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Old May 24, 2008, 07:09 AM // 07:09   #1
Furnace Stoker
 
Join Date: Jul 2006
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Default This is how you fix your game. (LONG comprehensive update)

Version: 1.2

WARNING: I WAS NOT KIDDING WHEN I SAID LONG, TO MAKE THIS BETTER, I HAVE MADE A TOC FEATURE. THIS IS SO BIG GURU MADE ME HAVE TO POST TWICE FOR REACHING THE POST SIZE LIMIT

NOTE: All skill balances are with a 0...12 scale.

NOTE: Please do not post "tl;dr". Or anything of the sort. This is a comprehensive update that spawns A TON of content and a lot of thought was put into it.

Table of Contents:
Use CTRL+F, and type the ###'s in [] to find the section you are looking for.

PvE Updates: [001]
PvE Only Skill Updates: [002]
PvE Skill Updates: [003]
-Assassin [003-A]
-Dervish [003-D]
-Elementalist [003-E]
-Mesmer [003-M]
-Monk [003-Mo]
-Necromancer [003-N]
-Paragon [003-P]
-Ranger [003-R]
-Ritualist [003-Rt]
-Warrior [003-W]
PvP Updates: [004]
PvP Skill Updates: [005]
-Assassin [005-A]
-Dervish [005-D]
-Elementalist [005-E]
-Mesmer [005-M]
-Monk [005-Mo]
-Necromancer [005-N]
-Paragon [005-P]
-Ranger [005-R]
-Ritualist [005-Rt]
-Warrior [005-W]
Bug Fixes: [006]


Update - June 1st, 2008
Note: Due to a large amount of changes in this update, we will be monitoring gameplay and making changes as needed. Expect multiple updates to occur in a short period of time!

[001] PvE Updates:
*Five new areas have been added to the game:
-Nature's Gorge (name can be changes obviously), realm of Melandru
-Illusion's Folly, realm of Lyssa
-Divinity Temple, realm of Dwayna
-Truth's Path, a new realm for Kormir
-Destiny's Challenge

The first 4 are accessed just like FoW/UW and are massive areas with many objectives that are similar in scope and challenge to FoW/UW. These areas contain unique, not reskinned awards for beating them, in addition to new items. The last area is a completely new area accessed thru the Hall of Monuments (which takes you to an outpost), when you are partied with 8 level 20 players (no heroes/henchmen). It's a MASSIVE multi-level tower, with many difficult opponents that use human-like bars, and original bosses that use not just human-like bars, but some that use completely original, not overpowered, monster skills. There is two versions of Destiny's Challenge, one that allows PvE only skills, and one that doesn't. The one that doesn't gives triple the rewards. (could possibly be implemented into every elite area)

*FoW/UW changed so they are harder and have more anti-farming skills. (this is to protect the challenge associated with these areas)

*All elite areas are now changed to be even more difficult.

*All elite areas now reward you Tokens of the Gods, a varying amount per area and mode. Tokens of the Gods are not tradeable between characters, but are tradeable between characters of the same account through storage. Tokens of the Gods may be given to Avatars of the Gods that are found in the Destiny's Challenge outpost. You may turn Tokens of the Gods in for new (not reskinned) sets of armor / headgear for every profession, new (not reskinned) sets of weapons for every profession, unique minipets, special item effects, special emotes, etc.

*New title: Favor of the Gods. You get 1 point in it for every Token of the Gods you acquire. This is a way to show skill in the elite areas.

*When you first vanquish an area, a Vanquisher's Chest spawns, which can drop many rare items! (Only happens first time per character. Retroactively, if you've already vanquished an area, the first time you enter it, the chest will spawn.) This chest also gives you 5 points to your Treasure Hunter title.

*When you first 100% cartographer an area, a Cartographer's Chest spawns, which can drop many rare items! (Only happens first time per character. Retroactively, if you've already cartographered an area, the first time you enter it, the chest will spawn. This chest also gives you 5 points to your Treasure Hunter title.

*You may now choose an option in the F11 menu to let a % based "buff" appear in your effects monitor, that displays the % of the map you've cartographered successfully.

*In Hard Mode, skill bars across Tyria, Cantha, and Elona have been reconfigured to provide a tougher challenge and promote teamwork amongst similar monsters. In addition many attributes have been changed as well. This will make Hard Mode actually a challenge for people, with monster groups no longer restricted to using skills from their own campaign, allowing teams of monsters similar to the Jade Brotherhood, except harder, and with better AI.

*Numerous AI fixes so monsters aren't so dumb.

*A series of quests have been added to Cantha, Elona, and Northern Tyria, that can only be gotten after beating Shiro/Abaddon/The Great Destroyer. To access these quests, you must kneel before a dragon's statue added to the following places: Kaineng City, Kamadan, and Eye of the North. These quests each add more to the story of that chapter, and in the case of Eye of the North, adds a better preclude to what is to come in Guild Wars 2, with the various races. These quests reward tons of XP, and gold for completion.

*The Northlands in Pre-Searing have been expanded, adding more content, and some higher level enemies. Adds a couple of unique rewards in weapons.

*The Xunlai Marketplace is now open. You may trade many items on the marketplace, with other players. Just pay a small fee, and your item goes up with a pre-chosen price based on the items worth. When someone buys, you instantly reap the profits! A message will display in chat, telling you someone has bought your items next time you sign in. Talk to a Xunlai Marketplace Merchant to collect your money.

*NEW: A new area has been added known as the Gorge of Eternity. The Gorge has a NM and a HM and is considered an elite area. In NM, you are allowed to use PvE skills & Consumables. In HM, PvE skills and consumables are not allowed, and the PvP versions of skills are used for players. Each day, 10 teams are randomly picked from a list of 400, with ~50 teams special to the HM version. In NM, these teams have weaker skill bars. Each team is made up of 8 AI characters who follow human character rules, and they are all level 20. Winning vs a team in NM gives a chest that gives you 2 random drops (per player). Winning vs a team in HM gives a chest that gives you 6 random drops (per player), and winning the entire series in HM gives you a Token of the Gods.

[002] PvE-Only Skill Balance:
*[Signet of Capture]: No longer counts towards the PvE only skill limit.
*["Save Yourselves!"]: Now has a 20 seconds recharge time.
*[Triple Shot]: Buffed, new % less damage is 50...30%.
*[Selfless Spirit]: Recharge time is now 30s.
*[Signet of Corruption]: Recharge time lowered to 10, no more maximum.
*[Ether Nightmare]: Functionality changed to: "Target foe loses 10...24 energy. For every 4 points of energy lost, that foe and all foes in the area suffer -1 Health and Energy degeneration for 10 seconds." Now has a 30 second recharge time.
*[Elemental Lord]: +2 attribute bonus. Costs 5 energy.
*[Shadow Sanctuary]: Now 6...10 Health regeneration. Recharge lowered to 15s.
*[Summon Spirits]: Now 50...100 Health regained.
*[Spear of Fury]: Recharge lowered to 4s, adrenaline gained is now 1...4.
*[Aura of Holy Might]: Damage % boost is now 25...50%. Holy damage is now 40...80. Now costs 15e, and has a 20 second recharge.

