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Old Apr 29, 2006, 03:55 PM // 15:55   #1
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Default New Skill cost idea.

I think that there are some (hopefully a lot) of you that would agree with me on this. There needs to be another skill cost level. What I mean by that is well, we have skills costing 5 - 25 energy increasing by increments of 5, but I've sat there and read through skills and some of them aren't worth their energy in effectiveness, meaning I wouldn't be willing to use 10 or 15 energy for the skill. They need to add another energy layer between 5 and 10. 7 Seems to fit the bill nicely. This would allow skills that were too powerful for their cost or not powerfull enough to have thier own energy category.

Oh and while we're on the subject, what the hell is up with Chilblains and Lingering Curse costing 25 energy? At most, they should be 15.

Just something for y'all to chew on.

Last edited by Riplox; Apr 29, 2006 at 08:24 PM // 20:24..
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Old Apr 29, 2006, 05:32 PM // 17:32   #2
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What about having every "2" or "3" points in the ability lowers the energy cost by "1"?!?
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Old Apr 29, 2006, 06:17 PM // 18:17   #3
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Well that changes the gameplay mechanics quite drasticly. I was just looking for a way to classify spells that weren't quite 10en cost spells but too good for 5en. Also, with what you're suggesting, it kind of takes away from the Ranger's Expertise ability.

It would imbalance skills too much as a healer could spam the low energy cost healing spells like Reversal of Fortune and whatnot to almost no end. All the 5 energy cost spells would be free or cost 1 energy even with an Attribute level as low as 10.

Last edited by Riplox; Apr 29, 2006 at 06:24 PM // 18:24..
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Old Apr 29, 2006, 06:57 PM // 18:57   #4
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I agree, they recently changed Savage Slash to cost 10 energy, which is up from 5. A bit harsh since Warriors only have 20 energy. Yet another case for allowing Warriors to get +3 energy regen.
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Old Apr 30, 2006, 05:43 AM // 05:43   #5
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Warriors have less energy regen and amount, yet primarily adrenaline based skills which recharge continoually with attack, just because they can't spam certain skills like salvage slash, the same way Elementist can't spam skills with exhaustion, doesn't mean Warrior deserves more energy.

It is quite obvious that Warrior has more armor instead of energy mods in his armor, that's is an unmistakable balance, you can give warriors more energy regen when elementist gets 75 AL, jobs like elementist are the ones who should be getting more energy regen, with the weakest armor level and crap additional armor improvments, I hear Factions armors are a bit better though....

The topic of whether a skills is truely worthy of cost is a balance issue that Anet decides, and spell effects are as well. I appreciate the pentcal spell cost figures because they coincide functionally with attributes like Expertise, energy targeting mesmer skills, and energy management skills. Wile it wouldn't hurt to adjust costs between intervals, they can also adjust effectiveness for those costs.

Anet has stuck with those costs so far and it works, the skills are balanced to what they deem functional in spell cost and balance of power, whether you agree that the cost is balanced is your personal perception, and I simply imagine Anet has a better grasp on the balance of the game.

I thought it would be interesting if there were energy sacrifice costs though, like health sacrifice, it wouldn't cost energy to cast the spell, but you would lose a certain amount of energy after it was cast, either by percent or by amount. For example, a spell slightly more powerful then flare cost 5 energy to cast, and you sacrifice 2 energy, when you use it 5 energy would be consumed upon selection, then 2 energy would be used after it was cast, very simular to loosing health in necromancer skills.

Sometimes creativity is a better improvement then the simple solution.

Last edited by BahamutKaiser; Apr 30, 2006 at 05:46 AM // 05:46..
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