2007 skill nerf wishlist.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

Quote:
Originally Posted by Ensign
The May tournament is over, and A.Net is free to make another big balance update without any pending events. In the spirit of things, here's my wishlist of most of the really stupid garbage in the game that should go away. I'd like to see a bunch of sane buffs to underused stuff as well, but at this point taking out the garbage that's been festering for nearly a year now takes precedence.

Nothing would make me happier than seeing a list along these lines posted on guildwars.com early next week:

Assassin
*Reduce maximum Shadow Step distance from radar to half radar*
Black Lotus Strike: 10...20 Damage, 3...15 Energy
Shadow Prison: 2...6d

Dervish
Wearying Strike: 5...20 Damage, 5s Weakness, 10r

Elementalist
Searing Flames: 10...85 Damage, 1...7 Burning Duration
Mark of Rodgort: 10...25d
Blurred Vision: 8...14d
Frozen Burst: 12r
Rust: 15...30d, 1c

Mesmer
Panic: 5...20d
Mantra of Persistence: 20...50% longer hex duration
Spirit Shackles: 8...20d, 10r

Monk
Aegis: 20...50% block

Necromancer
*Soul Reaping - Fix it. Best solution so far is "Remove Energy from Minions and Spirits that are not your own"*
Faintheartedness: 33% Slower Attack Speed, 2c, 5...20d
Meekness: 33% Slower Attack Speed, 15...30d, remove health sacrifice
Reckless Haste: 25...70% miss chance, 4...10d, 1c, 20r
Shadow of Fear: 33% Slower Attack Speed, 15...30d
Reaper's Mark: 1...6 Degen, 20d, 10e


Paragon
"Go for the Eyes!": 50...80% Critical Chance, 6A
"Stand Your Ground": 16 Armor
Aggressive Refrain: 5...20d, -10 Armor
Defensive Anthem: 2c
Finale of Restoration: 20r
Purifying Finale: 20r

Ranger
Broad Head Arrow: 4...10d

Ritualist
Spirit Burn: 15...60/5...20 Damage, 5r
Spirit Rift: 2c
Splinter Weapon: 1...4 triggers, 12d
Wielder's Strike: 10...40/10...40 Damage, 5r

Warrior
"Fear Me!": 6A
"Watch Yourself!": 5...20 Armor, 6A
Steady Stance: 10r

That should clear out 90% of the degenerate, braindead garbage that makes me want to not play Guild Wars. Did I miss anything?

Peace,
-CxE

---

Edit Log

Removed 15e from Concussion Shot. That is a sufficiently substantial buff that it warrants discussion on its own.
Added Wielder's Strike, Spirit Burn, and Spirit Rift nerfs, on Nurse's suggestion.

Raised max shadow step distance from earshot to half radar.
Frozen Burst 10r->12r for no more endless looping on its own.
Changed Wielder's Strike and Spirit Burn from spike skills back into pressure skills.
Added Suffering, Rust, Mark of Rodgort duration hits, because AoE hexes are lame.

Added Blurred Vision, Parabond hits. Lowered Weakness duration on Wearying Strike.

Pulled Parabond and Suffering changes...on account of those not being problems if the problem hexes being balanced.
Pulled Concussion Shot from the list, as the changes I'd want to it would be a full rework and a net buff.
Removed energy buff to Mantra of Persistence
Added Reckless Haste hit/rework
Added slight Aggressive Refrain duration hit. I'm afraid of making it bad.

Moved the armor debuff of Paragons onto Aggressive Refrain, on brilliant suggestion by rii.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience. __________________

Orignally Posted by Ensign in The Gladiator Forum but this is for PvEers to have there say as well.It is your game as well.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

For the sake of PvP balance, I'd agree with Ensign.
However, it's interesting to see that monks are untouched - Aegis at the least needs a tap, whether it be spellcasting range or scaling block %. Spellcasting range I'd favour, as it wouldn't hurt the skill too much for PvE, while allowing the opposition some chance of nailing it in PvP

Nah, EDIT: Removed that one. I know there's a lot of people that wouldn't like it.

