Feb 24, 2008, 12:21 AM // 00:21
|
#1
|
ǝuoʞoɯ
|
Skill balance ideas
and serious feedback about the current game flaws, mostly regarding MAT.
constructive only, i'll start nuking by tomorrow morning.
go have your monthly list of stuff that needs to be nerfed, buffed, etc.
Edit: Remember the basis of these balances should revolve around what we've seen in GvG, and to a slightly lesser extent, HA, TA, and HB. If you're not going to make good suggestions or suggest things based around RA and PvE, it will simply get deleted.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
|
|
|
Feb 24, 2008, 01:18 AM // 01:18
|
#2
|
Banned
Join Date: Feb 2008
Guild: There's a new sherrif in [Town]
|
Well there's really not any new input from the MAT. Just problems that have been here for ages.
First off: The map rotation was retarded. But this wasn't the entire issue.
Secondly, the skills that are broken:
-Sins, ritualists, paragons, dervishes in almost all incarnations. Especially: Pious assault, Ancestors Rage, all sinskills, and everything about the paragon class (skills, armor, weapon damage).
-Many of the defensive skills used ingame: Gole, Aegis, Guardian, WoH, and stability needs to be interruptable.
-Victory is Ours.
-All shutdown being interrupt based make it highly reliable on lag and fastcast percentage.
-Party healing.
Some of these problems have been around forever, some of them made by izzy's recent infamous randombuffing.
|
|
|
Feb 24, 2008, 02:02 AM // 02:02
|
#3
|
Frost Gate Guardian
Join Date: Nov 2007
Location: STALKER!
Guild: Not in One
Profession: N/A
|
BIG NERFS
Aura of Displacement should be nerfed.
Guardiun Nerfed (isn't this one a bit obvious)
Mind Blast Semi Nerf (gonna get "flamed" for this one ahaha)
Weapon Spells need some sort of removal....
Ancestors Rage damage lowered A LTITLE
Pious Assault NERF PL0x
WoH Needs 1 - 2 second casting time. Too much heal for a 3/4 sec heal.
small nerfs
Horns of The Ox. Make it what it was.
|
|
|
Feb 24, 2008, 02:08 AM // 02:08
|
#4
|
Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
|
remove the fast activation of pious assault and I would be pleased while still be able to use it
Last edited by Turbobusa; Feb 24, 2008 at 02:19 AM // 02:19..
|
|
|
Feb 24, 2008, 02:10 AM // 02:10
|
#5
|
Academy Page
Join Date: Nov 2007
Guild: Error Seven Operators [Call]
Profession: W/
|
Ban assasins from monthlies...seriously.
|
|
|
Feb 24, 2008, 02:30 AM // 02:30
|
#6
|
Lion's Arch Merchant
Join Date: Apr 2007
Location: Southern England
Guild: Reign Of Shadows
Profession: P/W
|
From what I observed, Signet of toxic shock needs a nerf, and maybe vamp assault although thats kinda balanced already.
|
|
|
Feb 24, 2008, 02:39 AM // 02:39
|
#7
|
Academy Page
Join Date: Jan 2007
Location: Texas
Guild: Dark Alley [dR]
Profession: Mo/
|
I think pious assaults synergy with grenths aura is a bit to good and needs looking into. The grenths aura is a prestrip i.e. it strips before pious lands.
|
|
|
Feb 24, 2008, 02:50 AM // 02:50
|
#8
|
Krytan Explorer
|
Pious Renewal needs a nerf, OMG dR broke the skill.
Ok, on a serious note, ViO needs to either be removed or changed. Here's something I thought about if ViO cannot be removed from the game:
What if ViO was applied after a Morale boost from the flagstand to your NPCs and it would read:
"For 20 seconds, target effected by ViO gain +10 Health Regen, X Damage Reduction(or Armor), and 10% damage."
I haven't done work on the numbers, so I don't know a balanced number for X, and whether or not Armor or Damage Reduction would be a more balanced approach. This would raise the value of the flag stand in GvG.
Another approach would be to have ViO scale via the difference of NPCs on both sides, to a max of 10%. A flagstand morale boost would also ressurect a fallen NPC, starting with the bodyguard, then the knights, followed by archers, then finally footmen. NPC corpses never disappear from the field, so it could be possible to implement this.
Again, I'm only posting these as alternatives if ViO can't be removed from the game.
|
|
|
Feb 24, 2008, 03:23 AM // 03:23
|
#9
|
I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
|
Problems:
ViO
Increased NPC power each min after VoD
Slightly OP mind blast
Ancestors a little too strong for cost
Sins are bad concept classes to begin with
--shroud- 10s blackout with no drawback?