These changes to the K/L skills should give better synergy to other skills, make them all better balanced, and what not.

*[Whirlwind Attack]: Recharge removed. Adrenaline cost is now 10. Functionality added, "If Whirlwind Attack hits more than 10 foes, all your skills are disabled for 1 second."
*[Never Rampage Alone]: Energy cost lowered to 10. Duration is now 10...20. Health regen is now 1...5.
*[Seed of Life]: Functionality changed to: "For 1...10 seconds, every second all party members are healed for 2 Health for each rank in divine favor times the number of times target other ally was attacked in that second." (this is to prevent err7's occuring from massive attacks, crashing the client.)
*[Cry of Pain]: Recharge lowered to 8s. Energy cost lowered to 5.
*[Intensity]: Damage bonus is now 20...40%. Recharge is now 20s.
*["There's Nothing to Fear!"]: 5...15% damage reduction.

This is to bring these up to snuff with the other stuff, and allow better synergy by being seen on bars.

*[Asuran Scan]: Make it increase the damage you do to target foe be increased by an additional 25...75%. (This is different because it includes all damage) Lower cast time to 1s.
*[Mental Block]: 75% chance to block.
*[Mindbender]: Recharge lowered to 20s. Duration is now 5...15.
*[Pain Inverter]: Energy cost is now 25.
*[Radiation Field]: Energy cost is now 5.
*[Smooth Criminal]: Energy gain is now 10...25.
*[Technobabble]: Energy cost is now 5.

Brings these into not as crap tbh.

*["By Urals Hammer!]": Functionality changed to: Shout. For each ally within earshot, you have 5...10 seconds of +1 Health regeneration and do +2% more damage. Energy cost increased to 15e.
*["Don't Trip!"]: Energy cost is now 5.
*[Alkars Alchemical Acid]: Energy cost is now 5.
*[Black Powder Mine]: Recharge is now 5. Activation time is now 1. Energy cost is now 5.
*[Brawling Headbutt]: Adrenaline cost is now 5.
*[Breath of the Great Dwarf]: Energy cost is now 5.
*[Ear Bite]: Adrenaline cost is now 2.
*[Low Blow]: Now causes Deep Wound followed by Crack Armor covering it. Adrenaline cost of 4.
*[Snow Storm]: Functionality changed to: Create a Snow Storm at target foe's location. For 5 seconds, foes adjacent to that location are struck for 20...40 cold damage each second. This is a water spell. (this means its affected by Elemental + Water Attunements.) Energy cost lowered to 10.

Again, bringing these into check.

*[Deft Strike]: Now does 20...50 damage. Now causes Deep Wound then Bleeding if foe is cracked armored. Recharge upped to 10s.
*[Ebon Battle Standard of Wisdom]/[Ebon Battle Standard of Honor]/[Ebon Battle Standard of Courage] Energy cost is now 5. Recharge is now 15. No cast time.
*[Ebon Escape]: Now heals for 50...100 Health.
*[Ebon Vanguard Sniper Support]: Now costs 5e. Now does 50...100 damage.
*[Signet of Infection]: If target is bleeding, it now causes poison and disease.
*[Tryptophan Signet]: 25...50%.
*[Weakness Trap]: Recharge is now 5. Activation time is now 1. Energy cost is now 5.
*[Winds]: Functionality changed to: "Create a level 1...10 spirit. All foes within its range have a 25...75% chance to miss with ranged attacks and enemy projectile spells have a 25...75% chance to have their trajectory changed (so this miss more often). This spirit dies after 30...90 seconds. "

Bringing these into line.

*["You are all Weaklings!"]: Now costs 5e.
*[Ursan Blessing]: Armor gained is now 5...10. Health gained is now 50...100.
-Ursan Strike: No longer ignores armor.
-Ursan Rage: Is now disabled for an extra 1 second for every foe it knocks down.

Obvious balances are obvious. The idea is to balance the PvE only skills as bonuses to your other skills, and not make them super overpowered. Ursan Blessing removes the idea of building a skill bar, and as such, should be subpar to a well built skill bar.

NEW:
New PvE Only Skills:
Gotten at Destiny's Challenge for 1 Skill point and 2 platinum, these are new skills for every class! (These are old skills, that were removed because of balancing issues for PvP etc. With the split, this is no longer the case!)

Assassin:
Marble Trap: 5/2/30: Trap. When Marble Trap is triggered, all nearby foes are knocked down, and if they are holding an item, they are Dazed for 4...9...10 seconds. Ends after 90 seconds. While activating this skill, you are easily interrupted.

Shadow Tripwire: 5/2/30: Trap. When Shadow Tripwire is triggered, all nearby foes become Crippled for 3...13...15 seconds, and you Shadow Step to that location. Shadow Tripwire ends after 90 seconds. While activating this skill, you are easily interrupted.

Twisted Spikes: 5/2/30: Trap. When Twisted Spikes is triggered, all nearby foes suffer from a Deep Wound and begin bleeding for 3...13...15 seconds. Twisted Spiked ends after 90 seconds. While activating this skill, you are easily interrupted.

Dervish:
Balthazar's Fury (originally: Rage): 10/.25/8: Enchantment Spell. For 30 seconds, your attacks deal fire damage, When this Enchantment ends, all adjacent foes are set on fire for 1...3...3 seconds.

Debilitating Aura (originally Intimidating Aura): 10/.25/8: Enchantment Spell. For 30 seconds, if you strike a foe who has less Health than you, that foe is knocked down and Intimidating Aura ends.

Dwayna's Fury: 10/.75/20: Enchantment Spell. Lose all Enchantments. For 30 seconds, your attacks deal lightning damage. When this Enchantment ends, all adjacent foes are Weakened for 4...9...10 seconds.

Boon of the Gods: 5/1/30: Elite Enchantment Spell. For 5...17...20 seconds, Spells you cast cost 1 less energy for each Enchantment on you.

Elementalist:
Energy Font: 5/.25/10: Enchantment Spell. Remove all enchantments. For 15...51...60 seconds, you gain +2 Energy regeneration. Energy Font ends if you move.

Lightning Storm: 25/3/30: Spell. You invoke a Lightning Storm at target foe's location. Each second for next 10 seconds, one foe in the area is interrupted and stuck for 14...61...73 lightning damage.

