Skill Balances, HA Update, VoD Changes
Master Mxyzptlk
I did wonder on exhaustion on ritualists. It doesn't make sense, since they don't have energy storage. I feel like there are better ways to weaken rit spike.
dsnesnintendo
my poor rit didn"t stand a chance
^^^^^
| RIP |
| Rit |
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^^^^^
| RIP |
| Rit |
--------
Quantum Duck
Most of this looks really good, as usual, but I'm very concerned about the changes to Ritualists. There are better ways to deal with Rit Spike than exhaustion I would think.
The Ritualist doesn't have the Energy Storage buffer to play with or the various exhaustion management skills the Elementalist has access to, so adding the effect to their skills hurts the skill a lot more than it hurts an Elementalist skill. And even with all of the tools they have to deal with it, exhaustion skills are already often among the least popular for elementalists. I have a hard time seeing this change doing anything but removing the effected skills from Ritualist bars except in extremely niche builds.
I'll have to try it to be sure, but I not liking that section of the notes at all at first glance.
The Ritualist doesn't have the Energy Storage buffer to play with or the various exhaustion management skills the Elementalist has access to, so adding the effect to their skills hurts the skill a lot more than it hurts an Elementalist skill. And even with all of the tools they have to deal with it, exhaustion skills are already often among the least popular for elementalists. I have a hard time seeing this change doing anything but removing the effected skills from Ritualist bars except in extremely niche builds.
I'll have to try it to be sure, but I not liking that section of the notes at all at first glance.
Trub
Quote:
Originally Posted by dsnesnintendo
my poor rit didn"t stand a chance
^^^^^ | RIP | | Rit | -------- |
Take up the challenge...remember all the other 'nerfs', we survived those..:P
________________
PvE Helpful Hint #7334: Asura are NOT Jar-Jar's babies..><
undeadgun
Quote:
Originally Posted by Trub
Please don't proclaim defeat yet....omg guys!
Take up the challenge...remember all the other 'nerfs', we survived those..:P ________________ PvE Helpful Hint #7334: Asura are NOT Jar-Jar's babies..>< |
Mourne
Quote:
Originally Posted by Trub
Please don't proclaim defeat yet....omg guys!
Take up the challenge...remember all the other 'nerfs', we survived those..:P |
Xiooua
Why are you putting exhaustion onto a class that can't manage it?
You nerfed the three most commonly used skills seen in a channeling bar, and added exhaustion to binding rituals. So we have melee SS rits left, and resto? One of the pluses to a ritualist is their varied build options. So much for that.
You nerfed the three most commonly used skills seen in a channeling bar, and added exhaustion to binding rituals. So we have melee SS rits left, and resto? One of the pluses to a ritualist is their varied build options. So much for that.
Trub
Quote:
You nerfed the three most commonly used skills seen in a channeling bar |
We rits have gotten to comfy in our channeling bars.
There are no more PURE classes in the game..(At least not after pre)
So what if rits suffer a little exhaustion, have more faith in your team....It actually gives us a break so the other members on our team can kill chit too!!!
________________
PvE Helpful Hint #4561: Dral loves taquitos.
Omniclasm
People think all of the exhaustion causing Rit changes are nerfs? Come on, the new recharges on them are laughable, and the energy is very cheap now. Exhaustion won't kill you if you only have one of these on your bar. If anything I think these changes are buffs.
Theus
Whoever suggested Exhaustion for Ritualists deserves to be fired on the spot.
There was a bloody REASON a class that could have double the energy pool of any other class was the only class to have skills that cause Exhaustion.
You know,might wanna read into that a bit next time.
There was a bloody REASON a class that could have double the energy pool of any other class was the only class to have skills that cause Exhaustion.
You know,might wanna read into that a bit next time.
Xiooua
Quote:
Originally Posted by Trub
I think THAT is the point.
We rits have gotten to comfy in our channeling bars. There are no more PURE classes in the game..(At least not after pre) So what if rits suffer a little exhaustion, have more faith in your team....It actually gives us a break so the other members on our team can kill chit too!!! ________________ PvE Helpful Hint #4561: Dral loves taquitos. |
Weilder's did NOT need to be given exhaustion, it needed to be given a damage reduction. I knew the rit was going to get hit, but adding exhaustion to everything is a lame solution, especially on a class that has no way of dealing with it.
