Class Balance ideas
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
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.
Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge)
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)
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.
Necromancer skills:
-Dark bond to Death Skills and Dark Aura to Blood Skills.
Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge.
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.
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
Conditions: limit to 3 max on one person
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.
Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge)
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)
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.
Necromancer skills:
-Dark bond to Death Skills and Dark Aura to Blood Skills.
Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge.
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.
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
Bai
Why would you give Ritualists a limit to the number of spirits? You can only create one of each spirit anyways..
Illuminator
That thing with conditions, so if i bleedm have a deep wound and I am weakned then I am immune to infections (disease)? Gosh i need to try that irl
OhCrapLions
i like how this sounds like he/she is petitioning for the sake of their own builds
rehero
-cause you cant really do anything to stop a spirit spamer with the right spirits in pvp.
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them.
-and no im not. im trying to make it to where i can have a pvp match that can last over 2 minutes without every1 being dead.
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them.
-and no im not. im trying to make it to where i can have a pvp match that can last over 2 minutes without every1 being dead.
Does-it-Matter
Quote:
Originally Posted by rehero
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them.
|
2) Blind. % Chance to miss. Block Stances/Enchantments/Shouts.
Not A Fifty Five
Quote:
Originally Posted by Illuminator
That thing with conditions, so if i bleedm have a deep wound and I am weakned then I am immune to infections (disease)? Gosh i need to try that irl
|
jummeth
Quote:
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 |
Quote:
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. |
Quote:
Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge) |
Quote:
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) |
Quote:
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. |
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.
Quote:
Necromancer skills: -Dark bond to Death Skills and Dark Aura to Blood Skills. |
Quote:
Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge. |
Quote:
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. |
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?
Quote:
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 |
Lydz
Quote:
Originally Posted by rehero
-cause you cant really do anything to stop a spirit spamer with the right spirits in pvp.
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them. -and no im not. im trying to make it to where i can have a pvp match that can last over 2 minutes without every1 being dead. |
rehero
Quote:
Originally Posted by Lydz
OMG that's the stupidest thing I've ever heard. Has it ever occurred to you that you can use exactly the same skills/conditions/spells as the people you're fighting against? If you're dieing in less than 2 minutes I think that means you do need a new build...
|
jummeth
Sorry dude, the game is not and will never be balanced for RA.
Just because a sin is very effective at front loaded damage, its very vulnerable to all the melee hate problems every physical damage char faces.
I don't particularly wish to say learn to play, since its just a sad saying but maybe try other competition arenas where you actually plan more skills, ie. 32 or 64 skills rather than just your 7+1 (the one being res sig).
Sin spikes down the mesmer? No Problem, pre-prot him. Warrior + Derv training your monk, tell him to run away and snare, blind, cripple, blur, failure, faint, spiteful, spoil ... (list goes on) them.
Just because a sin is very effective at front loaded damage, its very vulnerable to all the melee hate problems every physical damage char faces.
I don't particularly wish to say learn to play, since its just a sad saying but maybe try other competition arenas where you actually plan more skills, ie. 32 or 64 skills rather than just your 7+1 (the one being res sig).
Sin spikes down the mesmer? No Problem, pre-prot him. Warrior + Derv training your monk, tell him to run away and snare, blind, cripple, blur, failure, faint, spiteful, spoil ... (list goes on) them.
Symbol
Personally I wouldn't mind if spirit spam disappeared forever. It's the worst playstyle ever (crap out spirits and turtle, WOOOOOO!)
Gimme Money Plzkthx
/notsigned. You have no idea what you're talking about.
gameshoes3003
sorry, I'm not into your lingo
/notsigned
/notsigned
ca_aok
Quote:
Conditions: limit to 3 max on one person |
Quote:
Shouts: put them back to normal and only let 1 person have 3 at one time |
Quote:
Assassin skills: teleporting skills lower the recharge so they can act like they are supposed to. |
Quote:
Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge) |
Quote:
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) |
Quote:
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. |
Quote:
Necromancer skills: -Dark bond to Death Skills and Dark Aura to Blood Skills. |
Quote:
Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge. |
Quote:
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. |
Quote:
Ritualist: give a limit to the ammount of spirits that can be maintained (kinda like Minion masters and death mastery) |
Quote:
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them. |
And as for the sin's damage output?
[skill]Shield of Absorption[/skill]
Nobody on your team ever runs these skills? Stop playing RA.
devilsin
Quote:
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 |
Quote:
Elementalists: Shock needs an increased recharge time to maybe 15 (i know it gives exhasution but damage + Knock down for 10 second recharge) 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) |
No classes survive long in pvp but thats where monks come in.
Quote:
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. |
Quote:
Warrior: Distracting Blow to strength and add if this skill hits it takes X seconds to recharge. 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. |
Grenth and Meladru are fine as it is right now and you want to nerf dwayna even more?
Quote:
Ritualist: give a limit to the ammount of spirits that can be maintained (kinda like Minion masters and death mastery) |
Quote:
Originally Posted by rehero
-cause you cant really do anything to stop a spirit spamer with the right spirits in pvp.
-this is cause sins will spam conditions like dazed, bleeding, poison, blind, deep wound, etc. on casters and they cant do anything to stop them. -and no im not. im trying to make it to where i can have a pvp match that can last over 2 minutes without every1 being dead. |
2.If you want to pvp try HA or GvG instead of going to RA, then talk about what skills need balancing.
3.Sins are so easily shut down its not even funny. If you are talking about BoA sins, bring hex breaker since sins dont bother bringing a second hex into RA.
4.Yes, pvp matches last longer then 2 minutes. And by pvp I mean anything other then RA.
Drizdee
this is one of the sadest post ive ever seen. and it's made by a total retard that doesnt know how this game works. it's not worthy of a life, and should be closed.