Mesmer:
Borrowed Energy: 15/1/5: Enchantment Spell. Steal up to 4...9...10 Energy from target foe. For 30 seconds, you are enchanted with Borrowed Energy. When Borrowed Energy ends, you lose 4...9...10 Energy. (I'd make it 10...25 though.)

Confusion: 15/2/20: Hex Spell. For 8...18...21 seconds, target foe's attacks may damage any character in range, including the target.

Mantra of Celerity: 15/0/20: Elite Stance. For 30...78...90 seconds, your Fast Casting attribute increases by 50%. Whenever you cast a spell, you lose 3 Energy or Mantra of Celerity ends.

Mimic: 15/3/10: Spell. Learn the last skill used by target ally. For 20 seconds, Mimic is replaced by the skill you learned. You may use the skill once.

Monk:
Cry of Lament: 15/1/5: Spell. All party members are healed for 10...34...40 Health. If any party members are dead, Cry of Lament heals for an additional + 5...53...65.

Necromancer:
Bloodletting: 5/1/5: Enchantment Spell. For 10 seconds, you have + 1...5...6 Health regeneration while Bleeding. When this enchantment ends, 1...3...4 conditions from which you are suffering are transferred to a nearby foe.

Dissipiation: 15/2/15: Hex Spell. Target foe and adjacent foes take 15...63...75 damage. If any of the affected foes had more Health than you, that foe is hexed with Dissipation and suffers -3 Health degeneration for 5...9...10 seconds.

Summoner's Soul: 10/1/10: Enchantment Spell. For 10 seconds, you gain 5...41...50 Health whenever a creature dies.

Recurring Scourge: 25/5/10: Hex Spell. For 10 seconds, target foe has -1...3...3 Health degeneration. Whenever that foe is healed, this hex is reapplied.

Verata's Promise: Enchantment Spell. Sacrifice 33% Health. For 10...50...60 seconds, your minions have +10 Health regeneration. When Verata's Promise ends, all your minions die.

Paragon:
Anthem of Aggression: 10/1/20: For 10 seconds, each party member within earshot gains a 25% faster attack speed until that party member uses as attack skill.

"Forge The Way!": 5/0/20: Elite Shout. For 5...17...20 seconds, target other ally gains 25% movement and has +40 additional armor.

Ranger:
These don't have icons because they are already in use by other skills. make new ones.
*Call of Brutality: 10/0/55: For the next 30 seconds, attacks by your animal companions have a 5...41...50% base armor penetration and deal + 1...11...14 damage.
*Call of Disruption: 10/0/55: Shout. For 30 seconds, attacks by your animal companions have a 5...41...50% base armor penetration and have a 8...18...20% chance of interrupting spells when they hit.
*Call of Elemental Protection: 10/0/55: For the next 60 seconds, your animal companions have 1...11...14 base damage reduction and gain 20...30...32 armor against all elemental damage.
*Call of Feeding: 10/0/55: Shout. For 60 seconds, your animal companions have a 1...11...14 base damage reduction, and gain 5...17...20 health when their attacks hit.
*Call of Ferocity: 10/0/55: Shout. For the next 30 seconds, attacks by your animal companions have base 5%...50% armor penetration, and your animal companions attack 25% faster.
*Call of Healing: 10/0/55: Shout. For 60 seconds, your animal companions have a 1...11...14 base damage reduction and regenerate 1...3...4 health each second.
*Call of Resilience: 10/0/60: Shout. You purge your animal companions of all hexes and conditions.
*Call of the Hunter: 10/0/55: For 60 seconds, attacks by your animal companions have a 5...41...50 base armor penetration, and your animal companions have 1...11...14 base damage reduction.
*Call of Vitality: 10/0/55: For 60 seconds, your animal companions have a 1...11...14 base damage reduction and + 50...234...280 health.
*Nature's Speed: 10/0/30: Stance. For 5...17...20 seconds, you move 25% faster and Hexes targeting you take 50...90...100% longer to cast.

Ritualist:
Accelerated Growth: 10/1/45: Enchantment Spell. For 15...51...60 seconds, your spells that target corpses and summoned creatures cast 5...41...50% faster.

Weapon of Mastery: 10/1/45: Elite Weapon Spell. For 15...51...60 seconds, your attacks use channeling magic instead of your normal weapon attribute.

Warrior:
"Aim True!": 5/0/20: Shout. All nearby allies are affected by Aim True for 5...9...10 seconds. The next attack by each affected ally cannot be blocked.

"Don't Believe Their Lies": 10/0/30: Shout. Hexes on other allies in the area have their durations reduced by 50%.

"With Haste!": 5/0/20: Shout. For the next 5...10...11 seconds, all allies in the area attack 10% faster.

Since Anet has decided to split the skills, and as much as I hate this (harder to get into PvP...) I'll roll with it and assume they won't revert this, and add tons of variety choices to PvE.

[003] PvE Skill Balance:
[003-A] PvE Assassin:
*[Horns of the Ox]: (not really PvP only, this is for both) Now does +15...27 damage like it used to.
*[Dark Apostasy]: Doesn't cause you to lose energy in PvE.
*[Deadly Haste]: 1e cost. % changed to 25...75%
*[Fox's Promise]: Now affects all weapons in PvE.
*[Locust's Fury]: And you now strike for +1...10 additional damage with each hit.
*[Seeping Wound]: -1...5 Health regeneration. If target foe is suffering from Bleeding and Poison they get -2...10 Health regeneration, in PvE.
*[Temple Strike]: Now costs 5e in PvE.
*[Assassin's Promise]: Now gives 5...25 Energy in PvE.
*[Mark of Insecurity]: "and that foe takes 5...25 damage whenever an Enchantment or Stance ends on them."
*[Shadow Prison]: Recharge is now 10.
*[Shroud of Silence]: Now lasts 3...9 seconds like it used to.
*[Siphon Strength]: -10...50 damage. Costs 5 energy.
*[Beguiling Haze]: Recharge is now 10s.
*[Shadow Shroud]: Now costs 5e.
*[Wastrel's Collapse]: Now lasts 2 seconds.

The goal here is to increase elite viability, so that Moebius isn't just the only thing used. Variety.

[003-D] PvE Dervish:
*[Vow of Strength]: +25...75% damage.
*[Avatar of Grenth]: You cannot be blocked.
*[Avatar of Melandru]: +100...250 Health.
*[Pious Renewal]: You gain 0...5 Energy and 0...15 Health.
*[Grenth's Aura]: Reverted back to original form.
*[Onslaught]: 25% -> 50%.

Some minor changes in the elites area.

