Apr 07, 2007, 04:04 PM // 16:04
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#1
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Pre-Searing Cadet
Join Date: Apr 2007
Guild: Reepers of Chaos
Profession: E/Me
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Class Balance ideas
I dont know if its just me or what but i feel that some balance is needed:
Conditions: limit to 3 max on one person
Shouts: put them back to normal and only let 1 person have 3 at one time
Assassin skills: teleporting skills lower the recharge so they can act like they are supposed to.
Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge)
Mesmer: Put distortion back to the way it used to be (mesmers dont have alot of self surviving skills so they dont last that long in pvp)
Monk skills: Give healing skills a small boost so that it can have more of a use to monks. Condition removers recharge up 3 seconds (at least to compinsate for the limit on conditions) and have all non elite condition removers remove only 1 at a time.
Necromancer skills:
-Dark bond to Death Skills and Dark Aura to Blood Skills.
Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge.
Dervish:
-Avatar of grenth: give a soul reaping effect make the effect be each time u lose an enchantment target looses 1 enchant
-Avatar of melendru: lower energy cost and give the effect every time u use a skill u loose one condition
-Avatar of Dwyana: Take the health givin per skill away and give 1-2 health regen.
Ritualist: give a limit to the ammount of spirits that can be maintained (kinda like Minion masters and death mastery)
sorry if u dont like them its suggestions dont get to mad
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Apr 07, 2007, 05:06 PM // 17:06
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#2
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Frost Gate Guardian
Join Date: Jan 2006
Location: Houston, TX
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Why would you give Ritualists a limit to the number of spirits? You can only create one of each spirit anyways..
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Apr 07, 2007, 05:22 PM // 17:22
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#3
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Ascalonian Squire
Join Date: Mar 2007
Guild: Elysium of Angels
Profession: W/R
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That thing with conditions, so if i bleedm have a deep wound and I am weakned then I am immune to infections (disease)? Gosh i need to try that irl
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Apr 07, 2007, 06:01 PM // 18:01
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#4
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Krytan Explorer
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
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i like how this sounds like he/she is petitioning for the sake of their own builds
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Apr 09, 2007, 10:18 AM // 10:18
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#5
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Pre-Searing Cadet
Join Date: Apr 2007
Guild: Reepers of Chaos
Profession: E/Me
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-cause you cant really do anything to stop a spirit spamer with the right spirits in pvp.
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them.
-and no im not. im trying to make it to where i can have a pvp match that can last over 2 minutes without every1 being dead.
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Apr 09, 2007, 10:31 AM // 10:31
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#6
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Krytan Explorer
Join Date: Dec 2005
Profession: N/
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Quote:
Originally Posted by rehero
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them.
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1) Assassins are MEANT to perform a combo in which massive amounts of damage and conditions are impressed upon the target.
2) Blind. % Chance to miss. Block Stances/Enchantments/Shouts.
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Apr 09, 2007, 10:36 AM // 10:36
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#7
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Quote:
Originally Posted by Illuminator
That thing with conditions, so if i bleedm have a deep wound and I am weakned then I am immune to infections (disease)? Gosh i need to try that irl
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I don't see how thats relevent. currently if you are poisoned and burning you take no damage from bleeding.
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Apr 09, 2007, 01:34 PM // 13:34
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#8
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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Quote:
Originally Posted by rehero
I dont know if its just me or what but i feel that some balance is needed:
Conditions: limit to 3 max on one person
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So condition pressure teams are out then? You understand that condition removal takes a lot of energy, and unless you devote elites or move to touch range, you can only remove them one at a time? So thats the who point in burying a bad condition below a condition stack. eg.Cripple under poison; Dazed under DW + Blind+Bleed etc etc.
Quote:
Shouts: put them back to normal and only let 1 person have 3 at one time
Assassin skills: teleporting skills lower the recharge so they can act like they are supposed to.
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Shouts are un-stripable, and if they affected NPCs, they tend to get a bit abusive in higher NPC concentrations. It was just like Heal Party and Aegis was not balanced for when AB was 12v12 parties back in the test phase.
Quote:
Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge)
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Exhaustion naturally puts a 30 second forced recharge on the skill, whether its now or when you need to sit down for 2 minutes later on. Shock is a great skill but with heavy penalties. On a warrior, 2 shocks and the warrior will be exhausted out. On eles, although they have large energy pools, it takes 30 full seconds for the exhaustion to wear out.
Quote:
Mesmer: Put distortion back to the way it used to be (mesmers dont have alot of self surviving skills so they dont last that long in pvp)
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It still works the same for mesmers, just rangers can't abuse the skill anymore, although after the expertise fix, I don't think its a problem either way.
Quote:
Monk skills: Give healing skills a small boost so that it can have more of a use to monks. Condition removers recharge up 3 seconds (at least to compinsate for the limit on conditions) and have all non elite condition removers remove only 1 at a time.
