Frenzy + IWAY stacks to double attack speed. Hell if I know why, but that's what it does at the moment.
Please state explicitly that a single copy of an otherwise strong skill being able to singlehandedly destroy an entire set of strategies - from the safety of an entire map's radius away - is both balanced and good for the game.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
I won't even comment on this, because so many people have already done it
[quoteRes Sig is overpowered and will be nerfed. It's basically 7 skills with a 3s cast.[/quote]
Res sig is only overpowered in builds where it is broken. Namely IWAY. I honestly don't think that it will change, as it would GREATLY affect ALL aspects of the game.
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Gale will have either an increase cooldown or an exhaustion fix.
It seems to me from what the frog said that gale will NOT be nerfed. It is a very good skill, so good that nearly every gvg team uses it. Of course, that also means that a counter will almost never be wasted. Gale can be countered. Problem fixed.
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Mantra of Resolve should have the recharge increased dramatically to make Wild Blow a better counter.
Better yet up the energy taken away by one, but this skill really doesn't see enough use to warrant a nerf.
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Heal Party should have a short recharge.
Don't you think that dedicating a whole secondary class almost exclusively to Heal Party is enough of a cost? Not only that but it's usually only 50 hp a person, with a 15 energy cost. Not that the skill isn't powerful, but it hardly wins games alone.
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Cripling Shot will have either a 15e cost or a longer recharge.
I don't think the frog said anything about this, but I think what's most likely to happen is have the crippling time tied to the attribute.
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Distortion will go from 3..1 to 4 or 5...1. That or have a 10s recharge, but I doubt that.
My guess would be 5...1 or 4...2, but yeah most current builds will be taking 3 energy per hit instead of 2.
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Eviscerate will probably get nerfed, probably with an increase in adrenal cost or decrease in damage.
No doubt a powerful skill, but it's based on being better than executioner's strike. Really, it's the combination of the two that makes axe wars do so much damage. However the gwwc proved that sword and hammer wars are still used, so I don't think the skill will be nerfed. Maybe cleave will be buffed? I would like to see that.
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Shield's Up is going to get a buff to counter ranger spike.
The range could be increased, but it's already powerful against ranger spike, and good teams know to bring it and how to use it.
I was just thinking why Distortion is so usefull, its down to the hod helm again. If teams had the ability to shut down warriors with hexes there wouldnt be any need for nearly every char to use distortion.
warriors can be shut down... the hod helm just makes it a little less painfull on the warrior to see him getting stacked with 6 hexes and be unable to do anything since htere is no such thing as a global remove all hexes cast... like there is a rend enchantment one.
Sigh i so wished that all those items that got nerfed got put back in and that ANET would just make them unusuable in pvp. And problem is solved. Why do we need to make every fun item (that is easy to come by) and that adds diversification and which is content get rid of just for pvp sake... if you can just stop it by not allowing them to be equipped in pvp areas.
The HoD helmet hardly "adds diversification" in PvE, though, and it's disappearance wouldn't affect PvE gameplay at all. The only ones who'd really miss it are PvP-wars and droks runners.
uh any warrior in a hex heavy environment will miss the HoD helm, you try fighting ancient Skales with and then without the helm and tell me which one was easier.
don't BS tafy69, the speed is capped at 133% and if it did stack then its a bug that needs to be reported but has no bearing on the overpoweredness of iway.
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Originally Posted by http://www.guildwars.com/aboutgw/gameupdates/updatearchive-2005-09.php
Update: Thursday, September 29
Balance Changes
* Capped attack speed adjustments at 133% of normal attack speed, down from 150% previously.
Last edited by Renegade ++RIP++; Feb 23, 2006 at 10:46 AM // 10:46..
don't BS tafy69, the speed is capped at 133% and if it did stack then its a bug that needs to be reported but has no bearing on the overpoweredness of iway.