[003-E] PvE Elementalist:
*[Chain Lightning]: Doesn't cause Exhaustion in PvE.
*[Thunderclap]: Energy loss is now 15...5. Energy cost is now 5.
*[Ride the Lightning]: Doesn't cause exhaustion in PvE.
*[Magnetic Aura]: Recharge is now 30s.
*[Energy Boon]: Doesn't cause exhaustion in PvE.
*[Ether Prism]: Energy cost: 5.
*[Ether Prodigy]: "Lose 1 Health for each point of energy you have." Doesn't cause exhaustion in PvE.
*[Glyph of Energy]: Your next 1...5 spells....
*[Master of Magic]: 0...5 Energy
*[Double Dragon]: Energy cost is now 5.
*[Mind Blast]: 1...9 energy.
*[Star Burst]: No you lose energy clause in PvE.
*[Mirror of Ice]: Recharge is now 3s.
*[Swirling Aura]: 20s recharge.
*[Second Wind]: You now gain 2 energy per...

Opens up a few more options for managing energy, improves some fire elites, boosts water a small bit, makes some lightning damage better.

Last edited by DarkNecrid; Jun 18, 2008 at 04:15 PM // 16:15..
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Old May 24, 2008, 07:10 AM // 07:10   #2
Furnace Stoker
 
Join Date: Jul 2006
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[003-M] PvE Mesmer: (oh god...yes...this one is HUGE.)
*[Arcane Larceny] + [Arcane Thievery]: 5 energy cost.
*[Chaos Storm]: Now does 10...30 damage and drains 5...15 energy.
*[Cry of Frustration]: 5e cost. 15...50 damage.
*[Diversion]: Now costs 5e.
*[Empathy]: 15...50 damage.
*[Energy Burn] + [Energy Surge]: 5 Energy cost, recharge lowered to 10.
*[Hex Breaker]: 25...50 damage.
*[Hex Eater Vortex]: 5 Energy cost, 40...95 damage.
*[Mind Wrack]: Now does 25...100 damage.
*[Mirror of Disenchantment]: 5 energy cost.
*[Mistrust]: 15...75 damage.
*[Power Block]: Now costs 5e.
*[Power Flux]: Now costs 5e.
*[Power Leak]: Causes a loss of 5...25 energy.
*[Price of Pride]: Causes a loss of 5...15 energy.
*[Shame]: 5...15 energy loss.
*[Shatter Delusions]: 15...75 damage.
*[Shatter Enchantment]: Now costs 10 energy. Recharge is now 20.
*[Shatter Hex]: Now costs 10 energy.
*[Signet of Weariness]: 3...10 energy loss. Recharge is now 20.
*[Simple Thievery]: Now costs 5 energy.
*[Spiritual Pain]: Now costs 5 energy.
*[Wastrels Demise]: Conditional damage is now 5...10 for each equipped spell.
*[Persistence of Memory]: Costs 5 energy.
*[Symbols of Inspiration]: Costs 5 energy, you gain 1...10 energy.
*[Accumulated Pain]: Costs 5 energy.
*[Ancestors Visage] + [Sympathetic Visage]: Functionality changed to "For 4...9 seconds, every second all adjacent foes to target ally loses all adrenaline and an amount of energy equal to the number of times that ally was attacked in that second." (this is to prevent client crashes by large amounts of numbers)
*[Clumsiness]: Now costs 5e. Now lasts for 4...10 seconds based on attribute.
*[Distortion]: You lose 1 energy or Distortion ends.
*[Ethereal Burden] + [Kitahs Burden]: You gain 15...30 energy.
*[Fevered Dreams]: Costs 5 energy.
*[Frustration]: Costs 5 energy.
*[Imagined Burden]: Costs 5 energy.
*[Ineptitude]: Costs 5 energy, now lasts 4...10 seconds based on attribute.
*[Signet of Illusions]: Your next 1...5 spells...
*[Auspicious Incantation]: Disabled for an additional 25...10 seconds, but you gain 125...200% that skills energy cost.
*[Discharge Enchantment]: Costs 5 energy.
*[Drain Delusions]: 2...5 energy.
*[Energy Drain]: Drains 4...16 energy, and you get 1 energy for every energy drained. Recharges in 15 seconds.
*[Energy Tap]: Drains 6...14 energy, and you get 1 energy for every energy drained. Recharges in 15 seconds.
*[Ether Lord]: -1...6 Energy regeneration, +1...6 energy regeneration.
*[Ether Phantom]: -2 Energy regeneration.
*[Ether Signet]: 30s recharge time. 10...25 energy gained.
*[Extend Conditions]: Maximum is now 60 seconds.
*[Feedback]: Costs 5 energy. Conditional energy loss is now 5...10.
*[Hex Eater Signet]: 1...7 allies, you gain 2...5 energy.
*[Keystone Signet]: Recharge lowered to 10 seconds.
*[Lyssas Aura]: 2...10 energy.
*[Mantra of Concentration]: Functionality added: also while in this stance, you are not affected by Dazed.
*[Mantra of Persistence]: Costs 5 energy.
*[Mantra of Recall]: You gain 10...25 energy.
*[Mantra of Signets]: Costs 5 energy, recharges in 10 seconds.
*[Power Leech]: Costs 5 energy.
*[Spirit of Failure]: Costs 10 energy.

These updates will not only improve damage for mesmers quite a tad (readily making their effect more "apparent" to dumb PUGs...) but also improve their energy degeneration to compensate for the monster's insane energy pools.

[003-Mo] PvE Monks:
*[Aura of Faith]: Costs 5 energy, 25...75%.
*[Blessed Aura]: Costs 5 Energy. No longer a maintained enchantment. Functionality changed to: "For 20...60 seconds, Monk enchantments you cast last 10...50% longer. " Recharge is now 20 seconds.
*[Blessed Light]: Now costs 5 energy and removes an additional hex and condition if the target was suffering from both.
*[Boon Signet]: Now heals for 14...83.
*[Divine Boon]: Now heals for 25...61 like it used to way back when.
*[Divine Intervention]: Conditional heal is now 30...250 Health.
*[Divine Spirit]: Recharge is now 30s.
*[Peace and Harmony]: +2 Energy Regeneration.
*[Scribe's Insight]: You gain 5 energy now.
*[Unyielding Aura]: 2 second activation time now.
*[Withdraw Hexes]: Now costs 5e.
*[Ethereal Light]: No longer easily interrupted.
*[Healing Burst]: No longer a you lose energy clause.
*[Light of Deliverance]: Heals for 5...65 Health like it used to. Recharge changed to 5 seconds.
*[Live Vicariously]: You gain 2...25 Health.
*[Mending]: +1...+5 Health regeneration.
*[Supportive Spirit]: Costs 5 energy.
*[Extinguish]: Now costs 10 energy.
*[Pensive Guardian]: 75% chance to block.
*[Reverse Hex]: Costs 5 energy.
*[Shield Guardian]: Costs 5 energy.
*[Balthazars Aura]: Now costs 5 energy. Recharges in 15s.
*[Balthazars Spirit]: Now costs 5 energy.
*[Holy Wrath]: And you lose 3 energy.
*[Judges Intervention]: Conditional damage: 50...200.
*[Kirins Wrath] + [Symbol of Wrath]: 1s activation time, 15 second recharge time. 10...30 Holy damage.
*[Ray of Judgment]: Now costs 5 energy. Now has a 15 second recharge time. Now does 40...100 Holy damage. Now sets all foes on fire for 3...8 seconds, but sets undead foes on fire for twice as long.
*[Shield of Judgment]: Now costs 5 energy.
*[Spear of Light]: 4 second recharge time.
*[Word of Censure]: Now costs 5 energy, conditional recharge is now 10 seconds.
*[Zealots Fire]: No "you lose energy" clause.
*[Empathic Removal]: 2 second recharge time.
*[Light of Dwayna]: Now costs 5 energy.