I'm just hanging on for Ensign to propose some buffs There's shedloads of skills - a lot of assassin skills to be sure - that ought to be buffed, to promote versatility without breaking the game. Lead Attack love pl0x.

Coloneh

Coloneh

Furnace Stoker

Join Date: Nov 2006

D/W

"Fear Me" and "Watch Yourself" to 6A?
nooooooo waaaaayyyyyy

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Like i said in Ensigns actual thread... no way in hell should BHA/Concussion be scaled that much. If they get reduced to 10 seconds they should both be non-elite and cost 10e max for that pathetic amount of dazing. Why Concussion anyway, i haven't seen that 1 in PvP/GvG yet... BHA, live with it, either avoid it, or if you can't, get it removed quickly.

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Why is it that PvE'rs troll the PvP thread and now when a chance is given for them to voice their opinions here, not many respond? PvE'rs unite!

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

...Because paragons need to be made more useless in PvE...

Is there actually a point at which ANet would ever think "ok, balancing this class for PvP made this class completely unplayable in PvE, perhaps we should try to fix it for PvE?"...I'm thinking not somehow...just seems like a shame.

Quote:
Originally Posted by holymasamune
Why is it that PvE'rs troll the PvP thread and now when a chance is given for the to voice their opinions here, not many respond? PvE'rs unite! I note, however, that then a PvPer comes to troll a PvE thread no mods ever furiously delete PvP related posts.

Nekretaal

Frost Gate Guardian

Join Date: Mar 2007

I honestly dont think this thread will get a lot of posts because PvE isnt really asking for a bunch of nerfs.

This thread is the troll.

As for Ensign's thread. If some skill has been ok for 2 years, then why is it suddenly not ok now? This skitzo desire for a single "balanced build" to dominate all comers in pvp, but also to be shaken up every three months for fresh gameplay has to stop.

This is totally imbalanced gameplay in a game with hundrsds of skills. Why not let us use all of the skills that are in the game. I'm ok with the fact that.. of all the "power attack" varients only the best one counts... but there are a lot of interesting abilities in this game that are nerfed to crap becuse pvp would prefer to only have one doiminate balanced build at a time.

Giving pvp perfect gear an unlocks was a horrible move for game balance. If pvp had to grind 30 hours just to reroll... then there wouldnt be so many flippant "just remove the necromancer/paragon/ritualist/dervish and restore the game to the meta that it was when we, not Europe, dominated" suggestions in the pvp forum.

leeky baby

leeky baby

Desert Nomad

Join Date: Nov 2005

Surrey University

Starting to play again... need a guild

W/E

*ADD*

Shout and Weapon Removal spells to the mesmer line

leeky

yesitsrob

yesitsrob

Elite Guru

Join Date: Sep 2005

Manchester, England

SMS/Victrix

Paragons are actually very strong in PVE and can compliment a team exceptionally with very strong defensive buffs and a good offense. The problem with Paragons in PVE is the PVE community who are too stupid to realise this. But they by far surpass Sins, Rits, Dervs, and Mesmers for PVE.



Quote:
Giving pvp perfect gear an unlocks was a horrible move for game balance. Right.

master of cookies

Ascalonian Squire

Join Date: Jan 2007

order of clerics

P/

Why nerf paragons like that? they are HATED in PvE, personally i think they're great though. If you reduce base armour to 70, dont reduce Stand your ground aswell, Paragons only have one armour buff that increases all armour, and guess what u just asked it to be nerfed. If SYG was nerfed like that, bladeturn refrain should be changed to all physical damage not just slashing then it would have use in PvE.

Why try and nerf wearying strike? because warriors don't stand up to it? why reduce Paragons base armour? because it makes it harder for warriors to get them? some of these things are needed to cope with enemies in PvE.