You have no idea what you are talking about, I suggest you keep quiet and let others discuss what is overpowered or not. Or atleast testing something before saying something is BS
like I said... if it does stack then it is a bug seeing as that according to all the updates IAS is capped at 133%. But it has no bearing on the overpoweredness of iway.
Heck overpoweredness is all about opinions... and anyone has one even me. And last i checked I can post my opinion in here.
uh any warrior in a hex heavy environment will miss the HoD helm, you try fighting ancient Skales with and then without the helm and tell me which one was easier.
Six words come to mind here, "Bring A Mesmer Or A Monk".
Just because Anet says it's fixed doesn't mean it is. We've seen them be wrong before.
I'm all in favor if IWAY being party members only, but it needs some other buff with it to keep it useful. Maybe double the duration?
Orders do need some sort of nerf, but aggro range on cast is about the only one I can see that won't break them.
Ranger Spirits should be buffed so their level = attribute level + 1. This will make them at least a bit more durable.
Give Dual Shot a 5 Energy cost and a reduced accuracy. Something like only 85% chance to hit with each arrow. (Going 10 to 5 on energy doesn't really help a Ranger all that much, thanks to Expertise, but it does keep the skill attractive despite the miss chance)
Negative Exhaustion. There, Gale's fixed. Wars can still use it, but they have to be much more tactical about when to use it.
Reduce the effect of Deep Wound.
Improved Energy management pretty much everywhere. Cut the Ether Prodigy damage in half and use that skill as the top-end benchmark.
Balance the Warrior armors. Holy hell is this overdue.
Improve either the damage or range of sustained AoE spells.
Jumping in on the IWAY thing, for the skill IWAY itself, how about making it have a reasonable duration, and changing it to "if there is a dead ally nearby" rather than "for each dead ally". So it doesnt get stronger with multiple deaths but is usuable in ordinary situations? (After fixing the attack speed bug, of course).
Although it wont affect the IWAY build all that much, it would make the skill more useful in normal situations and less useful in the extreme IWAY-build case.
This thread contains some of the worst suggestions I've ever read: 50% health on rez sig, make the iway skill totally useless, nerf blackout, etc. The only thing rez sig needs to be changed is disabling adenaline skills for set period of time to stop chain rezzing from being so powerful. After all, every other class loses their entire energy when they die which makes them useless until they regen their energy. Whereas, once the warrior is rezzed, a warrior can go about unloading his andreline spike he already built up. Take out HoD and you've made the warriors more prone to hex shutdown. Nerf deep wound to 10% max health reduction because of how insane amount of damage it does once applied and how it reduces the effectiveness of healing. Debug EoE "unseen" range to give teams an actual fighting chance.
The problem with crippling shot, blackout, and every other skill used by rangers is because of their primary attribute that reduces costs and recharge time of skills by 4%. With high expertise, rangers can effectively spam certain skills making balanced skills overpowered. Nerfing expertise to 3% would probably be sufficient enough to make most of these skills balanced once again for rangers without making them totally worthless for other classes.
Most of all buff up most the elites to be more useful in PvP because most of them are very much useless as of right now. http://guildwarsguru.com/forum/showt...=Skill+balance <--go to this thread for some nice skill balance suggestions
I just hope that ANet hasn't taken any of the suggestions in this thread into consideration cause most of them are just overnerfing already decent or bad skills.
I trust ANet to do the best balancing job that they can. Just because we say things like "OMG give us infinite candy canes ANet" doesn't mean they will. That's an extreme example, but I don't think that just because people ask for a nerf - or a buff - ArenaNet will swoop down and grant every nerf-wish.
I think that would ruin the game, and they know it. Balance doesn't mean nerfing everything until all skills are useless and weak. And everybody has something that gets used against them all the time. The fact that people are complaining about so many diverse skills, in fact, makes me think that very few skills actually NEED to be nerfed.
But some others need to be buffed. And I believe ANet knows that.