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Old Jan 17, 2008, 08:59 PM // 20:59   #41
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Quote:
- Signet of Toxic Shock. Either make it cost energy if it deals no damage (prevents mindless Assacaster spamming, or kills their energy even faster), or lower the damage it deals.
I'm not so sure it's this skill that needs nerfing, it's Paradox and that a'cursed Deep wound spell, with the pretty bird icon.
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Old Jan 17, 2008, 09:02 PM // 21:02   #42
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cough cough "fear me" 6 adrenaline,kill the Aoe effect.

ty bye now.
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Old Jan 17, 2008, 09:02 PM // 21:02   #43
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Quote:
Originally Posted by Shuuda
Interesting, I doubt "Coward" will be seen on Warriors, since it's just an elite and ranged Bull strike, but, I'm sure a use for this skill will pop up.
Paragons.

Hopefully this is the typical crap update before the update that actually fixes things a week later.
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Old Jan 17, 2008, 09:08 PM // 21:08   #44
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Off the top of my head, maybe something like this?

Ancestor's Rage (.75A, 12R, 30% less damage)
Augury of Death (75% deep wound threshold, 50% duration)
Aura of Stability (okay change)
Barbs (10R, 20sec duration)
Corrupt Enchantment (10E and / or 12R)
Fear Me (6A, 4R, single target)
Magebane Shot (okay change)
Rampage As One (would kinda like to see 15E, 15A or someting)
Rip Enchantment (15R)
Rigor Mortis (66% duration)
Shadow Walk (no spells cast for 5 seconds)
Shattering Assault (+20ish damage at 14 mastery rather than base damage)
Signet of Humility (33% duration reduction)
Siphon Speed (10R)
Soldier's Defense (4 sec duration @ 10 breakpoint)
Steady Stance (maybe a reduction to adren / energy reduction at 14 breakpoint)
Warmonger's Weapon (33% duration reduction, and keep the recharge nerf)

Oh, and uh. 30% damage reduction for Signet of Toxic Shock would be pretty cool also?

Last edited by Sun Fired Blank; Jan 17, 2008 at 09:17 PM // 21:17..
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Old Jan 17, 2008, 09:11 PM // 21:11   #45
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Quote:
Originally Posted by Andrew Patrick
Please post specific skills you feel still need to be looked at so I can forward it to the design team on Monday. As the update said, we are going to make more adjustments as needed, so please provide detailed feedback so I can pass it on.
- Get rid of of the DW on Augury of Death, 5e deep wound hex timebomb = Spike trash.
- More robust party healing alternatives. I'd rather see people shitting all over LoD with Humility than boring templates like Motivation paras or Healer's Boon.
- Power Leak --> 20 recharge.
- Curses changes: Lower costs, lower durations, lower cast times.
- Either hit "Fear Me!" or raise the recharge on Steady Stance.
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Old Jan 17, 2008, 09:21 PM // 21:21   #46
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Quote:
Originally Posted by Andrew Patrick
Please post specific skills you feel still need to be looked at so I can forward it to the design team on Monday. As the update said, we are going to make more adjustments as needed, so please provide detailed feedback so I can pass it on.
Party Healing

EDIT: Once again, I will throw this out there.

Light of Deliverance - 10e 1c 5r
All party members are healed for 10...60 health. For all affected party members under 80% health, you gain 1 energy.

Last edited by dies like fish; Jan 17, 2008 at 11:05 PM // 23:05..
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Old Jan 17, 2008, 09:26 PM // 21:26   #47
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Quote:
Originally Posted by dies like fish
Party Healing
agree. The attempt to buff DH and HD didnt effect the need for better party healing.
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Old Jan 17, 2008, 09:28 PM // 21:28   #48
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Imo for divine healing. 5 energy 1 cast 15 or 20 recharge and 130 heal at 14 divine perhaps?
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Old Jan 17, 2008, 09:29 PM // 21:29   #49
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Quote:
Originally Posted by Andrew Patrick
Please post specific skills you feel still need to be looked at so I can forward it to the design team on Monday. As the update said, we are going to make more adjustments as needed, so please provide detailed feedback so I can pass it on.
Ohai.

http://www.guildwarsguru.com/forum/s...php?t=10233248
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Old Jan 17, 2008, 09:34 PM // 21:34   #50
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Quote:
Originally Posted by holymasamune
Those changes are too good. Not gonna happen. Seems like atleast 50% of all skill updates has to be useless ... Must be a company policy or something.

