let's improve/redesign unused skills
ManMadeGod
Since GW:EN is the last expansion, we probably won't have new skills in the future.
However there are a lot of skills those are rarely used, ever.
I would like to share my ideas
Foul Feast (5 1 5):Blood Magic - Spell, Steal 5...25 Health from target foe for each Condition your target is suffering from (maximum 80).
Soul Bind (10 2 5): Curses - Elite Hex Spell. For 5...12 seconds, target foe "moves" 15...30% slower than normal. If that foe becomes the target of a Necromancer Hex while using a skill, that foe is knocked down.
Ulcerous Lungs (15 2 10): Curses - Hex Spell. For 10...22 seconds, target foe and all nearby foes are hexed with Ulcerous Lungs. Whenever they use a Shout or Chant or cast a spell, they begin to Bleed for 3...13 seconds.
(how can you cast a spell with Ulcerous Lungs? )
Fetid Ground (10 3/4 10): Death Magic - Spell. Target foe is struck for 15...55 cold damage. If that foe is knocked down, that foe suffers deep wound for 5...17 seconds.
Armor of Unfeeling (10 1 20) Spawning Power - Enchantment Spell. For 10...30 seconds, you have 1...8 base damage reduction if you are within earshot of a spirit.
... to be continued (something like Supportive Spirit ... anyone?)
all numbers are just for reference.
However there are a lot of skills those are rarely used, ever.
I would like to share my ideas
Foul Feast (5 1 5):Blood Magic - Spell, Steal 5...25 Health from target foe for each Condition your target is suffering from (maximum 80).
Soul Bind (10 2 5): Curses - Elite Hex Spell. For 5...12 seconds, target foe "moves" 15...30% slower than normal. If that foe becomes the target of a Necromancer Hex while using a skill, that foe is knocked down.
Ulcerous Lungs (15 2 10): Curses - Hex Spell. For 10...22 seconds, target foe and all nearby foes are hexed with Ulcerous Lungs. Whenever they use a Shout or Chant or cast a spell, they begin to Bleed for 3...13 seconds.
(how can you cast a spell with Ulcerous Lungs? )
Fetid Ground (10 3/4 10): Death Magic - Spell. Target foe is struck for 15...55 cold damage. If that foe is knocked down, that foe suffers deep wound for 5...17 seconds.
Armor of Unfeeling (10 1 20) Spawning Power - Enchantment Spell. For 10...30 seconds, you have 1...8 base damage reduction if you are within earshot of a spirit.
... to be continued (something like Supportive Spirit ... anyone?)
all numbers are just for reference.
Marty Silverblade
This is an old idea, but it's still relevant. I don't see why Anet gives us craploads of skills when only a few of them are worthwhile using. Keep in mind that Anet isn't going to buff 80+ skills for each profession, but we can give them ideas :P.
Hmmm, Warrior skills that need buffing... Primal Rage comes to mind, anything that prevents skill use/ends on skill use or doesn't let you use a stance for any reason...
EDIT: How did I forget Hundred Blades in the needing buff list?
Hmmm, Warrior skills that need buffing... Primal Rage comes to mind, anything that prevents skill use/ends on skill use or doesn't let you use a stance for any reason...
EDIT: How did I forget Hundred Blades in the needing buff list?
N1ghtstalker
how about an elite for ritu like
a spirit that deals a bit more dmg but shorter shorter lifespan then the normal pain or bloodsong spirit
i'd like to see that y'know
a spirit that deals a bit more dmg but shorter shorter lifespan then the normal pain or bloodsong spirit
i'd like to see that y'know
Sirius-NZ
Yeah, Primal Rage is an interesting concept, but I can tell it has little practical use - and I don't really even play Warriors.
Crom The Pale
Way to many skills need a bit of a change to make them usable.
But most of these have been asked for and some have been given to us. I have to think that Anet will continue with some minor skill changes but I can't see them redesigning any skills completely.
But most of these have been asked for and some have been given to us. I have to think that Anet will continue with some minor skill changes but I can't see them redesigning any skills completely.
~ Dan ~
Quote:
Originally Posted by ManMadeGod
let's improve/redesign unused skills
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Muspellsheimr
Belongs in Sardelac
Been suggested many times before
But... Unyielding Aura. Change functionality to "For w...x seconds, if target ally dies, that ally is resurrected with y% health and z% energy."
Although I suspect it still would not see play, as casting time would prevent it from being a counter-spike, and the elite slot is way to much for a resurrection skill, this could be an interesting change.
Been suggested many times before
But... Unyielding Aura. Change functionality to "For w...x seconds, if target ally dies, that ally is resurrected with y% health and z% energy."
Although I suspect it still would not see play, as casting time would prevent it from being a counter-spike, and the elite slot is way to much for a resurrection skill, this could be an interesting change.
Sir Tificate
All numbers from here on out are instant numbers or pre-existing ones. Don't worry too much about them yet.
Aura of Faith*
Elite Enchantment Spell. For 45 seconds, target ally gains 24...45% more Health and loses 1 Hex when healed.