I can see why from a pvp point of view this might be good but in the other thread it says about how pve players never adapt and just whine but honestly, could pvpers not just get used to increased armour and support from paragons and find ways to get around it or bring a paragon in their own team? we've just been adapting to hard mode and reduced drop rates so why nerf us more? pvp players wouldnt be aware what the last drop rate nerfs did to us.

As for buffs, give paragons a reason to be included in DoA teams.

paragon buffs
-"The Power is yours" change to +2...5 energy regen and -7 degen.
-Song of Power change to until that ally attacks
-Bladeturn Refrain changed to Physical Damage

i'll maybe add more later when i think of them for other profs.

EDIT: added Bladeturn refrain

Vermilion K

Vermilion K

Frost Gate Guardian

Join Date: Sep 2006

Hall Of Heroes

Victurus Te Saluto

W/Mo

Quote:
Originally Posted by leeky baby
*ADD*

Shout and Weapon Removal spells to the mesmer line

leeky The weapons spells advantage is that they can't be removed. Why ruin it?
As for the Shouts removal, there are Necro hexes that just don't let Shouts happen.
The nerfs are ok except for the Steady Stance imo, 10 energy cost will make it useless.
Also the Wearying Strike nerf is too much, the AoM dervish got weakened enough by nerfing his elite.
Also Concussion Shot nerf, not good imo, 25 energy for 4..10 second dazed IF Concussion Shot hits while target foe is casting a spell? I don't think that is normal. Maybe if you lower the energy cost of Concussion Shot to 15 but reduce dazed duration would make it more fair.
These nerfs will make monking much easier though

yesitsrob

yesitsrob

Elite Guru

Join Date: Sep 2005

Manchester, England

SMS/Victrix

Weapons have been balanced taking into account they cannot be removed. Making them removable would make a lot of them pretty weak and useless.

I personally think Weapon of Warding could do with adjustment, and definitely splinter weapon - but largely with the weapon spells not being removable has nothing to do with what makes them overpowered. - not that many are anyway - Brutal weapon was awesome for like 2 days at one time... ^^

Xioden

Frost Gate Guardian

Join Date: Feb 2006

Quote:
Originally Posted by master of cookies
Why try and nerf wearying strike? because warriors don't stand up to it? why reduce Paragons base armour? because it makes it harder for warriors to get them? some of these things are needed to cope with enemies in PvE.
Because when combined with Avatar of melandru it becomes better than the [arguably] best axe elite skill (evicerate) hands down, and its not an elite itself.

Quote: I can see why from a pvp point of view this might be good but in the other thread it says about how pve players never adapt and just whine but honestly, could pvpers not just get used to increased armour and support from paragons and find ways to get around it or bring a paragon in their own team? we've just been adapting to hard mode and reduced drop rates so why nerf us more? pvp players wouldnt be aware what the last drop rate nerfs did to us. Theres really no way around it unless your running a hex heavy team. The few "Anti-paragon" skills are all hexes (or wells, but in pvp if the other team allows them to be effective for more than 1-2 seconds you probably wouldn't have much trouble with them anyway). Unless you have many hexes flying around, they get removed quickly and won't have much of an effect. So yea, that can potentially be an option.

The other option is to just bring a paragon in their own, but then if the other team adds another then they've got the upper hand again. Before long you end up with paraway vs. paraway. An "If you can't beat them, join them" mentality is a sure sign of a problem.

Quote: Your knocked down and your monks are oblivious to that fact!

