Apr 21, 2009, 11:22 PM // 23:22
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#1
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Krytan Explorer
Join Date: Jun 2006
Guild: Commence Aggro [BaMf]
Profession: Mo/E
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May (sigh) Skill Balance Thread
Because it's very hard to fix stuff that was concieved as broken/harmful to the game ~6 months ago when they were first buffed, and it's apparently easier to give us new storage and a Pokemon Center for IWAY, guess when our supposed Skill Update is! We all hope it is at least in May.
My Proposal:
Dervish:
Wounding Strike: 3r -> 5r
Avatar of Melandru: +100HP -> +200HP
Elementalist:
Mirror of Ice: Combine +dmg to the hex instead of making it seperate. Actually make MoI deal cold damage instead of saying it is.
Energy Blast: 10e, 2s, 10r Functionally change to: Deal (0...2) damage for each point of energy you have (max: 70 damage)
Ether Prism: 3 seconds of invulnerability -> 2 seconds of invulnerability
Windborne Speed: 10e, 3/4s, 5r. Increase duration to (1...13...15 seconds)
Glyph of Renewal: 10r -> 12r
Mesmer:
Visions of Regret: 20r -> 25r
Illusion of Haste: Functionally Change to: You are no longer Crippled. For (1...13...15 seconds), you run 33% faster. When this ends, you are crippled for (15...3...1 seconds).
Distortion: Move to Fast Casting Functionally change to: for (1...4 seconds, depending on Fast Casting) you recieve a (5...65%, depending on Illusion Magic attribute) chance to block. Every successful block, you lose 2 energy or Distortion ends.
Fast Casting: Only affects Mesmer skills
Monk:
Peace and Harmony: Get rid of the 90% expiration clause
Strength and Honor: converts damage to Holy
Judge's Insight: +20% armor pen. -> +10% armor pen.
Smite Hex: (10....70 holy dmg) -> (10...46 holy dmg)
Word of Healing: unconditional heal -> (15...83 health)
Necromancer:
Lingering curse: 10e, 1s, 15r
Foul Feast: 10e, 1/4s, 2r
Plague Sending: either 20% health sac or 5e
Soul Bind: apply damage after healing
Weaken Knees: (1...2...3 degen)
Feast of Corruption: 10e, 2s, 15r, (10...22 life stealing if foe(s) is hexed)
Vampiric Spirit: 5e, 1s, 30r, remove +10 regen, functionally change to: Steal (10...46) health from target foe. You raise a Vampiric Minion (lvl 1...14...16) at your location. Up to 10 Vampiric Minions can be raised, regardless of Death Magic attribute.
Paragon:
Song of Concentration: No longer affects allies
Make Haste: 33% faster -> 25% faster
Fall Back: 33% faster -> 25% faster
Ranger:
Melandrus Shot: Remove the +dmg
Hunters Shot: Remove the +dmg
Burning Arrow: +10...26 dmg -> +5...13 dmg
Read the Wing: revert
Lightning Reflexes: 30r -> 45r
Enraged Lunge: 5r -> 8r
Ritualist:
Protective was Koalai: functionally change to: Heal party for (10...70 health). While you hold these ashes, you gain +16 armor. When you drop them, NOTHING HAPPENS.
Recuperation: 15e, 3s, 25r Functionally Change to: For (10...18 seconds), whole party within spirits range has (+1...+3) health regen.
Splinter Weapon: revert
Warrior:
Warriors Endurance: revert to Stance
ORRRR
Power Attack/Protector's Strike: 3r -> 6r
Eviscerate: revert +dmg
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Apr 22, 2009, 12:04 AM // 00:04
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#2
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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And why no suggestion to nerf RoJ?
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Apr 22, 2009, 12:05 AM // 00:05
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#3
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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You've nerfed alot of damage, then hardly touched the monks with a slight nerf to WoH. Though i do agree with the PwK.
I would change the title of the thread to May(sigh) skill update since we all know the game is already well balanced.
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Apr 22, 2009, 12:05 AM // 00:05
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#4
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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Quote:
Originally Posted by Apok Omen
Because it's very hard to fix stuff that was concieved as broken/harmful to the game ~6 months ago when they were first buffed, and it's apparently easier to give us new storage and a Pokemon Center for IWAY, guess when our supposed Skill Update is! We all hope it is at least in May.
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What else is new?
