Jul 31, 2007, 09:06 PM // 21:06
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#21
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Wilds Pathfinder
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ah i cant believe i forgot lol
*removed kill count from HA and replaced it with new king of the hill with new point scoring system*
/pray
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Jul 31, 2007, 09:39 PM // 21:39
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#22
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
*snip* Here's a few buff suggestions *snip*
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While I agree that buffing is a good solution, there aren't a specific set of skills that can be agreed on to buff. Sure, Anet often randomly chooses 10 skills and buff them to please PvErs, but in reality, when there are 1000 skills that need to be buffed and 40 that need to be nerfed, we focus on the nerfs.
Quote:
No skill balance has EVER taken TA or RA into consideration. HA and GvG are what drive skill balances.
When we start having some TA competitions then Anet might start taking it into consideration.
Steady stance is fine. Only works with 2 other skills.
Fear Me is fine. Energy management is the problem there. They nerfed the entire inspiration line and never nerfed any edenial. What the hell did you think was going to happen? Besides if you raise the adrenaline cost we'll just add dark fury to the build and still run you over.
Hit the delete button on Mel's dervish. It needs to nerfed so hard that no one wants to touch it. The meta needs to move away from Mels as fast as possible.
Nerf the crap out of aegis. I'm so sick of this skill. It provides too much party def with mobility. At least wards you have some limits and team skill to use properly. Only draw back to aegis is it can be removed. Instead of nerfing the damn thing you added mirror of disenchant to the game. That is really dumb imo. If a skill needs to be nerfed you nerf it not add a skill specifically to counter that one skill.
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They won't skill balance around TA, but if there is an overpowered broken build in there, they should change it (i.e. protective bond and spirit bond in PvE). I don't see where you're coming from saying steady stance and fear me is fine. Even with a stronger inspiration line, the combined effects of high condition and pressure damage with e-denial is insane. The Melandru's dervish needs to be hit, but only after steady stance gets nerfed. I'd rather fight a Melandru's than an SS scythe. Aegis needs a slight nerf, but it's not as crazy as you say. If you think aegis is broken, look at weapon spells.
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Jul 31, 2007, 10:49 PM // 22:49
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#23
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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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- Replace kill count with something else.
- Do not give leader to someone who TIES the score on relic offerings, if you were slower to get that amount of points, you're not better, gtfo the leader spot. Stupidest scoring system ever.
- Blades of Steel --> Max out at 5 attack skills, not 4.
- Shadow Prison --> 30 second recharge, 2..7 duration. Please curl up in a corner and die already.
- Expose Defenses --> Disable non-attack skills for 4 seconds.
- Melandru --> GET RID OF CONDITION IMMUNITY. It's a terrible idea which is only going to get worse with the addition of Cracked Armor and the addition of Disarm causing warriors to get adrenaline dumped. Replace it with something else, shortened durations is fine.
- Wearying Strike --> 8 second recharge.
- Aegis --> Earshot range.
- Shield of Regeneration --> +24 armor.
- Blurred Vision --> Back to 1-sec cast.
- Miss chance --> Stack additively, max at 50%.
- Frozen Burst --> 10 second recharge.
- Wielder's Strike --> 2 second cast.
- Spirit Burn --> 2 second cast.
- Vital Weapon --> 10..25, 10 energy.
- Drunken Blow/Desperation Blow --> KD only if it hits.
- Conjure --> 45 second duration OR 2-second cast time.
- Broad Head Arrow --> 3..12
- "Go for the Eyes!" --> 6 adrenaline.
- Leadership --> 2 energy per ally. Makes Paragons more mobile without making them any better in large groups.
Echoes become fainter with every reverberation. Guess what that means? I'll tell you:
- Aggressive Refrain --> 15e/1c/20r. Duration of reapplies decays at a rate of 4% per second. That is, if it is reapplied 15 seconds after the initial cast, it will only be reapplied with 40% of its original maximum duration. After 25 seconds, it will no longer be automatically reapplied and must be recast.
- Mending Refrain --> 5e/1c/8r. 15 duration, 4% per second decay.
- Bladeturn Refrain --> 3% per second decay, not that I give a shit about this skill.
- All echoes become vulnerable to "Power" interrupts.
