Aug 01, 2007, 09:58 AM // 09:58
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#41
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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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This is exactly the problem. If Izzy leaves stuff that players hate in-game because he likes how the idea looks on paper, he is simply not doing his job.
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Aug 01, 2007, 11:20 AM // 11:20
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#42
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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Quote:
Originally Posted by Thomas.knbk
Amen.
123412
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It'd really make sense if Dazed would affect shouts. The function could be changed: add a 1 second cast time to shouts that are easily interruptable.
And, I think that anyone who plays TA agrees on the Steady Stance part, apart from the skill-less idiots that play with them themselves ofcourse. As suggested before; make Desperation / Drunken Blow only knock down on hit. The warriors are so devastatingly powerful because they can still drain your energy without having to hit you.
As for the D/Mo, it's only used in TA, but rediculously overpowered in there, too. Nerf the hell out of Pious Renewal please :/
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Aug 01, 2007, 11:48 AM // 11:48
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#43
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Academy Page
Join Date: Mar 2006
Guild: LotP - Niphadora is n00b
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My suggestions are mostly based on HA.
- Only one Spirit Rift should be able to hit the specific area (like trying to put the same hex on a guy several times)
- Steady Stance should only trigger on enemdy KDs
- Rampage as One should only work for bows. Buff it back to the original duration/recharge
- Make enchantment removals to work on weapon spells
- Make Rend Enchantments sacc alot more
- Give Angelic Protection 15 or 20 secs recharge
- Make Siphon Speed an elite
- Peace and Harmony should give +3 pips of unconditional regen
... And buff the other useless skills.
- Remove Deadly Paradox
- Remove Augury of Death
- Remove Avatar of Grenth
- Remove Warmonger's Weapon
(Or nerf really hard or remake the skills)
These skills have mechanics that doesn't fit in the game.
- Remove PvE and heroes
... Or just turn back time and never release Factions and Nightfall. Old IWAY is nothing compared to this. Then HA would have working mechanics too.
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Aug 01, 2007, 04:19 PM // 16:19
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#44
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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:
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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Black lotus strike is pretty conditional too. Maybe we should up the damage to 100...600 and energy gain from 20...50?
And to account for that, words of comfort heals for 50...200 and an additional 1000...3000 if target has a condition.
As for everyone else that wants to nerf RaO, the biggest problem is with those necro hero hexes, not RaO itself anymore. You hardly see them used outside that stupid build...
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Aug 01, 2007, 06:37 PM // 18:37
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#45
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by shoogi
- Rampage As One: Nerf it somehow.
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They already did.
Quote:
Originally Posted by Riotgear
- 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.
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Why not change it so you lose a condition whenever you use a skill? Like Dwayna, but with conditions instead of hexes...
Quote:
Originally Posted by Riotgear
- Broad Head Arrow --> 3..12
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The only change BHA needs, imo, is to add the "cannot be used on nearby enemies" mechanic from Junundu Siege. The skill's a lifesaver when dealing with caster bosses...
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Aug 01, 2007, 09:58 PM // 21:58
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#46
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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:
Originally Posted by Andrew Patrick
Hey guys,
I am sending a link to this thread to the designers in this week's Community Summary. Thanks for taking the time to share this wish list, and as always, please keep the discussion going.
Thanks!
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Thanks for actually...kinda caring about us I guess?
Though hopefully the designers have already begun thinking about skill balance before reading this thread...but we'll be vocal in providing our opinions of the game.
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Aug 01, 2007, 10:29 PM // 22:29
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#47
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Krytan Explorer
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
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I would say highest priority class is rit, nerf rit spike to hell no one cares if channeling doesnt get used anymore, its definitely overpowered absolutely no question about it. Wielders, burn, rift, ancestors rage need to all never see play again.
Some wpns like vital, warmongers, and maybe splinter need a nerf as well.
Also enchant removal skills need to also remove a wpn spell from a target if they have one.
The other garbage that needs to die is nothing new, sp may not be that overpowered but needs to die if assassin wants to see any variety ever. Deadly Paradox and Augury both need nerfs too.
Hexes need nerfs, faintheart, sof, reckless haste, blurred vision mostly.
And wtf is this garbage about someone not wanting to nerf steady stance because it makes some skills that wont ever see play used? First of all, how many skills does steady stance make viable? I've seen fear me used before nf without steady stance so its def. viable. Only thing left is desperation/drunken blow which are the same thing so thats only 1 skill pretty much. And guess what? Why dont you just change the functionality on them so they dont need an overpowered, not to mention brainless no-skill combo to see play. And whats the matter anyway there are countless skills esp. warrior ones that dont see play, so whats one more gonna do? Not nerfing an imbalanced combo that takes no skill to play because it makes 1 skill viable is a completely idiotic argument.
Lastly If I dont see any changes to heroes in pvp, by further limiting them or by reducing their reflexes, and recognition then Anet fails completely.
