Jan 20, 2007, 06:20 PM // 18:20
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#81
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Skill name: Sharpen daggers
I like it alot now, however amping up the amount of attacks or lowering the duration would be a nice tidbit although I've never actually used it -_-
Skill name: Assault enchantments
This skill would be rather fun, however perhaps changing it to a hex?
Skill name: Impale
increase energy cost by 5 and turn it back into a hex please
Skill name: Fiegned neutrality
This skill actually did not need a nerf, if you had noticed sins healing is basically all Regeneration, if hexed/conditioned their healing ability sucks. what I reccomend is changing duratation up to around 15 at 8 shadow arts and recharge to 35.
Skill name: Searing flames
its not even a nerf its just a tweak, switch casting time to 2 and recharge time to 1 please, let it be alot more interruptable.
Paragons as a whole: Buff almost everything, they lack anything now that even suggests to have a paragon in a group when everything they do blows.
Dervishes: Avatar of Lyssa, Wonderful with +20 energy but to be so bold I suggest the variant of +10 maximum energy and increase attack speed by 25 that or have hexes last half their duration.
Dervish: Avatar of grenth
isntead of skill recharges how about making it remove an enchant on attack for every remaining enchant loose 10....2 energy
assassin: shattering assault
Damage decreased by around 6 points, make it so if an enchant removed an additional +5....20 damage
Twisting fangs: reduce energy(5) or recharge to 12
Dark prison: Needs a buff please, its been almost a year and the skill is still not in the regard it couldve been recharge decreased to 30 or so and duration to about 2...14
Deaths charge: Recharge lowered to 30, take away healing and put if target foe has more health they take 5...45 damage
Augary of death: changed condition to 75% hp
Shrowd of distress: Get healed for 10...50 health when activated and keep blocking bonus
Flashing blades: every time you block one adjacent foe takes 1...25 earth damage Flashing blades ends if you fail to block.
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Jan 20, 2007, 06:52 PM // 18:52
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#82
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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Skill Name:Basically all ele skills
Impressions:Love all the changes
Skill Name:SV/AV
Impressionsont like it too much
Skill Name:Mantra of Recovery
Impressions:Woot, now this doesnt kill my energy as much for my constant diversion build =)
Skill Name:Shield of Deflection
Impressions:Its a great skill, however it would probably be used more even without this buff, if the energy cost was lowered.
Skill Name:Shielding Hands
Impressions:Can finally be used without restriction of high recharge, nice
Skill Nameivert Hexes
Impressions:I dont see how one second is going to completely wreck it
Skill Name:Vengeance
Impressions:There are still going to be zero people using this
Skill Name:WoH
Impressions:Good change
Skill Name:Balthazar's Pendulum
Impressions:Nobody is going to use this as an elite, add some damage.
Skill Nameiscord
Impressions:Although its very conditional, it does a bit of insane damage
Skill Name:Signet of Mystic Wrath
Impressions:Wasnt used enough to begin with, ive seen a select few (by few I mean 2) teams use this to spike in RA, but other than that, never seen it used.
Skill Name:Shield of Regeneration
Impressions:Although this is still very high energy cost for a monk, i guess it is good.
Overall: Liking a lot of the changes with shorter duration, shorter recharge, especially on those warrior stances that end when you use a skill. A few of the changes were obviously directed toward farming, which i wish didnt happen, but whatever. The good outweighs the bad.
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Jan 20, 2007, 06:59 PM // 18:59
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#83
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Pre-Searing Cadet
Join Date: Dec 2006
Guild: Old Bloem Clan
Profession: D/Mo
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Skill : Rampage as one
Impressions: Not so happy with the nerf... Its too expensive for the maximum time now. The time must max 20 seconds with the casting cost the same or the casting must be reduced to 17-20 energy for the current nerfed duration.
Various Hexes are too powerfull as well now
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Jan 20, 2007, 07:02 PM // 19:02
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#84
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Academy Page
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Skillname: Bloodsong
Impressions: The move, while it doesn't really hurt me, doesn't make much sense to me either. One good idea I've seen so far is to move Anguished was Lingwah instead. Meanwhile, the buff seems kinda superfluous. Bloodsong, in my opinion, is a better spirit than pain, and should come at a slightly higher price (not to mention, now I have all this extra energy I don't know what to do with).
