May 31, 2007, 04:14 AM // 04:14
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#41
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Krytan Explorer
Join Date: Dec 2006
Guild: Alliance of Anguish [aOa]
Profession: Mo/
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Well Ensign, if even you think your idea is too much of a buff for CS, why not up the recycle on it? Make it even more like BHA than it currently is but keep the conditional dazed
15E apply dazed on interrupt with a 15-20 second recycle?
Personally, I think Dazed the condition needs to be nerfed; one of its effects should be removed. But thats not what this thread is about.
I still disagree with you about SP but...I will concede that sins have come a looooooong way since Factions first hit the shelves.
GGs and Gnite
Last edited by Melody Cross; May 31, 2007 at 04:24 AM // 04:24..
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May 31, 2007, 05:28 AM // 05:28
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#42
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Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
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2 Main skills i'd want to see hit that you didn't mention:
1) Aggressive Refrain
I gotta say that's the one single skill that annoys me the most on Paragons. Because it's so ridiculously easy to keep up forever and unstrippable that it's basically a passive IAS. You activate it as the game starts, keep it up with some anthem between fight (Anthem of Flame being awesome for that) and then stuff like WY! or GftE! just makes sure it has no chance to ever run out.
I'm not sure exactly what should be changed about it. Maybe make it 10/1/20 and lasting 5..10s? So that if you're not really having shouts ending continuously it just ends fast and you can't keep it up between fights with just Anthem of Flame? I dunno, at least it'd force recasting and give a chance to interrupt.
Cause this one skill makes Paragons have warriors DPS from range. Because while warriors lose on DPS having to chase people and can't just stay in IAS at will (none is good for it unless you wanna sacrifice your elite and go high tactics and have a paragon behind and use lots of energy upkeep... oh wait Soldier's Stance sucks. Frenzy is the closest but has a significant downside while Aggressive Refrain basically has none), Paragons just throw spears from range at a fast rate and even if some miss enough hit to really pressure.
I often think that i'd basically want Spear damage reduced to something like 12..21 and give it better attack skills, but just fixing Aggressive Refrain might be enough cause spears aren't THAT good because of bad accuracy if they couldn't just permanently throw them so fast at no cost. It might also reduce Paragons adrenalin gain and allow for WY! to maybe have 5 adrenal cost?
And a base armor reduction is absolutely required. Honestly i'd even get it down to 65 personally cause they still have a shield and that Centurion Insigna which basically gives them an extra +10AL that comes from unstrippable stuff. So even with 65 base AL, a standard Paragon would have 91AL. And being range and throwing spears and having extra skills to buff their AL (like Stand your Ground!, etc.) it seems high enough to me. But anyway, 70AL would likely be fine too, but they GOT to lose some AL.
2) Blurred Vision
I always feel that this skill has way too good stats considering it's AOE and can be kept up permanently if not removed (which is often the case in a split). Seems to me that duration shouldn't match recharge, or cast time should at least be raised to 2s cause i think 1s cast is too powerful for AOE hexing in general (with maybe a few exceptions like Mark of Rodgort cause that hex doesn't do anything on its own and even if you have their full team affected it's unlikely you can keep all of them burning).
If you keep it working as it is now, i'd suggest instead:
15/2/20, last 5..13..16 seconds
Or it could be reworked to be something like:
'15/1/12, for 3s target foe and adjacent foes have 20..68..84% chance to miss' which would be a nice skill to use to stop pressure significantly for an instant or screw up a spike but not just a huge miss % hex that you leave on people.
When you think about it, Reckless Haste is actually worse than Blurred Vision in every single way (lower miss % unless you got 16 curses, worse recharge, worse cast time, and you give them an IAS on top) yet it's already a very strong curse skill that's on most Necros bar. And i know they're from different skill line, but it's not like Water is a lacking line atm, it's very powerful as is and as much as curses in its own way.
Nice wishlist overall. The only thing i wouldn't be too happy about is the nerf to Spirit Burn. Raising it to 12s recharge when it's supposed to basically be Rt's equivalent to Lightning Strike is bad imo, i'd MUCH rather see it at 5s recharge but with the damage lowered to something like 15..51..63 + 5..17..21 (so 20..68..84 when condition is met). It would be a nice pressure skill and afterspike, but not main spike (84 damage reduced by armor is not spike quality, and that's if you meet condition), the same way you don't try to do Lightning Strike spikes but it's still a decent skill.
