PvE skill reversion, what do you want to see?

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

none actually, i am so use to playing the way the game is right now that I've forgotten how it was before, except the many many many many minions for necro, so if possible unlimited minions rise again!

ogre_jd

Wilds Pathfinder

Join Date: Feb 2008

Canadia

W/

Quote:
Originally Posted by Angelic Upstart
Thats cos UB is used for steamrolling the allegedly Elite areas of the game, get your self to DoA, ToA, check out the lf ursan spam.
Not that I bother with elite areas (I'm fully aware that my playing skills are not up to the task, even if I use Ursan), but I ignore the LFG spammers where ever I happen to be. Regardless of the builds they might prefer, they're not worth the effort of grouping with. I just put up a generic LFG Party Search with the basics (ie, class, specialty and quest, if I can fit it in - "LFG Ra/Barrage Druids" for my Barrage Ranger in Druid's Overlook wanting a group for 'Wisdom of the Druids', for example) and chitchat politely, using real words and not shouting, in Local for the 5-10 minutes it takes for someone who hasn't been spamming Local or the Party Search to ask me to join.

Works quite well and the PUGs tend to be of better quality - even if an Ursan does happen to end up in it they tend to be better players and not the "lolololol! wy u not ursan?!!! n00b!!!!!" type.

Knight O Cydonia

Knight O Cydonia

Frost Gate Guardian

Join Date: Apr 2007

No Goats No Glory [BAAA]

Me/

I think what is most likely is not the balancing (huge buffs that some people are expecting) of pve varient skills, but the balancing of overpowered stuff in pvp first.

P.S. Tank-Nuke-Heal team builds are just as degenerate as Ursan Blessing team builds, only slower imo. If they are to nerf Ursan at any point in the future i would like to see them encourage lesser used professions / team builds to some degree.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
posted by Sab
Mesmers are terrible because PvE doesn't favour precise, single-target shutdown. Assassins are terrible because they are low-armored frontliners who are slow at switching targets (limiting attack chains to short recharge skills).
This just showed me how little you play these two classes. The PvE game does favor individual target shut down quite well. Enemies don't scatter when they are spiked. I currently run my Mesmer with Norgu and Gwen all running domination. The Fight starts off with 3 Energy Surges and then follow up spikes. The Enemies groups are usually half dead within only a few seconds with little energy to no energy even in Hard Mode. Yeah you just keep thinking a Mesmer can't compete with other classes by not doing AoE. Furthermore Mesmers usually punish enemy Spell Casters such as Monks and Elementalists, That leaves littles to deal with from PvE monster groups. As far as AoE damage Ever see a Hard Mode all Mesmer CoP Spike team? You can run through area's like a hot knife through butter. You are so wrong here PvE does indeed favor individual target shut down quite well. Once a enemy monk and AoE caster is down in a Monster Group what little else is there to deal with?

As far as Assassins go Death Blossom is a great point blank AoE and with Skills such as Critical Agility, Critical Defenses, Flashing Blades Way of Perfection and Shroud of Distress you can keep your personal damage to a minimal. My best guess is that you have never truly met a good SIN player who understands their combat role. Ever see an assassin Solo Shiro in the Realm or Torment? Only the Assassin can do with ease.

70+ (Nightstalker's +15 when attacking) + 25 from CA = 110 Armor

Good enough for any PvE sin and more damage output than a Warrior or Pet.

I can't think of any Skills that need to be reverted for an Assassin for PvE they are virtually perfect the way they are now for PvE or PvP. Unless you are Speaking of changing Shadow Form & Feigned Neutrality (one build for PvE, and a lesser one for PvP)

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by GloryFox
This just showed me how little you play these two classes.
lol

Quote:
The PvE game does favor individual target shut down quite well.
No, it doesn't. It implies you use a character to leave an enemy alive but ineffective when you could use that character to kill it.

Quote:
The Enemies groups are usually half dead within only a few seconds with little energy to no energy even in Hard Mode.
Three surges wouldn't knock out a player's energy; it wouldn't make a dent in a mob's. That's even assuming Surge drains energy from everything it hits (unless there's been a change in the last 3 years, it doesn't).

Quote:
Yeah you just keep thinking a Mesmer can't compete with other classes by not doing AoE.
Along with their poor DPS, I will!

Quote:
Furthermore Mesmers usually punish enemy Spell Casters such as Monks and Elementalists, That leaves littles to deal with from PvE monster groups.
I prefer seeing them punished by characters that kill them with damage. Things are shut down just fine when they're dead.