I hope the upcoming update deals with more than just 10 skills and is more than making expose defense 20 second recharge or something.
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Aug 01, 2007, 10:45 PM // 22:45
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#48
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Frost Gate Guardian
Join Date: Nov 2006
Profession: Rt/
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Quote:
Originally Posted by master_of_puppets
I would say highest priority class is rit, nerf rit spike to hell no one cares if channeling doesnt get used anymore, its definitely overpowered absolutely no question about it. Wielders, burn, rift, ancestors rage need to all never see play again.
Some wpns like vital, warmongers, and maybe splinter need a nerf as well.
Also enchant removal skills need to also remove a wpn spell from a target if they have one.
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Such an attack on the overall class of the ritualist would remove pvp viability and damage pve viability as well. While the rit spike build needs to be balanced, severely damaging the skills is not the solution. A better solution would be one that addresses most gimmick build formations - change the way pvp arenas are set up to discourage single class parties or identical/similar skill bars.
If anything, channeling should be more of a pressure line of skills. The ability to remove weapon spells would be overpowered considering only one weapon spell able to be active at once. If weapon spells can be stripped like enchantments, they should also be able to stack like enchantments. Of course, stacking of weapon spells would lead to even further unbalance. In other words, weapon spells being non-removable is fine as it is.
The paragon and the ritualist are rather delicate balancing issues. Too much of a hit on their skills and they could become completely unusable for pvp and mainstream pve. Too little of a hit on the skills and we have the current problem of unbalanced single class builds.
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Aug 01, 2007, 11:09 PM // 23:09
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#49
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Wilds Pathfinder
Join Date: Jan 2006
Location: Delaware, USA
Guild: Error Seven Operators [Call]
Profession: W/
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Quote:
Originally Posted by Calen The Civl
Such an attack on the overall class of the ritualist would remove pvp viability and damage pve viability as well. While the rit spike build needs to be balanced, severely damaging the skills is not the solution. A better solution would be one that addresses most gimmick build formations - change the way pvp arenas are set up to discourage single class parties or identical/similar skill bars.
If anything, channeling should be more of a pressure line of skills. The ability to remove weapon spells would be overpowered considering only one weapon spell able to be active at once. If weapon spells can be stripped like enchantments, they should also be able to stack like enchantments. Of course, stacking of weapon spells would lead to even further unbalance. In other words, weapon spells being non-removable is fine as it is.
The paragon and the ritualist are rather delicate balancing issues. Too much of a hit on their skills and they could become completely unusable for pvp and mainstream pve. Too little of a hit on the skills and we have the current problem of unbalanced single class builds.
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In all honesty, I wouldn't mind seeing Rits and Paragons destroyed completely, but that's just me.
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Aug 01, 2007, 11:30 PM // 23:30
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#50
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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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Quote:
Originally Posted by Relambrien
In all honesty, I wouldn't mind seeing Rits and Paragons destroyed completely, but that's just me.
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Can we add in assassins and dervishes and go back to a more classic playstyle? One where player skill was more evident.
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Aug 01, 2007, 11:38 PM // 23:38
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#51
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Wilds Pathfinder
Join Date: Jan 2006
Location: Delaware, USA
Guild: Error Seven Operators [Call]
Profession: W/
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Quote:
Originally Posted by Sinful Doom
Can we add in assassins and dervishes and go back to a more classic playstyle? One where player skill was more evident.
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Maybe Assassins, but I think Dervishes aren't that far down the spiral that they can't be saved. With some tweaking, I think Dervishes can still be balanced. Most, if not all of my ideas have already been posted before, though.
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Aug 02, 2007, 12:00 AM // 00:00
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#52
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Frost Gate Guardian
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Monks seem too good at keeping people alive at the moment.
And many buffs to uncommonly used skills would be nice.
Nerf suggestions:
Light of Deliverance: 5..60 healing
Shield of Regeneration: 2..6 health regeneration
Gift of Health: 10..135 healing
"Watch Yourself!": 6 adrenaline
Buff suggesions:
Illusion of Haste: 10..22 duration
Complicate: 5 cost, 10..40 duration
Lyssa's Balance: 12 recharge
Shatterstone: 6 recharge, 10 cost
Water Trident: 20..90 damage
Last edited by Narayanese; Aug 02, 2007 at 12:35 AM // 00:35..
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Aug 02, 2007, 12:06 AM // 00:06
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#53
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ArenaNet
Join Date: Aug 2006
Location: Washington
Guild: Zealots of Shiverpeak [ZoS]
Profession: Mo/
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Hey guys,
I am sending a link to this thread to the designers in this week's Community Summary. Thanks for taking the time to share this wish list, and as always, please keep the discussion going.
Thanks!
