A change to weapon mods and some skill updates!
Crom The Pale
Weapon mods have become rather static, they simply need a little overhaul to make them more equally usefull to all chars.
Vampiric/Sundering/Zealous/Icy/Shocking/Fiery/Ebon are all fine.
Proposed changes:
Cruel - 5% chance of inflicting deep wound for 10 seconds upon successfull hit. ( triggers on attack skills only)
Heavy - 5% chance of inflicting weakness for 10 seconds upon successfull hit. ( triggers on attack skills only)
Barbed - 10% chance of inflicting bleeding for 15 seconds upon successfull hit. ( triggers on attack skills only)
Crippling - 10% chance of inflicting cripple for 15 seconds upon successfull hit. ( triggers on attack skills only)
Poisonous - 10% chance of inflicting poision for 10 seconds upon successfull hit. ( triggers on attack skills only)
Furious - +1 adrenaline upon successfull hit, 40% chance. ( triggers on attack skills only)
Skill changes:
Hundred Blades -(still 2x AoE with 0 dmg bonus) Inflicts bleeding + Deepwound on all targets struck for 1-15seconds. ( increase recharge to 12seconds)
Quick Shot - Unblockable and deals +1-5dmg for each recharging marksmanship skill(max +30dmg).
Lingering Curse - Decrease cost to 15energy, casting time to 1second and increase recharge to 20seconds.
Illusionary Weaponry - Increase attack speed by 33%, changed to maintained enchantment.
Star Burst - Inflicts buring for 1-4 seconds on affected targets.
Balthazar's Pendulum - Increase duration to 5-30 seconds and effects next 1-4knockdowns.
Shadow Shroud - Removes 0-2 enchantments.
Spirit Channeling - Decrease recharge to 10seconds, increase duration to 12seconds, if reaplied before ending you gain 0 health.
Defensive Anthem - Increase duration to 1-15seconds, decrease recharge to 20seconds.
Vow of Strength - Increase attack speed by 25%. ( dissables ALL skills for duration )
Just a few skills that could use a buff to get people to use them a little more.
Edited the suggestions. 5% chance only on attack skills seams pretty fair, as it currently stands those mods are totaly useless. The furious +1 adren is rather small when you think about it, even left at 50% on any attack its still only +1 adren every 2seconds maximum so it would take you 7 hits to build up 10 adren...but if that seams overpowered then active only on attack skills should bring it a little more in line.
The entire reason behind the mod changes is to get people to use these mods, so if they are all equally powerfull then players might chose them over vamp/sundering/zealous/elemental. As they now exist I do not see very many people using them at all, and for good reason.
Made a small adjustment to skills, not really sure about some of them. Mostly it was Hundred Blades and Quick shot that I wanted to buff but tossed in one for every proffesion.
Vampiric/Sundering/Zealous/Icy/Shocking/Fiery/Ebon are all fine.
Proposed changes:
Cruel - 5% chance of inflicting deep wound for 10 seconds upon successfull hit. ( triggers on attack skills only)
Heavy - 5% chance of inflicting weakness for 10 seconds upon successfull hit. ( triggers on attack skills only)
Barbed - 10% chance of inflicting bleeding for 15 seconds upon successfull hit. ( triggers on attack skills only)
Crippling - 10% chance of inflicting cripple for 15 seconds upon successfull hit. ( triggers on attack skills only)
Poisonous - 10% chance of inflicting poision for 10 seconds upon successfull hit. ( triggers on attack skills only)
Furious - +1 adrenaline upon successfull hit, 40% chance. ( triggers on attack skills only)
Skill changes:
Hundred Blades -(still 2x AoE with 0 dmg bonus) Inflicts bleeding + Deepwound on all targets struck for 1-15seconds. ( increase recharge to 12seconds)
Quick Shot - Unblockable and deals +1-5dmg for each recharging marksmanship skill(max +30dmg).
Lingering Curse - Decrease cost to 15energy, casting time to 1second and increase recharge to 20seconds.
Illusionary Weaponry - Increase attack speed by 33%, changed to maintained enchantment.
Star Burst - Inflicts buring for 1-4 seconds on affected targets.