Master Mxyzptlk
One thing: signet of illusions: how do you have a variable (1...2 spells) on a skill that has no attribute? or are we moving it to illusion? I assume thats the case, but I wanted to make sure anet realizes you'd have to move it.
Age
Quote:
Originally Posted by Andrew Patrick
About Aegis: How often are you not within Earshot when playing PvE? The energy has been reduced, and the range was reduced to an AoE that you are generally in anyway. I really don't see how that is useless...
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I would highly advise to change it back and remember pve maps are bigger than pvp maps.Monks now have to go up to aggro range of the mobs and get targeted now as a result of this.You still haven't addressed the fact that hexs as they are over powered.Player change targets in pvp but not in the mobs in pve if you are with in aggro range.Besides that pvers have been using aegis a lot longer than pvpers.
Hyper Cutter
Quote:
Originally Posted by Master Mxyzptlk
One thing: signet of illusions: how do you have a variable (1...2 spells) on a skill that has no attribute? or are we moving it to illusion? I assume thats the case, but I wanted to make sure anet realizes you'd have to move it.
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GloryFox
Hey ANET
If you are going to cause exhaustion to some Binding Rituals why not cause exhaustion for Summon Bone Fiend and Bone Minions. Sheesh you killed off quite a number of viable builds with that "exhaustive" list you made.
On another note: The Splinter Weapon Nerf just made Mallyx virtually un-killable again. Since Splinter Weapon was key skill needed to take on that mission and now its 3x less effective. Go figure...
LOL
BTW I love the Paragon Buffs! (I'll take any Paragon buff you can pass my way)
If you are going to cause exhaustion to some Binding Rituals why not cause exhaustion for Summon Bone Fiend and Bone Minions. Sheesh you killed off quite a number of viable builds with that "exhaustive" list you made.
On another note: The Splinter Weapon Nerf just made Mallyx virtually un-killable again. Since Splinter Weapon was key skill needed to take on that mission and now its 3x less effective. Go figure...
LOL
BTW I love the Paragon Buffs! (I'll take any Paragon buff you can pass my way)
LONGA
Love the enregy reduction on the Ritualist's Spirit. Maybe Signet of Ghostly might gonna be on a show? But gotta see what will this exhaustion do on the run
"For Grate Justice" any warrior would love this especially the hammer one
"For Grate Justice" any warrior would love this especially the hammer one
Trub
Quote:
On another note: The Splinter Weapon Nerf just made Mallyx virtually un-killable again. Since Splinter Weapon was key skill needed to take on that mission and now its 3x less effective. Go figure... |
Splinter is sweet...but one can't rely on it soley in mobs..it sure helps..but it isn't the main tool used to clear the baddies.
(I really didn't splinter that much to Mallyx.)
With the 20 sec recharge time..it's not THAT difficult to compensate with other skills while I'm waiting...heck, gives me time to look at the tanks..rawr.
Echuu Ishtar
I laugh every time people say "the x class is dead" after a few skill nerfs. How close-minded can people get?
For the rit, you can handle the exhaustion if you only take one of those 4 rituals with you. There are still plenty of spirits to spam that don't cause exhaustion. For the other spells, if not having more than one of them will utterly destroy the class for you, take advantage of the Ele's Glyph of Energy buff. Sure, it's somewhat forcing a secondary on you, but if you were abusing these skills to begin with, I'm willing to bet that your secondary profession wasn't affecting the build very much anyway.
For the rit, you can handle the exhaustion if you only take one of those 4 rituals with you. There are still plenty of spirits to spam that don't cause exhaustion. For the other spells, if not having more than one of them will utterly destroy the class for you, take advantage of the Ele's Glyph of Energy buff. Sure, it's somewhat forcing a secondary on you, but if you were abusing these skills to begin with, I'm willing to bet that your secondary profession wasn't affecting the build very much anyway.
jrk247
Necros got some interesting nerfs/buffs, and the ranger got some much needed buffs on a few skills (Run as One and Storm Chaser).
Bai Bai Rits. /wave
Bai Bai Rits. /wave
lyra_song
Hey Andrew/ Gaile did you guys ever see my tiny insignificant suggestion to skill balance that would make this kind of thing much easier for everyone, PvP AND PvE?
http://www.guildwarsguru.com/forum/s...php?t=10170019
http://www.guildwarsguru.com/forum/s...php?t=10170019
Stormlord Alex
Ritspike is dead (yay!)
Rodgort's... looks interesting. Could get a bit gimmicky if people are willing to run Fire eles.