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Aug 02, 2007, 12:11 AM // 00:11
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#54
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Lion's Arch Merchant
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Quote:
Originally Posted by Narayanese
Monks seem too good at keeping people alive at the moment.
And many buffs to uncommonly used skills would be nice.
Nerf suggestions:
Light of Deliverance: 5..60 healing
Shield of Regeneration: 2..6 health regeneration
Gift of Health: 10..135 healing
"Watch Yourself!": 6 adrenaline
Buff suggesions:
Illusion of Haste: 10..22 duration
Complicate: 5 cost, 10..40 duration
Lyssa's Balance: 12 recharge
Gaze of Contempt: 15 recharge
Shatterstone: 6 recharge, 10 cost
Water Trident: 20..90 damage
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Wow, where did you get those from??
Buff gaze???? not seeing enough ritspike today?
Water Trident and Shatterstone both see play, the buffs are totally unwarranted. And why the massive nerf to sor?
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Aug 02, 2007, 12:34 AM // 00:34
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#55
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Frost Gate Guardian
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Quote:
Originally Posted by skillsbas8
Buff gaze???? not seeing enough ritspike today?
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Hmm, you're right. *removes it from list*
Quote:
Originally Posted by skillsbas8
Water Trident and Shatterstone both see play, the buffs are totally unwarranted. And why the massive nerf to sor?
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I don't see much use of trident and shatterstone, and an enormous amount of SoR. And I would like some more different caster skirmisher builds, capable of damage, thus the buff suggestions.
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Aug 02, 2007, 01:37 AM // 01:37
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#56
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Krytan Explorer
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Quote:
Originally Posted by Narayanese
Monks seem too good at keeping people alive at the moment.
And many buffs to uncommonly used skills would be nice.
Nerf suggestions:
Light of Deliverance: 5..60 healing
Shield of Regeneration: 2..6 health regeneration
Gift of Health: 10..135 healing
"Watch Yourself!": 6 adrenaline
Buff suggesions:
Illusion of Haste: 10..22 duration
Complicate: 5 cost, 10..40 duration
Lyssa's Balance: 12 recharge
Shatterstone: 6 recharge, 10 cost
Water Trident: 20..90 damage
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lod doesn't need a nerf, it's fine the way it is because the players have to be under 80% health.
watch yourself is already nerfed severely.
Shatterstone doesn't need a buff, it's fine the way it is, same with water trident, water trident isn't for the damage, it's the KD.
Complicate..... 5e hard interupt? and disables a rez sig for 40 seconds? gg? that's what i like to call a way way way over buff.
Quote:
Originally Posted by Narayanese
I don't see much use of trident and shatterstone, and an enormous amount of SoR. And I would like some more different caster skirmisher builds, capable of damage, thus the buff suggestions.
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90% of the water eley use either water trident or shatterstone as their elite.... IMO the most under looked water elite is mind freeze, only a few players i know are using it.
Last edited by masteroflife; Aug 02, 2007 at 01:43 AM // 01:43..
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Aug 02, 2007, 01:41 AM // 01:41
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#57
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Quote:
Originally Posted by Narayanese
I don't see much use of trident and shatterstone, and an enormous amount of SoR. And I would like some more different caster skirmisher builds, capable of damage, thus the buff suggestions.
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Often times, what you see is a direct result of a general perception of power, where the min-maxing has been thought out at the top and trickled down to mass play. However, it doesn't mean things that aren't used are not viable, just maybe not quite as strong as the alternative. This is the main reason buffs are generally not discussed much in these topics, because the main issue is bringing other stuff back down to a more reasonable level before you can really see the more correct spread of usefulness.
Last edited by Greedy Gus; Aug 02, 2007 at 01:43 AM // 01:43..
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Aug 02, 2007, 02:05 AM // 02:05
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#58
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Frost Gate Guardian
Join Date: Nov 2006
Location: Waiting
Guild: Balance
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Quote:
Originally Posted by Narayanese
Monks seem too good at keeping people alive at the moment.
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I do think LoD could use a small hit, but whats keeping people alive is all of the defense people are bringing (anti-melee hexes, aegis, blinds, wards ... (all in the same build)).
For my wishlist all i want is everyone to be happy (And nerf the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO out of heroway)
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Aug 02, 2007, 03:18 AM // 03:18
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#59
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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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Complicate could use some sort of tweak, but I'd rather they just left it alone. It's not seeing use for the same reason Rust isn't, because signets aren't really build cornerstones. Most signets have longer recharges than the disable period anyway, and disabling other signets is of minimal use when most builds max out at 2 signets, one of which is Rez.
The only thing it could use is a recharge drop to 15 seconds to match Web of Disruption.
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Aug 02, 2007, 03:55 AM // 03:55
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#60
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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wishlist...
Balance rt spike plz, To deal with some of the better teams that run rt spike, im pretty hosed if I dont take two full time interupters. THe build is just overpowered if you look at it skill by skill and how the build is played.
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