Balthazar's Pendulum - Increase duration to 5-30 seconds and effects next 1-4knockdowns.
Shadow Shroud - Removes 0-2 enchantments.
Spirit Channeling - Decrease recharge to 10seconds, increase duration to 12seconds, if reaplied before ending you gain 0 health.
Defensive Anthem - Increase duration to 1-15seconds, decrease recharge to 20seconds.
Vow of Strength - Increase attack speed by 25%. ( dissables ALL skills for duration )
Just a few skills that could use a buff to get people to use them a little more.
Edited the suggestions. 5% chance only on attack skills seams pretty fair, as it currently stands those mods are totaly useless. The furious +1 adren is rather small when you think about it, even left at 50% on any attack its still only +1 adren every 2seconds maximum so it would take you 7 hits to build up 10 adren...but if that seams overpowered then active only on attack skills should bring it a little more in line.
The entire reason behind the mod changes is to get people to use these mods, so if they are all equally powerfull then players might chose them over vamp/sundering/zealous/elemental. As they now exist I do not see very many people using them at all, and for good reason.
Made a small adjustment to skills, not really sure about some of them. Mostly it was Hundred Blades and Quick shot that I wanted to buff but tossed in one for every proffesion.
pipo
really like the ideas
warcrap
most of those skills u listed are fine the way they are, vow of strength doesnt need a buff and neither does lingering curse.
but other skills do need a buff like star burst
but other skills do need a buff like star burst
Julia-Louis Dreyfus
the furious mod would be over-powered, the rest are 100% useless
hundred blades actually seems interesting
quick shot still sucks
pendulum is already useful the way it was
shadow shroud might be a bit overpowered, i dont know the recharge off the top of my head
dont know or care what spirit channeling is
defensive anthem is already good, this buff would be extremely lame
vos dervs would hurt
and why would you buff star burst, that skill screams some type of shadow step gimmick
hundred blades actually seems interesting
quick shot still sucks
pendulum is already useful the way it was
shadow shroud might be a bit overpowered, i dont know the recharge off the top of my head
dont know or care what spirit channeling is
defensive anthem is already good, this buff would be extremely lame
vos dervs would hurt
and why would you buff star burst, that skill screams some type of shadow step gimmick
Hikan Trilear
Your hundred blades suggestion would be massively over powered, I think just bleeding would be enough.
Julia-Louis Dreyfus
look at wounding strike and compare it to 100 blades. i dont think it would be TOO over-powered as the sword line pretty much sucks for big chunks of damage
edit:if its aoe then yeah, over-powered. his description is hard to understand if its aoe or not
edit:if its aoe then yeah, over-powered. his description is hard to understand if its aoe or not
zwei2stein
Quote:
Originally Posted by Crom The Pale
Weapon mods have become rather static, they simply need a little overhaul to make them more equally usefull to all chars.
Vampiric/Sundering/Zealous/Icy/Shocking/Fiery/Ebon are all fine. Proposed changes: Cruel - 5% chance of inflicting deep wound for 10 seconds upon successfull hit. Heavy - 5% chance of inflicting weakness for 10 seconds upon successfull hit. Barbed - 10% chance of inflicting bleeding for 15 seconds upon successfull hit. Crippling - 10% chance of inflicting cripple for 15 seconds upon successfull hit. Poisonous - 10% chance of inflicting poision for 10 seconds upon successfull hit. Furious - +1 adrenaline upon successfull hit, 50% chance. |
Cruel is equal to ~3 extra DPS which comes in spike form
Heavy means weakness up on target for 50% of time.
Barbed is ~4 extra DPS.
Cripping is like extra free skillslot for hamstring/pindown
Poisonou is ~5 extra DPS
Furious is godly
They provide conditions for free, only autoattack needed. Every caster would have barbed spear and autoattack between casts.
You didn't "upgrade" silencing, thank god ...