AIs, including PvE mobs, suffer a 1-second "reaction time" penalty on any conditional ability on any foe other than their current target. This means they are not instantly exploiting every corpse the instant it becomes available, are not interrupting off-targets casting anything 1 second or shorter, and are less precise with conditional abilities like, say, Vile Miasma and Toxic Chill.
Quote:
Originally Posted by jamal
This will rid the world of AB, RA, and to a small extent, TA of the plauge known and hated by most as touchers.
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Touchers have been mostly replaced by an even more effective button-masher build: SP assassins. Touchers lose about 2/3 of their damage (and health recovery) by just using your WASD keys, so run around in circles, and wait for your team to kill them.
I Win Prison needs to die in a fire though.
Last edited by Riotgear; Jul 31, 2007 at 11:36 PM // 23:36..
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Jul 31, 2007, 11:05 PM // 23:05
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#24
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Not going to go into super specifics as I don't feel like armchair QB'ing that much right now.
reduce duration and increase recharge of parasitic bond.
decrease the duration of melandru's
reduce duration of aegis
reduce duration of vital weapon
make rit nukes 2 second cast and decrease the damage from weilders.
reduce damage/increase recharge of splinter.
reduce duration of reckless, as well as miss percentage.
1 second cast on blurred, recharge at 25, duration at 16 at 14 spec.
ward against melee: 25 second recharge
in summation: hit rit spike and hexes, block skills. block+miss=long, boring games. everything else is easier to play around.
reno style hex split probably needs to be looked at, but I don't play at 7 am my time so I'm not familiar enough with the build to call anything out specifically.
things that people QQ about that are pretty much fine: bsurge, wearying, frozen burst (people still run burst????), sor, most sin bars.
I'd QQ about mantra of recovery, but this meta is dumb right now so I don't mind stupid mesmer bars.
oh, and if you want to make HA not a joke, take heroes out of pvp. (note: hero battles aren't pvp, they're pve).
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Aug 01, 2007, 12:33 AM // 00:33
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#25
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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Buffs and nerfs mixed together:
Warrior:
Belly Smash: 20 recharge
Crude Swing: Not easily interrupted.
Signet of Strength: 20 recharge. <-- still pretty useless like that but ok.
Warrior's Cunning: 5 energy, 30 recharge. <-- [skill]Guiding Hands[/skill] anyone?
Hundred Blades: +5...25 dmg
Fear Me: 6 adrenaline
Desperation / Drunken Blow: 10 recharge, only knocks down when you hit
Ranger
Rampage As One: 25% IAS
Point Blank Shot: 5 energy
Disrupting Accuracy: 1...15% extra chance on crits
Dryder's Defense: 45 recharge
Monk
Boon Signet: 20...60 health
Supportive Spirit: 5 energy, 1/4 cast
Amity: 30 recharge
Shield of Regeneration: 24 armour
Balthazar's Pendulum: Add 10...60 holy damage to all adjacent foes after being knocked down
Sourge Sacrafice: Just remove it, no-one will ever use it
Remove Hex: 1 sec cast
Necromancer:
Vampiric Bite/Touch: Turn into spells
Chillblains: 15 energy
Faintheartedness: duration to 3...16
Price of Failure: attribute affects duration; 5...18 seconds
Reckless Haste: 5...13 seconds
Mesmer
Psychic Instability: add 5...30 damage when interrupted
Lyssa's Aura: Change function: Whenever a nearby foe casts a spell, you steal 0...4 energy from that foe.
Extend Conditions: Max of 45 seconds ?
Elementist
Blurred Vision: Reduce duration to 4...14
Frozen Burst: recharge to 12 seconds, energy to 10
Assassin:
Palm Strike: 5 energy
Seeping Wound: Move to Shadow Arts so it can be used on other professions
Black Lotus Strike: Decrease energy gain to 2...12 energy, increase recharge to 16 sec
Dancing Daggers: make it affectable by hexes/blind. The amount of lame A/Mos with sig of judgment etc isn't funny anymore. It's as easy and lame as the W/D fearme idiots and nothing you can do about it
Shadow Prison: Disable non-attack skills for 5 seconds
Expose Defenses: Disable non-attack skills for 5 seconds
Signet of Shadows: 20 recharge
Death's Charge: 30 recharge
Wastrel's Collapse: trigger it after 3 seconds
Ritualist
All the usual spiking crap, everyone's said it already
And:
Warmonger's Weapon: 2 sec cast
Signet of Ghostly Might: Let die spirit die after 20 seconds
Dervish
Ebon Dust Aura: Reduce blindness duration to 2...5 seconds
Avatar of Melandru: Change function to: Whenever you use a skill, you lose 0...3 conditions. <- that way they're at least spikeable
Pious Renewal: 1 sec cast, 6 recharge
[I]Paragon:[I]
Go for the Eyes: 6 adrenaline
blabla usual drill.