Expose is dead (uber YAY!), may the SP 'sin rest in its long-overdue grave.
FGJ! ... could be a bit iffy if they don't nerf SS/FM!
Berserker Stance still sucks.
As for the Ranger stuff? Meh. No-one used elite spirits anyway (apart from some farming build...). Punishing Shot could be fun. Or imba. ^_^
Wind Prayers is a mite less sucky, and Rending Touch... dunno wuts they was thinking there. Maybe Izzy runs SS W/D all the time?
Para buffs? Nothing.
Liking the new Guardian, though... SoD and Divert still need a tweak. BLight still feels like a weak Divert.
Mel still needs nerfing, though. But a good start all round. ^_^
Oh... And IW and Sight Beyond Sight? Hooray for gimmicks!
Rodgort's... looks interesting. Could get a bit gimmicky if people are willing to run Fire eles.
Expose is dead (uber YAY!), may the SP 'sin rest in its long-overdue grave.
FGJ! ... could be a bit iffy if they don't nerf SS/FM!
Berserker Stance still sucks.
As for the Ranger stuff? Meh. No-one used elite spirits anyway (apart from some farming build...). Punishing Shot could be fun. Or imba. ^_^
Wind Prayers is a mite less sucky, and Rending Touch... dunno wuts they was thinking there. Maybe Izzy runs SS W/D all the time?
Para buffs? Nothing.
Liking the new Guardian, though... SoD and Divert still need a tweak. BLight still feels like a weak Divert.
Mel still needs nerfing, though. But a good start all round. ^_^
Oh... And IW and Sight Beyond Sight? Hooray for gimmicks!
Holz
I actually like most of the nerfs/buffs. Too bad, I LOVED Shield of Regeneration as I regularly monk in RA, by far the best elite . 8 Second recharge makes it almost impossible to pre-prot two allies (sometimes including yourself) for battle... But then again, I agree that the 4v4 monk bars need some diversity. Blessed Light has a better recharge, still very expensive and casting time is meh (3/4). What I'd like so bad, is a nerf to Divine Spirit. Divine Spirit with enough points in Divine Favor allows way more diversity in the elites being used... It wouldn't be 90% SoD/SoR since the 5mana discount on all spells. Couldn't you halve the recharge to 30 seconds or something? Feedback plz .
Shuuda
I love this balance:
Golden Phoenix got a needed buff.
Rts are one step closer to the grave.
Necro hexes weakened.
SoI buff.
The huge buff to skills like AI, MoR, and Others count as that, and they were ages ago.
Golden Phoenix got a needed buff.
Rts are one step closer to the grave.
Necro hexes weakened.
SoI buff.
Quote:
Weren't mesmers supposed to get a big buff a while ago? when's that coming? |
Yichi
This is a great update overall. The only thing thats a concern is the buff to rending touch. spammable enchant removal is meh.....
aegis = got buffed and nerfed in the same go. great change
hexes = thank you anet. you listened for once.
rits = good. you took ritualists from a braindead class that was too easy to play, to a class where you actually have to use some iota of intellgence to run one properly. Love this change.
sins = meh u hardly changed anything except expose... the rest isnt as crucial as you think it is...
aegis = got buffed and nerfed in the same go. great change
hexes = thank you anet. you listened for once.
rits = good. you took ritualists from a braindead class that was too easy to play, to a class where you actually have to use some iota of intellgence to run one properly. Love this change.
sins = meh u hardly changed anything except expose... the rest isnt as crucial as you think it is...
Shiishii Momo
edit- removed rant, bent over, and just took it as always.
Thanks A-net!!
Thanks A-net!!
dsnesnintendo
Quote:
Originally Posted by MistressYichi
This is a great update overall. The only thing thats a concern is the buff to rending touch. spammable enchant removal is meh.....
aegis = got buffed and nerfed in the same go. great change hexes = thank you anet. you listened for once. rits = good. you took ritualists from a braindead class that was too easy to play, to a class where you actually have to use some iota of intellgence to run one properly. Love this change. sins = meh u hardly changed anything except expose... the rest isnt as crucial as you think it is... |
aegis- dont play a monk
hexes were fine keep making people not want to play necros
i was all for nerfing rit spike but they murdered the rit for pve
sins- sam as you
myword
Quote:
Originally Posted by Shiishii Momo
a tl;dr post was here
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Miral
Since all the people in the IRC channel seem to flock to my opinions Heres my list
Don't use most of those skills, but the buff to death's charge is nice (though, it will make those who don't know how to play assassins right that much worse lol )
most of it is kinda.. meh... spirit of failure nerf is manageable... spirit shackles nerf is probably warranted, never came across it much in PvP but it sure was annoying when mergoyles used it And I LOVE the IW buff, weapon of enchanting no longer required and an interupt doesn't kill you a smuch anymore
some minor buffs and more disappointing nerfs... love the sounds of the plague touch change though.