Quote:
As for buffs, give paragons a reason to be included in DoA teams. Don't blame the class, blame the players. People run cookie-cutter builds for every other area. For DoA, there are 5 other classes that get the short end of the stick.

hatorihanzoe

Ascalonian Squire

Join Date: Jun 2005

5 energy for panic...you must insane to make it 5 energy...panic is a really powerful spell, area wide energy denial of 2 pipes...maybe 20 energy but 5 is too much....

and no more energy from minions or spirits huh? why not make soul reap all together reap health instead of energy geez... instead of making popular ones usless and making unpopular ones more useful, lets just leave things as they are now.

master of cookies

Ascalonian Squire

Join Date: Jan 2007

order of clerics

P/

Quote:
Quote:
As for buffs, give paragons a reason to be included in DoA teams. Don't blame the class, blame the players. People run cookie-cutter builds for every other area. For DoA, there are 5 other classes that get the short end of the stick. people need to accept paragons yes thats true but giving them some way to get accepted say for example some skill that people want then it will be accepted by most. They're on Fire is a good example of a skill that would be perfect in most 'Balanced' DoA builds as they're called as it'd reduce damage taken by everyone because the foes are all burning due to SF but people wont accept taking a paragon BiP with ToF because they wont have symbiosis and Edge of Extinction, people won't fit these skills in elsewhere, they need a build published on here or wiki before they'll allow it in their team. (this is turning into a DoA rant - I'll stop)

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by holymasamune
Why is it that PvE'rs troll the PvP thread and now when a chance is given for them to voice their opinions here, not many respond? PvE'rs unite! Maybe its because they understand that nobody will read or care whats in here? Do you expect people to care what Ensign has to say about nerfs purely because of PvP in a PvE thread when Ensign won't even read it himself?

Not like it matters anyway, the people who moderate the PvP section deleted half my posts anyway just because they had a small fraction that was about PvE. No edit removing it... just delete the entire post.

Edit By Silly Warrior: Evilsod, clean up your language please on the forums. I cleaned up your post here.

sweat man

Frost Gate Guardian

Join Date: Aug 2005

scotland

electronic Empire [eE]

W/

Quote:
Spirit Rift: 2c rift is not overpowered, the range is tiny, just people are to stupid to move, it isnt over-powered.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by sweat man
rift is not overpowered, the range is tiny, just people are to stupid to move, it isnt over-powered. I think its more the combined power of Rift with Knockdowns/Snares. Rift isn't exactly weak... (see Ritualist Bosses). Unlike the other *after 3 second* skills its not hex, so theres no way of knowing immediately.

Lord Mendes

Lord Mendes

Jungle Guide

Join Date: Nov 2005

Derka-Derka Land

Steel Phoenix (StP)

E/

EDIT: nevermind. I confused this with ensign's thread.

clawofcrimson

clawofcrimson

Desert Nomad

Join Date: Sep 2006

Crimson Claw

W/

@ Lord mendes removed... sorry

Quote:
Originally Posted by Evilsod
Maybe its because they understand that nobody will read or care whats in here? Do you expect people to care what Ensign has to say about nerfs purely because of PvP in a PvE thread when Ensign won't even read it himself?

Not like it matters anyway, the arrogant twats who moderate the PvP section deleted half my posts anyway just because they had a small fraction that was about PvE. No edit removing it... just delete the entire post. Arrogant twats. you make a good point... but be careful with your words... name calling directed to someone (especially a mod) is not tolerated ...even here. Some of my posts were deleted as well. And although it may have been nice to post the suggested skill changes where everyone effected can comment, keep in mind that they are just suggestions. Lets just hope Anet hears all sides.

Nekretaal

Frost Gate Guardian

Join Date: Mar 2007

Quote:
Originally Posted by Evilsod
I think its more the combined power of Rift with Knockdowns/Snares. Rift isn't exactly weak... (see Ritualist Bosses). Unlike the other *after 3 second* skills its not hex, so theres no way of knowing immediately. Theres an GIANT GLOWING ORB! This is not a subtle!! It is no difficulty to recognize the flashy graphic and move three feet in 3 seconds.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

An armor nerf is *exactly* what the paragon needs. All his motivation party-heals can then be pushed back up and have a chance of being used outside of all-paragon teams. (Well, as long as soldier's defense is also hit.) The only reason they got nerfed in the first place was that medicore party healing becomes pretty awesome with no 60-AL characters to keep up.