Quote:
Originally Posted by Crom The Pale
Skill changes:
Hundred Blades - Inflicts bleeding + Deepwound on all targets struck for 1-15seconds. Quick Shot - Unblockable and deals +1-5dmg for each recharging marksmanship skill(max +30dmg). Lingering Curse - Decrease cost to 15energy, casting time to 1second and increase recharge to 20seconds. Illusionary Weaponry - Increase attack speed by 33%, changed to maintained enchantment. Star Burst - Inflicts buring for 1-4 seconds on affected targets. Balthazar's Pendulum - Increase duration to 5-30 seconds and effects next 1-4knockdowns. Shadow Shroud - Removes 0-2 enchantments. Spirit Channeling - Decrease recharge to 10seconds, increase duration to 12seconds, if reaplied before ending you gain 0 health. Defensive Anthem - Increase duration to 1-15seconds, decrease recharge to 20seconds. Vow of Strength - Increase attack speed by 25%. |
Kanyatta
Basically, it's all incredibly imbalanced and overpowered
/notsigned
/notsigned
Zydonis
The mod ideas are great, but I think Hundred blades is a bit over the top.
MithranArkanere
Only skills inflict conditions. Making the items being able to inflich them would be like having 'free skills'.
In GW, you can only have 8 skills in PvP.
In GW, you can have more than 8 'skills' with items, titles and blessing in PvE.
So such mods should have to be PvE only.
They could add another slot to all weapons, a PvE slot, and upgrades like the +price of item, +salvageable or +damage to race would be moved to that slot along with yours.
I will no enter in skill changes. I don't bother about metagame and just use the skills as they are, making my builds just before the fight.
In GW, you can only have 8 skills in PvP.
In GW, you can have more than 8 'skills' with items, titles and blessing in PvE.
So such mods should have to be PvE only.
They could add another slot to all weapons, a PvE slot, and upgrades like the +price of item, +salvageable or +damage to race would be moved to that slot along with yours.
I will no enter in skill changes. I don't bother about metagame and just use the skills as they are, making my builds just before the fight.
Mr. G
PvP (which to be honest is one of the only places you find varation to weapon mods) its a game of solid numbers, "Chance" of something will get you no where. Even WITH these mods you'd want crippling shot with a 20% longer mod - then you KNOW you'll get crippling
also with your mods.....yum [skill]Flurry[/skill]
also with your mods.....yum [skill]Flurry[/skill]
Phoenix Tears
My Version:
Barbed: Increases Duration of Bleeding by 33% on foes and Skills/Attacks which cause Bleedign will deal additional +5-10 Damage
Same Bonus for Skills that deal the fitting condition for:
Cruel, Crippling, Heavy, Silencing and Poisonous.
Anet should also add:
Burning: Increases the Duration of Burning on foes by 33% and Skills/Attacks, which cause the foe to burn will deal additional +5-10 Damage.
---------
The Elemental Mods should get changed to:
Fire: Weapon does Fire elemental Damage and has 10% Chance on hit to cause a foe to start burning for 3 seconds
Earth: Weapon does Earth elemental Damage and has a 10% Chance to cause Weakness on a foe for 5 seconds
Ice: Weapon does Ice elemental Damage and has a 10% Chance to cause to the foe an Energy Degeneration of -2 for 5 seconds
Lightning: Weapon does Lightning elemental Damage and has a 10% Chance to cause to a foe Cracked Armor for 5 seconds
-----
Vampiric and Zealous shold lose those -1 Degenerations.
Sundering should get increased from 20 to 25% so that they will have a difference over Vampiric ...
-----
Suffix:
of Shelter: should get increased to: +5-10 vs. physical damage
of Warding: the same: +5-10 vs. elemental damage
--------
Incriptions:
Can be removed:
"To the pain": no ass wants this crap, who please wants to sacrifice 10 AL while attacking, only for +15% more damage.
"Brawn over Brains": wtf will sacrifice for +15% damage 5 Energy Points >.> ?
"Vengeance is mine" +20% damage, while under 50% hp ..lol no ass uses this... people uses only 2 different damage modifier incriptions and those are
+15% damage (when enchanted) + +15% Damage, while HP^50%, because those are the only 2 damage modifier incriptions, which make SENSE!!
All the incriptions, which trigger only at health below 50% can be removed, no one will ever use them, because they are crap....
further ...