Skillname: Spirit Channeling
Impressions: Bugged under the current description, however I wouldn't mind having the description changed to fit the bug (Can't really test how the skill should work, but having the skill return more energy was a needed buff)
Skillname: Tranquil was Tanasen
Impressions: I approve of this change. The skill never seemed to work well before, since it would get interrupted by the enemy, rendering it worthless. That's more difficult now.
Skillname: Blind was Mingson
Impressions: Eh, whenever I used this skill, it was when some melee character was attacking me, in which case the range didn't need to be increased. Makes little difference to me whether or not you keep this change.
Skillname: Vital Weapon
Impressions: For any Communing/Restoration ritualists, this'll certainly help. However, hurts Spirit's Strength ritualists slightly (not that that's a serious build, but it's one of those gimmicky fun builds that I enjoy). Your call.
Last edited by VegJed; Jan 21, 2007 at 04:36 AM // 04:36..
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Jan 20, 2007, 07:03 PM // 19:03
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#85
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Ascalonian Squire
Join Date: Jan 2007
Profession: D/R
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Good but water eles need buffs
General
Skill Name:Shield of Regeneration
Impressions:Thank you! finally it is really is elite!
Skill Name:Weakness
Impressions: Before this weakness was a pointless "cover condition" now it will actually do damage!
Skill Name:Avatar skills
Impressions:Need stronger nerf, once they are in a form there is no way to stop them, also make other dervish elites better (seems only useful elites are forms)
Skill Name:Mesmer skill stealing skills
Impressions: I like the instant recharge simple theivery could be devastating agains high level DoA bosses (disable all skills)
Skill Name:Smiting prayers
Impressions: In dire need of a buff not used widely at all
Water Elementalist
Skill Name: All skills
Impressions: They need to be better suited for PvE and with fire being buffed they need to be buffed too (Spamming/more annoying hexes?
Skill Name: Ice spear
Impressions: Needs to be upgraded if flare is going to be or else it is a pointless
Skill Name:Water Trident
Impressions: I like how you noticed it but speed is not going to help needs damage with flare buff, maybe instant recharge?
Skill Name:Frozen burst & shard storm
Impressions:Good just what water needs more damage faster
Skill Name: Icy Prism
Impressions: I like the spammability!
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Jan 20, 2007, 07:17 PM // 19:17
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#86
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Ascalonian Squire
Join Date: Aug 2006
Guild: GUild Of Horrilbe Spellers
Profession: Mo/Me
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Energy Surge- a good nerf for pvp, but i play my mesmer in pve alot, and they arent as good in pve, so in all the nerf of this skill is hurting alot of pve mesmers.
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Jan 20, 2007, 07:21 PM // 19:21
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#87
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Pre-Searing Cadet
Join Date: Jan 2007
Guild: [Bite]
Profession: N/Mo
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Skill Update
Skill name: Avatar of ____
Impression: 30 second recharge is good, though Grenth still overpowered.
Skill name: Energy Surge
Impression: Why nerf a skill we've been using forever?
Skill name: Spiritual Pain
Impression: If using this to kill spirits, it will take appr. 40-50 energy to kill a spirit.
Alteration: make the spell do more damage to spirits, less to people.
Skill name: Unnatural Signet
Impression: Good buff overall.
Skill name: Blinding Surge
Impression: Good buff, much needed.
Skill name: Searing Flames
Impression: Nerf is of no consequence.
Alteration: Decrease dmg or increase recharge
Skill name: Divert Hexes
Impression: Bad Bad Bad. Especially with buffed hexes on wknd. balance
Skill name: Rampage as One
Impression: Thank you
Skill name: Shield of Absorption
Impression: Was a spike-stopper, now I don't know what it'll be used for
Skill name: Shielding Hands
Impression: Very good buff, it's usable now.
Skill name: Signet of Mystic Wrath
Impression: You just killed the build (which is fine).
Skill name: Word of Healing
Impression: Decent buff but not particularly needed, it won't make the skill used more.
Skill name: Depravity
Impression: Skill is too good.
Skill name: Reaper's Mark
Impression: Duration needs nerfed, not energy return. With high soul reaping energy return is irrelevant.