Evilsod, all your posts are about PvE because you both demonstrate complete lack of PvP knowledge and an unwillingness to actually read the posts by good players that you comment on. For example I'm not sure it has occurred to you yet that BHA is basically a touch skill in PvP, or that Ensign was actually proposing a buff to concussion shot.

master of cookies

Ascalonian Squire

Join Date: Jan 2007

order of clerics

P/

Quote:
*ADD*

Shout and Weapon Removal spells to the mesmer line Thinking on a reality level here, u cant remove what someone has said thats quite impossible but maybe a skill to deafen people like 'deafening ears' or something to stop shouts being effective? afterall a paragons main counter is ulcerous lungs or well of silence so we take out necros first and try to interrupt them so a different counter would be to deafen others.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by Nekretaal
Theres an GIANT GLOWING ORB! This is not a subtle!! It is no difficulty to recognize the flashy graphic and move three feet in 3 seconds.
Evilsod, all your posts are about PvE because you both demonstrate complete lack of PvP knowledge and an unwillingness to actually read the posts by good players that you comment on. For example I'm not sure it has occurred to you yet that BHA is basically a touch skill in PvP, or that Ensign was actually proposing a buff to concussion shot. Funny, i remember seeing BHA distinctly been used at long range too while observing PnH once. And where the hell was the buff to Concussion Shot in reducing its duration by half? Sadly i didn't have time to read through every single post in the thread, so stfu, something tells me you may have skipped over every single post in a thread once or twice.

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

No energy from minions and spirits? Honestly, did you actually read that as you typed it? It would DESTROY necromancers! SR is one of their biggest strengths, and just because the PvP scene is abusing it doesn't mean that the PvE scene needs to be punished. Minion Masters, which once were unstoppable gods at the end of missions, are now merely support. 10 minion limit, 1/2 energy? It's insulting. If a person can control death, don't you think he'd be able to control more than 10 undead idiots? Anet doesn't take PvE into consideration when they do half the crap they do (see also: ele nerf), and it really makes this game frustrating.

To the PvP crowd: All your builds revolve around abusing skills.

l2p, /rant.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

I'll reply to this in as much as I do PvE, and the PvE splash damage is worth talking about for any set of changes. Limited to the changes that will have any lasting impact:

The Searing Flames change breaks up Searing Flames packs. They'll still be good because AoE is good, but not a clear 'best build' anymore. Single and dual SF Eles are much more attractive.

The Soul Reaping bit I changed in the other thread because I didn't want to qualify it - put back to 'spirits and minions that aren't your own' to avoid controversy. In practice, I'd like to see it removed from spirits and minions entirely, and the costs of minion skills to drop a bit to compensate: 15 for Fiends, 5-10 for most others. That set of changes is more elegant, and smooths out the character a bit more by lowering startup costs, while making the energy tighter when maintaining at the cap. Either one is a clear buff to PvE Necros.

Most hex nerfs I expect to be a buff in PvE, as those skills are more commonly used on players than by them.

The armor nerf on Paragons is mostly fluff, they aren't tanks and never grab aggro that breaks. They'll take a bit more damage from AoE hits but that's it. SYG is a meaningful nerf (from 33% damage reduction to 25%) but the skill is still awesome in PvE where nothing moves. GftE hurts energy but not damage. The rest don't matter, Defensive Anthem isn't used in PvE and the Finales are only good in Paragon packs.

Broadhead is still ridiculous against enemies that don't ever dodge it.

Ritualists get a net buff from spike skills turning into pressure skills, as spike isn't exactly relevant in PvE.

The Watch Yourself nerf is mostly cosmetic for a PvE Warrior. You charge adrenaline fast enough and it lasts long enough at high Tactics that you weren't hitting it on recharge anyway. It hurts the low spec WY by dropping the uptime. The armor reduction is similarly trivial at high spec, but significant at low spec.


