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Old Jun 01, 2009, 12:47 PM // 12:47   #61
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I think Defy Pain will get a tiny nerf, adrenaline cost higher or something.

RoJ will be left alone, again.

The functionality of Meteor Shower will change to a hex that makes Fire atribute attack spells cause knockdown for 10 seconds.

Mending gets a small buff of 1 or 2 extra regen.
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Old Jun 01, 2009, 02:35 PM // 14:35   #62
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LEAVE RoJ ALONE!!!1


But seriously, leave RoJ alone. In PvE.
It's fine.
They should first focus on the things that have been broken for 4 years now. Which means foes going after the minion wall and the obscene amounts of energy Soul Reaping provides.

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Originally Posted by Sword Hammer Axe View Post
/supersigned for polymock PvP. How fun wouldn't it be to actually fight off other players in a pokemon battle? XD
Sweet baby Jesus!
You guys consider THAT piece of crap fun?
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Old Jun 01, 2009, 02:50 PM // 14:50   #63
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RoJ in pve must enemy scatter as fire rain or meteor shower or any aoe spell damage.
Soul Reping rework means to invalidate the sabway or discordway, but in any case it was nerfet twice so no need.

My suggestion is to improve abandoned elite skills, skills, or entire category like (blood magic, beastmastery) etc etc
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Old Jun 01, 2009, 03:48 PM // 15:48   #64
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Originally Posted by Redvex View Post
RoJ in pve must enemy scatter as fire rain or meteor shower or any aoe spell damage.
If they do that - the elite becomes useless. And I don't mean weaker - I mean completely and utterly useless.
Considering that their point was to rework the skill into something useful - that negates it.
I don't see the problem with RoJ. The AI scatter mechanic brought in some interesting behaviour as it did bad ones - I mean, have your heroes stand in Firestorm while under SY! and TntF!. They will take almost zero damage from it - yet they will still fell the need to run around like headless chickens JUST because it's AoE.
Trash it for PvP, or better yet - RAISE the HP of the affected NPCs in the random arenas to some 600+ and RoJ stops being viable, while still fulfilling it's primary role - offering a viable option for PvE.

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Originally Posted by Redvex View Post
Soul Reaping rework means to invalidate the sabway or discordway, but in any case it was nerfet twice so no need.
Sabway and Discordway best show WHY SR needs the nerf.
Heroes represent insanely bad players. Necro heroes succeed where other heroes fail. There is no need for this crutch.
Good players will still succeed - and the bad players can learn to manage their energy.
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Old Jun 01, 2009, 04:54 PM // 16:54   #65
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While we're all dreaming - Soul Reaping needs to not trigger on minions, or at least only give half the energy a normal thing would. Minions don't have souls, so why would it trigger Soul Reaping?

Other tidbits of seriousness I hope for:
RoJ triggering AI scatter.
Shadow Form becoming the new Smiter's Boon.
Pet viability - all I'm asking for is Charm Animal to be a pet res. We can work on more later.
Order of the Vampire should stack with necro enchants since it's elite. Order of Pain should not, since it's not.
Cry of Pain and Save Yourselves to die horrible, painful deaths - or at least make them related to Fast Cast/Strength.
Some random buff that will make people want to use a paragon after the SY nerf.
Mind Blast back to 3r.
Edit: oh yeah, and Spawning Power. Kinda forgot it since it's just assumed that it will suck until the end of time.

Last edited by zelgadissan; Jun 01, 2009 at 05:04 PM // 17:04..
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Old Jun 01, 2009, 05:34 PM // 17:34   #66
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Quote:
Originally Posted by zelgadissan View Post
Cry of Pain and Save Yourselves to die horrible, painful deaths - or at least make them related to Fast Cast/Strength.
Tying it to Strength/FC makes it into an even bigger gimmick.
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Old Jun 01, 2009, 07:23 PM // 19:23   #67
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buff assassin attacks/shadowsteps
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Old Jun 01, 2009, 10:34 PM // 22:34   #68
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I'm a mainly PvE player, so keep that in mind. By profession:

Warrior: Fairly balanced, with good options for DPS or party support, though the latter is pigeonholed into FGJ --> D-Slash --> SY! Buff some of the party support in the tactics line and make it playable. Also a decent IAS for general PvE linked to the Warrior line.

Ranger: A consistent IAS from the Ranger primary that isn't a preparation and that can be maintained a high-portion of the time. Much like Wars, Rangers have to use Drunken Master to provide a long-lasting, proper IAS. Also, Beast Mastery. It's a gimmick in PvP no matter the angle, but it should be made fun and viable in PvE.