That's it. Thoughts?
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Aug 01, 2007, 12:43 AM // 00:43
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#26
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Furnace Stoker
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No one wants to sort out the useless elites like the power is yours, mirror of ice, amnity, etc?
I made some suggestions for the hex removal skills somewhere. Cant find them, but it was simply reduce the recharge on 12s spells to 10s, reduce Reverse Hex recharge back to 7, Change hex eater vortex to: Remove a hex from target ally. The same hex is removed from all allies and nearby foes take 126 damage (same foe cannot be struck more then once).
Channeling damage needs reducing, and the monk elites need rebalancing to compensate for the new GWEN skills:
Steadfast soul / Balthazars pendulum - The balathazars pendulum buff stated above was good, add some damage to the knocked down foe, but I would also suggest allowing to work for the full duration of the spell rather then just once.
Cure hex / Blessed light - Increase the heal on blessed light to the same as Zealous Benediction
Healing Ribbon / Healing burst - Maybe make healing burst ranged too or increase it to 200ish heal at 16 healing if kept as touch range (still a 10 sec recharge and touch range, nothing game breaking).
Some other ideas:
Divert Hexes - Remove its condition removal. Ive mentioned this plenty of times, but why does a godly hex removal skill also need to remove conditions? Its overpowered and deserved nerfing much more then ZB did.
Boon Signet - Increase the heal to around 50'ish, change it so you gain 1-4 energy scaling with DF if target has an enchant on them.
Withdraw hexes - reduce to 10e, remove the 5 second recharge to instant, make the hex removal party wide.
Healing Light - Increase the energy gain to 4 at 13+14 heal, 5 at 15+16 heal
Life sheath - Reduce recharge to 5 secs
Last edited by bhavv; Aug 01, 2007 at 01:04 AM // 01:04..
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Aug 01, 2007, 12:50 AM // 00:50
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#27
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Frost Gate Guardian
Join Date: Feb 2006
Location: Out of my mind.
Guild: The Next Best Thing [qft]
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Shadowstepping: Anet please take your head from your ego's ass and remove it from the game completely. Its been nothing but a trash exploited mechanic from day one.
My list could go on but of all things in the game this causes me to RAGE the most.
Oh what the hell, Expose Defense's and Siphon Speed need much longer recharges. :P
Last edited by Sinful Doom; Aug 01, 2007 at 12:54 AM // 00:54..
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Aug 01, 2007, 01:28 AM // 01:28
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#28
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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bhavv, people are so sick of the broken stuff that hardly anyone even cares about buffing underpowered elites anymore. They are just tired of the 1-click-I-win or 1-click-you-can't-kill-me crap we have right now.
I like the idea of Melandru losing 1 condition each time a skill is used. It should NOT scale, since most dervs will be running high Mysticism anyway to max its duration. Force them to burn their energy to keep conditions off.
I ran into a dual Steady Stance scythe team in TA last week. The Monk had Draw, so my short duration blind (Mingson) was gone as soon as I used it. My energy bar went to zero in seconds, and my health wasn't far behind. One warrior isn't too bad with that, but two is insane. Fear Me by itself was never a bad skill, but SS made it so goddamn stoopid. Not even a Mesmer can do that kind of AOE energy denial, and e-denial is THEIR FREAKING JOB. Yeah, and the 100+ damage to a soft target is a nice added effect. Ugh. Can't wait till they get to add Grapple to their build next month and get a free on-demand KD to go with it. Kill this stupid shit already.
Touch Rangers are never going away. Anet said that in 2006, and it will never change. Anet likes brainless, skill-less builds, don't ask me why.
SP assassins don't bother me anymore since I discovered the sex that is Blind Was Mingson, but if I'm not playing Rit, I find myself dying pretty fast, so yeah. Expose Defenses was one of the stupidest skills ever made. Let's give Warrior's Cunning a 15 second recharge to match it! No? Why not? Oh THAT'S why. But, but, they let assassins do it! Sheesh, what WERE they thinking to even make a skill like this?!? Shadow prison wouldn't even need be touched (not much) if you could actually BLOCK, ya know?