--siphon speed- low energy spammable snare
--shadowstepping- gets rid of all positioning
Pious assault synergy too good and fast
Bad map rotation (rolling dice for maps? o ok)
|
|
|
Feb 24, 2008, 03:27 AM // 03:27
|
#10
|
Krytan Explorer
|
Quote:
Originally Posted by holymasamune
Bad map rotation (rolling dice for maps? o ok)
|
Is there a way to randomize the map and keep the game competetive? Spec'ing builds for maps has gone all the way back to the old Seasonals and made infamous with FoC spike on Imperial Isle. If both teams didn't know which map they would play on, would it be an issue?
|
|
|
Feb 24, 2008, 03:32 AM // 03:32
|
#11
|
I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
|
Quote:
Originally Posted by C2K
Is there a way to randomize the map and keep the game competetive? Spec'ing builds for maps has gone all the way back to the old Seasonals and made infamous with FoC spike on Imperial Isle. If both teams didn't know which map they would play on, would it be an issue?
|
I'm all for speccing maps, but I disagree with Anet's belief that it's good to be randomizing the map rotation by getting rid of all catapult maps and then rolling dice.
|
|
|
Feb 24, 2008, 04:23 AM // 04:23
|
#12
|
Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
|
Quote:
Originally Posted by moko
and serious feedback about the current game flaws, mostly regarding MAT.
constructive only, i'll start nuking by tomorrow morning.
go have your monthly list of stuff that needs to be nerfed, buffed, etc.
|
Unfortunately the only useful skill/suggestion discussion topics are started by someone smart with a well thought-out opening post (including an overriding theme and vision). Topics like this just end up with everyone spamming their opinions and end up confusing Anet.
The only time topics like this are interesting is when there are new or misunderstood issues, where people build on each other's ideas. That's not the case at the moment, and pigeon-holing any skill balance discussion as "your monthly list of stuff that needs to be nerfed, buffed, etc." really undervalues how much of a significant change in design decision-making needs to take place to really fix anything at this point.
Last edited by Greedy Gus; Feb 24, 2008 at 04:29 AM // 04:29..
|
|
|
Feb 24, 2008, 04:42 AM // 04:42
|
#13
|
Ascalonian Squire
Join Date: May 2005
Guild: Tactical Maneuver [Go]
|
Quote:
Originally Posted by C2K
Is there a way to randomize the map and keep the game competetive? Spec'ing builds for maps has gone all the way back to the old Seasonals and made infamous with FoC spike on Imperial Isle. If both teams didn't know which map they would play on, would it be an issue?
|
I don't think speccing builds for maps is a bad thing, it gives an additional element of control to players.
The problem however is when they pick the AT map rotation by drawing maps out of a hat.
A completely split favoring rotation makes mAT(and normal ATs) incredibly dull.
|
|
|
Feb 24, 2008, 04:47 AM // 04:47
|
#14
|
Wilds Pathfinder
Join Date: Sep 2007
Profession: W/E
|
Make the Guild Lord walk out first then the rest of the NPCs after 2 mins.
Everything the same.
|
|
|
Feb 24, 2008, 05:35 AM // 05:35
|
#15
|
has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
|
Quote:
Originally Posted by XiaoTheBlade
From what I observed, Signet of toxic shock needs a nerf, and maybe vamp assault although thats kinda balanced already.
|
Vamp Assault is the thing to hit, as it lets you actually get away with ridiculous Deadly Arts specs.
Siphon Speed needs a recharge increase, it always has.
Izzy dared people to show him Pious Assault was overpowered with fast-cast, well gj, it is. Either hit it directly or hit Attacker's Insight, the skill that gives them 3 pips worth of extra energy at 5 spec.
Ancestor's damage needs to go down.
Shadow steps in general need major adjustment if the ridiculous basegank-or-lose mechanics are going to stay.
Realistically though, GET RID OF VIO, GET RID OF SCALING NPC DAMAGE, figure out another solution to this crap. I'd rather revert to blockway than see Sinsplit dominate another monthly.
|
|
|
Feb 24, 2008, 06:33 AM // 06:33
|
#16
|
Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
|
Vamp Assault is nothing. Impale and Signet of Toxic Shock are the problem skills. They should only be doing like 30 + (Attribute * 2) damage. The latter skill would then need an extra effect to make it useful for pressure.