Quote:
As far as AoE damage Ever see a Hard Mode all Mesmer CoP Spike team? You can run through area's like a hot knife through butter.
CoP can be run on any character, it's not built on Mesmer attributes.

Quote:
You are so wrong here PvE does indeed favor individual target shut down quite well. Once a enemy monk and AoE caster is down in a Monster Group what little else is there to deal with?
The enemy monk and AoE caster, because they are still alive. The method known as 'killing them' does not have this problem.

You don't need a whole skillbar to kill things, either - there's enough space on 6 offensive characters for the party defense to soak up incoming damage while you tear apart the opposition.

Quote:
Ever see an assassin Solo Shiro in the Realm or Torment? Only the Assassin can do with ease.
Solo ability doesn't matter in team groups. Mesmer being able to solo Unwanted Guests in 2005 didn't make it a strong class.

Quote:
more damage output than a Warrior
Got some numbers for that claim?

Mini Masher

Mini Masher

Ascalonian Squire

Join Date: Oct 2006

[pink]

W/

I would really like them to NOT make the revisions and leave the process as it has been balancing as needed and changing the skills for both PvE and PvP. Change is good, it forces you to think. Static play quickly becomes boring imo.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by GloryFox
...
What do exactly your mesmers do when they are waiting for recharge of ES? Some single target spiking with skills that were not designed for it? Some mesming that leaves you dry on energy (and hero AI doing it, no less - guaranteed wasted effort. You are back to single target shutdown because anything else than ES that does AOE is conditional, costly, plain useless or any combination of those. Worst thing is, actually useful stuff is just as useful on secondary.

As for assassin: DB/MS spam needs focal point (enemy), which you need to change very often, restart chain, which takes valuable seconds. Most of PvE enemies die fast enough that you usually don't do more than 2x DB/MS even if your party does not focus fire on them. And by time your target is dead most other targets are so low on health that you dont even get to deaths blossom.. Average sin probably spends more time Running around and doing his intro than actually DB/MS. Master of Damage lies about sin damage potential because he allows you to exercise one endless chain. That does not means sins suck thou, but they are NOT that great either.

Assassin has different problem than viability: PuG People have no idea how good physical damage is. They don't know how to properly buff it either.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Usually casting their second and third spell before the PvE monster group monk or ele can get off their first heal or attack, by then it's usually over. Fast casting is so under rated.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

Quote:
Originally Posted by KartMan
I don't know if someone posted it already, I would like spirit bond to be back to its old version ^^
ie : removing the 10 hits counter
didnt they do that cause of farming in unwaking waters..?

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
didnt they do that cause of farming in unwaking waters..?
Yes they did, it was a PvE farming nerf. I strongly doubt they will revert that skill back to it's original form.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Avarre
The enemy monk and AoE caster, because they are still alive. The method known as 'killing them' does not have this problem.
Agreed.
The reason Mesmers are so strong in PvP, is because screwing up a single skill can make them die due to a spike. Having a certain skill shut down by Diversion allows spikes to easily get past, depending on the skill, and if it's a Monk.

Not only that, but they aren't built on predictable, easy to beat AI that is difficult to force through depending on who you're playing against. The people who you play against who know how to play, and having a Mesmer, or whatever profession, can be extremely favourable depending on the situation.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Quote:
Originally Posted by GloryFox
As far as Assassins go Death Blossom is a great point blank AoE and with Skills such as Critical Agility, Critical Defenses, Flashing Blades Way of Perfection and Shroud of Distress you can keep your personal damage to a minimal. My best guess is that you have never truly met a good SIN player who understands their combat role. Ever see an assassin Solo Shiro in the Realm or Torment? Only the Assassin can do with ease.

70+ (Nightstalker's +15 when attacking) + 25 from CA = 110 Armor

Good enough for any PvE sin and more damage output than a Warrior or Pet.
The reliance on Critical Agility reinforces my point that Assassins are weak frontliners. Assassins are required to bring a skill simply to match the armor level of a Warrior with zero skills (116AL, or 126AL with +10AL shield inscription). Furthermore, Critical Agility is liable to be stripped or to expire by failing to crit.

Quote:
Originally Posted by GloryFox
I can't think of any Skills that need to be reverted for an Assassin for PvE they are virtually perfect the way they are now for PvE or PvP. Unless you are Speaking of changing Shadow Form & Feigned Neutrality (one build for PvE, and a lesser one for PvP)
Assassins clutch on to a single template because it's the only one that makes the class somewhat comparable with the other physicals. I wouldn't say that's virtually perfect.