Monk: Mooooar Dartboard buffs please! They're fun and have provided a much more variable gameplay experience as a PvE Monk. Also, on the smiting buffs, we've got good AoEDoT damage from RoJ, let's turn Word of Censure into a useful spike skill. Perhaps a skill that encourages a split attribute spread between smiting and healing/prot. For example, Word of Censure, "Elite Spell. Target foe takes 35...93 holy damage. If your target was below 33% Health, Word of Censure takes 20 additional seconds to recharge and your Monk skills heal for an additional 5...20%." A spike contributor that will allow a Monk to still Monk.

Necromancer: Don't think I'm hating or anything, but Necros have plenty of strong elites and a wide array of powerful skills in PvE. About the worst thing about the profession is a wasted K/L skill, but there's still plenty of things to do as a Necro.

Mesmer: I like the idea behind a lot of the Mesmer elites but they don't fit well into the mechanic that Mesmers have taken on in PvE. Some elite functionality changes and some more buffs like Frag that give players some more options without overpowering them through the roof.

Elementalist: Difficult to balance for HM due to the high increase of armor between NM and HM. A damage buff or armor ignoring damage makes them totally broken in NM and only average in HM. Just throwing this out there, but make Elementalist a viable party support machine without taking away the damage. More skills that disable enemies without being costly on high recharge (think Maelstrom, MS) are not as important in NM but would be helpful for party support in HM.

Assassin: Of course, being my primary, I'd like to see some Assassin elites buffed into usability in PvE. Two of my four most used elites are Wounding Strike and Barrage, the others Moebius and Shadow Form. Let's let Assassins use their own skills and still be effective DPS machines. On that note, lower recharge of Shadow Steps in general. The Warrior doesn't depend on an attack chain to push DPS, so let the Assassin hop more quickly around the battlefield and begin its chain earlier. This would encourage more consistent build that employ the strength and speed of an Assassin spike.

Ritualist: Ummmmmmm... Spawning Power. It's pretty obvious that Rits have some great skills, documented by the massive use of /Rt (in PvE more, but PvP as well). I'm going to use caps here for added effect, the only time I'll do this just to show how important it is: SPAWNING POWER SHOULD ACTUALLY MAKE USABLE RITUALIST SKILLS MORE EFFECTIVE. Not just gimmicks, please. Make the Rits best at using Ritualist skills, and they'll begin to see play. A great class for balanced party support both offensively and defensively. Give it some abilities that are highly desired and can only be performed by a primary Rit.

Paragon: Again, pretty obvious. Excellent mechanics, but they've been nerfed to oblivion. Spear damage is great, and Command has some decent options. Buff Motivation to encourage more party support from sources other than /W SY! spam. Chant heavy builds are a blast to play, make them viable for offensive and defensive party support.

Dervish: Once again, a class that can be done better with Strength or Critical Strikes on a W/D or A/D respectively. The Avatars are decent, and there are some playable ones (I love Lyssa and Grenth sees some play since the buff; Melandru in niche situations), but they're what make the Dervish special and could see some more use if buffed adequately. Scythe damage is good, and Wind Prayers have some decent skills. Make use of Mysticism (through elites, primarily, instead of an attribute functionality change) to buff these on the Dervish and make Dervs competitive with Assassins and Warriors.

================================================== ============

Yes, this is a wish list far more than a suspected forthcoming update. Also, a lot of people are going to see this and think "power creep." Perhaps. But you'll notice a lot of the power creep is in tactical play (skills that encourage attribute splits on Monk, Paragon, and Ritualist) and in making professions competitive (Dervs need a buff to touch Assassins and Warriors, Eles need some assistance in HM to equal a Mesmer armor-ignoring damage or any other profession in party support). More than anything, properly buffing along the skeleton guidelines I suggested (notice I said *properly*) will balance professions across the board instead of creating a new PvE meta.
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Old Jun 02, 2009, 01:12 AM // 01:12   #69
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Quote:
Originally Posted by upier View Post
If they do that - the elite becomes useless. And I don't mean weaker - I mean completely and utterly useless.
Considering that their point was to rework the skill into something useful - that negates it.
I don't see the problem with RoJ. The AI scatter mechanic brought in some interesting behaviour as it did bad ones - I mean, have your heroes stand in Firestorm while under SY! and TntF!. They will take almost zero damage from it - yet they will still fell the need to run around like headless chickens JUST because it's AoE.
Trash it for PvP, or better yet - RAISE the HP of the affected NPCs in the random arenas to some 600+ and RoJ stops being viable, while still fulfilling it's primary role - offering a viable option for PvE.


Sabway and Discordway best show WHY SR needs the nerf.
Heroes represent insanely bad players. Necro heroes succeed where other heroes fail. There is no need for this crutch.
Good players will still succeed - and the bad players can learn to manage their energy.
Agreed. The same with every single DoTAoE out there...Firestorm, Chaos Storm...pretty much only meteor shower is borderline usable just because of the auto snare aspect.