rather tame, anti-melee stuff probably needed the nerfs
rather tame... remove hex change: on one hand i love it because so many PUGS insist on taking it and it sucked before, but on the other hand it may or may not make some other hex removal skills completely obsolete.
mostly tame.... my enraged smash warrior build thanks you for the berserker stance buff
nice to see point blank shot FINALLY have something to offer over power shot nice spirit changes... not sure why you're still buffing traps though, trappers can already solo and duo clear elite areas extremely fast as it is.
because dervishes, specifically runner builds, were not already overpowered? eh? oh well, fairly tame changes in any case
very tame, looks good with what is there, though
Oh boy. this is where it gets bad. Elementalists were the only class that had to regularly deal with exhaustion for a reason. Now this won't completely kill the ritualist since they're still excellent healers, but holy crap, you just severely stunted their diversity. unless you plan on immediately giving ritualists a way to prevent or dispel exhaustion, those changes need to be rethought. one possible change if you insist on keeping exhaustion is to buff spawning power... "For each rank in spawning power, you have a 3% chance to negate the effects of exhaustion".
sorry its so long, wanted to make absolutely clear what I'm commenting on by quoting, since a lot of people tend to not understand multi-pointed posts
Quote:
Assassin * Black Spider Strike: increased Energy cost to 10. * Dark Prison: decreased recharge time to 30 seconds. * Death's Charge: decreased recharge time to 30 seconds. * Expose Defenses: increased recharge time to 25 seconds. * Golden Phoenix Strike: decreased Energy cost to 5. * Shadow Prison: decreased duration to 1..10 seconds. |
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Mesmer * Arcane Echo: decreased recharge time to 20 seconds. * Cry of Frustration: decreased recharge time to 15 seconds. * Drain Enchantment: increased Energy cost to 15; increased casting time to 2 seconds; decreased recharge time to 20 seconds; increased Energy gain to 15..25. * Echo: decreased recharge time to 10 seconds. * Illusionary Weaponry: decreased recharge time to 25 seconds. * Panic: decreased duration to 5..20 seconds. * Signet of Illusions: functionality changed to: "Your next 1..2 Spells use your Illusion attribute instead of their normal attribute." * Spirit of Failure: increased Energy cost to 15. * Spirit Shackles: decreased duration to 5..20 seconds. |
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Necromancer * Faintheartedness: decreased duration to 3..24 seconds. * Meekness: decreased duration to 5..30 seconds; decreased recharge time to 15 seconds. * Price of Failure: increased Energy cost to 15; decreased damage to 1..46. * Plague Sending: functionality changed to: Sacrifice 10% maximum Health. Transfer 1..3 negative Conditions and their remaining durations from yourself to target foe and all adjacent foes. * Plague Signet: decreased recharge time to 4 seconds. * Plague Touch: functionality changed to: Transfer 1..2 negative Conditions and their remaining durations from yourself to target touched foe; attribute is now Curses. * Poisoned Heart: functionality changed to: All adjacent foes are Poisoned for 5..15 seconds. For 10 seconds, you suffer -5..-2 Health degeneration. * Reckless Haste: decreased Energy cost to 10; decreased casting time to 1 second; decreased recharge time to 10 seconds; decreased duration to 4..10 seconds; increased miss chance to 50%. * Rip Enchantment: functionality changed to: You lose 30..10% Health. Remove one Enchantment from target foe. * Shadow of Fear: decreased duration to 5..30 seconds. |
Quote:
Elementalist # Arc Lightning: decreased recharge time to 6 seconds. # Blinding Surge: decreased Blindness duration to 2..8 seconds. # Blurred Vision: decreased Energy cost to 10; decreased casting time to 1 second; decreased recharge time to 12 seconds; decreased duration to 4..10 seconds. # Chilling Winds: decreased Energy cost to 5. # Glyph of Elemental Power: increased duration to 25 seconds; increased number of Spells affected to 10. # Glyph of Energy: decreased recharge time to 10 seconds. # Glyph of Renewal: decreased recharge time to 10 seconds. # Rodgort's Invocation: decreased casting time to 2 seconds; decreased recharge time to 5 seconds |