Skill name: Spoil Victor
Impression: May still be overpowered
Skill name: Critical Chop
Impression: Good nerf, maybe too much.
Skill name: "Shields Up!"
Impression: Won't be used anymore imo.
Skill name: Shield of Regeneration
Impression: Still too much energy cost.
Skill name: Arcane Larceny/Thievery
Impression: Good buff, maybe too good.
In general,
Eles = overpowered
Rits = overpowered
Jagged bones = overpowered
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Jan 20, 2007, 07:48 PM // 19:48
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#88
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Ascalonian Squire
Join Date: Jan 2007
Profession: Rt/
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Anguished Was Lingwah
Personally, I would move this skill into the Channeling rather than Bloodsong.
Blind Was Mingson
The skill is more viable for self-defense against melee, but I'm not sure if it's worth bringing over another item spell.
Bloodsong
See Anguished Was Lingway. Unfortunately, Bloodsong might be changed to pre-update stats if it were moved back to Communing.
Brutal Weapon
Excellent increase in duration. The skill has even better synergy with barrage builds now, opening up R/Rt Rt/R.
Caretaker's Charge
Although I have always wanted a self-heal in Channeling, I do not know if this is worth bringing over, say, the new Destructive Was Glaive or Attuned Was Songkai.
Channeled Strike
The skill has great synergy with the new Destructive Was Glaive. The recharge reduction makes it possible to cast this twice under its effect. A reduction in the casting time will make it too powerful.
Cruel Was Daoshen
Opens up possibilities with Destruction, Spirit Swap, and Rupture Soul.
Destruction
Destruction is never guaranteed to hit anybody when it dies, so the reduction in cost and recharge is great!
Destructive Was Glaive
Personally, I think the duration should be increased slightly but remove the "Cruel Was Daoshen" component. Ritualists already have two similar skills, both of which have been improved in this update: Cruel Was Daoshen and Grasping Was Kuurong.
Empowerment
With the reduced recharge, an alternative to Channeling/Spawning Power builds that previously used Destruction.
Flesh Of My Flesh
The reduced cast time makes it an excellent combat resurrect. I love it.
Gaze From Beyond
The reduction in spirit health loss but increase in damage makes Bloodsong less needed in Channeling.
Ghostly Haste
I love this skill for restoration builds because I find restoration ritualists have longer recharge times for spells than healing monks. With the new change to spirit range, the skill is much more viable.
Lamentation
I rarely used this skill before, but now it often finds its place on my skill bar. Both the range and recharge of the skill was killing it, and both were improved in the update. Nice for spiking.
Mighty Was Vorizun
I did not even think this skill needed improvement! Combined with Empowerment, ritualists can have the second (?) highest energy in the game.
Offering of Spirit
This skill and Signet of Spirits are redundant. Both are in the channeling line, both are elite, both provide the same net energy, but Offering of Spirit does not require a spirit and has a shorter recharge. Perhaps move Signet of Spirits to Communing and increase the attack rate of offensive spirits?
Preservation
The biggest problem with this spirit is that is has no priority targets.
Protective Was Kaolai
Defense ashpot and party heal when required. The skill is now more viable.
Resilient Was Xiko
I am still not sure whether this ashpot is worth bringing over Generous Was Tsungrai or the updated Protective Was Kaolai. I understand that ritualists have, by design, no hex removal, but since this skill can only be cast on the caster, perhaps the addition of hex removal would not be quite so powerful.
Resilient Weapon
A great spell got even better.
Spirit Channeling
This spell is found more often on my skill bar than Attuned Was Songkai. I love all the changes that make the ritualist less dependent on being next to a spirit for any spell conditions to be met.
Spirit Light
This heal might just replace Mend Body And Soul!
Spirit Transfer
Fantastic spike heal. Nothing more to say.
Splinter Weapon
This skill is too powerful with Barrage.
Tranquil Was Tanasen
The reduced casting time is really nice, but this skill is still not worth bringing over other elites. If the skill is moved to Communing, it might find some use for un-interruptible spirits.
Wailing Weapon
Warmonger's Weapon
Weapon of Fury
These spells bring utility to Channeling. Nice improvements overall.
Weapon of Warding
Fantastic change, I love it.
Wielder's Boon
This skill now has even better synergy with the improved Spirit Light Weapon.