In the same sense, i'd also like to see Wielder's Strike recharge reduced to something like 8-9s with a damage reduction similar to what you said. Because this would give Channeling better pressure skills, which are lacking atm because the Rt update basically took all Rt skills and turned them into spikes. And raising recharge without touching damage doesn't really hurt spikes that much, it mostly hurts non-spike Rts that'd be happy to have a pressure skill ready somewhere. If they want a big spike, Channeled Strike or Gaze from Beyond are there, but they're 2s cast which is fine for spike skills.
Channeling used to be powerful DPS because you had low recharge, fairly high damage skills you could chain spam. With the Rt update and Earshot range to spirit they become far too reliable as spike skills and required a nerf. But nerfing them to make them slightly worse spike skill is kinda sad when you could turn them into nice pressure skills instead. I don't think anything really imbalanced would come out of it and pressure damage skills are much better on characters that also have powerful healing and protection attributes than spike skills. Just like Smite has to stick with stuff like Zealot's Fire and Balt's Aura to damage through pressure because giving monk a solid spike skill (ala Mystic Wrath, which had to be nerfed) is a bad idea.
Earshot range limit for Assassins is also something i support since a good while, i'd be glad to see it and it'd likely help assassins actually keep shadowsteps.
Last edited by Patccmoi; May 31, 2007 at 05:44 AM // 05:44..
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May 31, 2007, 05:53 AM // 05:53
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#43
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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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I'm so glad it's someone who knows what he's talking about posting about the nerf wishlist instead of someone random whining
Great list, and I really hope Anet reads this...but they probably wont
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May 31, 2007, 05:53 AM // 05:53
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#44
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
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Looks good. Wouldn't mind seeing more hexes nerfed. Agressive Refrain is also bad but not the top of my priorities.
Now if only it happened.
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May 31, 2007, 05:54 AM // 05:54
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#45
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Ensign
*Soul Reaping. Deal with it.*
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This needs to be talked about in further detail than what you wrote here. What exactly do you feel needs to be changed?
Quote:
Originally Posted by Ensign
*Reduce maximum Shadow Step distance from radar to earshot*
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I think that's far too much of a nerf. Passive spirit effect range (half of radar range) would be good.
Quote:
Originally Posted by Ensign
Black Lotus Strike: 10...20 Damage, 3...15 Energy
Shadow Prison: 2...6d
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Just fix the IAS stances, please. Don't hurt these skills. Shadowstepping should empty the adrenaline pool (and disable non-Assassin attack skills for 2 seconds) which = no FLAIL for Assassins; Tiger Stance should have a duration of 1 + Attribute Rank; Flurry should reduce the damage bonus on attack skills in addition to the base damage.
Quote:
Originally Posted by Ensign
Wearying Strike: 5...20 Damage, 10r
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I'd say an 8 second recharge and also reduce the weakness duration to 5 seconds so that the skill is less of an annoyance on templates other than the Melandru Dervish.
Quote:
Originally Posted by Ensign
Searing Flames: 10...85 Damage, 1...7 Burning Duration
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Absolutely. Go even slightly higher on the burning duration (1 + Attribute Rank/2). Makes the skill good for a single elementalist in a build but reduces the spikeyness of using lots of them.
Quote:
Originally Posted by Ensign
Frozen Burst: 10r
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12 seconds, imo, but the long aftercast on PBAOE spells needs to be removed as well.
Also, for Water Magic, you don't think Blurred Vision should take a small hit? I'd like to see that at a 25 second recharge.
Quote:
Originally Posted by Ensign
Mesmer
Panic: 5...20d
Mantra of Persistence: 20...50% longer, 10E
Spirit Shackles: 8...20d, 10r
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Yes.
Quote:
Originally Posted by Ensign
Necromancer
Defile Flesh: 5...20d
Faintheartedness: 33% Slower Attack Speed, 10...25d
Meekness: 15...30d*
Shadow of Fear: 33% Slower Attack Speed, 15...30d
Reaper's Mark: 1...6 Degen, 20d
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Yes, but remove the life sac from Meekness.
