT bad to deal with even with average hex removal

Skill Name: Wither
Comment: Nooooooooo I can't laugh at this skill anymore!

Skill Name: Malaise
Comment: This skill is so much more annoying than it used to be now that focus swapping is punished. Like the change.

Merged posts; Please use the edit button instead of creating separate posts when unnecessary in this thread.

Last edited by Mercury Angel; Jan 21, 2007 at 01:54 AM // 01:54..
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Old Jan 20, 2007, 02:26 AM // 02:26   #20
Desert Nomad
 
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Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Skill: Rampage As One
Impression: This was too drastic, especially considering it already cost the maximum a skill CAN cost (even after expertise, it's still a big chunk of your energy). Reducing the increase in attack speed to 25% (as was previously done to Tiger's/Bestial Fury) would be a better option, imo...

Skill: Sharpen Daggers
Impression: I really don't see the point of this, especially since you effectively killed critical barragers...

Last edited by Hyper Cutter; Jan 20, 2007 at 05:07 AM // 05:07..
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