Clamor of Souls
This elite is near worthless, why hasn't it been changed yet?
Armor of Unfeeling
This base damage reduction while casting spirits has got to be improved. I never bring it.
Nightmare Weapon
This skill is too powerful with a fast attack speed (daggers). At 16 channeling, it is a 250ish untyped damage and 250ish heal.
Merged posts; Please use the edit button instead of creating separate posts when unnecessary in this thread.
Last edited by Mercury Angel; Jan 21, 2007 at 01:53 AM // 01:53..
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Jan 20, 2007, 07:49 PM // 19:49
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#89
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Frost Gate Guardian
Join Date: Jun 2005
Location: Canada
Guild: DOI
Profession: E/Mo
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Elementalist (I only comment on Water Magic)
- While Anet buff other 3 elements, Water Elementalist still needs Improvement!!
Water Trident: Could be a bit better. For an elite projectile spell. Water Trident should deal a bit more dmg! (I've test it a lot in PvP!) Either increase the damage to 90-100 or reduce recharge time to 1 or 2 sec will be worth enough as an Elite spell!!
Frozen Burst - Better! However its a close-range spell, Water Ele don't always risk ourself in the front line. Anet should have not decrease the dmg! (Should stay for 116 dmg with Water magic 16)
Frigid Armor - I am NOT impressive with this buff, unless I'm trying to prevent searing flame, or else armor of mist are still better. Frigid armor should also "at least" to have some elemental defense.
Icy Prism: VERY NICE! So much better with Rust hex now.
Icy Shackles: Not enough buff~ This buff doesn't make Icy Shackles worth being elite.
(My suggestion: Refunction as......Target enemy without enchantment take 100+ cold damage and target foe’s movement is slowed by 66%. If that foe is under the effects of an Enchantment, target take no dmg but its movement is slowed by 90% instead.) *Beside, I realize Icy shackles does not slow enchanted foe with 90% slow-rate... anet might wanna double-check, might be a bug*
Mind Freeze: With the "Conditional Freezing hex" and exshusion, this Elite hex should have long hex duraiton. Or Increase the energy cost but remove exshusion.
Shard Storm: Could be better if either lower the energy cost or recharge time. (Because projectile has the chance of missing an attack)
Swirling Aura: This awful enchantment... Anet should realize even Water Ele neglect this spell, with only 50% chance to defense only "arrow"? This should stay as 75% chances with longer duration! (Because it's an easy to remove enchantment with very limited usage)
Ritualist
- Overall good buff especially on Channeling field.
Bloodsong : Good! Its good Anet make it stay in Channeling field, as channeling magic need to combine with spirits to activate bonus energy gain or dmg.
Death Pact Signet: Very nice!
Destructive Was Glaive: Good! People were over-react about the over-powered part. It is good with 25% penetration. I don't see it happened that often. Beside, holding Glaive will make Rt lose their total energy, so the 25% armor penetrate is good to stay!
Spirit Rift: VERY GOOD Finally make this spell useful. The old version 3 sec casting time make this spell very useless! (because u have to wait for another 3 sec to make it dmg)
Channeled Strike: Good!
Destruction: Still not helpful... the spirit damage range should be bigger to make this spirit more usefuL.
Splinter Weapon: GOOD! This spell was useless with one time effect. The new update make it more useful, however I'd suggest Anet can increase the energy cost, so Melee class won't abuse this weapon-spell.
Mesmer
- Anet discourage PvE Mesmer player and nerf way too much! Please re-consider.
Spiritual Pain: AWFUL! This skill is destroyed for PvE wise. Skill balance are made with both pve/pvp concerns. In any case, Energy burn are better with faster recharge now.
My suggestion on SP, keep the AoE effect and original dmg, but increase casting time to 3 sec!
Energy Surge: AWFUL! Same reason as SP with same suggestion!
Last edited by chikorita23; Jan 22, 2007 at 03:59 PM // 15:59..
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Jan 20, 2007, 07:51 PM // 19:51
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#90
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Ascalonian Squire
Join Date: Aug 2005
Guild: Army of the Abyss
Profession: N/Mo
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Avatar of Grenth
It still seems to be a pretty powerful skill, the change in recharge not affecting it much, and I wouldn't mind seeing it stay that way. *BUT* I think that if it does, then Motivation shouts, chants, etc. should be buffed rather than toned down. This would encourage alternate healing methods, not relying so heavily on enchants/monks, along with all of the Restoration rit changes as well.