Cost: 10 Cast: 1 Recharge: 15
Dwayna's Sorrow
Spell. All allies below 50% health are healed for 5...41 points.
Cost: 5 Cast: 1 Recharge: 5
Air of Enchantment*
Elite Enchantment Spell. For 5..17 seconds, Enchantment Spells you cast on already enchanted allies cost -2...4 Energy. (Minimum: 1 Energy)
Cost: 5 Cast: 2 Recharge: 20
Mark of Protection*
Elite Enchantment Spell. For 10 seconds, the next 1..3 times target ally would take damage, that ally is healed for that amount instead, maximum 6...49.
Cost: 5 Cast: 1/4 Recharge: 5
Balthazar's Pendulum*
Elite Enchantment Spell. For 8 seconds, the next time target ally would take damage, the foe dealing the damage takes that damage instead (maximum 5...61) and is knocked down.
Cost: 5 Cast: 1 Recharge: 12
Thunderclap*
Elite Hex Spell. For 5..10 seconds, the next time target foe takes lightning damage, that foe is knocked down.
Cost: 5 Cast: 3/4 Recharge: 10
Inferno
Spell. After 1 second, all adjacent foes are struck for 30...114 fire damage.
Cost: 5 Cast: 1 Recharge: 12
(Reduced cost to be more warrior-friendly, added a 1 second delay. Now you can cast Inferno, hit something with an attack skill, and both will happen at about the same time)
Armor of Frost
Enchantment Spell. For 10...23 seconds, you gain +10...20 armor and whenever you are struck by a melee attack, your attacker takes 10...23 cold damage.
Cost: 10 Cast: 1 Recharge: 30
Maelstrom
Spell. Create a maelstrom at target foe's location. For 5 seconds, foes near that area are struck for 10...22 cold damage each second. Maelstrom interrupts spell-casting when it hits. This spell causes exhaustion.
Cost: 25 Cast: 2 Recharge: 30
Swirling Aura/Magnetic Aura
Reduce recharge to 35
Hundred Blades*
Elite Sword Attack. Swing 1...3 times at target foe and foes adjacent to your target.
Cost: 5 Recharge: 8
Cultist's Fervor*
Elite Enchantment Spell. For 5...17 seconds, your spells cost -6...7 Energy to cast, but you sacrifice 10...5% Maximum Health each time you cast a Spell.
Sacrifice: 50% Cost: 5 Cast: 1 Recharge: 30
Ravenous Gaze*
Elite Spell. Steal 15...27 Health from target foe. If your Health is still below 50%, steal up to an additional 15...75 Health. Otherwise, you gain 10 Energy and Ravenous Gaze recharges instantly.
Cost: 10 Cast: 1 Recharge: 5
Defile Flesh
Hex Spell. For 8 seconds, the next time target foe would gain Health, they lose that amount instead, maximum 6...49.
Cost: 5 Cast: 3/4 Recharge: 8
(Un-reversal of fortune, anyone?)
There are many more, but my attention span is wearing thin. Maybe I'll think of more later.
Aura of Faith*
Elite Enchantment Spell. For 45 seconds, target ally gains 24...45% more Health and loses 1 Hex when healed.
Cost: 10 Cast: 1 Recharge: 15
Dwayna's Sorrow
Spell. All allies below 50% health are healed for 5...41 points.
Cost: 5 Cast: 1 Recharge: 5
Air of Enchantment*
Elite Enchantment Spell. For 5..17 seconds, Enchantment Spells you cast on already enchanted allies cost -2...4 Energy. (Minimum: 1 Energy)
Cost: 5 Cast: 2 Recharge: 20
Mark of Protection*
Elite Enchantment Spell. For 10 seconds, the next 1..3 times target ally would take damage, that ally is healed for that amount instead, maximum 6...49.
Cost: 5 Cast: 1/4 Recharge: 5
Balthazar's Pendulum*
Elite Enchantment Spell. For 8 seconds, the next time target ally would take damage, the foe dealing the damage takes that damage instead (maximum 5...61) and is knocked down.
Cost: 5 Cast: 1 Recharge: 12
Thunderclap*
Elite Hex Spell. For 5..10 seconds, the next time target foe takes lightning damage, that foe is knocked down.
Cost: 5 Cast: 3/4 Recharge: 10
Inferno
Spell. After 1 second, all adjacent foes are struck for 30...114 fire damage.
Cost: 5 Cast: 1 Recharge: 12
(Reduced cost to be more warrior-friendly, added a 1 second delay. Now you can cast Inferno, hit something with an attack skill, and both will happen at about the same time)
Armor of Frost
Enchantment Spell. For 10...23 seconds, you gain +10...20 armor and whenever you are struck by a melee attack, your attacker takes 10...23 cold damage.
Cost: 10 Cast: 1 Recharge: 30
Maelstrom
Spell. Create a maelstrom at target foe's location. For 5 seconds, foes near that area are struck for 10...22 cold damage each second. Maelstrom interrupts spell-casting when it hits. This spell causes exhaustion.