Shadow Slave

Shadow Slave

Lion's Arch Merchant

Join Date: Feb 2006

..My home away from home..

Currently looking ~

N/

If the Minion Cap is removed...as people are suggesting it should be - then [skill]Blood of the master[/skill] would seemingly need to be reverted too I assume?

(..Not that I can remember how the old version used to function after all this time.....)

With a couple of MMs on your team [In 'corpse-heavy dungeon I forget the name of '] for example...(with no limit to the number of minions) - the Sac could get quite juicy.

...Come to think of it, didn't they tamper with [skill]Verata's Sacrifice[/skill] too?

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Shadow Slave
If the Minion Cap is removed...as people are suggesting it should be - then [skill]Blood of the master[/skill] would seemingly need to be reverted too I assume?

(..Not that I can remember how the old version used to function after all this time.....)

With a couple of MMs on your team [In 'corpse-heavy dungeon I forget the name of '] for example...(with no limit to the number of minions) - the Sac could get quite juicy.

...Come to think of it, didn't they tamper with [skill]Verata's Sacrifice[/skill] too?
Way back when, BotM was a worthless garbage skill and VS provided 10 regen to all minions for 47 sec/minute -- enough to counteract natural degen for a good long while, but very little help counteracting monster damage.

My though is that it would be good to introduce some build diversity by giving players a choice between large-army-but-weak and small-army-but-strong. Towards that end:
* Leave BotM as it is. It's a fairly powerful heal, and the scaling life sacrifice imposes a "soft cap" on minion numbers, so it serves as the small-army-but-strong option.
* Revert VS to its old form, with an additional effect of doubling your life sacrifices for its duration (to prevent you from running both BotM and VS). It heals an unlimited number of minions, but not particularly well, so it serves as the big-army-but-weak option.

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

Quote:
Originally Posted by GloryFox
Yes they did, it was a PvE farming nerf. I strongly doubt they will revert that skill back to it's original form.
Wha- what? PVE nerfs! But I thought all nerfs were because of PVP! Isn't that what got us here in the first place?

{faints}

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

Quote:
Originally Posted by GloryFox
Actually it came about from people doing EoE Suicide bombs in Alliance Battles.
Are you that naive? You may be the OP of this thread, but you really need to stop posting. Your general lack of knowledge regarding the various nerfs of skills is appalling.

EoE was nerfed because of an HA gimmick, not Alliance Battles.

And Mesmers are generally not nearly as good as other classes in PvE, this is fact.

Stop Posting.

around

around

Wilds Pathfinder

Join Date: May 2006

Aussie Trolling Crew - Diplomatic Embassy

I Have Three Pennies [Pnny] - forever in my heart <3

R/

Wow, if EoE was nerfed because of edge bomb, then ANet are fail. EoE was the shittiest gimmick ever-good for a few lulz but not much else. It autolost to anyone with a clue.

More likely EoE was nerfed because of AB griefing althought I'm not actually sure why EoE was nerfed in the first place. You still can't second-guess ANet huh?

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

Quote:
Originally Posted by spawnofebil
Wow, if EoE was nerfed because of edge bomb, then ANet are fail. EoE was the shittiest gimmick ever-good for a few lulz but not much else. It autolost to anyone with a clue.

More likely EoE was nerfed because of AB griefing althought I'm not actually sure why EoE was nerfed in the first place. You still can't second-guess ANet huh?
The AB griefing came way earlier and was for even greater lulz.

ogre_jd

Wilds Pathfinder

Join Date: Feb 2008

Canadia

W/

Quote:
Originally Posted by Snow Bunny
And Mesmers are generally not nearly as good as other classes in PvE, this is fact.
No, it is not fact. They just take a lot more skill than the other more straightforward classes. I think people just get frustrated because concentrating on a single target (no matter how quickly it dies) feels a lot slower than when you see lots of numbers pop up from the actions of other classes, and spreading your hexilicious love among the enemy groups has little visible effect on the groups, so you don't feel like you really contributed anything even when the enemy starts to die off in a very short time as the rest of your group applies little more than the finishing blow to each enemy.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Originally Posted by ogre_jd
No, it is not fact. They just take more skill than the other more straightforward classes.
Shutdown and interruptions are fine in pvp. In pve aoe armour ignoring damage is what matters.