Wither/Malaise
Amazing change! They obviously dont have the same energy denial capabilities, and even with changing weapon sets (dropping to 0 energy), these skills still pack some punch.
Ravenous Gaze
There was no change to this skill, and I was hoping for one. It was (I think) the only new blood elite introduced in Nightfall, and it's pretty much the worst elite I've seen in a while At 16 blood magic, it's 10 energy for 31 dmg...and the condition for the extra health, which adds to a decent amount considering its recharge, is just too severe to actually consider using it....ever. I mean, how often are you below 50%? How often do you *want* to be under 50%? Please look at it again!
Arcane Larceny/Thievery
Awesome! Great change, definitely makes for some more interesting caster shutdown. Quad-spellsteal anyone? How about you, Woh/infuse? As much as I like the change, it might be too good...
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Jan 20, 2007, 07:56 PM // 19:56
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#91
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Jungle Guide
Join Date: Dec 2006
Location: UK
Profession: W/
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Just one skill that I feel I have to mention.
[skill]Divert Hexes[/skill]
Increased casting time to 2 seconds.
I assume you atleast look at the observer mod or the meta that's going on in HA and GvG lately? I mean it's your game if you don't you should.
So you buff and don't nerf hexes (spoil victor, scourges, backfire,reapers mark ,etc etc), these were already over powered, so instead of nerfing them, you nerf the only way to counter them?
GG thank you very much for the skill balance.
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Jan 20, 2007, 08:15 PM // 20:15
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#92
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Ascalonian Squire
Join Date: Nov 2006
Location: Italy
Guild: Legio Italica
Profession: Me/
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Commets on (mostly Mesmer) re-balance (in the perspective of a gvg player):
Skill name: Energy Surge
Impression:I dont see the point in nerfing the one most used mesmer elite (pvp&pve). It would be wiser to buff other elites and make them more usefull rather than bringing E-Surge down to their level.
Skill Name:Spiritual Pain
Impression:Think a longer cast time+damage decrease would be better than changing another crucial mesmer pvp&pve skill
Skill Name:Blinding Surge One of my most used mesmer build elites in gvg (melee shutdown). I think it was a powerfull elite but not overpowerd or metagame disrupting.10e may not be too much from an Elementalist point of view but for a mesmer...well
Avatars:the recharge time increase sounds good to me.It still possible to shut them down in gvg,now even more since they have to go to the backlines to avoid interruption.
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Jan 20, 2007, 08:25 PM // 20:25
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#93
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Pre-Searing Cadet
Join Date: Jan 2007
Location: Glasgow, Scotland
Profession: Me/
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Arcane Larceny / Arcane Thievery / Simple Thievery
Excellent. When Nightfall came out I could see the attempts by the Development Team to push strategies, and this is just the boost this one needed. Well done!
Energy Surge
Well, I guess it's good for the overall game, gets people out of the comfort zone, but a lot of players will miss it. As lots of mobs in PvE still have a habit of standing in clumps, it won't hurt too much there.
Spiritual Pain
Over-nerfed. It doesn't get any simpler than that.
My suggestion for this one would be to reduce the damage and/or increase the casting time, but it's quite simply too conditional in it's original form. Any more conditional and you'll need the Favour Of The Gods just to cast it in the first place.
Mantra Of Recovery
Again, an excellent choice, and I hope to see more builds using it!
As you can see, I've only had the chance to play a Mesmer with the changes (my main character's profession). Overall, I'd say the changes aren't too bad for that class, but please don't leave Spiritual Pain this way! It's taken a long time for Mesmers to become recognised as a useful profession, particularly in PvP and Elite Missions - please don't nerf their new-found powers so much they get consigned to the scrapheap once again.
The only other concern is really the Paragon, which appears to have been nerfed instead of buffed (which is what it really needed). Until the Paragon has had more time to establish itself, it may be a good idea to follow the Hippocratic Oath, i.e. do no harm.