"Ignorance is Bliss ": show me those idiots, which want to sacrifice for +5 Defense 5 Energy points >.>
followign incriptions should get buffed from +5 armor to +10 Armor:
"Man for all Seasons", "Survival of the Fittest" and "Knowing is Half the Battle"
hex version gets increased to +15 Armor. while hexed...
many of all those inscriptions and mods are simple way to weak to be interestign enough for usage over the standard of giving bonis while health is above 50% or whiel being enchanted....
all those inscriptions with +defense against 1 signle special damage type should get increased from 10 to 15 defense bonus
and all the inscriptions against a certain condition, they should receive an additional effect. They should give a player a 10% Chance to receive decreased damage of - 5 to -10 damage from Skills/Attacks which would deal the fitting condition as counterpart to the buff of the Condition Prefix-Weapon Upgrades
Barbed: Increases Duration of Bleeding by 33% on foes and Skills/Attacks which cause Bleedign will deal additional +5-10 Damage
Same Bonus for Skills that deal the fitting condition for:
Cruel, Crippling, Heavy, Silencing and Poisonous.
Anet should also add:
Burning: Increases the Duration of Burning on foes by 33% and Skills/Attacks, which cause the foe to burn will deal additional +5-10 Damage.
---------
The Elemental Mods should get changed to:
Fire: Weapon does Fire elemental Damage and has 10% Chance on hit to cause a foe to start burning for 3 seconds
Earth: Weapon does Earth elemental Damage and has a 10% Chance to cause Weakness on a foe for 5 seconds
Ice: Weapon does Ice elemental Damage and has a 10% Chance to cause to the foe an Energy Degeneration of -2 for 5 seconds
Lightning: Weapon does Lightning elemental Damage and has a 10% Chance to cause to a foe Cracked Armor for 5 seconds
-----
Vampiric and Zealous shold lose those -1 Degenerations.
Sundering should get increased from 20 to 25% so that they will have a difference over Vampiric ...
-----
Suffix:
of Shelter: should get increased to: +5-10 vs. physical damage
of Warding: the same: +5-10 vs. elemental damage
--------
Incriptions:
Can be removed:
"To the pain": no ass wants this crap, who please wants to sacrifice 10 AL while attacking, only for +15% more damage.
"Brawn over Brains": wtf will sacrifice for +15% damage 5 Energy Points >.> ?
"Vengeance is mine" +20% damage, while under 50% hp ..lol no ass uses this... people uses only 2 different damage modifier incriptions and those are
+15% damage (when enchanted) + +15% Damage, while HP^50%, because those are the only 2 damage modifier incriptions, which make SENSE!!
All the incriptions, which trigger only at health below 50% can be removed, no one will ever use them, because they are crap....
further ...
"Ignorance is Bliss ": show me those idiots, which want to sacrifice for +5 Defense 5 Energy points >.>
followign incriptions should get buffed from +5 armor to +10 Armor:
"Man for all Seasons", "Survival of the Fittest" and "Knowing is Half the Battle"
hex version gets increased to +15 Armor. while hexed...
many of all those inscriptions and mods are simple way to weak to be interestign enough for usage over the standard of giving bonis while health is above 50% or whiel being enchanted....
all those inscriptions with +defense against 1 signle special damage type should get increased from 10 to 15 defense bonus
and all the inscriptions against a certain condition, they should receive an additional effect. They should give a player a 10% Chance to receive decreased damage of - 5 to -10 damage from Skills/Attacks which would deal the fitting condition as counterpart to the buff of the Condition Prefix-Weapon Upgrades
zwei2stein
Quote:
Originally Posted by Phoenix Tears
...
|
Ignorace is indeed Bliss and Brawn is indeed over Brains.
Phoenix Tears
Quote:
Originally Posted by zwei2stein
WoW, you beaten Crom in ridiculousness and imbaness.
Ignorace is indeed Bliss and Brawn is indeed over Brains. |
all those buffed upgrades are too weak and uninteresting, when compared to tha standard max mods, which usually get used for "perfect" weapons ...
this is more or less only Sundering, Vampiric or Zealous and the elemental mods are too boring, just by changing physical damage to elemental ...
about the additional effects I say only: Condition remove Skills, enough said >.>
also my post is not only about buffing mods,certain useless stuff would be also better, when anet simple remove it out of the game, because no one will ever use Incriptions, which trigger first, after health is below 50% ... .