If you want a decent weapon skill, buff Weapon of Shadow. Maybe 15s recharge and slightly faster cast. I used to use it, but it's not always there when I need it.
I don't run rit spike and never have/will, so I can't comment on that. I've been a victim of it, but oh well, we all have.
Vital Weapon needs a nerf. I felt guilty the few times I ever used it. It was like using Vital Blessing but still having 4 pips of energy.
Make Dancing Daggers an attack instead of a spell. All 3 daggers have to hit for it to count as a lead. Then it can be blocked/blinded/made to miss. Then Entangling Asp isn't a gay guaranteed KD every 10 seconds.
Augury of Death is another "WTF" skill. I'm under 50% health, now I get insta-deep wound (making me 20% easier to kill and 20% harder to heal) and the guy teleports to touch range to to finish me off... yay? I have a better idea. Limit assassins to one skill:
Kill 5e 1/4c 20r
Skill. Click mouse button 4 times. Target foe dies. For 20 seconds you gain +5 health regeneration, +40 armor, move 33% faster and have a 75% chance to block incoming attacks.
Then be done with it. Ugh.
Monk Prot elites are way too strong. But that's already been said, if not here then elsewhere. Party effect spells need to be earshot or radar or something.
My final question is why we even bother with threads like this. We all know what Anet will do in the end. Ensign put it best, and maybe made the most quotable post of all time:
Quote:
Originally Posted by Ensign
Expose Defenses has a 15 second recharge.
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Aug 01, 2007, 01:29 AM // 01:29
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#29
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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:O shadow prison disablig non attack skills would be ftw!
no more N/A lame rt spike
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Aug 01, 2007, 02:03 AM // 02:03
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#30
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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:
Sheesh, what WERE they thinking to even make a skill like this?!? Shadow prison wouldn't even need be touched (not much) if you could actually BLOCK, ya know?
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Expose has problems of its own, but even if it were kicked in the teeth, Assassins would probably start running other crap. SP spike has been getting progressively more fragile, but people keep working around the nerfs because the payload is just too huge. BOA got nerfed, so they started running Tiger Stance just like everyone with a brain knew they would. SP got made more expensive, so they started spiking with Zealous daggers. If Tiger Stance gets nerfed, they'll run Tiger's Fury and find some way to deal with the energy. If Expose gets nerfed, they'll use Guiding Hands, because you only need 6 Wind Prayers to make sure everything up to the second offhand is unblockable, then you get 2 shots with BOS and if either hits you can use Impale.
In other words, if they really want to fix it, they have to stop playing the stupid "nerf around it" game and just kill the problem at one of its three sources:
- Black Lotus Strike powering fast, expensive spikes with an easily-met condition.
- Blades of Steel providing a huge damage packet with a low energy cost on a short combo.
- The ability to completely ignore kiting and positioning because you've got Death's Charge and Freezing Gust on the same button with 20-second recharge.
Quote:
Augury of Death is another "WTF" skill. I'm under 50% health, now I get insta-deep wound (making me 20% easier to kill and 20% harder to heal) and the guy teleports to touch range to to finish me off... yay? I have a better idea. Limit assassins to one skill:
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Augury is kind of a gimmicky skill to begin with, designed to put you in someone's face when they're already ailing, but it's too unpredictable with secondary damage sources, and not nearly as tactically useful as a simple unconditional shadow step if you're the one dealing that damage. Nifty idea, but should have never made it past the design phase when it was clear it wasn't going to play out. But Anet decided to pull another Discord and try fixing a terrible idea with mindless buffing.
IMO make it cause Cripple instead of DW, then it MIGHT be usable for what it was intended for. Its current incarnation may as well read "Target foe suffers from a Deep Wound that you need hex removal to get rid of for 5...29 seconds, and when they're about to die, you get inconveniently teleported in the middle of a spellcast."
Last edited by Riotgear; Aug 01, 2007 at 02:27 AM // 02:27..
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Aug 01, 2007, 02:58 AM // 02:58
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#31
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Furnace Stoker
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Quote:
Originally Posted by kvndoom
Monk Prot elites are way too strong. But that's already been said, if not here then elsewhere. Party effect spells need to be earshot or radar or something.
