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Originally Posted by rehero
I dont know if its just me or what but i feel that some balance is needed:
Conditions: limit to 3 max on one person
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So condition pressure teams are out then? You understand that condition removal takes a lot of energy, and unless you devote elites or move to touch range, you can only remove them one at a time? So thats the who point in burying a bad condition below a condition stack. eg.Cripple under poison; Dazed under DW + Blind+Bleed etc etc.
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Shouts: put them back to normal and only let 1 person have 3 at one time
Assassin skills: teleporting skills lower the recharge so they can act like they are supposed to.
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Shouts are un-stripable, and if they affected NPCs, they tend to get a bit abusive in higher NPC concentrations. It was just like Heal Party and Aegis was not balanced for when AB was 12v12 parties back in the test phase.
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Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge)
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Exhaustion naturally puts a 30 second forced recharge on the skill, whether its now or when you need to sit down for 2 minutes later on. Shock is a great skill but with heavy penalties. On a warrior, 2 shocks and the warrior will be exhausted out. On eles, although they have large energy pools, it takes 30 full seconds for the exhaustion to wear out.
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Mesmer: Put distortion back to the way it used to be (mesmers dont have alot of self surviving skills so they dont last that long in pvp)
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It still works the same for mesmers, just rangers can't abuse the skill anymore, although after the expertise fix, I don't think its a problem either way.
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Monk skills: Give healing skills a small boost so that it can have more of a use to monks. Condition removers recharge up 3 seconds (at least to compinsate for the limit on conditions) and have all non elite condition removers remove only 1 at a time.
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Purge Signet only removing one condition? =/ whats the point of bringing it? It purges everything, but at a huge cost (ok you can get around it most of the time, but the cast time is a cost also.)
Condition removal is a very costly business since they are so easily applied, its all part of the same process of pressuring the healing.
Your proposed mechanics don't actually make sense, since the limit on conditions will mean there is a limit to the pressure you can apply, hence you can probably out heal the conditions quite easily with Heal Party etc.
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Necromancer skills:
-Dark bond to Death Skills and Dark Aura to Blood Skills.
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I think it was purposefully build like that since they synergy very well with similar skills in the attribute, to stop them being too easy to run. But overall, this is a skill balance issue, rather than a game mechanic one.
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Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge.
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You realise that this is an AoE on demand interupt right?
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Dervish:
-Avatar of grenth: give a soul reaping effect make the effect be each time u lose an enchantment target looses 1 enchant
-Avatar of melendru: lower energy cost and give the effect every time u use a skill u loose one condition
-Avatar of Dwyana: Take the health givin per skill away and give 1-2 health regen.
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Av of Grenth chage would be insane, you would bring back the smiters and basically this will mean that enchants on anybody would be useless. And target loses one enchant means you can now remove enchants withing radar range (lol).
Melandru one is a maybe, although the new timing and cost means its sort of ok.
1-2 regen is totally useless. Do you use mending on your warrior? No? So why would you make mending elite?
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Ritualist: give a limit to the ammount of spirits that can be maintained (kinda like Minion masters and death mastery)
sorry if u dont like them its suggestions dont get to mad
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Rits: Delete them from the game for all I care, but this kinda doesn't make too much sense, since most of the time each rit only takes 2-3 spirits. Ranger spirit spammers are more of a problem, but at least their spirits are fair.