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Jan 20, 2007, 08:28 PM // 20:28
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#94
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Ascalonian Squire
Join Date: Sep 2005
Location: Portugal
Guild: Group Therapy [HUG]
Profession: Mo/Me
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Searing Flames - nerf in different way: maybe recharge(to prevent abuse) and cast time (to allow for better interruption) but i dont think nerfing the burn duration was good...
Spiritual Pain - Good nerf, but i would make it a 2 sec cast, because 1 sec cast mesmer skill combined with fast cast makes it a very very fast spike followup skill, wich gives monks few time to counter the damage.
Overall ritualist skill - good job on ritualist, still i think it makes few sense to have 25 energy skills (shelter, recuperation etc) that take so long to cast and and even after casted can be destroyed in so many ways... i would lower theyr costs to 15.
Assassin - good
Dervish - good nerfs, still i think wearing strike is very strong compared to the wounding strike elite. So i say: nerf attack skills a bit and pump the elite attack skills up.
Divert hexes - 2 second cast is too much for a hex removal monk skill. - Don't Like it, divert hexes was cool the way it was.
Shielding hands - Should be buffed to affect nearby allies. (increase mana cost to 10)
Life Sheat - Buff the cast time to 1/4 sec.
Zealous Benediction - it should get a small tiny nerf, i think its very strong the way it is..
Rampage as One - Should be converted to a Shout to allow for additional counters to it.
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Jan 20, 2007, 08:51 PM // 20:51
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#95
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Pre-Searing Cadet
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General
* The “evade” mechanic: Removing this is a step in the wrong direction, as there were differences on the outcome of "blocks" and "evades" (e.g. some attacker's effects triggered even when the attack itself was "blocked", while they didn't trigger on "evade", which perfectly made sense)
* Weakness: Why should an attribute like - say, Divine Favor - be affected by Weakness (after all, it's DIVINE favor)? This change makes no sense (same explanation accounts for many more attributes); Weakness is a physical condition and should stay as it was -> UNDO.
Monk
* Divert Hexes: What others said. You make caster hexes powerful enough to kill melee attackers with 4 blows (like, e.g. Spoil Victor), but take away any means from the monks to counter those in a reasonable amount of time? Congratulations.
* Shield of Deflection: Unlike as you'd like it to call an "increase" in duration, the average non-maxed-out-prot monk (i.e. a healer, wishing to supplement his healing skills with protection) will actually experience a drop in the duration, effectively making it a nerf. An Elite should stay somewhat effective and fair for a broader audience, not making it such an "exclusive" as happened here. This until now already not often sighted skill will soon be forgotten, otherwise.
Elementalist
* Stoneflesh Aura: Solo-Ele builds in RA and TA which win by making a group actually leave are more rule than exception in PvP nowaday - just great you didn't touch this one.
* Sandstorm: The perfect spell for the aforementioned Armor of Earth + Stoneflesh Aura pest to supplement them with. Unkillable for any Melee attacker and dangerous at the same time for your whole group - just wanted to compliment you on not considering a skill balance on that one.
Warrior
* Critical Chop: The last fast spiking facility gone by a too powerful nerf (Swords are prohibitive due to low dmg for that, nowadays, and a Hammer W's attack rate is too low to pose a real threat for a good monk - i've seen monks laughing at the last 2 sorts in PvP already).
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My prediction: The way the changes are currently balanced, expect many more casters in the gameplay, while at the same time less melee fighters.
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Jan 20, 2007, 09:05 PM // 21:05
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#96
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Forge Runner
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Please make weakness not affect primary attributes. Expertise is just too important and is too carefully thought out to be destroyed by some enfeeble-spamming necro.
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Jan 20, 2007, 09:20 PM // 21:20
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#97
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Ascalonian Squire
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Weakness
Impressions: Love it.
Dervish
Impressions: Overpowered class in my oppinion. Better tanks than Warriors and dealing more damage. Seriously in need of a nerf.
Avatars
Impressions: Should have their casting time increased to 3 seconds. Would only make it slightly easier to interrupt, nothing more.
Spiritway
Impressions: In need of a nerf. These teams dominate Heroes' Ascent at the moment.
Skill Name: Spoil Victor
Impressions: Good job on the duration changes. Should receive a (quote Arkhar) "whenever target uses a skill on a FOE with less health" trigger. Either that or a slight reduction in damage, or a specified damage type.
Skill Name: Aria of Zeal
Impressions: A bit too nerfed.