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The only one I think is too strong is divert hexes. SoR is a little imba, but increasing it to 7r would suffice.
I forgot about Gust, gonna go through the elly skills now (Elly + Monk are all I play now)
Glimmering Mark - Nice spell, but no one uses it. 1s cast would be good.
Gust - Increase damage to 90 at 16 air, reduce recharge to 8s, reduce KD to 2s
Lightning surge - back to 10e please. There wasnt anything wrong with it at 10e
Dragons stomp + Earthquake down to 2s cast or 15e
Unsteady Ground - 10s duration, 30r
Double Dragon - Reduce to 20r
Breath of Fire - Reduce to 10r, reduce damage to 37 at 16 fire
Blurred vision - I would like to keep the duration, but increase recharge to 30s. Look above at the hex eater vortex buff idea for a good balance for AoE hexes.
Mirror of ice - Increase recharge to 20s, reduce duration to 20s, affect up to the next 4 spells scaling with water magic (e.g. 2 at 8 water, 3 at 12, 4 at 16)
Last edited by bhavv; Aug 01, 2007 at 03:03 AM // 03:03..
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Aug 01, 2007, 03:43 AM // 03:43
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#32
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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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By the way....
Quote:
Originally Posted by Izzy
Here is my current thoughts and ideas for the Assassin:
Assassin:
* Black Lotus Strike: 12r -> 18r
* Black Spider Strike: 5e -> 10e
* Deaths Charge: 45r -> 30r
* Dark Prison: 45r -> 30r
* Shadow Prison: 4..10s -> 1..10s
I'm know I'm overdoing it a bit on Black Lotus Strike, but a lot of people only spike on SP recharge anyway, and it mainly hurts the viability of it in Hero Battles. Thoughts?
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Ok so this is my current thinking: Black Lotus Strike: 10..31d 5..20e -> 5..20d 2..17e, beacuse now there is more pressure on Deadly Arts attrib because of SP, this puts some Critical Strikes pressure. I still really want to up the recharge a bit, I'll see if I can get away with not doing that just because it doesn't do anything to the typical sin.
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(c)2007 http://wiki.guildwars.com/wiki/User_...x_suggest ion
Last edited by Riotgear; Aug 01, 2007 at 03:46 AM // 03:46..
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Aug 01, 2007, 06:43 AM // 06:43
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#33
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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Quote:
Originally Posted by Skye Marin
Izzy has already said he likes where Steady Stance is right now after it's recent nerfs. It's an interesting alternative to what Warriors can currently do, and has some good trade-offs between adding more pressure and less spike.
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well, apparently neither u nor izzy ever played against 3 w/d's. If they decide to "spike" u, it merely means u'll not only get e denied in a mater of few seconds (in worst case -8 energy from each of them in a very short time span - if they're smart enough to wait for SS to be recharged before they use the second blow) but also suffer insanely high damage (over 100 - gotta love critical hits from a scythe) accompanied with all sort of conditions (crippling being the worst of all, guess why) - usually a few if not all carry rend touch, so your spirit bond/ps is more or less laughable. Often they also carry d blow which is annoying for ur sig of dev (that u can hardly afford using vs them anyway).
Only thing that can shut them down to a certain degree is eda, but only if u make sure to cover it throughout the whole game - a blindbot would have a much harder time, already due to their low armor, not to mention bsurge is a spell that has a recharge blablabla unlike eda that blinds with attack skills that are based off on adrenaline gain.
Another problem is, if you dont kill fast, they WILL sooner or later kill u by simply e denying u, so you either kill fast or u die.
anyway, I completely agree with moko on her proposed changes, INCLUDING on pious renewal...it really makes dervs impossible to kill if u dont strip them continuously and interrupt their sig - meaning u almost have to run corrupt and possibly some other ench removal and have a good ranger interrupter and a good monk who can last long enough with 2 fear me's roaming about and a debil shot ranger with bha or barrow.
Quote:
Originally Posted by twicky_kid
No skill balance has EVER taken TA or RA into consideration. HA and GvG are what drive skill balances.
When we start having some TA competitions then Anet might start taking it into consideration.
Steady stance is fine. Only works with 2 other skills.
Fear Me is fine. Energy management is the problem there. They nerfed the entire inspiration line and never nerfed any edenial. What the hell did you think was going to happen? Besides if you raise the adrenaline cost we'll just add dark fury to the build and still run you over.