Gives new healing options, brings back a good part of the old boon prot, makes smiting not suck.

[003-N] PvE Necromancer:
*Soul Reaping reverted in PvE areas to no timer, simply because it doesn't make anything too particularly broken.
*[Angorodons Gaze]: Now steals 15...63 Health, and you now gain 12 energy if suffering from a condition, like it used to.
*[Awaken the Blood]: +3 Blood Magic and +3 Curses.
*[Dark Pact]: 10...70 damage.
*[Offering of Blood]: Sacrifice lowered to 10%, like it used to be.
*[Ravenous Gaze]: Now costs 5 energy.
*[Soul Leech]: Now costs 5 energy.
*[Chilblains]: Now costs 5 energy.
*[Depravity]: Now costs 5 energy, takes 2...10 energy.
*[Feast of Corruption]: Now costs 5 energy.
*[Veratas Sacrifice]: Now has 30 second recharge time. Now lasts for 5...15 seconds. "you have control of 6 or fewer..."

Improves some weakened necro skills. Really nothing else to it.

[003-P] PvE Paragon:
*["Cant Touch This!"]: Now affects the next 1...20 touch skills. Costs 5 energy.
*["Find Their Weakness!"]: Now costs 5 energy.
*["Go For The Eyes!"]: No longer has a recharge time.
*["Incoming!"]: Now lasts 1...6 seconds.
*["Never Give Up!"]: Now gives 1...10 energy.
*["Never Surrender!"]: Now gives 1...5 Health regeneration.
*[Anthem of Disruption]: Costs 5 energy.
*["They're on Fire!"]: 5...35% damage reduction.
*[Aggressive Refrain]: No longer gives the user cracked armor.
*[Awe]: Costs 5 energy.
*[Defensive Anthem]: Costs 10 energy.
*[Focused Anger]: Costs 5 energy.
*["The Power is Yours!"]: Gain 1....15 energy, you suffer -10 energy regeneration. Functionality added: if 4 or more people have their energy pools maxed out after this energy gain, you do not suffer any energy degeneration.
*[Aria of Restoration]: Costs 5 energy.
*[Aria of Zeal]: Costs 5 energy.
*[Ballad of Restoration]: Costs 5 energy.
*[Inspirational Speech]: 1...5 strikes.
*[Mending Refrain]: Costs 5 energy, 3 second recharge.
*[Song of Restoration]: Costs 5 energy.

Boosts their support. I guess. Not really needed, but can't really hurt.

[003-R] PvE Rangers:
*All Nature Rituals in PvE areas are reverted to how they used to be health etc wise.
*[Energizing Wind]: Reverted to its old form. (Create a level 1...8 Spirit. For non-Spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This Spirit dies after 30...126 seconds.)
*[Trappers Speed]: 50% faster recharge + activation.
*[Penetrating Attack] + [Sundering Attack]: 3/4 activation times. Now cost 5 energy.
*[Dust Trap]: Now costs 15 energy.
*[Archers Signet]: Now has a recharge of 20 seconds.
*[Practiced Stance]: Now gives you a 25% chance to block as well.
*[Punishing Shot]: Now costs 5e.
*[Barbed Arrows]: No longer has -40 armor clause.
*[Melandrus Resilience]: +5 Health Regen and +2 Energy regen
*[Natural Stride]: No longer ends if you become Enchanted.

[003-Rt] PvE Ritualists:
*All Binding Rituals in PvE areas are reverted to how they used to be health etc wise.
*[Destructive Was Glaive]: 25% armor penetration.
*[Spirit Siphon]: You gain 15...50% of that spirit's energy.
*[Armor of Unfeeling]: functionality changed to: "For 10...30 seconds you gain +24 armor while summoning a ritual and whenever you would be interrupted while summoning a Ritual, you aren't."
*[Agony]: This spirit loses 3...9 Health if a foe is hurt in this way. (ie: only triggers once no matter the # of foes.)
*[Clamor of Souls]: Same foe may be hit more than once.
*[Destruction]: 1...6 damage.
*[Destructive was Glaive]: 25% armor penetration.
*[Nightmare Weapon]: 5 attacks.
*[Signet of Spirits]: 5...20 energy.
*[Weapon of Fury]: 10...75% adrenaline.
*[Dulled Weapon]: "and strike for -5...15 damage."
*[Signet of Ghostly Might]: 30 seconds.
*[Ritual Lord]: Now costs 5e. 15...90% faster.

[003-W] PvE Warriors:
*[Charging Strike]: No longer ends when you use a skill.
*[Primal Rage]: Doesn't disable skills.
*["Watch Yourself!"]: No longer has an attack limit like it used to. No longer has a recharge like it used to.

yay?

[004] PvP Updates
*We've decided to incorporate Tiyuri's idea here: http://www.guildwarsguru.com/forum/s...php?t=10240284 because goddamn is it good.

*Added a Priest of Balthazar to the Rollebeetle Racing area, the Dragon Arena area, and any other event areas that have enter battle and don't have PoB.

*You can no longer synch in Random Arenas as people in the same guild + alliance won't be paired up.

*We've doubled the Balthazar faction you get from every play mode.

*Players may now access the Costume Brawl at any time. A new Halloween event will be shown later.

*Now, whenever you win a game mode, you earn Balthazar Tokens. These are tokens specifically created by Balthazar as rewards for his most valiant of warriors. The amount you earn is dependent on the game mode, if you flawless or not, etc.