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Purge Signet only removing one condition? =/ whats the point of bringing it? It purges everything, but at a huge cost (ok you can get around it most of the time, but the cast time is a cost also.)
Condition removal is a very costly business since they are so easily applied, its all part of the same process of pressuring the healing.
Your proposed mechanics don't actually make sense, since the limit on conditions will mean there is a limit to the pressure you can apply, hence you can probably out heal the conditions quite easily with Heal Party etc.
Quote:
Necromancer skills:
-Dark bond to Death Skills and Dark Aura to Blood Skills.
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I think it was purposefully build like that since they synergy very well with similar skills in the attribute, to stop them being too easy to run. But overall, this is a skill balance issue, rather than a game mechanic one.
Quote:
Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge.
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You realise that this is an AoE on demand interupt right?
Quote:
Dervish:
-Avatar of grenth: give a soul reaping effect make the effect be each time u lose an enchantment target looses 1 enchant
-Avatar of melendru: lower energy cost and give the effect every time u use a skill u loose one condition
-Avatar of Dwyana: Take the health givin per skill away and give 1-2 health regen.
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Av of Grenth chage would be insane, you would bring back the smiters and basically this will mean that enchants on anybody would be useless. And target loses one enchant means you can now remove enchants withing radar range (lol).
Melandru one is a maybe, although the new timing and cost means its sort of ok.
1-2 regen is totally useless. Do you use mending on your warrior? No? So why would you make mending elite?
Quote:
Ritualist: give a limit to the ammount of spirits that can be maintained (kinda like Minion masters and death mastery)
sorry if u dont like them its suggestions dont get to mad
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Rits: Delete them from the game for all I care, but this kinda doesn't make too much sense, since most of the time each rit only takes 2-3 spirits. Ranger spirit spammers are more of a problem, but at least their spirits are fair.
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Apr 09, 2007, 01:56 PM // 13:56
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#9
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Krytan Explorer
Join Date: Jun 2006
Location: Cape Town, South Africa
Guild: The Crazy Dragons [TCD]
Profession: E/Mo
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Quote:
Originally Posted by rehero
-cause you cant really do anything to stop a spirit spamer with the right spirits in pvp.
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them.
-and no im not. im trying to make it to where i can have a pvp match that can last over 2 minutes without every1 being dead.
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OMG that's the stupidest thing I've ever heard. Has it ever occurred to you that you can use exactly the same skills/conditions/spells as the people you're fighting against? If you're dieing in less than 2 minutes I think that means you do need a new build...
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Apr 09, 2007, 10:24 PM // 22:24
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#10
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Pre-Searing Cadet
Join Date: Apr 2007
Guild: Reepers of Chaos
Profession: E/Me
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Quote:
Originally Posted by Lydz
OMG that's the stupidest thing I've ever heard. Has it ever occurred to you that you can use exactly the same skills/conditions/spells as the people you're fighting against? If you're dieing in less than 2 minutes I think that means you do need a new build...
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Its not uncommon for any team to only last 2 minutes any more.... cause 1 spikes kill mes so easy, sins and wars can kill a experinced monk within a few seconds. dervish can hit for over 180 damage in one hit (twin moon slash i think its called) unless ur a earth ele or blinding ele.... ur not going to last awile in RA. and guys i dont see u trying to find ideas for balance i said they where suggestions.......
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Apr 09, 2007, 11:30 PM // 23:30
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#11
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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Sorry dude, the game is not and will never be balanced for RA.
Just because a sin is very effective at front loaded damage, its very vulnerable to all the melee hate problems every physical damage char faces.
I don't particularly wish to say learn to play, since its just a sad saying but maybe try other competition arenas where you actually plan more skills, ie. 32 or 64 skills rather than just your 7+1 (the one being res sig).
Sin spikes down the mesmer? No Problem, pre-prot him. Warrior + Derv training your monk, tell him to run away and snare, blind, cripple, blur, failure, faint, spiteful, spoil ... (list goes on) them.
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Apr 10, 2007, 12:32 AM // 00:32
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#12
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Jungle Guide
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Personally I wouldn't mind if spirit spam disappeared forever. It's the worst playstyle ever (crap out spirits and turtle, WOOOOOO!)
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Apr 10, 2007, 12:52 AM // 00:52
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#13
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Jungle Guide
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/notsigned. You have no idea what you're talking about.
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Apr 10, 2007, 02:36 AM // 02:36
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#14
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Forge Runner
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sorry, I'm not into your lingo
/notsigned
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Apr 10, 2007, 03:09 AM // 03:09
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#15
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Krytan Explorer
Join Date: Sep 2006
Guild: Xen of Onslaught
Profession: E/Me
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Quote:
Conditions: limit to 3 max on one person
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No. Learn to love RC
Quote:
Shouts: put them back to normal and only let 1 person have 3 at one time
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No, people having multiple shouts at once isn't the problem, the problem is shouts affect multiple paragons on one team.
Quote:
Assassin skills: teleporting skills lower the recharge so they can act like they are supposed to.