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Apr 22, 2009, 12:07 AM // 00:07
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#5
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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Also is it just me or have you omitted sins?
I know the general consensus is to let them rot but you would think they'd at least get a bit of a shake up?
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Apr 22, 2009, 12:11 AM // 00:11
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#6
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Academy Page
Join Date: Feb 2008
Location: Houston
Guild: HooD
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anet wants nothing to do with sins lol
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Apr 22, 2009, 12:14 AM // 00:14
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#7
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Forge Runner
Join Date: Apr 2007
Guild: DMFC
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Quote:
Originally Posted by Wish Swiftdeath
Also is it just me or have you omitted sins?
I know the general consensus is to let them rot but you would think they'd at least get a bit of a shake up?
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imagine the outcry from vs farmers and anyone who likes sins as taxis - sf nerf wise.
I always lol at the anti sins - i`ll bet at some stage they relied on a sin for something and were glad at the time.Sins are hated because of SF yet relied upon so much - ironic isnt it .
We hate sins - ( unless your a perma sin who happens to be in umbrals and can vs farm ) . :P
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Apr 22, 2009, 12:16 AM // 00:16
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#8
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Desert Nomad
Join Date: Sep 2007
Location: New Zealand
Guild: CoA
Profession: N/
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Song of Concentration not affecting allies pretty much kills the skill.
Quote:
Originally Posted by Spiritz
imagine the outcry from vs farmers and anyone who likes sins as taxis - sf nerf wise.
I always lol at the anti sins - i`ll bet at some stage they relied on a sin for something and were glad at the time.Sins are hated because of SF yet relied upon so much - ironic isnt it .
We hate sins - ( unless your a perma sin who happens to be in umbrals and can vs farm ) . :P
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Who said anything about nerfing SF? It's pretty much guaranteed that Permas will always be around judging by previous changes to SF.
I'm also fairly sure that my hate of Perma sins never ends, It is literally godmode which takes no skill.
Last edited by Chocobo1; Apr 22, 2009 at 12:19 AM // 00:19..
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Apr 22, 2009, 12:17 AM // 00:17
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#9
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Site Contributor
Join Date: Apr 2007
Location: Phoenix, Arizona
Guild: Blinkie Ponie Armie [bpa]
Profession: N/Mo
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Adding AoE scatter to RoJ would make me a happy person. While not an important part of GvG, where most of this balancing needs to be done, it's a pain in the ass in JQ :P
The omission of sins + RoJ nerf can only lead us to believe that the OP abuses both in PvE farming... *g*
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Apr 22, 2009, 12:25 AM // 00:25
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#10
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Jungle Guide
Join Date: Apr 2006
Location: midwest
Guild: AE
Profession: W/Me
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I guess my first question, whats with the sigh? really? do you sit down at the PC and actually sigh? if so uninstall and walk the dog chase a butterfly do something to get your mind off the serious business of GW.
As for the skills mentioned, some seem fair enough but there is so much balancing that can be done that i think id just like to see them fix any glaring problems and get on with the business of GW2.
Cronk
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Apr 22, 2009, 12:29 AM // 00:29
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#11
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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Quote:
Originally Posted by Spiritz
imagine the outcry from vs farmers and anyone who likes sins as taxis - sf nerf wise.
I always lol at the anti sins - i`ll bet at some stage they relied on a sin for something and were glad at the time.Sins are hated because of SF yet relied upon so much - ironic isnt it .
We hate sins - ( unless your a perma sin who happens to be in umbrals and can vs farm ) . :P
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Could you please point out where in this thread i asked for permasins to get nerfed?
Though I do dislike them, I don't think any multiplayer game should have an easy godmode button/skill.
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Apr 22, 2009, 12:49 AM // 00:49
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#12
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Desert Nomad
Join Date: May 2005
Location: America
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I bet if you nerfed bspike about half the GvG ladder player base would be gone overnight lol.
Some good ideas, I think you're being kinda hard on rangers though. Just change hunter's to 8s recharge and maybe take some damage off hunter's and melandru's, then they are ok.
LC - Maybe just get rid of AoE effect and change the recharge to 7s? 10e or reduction in -healing and it's still strong because of AoE and long duration. Let's talk about party healing not more goddamn hexes...
PoD - Should be looked out
FF - Change to 0...1 energy gain and knock some off the + healing.