Quote:
Originally Posted by Ensign
"Go for the Eyes!": 50...80% Critical Chance, 6A
"Stand Your Ground": 16 Armor
Defensive Anthem: 2c
Finale of Restoration: 20r
Purifying Finale: 20r
"Watch Yourself!": 5...20 Armor, 6A
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Agreed, although for "Stand Your Ground" I think it should stay at 24 Armor but have the recharge increased to 45. That way a single copy actually serves a purpose when needed (body blocking) instead of being something that you include 2 copies of to just give constant +armor bonuses to the team.
Quote:
Originally Posted by Ensign
Paragon
*Base Armor reduced to 70*
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Instead, I'd like to see Aggressive Refrain cause -10 Armor Level. What I DO want changed as an inherit trait for the Paragon is the Leadership attribute. I believe the energy gain should be set in stone and not reduced when less party members are around. The attribute as it stands now seriously hurts the flexibility of the Paragon class by gimping it's ability to split, therefore leading to a more boring team build if you include a Paragon.
Quote:
Originally Posted by Ensign
Ranger
Broad Head Arrow: 4...10d
Concussion Shot: 4...10d, 15e
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I really do not believe either of these need a nerf. They are perfectly balanced, actually?
Quote:
Originally Posted by Ensign
Ritualist
Splinter Weapon: 1...4 triggers, 12d
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I agree on dropping the # of triggers by 1 but the duration should stay as it is now so that the Rit can maintain the weapon on himself to take advantage of Wielder's Strike.
Quote:
Originally Posted by Ensign
Warrior
"Fear Me!": 6A
Steady Stance: 10r
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Steady Stance should be a 5 second recharge and the adrenaline gain component should simply be removed. These two skills should actually never be on the same bar. With Steady Stance you're giving up your IAS, and therefore gaining adrenaline more slowly, in order to take advantage of Desperation Blow + Drunken Blow (it's nice for running the flag in too). "Fear Me!" would be fine at 5A considerating that change.
~Z
Last edited by Zuranthium; Jun 02, 2007 at 03:55 PM // 15:55..
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May 31, 2007, 06:07 AM // 06:07
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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 Zuranthium
Just fix the IAS stances, please. Don't hurt these skills. Shadowstepping should empty the adrenaline pool (and disable non-Assassin attack skills for 2 seconds) which = no FLAIL for Assassins; Tiger Stance should have a duration of 1 + Attribute Rank; Flurry should reduce the damage bonus on attack skills in addition to the base damage.
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I think that change was mainly to make it so that not 80%+ of the hero battles people are using the same assassins. Granted, HB isn't exactly as "high level" PvP compared to GvG or even HA, but if Anet's going to promote it as much as they have, they have to be willing to skill balance for it too. Most of those sins don't carry IAS, so your solution probably won't solve that problem.
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May 31, 2007, 06:29 AM // 06:29
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#47
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Ascalonian Squire
Join Date: Aug 2006
Guild: A Place Called (HOME)
Profession: Mo/E
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I am going to put the cat among the pigeons here
Looking at the OP suggestions i would say he is a Warrior at heart.
Warriors are to powerful and need a big nerf then maybe the anti melee stuff could stand.
Like 20% off all warrior skills then we could look at reducing the necro skill to his level. this game is about balance and not nerfing professions out of the game.
Deal with it this ideal some have about a balanced team being king is just rubbish. War is hell and as in real life people use every tool to achieve a win.
Not to long ago you never saw a necro in a team other then blood spike because they had no use. in the first 6 months of GW after it went retail SR was considered the worst primary of them all and now its had several nerfs.
You dont here me screaming that warriors should be nerfed out of the game but i would just for once like it to happen to them as every prof I love has been nerfed out of the game and then when its given a buff we just get crying from warriors they they are not godly anymore.
Last edited by Gillian Treehugger; May 31, 2007 at 07:19 AM // 07:19..
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May 31, 2007, 06:30 AM // 06:30
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#48
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by holymasamune
I think that change was mainly to make it so that not 80%+ of the hero battles people are using the same assassins.
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Gross, no. Change the maps or the way HB works in that case.
Also, I forgot to talk about this:
Quote:
Originally Posted by Nurse With Wound
Perfect list. But you forgot some skills...
Wielder's Strike, Spirit Burn and Spirit Rift.
All three of them are used only in notorious gimmick 'rit spike'.