Overall the only big changes to PvE from this are to Searing Flames (nerf to packs, buff to singles) and the big Soul Reaping restoration. Everything else is noise that doesn't really matter.

Peace,
-CxE

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

They don't try to dodge it, that doesn't mean to say it still manages to happen sometimes, especially with the speed boost in HM. If it can't be up constantly i really don't see how its worthy of been an elite and theres no way in hell either would be worth there energy costs if that happened. i'd much rather have BHA changed to the nearby thing and have the duration on both left alone.

Diddy bow

Diddy bow

Furnace Stoker

Join Date: Oct 2006

Jawsome!!!!!!!!!!!

looking for one :p

A/D

I Dont see why shadow prison needs any more nerfage or Bls, its just other skills need buffs.

dunno about derv

Rust nerf? why?

Remove SR from spirits yes but not minions may as well just delete any minion spells.

Nerfing the paragons few good skills is bad imo. I dont agree with any of those nerfs...

The Ranger nefs are just uneccecary imo

/agree with rit nerfage

Dunno about warrior but fear me isnt that bad and nerfing Watch yourself just because its to good for paragons cant be right.


For the most part i do see where the nerfs are coming from. But just because somthing warretns alot of usage deosnt mean its needs a nerf i think. Lets face it if anything creative is good, sooner or later its the metagame (Like Roa and even using pets for iway :S).

Dutch Masterr

Dutch Masterr

Wilds Pathfinder

Join Date: Aug 2006

Long Island, NY

Elite Knights [SWAT]

W/

Ehhh....in my opinion most of your nerf ideas are kind of pointless.

I think Shadow Prison should be changed to a half-ranged spell, other than that...im fine with the skills.

Im definatley against changing Steady Stance to 10 second recharge...it would be a complete waste of a skill slot then.

And, why may i ask should paragon armor be reduced....of all things?

placebo overdose

Wilds Pathfinder

Join Date: Jan 2007

N/

ok as far as wars i agree with the fear me it is too strong now but with WY why not make it so paras only get nrg from para shouts/chants(WY is the only shout i can think of they could use as well)
as for para armor maybe 70 al +10 vrs physical like wars

clawofcrimson

clawofcrimson

Desert Nomad

Join Date: Sep 2006

Crimson Claw

W/

Quote:
Originally Posted by Ensign
The armor nerf on Paragons is mostly fluff, they aren't tanks and never grab aggro that breaks. They'll take a bit more damage from AoE hits but that's it. SYG is a meaningful nerf (from 33% damage reduction to 25%) but the skill is still awesome in PvE where nothing moves. GftE hurts energy but not damage. The rest don't matter, Defensive Anthem isn't used in PvE and the Finales are only good in Paragon packs.

The Watch Yourself nerf is mostly cosmetic for a PvE Warrior. You charge adrenaline fast enough and it lasts long enough at high Tactics that you weren't hitting it on recharge anyway. It hurts the low spec WY by dropping the uptime. The armor reduction is similarly trivial at high spec, but significant at low spec.


Overall the only big changes to PvE from this are to Searing Flames (nerf to packs, buff to singles) and the big Soul Reaping restoration. Everything else is noise that doesn't really matter.

Peace,
-CxE Most pve'ers will not advocate 'any' nerfing to any skills. so explaining why the changes are needed would be nice.


I dont mind the paragon armour change so much, but I like placebos variation..making it vs. phys- I think diddy bow hit it right on... the class only has a miniscule percentage of skills that actually work well. And many of those skills (Aggressive refrain, Gfte, SyG) were subject to your adjusting.

...I still think mechanic changes (like limiting the number of proff. on a gvg/ha team) would be a better option for adjusting.


I think WyS might be an acceptable change.. all things considered.

SF looks like it may need a toning up.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

In terms of PvE, the only thing that seems to do much is the BHA nerf. A lot of people rely on BHA hero rangers in hard mode, since heroes kinda suck at prioritizing interrupts and other shutdown skill.