Splinter, yes bring that back please. Ancestor's could also go back to 1/4s cast since it's been nerfed so much too so it still has some functionality.
Heroes - Nerf their interrupt ability. Don't know if this is possible without some major coding changes but this shit has got to go...
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Apr 22, 2009, 01:06 AM // 01:06
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#13
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Lion's Arch Merchant
Join Date: Dec 2007
Location: Canada
Guild: After This Game Its Baby Making [Time]
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Quote:
Originally Posted by Spiritz
imagine the outcry from vs farmers and anyone who likes sins as taxis - sf nerf wise.
I always lol at the anti sins - i`ll bet at some stage they relied on a sin for something and were glad at the time.Sins are hated because of SF yet relied upon so much - ironic isnt it .
We hate sins - ( unless your a perma sin who happens to be in umbrals and can vs farm ) . :P
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How do you VS farm in PvP?
Please share.
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Apr 22, 2009, 01:33 AM // 01:33
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#14
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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Too much bad nerfs. All that this will cause is monks and other healers be over powered.
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Apr 22, 2009, 01:54 AM // 01:54
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#15
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Wilds Pathfinder
Join Date: Sep 2006
Location: WI
Profession: Mo/
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to be honest you have alot of bad suggestions.
*avatar of melandru is fine as is, people just don't play it as much because of how op wounding strike is, and that VoD doesn't exist anymore.
*for wounding it also needs the deep wound to be covering the bleeding.
*ether prism needs a decrease in how much energy is gained
*giving VoR 5 seconds more on the recharge doesn't make it balanced. it needs to be toned down in other ways such as damage.
*illusion of haste doesn't need to be touched it still isn't really used.
*moving skills to a different skill line isn't the best solution. Guild wars was made so people can use skills from another profession. Distortion needs a higher recharge and higher energy cost.
*PnH is quite overpowered but the hex/condition reduction should just be reduced and scale like MoI was or have the cast be 3/4, or a higher recharge.
*lingering curse would still be very overpowered. it needs the healing reduction down to 25%, recharge up, and area or adjacent range.
*one big thing about feast of corruption is the 2 second cast. it needs the energy lowered, 1 second cast, or reworked.
*melandru's shot does not need the plus damage removed. if anything remove the 1 second activation.
*hunter's shot does not need the plus damage removed. if anything remove the 1 second activation.
*read the wind. do not revert this. reverting will just bring turrets back and they'll just deal without a constant ias. even if you nerf the attack skills used with it at the time people will just use a different chain(such as keen arrow, power attack/sundering attack savage shot).
*leave recuperation as is. it's fine.
*warrior's endurance should have the energy gain be 2 energy, the duration to lowered to about 10 or 15 seconds, and the recharge down to 10/15 seconds. make it harder on energy.
*power attack and prot strike are too spammable and powerful. lower the damage a bit and recharge up, possibly remove the 1/2 cast on prot.
Here are a bunch that need to be adressed as well.
*Roj make AI recognize the AoE.
*primal rage should have the recharge lowered to 10 or 12.
*coward needs to have the adrenaline cost upped to 6 or 8. too spammable and abused in HB.
*amity...buff it.
*archer's sig needs to be reworked..again.
*blinding surge needs the recharge upped.
*dark apostasy needs the energy loss to be higher. too effective at removing prots in spikes and not losing anything while doing so.
*defy pain, higher the adrenaline needed, lower the damage reduction, and health gained.
*divert hexes, energy cost to 5 energy? i would really like to see this more used again.
*ebon dust aura now only works with melee attacks.
*healing hands needs a buff. rework it or make the numbers more desirable.
*healing light needs to heal for more and the cast to 3/4.
*mantra of recovery should be maintainable.
*master of magic, make runes etc stack with master of magic.
*onslaught should be 33% increases as it is an enchant and is removable unlike PR and RaO.
*ride the lightning needs the recharge highered and damage reduced.
*bonetti's defense, remove the +5 energy gain.
*healing signet activation to 1 second? too easily interrupted.
*companionship activation to 1 second.
*divine boon energy loss to 1.
*ethereal light should have the easily interruptable part removed and balance the numbers however necessary.
*mending, make it an elite spell. honestly though it needs the biggest buff of all imo. rework possibly.
*orison of healing, make it heal for more.
*protective bond needs to be reworked. if the reason they nerfed it was because of a crash bug then rework it so it's useable.