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

Quote:
Originally Posted by ogre_jd
-snip-
Many mesmer skills are powerful in PvP but have long recharges (E-surge/Burn, Backfire), nasty downsides (Blackout), or have effects that are nearly useless in PvE (Shame, Diversion, E-denial in general). Stuff dies too fast in pve for mesmers to be well-suited there. In pve, you want to see big numbers pop up. Mobs don't have good monks to back them up = brute force wins 90% of the time. There's often not much need for the heavy shutdown that a mesmer provide.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Cathode_Reborn
There's often not much need for the heavy shutdown that a mesmer provide.
Not only that, but a Ranger can provide Broad Head Arrow to give all of the people attacking the caster a Warmonger's Weapon that effects only spells and makes their cast two times longer.
The more physicals the more strength in interruption BHA gets.
And that's only 1 skill.

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

Last time I used my ranger in pve, I was runnin Prepared/Concussion Shot - daze bubbles everywhere

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Quote:
Originally Posted by Racthoh
I'm not sure why people want GftE!'s recharge removed. Critical hits do not turn the tides of a losing battle in PvE. There are plenty of other ways to abuse leadership's absurd energy returns if for some reason your build is energy heavy.
I want it removed because GftE! made the battle go much quicker. I don't care about "turning the tide" as, well, there is rarely anytime the tide isn't in my favor. In fact I have a hard time coming up with *any* skill that can turn the tide - if you are loosing it isn't going to be fixed by a single skill.

As for the skill in question I preferred it being used on a barrage ranger or my dervish because of the rate of adrenaline gain it was spammed quite a bit. If I had a paragon that used echoes it was also a nice one to go with that (again on a barrage ranger or a dervish), but then there are other shouts that work also I just usually felt that GftE! was the over all best. I don't care about using it for energy gain on my Paragon (I prefer +armor or damage mitigation shouts on mine).

Quote:
Splinter Weapon outdamages any elementalist skill and it only costs 5 energy. There is no reason to revert it back when it is still one of the best skills in the game.
It worked OK like that for well over a year - I didn't see any increase in the demand for eles after the nerf. The reason given for the nerf was during a phase of several PvP battles - I think it was VoD but it was long enough back that I don't remember for sure.

Besides - the question was which skills would you like to see reverted and it is one I would like to see. I doubt very many will be "reverted" (in fact I generally figured none will be) so the whole point is probably moot anyway.

Further each and every nerf given to a skill can easily be defended by statements such as what you said about Splinter Weapon depending on if you agreed with the nerf in the first place or not. I don't see any real difference with the newer Soul Reaping mechanics (it was, and still is, the most powerful attribute line in the game) and see no reason to revert it - others differer in their opinion on that one too. But then I'm not about to tell someone they are wrong for liking the older version better. If we are to assume that if a skill has a reasonable reason to nerf then it will get nerfed and we further assume we only nerf skills that meet that definition then there is no reason to separate the two. Overpowered is overpowered - the reason to split is that PvE is all about some overpowered, "balance" in PvE is more about build variety and having fun with builds (in which the old version of Splinter Weapon better fulfilled those two ideas).

kooomar

kooomar

Lion's Arch Merchant

Join Date: Oct 2006

Pow Pow Pow [myau]

Mo/E

Quote:
Originally Posted by Cathode_Reborn
Many mesmer skills are powerful in PvP but have long recharges (E-surge/Burn, Backfire), nasty downsides (Blackout), or have effects that are nearly useless in PvE (Shame, Diversion, E-denial in general). Stuff dies too fast in pve for mesmers to be well-suited there. In pve, you want to see big numbers pop up. Mobs don't have good monks to back them up = brute force wins 90% of the time. There's often not much need for the heavy shutdown that a mesmer provide.
Agree with most of those, like edenial (including shame), but diversion is a win/win in pve. Cast it on a monk and he either doesnt cast and dies because of AI (win) or he diverts his heals and dies (win).

Mewcatus

Academy Page

Join Date: Apr 2008

R/Rt

Quote:
Originally Posted by strcpy
Further each and every nerf given to a skill can easily be defended by statements such as what you said about Splinter Weapon depending on if you agreed with the nerf in the first place or not.

I don't see any real difference with the newer Soul Reaping mechanics (it was, and still is, the most powerful attribute line in the game) and see no reason to revert it - others differer in their opinion on that one too. But then I'm not about to tell someone they are wrong for liking the older version better.