Quote:
Monk * Aegis: decreased Energy cost to 10; decreased area of effect to earshot. * Blessed Light: decreased recharge time to 3 seconds. * Guardian: increased duration to 2..7 seconds; increased block rate to 50%. * Judge's Intervention: decreased recharge time to 8 seconds. * Remove Hex: decreased casting time to 1 second; increased recharge time to 8 seconds. * Shield of Regeneration: increased recharge time to 8 seconds. |
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Warrior * Berserker Stance: decreased recharge time to 20 seconds. * Crude Swing: functionality changed to: Attack all adjacent foes. Each foe you hit is struck for 1..20 damage. You have -40 armor while activating this Skill. * Flourish: decreased recharge time to 8 seconds; increased Energy gained per recharging attack Skill to 2..7. * "For Great Justice!": decreased Energy cost to 5; increased adrenaline gain to 100%. * Savage Slash: decreased Energy cost to 5. |
Quote:
Ranger * Equinox: decreased casting time to 3 seconds; decreased recharge time to 15 seconds. * Escape: decreased recharge time to 12 seconds; decreased duration to 1..8 seconds; increased move speed boost to 33%. * Famine: decreased casting time to 3 seconds; decreased recharge time to 15 seconds. * Flame Trap: increased damage to 5..20. * Greater Conflagration: decreased recharge time to 15 seconds. * Infuriating Heat: decreased casting time to 3 seconds; decreased recharge time to 15 seconds. * Lacerate: decreased Energy cost to 10; decreased activation time to 3 seconds; decreased recharge time to 15 seconds. * Point Blank Shot: decreased Energy cost to 5; increased damage to 10..40. * Punishing Shot: decreased recharge time to 5 seconds. * Run as One: decreased recharge time to 15 seconds. * Storm Chaser: decreased recharge time to 20 seconds. * Zojun's Shot: decreased Energy cost to 5; increased damage to 10..40. |
Quote:
Dervish * Attacker's Insight: functionality changed to: For 20 seconds, your next 1..3 attack Skills cost 5..20 less Energy. * Enchanted Haste: decreased recharge time to 15 seconds. * Featherfoot Grace: decreased recharge time to 15 seconds. * Grenth's Fingers: decreased recharge time to 10 seconds; increased Cripple duration to 5..15 seconds. * Meditation: decreased recharge time to 8 seconds. * Rending Touch: decreased recharge time to 5 seconds. |
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Paragon * Awe: decreased recharge time to 10 seconds. * Signet of Aggression: increased the strikes of adrenaline you gain to 2; decreased recharge time to 5 seconds. |
Quote:
Ritualist * Ancestors' Rage: this Skill now causes Exhaustion. * Anguish: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion. * Defiant Was Xinrae: decreased Energy cost to 5; decreased recharge time to 5 seconds; increased duration to 5..15 seconds; this Skill now causes Exhaustion. * Disenchantment: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion. * Dissonance: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion. * Gaze of Fury: decreased recharge time to 20 seconds. * Recovery: fixed a bug that caused the effect to persist even after the Spirit had died. * Sight Beyond Sight: decreased recharge time to 15 seconds. * Spirit Burn: decreased recharge time to 6 seconds; decreased damage to 5..50 damage; decreased conditional damage to 10..40. * Spirit Rift: increased casting time to 2 seconds. * Splinter Weapon: decreased recharge time to 20 seconds. * Vital Weapon: decreased duration to 5..35 seconds. * Wanderlust: this skill now causes Exhaustion. * Wielder's Strike: this skill now causes Exhaustion. * Xinrae's Weapon: decreased Energy cost to 10; decreased recharge time to 10 seconds; this skill now causes Exhaustion. |
sorry its so long, wanted to make absolutely clear what I'm commenting on by quoting, since a lot of people tend to not understand multi-pointed posts
TGgold
Exhaustion is NOT the way to handle the ritualist skills, unless there are some major plans to help cope with it. Examples: Attuned Was Songoki-> Spells and Binding Rituals cost x less and you only suffer half the effects of exhaustion.
Anybody here knows that exhaustion adds a 30 second cooldown to any exhaustion based skills, unless you're an Ele who has a whole Primary Attribute designed to help deal with exhaustion.