You may turn in various amounts of these for:
Complete List of what you could use these Tokens to buy:
* Sugary Blue Drink
* Bottle Rocket
* Sparkler
* Champagne Popper
* Bottle of Rice Wine
* Red Bean Cake
* Flask of Firewater
* Crème Brûlée
* Scroll of Adventurer's Insight
* Scroll of Rampager's Insight
* Scroll of Hunter's Insight
* Flame of Balthazar.
* Golden Flame of Balthazar.
* Celestial Sigil.
* PvP White / Black Dye. Can't be sold to merchants / traded.
* Special PvP minipets.

To spend them, talk to a Priest of Balthazar.

*Now Tolkano is a Merchant setup, as per this topic: http://www.guildwarsguru.com/forum/s...php?t=10287708

*You can now purchase EotN skins at Tolkano.

*We've removed the multiple copies of that one map from RA!!

*Observer now features rewind, fast forward, pause functions, you can now save games to your hard drive, and you can now see dedicated skill usage charts and such in-game. In addition, we've expanded the number of games that can be seen all across the board. You can now see games of guilds in your alliance, as well.

*NEW:: Victory or Death now happens 25 minutes into the match, Victory is Ours is removed, and we've removed half the NPCs from every guild hall.

[005] PvP Skill Update
[005-A] Assassin:
*NEW:[b]All Shadowsteps require line of sight now.
*[Shattering Assault] (PvP): Recharge time upped to 5 seconds. It takes an additional 5 seconds to recharge for each enchantment it removes.
*[Augury of Death] (PvP): No longer causes you to Shadow Step. No longer is a half range spell. Recharge upped to 30s.
*[Aura of Displacement] (PvP): Now has a 30 second recharge time, and fails if Critical Strikes is below 2.
*[Beguiling Haze] (PvP): Now has a 30 second recharge time, and fails if Critical Strikes is below 2.
*[Dark Prison] (PvP): Now has a 40 second recharge time, and fails if Critical Strikes is below 2.
*[Deaths Charge] (PvP): Now has a 40 second recharge time, and fails if Critical Strikes is below 2.
*[Deaths Retreat] (PvP): Now has a 30 second recharge time, and fails if Critical Strikes is below 2.
*[Heart of Shadow] (PvP): Functionality changed to "The next time you are struck, you take half damage and are healed for 30...126."
*[Recall] (PvP): Now has a 20 second recharge time, and fails if Critical Strikes is below 2.
*[Return] (PvP): Now has a 25 second recharge time, and fails if Critical Strikes is below 2.
*[Scorpion Wire] (PvP): Now has a 20 second recharge time and poisons as well with the knockdown, and fails if Critical Strikes is below 2.
*[Shadow Fang] (PvP): Now has a 55 second recharge time, and fails if Critical Strikes is below 2.
*[Shadow of Haste] (PvP): Now has a 55 second recharge time, and fails if Critical Strikes is below 2.
*[Shadow Meld] (PvP): Now has a 30 second recharge time, and fails if Critical Strikes is below 2.
*[Shadow Prison] (PvP): Now has a 35 second recharge time, and fails if Critical Strikes is below 2.
*[Shadow Walk] (PvP): Now has a 40 second recharge time, and fails if Critical Strikes is below 2.
*[Spirit Walk] (PvP): Now has an 18 second recharge time, and fails if Critical Strikes is below 2.
*[Swap] (PvP): Now has a 20 second recharge time, and fails if Critical Strikes is below 2.
*[Vipers Defense] (PvP): Functionality changed to "The next time you are struck you take half damage and all adjacent foes are poisoned for 5...17 seconds.
*[Horns of the Ox]: (not really PvP only, this is for both) Now does +15...27 damage like it used to.
*[Shadow Form] (PvP): Now reads: "For 1...5 second, all hostile spells that target you fail and all attacks against you miss."

[005-D] Dervish:
*Scythes in PvP have a modified damage range: 9-30. This prevents high crits. They retain their ability to strike 3 foes, however, to make up for the lower damage.
*[Wounding Strike] (PvP): Now costs 10 energy, has a 10 second recharge, and applies conditions in the order it is written to. (Bleeding then Deep Wound, not Deep Wound and Bleeding). Condition durations are now 1...10.
*[Eremites Attack] (PvP): Has no activation time.
*[Mystic Sweep] (PvP): Has no activation time.
*[Avatar of Melandru] (PvP): Functionality changed to "For 10...58 seconds, you have +100 Health, whenever you use a skill you lose 1 Condition, and your attacks deal earth damage. This skill is disabled for 120 seconds." Now costs 10 energy.

[005-E] Elementalist:
*Reverted [Ward Against Melee] nerf.
*Reverted [Lightning Orb] nerf.
*Reverted [Blinding Surge] nerf.

[005-M] Mesmer:
*[Signet of Humility]: Target foe's elite skill is disabled for 1...10 seconds. Recharge time is now 40 seconds. Added functionality: "The recharge time of this skill is halved if your target fails to use their elite." (ie: if you disable their elite while they are using it, so that they get the failed message.)
*[Power Block] (PvP): Disable time changed to 1...5 seconds.
*[Diversion] (PvP): Duration changed to 3 seconds. Recharge lengthing changed to 5...25.

[005-Mo] Monk:
*[Strength of Honor] (PvP): Functionality changed to: While you maintain this enchantment, target ally deals 3...13 more damage in melee and deals Holy (the non-Armor Penetrating kind) damage.
*[Word of Healing] (PvP): Unconditional heal is now: 5...75. Conditional heal is now: 15...53.

[005-N] Necromancer:
*[Foul Feast] (PvP): 0...1 energy.

[005-P] Paragon:
*[Mending Refrain] (PvP): Now lasts for 1...10 seconds. Gives 1...3 Health regeneration. Recharges in 10 seconds.

[005-R] Ranger:
*[Escape] (PvP): Now ends when you deal damage.

[005-Rt] Ritualist:
*None at this time.

[005-W] Warrior:
*No changes at this time.

[006] Bug Fixes:
*Fixed every bug on this page: http://wiki.guildwars.com/wiki/Category:Bugs
*[Pulverizing Smash] now works as intended and doesn't error when the enemy isn't KD'd.
*[Signet of Rejuvenation] is no longer affected by Healer's Covenants healing reduction.
*+1 Illusion procs now work while under Signet of Illusions
*[Shadowsong]s skill description is fixed to list its damage.
*[Spirit Channeling]s description is updated to imply it heals for 100 * amount of spirits in range.
*["The Power is Yours!"], ["We Shall Return!"] and [Crippling Anthem] correctly mention allies, as they affect them.
*[Angelic Protection], [Burning Shield], [Inspirational Speech] act like instant skills should, and no longer have aftercast nor require you to be doing nothing.

Thanks for the read, please let me know what you think! Ideally, this wouldn't be all in ONE update, as I doubt Anet is going to drop GW2 to do this, but over time this would be pretty good.

