This is how you fix your game. (LONG comprehensive update)
DarkNecrid
"Any good monk can outlast an assassins chain and be away from him and have plenty of time to kite before next chain."
maybe if it was 1v1 but I heard this was a team game with other skills??? There's going to be more than just the 1 sin who magically strolled up to you no matter how much you kited collapsing on you, knocking you down, etc.
No.
I'm throwing up a couple of additional PvP only updates in a minute.
maybe if it was 1v1 but I heard this was a team game with other skills??? There's going to be more than just the 1 sin who magically strolled up to you no matter how much you kited collapsing on you, knocking you down, etc.
No.
I'm throwing up a couple of additional PvP only updates in a minute.
nekopowa
Realms of gods and other content-wise updates/modifications you mentioned - yes plz! That is brilliant.
Can't really comment on skill balances since i'm not bothering myself much with them anymore.
Good job on the post.
Can't really comment on skill balances since i'm not bothering myself much with them anymore.
Good job on the post.
DarkNecrid
Thanks.
Version 1.1 is now up, changes:
*Added new PvE skills in the PvE only skill update section. These are old skills removed because of PvP balance issues...
*Added VoD changes.
*LoS for Shadowsteps.
*Made AoM cost 10 energy, since its now an Elite Assassin's Remedy, I think that's fair.
*Changed Ether Nightmare a bit. Now is 4 instead of 2 points of energy lost, recharge increased.
Version 1.2 coming Soon(TM) will feature:
*Added Ranger/Ritualist/Warrior PvE changes.
*A couple of changes to PvE mesmers.
*A couple more PvP skill changes (very minor though!)
Version 1.1 is now up, changes:
*Added new PvE skills in the PvE only skill update section. These are old skills removed because of PvP balance issues...
*Added VoD changes.
*LoS for Shadowsteps.
*Made AoM cost 10 energy, since its now an Elite Assassin's Remedy, I think that's fair.
*Changed Ether Nightmare a bit. Now is 4 instead of 2 points of energy lost, recharge increased.
Version 1.2 coming Soon(TM) will feature:
*Added Ranger/Ritualist/Warrior PvE changes.
*A couple of changes to PvE mesmers.
*A couple more PvP skill changes (very minor though!)
Tyla
Tune down BHA a little for PvE!
And I also suggest making Nat Stride the same duration as Escape in the PvP Ranger bit, also changing Mending Touch to scale with Protection Prayers.
And I also suggest making Nat Stride the same duration as Escape in the PvP Ranger bit, also changing Mending Touch to scale with Protection Prayers.
DarkNecrid
Oh right I also updated Ether Nightmare so it wasn't PEWPEWPEW because I'm dumb and misread the recharge time XD! I also changed the recharge times of the Shadowsteps to reflect their different recharge times in-game.
cool ideas imo
cool ideas imo
toastgodsupreme
You nerfed probably the main reason why paragons are even considered for teams (SY + TNTF).
Seriously, outside of guild parties, I've never partied with a Paragon.
Let them have those skills as they are. Personally I don't care since my para is a storage char now. But you boosted just about every other pve skill but nerfed those two.
What?
15 energy, 3 second cast, and you can only use the copied skill once? What's the point?
Seriously, outside of guild parties, I've never partied with a Paragon.
Let them have those skills as they are. Personally I don't care since my para is a storage char now. But you boosted just about every other pve skill but nerfed those two.
Quote:
Mimic: 15/3/10: Spell. Learn the last skill used by target ally. For 20 seconds, Mimic is replaced by the skill you learned. You may use the skill once. |
15 energy, 3 second cast, and you can only use the copied skill once? What's the point?
DarkNecrid
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You nerfed probably the main reason why paragons are even considered for teams (SY + TNTF). |
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What? 15 energy, 3 second cast, and you can only use the copied skill once? What's the point? |
Konig Des Todes
Quote:
Originally Posted by DarkNecrid
One of the ancient dragons who is probably going to rise and own us in GW2 has his body in Elona. There's ancient dragons everywhere, so I think it fits!!
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Anyways, the non-skill suggestions you make are a nearly full-proof good addition, that I see, and will cause no QQ from people. The skills, many are over-powered, and even with making the Monsters harder, it is not good. If your skill ideas were put in the game, we would at least know what NOT to do, which many people do not seem to get. If skills don't work out by being too imba, then they will get changed back. That simple.
DarkNecrid
If you're not going to be constructive, don't post, above 2 people. I've told you many times why Shadowsteps are overpowered, as have a couple of other people who are in top end PvP, and you're an Assassin, so if you can't realize that then thats not my problem. :/
FlamingMetroid
Quote:
Originally Posted by DarkNecrid
If you're not going to be constructive, don't post, above 2 people. I've told you many times why Shadowsteps are overpowered, as have a couple of other people who are in top end PvP, and you're an Assassin, so if you can't realize that then thats not my problem. :/
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DarkNecrid
Quote:
Originally Posted by FlamingMetroid
yes, shadowsteps are overpowered, but making them completely useless along with all of the other viable assassin builds, doesn't do anything for the class.
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FlamingMetroid
Quote:
Originally Posted by DarkNecrid
Assassins would still be viable at splitting man. There's more to a game of GvG than just killing the other person, and I think this is a thought lost on some people now.