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This is looking at the problem in the wrong way. Spirits need to be changed so that only a very limited amount of allied Ritualist spirits are allowed to be placed within earshot of each other. That by itself would hamper the Rit Spike build because they wouldn't be able to pre-place so many spirits. The spirits themselves should "cast" faster + recharge faster and last longer for some of them, making a single Spirit-based Ritualist a viable addition to a team.
~Z
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May 31, 2007, 06:44 AM // 06:44
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#49
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Frost Gate Guardian
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Quote:
Just fix the IAS stances, please. Don't hurt these skills. Shadowstepping should empty the adrenaline pool (and disable non-Assassin attack skills for 2 seconds) which = no FLAIL for Assassins; Tiger Stance should have a duration of 1 + Attribute Rank; Flurry should reduce the damage bonus on attack skills in addition to the base damage.
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Nerfing Flurry would be simply ridiculous. Also, I think allied shadowstepping doesn't need to be nerfed when it's already useless (save for recall and return). I think shadowstepping needs to have an aftercast of 1/4-1/2 a second. Zuranthium, I think you're trying to make a lot of unneeded rules such as your shadowstepping one.
Also, I'd recommend adding 5 more seconds to Offering of the Spirit. Plus 15-16 energy with no drawbacks and in a good attribute line warrants a nerf.
Btw, Paragons AL MUST be lowered to 70. Their armor is simply insane.
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May 31, 2007, 06:45 AM // 06:45
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#50
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by Zuranthium
This needs to be talked about in further detail than what you wrote here. What exactly do you feel needs to be changed?
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I think that would be disabling energy gain from spirits, which is fine imo. They should have done that already if u ask me, instead of coming up with that funny 5 seconds idea (hell even lore wise that stinks).
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May 31, 2007, 06:47 AM // 06:47
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#51
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None More Negative
Join Date: May 2006
Guild: Steel Phoenix [StP]
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Quote:
Originally Posted by Zuranthium
This is looking at the problem in the wrong way. Spirits need to be changed so that only a very limited amount of allied Ritualist spirits are allowed to be placed within earshot of each other. That by itself would hamper the Rit Spike build because they wouldn't be able to pre-place so many spirits. The spirits themselves should "cast" faster + recharge faster and last longer for some of them, making a single Spirit-based Ritualist a viable addition to a team.
~Z
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While I agree that this is more reasonable solution, more, it addresses the very core of the problem, I don't believe Anet by this point is going to implement entire new mechanics to the game. Because right now, you can place spirits wherever you want to. Changing that would require some work.
On the other hand, those three skills I mentioned are used exclusively in the Ritualist Spike. No other pvp build utilizes them. So nerfing them would be simple, effective and most importantly fast fix to the broken gimmick. No one, except for the rit spikers, would cry.
Quote:
Originally Posted by bungusmaximus
I think that would be disabling energy gain from spirits, which is fine imo. They should have done that already if u ask me, instead of coming up with that funny 5 seconds idea
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QFT. That was suggested by most sane players. I don't understand why it was ignored.
__________________
Gladiator's Arena > you
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May 31, 2007, 07:26 AM // 07:26
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#52
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Ascalonian Squire
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very nice list and agreed 100% with it, and possibly taking a look at aggressive refrain.
They should deal with SR, no matter what the response might be.
RaO not sure about it.
anyway thank you very much for the list and it's all needed
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May 31, 2007, 07:34 AM // 07:34
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#53
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Living Parasite
Nerfing Flurry would be simply ridiculous. Also, I think allied shadowstepping doesn't need to be nerfed when it's already useless (save for recall and return). I think shadowstepping needs to have an aftercast of 1/4-1/2 a second. Zuranthium, I think you're trying to make a lot of unneeded rules such as your shadowstepping one.
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Why would nerfing Flurry be ridiculous? It's not good for an actual Warrior bar anyway. Only Choking Gas Rangers ever used it and that went out the window too when Expertise was changed so that Flurry became unaffected by the energy decrease.
I don't see how my shadowstep idea is unneeded either? Warriors should not be able to use teleports with any degree of effectiveness. That's something most people agree on (although, curiously, nobody is really using the Death's Charge + Backbreaker build anymore).
Quote:
Originally Posted by Nurse With Wound
While I agree that this is more reasonable solution, more, it addresses the very core of the problem, I don't believe Anet by this point is going to implement entire new mechanics to the game. Because right now, you can place spirits wherever you want to. Changing that would require some work.