Last edited by DarkNecrid; Jun 18, 2008 at 04:26 PM // 16:26..
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Old May 24, 2008, 07:20 AM // 07:20   #3
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So........what is all this supposed to be exactly? :/
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Old May 24, 2008, 07:22 AM // 07:22   #4
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What you've done to incoming somewhat removes the need for tntf in the first place.
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Old May 24, 2008, 07:30 AM // 07:30   #5
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To sum up everything you could ever wish for? :P
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Old May 24, 2008, 07:39 AM // 07:39   #6
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Quote:
Originally Posted by tehshadowninjar
So........what is all this supposed to be exactly? :/
How to keep both sides happy. You get PvE variety, no Ursan, new elite challenging areas, removing the last couple bothersome things in PvP, adding PvP functionality thats been asked for, speeding up the PvP get stuff process, etc.

The problem with all of this is that Anet is probably never going to go this balls deep with the skill split system, nor add new content, nor etc etc etc.

But this would fix a lot of problems with the game atm imo.

edit: Updated Incoming to 1...6, added PvE to each of the PvE class update sections.

Last edited by DarkNecrid; May 24, 2008 at 07:42 AM // 07:42..
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Old May 24, 2008, 08:15 AM // 08:15   #7
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This are just changes you would like to see, interesting, but unrepresentative of

1. Neither the entire spectrum of GW players

2. Nor statistically proven to be effective.

Still, I don't mind giving anything a shot. But I think Anet already has a list of reversions for skills.
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Old May 24, 2008, 08:24 AM // 08:24   #8
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I'd like to congratulate on taking the time and especially for considering HB in the skill changes.
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Old May 24, 2008, 08:27 AM // 08:27   #9
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Please, Anet, look at this and at least consider some of these changes.

Balthazar Tokens, new observer mode options and the invite/game type/custom rules suggestion would strengthen my love of this game.

I wouldn't be opposed to some Mesmer love, either... >.>
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Old May 24, 2008, 08:48 AM // 08:48   #10
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There is NOTHING wrong with any of this. I particularly like the idea that mesmers will be as useful as other classes in PvE .
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Old May 24, 2008, 08:49 AM // 08:49   #11
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Uhh... wow. "A" for effort, "C-" for results. (It was too long, but I did read it)

Elite areas: I'm all for a harder UW/FoW and such, new areas will never happen though (then again, I'm going to guess you weren't actually expecting them).

New title... great... and pointless, there are enough already. It doesn't seem in the least bit hard to get either (PvE would be more laughable than it already is with your skill changes).

From what I can see from the PvE changes is you want to buff it to the point that a mentally challenged monkey could do it with ease. 95% of the skill changes (aside from nerfing imbagon into the ground, which personally I'm fine with) would simply stack classes to the point that HM would be a joke. Elementalists with more energy management. Monks with stronger and cheaper heals. Paragons buffed to the point that the imbagon nerf was meaningless. Sure you back handed Ursan to the dirt, but who gives a damn when you buffed everything else to this extent? It is hard to argue with the Mesmer changes though, Anet has never seemed to give a damn about them.

PvP... well... you just kicked it in the nads. With a steel-toed boot. This is refering to the skills, that is. The other updates (RA sync, observer mode options, Tolkano merchant, etc.) would be good upgrades.
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Old May 24, 2008, 08:58 AM // 08:58   #12
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The gist of the pvp is basically 'lets nerf assassins and dervii out of pvp'(except HotO, there's a reason it's damage got nerfed) About half of the pve skill buffs make little sense, like intensity. It is strong enough as is and is commonly used to farm, yet in places you put stuff that is used to farm up for a nerf, and stuff, if buffed as you'd like it, would make for some real cheap farming tactics in pve(like the smiting)... Also all they have to do to Save yourself is put a 'works for the next 10 or so attacks' clause like WY, and it'll be just fine, it only lasts about 5-6 seconds anyway. Like the guy said most of these buff would negate your nerfs. As for mesmers, they kick PvE's ass just fine, if a puggy can't see it, screw him, and boot him out the party. Roll with your guildies/allies who know what whupass mesmers can wreak.

The other content doesn't seem well thought out either, like the marketplace, why can't I put a price tag or starting bid on an item? And the FoW/UW are fine the way they are, it's just that nowdays people know every square inch of them and where every popup, chest and mob is, and what tactics and builds to use to beat them. They just have to randomize the mobs a bit. Change something to make it unfarmable and people will just farm somewhere else. And while I do agree that you should have been level 20 before leaving pre and the ascalon areas should have been balanced for 4 man level 15-20 parties, the way thingsa re is the way thigns are and they ain't changing pre so you can deal with that. I'd like to see new realms of the gods also, maybe as a Mini Expansion Mission Pack, but doubt that's going down too.

I respect your ideal vision of GW, I just don't like it or would play it. I don't think as much thought went into this as was advertised either...
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Old May 24, 2008, 08:59 AM // 08:59   #13
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90% of the changes are Overpowerd seriously .
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Old May 24, 2008, 09:08 AM // 09:08   #14
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Quote:
Originally Posted by Koricen
From what I can see from the PvE changes is you want to buff it to the point that a mentally challenged monkey could do it with ease.
I mainly PvE and I've run into a lot of people who really can't do it now. Those who know the game can PvE with ease regardless of Ursan or skill buffs. Mentally challenged chimps would have great difficulty dealing with mobs in HM that have two monks.

Perhaps some of the buffs here are a bit much (ex. the things I can do to mobs with Ether Nightmare and Cry of Pain makes me itch just thinking about it), but I kind of agree with them.
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Old May 24, 2008, 09:09 AM // 09:09   #15
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Some of it is ok. I don't think anet will bother with new areas this close (ish) to GW2. Some of the skill changes are awful, reducing the cost of some spells be *20!* energy is a bit much and in some cases taking away the bad points of skills, without the bad points you would just have a bar of prefect skills that all work in the same way, lame.
I'm not convinced. A* for effort though.

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Old May 24, 2008, 09:17 AM // 09:17   #16
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Quote:
Originally Posted by Mewcatus
This are just changes you would like to see, interesting, but unrepresentative of

1. Neither the entire spectrum of GW players

2. Nor statistically proven to be effective.

Still, I don't mind giving anything a shot. But I think Anet already has a list of reversions for skills.
Well, if that is the case then I guess Anet better not update anything ever! Or this forum might as well not exist. <.<

Of course it isn't, but it would fix a lot of the bad.

Quote:
Originally Posted by Rainbow Ftw
I'd like to congratulate on taking the time and especially for considering HB in the skill changes.
thnx :d

Quote:
Elite areas: I'm all for a harder UW/FoW and such, new areas will never happen though (then again, I'm going to guess you weren't actually expecting them).
I'll be blunt: my faith in Anet is at an all time low. I'm not expecting any of this. But it's what would really add to the longevity of the game.