Skill name: Divert Hexes
Impressions: Nerfed in the wrong way. Should have a reduced healing-amount per hex removed. Other stats should go back the way they where.
Skill Name: Mystic Regeneration
Impressions: Reduction in pips per enchantment. It's overpowered. Period.
Skill Name: Stoneflesh Aura
Impressions: Primary tanking skill among elementalist, which can make them virtually impossible to kill. Needs a nerf in the amout of damage reduced.
Skill Name: Blades of Steel
Impressions: My favorite dagger attack. But buffed a bit too much. Setting the cap at around 60-70 with an adjusted dmg-gain per recharging dagger attack is more appropriate.
Skill Name: Signet of Mystic Wrath
Impressions: Nicely rebalanced.
Skill Name: Searing Flames
Impressions: Combined with the changes made to Glowing Gaze I'd say that this skill is pretty balanced now.
Skill Name: Reaper's Mark
Impressions: Still in need of a duration tweak. 20-25 seconds would be good enough.
Skill Name: Blinding Surge
Impressions: Nicely rebalanced.
Skill Name: Sharpen Daggers
Impressions: Should have remained the way it was. Perhaps with a reduction in duration and possibly casting time.
Skill Name: Critical Defenses
Impressions: Nicely rebalanced.
Skill Name: Word of Healing
Impressions: Nicely rebalanced.
Skill Name: Zealous Benediction
Impressions: In need of a slight nerf. 20...130 instead of 30...150, or a "target below 33% Health" modificaton instead of 50%.
Skill Name: Vengeance
Impressions: Nice to see it getting buffed, but is still useless. A reduction in casting or recharge time is needed to make this skill a viable choice.
Skill Name: Rampage as One
Impressions: Nicely rebalanced.
Skill Name: Flashing Blades
Impressions: Now acctually works. Nicely rebalanced.
Skill Name: Locust's Fury
Impressions: In need of a reduced casting time. Otherwise it's perfect.
Skill Name: Lightning Hammer
Impressions: Set the recharge to perhaps 5 seconds. 2 is a little short.
Skill Name: Expel Hexes
Impressions: Should remove 3 hexes in stead of 2. Perhaps with an adjustment giving it a 10 seconds recharge.
Skill Name: Destructive was Glaive
Impressions: Feels slightly overpowered.
Skill Name: Feigned Neutrality
Impressions: Nicely rebalanced.
Skill Name: Beguiling Haze
Impressions: Now a much more useful skill. Good adjustment.
Skill Name: Avatar of Dwayna
Impressions: Didn't need the increased healing. Or it can keep the increased healing and lose the hex-removal aspect. Your pick.
Skill Name: Avatar of Grenth
Impressions: In need of a higher energy cost. 15 would be appropriate.
Skill Name: Avatar of Balthazar
Impressions: Reducing to a +20 armor bonus is enough, due to the other benefits.
Skill Name: Jagged Bones
Impressions: In need of a nerf. A 10-15 second recharge or the fact that it was unusable on Jagged Horrors would be sufficient.
Last edited by zhadowx; Jan 20, 2007 at 09:37 PM // 21:37..
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Jan 20, 2007, 09:31 PM // 21:31
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#98
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Frost Gate Guardian
Join Date: Jul 2006
Location: 1337land
Profession: W/E
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Grenth..= not nerfed at all make it so its -20 and -1energy health for each enchant removed or have some defect to it
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Jan 20, 2007, 09:39 PM // 21:39
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#99
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Peanut Butter Toasts [pT] Unknown Phenomenon [vK]
Profession: R/Mo
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U]Mesmer[/U]
Skill: Spiritual Pain
Impression: I think a 2 second cast and damage reduction would be a better adjustment.
Skill: Energy Surge
Impression: I don't like the change. I don't think it was overpowered. The main reason it was taken was because so many of the other mesmer elites were underpowered. I'd say leave alone especially if Mantra gets a buff.
Skill: Mantra of Recovery
Impression: I like the 5 energy change but making it last duration with minimal attribute investment makes skill like Shame, Diversion, power leak overpowered. I'd suggest a higher investment into fast casting maybe 12 to keep it up permanently.