Paragons are a sticky situation. Personally, I love the crap out of them in PvE. It's like splashing a half monk into the team from the added prot, or like tossing half an orders necro into a build. The other half conveniently kills things. I think their lack of popularity stems from builds in PvE being made on an individual basis.Thus, a class that's based on syngergizing with other classes has trouble finding a niche, unless you're running the insanely overpowered passive protection stuff.

Everything else doesn't matter, although you might want to expand the SR nerf to include pets just so we don't have to see IWAY coming back in any way, shape, or form.

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

/disagree with ALL nerfs... Just buff the crappy skills, so there'd be useful alternatives to the skills that you want nerfed. Buffing creates less disagreements and complaints.

Honestly, if you've been using something that worked really well and it got nerfed, you would be pissed. Imagine that it happened to you multiple times...
It's how A-Net acquired the title 'A-Nerf'.

*casts [skill=text]Frigid Armor[/skill]

Hyper Cutter

Hyper Cutter

Desert Nomad

Join Date: Jun 2006

Knights of the White Eye [HINA]

I agree with whoever said make BHA like Junundu Seige and not work at close range. The huge arc on it does the rest...

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Quote:
Originally Posted by Dr Strangelove
In terms of PvE, the only thing that seems to do much is the BHA nerf. A lot of people rely on BHA hero rangers in hard mode, since heroes kinda suck at prioritizing interrupts and other shutdown skill.
They're terrible with BHA too. I think the heroes think it's +damage or something, they fire it at pretty much anything in sight. Oooh, Warrior charging, BHA! OH YEAH BABY!

But at least you can bulldog them onto whatever caster you want with BHA and get pretty hard shutdown.


Quote:
Originally Posted by Perfected Shadow
/disagree with ALL nerfs... Just buff the crappy skills This argument is very common from the PvE side of things, where all people are really concerned about is power creep...namely, their power creep. It's worth explaining why 'buff everything' isn't a valid mechanism for achieving real game balance.

There are two really fundamental concerns.

First is that there defining game parameters that you have no control over whatsoever - the players themselves. Human beings have limits on reaction time and awareness, amongst other things. On top of that you have some technological barriers, like network ping. In short, things aren't infinitely scalable. You can only have so much going on in a game before it becomes impossible for players to understand what is going on and make reasonable decisions. Similarly, your game can only go so fast before it becomes impossible for players to react to events in game. You can design with those in mind to an extent, to have events go down that can't be reacted to, or situations that are too overwhelming to understand while they're going on and descend into chaos. But those are design decisions. When certain effects make the game move too quickly, or become too large scale, those need to be toned down to make the game something people can process again.

The other, and perhaps more central to why you can't just buff everything, is because there are concepts of pacing and magnitude. Essentially, every game is made up of a series of plays, of varying lengths and importance, and the sum of those plays over the course of the game determines the winner or loser. In general, the lower the power level of individual plays, the slower the game tends to play (as each player gets to make more plays before a critical mass is achieved), the less important each individual play ends up being (which tends to even out overall skilled play over the course of a game), the less swingy the game is, and the more interesting the game ends up being as a competitive strategy medium overall.

That means that regardless of overall balance, there is an idea of 'this *game* is too powerful' - meaning that the power level is sufficiently high that the game is swingy, individual plays are too important, and there isn't enough time to really explore strategy. The game starts to play more like RPS than RTS, and people lose interest. It is impossible to buff and buff skills to achieve this sort of balance when the problem is each individual skill choice carrying more weight than its application once in game. The entire system needs to be slowed down in those cases, the weight of each skill choice and usage lowered, so that execution can reassert itself as the main determinant of wins and losses.