Last edited by Shendaar; Jan 17, 2008 at 09:37 PM // 21:37..
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Old Jan 17, 2008, 09:36 PM // 21:36   #51
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I can't believe the balance team consistently insists on messing with stuff that simply doesn't matter while ignoring that which the community has been harping on for months now. Update looks to be 75% "o i think this skill is underused and i rly like it /BUFF" and 25% competent changes. I simply can't see a reason why they can't address every major issue (oh hi splinter/ancestors). They had time to come up with random ass buffs but not to fix the major issues brought up in the balance thread? Riiight.

Really frustrating.
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Old Jan 17, 2008, 09:37 PM // 21:37   #52
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Quote:
Originally Posted by holymasamune
QFT
QFT
QFT
QFT
QFT

hi AP. Our balances are rare, please do them properly.

EDIT: http://www.guildwarsguru.com/forum/s...6&postcount=19

Last edited by RhanoctJocosa; Jan 17, 2008 at 10:13 PM // 22:13..
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Old Jan 17, 2008, 09:39 PM // 21:39   #53
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Quote:
Originally Posted by Sun Fired Blank
Shadow Walk (no spells cast for 5 seconds)
I'm assuming this is there to deal with Monk Spike, in which case there's the slight problem of Holy Strike not being a spell.
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Old Jan 17, 2008, 09:40 PM // 21:40   #54
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I like the increase in power to NPCs pre-VoD and removal of the health reduction at VoD.

Doesn't really change the problem of NPCs balling up for Splinter + Ancestor's, though.

~Z
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Old Jan 17, 2008, 09:40 PM // 21:40   #55
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Oh. My. God.

They buffed glyph of essence? Sight beyond sight? SIGNET OF AGONY?!?!?!?! What the hell were they thinking?
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Old Jan 17, 2008, 09:40 PM // 21:40   #56
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Quote:
Originally Posted by Andrew Patrick
Please post specific skills you feel still need to be looked at so I can forward it to the design team on Monday. As the update said, we are going to make more adjustments as needed, so please provide detailed feedback so I can pass it on.
Fear Me
Ursan
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Old Jan 17, 2008, 09:41 PM // 21:41   #57
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skill changes are pretty much as flat as could be imagined. I'm not sure what else to do either except point back to the enormous thread of ideas generated.

Off the top I would have like to see split template self heals improved again like heal sig.

VoD changes may help reduce the power of blockway by making it harder to simply ignore large NPC disadvantage by being able to block tank damage. That said, splinter and ancestors and balling up NPC's is still pretty much a problem which makes trying to gain an advantage by splitting and getting up on NPC's less attractive
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Old Jan 17, 2008, 09:43 PM // 21:43   #58
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This about sums up the update:

Quote:
Elemental Flame: increased Burning duration to 3..5 seconds.
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Old Jan 17, 2008, 09:47 PM // 21:47   #59
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Nice updates for TA, not sure what to think of the VoD change yet...
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Old Jan 17, 2008, 09:48 PM // 21:48   #60
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Quote:
Originally Posted by Andrew Patrick
Please post specific skills you feel still need to be looked at so I can forward it to the design team on Monday. As the update said, we are going to make more adjustments as needed, so please provide detailed feedback so I can pass it on.
Fear Me, give a short recharge, 2-4s

Way of the Assassin, Way of the master
If you look at the A/D, it does more damage on average than a Dervish, I will use the argument from 2 years ago about thumpers being more viable than hammer warriors. THis was true at the time because a ranger with a thumper did what a warrior with a hammer was meant to do, and did it better. Thankfully anet did not like something liek this, they liked the PRIMARY proffesion being used for what it was mean to, and the SECONDARY proffesion used to support the primary with utility, not the other way around. Today, an A/D does what a D/x does with a scythe, but better. These t wo skills need to be ether reneweled, sorry.

Assassins Remedy, needs to take effect AFTER skill activation

Guiding Hands needs to work like warriors cunning,not be 100x better.

Party healing needs buff, no one likes having to slot midline party healing, it takes away variety and utility.
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