Guild Wars Game mechanic changes
There needs to be some major balance changes to guild wars, like stances need to cost 0 energy and have an infinite duration, unless the stance has kind of trigger effect, Rangers need to have a mechanic that is used with espertise that allows one to use more than one stance at a time. Ranger skills need to be reduced to five energy or just -5 energy, and have faster recharge times or instant rrecharge times, Ranger spirits should have the ability to increase the magnitude of an effect no just the duration there just too weaK. More ranger skills need to be stances. More ranger skills need to have faster recharge times or none at all, like power shot shouldnt have a recharge time espically when compared to skills like the elementist flare. (power could be one of those skills that should be a stance) snd ranger skills should have a special mechanic that when yu activate a stance when already activated the effect is doulbed or tripled but you have to wait for it to recaharge to be able to reaply it again. Some skills like called shot which triples the speed of a shot and makes it unblockable need to be a stance or a sub-skill that can be another new ranger mechanic that is applied to another main skill like actually combining skills ,its just too weak by itself. Warriors need to also have more stances, and Adreline should be like a pool of adreline not an aderline circulation because when you have more than enough adreline like 2-3 times more theres no reaon you cant use the same skills 2 or 3 times in arow when you have enough, instead you have to wait for it to recirculate again. More wariors skills need a lower adreline cost. like -1 or -2 too many times they die before they can use a skill. Mesmers need slighty faster recahrge times and slightly longer durations. Monks need lower energy costs or faster energy regeneration the more divine favor they have, no they need both. Monks need to have a bonus to smiting prayers for divine favor also. Elementist need higher energy costs, longer casting times, and longer recharge times there just too powerful. the skills they have deal too much damage too fast, for too long, and too many times. The skills dont have to be changed justs all costs asscaited with it. Necromancers are just right there not too powerful, there not too weak. Assasains are balanced but need more stances. Dervishes are balnced they seem all too powerful with there enchantments but there are alot of ways to counter thier playing styles. Paragons are just too limited in their energy recovery and skills because there adreline skills have way to high a costs they need moderate costs. Ritualists need faster recharge times, and slightly longer durations.
Last edited by dungeonand; Jun 20, 2007 at 01:18 PM // 13:18..
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