Quote:
New title... great... and pointless, there are enough already. It doesn't seem in the least bit hard to get either (PvE would be more laughable than it already is with your skill changes).
Monsters would be way harder, and have AI fixes and such in hard mode. I didn't fully work it out, but if they took this idea, I'd make it so that you only get the tokens in non-PvE only skill areas, with no consumables, etc.

Quote:
From what I can see from the PvE changes is you want to buff it to the point that a mentally challenged monkey could do it with ease. 95% of the skill changes (aside from nerfing imbagon into the ground, which personally I'm fine with) would simply stack classes to the point that HM would be a joke. Elementalists with more energy management. Monks with stronger and cheaper heals. Paragons buffed to the point that the imbagon nerf was meaningless. Sure you back handed Ursan to the dirt, but who gives a damn when you buffed everything else to this extent? It is hard to argue with the Mesmer changes though, Anet has never seemed to give a damn about them.
Ideally, like I said at the end, this is shown as a complete update, but Anet will never do a complete update like this. They'd do bits and peices. A skill here or there. Maybe. Together with all those changes, yeah it'd be broken for a lot of the stuff sure, but that's what the revert balance is for right? . It's not like I can work the numbers into the real game, and be Izzy and test it 24/7, so whose to say. If I could, I'd try to balance the monsters around it, so it wouldn't be so easy. *shrugs* Valid point tho. Also the mesmer changes I will say is where I'd like to see em go now with PvE skills, tbh.

Quote:
PvP... well... you just kicked it in the nads. With a steel-toed boot. This is refering to the skills, that is. The other updates (RA sync, observer mode options, Tolkano merchant, etc.) would be good upgrades.
Yeah but these are the problem skills. With a lack of defense thanks to the last update, Dervsmite is RAPING. Also, Sway is still super awsm. So I hit those. These are basically the only two problematic things that are HELLA imba and super build wars vs. As for Shadowsteps, they minimalize positional play, something that Guild Wars focuses on compared to its opponents (see: WoW, a game based around 2132381238123 CC's and keeping enemies unable to make positional plays) and are crap because of it. So I've fixed em. The only Shadowsteps I didn't change were the ones with Spirits (kind of useless....and no one runs em....ever......anywhere.) one and AoD because it is the most skill based usage one of em all, and easily countered (remove the enchant and the sin goes POOF).

Quote:
Originally Posted by Hugh Manatee
The gist of the pvp is basically 'lets nerf assassins and dervii out of pvp'(except HotO, there's a reason it's damage got nerfed)
I've always hated the HOTO nerf. HOTO is kinda like Bulls Strike, and is probably the dagger attack that requires the most skill and correct timing to use. It should do good damage, because using it good is hard. Also, it wouldn't remove the Dervish out of PvP, nor the sin. Sins will still see play in shitty sinsplit, and for splitting purposes (they kill NPCs dead fast). Dervishes would still be PRETTY GOOD (AoM would still rock, as just like AR it would remove Wearying's weakness when you used it.) sooo. Just not as godlike. Still pretty good.

Quote:
About half of the pve skill buffs make little sense, like intensity. It is strong enough as is and is commonly used to farm, yet in places you put stuff that is used to farm up for a nerf, and stuff, if buffed as you'd like it, would make for some real cheap farming tactics in pve(like the smiting)... Also all they have to do to Save yourself is put a 'works for the next 10 or so attacks' clause like WY, and it'll be just fine, it only lasts about 5-6 seconds anyway.
That's a pretty good idea!

Also I tried to give farmers some stuff too...the update is really about keeping all the niche groups happy. Could do some old school farms again which I'm sure would excite them! Especially with loot scaling...

Quote:
As for mesmers, they kick PvE's ass just fine, if a puggy can't see it, screw him, and boot him out the party. Roll with your guildies/allies who know what whupass mesmers can wreak.
A lot of people don't have guilds/allies to fall back on...:/

I'm just looking out for em...all they need is something that shows the PUGs they're doing something a bit more obvious.

Quote:
The other content doesn't seem well thought out either, like the marketplace, why can't I put a price tag or starting bid on an item?
It's a marketplace, not an Auction House. I defined it as it is defined in Guild War's own .dat file, except worded some stuff and added the bit about the NPC.

Quote:
FoW/UW are fine the way they are, it's just that nowdays people know every square inch of them and where every popup, chest and mob is, and what tactics and builds to use to beat them.
So spice it up for some people! Make it new again!

Quote:
And while I do agree that you should have been level 20 before leaving pre and the ascalon areas should have been balanced for 4 man level 15-20 parties, the way thingsa re is the way thigns are and they ain't changing pre so you can deal with that
isn't about that, it's about giving perma pres (also a niche) new content. :d

Thanks for the comments guys.
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Old May 24, 2008, 09:22 AM // 09:22   #17
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I lold.

Basically, you overpower PvE and underpower PvP, and you fixed all GW bugs.

Dreaming is free. But dont dream at day.
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Old May 24, 2008, 09:37 AM // 09:37   #18
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Quote:
Originally Posted by RiKio
I lold.

Basically, you overpower PvE and underpower PvP, and you fixed all GW bugs.

Dreaming is free. But dont dream at day.
PvE and PvP are two different environments, and if they're gonna separate skills you can focus on that. (also HM would be a lot harder, again)

I didn't fix all GW bugs, I fixed all the ones related to quests reported in the bugs section which SHOULD be fixed considering they've been there for like....ever.
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Old May 24, 2008, 10:04 AM // 10:04   #19
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I like the suggestions, but most of the skill changes are completely retarded (not the PvE-only skills, I agree with those)

You want to take sins out of pvp, dont you? You KILL all shadowsteps and you KILL Shattering assault, they can now spike once every minute with shadowstep builds and do no pressure for a minute. Aura of Displacement and Moebius Strike being the only viable elite skills for sins? yeah

The pve balance is also retarded, most changes are OP, the energy cost reducing just makes everyone to forget about energy management and with reduced recharges its just a spamfest. Why not make a 30 sec duration defensive anthem? Or make infuse health to heal half the life you got, not losing life and making it a 5 energy spell? Instead of changing energy/cast/recharge REWORK underused skills.

Also, now Avatar of Melandru is an elite version, 25e cost, 120 recharge, 2s cast version of Assasins remedy with a bit of health add.



BTW I like the non-skill changes
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Old May 24, 2008, 10:19 AM // 10:19   #20
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Signed for the Vanguisher/Cartographer Chest, more quests, more realms of the gods, and certain buffs for pve.

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