*purge conditions 10 second recharge, 3/4 or 1 second cast, move to protection prayers and give it a small healing bonus for each removed.(nonelite RC).
*signet of devotion activation to 1 second.
*words of comfort activation to 3/4
*smiter's boon....enough said.
*blood magic, mo effin nerf blood spike already.
*faintheartedness down to 33%.
*lyssa's balance, see [rip enchantment]
*wastrel's worry is currently too spammable. up recharge.
*grasping earth. lower duration.
*blinding powder. fix the duration bug at 0.
*entangling asp, causes poison and crippling instead of knockdown.
*palm strike, recharge upped.
*rit spells, too much to comment on. one major thing to me is add hex removal. monks have the major advantage over rits because they can prot and remove hexes while still having a secondary. at least give hex removal.
Pretty long post i know but that's most of the bigger problems i think.
Last edited by turbo234; Apr 22, 2009 at 03:27 AM // 03:27..
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Apr 22, 2009, 02:00 AM // 02:00
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#16
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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ugh everytime people see things in gvg they wanna swing the nerf bat around.
Foul feast plauge sending is fine, conditions are easy to reapply and I am happy to see necros in gvg other then bloodspike.
Nerf to ether prism? Really? Its that overpowered huh? >_>
Glyph of renewal makes me laugh.
Removing + damage from hunters shot is....wow....why....I mean.....ugh....nevermind.
I'm not gonna even touch the other ones >_>
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Apr 22, 2009, 02:08 AM // 02:08
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#17
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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So basically everything's overpowered and 90% of popular skills need a nerf ?
I think instead of nerfing borderline useful things like WS / AoM they should buff some underused skills, for example:
Battlerage: does NOT end when you use a non-adrenal skill.
Don't nerf permasins because they simply make people happy and rich in PvE.
Maybe nerf weaken knees because it always kills me.
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Apr 22, 2009, 02:37 AM // 02:37
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#18
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Frost Gate Guardian
Join Date: Sep 2006
Profession: W/
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Power Attack and Protectors Strike are only "too spammable" because of WE... so everyone needs to stop whinning to nerf them... deal with WE not the attacks.
PnH is overpowered and so are hexes... soooo.. chose your poison.
If you think necros are in GvG now cause they can remove conditions and send them along... then you need to wake up to LC. Yes FF and plague sending are awesome... but seriously....LC
Also VoR/WW/Backfire is way gay... and nerf perma sins and fix RoJ
Last edited by Wild Karrde; Apr 22, 2009 at 02:40 AM // 02:40..
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Apr 22, 2009, 02:42 AM // 02:42
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#19
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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WS does need a small nerf imo, just swap the order that the conditions are applied.
I was talking about sins in pvp rather than pve (which i want sf nerfed but thats another thread). Sins should be made more viable, right now they are practically useless...
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Apr 22, 2009, 03:04 AM // 03:04
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#20
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Frost Gate Guardian
Join Date: Apr 2008
Guild: The Mirror of Reason [SNOW]
Profession: R/
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Nah, your skill changes i disagree with. Only a few things need to be nerfed.
Shadow Form --> Remove from game or make it a FORM... (NOT LIKE ITS CALLED SHADOW FORM FORM FORM) 10 energy. 60 recharge. 10..30 seconds, you move 10% faster, have 33% chance to dodge, receive 20% less damage, and +1...4 health regen.
This provides sins with a decent way for irremovable healing and fleeing which makes them more durable. Maybe make it end when attacking or kill the duration or something.
RoJ- remove burning for every second after first and make it target ally's position instead of target enemy's.
Cry of Pain- Requires interrupt of a skill for damage, and does not need mesmer hex for interrupt and dmg trigger.
Now we can all play the game like its intended. =O Make me proud anet.
Oh. And buff bad non elite skills as well as bad elite skills, it will add more functionality and fun to any profession. ty
*edit* Also, buff para skills in pve/pvp splits. Paras will always be either too good in pvp b/c they have shouts or too bad b/c they will be balanced due to that. I also suggest doing something to save yourselves... Its the only thing paras have going for them at the moment... and its boring btw >.>
Save Yourselves- 8 adr 8 recharge- All Party members receive +10....100 Armor for 1...3 seconds and buff the other para skills or something. OR make them more versatile.
Last edited by X Dr Pepper X; Apr 22, 2009 at 03:18 AM // 03:18..
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