Skill: Expel Hexes
Impression: If Divert hexes gets a 2 second cast then Hexes will dominate PvP so i'd suggest buffing the recharge to 5 seconds. Good hex removal is poor in the suggested changes to the metagame.
Mirror of Disenchantment
Impression: I'd prefer the change be reduced energy cost from 25 to 15.
Power Leak
Impression: Good change. Becomes more powerful against other mesmers, possibly necro and ele's as well.
Drain enchantment
Impression: I think this skill is in need of a buff. Possibly reduce the recharge to previous rate. Increase the energy gained and make it a 2 second cast to prevent abuse from monks.
Overall: Mesmers look like they may lose B-surge as an elite, a good thing. I think that the inspiration line needs a buff to become more viable. I still think only a few elites are viable in this class.
Monk
Balthazar's Pendulum
Impression: Still not viable as an elite. Brace yourself still pwns this one. Sugesstion- maybe scale the number of KD's it prevents and add a small damage bonus. Could be a good elite if it's reworked.
Divert Hexes
Impression: Bad change overall. The 2 second cast will make in unusable. It already had the drawback of being useless if the other team didn't bring hexes. Now it will surely get power leaked or imagine trying to cast it with Migraine on. It surely gives me a headache thinking about the power hex build could reach. I'd suggest leaving it as is.
Shield of Absorption
Impression: Most were unhappy with the overall damage it prevented. I'd suggest capping the damage rather than increasing casting time. Maybe 3/4 second cast wouldn't be bad. I'd keep it 1/4 and reduce amount prevented.
Shield of Regeneration
Impression: Good change but 15 energy is still a bit excessive. Change to 10.
Shield of Deflection
Impression: Makes it more playable. Good change
Word of Heal
Impression: Good buff. I'd like to see this skill come back. ZB is still probably a better option.
Hard Resses
Impression: Makes them more playable. Not sure i'm keen on this idea. Could just make matches longer. I would like to see glyph sac/ Rez hurt though.
A few other comments on skill before i have to go
Price of Failure
Impression: 2 second cast good idea. I wouldn't buff the damage though.
Wither and Malaise
Impression: -1 energy regen isn't a whole lot. The damage boost hurts weapon swapping. Hexes seem to be overpowered in general. Seems like a good combo.
Charm animal and Comfort animal
Impression: I still don't understand why they haven't been combined into one skill. This is what has really killed pet attacks, beast masters etc...
Elite spirits
Impression: They will still never get play. They get killed easily and surely need some sort of buff.
RaO
Impression: Even though i like thumping seems like a good nerf. Surprised the 33% attack speed stayed. With 13 expertise and a zealous hammer i don't think thumpers will have energy issues, however.
Avatar of Grenth
Impression: Proposed balance doesn't hurt Grenth. It needs a draw back such as -2 energy per enchant removed or a small health sac per enchant removed. Currently only thing stopping them is a linebacker. Still overpowered.
3/4 second scythe attacks
Impression: Makes dervish attacks overpowered. I was surprised the sycthe damage wasn't hit with some changes. I'd considered changing recharge of mystic and emerites.
Wearying strike
Impression: Over-powered on a melandru. I'd take away the plus damage clause. A spammable deep wound is punishing enough. Or up the recharge.
Searing Flames
Impression: Nerf more. I'd reduce some of the damage. If at 16 it does 119 then i'd change to at 16 does 91. The problem of having multiple searing flames ele's , spiking and/or using ele attunement from arcane mimicry.. Will still be a problem.
Eruption, Shockwave, flame dijin's haste, firestorm
Impression: Good buff.
Sandstorm
Impression: Very owerpowered especially in Heroes ascent. This skill should receive a damage reduction.
Mindburn
Impression: Skill needs a buff. Remove the exhaustion clause and increase energy to 10.
I like how we can test the changes. I hope some of the good advice in these threads are taken. Not sure why ideas about improving inspiration, nerfing Grenth have not been taken into consideration. There's a lot of work to do here, to be honest.
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Jan 20, 2007, 09:58 PM // 21:58
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#100
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Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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Shield of Regeneration
Impression: Personally I love this update. I've been wanting to use it in my protection builds for ages. I can finally use to actually protect my party members from pressure. In PvE its definitely a great skill now, since mods tend to target squishies this can atleast keep them alive for more than the average 5 seconds it takes them to die.
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