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Yes to some extent. I'd say 25-30 second recharge would be fair.
Quote:
Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge)
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No, only sees use on warriors anyway and the two second KD for exhaustion is nothing gamebreaking.
Quote:
Mesmer: Put distortion back to the way it used to be (mesmers dont have alot of self surviving skills so they dont last that long in pvp)
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It wasn't really nerfed for mesmer primaries, and was overpowered on rangers.
Quote:
Monk skills: Give healing skills a small boost so that it can have more of a use to monks. Condition removers recharge up 3 seconds (at least to compinsate for the limit on conditions) and have all non elite condition removers remove only 1 at a time.
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No for all the condition removal, since the limit was dumb. I agree that heals could use a boost, but imo protection will always be better because you negate much more damage than you ever do with plain healing. RoF >>>> Orison.
Quote:
Necromancer skills:
-Dark bond to Death Skills and Dark Aura to Blood Skills.
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Sure for dark bond, maybe not for dark aura (might make dark aura bombers too strong).
Quote:
Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge.
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No reason to do so.
Quote:
Dervish:
-Avatar of grenth: give a soul reaping effect make the effect be each time u lose an enchantment target looses 1 enchant
-Avatar of melendru: lower energy cost and give the effect every time u use a skill u loose one condition
-Avatar of Dwyana: Take the health givin per skill away and give 1-2 health regen.
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Grenth is already overpowered, so no. Melandru doesn't need a lower energy cost and is fine as is. Dwyana would become more useless than it already is if it gave 2 hp regen. So no.
Quote:
Ritualist: give a limit to the ammount of spirits that can be maintained (kinda like Minion masters and death mastery)
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This doesn't solve any problems. The only forseeable solution is if you tied # of maintainable spirits to spawning power, thereby decreasing the effectiveness of the N/Rt spirit spam. Or alternatively we can just fix soul reaping to not return energy when spirits and minions die, instead of breaking the attribute.
Quote:
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them.
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[skill]Restore Condition[/skill][skill]Blinding Surge[/skill][skill]Blinding Flash[/skill]
And as for the sin's damage output?
[skill]Shield of Absorption[/skill]
Nobody on your team ever runs these skills? Stop playing RA.
Last edited by ca_aok; Apr 10, 2007 at 03:17 AM // 03:17..
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Apr 10, 2007, 02:46 PM // 14:46
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#16
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Ascalonian Squire
Join Date: Nov 2006
Profession: W/
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Quote:
Originally Posted by rehero
I dont know if its just me or what but i feel that some balance is needed:
Conditions: limit to 3 max on one person
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No. Condition pressure is part of the game. Deal with it.
Quote:
Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge)
Mesmer: Put distortion back to the way it used to be (mesmers dont have alot of self surviving skills so they dont last that long in pvp)
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The exhaustion is already a heavy penalty for using this skill.
No classes survive long in pvp but thats where monks come in.
Quote:
Monk skills: Give healing skills a small boost so that it can have more of a use to monks. Condition removers recharge up 3 seconds (at least to compinsate for the limit on conditions) and have all non elite condition removers remove only 1 at a time.
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Healing skills are fine for monks, but if you are talking about pvp, protection will always be better then healing.
Quote:
Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge.
Dervish:
-Avatar of grenth: give a soul reaping effect make the effect be each time u lose an enchantment target looses 1 enchant
-Avatar of melendru: lower energy cost and give the effect every time u use a skill u loose one condition
-Avatar of Dwyana: Take the health givin per skill away and give 1-2 health regen.
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Distracting blow is by no means a good interupt, so why do you want to nerf it?
Grenth and Meladru are fine as it is right now and you want to nerf dwayna even more?
Quote:
Ritualist: give a limit to the ammount of spirits that can be maintained (kinda like Minion masters and death mastery)
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They already have a limit. They can only have one of each spirits out, meaning ONLY 8 IF they put 8 spirits on their bar which would be a retarded thing to do. So if a rit brings a rez sig, some kind of heal(mend body and soul), boon of creation, that leaves 5. I think thats a pretty good limit.
Quote:
Originally Posted by rehero
-cause you cant really do anything to stop a spirit spamer with the right spirits in pvp.
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them.
-and no im not. im trying to make it to where i can have a pvp match that can last over 2 minutes without every1 being dead.
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1.RA is not a respectable form of pvp to begin with.
2.If you want to pvp try HA or GvG instead of going to RA, then talk about what skills need balancing.
3.Sins are so easily shut down its not even funny. If you are talking about BoA sins, bring hex breaker since sins dont bother bringing a second hex into RA.
4.Yes, pvp matches last longer then 2 minutes. And by pvp I mean anything other then RA.
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Apr 10, 2007, 03:04 PM // 15:04
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#17
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Ascalonian Squire
Join Date: Dec 2006
Profession: Me/
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this is one of the sadest post ive ever seen. and it's made by a total retard that doesnt know how this game works. it's not worthy of a life, and should be closed.
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