Cost: 25 Cast: 2 Recharge: 30
Swirling Aura/Magnetic Aura
Reduce recharge to 35
Hundred Blades*
Elite Sword Attack. Swing 1...3 times at target foe and foes adjacent to your target.
Cost: 5 Recharge: 8
Cultist's Fervor*
Elite Enchantment Spell. For 5...17 seconds, your spells cost -6...7 Energy to cast, but you sacrifice 10...5% Maximum Health each time you cast a Spell.
Sacrifice: 50% Cost: 5 Cast: 1 Recharge: 30
Ravenous Gaze*
Elite Spell. Steal 15...27 Health from target foe. If your Health is still below 50%, steal up to an additional 15...75 Health. Otherwise, you gain 10 Energy and Ravenous Gaze recharges instantly.
Cost: 10 Cast: 1 Recharge: 5
Defile Flesh
Hex Spell. For 8 seconds, the next time target foe would gain Health, they lose that amount instead, maximum 6...49.
Cost: 5 Cast: 3/4 Recharge: 8
(Un-reversal of fortune, anyone?)
There are many more, but my attention span is wearing thin. Maybe I'll think of more later.
BlackSephir
Quote:
Originally Posted by dan-the-noob
Let's not. It's been done 1234186409134 times before.
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angmar_nite
Thunderclap's fine... Low cost aoe constant knockdown is pretty win in my book.
shoogi
With over 1200 skills in the game and only 64 skills in a team build, you can't expect all of them to be used. Buffing skills just because they aren't used is a very wrong approach to game balance, and there are enough posts around here that explain why.
NamelessBeauty
You don't use it or don't c it does not mean it's not in use -,-" Jeez.
Aura of Faith: It's awesome in PvE. We used to DoA with it on Veil!
Thunder Clap: It's deadly in RA.
Primal Rage: It's meant to combine with things such as Conjure, Weapon spells and/or Strength of Honor. Make a build and test out.
Such and such. Anet introduces skills with care. Just because people use some of the skills way too much, that's why other skills need to be changed.
Aura of Faith: It's awesome in PvE. We used to DoA with it on Veil!
Thunder Clap: It's deadly in RA.
Primal Rage: It's meant to combine with things such as Conjure, Weapon spells and/or Strength of Honor. Make a build and test out.
Such and such. Anet introduces skills with care. Just because people use some of the skills way too much, that's why other skills need to be changed.
Zahr Dalsk
/notsigned
If everything's good, what will the scrubs run?
If everything's good, what will the scrubs run?
MisterB
Quote:
Originally Posted by NamelessBeauty
Primal Rage: It's meant to combine with things such as Conjure, Weapon spells and/or Strength of Honor. Make a build and test out.
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[skill]Primal Rage[/skill] is excrement. That is all.
Lots of dead skills means marketing can point to the number of skills, and Izzy has fewer to balance. It would be nice to see skill updates to bad skills. It's better to balance the skills currently used, first, in my opinion.
Sleeper Service
Quote:
Originally Posted by ManMadeGod
Fetid Ground (10 3/4 10): Death Magic - Spell. Target foe is struck for 15...55 cold damage. If that foe is knocked down, that foe suffers deep wound for 5...17 seconds. |
Fetid Ground : Death Magic - Hex. The next time target foe is knocked down, Fetid Ground ends; deals 15...55 cold damage and that foe suffers deep wound for 5...17 seconds.
Div
The matter of the fact is, Anet simply doesn't have the resources (or care enough) to balance hundreds of skills. The last time a huge thread was made as an attempt to balance all the skills, the content was pretty much ignored. Sure, they might've glanced at the thread, but none of those changes went into place.
Biostem
You can't expect all skills to have equal usefulness; that's why we are given a selection to choose from. For 90% of players, though, only a handful of those skills will see frequent use - either they are "core" to a build's function, or they are simply the best at what they do.
Frankly, if *you* want a skill to work, you can find a build to see that it does...
Frankly, if *you* want a skill to work, you can find a build to see that it does...
Painbringer
Since we are on the topic of changes
[skill]primal rage[/skill]
Change so that skills are not disabled while in use and add weakness when it expires.
[skill]Simple Thievery[/skill]
Change to- Target foe has a random skill replaced by simple thievery all foes in the area who have the same skill have the skill also have the same skill replaced by simple thievery.
[skill]Wastrel's Collapse[/skill]
Change to- For 5 seconds all of your attacks against hexed foe result in critical hits after 5 seconds target foe is knocked down. Wastrel’s collapse ends prematurely if target foe uses a skill
[skill]primal rage[/skill]
Change so that skills are not disabled while in use and add weakness when it expires.
[skill]Simple Thievery[/skill]
Change to- Target foe has a random skill replaced by simple thievery all foes in the area who have the same skill have the skill also have the same skill replaced by simple thievery.
[skill]Wastrel's Collapse[/skill]
Change to- For 5 seconds all of your attacks against hexed foe result in critical hits after 5 seconds target foe is knocked down. Wastrel’s collapse ends prematurely if target foe uses a skill
Hikan Trilear
I think that what we should really do is focus on elite skills, for most professions only a few elite skills are ever used.