People also will never sacrifice 5 Energy Points for a bonus, which stays absolutely not in relation to the sacrifice...
-5 Energy for only +5 Defense ...rofl ... this bonus should give + 15 Defense, to stay in a good relation to the loss of 5 Energy Points ...
Those buffs to the name incriptions should lead to make them more interesting over the standart and also to balance the previous buffs of the prefix weapon mods
skanvak
On skill change :
NO MORE SKILL CHANGE. Militant of the No More Skill Change Group. skill change is part of playtesting not actual game, period.
On the weapon mods :
I don't know but your ratio are too imbalance. The real question is do we want D&D like weapon in GW (a vorpal? 10% instant death) or do we stay with the skill first system.
As they are anyway they are not balance nor well thought.
NO MORE SKILL CHANGE. Militant of the No More Skill Change Group. skill change is part of playtesting not actual game, period.
On the weapon mods :
I don't know but your ratio are too imbalance. The real question is do we want D&D like weapon in GW (a vorpal? 10% instant death) or do we stay with the skill first system.
As they are anyway they are not balance nor well thought.
explodemyheart
Quote:
Originally Posted by Phoenix Tears
Ice: Weapon does Ice elemental Damage and has a 10% Chance to cause to the foe an Energy Degeneration of -2 for 5 seconds
|
Quote:
Originally Posted by Phoenix Tears
Vampiric and Zealous shold lose those -1 Degenerations.
|
Quote:
Originally Posted by Phoenix Tears
"Brawn over Brains": wtf will sacrifice for +15% damage 5 Energy Points >.> ?
|
Quote:
Originally Posted by Phoenix Tears
"Vengeance is mine" +20% damage, while under 50% hp ..lol no ass uses this...
|
Quote:
Originally Posted by Phoenix Tears
"Ignorance is Bliss ": show me those idiots, which want to sacrifice for +5 Defense 5 Energy points >.>
|
Overall, I'd say you have a pretty bad understanding of... well, most of this game.
Earth
Quote:
Originally Posted by Phoenix Tears
*snip*
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Phoenix Tears
Quote:
Originally Posted by explodemyheart
Um... what??
|
Quote:
Apparently you don't understand the point. |
Quote:
All I can really say to this is... lol? |
The only little usage this inscription has is only for Melee Professions, which players gave their characters PURE Adrenaline Builds with as less as energy skilsl in, as possible, which should cost when then all only 5 Energy, because was is please a Warrior with 15 Energy and 2 ER ..any Mesmer could kill those Warriors instandly through E Denials and Skills which trigger damage, when the Energy reaches 0... this high risk, just only for a perma unstrippable damage of +15% is just idiotic... damage +15% when enchanted or while HP is over 50% are much better inscriptions and don't bring in such high risks for Warriors against Mesmers (k, those 5 Energy more won#t save you long, but more Energy is better...)
Quote:
Yes, actually, people do use these. |
I see no sense in those inscriptions and I can't know everything, so if there are builds which rely on those inscriptions, then show me it.
Quote:
You're funny. Overall, I'd say you have a pretty bad understanding of... well, most of this game. |
@ Earth: when you've nothing betterto say that isn't anyhow constructive, then shut up
explodemyheart
Quote:
Originally Posted by Phoenix Tears
Whats so hard to understand about this Concept for Ice Weapon Modifier ?
|
As much as I think your other elemental modifiers are a bad idea, I'll at least give you that they make sense. This one does not.
Quote:
Originally Posted by Phoenix Tears
Then tell me, i personally found these Degenerations ever senseless..maybe in pvp its good for balance, but for PvE its just stupid and makes no sense...
|
Quote:
Originally Posted by Phoenix Tears
Show me ... show me any builds, which rely on being perma under 50% of Hp, where it would make sense to use those inscriptions ...
I see no sense in those inscriptions and I can't know everything, so if there are builds which rely on those inscriptions, then show me it. |
Quote:
Originally Posted by Phoenix Tears
@ Earth: when you've nothing betterto say that isn't anyhow constructive, then shut up
|
Crom The Pale
Edited post to bring a little clearer picture of changes and add some balance.
