Sep 13, 2007, 07:06 AM // 07:06
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#1
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Pre-Searing Cadet
Join Date: Sep 2007
Guild: Ex Talionis [Law]
Profession: Mo/
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Jamesb_R's Suggestions for Skills and HvH
Skill Changes:
- Deflect Arrows: Change from only block arrows to 'Blocks projectiles' (e.g. spears)
- Recall: 10 recharge to 30 recharge (to be in line with Rend Enchantments)
- Consume soul: Half Ranged instead of touch.
- Disrupting Lunge: 10 to 12 Recharge
- Natures renewal: Revert the most recent change (reduce its level)
- Aura of stability: 12 seconds at 15 prot, 3/4 cast time, 12 recharge.
- Mystic Regeneration: 5 recharge to 15 recharge
- "Go for the Eyes": 4 to 5 adrenaline
- Shield of Deflection: 5 to 8 recharge
- Deadly Paradox: 5 to 10 energy
- Guiding Hands: 30 recharge to 20 recharge (give more options for anti-block)
Hero vs Hero Mechanics:
Two people to cap a shrine, one person to neutralize a shrine.
This forces 2 vs 2 skirmishes which allows you to be more flexible with your builds.
Maps should be smaller so that you're heroes are never out of range
It is retarded that you can't control your heroes because they are on the other side of the map.
The amount of time for you to gain a point from shrines should be reduced so that scoring kills is more important.
You shouldn't be able to kill numerous times and still lose while the enemy hasn't scored a single kill on you.
Last edited by Jamesb_R; Sep 13, 2007 at 07:20 AM // 07:20..
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Sep 13, 2007, 07:39 AM // 07:39
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#2
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Academy Page
Join Date: Jun 2006
Location: Oakland, CA
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i only think a few things are broken:
1.) heroes shouldn't follow somebody across the entire map on guard mode. npcs shouldn't either.
2.) on the crossing and bombardment, that area in the center where assassin and recallers could use to teleport up to a shrine. this huge advantage prevents diversity in builds and strategy since teleporting is a big deal.
3.) the skill recall needs to be removed or function should be changed because it's the only skill that can not be countered. if you remove it, it does what the other person wants to do it anyways. interrupting doesn't do much, because it can not be interrupted during the countdown before the match starts.
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Sep 13, 2007, 08:19 AM // 08:19
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#3
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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Quote:
Originally Posted by GuildWiki
Deflect Arrows : All types of projectile attacks are blocked by this stance.
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It already is.
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Sep 13, 2007, 09:08 AM // 09:08
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#4
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Deadly Paradox needs a 30 second recharge. even at 10e it will still be abused just as much. Look at Shadow Prison. The only thing a 10e nerf did to it was deter warriors from abusing it.
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Sep 13, 2007, 03:29 PM // 15:29
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#5
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Blocks with the exception of Wards and Aegis tend to require a decent amount of skillful placement to work well, and there are other ways to kick people out of wards. SoD is more of a product of the current meta than anything. That's why serial anti-block stuff tends to need a heavy price tag, because you're effectively removing one of the better train-stoppers and forcing melee spikes to be handled with straight healing and other such garbage. On that note, Guiding Hands can rot, if a blocking ability is too strong, change the blocking ability.
Disrupting Lunge is fine, the problem with R/P and R/W heroes is that the broken AI attacks the pet.
Not a bad suggestion for Recall, but IMO it needs to be changed back to its former functionality as well (enchantment on the anchor).
Mystic Regen: 10/1/10
GftE: The problem is really Leadership and Aggressive Refrain, particularly the latter since it basically ups their GftE spam rate by 33% and requires zero effort to keep up permanently. Aggressive Refrain needs a substantial "while attacking" penalty like -24AL or needs to lose the automatic reapply and have its cost adjusted.
Deadly Paradox: 30-second recharge, remove the half cast time. It'll still be useful for fuelling Feigned Neutrality and Shadow Form farm builds without the current abuse. Oh yeah, Augury of Death, a.k.a. the 5e DW that's really a hex, also needs a rework. Someone suggested making it KD instead of DW, which seems like a good fix.
Last edited by Riotgear; Sep 13, 2007 at 03:50 PM // 15:50..
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Sep 14, 2007, 04:30 AM // 04:30
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#6
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Ascalonian Squire
Join Date: Nov 2006
Guild: None
Profession: Mo/W
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If I might make a comment, Deadly Paradox might not need a change if something is done to Entangling Asp. The fact that it is in a 'combo' doesn't matter since DD can't ever be 'blocked', Entangling Asp is basically an unconditional KD. Mesmer hexes such as Mistrust and Guilt do not stop the combo enough, and the cast times are too low for practical interruption.
Then again, if I never have to see Shadow Form echoed, then I would still like to see Deadly Paradox's recharge shot to hell. A 45-60 second recharge seems about right, similar to where, oh, Warrior's Cunning is at now?
Speaking of Warrior's Cunning, if this skill were to change so that your attacks *cannot fail*, and the duration were arbitrarily set to 3-5 seconds but the recharge scaled, it would make the strength attribute interesting for things other than Lion's Comfort in PvE, Bull's Strike damage and speed buff durations, which are already built for low strength spec anyway. It would have a 0 duration with 0 strength of course, but it would put warriors in an interesting position compared to dervishes, assassins and gimmick rit builds especially considering it would be difficult to work into bars that have been relatively unchanged for years.
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Sep 14, 2007, 05:44 AM // 05:44
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#7
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by Scrimbul
If I might make a comment, Deadly Paradox might not need a change if something is done to Entangling Asp. The fact that it is in a 'combo' doesn't matter since DD can't ever be 'blocked', Entangling Asp is basically an unconditional KD. Mesmer hexes such as Mistrust and Guilt do not stop the combo enough, and the cast times are too low for practical interruption.
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Deadly Paradox is having the same effect that Mantra of Persistance had, except worse because of the various synergies with skills that gain a lot of power from recharging fast (Entangling Asp, Shadow Form, Dancing Daggers, Augury of Death, SoTS) or recharging fast (Shadow Prison, Expunge Enchantments, Dancing Daggers, Entangling Asp, SoTS). It's a VERY strong effect, and like MoP, it creates a situation of skills being impossible to be made good without DP because they'll be too good with it, as is the case with Entangling Asp. Feigned Neutrality already ate a nerf because of DP, and if DP were to be shot down, a number of other skills could get better, FN included.
Last edited by Riotgear; Sep 14, 2007 at 05:53 AM // 05:53..
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