Peace,
-CxE

Coloneh

Coloneh

Furnace Stoker

Join Date: Nov 2006

D/W

Quote:
Originally Posted by Priest Of Sin
No energy from minions and spirits? Honestly, did you actually read that as you typed it? It would DESTROY necromancers! SR is one of their biggest strengths, and just because the PvP scene is abusing it doesn't mean that the PvE scene needs to be punished. Minion Masters, which once were unstoppable gods at the end of missions, are now merely support. 10 minion limit, 1/2 energy? It's insulting. If a person can control death, don't you think he'd be able to control more than 10 undead idiots? Anet doesn't take PvE into consideration when they do half the crap they do (see also: ele nerf), and it really makes this game frustrating.

To the PvP crowd: All your builds revolve around abusing skills.

l2p, /rant. do you know what soul reaping does now? this change would be great. gaining energy every 5 seconds is useless. MMs arent the only build necros can play, its one of the weaker builds actually. idiotic MMs constantly getting soul reaping nerfed for the entire class hurts every necro that wasnt causing unbalance. Nerfing it to only effect MMs is an excellent idea.

Turbobusa

Forge Runner

Join Date: Jan 2006

By the Luxon Scavenger

The Mentalists [THPK]

N/

on the soul reaping note, i'd say that this is a good change if its "no energy from minions and spirits you aren't controlling", with the removal of the timer.

hexes duration should be capped at 20secs, it wouldn't hurt pve much and its a big issue in pvp, so why not?

Paragon, I don't know.
Searing flames, hell yeah!! nerf, this make pve so easy it ain't fun.
About WY and GFTE, why not 5, then 6 if paragons continue to have unlimited energy?
I agree with the previous posters who said you can move away from the rifts, it works the same as AOEs like tenai's heat, should we nerf it too? I dont think its necessary.

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Quote:
Originally Posted by Celestial Beaver
...Because paragons need to be made more useless in PvE...

Is there actually a point at which ANet would ever think "ok, balancing this class for PvP made this class completely unplayable in PvE, perhaps we should try to fix it for PvE?"...I'm thinking not somehow...just seems like a shame.


I note, however, that then a PvPer comes to troll a PvE thread no mods ever furiously delete PvP related posts. Paragons are "useless" in PvE because it doesn't fit into the cookie cutter builds of pure tanking, heal/prot, or massive damage. Similar to the hundreds of threads that say how mesmers are really good but underrated in PvE, paragons are the same way. Even after nerfs to their skills, they are still very powerful and viable in PvE, just underrated.

Anet does think about the PvE side of things. If it weren't for their considerations of PvE'rs complaining about nerfs because everyone likes power creeping, they probably would've already balanced some of these skills.

If you're referring to me or Ensign or something coming over to "troll" a PvE thread, then you should learn the definition of trolling. We're merely trying to explain things from the PvE point of view too. And I heard Ensign recently did hard mode Deep (upper-tier PvE), making him super-qualified to talk about PvE

I'm sure if PvE'rs have qualifications like being respectable in GvG/HA/HB/TA and post in the PvP forums, their posts wouldn't be deleted either. What the mods don't want is a bunch of fact-less accusations from PvE'rs who understand very little about how PvP works. Similarly, if PvP'rs have little experience in PvE and post here, I'm sure those posts will be heavily moderated too.

And before anyone posts, I suggest they read all of Ensign's comments and replies, because he answers a lot of the silly questions in a pretty clear manner.

Tiyuri

Lion's Arch Merchant

Join Date: Jun 2005

Quote:
Originally Posted by Priest Of Sin

l2p You are bad at Guild Wars.

leeky baby

leeky baby

Desert Nomad

Join Date: Nov 2005

Surrey University

Starting to play again... need a guild

W/E

Quote:
Originally Posted by Vermilion K
The weapons spells advantage is that they can't be removed. Why ruin it?
As for the Shouts removal, there are Necro hexes that just don't let Shouts happen.
I think there should be a removal for everything, vital weapon is stupid that they can run around with 150+ health and not be able to be removed...

Ino vocal minority, well of silance but, these dont remove the shouts which are alrdy on the target...