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This IS the wish thread. One would hope that the designers of a game which obviously had a great deal of thought/love put into the design would also wish for their game to become as well formed as possible.
~Z
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May 31, 2007, 07:38 AM // 07:38
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#54
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Desert Nomad
Join Date: Jan 2006
Location: ManitobaShipyards Refit and Repair Station
Guild: (SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi
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the only thing I see is that the changes would be good for PvP and not PvE in HM.
Other than that as usual a good listing for PvP Ensign, But as usual not so good for the true PvE'rs. Keep them comming though. A wish list is always good.
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May 31, 2007, 07:43 AM // 07:43
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#55
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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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Maybe I'm not getting it, but what exactly is making BHA such a problem that can't be solved with one copy of Draw?
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May 31, 2007, 07:53 AM // 07:53
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#56
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Frost Gate Guardian
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Quote:
Why would nerfing Flurry be ridiculous? It's not good for an actual Warrior bar anyway. Only Choking Gas Rangers ever used it and that went out the window too when Expertise was changed so that Flurry became unaffected by the energy decrease.
I don't see how my shadowstep idea is unneeded either? Warriors should not be able to use teleports with any degree of effectiveness. That's something most people agree on (although, curiously, nobody is really using the Death's Charge + Backbreaker build anymore).
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Having unneeded unwritten rules put into gameplay (such as the shadowstep rule you suggested) makes it so that it forces you to play within a more narrow strategy field which you may be okay with but in the long run it's a quick solution to a REAL problem. Nerfing Flurry when it's not used at ALL atm; speaks for itself really.
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May 31, 2007, 07:55 AM // 07:55
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#57
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Quote:
Originally Posted by Raven Nebula
And as much as I hate to say it, nerf RC or LoD.
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Everything else needs nerfing before those ever get touched, without those atm you'd have a hard time keeping up.
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May 31, 2007, 08:09 AM // 08:09
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#58
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Living Parasite
Having unneeded unwritten rules put into gameplay (such as the shadowstep rule you suggested) makes it so that it forces you to play within a more narrow strategy field which you may be okay with but in the long run it's a quick solution to a REAL problem.
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I'm not even sure what you're talking about now. The idea at hand that you were responding to is non-Assassin melee characters using teleports to spike. I think they shouldn't be able to. Many people feel the same way. That my suggestion also fixes a concern somewhere else (Assassin's using Flail to tele-spike, a Warrior Primary attribute), should be a clear indiction of just how much I AM taking everything into consideration, yes?
Quote:
Originally Posted by Living Parasite
Nerfing Flurry when it's not used at ALL atm; speaks for itself really.
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It's not used at all because of the Expertise change. If it cost 2 energy again for Choking Gas Rangers, you wouldn't see them complaining that their attack skills are getting 25% getting taken off the bonus damage. The skill also synergizes with Illusionary Weaponry but, alas, that build isn't good enough to see serious play even though the concept in general has the makings of a strong split character.
~Z
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May 31, 2007, 08:16 AM // 08:16
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#59
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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 manitoba1073
the only thing I see is that the changes would be good for PvP and not PvE in HM.
Other than that as usual a good listing for PvP Ensign, But as usual not so good for the true PvE'rs. Keep them comming though. A wish list is always good.
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Skill changes were almost always meant to be for PvP. PvE has such a big leeway (yes, even in hard mode) that minor tweaks to those skills have very little affect on the outcome. People just don't like to see their commonly used cookie-cutter builds weakened, which is why they whine about it. True PvE'rs who are innovative and want to find new skill combos won't find it as much of a nuisance, only the wanna-be's who can only run one build through entire PvE think that skill changes aren't good.
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May 31, 2007, 08:18 AM // 08:18
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#60
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Ascalonian Squire
Join Date: Dec 2006
Profession: Me/
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i use flurry quite a lot in a variety of builds. fearme sin and spirits strength builds for example.
I think everyone agrees the only way PVP and PVE is ever gonna be fixed is to have separate skills. Hooray for GW:EN that has this kind of a split, atleast for some of the skills. numerous GW:EN skills are going to be PVE only. that means we will be fighting stronger enemies with more force once again. without messing up pvp.
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