If we are to assume that if a skill has a reasonable reason to nerf then it will get nerfed and we further assume we only nerf skills that meet that definition then there is no reason to separate the two.

Overpowered is overpowered - the reason to split is that PvE is all about some overpowered, "balance" in PvE is more about build variety and having fun with builds (in which the old version of Splinter Weapon better fulfilled those two ideas).
This is a good reasoning, just wanted to reformat it from a wall of text to make it more reader friendly

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Something I've always wanted is to see the Area of AoE spells for Elementalists increased.

Having FireStorm and other ele spell switched from Adjacent to tarket to In The Area of target would be much more usable to coincide with the kiting of mobs.

brad-

Ascalonian Squire

Join Date: Jul 2005

None - Lone Wolf

Mo/W

Make MM's useful again.

Make the necro touch skills spells or have longer recharge.

Bring LoD back to its usefulness.

Nerf SWAY and wounding strike.

Lengthen warrior tactic stances - all of them.

Remove rangers from the game.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

Quote:
Originally Posted by Crom The Pale
Something I've always wanted is to see the Area of AoE spells for Elementalists increased.
Having FireStorm and other ele spell switched from Adjacent to tarket to In The Area of target would be much more usable to coincide with the kiting of mobs.
Agreed. Adjecent AoE is really a useless piece of crap that just encourages people to load every enemy on a tank. For general PvE Adjacent might hit 2 enemies half the time. I think nearby is high enough though.
Quote:
Originally Posted by brad-
Make MM's useful again.
Because having 10 lvl 18 allies smashing enemies, providing nearly 4.5k of health in between you and the enemy, and being able to heal all 10 of them by 122 constantly (Almost 2x as strong as a monk's heal party at 1/3rd of the cost) is weak . Ohh, and infinite energy for you and any other necro in the party
Quote:
Originally Posted by brad-
Make the necro touch skills spells or have longer recharge.
Sounds like someones upset about being schooled by a touch ranger.
Quote:
Originally Posted by brad-
Bring LoD back to its usefulness.
Nerf SWAY and wounding strike.
Agreed, though this should be for both PvE and PvP
Quote:
Originally Posted by brad-
Remove rangers from the game.
Are you joking? Rangers are one of the most crucial professions in the game.
Quote:
Originally Posted by GloryFox
snip
Major lulz at anyone who thinks PvE mesmers are on par with the other classes for PvE. Cry of Pain does not count.

It would be great if PvE mesmers would somehow become viable, but it would require a great amount of skills to be changed and they probably wouldn't end up very mesmer-y anymore. We would just have a necro/ele hybrid with better clothes.

Agreed with everyone on reworking SR so it doesn't punish people who are good along with nerfing ursan into the ground.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

SR seems fine; if my hero can play necromancer well why can't a human?
Quote:
Originally Posted by strcpy
In fact I have a hard time coming up with *any* skill that can turn the tide - if you are loosing it isn't going to be fixed by a single skill.
Pretty much the reason why skill revisions seem completely unnecessary for PvE. If no one skill is going to make an impact then what is the point in making these changes?

Alleji

Alleji

Forge Runner

Join Date: Jan 2006

I can't believe people want SR and minion limit back... cause necros aren't OP enough, rite? Why don't we bring back ether renewal too?

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Quote:
Originally Posted by Mewcatus
This is a good reasoning, just wanted to reformat it from a wall of text to make it more reader friendly
Aww, I like walls of text - it shows off my ability to type and spell badly (I'm dyslexic and I want others to suffer).

Quote:
Originally Posted by Racthoh
Pretty much the reason why skill revisions seem completely unnecessary for PvE. If no one skill is going to make an impact then what is the point in making these changes?
You misunderstand me - I don't disagree with that. I've never understood why the PvE crowd (of which I am nearly 100% a part of) gets angry at most skill balances. I've yet to find any game that doesn't do them even if PvE only. I say the same thing to monks who say they can't heal something that the AI happily does with little Energy and "bad" builds too. It keeps the game different and any nerf may very well be countered by a buff (and this will be interesting - will the PvE'ers get angry when a buff isn't added to PvE? Will we be where no nerfs will ever apply but all buffs will?). Due to this I actually look forward to skill balance days as I know I will have a slightly different game the next day. I've found myself on the fence about this until we see how it works out.