The whole "use snare" thing had always sound good on paper but in reality its just overly complicated for not much results, especially with the HM super armor to the elementalist's damage. Many monsters are designed in such a way where its killed or be killed (ex. stygian horrors, bladed aataxe) and even with deep freeze you still risk a party wipe if those things ever scatter from the tank. I can't count how many times we had a perfect aggro on the tank only for some smartass ele and his deep freeze + firestorm to scatter the whole thing and then get 2 hit KOed.

Last edited by UnChosen; Jun 02, 2009 at 01:15 AM // 01:15..
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Old Jun 02, 2009, 09:38 AM // 09:38   #70
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Revive punishing shot that is low than dshot and savage shot.
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Old Jun 02, 2009, 11:58 AM // 11:58   #71
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Quote:
Originally Posted by upier View Post
If they do that - the elite becomes useless. And I don't mean weaker - I mean completely and utterly useless.
Are you saying that Savannah Heat is useless? It's not.
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Old Jun 02, 2009, 01:52 PM // 13:52   #72
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Quote:
Originally Posted by qvtkc View Post
Are you saying that Savannah Heat is useless? It's not.
As a damage dealing skill?
I'd say it's useless.
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Old Jun 02, 2009, 02:18 PM // 14:18   #73
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Well I'm hoping for the following..

* I hope I see some Smiter's Booning on Shadow Form or atleast make the PvE edition the same as PvP. Tired of the whole UWSC, FOWSC, Urgoz etc with sins and monks(oh yes a necro too in UW and Cryers in some random elite areas..). SF ruined universatility.

* RoJ ofcourse..(Look above, about SF. Almost the same applies here too)

* Delete Paragons. Gawddamn-skirt wearing-shemales ruined Tactics
(apparently I'm joking with deletion ).

* Save Yourselfs linked to Strength. nuff said(Look above, about Paragons. The same thing applies here yet again..)

* Revert Aegis. First Ghostly that caps, wins (Well you know what I mean..)

But prolly all we gonna see is some good old @Workin on GW2"

Last edited by M @ T; Jun 02, 2009 at 02:21 PM // 14:21..
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Old Jun 02, 2009, 02:21 PM // 14:21   #74
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the nerf of the 600 monk!!! we shall see ;-)
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Old Jun 02, 2009, 02:31 PM // 14:31   #75
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I would like to see a separation of skills between PvP and PvE.

Bring back the great PvE skills and nurf the PvP skills like mad.

They should only have a limited number of skills in PvP like in Presearing. Everyone gets a choice of 5 skills per profession like in pre. Then strategy plays a huge part. No one skill is better than another and everyone is equal except when it comes to playing as a team.

Now your thinking this guy is an idiot. Do I need to say, HALO or Half Life?

Weapons are the same for everyone in both of these maga hits. No skills are over powered. Its the Players that are skilled.

Now try that Anet.
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Old Jun 02, 2009, 02:37 PM // 14:37   #76
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Originally Posted by imnotyourmother View Post
I would like to see a separation of skills between PvP and PvE.

Bring back the great PvE skills and nurf the PvP skills like mad.

They should only have a limited number of skills in PvP like in Presearing. Everyone gets a choice of 5 skills per profession like in pre. Then strategy plays a huge part. No one skill is better than another and everyone is equal except when it comes to playing as a team.
So buildwars with even less skills on the table? Nothx.

Quote:
Now your thinking this guy is an idiot.
Well, that and... "Stick to PvE/FPS."
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Old Jun 02, 2009, 08:33 PM // 20:33   #77
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Originally Posted by qvtkc View Post
Are you saying that Savannah Heat is useless? It's not.
You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 5...17 fire damage each second and an additional 5...17 fire damage for each second this Spell has been in effect.

200 armor HM monsters: 21 dmg (at fire magic 16) becomes 10 dmg.
Monsters move out after 1 hit: 10 dmg x 3 hits at most = 60 dmg max.
Get 3 monsters = 60 x 3 = 180 dmg total

Add in the 2 second cast time and 25 sec recharge...a warrior spamming attacks do more dmg, not to mention not scattering dangerous into squishy casters.
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Old Jun 02, 2009, 10:09 PM // 22:09   #78
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Add AI scatter to RoJ
Make perma shadowform impossible
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Old Jun 02, 2009, 10:12 PM // 22:12   #79
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Originally Posted by slowerpoke View Post
Add AI scatter to RoJ
Make perma shadowform impossible
How about stopping perma Shadowform, but adding a similar PvE skill to Eternal Aura for the Sin's that recharges all sin skills... then you have perma, but at the cost of a skill slot
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Old Jun 02, 2009, 10:13 PM // 22:13   #80
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Originally Posted by imnotyourmother View Post
Now your thinking this guy is an idiot.
More like "troll."
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