On that subject, let's add ANOTHER clause to Spawning Power now, why don't we? For every 2 points in Spawning Power, the effects of exhaustion is reduced by 1 on your binding rituals.
Exhaustion on Spirits I'm actually okay with, since it makes them easier to use, and normally they'll last their duration.
This is my proposed balance to the Rit Skills that had exhaustion just tacked onto them:
* Ancestors' Rage: Changed Functionality to: Enchantment Spell. Ally is enchanted with Ancestor's Rage for 3 seconds. When Ancestor's Rage ends, all foes adjacent to target ally are struck for 30...110...130 lightning damage.
This means a few things to RitSpike. AR can no longer be spammed on a target, since it will cause the enchant to renew, and the damage to never occur. It keeps the damage potential of the skill when carried by many down. This also makes this spell viable for usage in PvE.
* Anguish: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
Exhaustion adds a recharge of 30 seconds. That's all. This spell will live long enough in most cases for taking it to be fine. (I know when I'm using anguish I don't have any other exhaustion skills).
* Defiant Was Xinrae: decreased Energy cost to 10; decreased recharge time to 20 seconds; increased duration to 5..15 seconds.
Makes it worth using, not infinately maintained, and interesting.
* Disenchantment: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
Once again, a situational skill, pretty powerful, and I don't mind having exhaustion on powerful spirits.
* Dissonance: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
Once again, a situational skill, pretty powerful, and I don't mind having exhaustion on powerful spirits.
* Spirit Burn: decreased recharge time to 6 seconds; increase damage to 25...61..70 ; decreased conditional damage to +10..22..26.
Now the brunt of the damage is reduced by armor, and the +dmg is minor. The skill now does less damage than before, maxing at 96 instead of over 100.
* Splinter Weapon: increased recharge to 10 seconds.
I'm assuming this is a typo on the page. A 20second recharge splinter weapon would be near useless, find a common ground. Going from 5 seconds to 20 means it's weakened by about 200%....
* Wanderlust: this skill now causes Exhaustion.
Once again, a situational skill, pretty powerful, and I don't mind having exhaustion on powerful spirits.
* Wielder's Strike: Decreased recharge to 8s, decrease damage to 10...40..45. Lose one weapon spell. If a weapon spell was lost, deal an extra 10...40.45 damage and this spell gains 10% Armor Penetration (perhaps if the AP is too much, just deal an extra 20...50..55 damage).
The idea is that you're exchanging your weapon spell effect for a spike of damage. As there is no way to remove weapon spells in the game, a self inflicted way may be interesting. No weapon spell benefits from early removal. This version seems more in line with it's spiking cousins of Lightning Orb. Both have drawbacks and uses, but as is with this, neither one is really "better". The loss of the weapon spell prevents usage at all times "imagine losing your vital when low on health, or your WoW while being slammed on by melee... Overall, I feel like this would be balanced.
* Xinrae's Weapon: decreased Energy cost to 15; decreased recharge time to 20 seconds.
More viable, more usable to take out clutch skills, but prevents constant abuse.
Anybody here knows that exhaustion adds a 30 second cooldown to any exhaustion based skills, unless you're an Ele who has a whole Primary Attribute designed to help deal with exhaustion.
On that subject, let's add ANOTHER clause to Spawning Power now, why don't we? For every 2 points in Spawning Power, the effects of exhaustion is reduced by 1 on your binding rituals.
Exhaustion on Spirits I'm actually okay with, since it makes them easier to use, and normally they'll last their duration.
This is my proposed balance to the Rit Skills that had exhaustion just tacked onto them:
* Ancestors' Rage: Changed Functionality to: Enchantment Spell. Ally is enchanted with Ancestor's Rage for 3 seconds. When Ancestor's Rage ends, all foes adjacent to target ally are struck for 30...110...130 lightning damage.
This means a few things to RitSpike. AR can no longer be spammed on a target, since it will cause the enchant to renew, and the damage to never occur. It keeps the damage potential of the skill when carried by many down. This also makes this spell viable for usage in PvE.
* Anguish: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
Exhaustion adds a recharge of 30 seconds. That's all. This spell will live long enough in most cases for taking it to be fine. (I know when I'm using anguish I don't have any other exhaustion skills).
* Defiant Was Xinrae: decreased Energy cost to 10; decreased recharge time to 20 seconds; increased duration to 5..15 seconds.
Makes it worth using, not infinately maintained, and interesting.