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seriously, are you FOR REAL?
they created 4vs4 arenas, they SHOULD take them into consideration instead of waiting for the gimicks to spread over to gvg and HA.
It is same as if you'd treat an illness or a disease only after it spreads on a sufficient number of people for it to be widely noticed or after it is already (too) late for it to be to treated successfully.
as for your comment on SS anf fear me...apparently you, my friend, dont really know what you are talking about or are playing that yourself and dont want to see it nerfed. Thats the only 2 reasons i can come up with as to why you're defending sth as broken as the synergy of those 2 skills is.
Or, you're just plain silly. Read up for details on why those skills are in a desperate need of a thorough nerf.
Last edited by urania; Aug 01, 2007 at 07:51 AM // 07:51..
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Aug 01, 2007, 07:34 AM // 07:34
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#34
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Academy Page
Join Date: Jun 2007
Profession: Rt/R
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Quote:
Originally Posted by Lorekeeper
Its been over a month since the last skill balance, apparently they are being timed to occur after every monthly AT.
Keeping in line with the tradition. What would YOU like to see changed?
my wishlist
*HA/GvG Hero allocation - Teams are allowed to bring a maximum of 2 Heroes and 2 henchman into GvG and HA.*
Ritualists
Channeling
Ancestors Rage - increased recharge to 12-15 seconds.
Spirit Burn - increased recharge to 12 seconds decreased damage to max 110
Wielders Strike - increased recharge to 15 seconds decreased damage to max 100
Communing
Vital Weapon - decreased max duration to 20 seconds, increased recharge to 5 seconds (something like that)
Restoration
Wielders Boon - increased casting time to 3/4 or 1 second. Reduced healing to max 110-120 health.
gotta get back to my thesis ill add more on my next study break.
Lorekeeper
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/not signed
Pls dont nerf ritualist pls.......all ritualist skills are conditional, they should be more powerful when the condition(spirits, weapon spells. holding ashes) is met.
i just accept some indirected nerf to ritualist such as improve some skills that have bonus damage against spirits. If spirits are removed, everything is solved.
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Aug 01, 2007, 08:01 AM // 08:01
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#35
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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 urania
they created 4vs4 arenas, they SHOULD take them into consideration instead of waiting for the gimicks to spread on to gvg and HA.
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I'd say the reverse is more relevant, really, a bunch of crap that got forced out of GvG and HA has continually bled into TA and below and continued to fester there. Not to say the game should be balanced around idiotfests like AB and RA, but things like RAO thumper and SP spikers have continued to make several modes of play significantly more irritating and I somehow doubt HA and GvG would be suffering much if they got bonked with the nerfbat. There are several templates out there that fit the bill, and I'm forced to ask that if addressing them would make the game more fun overall, then why not? It's not going to hurt HA and GvG, so why does anyone give a shit?
And they actually have made a couple changes around other formats, I'm having difficulty thinking of more off the top of my head, but dropping Ether Feast's cast time was one of them.
Quote:
Originally Posted by Hong Kong Evil
/not signed
Pls dont nerf ritualist pls.......all ritualist skills are conditional, they should be more powerful when the condition(spirits, weapon spells. holding ashes) is met.
i just accept some indirected nerf to ritualist such as improve some skills that have bonus damage against spirits. If spirits are removed, everything is solved.
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They already are more powerful with the conditionality met. However, I wouldn't say that having +166HP max health from an unremovable buff that lasts 43 seconds and has a 2-second recharge is a particularly burdening condition to puke out a 108+ lightning damage packet with a 1-second cast.
Ritualists need more than a few buffs, particularly some less-shitty ashpots and a better selection of weapon spells, but a few narrow aspects of their class are definitely out of whack right now. Hop on observer for some proof.
Last edited by Riotgear; Aug 01, 2007 at 08:57 AM // 08:57..
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Aug 01, 2007, 08:44 AM // 08:44
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#36
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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So let me get this straight...hardly any of last months wanted skill changes were done, but we are doing it again? YAY!
I have to say, too many people want skill buffs that aren't needed. Honestly, I think Guild Wars is at the point where no skills should be buffed anymore (with the possible exception of the ones in Ensigns recent thread). Too many times a skill gets overbuffed. I'd be more concerned with getting rid of overpowered stuff than buffing underpowered skills.