Siphon Speed is a bit overpowered but shouldn't be changed. It's incredibly versatile and is a great skill to define class.
Pious Assault is exactly the skill Dervish needed and has opened up a lot of different templates. Shadow stepping just needs to be changed so that you can't teleport spike with a non-Dagger weapon.
Ancestor's should be toned down a little, sure, but Rits in general need a lot of work.
ViO definitely needs to be removed.
~Z
|
|
|
Feb 24, 2008, 06:35 AM // 06:35
|
#17
|
Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
|
Pious Assault would still be fine at normal activation, its cast time isnt the problem, Just about since the day after the pious buff I've been running a grenths Aura dervish, and the OP stuff from the bar is, big suprise. Grenths Aura.
THe problem is a good player that knows what prot animations look like, can use pious fury to strip preprot before chilling victory hits. In that sense, its SORT OF ok, because I obsed a lot of people failing really hard with that bar. THings like putting attackers insight or whatever on top of grenths aura. I think its fine for being a prestrip, but nearby range is a little BIG i think.
Attackers Insight is also a little strong for what you get from 5 spec.
From an HA view, I really crush a lot of teams from being able to completly get past thier prot. You need active shutdown to stop this bar. No one brings active shutdown like bsurge. Some teams bring water eles, but those are few and far between in HA.
Grenths Aura is also really nice for keeping channelings down if I run two dervishes. It has same recharge as channeling, and huge aoe (nearby).
Nerf Grenths Aura to adjacent range.
Rescale Attackers Insight
Give Mindblast a drawback, or hit recharge.
|
|
|
Feb 24, 2008, 06:46 AM // 06:46
|
#18
|
Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
|
Mind blast - reduce the amount of energy gained from 10 en @ 16 fire to 8en @ 16 fire, up to 5sec recharge
Migrane - Change to 15 energy, reduce duration.
Vampiric Assault - change from 34 lifesteal @ 12 spec to 26 lifesteal at 12 spec, change recharge to 10 seconds.
Shroud of Silence - change to all skills blacked out for 3..9..10 seconds, for 3..9..10 seconds target foe cannot use spells (basically make it like blackout)
Signet of toxic shock - Change damage from [email protected] spec to [email protected] spec.
Pious Assault - change to 15 second recharge, 1 second attack
Ancestors rage - Lower damage from [email protected] spec to [email protected] spec, change to 10 or 12 second recharge
Song of Restoration - revert previous buff
Spear Swipe - Lower damage, change energy to 15
Rigor Mortis - change from target foe cannot block to target for has 50-75% change to not block incomming attacks.
Major Nerfs:
Victory is Ours - either remove this from the game, or an idea was posted to have it apply only with morale boosts and have a duration. This would be a very good idea thus forcing importance back on the flag stand and movement control.
Shadowstepping - Teleport to target, players skills are blacked out for 5 seconds (similar to when a pet dies). This would stop the ridiculous movement/attack possibilities of sinsplit.
Buffs:
Remove the timer feature from soul reaping. Honestly this isn't a problem with the nerf to 0 energy gained from spirits and will keep the PvE croud happy.
Blessed Light - change to 5en, 1 sec cast, 5 recharge. This would allow this skill to be run a lot more, without it being mindlessly spammed
Last edited by Yichi; Feb 24, 2008 at 06:50 AM // 06:50..
|
|
|
Feb 24, 2008, 06:47 AM // 06:47
|
#19
|
Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
|
1. Shrines in HB - Nerf them even more. People still complain about balance issues with HB for the simple fact that it encourages degenerate caphappy gameplay.
2. ViO - Completely remove. It was a terrible idea.
3. Stop balancing skills while ignoring similar skills ( IE buffing Ranger Bow attacks with the 1 sec activation time, but ignoring the fact that doing this without also buffing quickshot- Resulted in bellitling quickshot as a lesser elite since one of its prime abilities is no longer anything special that can't be found in a basic skill.)
|
|
|
Feb 24, 2008, 10:34 AM // 10:34
|
#20
|
Lion's Arch Merchant
Join Date: Apr 2007
Location: Southern England
Guild: Reign Of Shadows
Profession: P/W
|
Quote:
Originally Posted by Yichi
Shroud of Silence - change to all skills blacked out for 3..9..10 seconds, for 3..9..10 seconds target foe cannot use spells (basically make it like blackout)
|
Remember its an elite with a 30 second recharge. Pretty much a waste of an elite if you can't follow up with it.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 12:04 PM // 12:04.
|