* Disenchantment: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
Once again, a situational skill, pretty powerful, and I don't mind having exhaustion on powerful spirits.
* Dissonance: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
Once again, a situational skill, pretty powerful, and I don't mind having exhaustion on powerful spirits.
* Spirit Burn: decreased recharge time to 6 seconds; increase damage to 25...61..70 ; decreased conditional damage to +10..22..26.
Now the brunt of the damage is reduced by armor, and the +dmg is minor. The skill now does less damage than before, maxing at 96 instead of over 100.
* Splinter Weapon: increased recharge to 10 seconds.
I'm assuming this is a typo on the page. A 20second recharge splinter weapon would be near useless, find a common ground. Going from 5 seconds to 20 means it's weakened by about 200%....
* Wanderlust: this skill now causes Exhaustion.
Once again, a situational skill, pretty powerful, and I don't mind having exhaustion on powerful spirits.
* Wielder's Strike: Decreased recharge to 8s, decrease damage to 10...40..45. Lose one weapon spell. If a weapon spell was lost, deal an extra 10...40.45 damage and this spell gains 10% Armor Penetration (perhaps if the AP is too much, just deal an extra 20...50..55 damage).
The idea is that you're exchanging your weapon spell effect for a spike of damage. As there is no way to remove weapon spells in the game, a self inflicted way may be interesting. No weapon spell benefits from early removal. This version seems more in line with it's spiking cousins of Lightning Orb. Both have drawbacks and uses, but as is with this, neither one is really "better". The loss of the weapon spell prevents usage at all times "imagine losing your vital when low on health, or your WoW while being slammed on by melee... Overall, I feel like this would be balanced.
* Xinrae's Weapon: decreased Energy cost to 15; decreased recharge time to 20 seconds.
More viable, more usable to take out clutch skills, but prevents constant abuse.
Yichi
Quote:
Originally Posted by Shiishii Momo
Dear A-Net:
The GW community (the pve'rs that is) would like to sincerely thank you for the recently introduced changes to the metagame. They were obviously well thought out, well examined and tested 'adjustments', and will undoubtedly add to the overall enjoyment by players. In keeping with your unquestioned rule making about how we should play the game, and what builds you think we should run, I would like to remit that you also take the following changes into consideration for your next 'balance update': Warriors: Any Warrior equiped with either a shield or two handed weapon should experience a constant hp degeneration of -10, because it's just not fair that their AL is just so high. Rangers: When a Ranger attacks a melee unit, the Ranger is automatically transported to the location of the melee unit, because it's just not fair that they can attack from so far away. Necromancer: When a Necromancer gains energy from Soul Reaping, the Necromancer looses /roll 50-100 times the energy gain in hp, because it's just not fair that they get to gain energy from an enemy death. Elementalist: When an Elementalist uses a skill based on Earth, Fire, Water or Wind magic, that Elementalist automatically zero hp's, because it's not fair that their spells are so powerful, and they have 5 attributes. Assassin: When an Assassin chains a combo of more than 3 attacks, the Assassin automatically /sit's, because it's just not fair that they can chain attacks. Ritualist: No suggestion here, you nerf batted them pretty good already. Dervish: When a Dervish is not wearing pants (male or female), they have a -1 hp regen per enchantment, because it's just not fair that they have Mystic Regeneration. Paragon: No suggestion here, Kormir was about the most useful Paragon I came accross since Nightfall came out. In closing, please inspect, beta test, and implement these changes as soon as possible, assuming that you decide that it's best for us of course. P.S. Mesmer left off intentionally, since they got the /dance nerf, fruity little bastards. |
Quote:
Originally Posted by dsnesnintendo
just my thought
aegis- dont play a monk hexes were fine keep making people not want to play necros i was all for nerfing rit spike but they murdered the rit for pve sins- sam as you |
Aegis was done this way to keep it from being applied from 3/4 of the map away by secondary monk characters such as the ele/monk. Any realy monk that uses this in the main party wil lrealize that it got buffed as much as it got nerfed. With aegis being only 10 energy now, with GoLE its now a free skill as well as your monks being within earshot of your main party.
Hexes were reworked because of two reasons. 1 is lack of adequate hex removal to keep up with the hexes being applied. and 2 is the duration of the hexes lasted much longer than their recharge times did. So yes this is an outstanding change to hexes.
Rits got hit hard due to said skills being overused and abused by gimmick builds, but also to promote diversity in the ritualist line. A ritualist should not be limited to being a spike build or another spirit shitting monkey that a mindless 4 year old could run. Now a rit takes a little enginuity to run effectively, but can still be done very effectively.