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Aug 01, 2007, 08:46 AM // 08:46
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#37
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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Instead of cracked armor, which is not a physical condition of the body, they should have introduced deafness, it's up to you how it should work, but at least shout, chants, and echos activated at the moment you are deaf do not affect you, makes reapplication of echos impossible as well, untill the condition is removed.
Last edited by Patrick Smit; Aug 01, 2007 at 08:49 AM // 08:49..
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Aug 01, 2007, 09:12 AM // 09:12
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#38
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Desert Nomad
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There's so many things broken in TA right now, and nerfing Steady Stance would be a good start. Right now there's very broken version of the SS build with a Deb Shot ranger and a D/Mo healer, and you simply won't beat this team with balanced unless everybody plays perfectly.
Speaking of D/Mos, while I really like whole idea behind them (it being a clever build), they're too strong and too resistant to shutdown, especially ones that carry Pious Concentration.
Rits... They have a non-elite RC and ZB, with ridiculous crap like Warmonger's. Oh and spirits. Lots of spirits. None of which is particularly fun to play, or to play against.
Deadly Paradox is pretty gay as it is. I'd like to see the 50% recharge part of it removed too.
Here's the quote from Izzy about Steady Stance:
Quote:
Originally Posted by Izzy from Wiki
Steady Stance has a special place in my heart so it's hard for me to nerf this, the biggest thing I like about this is it enables a bunch of skills that would never see light of day and bring them to use, the character end up losing a lot of normal skills warriors have and I find the trade of interesting. The counter to these guys is super strong as kiting them destroys their damage, the Hammer guy is a little stronger vs people Kitting, while the Scythe version is better vs grouping up and wards. I feel these guys are totally in bounds and I think the past nerfs have brought them in line. ~Izzy @-'---- 18:49, 30 July 2007 (UTC)
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http://wiki.guildwars.com/wiki/User_...y_Stance_combo
So yeah, Izzy doesn't TA.
Oh and buff Dwarven Battle Stance. An update just isn't an update without some random buff to that skill.
Last edited by Sab; Aug 01, 2007 at 09:18 AM // 09:18..
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Aug 01, 2007, 09:12 AM // 09:12
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#39
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Forge Runner
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Quote:
Originally Posted by Patrick Smit
Instead of cracked armor, which is not a physical condition of the body, they should have introduced deafness.
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Amen.
123412
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Aug 01, 2007, 09:56 AM // 09:56
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#40
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Drunken Dwarven Squad
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Quote:
Originally Posted by urania
I completely agree with moko on her proposed changes, INCLUDING on pious renewal...it really makes dervs impossible to kill if u dont strip them continuously and interrupt their sig - meaning u almost have to run corrupt and possibly some other ench removal and have a good ranger interrupter and a good monk who can last long enough with 2 fear me's roaming about and a debil shot ranger with bha or barrow.
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Quote:
Originally Posted by Izzy from Wiki
Steady Stance has a special place in my heart so it's hard for me to nerf this, the biggest thing I like about this is it enables a bunch of skills that would never see light of day and bring them to use, the character end up losing a lot of normal skills warriors have and I find the trade of interesting. The counter to these guys is super strong as kiting them destroys their damage, the Hammer guy is a little stronger vs people Kitting, while the Scythe version is better vs grouping up and wards. I feel these guys are totally in bounds and I think the past nerfs have brought them in line. ~Izzy @-'---- 18:49, 30 July 2007 (UTC)
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Corrupt won't help againts Pious Renewal healer dervishes. They almost always have 1/4 cast cover enchantments. You should remove their enchantments all in once. Also, there are several counters to kiting, one of them is cripple. It's just a matter of time and then you will get crippled either by drunk or desp blow and if you don't want to wait you can always add a cripshot ranger.
Quote:
Originally Posted by Riotgear
Echoes become fainter with every reverberation. Guess what that means? I'll tell you:
- Aggressive Refrain --> 15e/1c/20r. Duration of reapplies decays at a rate of 4% per second. That is, if it is reapplied 15 seconds after the initial cast, it will only be reapplied with 40% of its original maximum duration. After 25 seconds, it will no longer be automatically reapplied and must be recast.
- Mending Refrain --> 5e/1c/8r. 15 duration, 4% per second decay.
- Bladeturn Refrain --> 3% per second decay, not that I give a shit about this skill.
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I like this idea, seems nice.
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