However Anet, in response to the community, says otherwise. I have skills I would love to see reverted so I listed them. I don't see Splinter Weapon, Soul Reaping, MM limit, and a few other things as being particularly needing of balance in PvE. As such listing them answers the OP's question - I preferred the older versions. In fact for some cases, such as given how we now keep our minions alive I think think something like an unlimited minion limit is VERY balanced and VERY interesting in PvE (yet is horridly unbalanced in PvP). The changes to BOTM is interesting in this case.

Ah well - such will be any system. Some will like it, some will not, and some will not ever really notice.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by brad-
Make MM's useful again.
Because having 9-10 bone figures smashing something with Barbs on them and dying to deal AoE armour-ignoring damage isn't useful.

Quote:
Make the necro touch skills spells or have longer recharge.
DEM TUCH RANGERZ HERTED ME

Quote:
Lengthen warrior tactic stances - all of them.
They were changed because Monks shouldn't have passive defense that is maintainable on it's own with 1-2 skills I believe. No cast time too!

Quote:
Remove rangers from the game.
The only thing in PvP that keeps them in the game mainly is D-Shot.
Anything else is either weak compared to a WoD Necro, an AoM Dervish, a Dev / Magehunter.

If you're getting rid of Rangers, get rid of Mesmers because Diversion hurts aswell.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Originally Posted by brad-
Make MM's useful again.
I must've missed the update when they became useless.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by BlackSephir
I must've missed the update when they became useless.
Seems we all did.

When did that happen?

tmakinen

tmakinen

Desert Nomad

Join Date: Nov 2005

www.mybearfriend.net

Servants of Fortuna [SoF]

E/

Quote:
Originally Posted by strcpy
I've never understood why the PvE crowd (of which I am nearly 100% a part of) gets angry at most skill balances.
Because they don't like when somebody moves their cheese? People like predictability (disclaimer: I prefer adapting over getting angry because the latter doesn't solve anything but I've noticed that many people think otherwise).

Actually, most of PvE is totally indifferent to skill balancing. In the past we've been doing wacky things like sealed deck play (essentially random skillbars) or hench vanquishing (players must use the exact skillbar of a hench of their primary profession, secondaries or consumables not allowed) - both result to what most sane people would call terribad builds but it's still ok because it's PvE and everything goes.

The only area where even minor skill changes may have huge consequences is soloing. Many builds rely on very specific properties of certain skills and a tiny change may render the entire build unusable.

And what's wrong with the original Ether Renewal? It was hot cakes back in summer '05 when GW was actually a fun and rewarding game

R.Shayne

Wilds Pathfinder

Join Date: Oct 2007

I would like to see some skills returned to their original status; [energizing wind], [Splinter Weapon], [protective bond] but I have moved on and adapted to the changes. Don’t trap anymore in the UW and don’t low level farm with my ranger anymore and use [protective spirit].

Instead of creating a huge update where every skill is changed I would rather see a select few skills changed that really need it and for the most part just leave pve alone. If they have the resources to make changes in gw1 I would rather see them fix / implement some other things then change skills.

How are the forms and wiki going to handle two different skill with the same name?

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by tmakinen
And what's wrong with the original Ether Renewal? It was hot cakes back in summer '05 when GW was actually a fun and rewarding game
I believe it allowed 10+ energy skills to be mashed on recharge for the duration on the skill.
Provided extremely strong energy management, just as Mind Blast did, just alot more powerful and straight off.

I'm not sure exactly how powerful it was though. I think it was used immensely on flag runners in GvG, so I'm guessing: Pretty powerful.

phan

phan

Wilds Pathfinder

Join Date: Nov 2006

phantasmagoria

Quote:
Originally Posted by brad-

Remove rangers from the game.
Prepare to get hunted at lolz ;

I could give about 100things why you should be killed etc ; instead i'm going to give 1

skill + dshot = win =)

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

  • Tune up Communing and Spawning. Splinter Barrage is still nice atm but it's either that or run a hybrid build for ritualists. 2 builds != fun.
  • Nerf Healing Prayers or just simply [Healer's Boon].
  • Nerf Fire magic, used wayyy too often in PvE for it's AoE spells.
  • Buff [Way of the Fox] or other skills that help in getting past annoying blocking mechanic.
  • Reduce the aftercast delay on some Dervish Enchants.
  • Remove the Cracked Armor condition from [Aggressive Refrain] or update the Monk AI to not bother removing the condition.
  • Update Monk AI to NOT HEAL MINIONS.
  • [incoming] <- Revert please. I find it funny and sad that Kormir has this as her elite but it does squat.
  • Reduce casting time on most motivation skills.