SerenitySilverstar
Quote:
Originally Posted by Quantum Duck
The Ritualist doesn't have the Energy Storage buffer to play with or the various exhaustion management skills the Elementalist has access to
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Rt/E. It will use up your elite slot but [skill]Glyph Of Energy[/skill] is an unlinked skill, and could help out.
Master Mxyzptlk
Quote:
Originally Posted by SerenitySilverstar
Well, here's a suggestion...
Rt/E. It will use up your elite slot but [skill]Glyph Of Energy[/skill] is an unlinked skill, and could help out. |
zwei2stein
Quote:
Originally Posted by Andrew Patrick
I don't believe any mission, elite or normal, has ever been intended to force a reliance on a single skill aside from special mission skills required to complete tasks. If there was such a reliance, I would be so bold as to say that skill was being used as a crutch in some parts of PvE just as much as it was in PvP.
Any time one skill being changed makes an entire strategy fail on a mission, or in PvP, or anywhere, I take that as hard evidence that some players were far too reliant on that one skill, and 9 times out of 10, that reliance is based on that skill being overpowered. Overpowered skills are overpowered in PvE just as much as they are in PvP, the only difference is monsters don't have forum accounts to post about it. |
Deep: ditto with KD, thou there are numerous skills that can do it.
Anyway, players everywhere are extremelly reliant on Protective spirit - in hadrmode you either have it or you are dead. Maybe its overly impbalanced and needs to be buried?
Pretty much all monks in elite missions use heal party... imba?
There simply is best skill to bring if you know what encounters will be like and of course it will become overused. But it is still best skill in that context. You hardly see splinter baragers in Deep for example.
pigdestroyer
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Originally Posted by Phantom Gun
Wow way to kill the ritualist even more! Exhaustion? I hope that splinter weapon's recharge time wasn't "increased" to 20 seconds. Bye bye splinter barrager.
Time to put the ritualist on the endangered species list. Look at the PVP thread. They would nerf the ritualist to deletion if they could. |
Miral
Quote:
Originally Posted by MistressYichi
I either hope to god youre joking or oyu really have no clue as to how to even remotely play any of the classes u mentioned...
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Oh, and I just want to say that this thread is proof to me that the people in charge (or at least andrew patrick here) have no idea how PVE works...
Xiooua
Quote:
Originally Posted by Master Mxyzptlk
hell, why not. My mesmer's been using glyphs to manage its energy, my monk the same. Its about time rits had to as well. I'm sick of other classes being easy. Makes me feel bad for playing my mesmer.
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Right.
Master Mxyzptlk
Quote:
Originally Posted by Xiooua
Because forcing the elite and second profession of a class to cope with a penalty that puts that class at a disadvantage is always the answer, and is perfectly balanced.
Right. |
lyra_song
Quote:
Originally Posted by Miral
Oh, and I just want to say that this thread is proof to me that the people in charge (or at least andrew patrick here) have no idea how PVE works...
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Instead of analyzing these changes as positive or negative through actual testing in game, its instantly doom and gloom.
if it doesnt work, we can always complain for them to change it back
dsnesnintendo
PVP chang3s always ruin pve
y
simple pve has never needed a skill changed unless it was glitched so any change hurts us
gw2 better hzve 2 codes 1 for pvp and 1 for pve
i am thinking bout deleting my rit now as it seems pointless now(hate healing)
y
simple pve has never needed a skill changed unless it was glitched so any change hurts us
gw2 better hzve 2 codes 1 for pvp and 1 for pve
i am thinking bout deleting my rit now as it seems pointless now(hate healing)
Azn D
LOL look at all the people crying now. I'm glad i don't have a rit. This update didn't hurt like more of the other ones to my builds. But it'd be nice to put a nerf on say.....Searing Flames? Or Savannah Heat? Possibly Rampage as One? The skills people use to FARM FAME in HA?(except ranger skills, i like ranger skills.) That might be more helpful.
That would make it too strong. I mean that'd defeat the purpose of them adding exhaustion. Instead of ALL rituals getting no exhaustion, just 1-5 or so, since you need high spawning power anyways.
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Originally Posted by Channel_V93
Since, spirits now have exhaustion, I propose a buff to Ritual Lord. It would look like this:
For 30 seconds, your Rituals recharge 15...51% faster, and don't cause Exhaustion. |