Shayne Hawke
Judging by your Hundred Blades suggestion, I'd say you're quite an overzealous Wammo. It's like Eviscerate on steroids.
But I do like your ideas on the mods. Also, don't forget Silencing. I'd love to have free Dazed effects on my bow!
/signed for weapon mod changes.
But I do like your ideas on the mods. Also, don't forget Silencing. I'd love to have free Dazed effects on my bow!
/signed for weapon mod changes.
Crom The Pale
Quote:
Originally Posted by Shayne Hawke
Judging by your Hundred Blades suggestion, I'd say you're quite an overzealous Wammo. It's like Eviscerate on steroids.
But I do like your ideas on the mods. Also, don't forget Silencing. I'd love to have free Dazed effects on my bow! /signed for weapon mod changes. |
I am far from being an overzealous wammo....
Hundred Blades is possibly the most useless warrior skill currently existing. It needs a buff, and while AoE deepwound+bleeding may sound overpowered its really not when you compare Eviscerates Deepwound + its extra 40 armor ignoreing dmg. Toss in the fact that Eviscerate is adren based and it sounds far more overpowered than my buff to hundred blades.
The chances of hitting more than one person with it in PvP is remote at the best, and in PvE your sword war is more focused on single target damage/conditions so the AoE aspect really helps the party but won't let the war solo mobs by any means.
Tyla
Weapon mods are fine. Leave them.
Hundred Blades will be imba imo.
Defensive Anthem is already a really strong elite in the Defense Web in GvG, mainly because it's a removable buff -- this needs a nerf instead of a buff.
Oooooor...remove Paragons from the game.....
Hundred Blades will be imba imo.
Defensive Anthem is already a really strong elite in the Defense Web in GvG, mainly because it's a removable buff -- this needs a nerf instead of a buff.
Oooooor...remove Paragons from the game.....
Crom The Pale
Quote:
Originally Posted by tyla salanari
Weapon mods are fine. Leave them.
Hundred Blades will be imba imo. Defensive Anthem is already a really strong elite in the Defense Web in GvG, mainly because it's a removable buff -- this needs a nerf instead of a buff. Oooooor...remove Paragons from the game..... |
If the weapon mods are fine, why does virtualy nobody use them?
On a rare ocassion you might find the odd ranger with poison/silencing bow string but they are almost the only people in the game that can get any benifit from the weapon mods as they are now.
It is slightly different for PvP than PvE, but I do not think the changes will drastically alter or effect PvP. Most all of the mods/skills I listed get 0 use in PvE and should get some buff to give us a little more variety on our skill bars.
Tyla
Crippling -- Cripshot.
Poisoning -- Apply Poison Spreading.
Silencing -- Not really a good use, Headbutt -> Foul Feast -> Plague Signet wouldn't be affected -- plus it would be imba in my opinion.
Heavy -- Weakness has a minimal effect unless spammable, and on melee. Plus Dev Hammer is out of the scene because of Magehunter.
Furious -- The only thing that should be included on this is 20 - 25% chance.
Barbed -- Bleeding is a pitiful condition. Nobody would use this regardless.
These changes wouldn't have an effect on either. Nobody wants random effects. And don't forget some of those skills will be much stronger in PvP than they already are.
Poisoning -- Apply Poison Spreading.
Silencing -- Not really a good use, Headbutt -> Foul Feast -> Plague Signet wouldn't be affected -- plus it would be imba in my opinion.
Heavy -- Weakness has a minimal effect unless spammable, and on melee. Plus Dev Hammer is out of the scene because of Magehunter.
Furious -- The only thing that should be included on this is 20 - 25% chance.
Barbed -- Bleeding is a pitiful condition. Nobody would use this regardless.
These changes wouldn't have an effect on either. Nobody wants random effects. And don't forget some of those skills will be much stronger in PvP than they already are.
Productivity
Not signed. I'd prefer they stay useless than trying to buffthem into use and inveitably breaking the balance somehow.
Fear Me!
/notsiged. I can see the OP's idea of having those mods do what they do;having a crippling weapon, you know, cripple. I don't see how they'll be able to implement any of it without nullifying the existing skills which cause said conditions. And before anything gets done to hundred blades, I'd like to see it renamed to 'swing twice'.