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The fact that you nerfed [shattering assault] shows how little you know about the assassins abilities other than killing.
snaek
while these skill change suggestions r more intelligent than most on these forums...
its still lacking in many ways
its still lacking in many ways
DarkNecrid
Quote:
Originally Posted by Clarissa F
"Mommy, my head hurts."
Didn't we have a guy a month ago post "How to fix Guild Wars"? Did he not die in unholy Net flames? Oh, and good way to limit a class. "Assassins would still be viable at splitting man." As if limiting to instagib weren't bad enough, now lets make them impotent unless they travel in packs. Man, for all the time you took doing this, you could have.....gone to college? |
It took 3 hours to type. At 12 at night.
Show me a college that has classes at 2 in the morning, and I'll show you the world.
Quote:
Originally Posted by FlamingMetroid
viable example pl0x.
The fact that you nerfed [shattering assault] shows how little you know about the assassins abilities other than killing. |
Shattering Assault was because of 4v4.
Assassins are meant to kill things, however Shadowsteps are abused to all hell. It removes kiting if used offensively, defensively it can be the best kiting power in the game (Return), remove Aftercast (Shadow Walk), etc.
It's abused by secondaries more than the primaries, which in itself is pretty not good.
60 seconds in itself isn't that much of a nerf, to be honest, except in the lower level areas. It's enough to perform your goal, and escape. You'll have to wait a bit before you can get the crippling boost it gives you offensively, but that's not much of a problem really, if you're going after NPCs. If you're going after players, make sure to use it wisely. You'll have to be more careful with how you use it, and when. Sins would still take it (hell, I know a ton of people would) simply because even at 60 seconds the massive benefits it gives a player outweighs the negatives. I bet you if Tyla played with that balance, and was a sin, he/she would still take a Shadowstep. It's a given.
However, a lot of secondaries would steer away from them. As a WoH monk that 50-60 second Shadowstep is no longer looking that hot in 4v4/8v8. As a AoM derv that 60 second shadowstep isn't that hot anymore, it'd be best to take something else...
Because secondaries don't particularly need Shadowsteps to do their job, they can just help them sometimes do it a lot easier.
If anything, possibly add a new function to Critical Strikes that lowers the recharge time of Shadowsteps by 2s per rank (which brings most of these down to ~40.) but even that isn't needed.
Next to Paragons, Shadowsteps are probably the most broken mechanic in the player's hands right now.
I, for one, do not believe in letting overpowered things stick around just because it's what makes a class "stick". That isn't even the case here. An Assassin is more than just Shadowsteps.
Shayne Hawke
Quote:
Originally Posted by DarkNecrid
NEW:
New PvE Only Skills: Gotten at Destiny's Challenge for 1 Skill point and 2 platinum, these are new skills for every class! (These are old skills, that were removed because of balancing issues for PvP etc. With the split, this is no longer the case!) |
Also, for all skills, you seem to not mention their attribute lines. Some are self explanatory, but I think you should list them later anyways.
Quote:
Assassin: Marble Trap: 5/2/30: Trap. When Marble Trap is triggered, all nearby foes are knocked down, and if they are holding an item, they are Dazed for 4...9...10 seconds. Ends after 90 seconds. While activating this skill, you are easily interrupted. Twisted Spikes: 5/2/30: Trap. When Twisted Spikes is triggered, all nearby foes suffer from a Deep Wound and begin bleeding for 3...13...15 seconds. Twisted Spiked ends after 90 seconds. While activating this skill, you are easily interrupted. |
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Shadow Tripwire: 5/2/30: Trap. When Shadow Tripwire is triggered, all nearby foes become Crippled for 3...13...15 seconds, and you Shadow Step to that location. Shadow Tripwire ends after 90 seconds. While activating this skill, you are easily interrupted. |
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Dervish: Balthazar's Fury (originally: Rage): 10/.25/8: Enchantment Spell. For 30 seconds, your attacks deal fire damage, When this Enchantment ends, all adjacent foes are set on fire for 1...3...3 seconds. Dwayna's Fury: 10/.75/20: Enchantment Spell. Lose all Enchantments. For 30 seconds, your attacks deal lightning damage. When this Enchantment ends, all adjacent foes are Weakened for 4...9...10 seconds. |
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Boon of the Gods: 5/1/30: Elite Enchantment Spell. For 5...17...20 seconds, Spells you cast cost 1 less energy for each Enchantment on you. |
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Elementalist: Energy Font: 5/.25/10: Enchantment Spell. Remove all enchantments. For 15...51...60 seconds, you gain +2 Energy regeneration. Energy Font ends if you move. |
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Lightning Storm: 25/3/30: Spell. You invoke a Lightning Storm at target foe's location. Each second for next 10 seconds, one foe in the area is interrupted and stuck for 14...61...73 lightning damage. |
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Mesmer: Borrowed Energy: 15/1/5: Enchantment Spell. Steal up to 4...9...10 Energy from target foe. For 30 seconds, you are enchanted with Borrowed Energy. When Borrowed Energy ends, you lose 4...9...10 Energy. (I'd make it 10...25 though.) |
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Confusion: 15/2/20: Hex Spell. For 8...18...21 seconds, target foe's attacks may damage any character in range, including the target. |
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Mimic: 15/3/10: Spell. Learn the last skill used by target ally. For 20 seconds, Mimic is replaced by the skill you learned. You may use the skill once. |
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Monk: Cry of Lament: 15/1/5: Spell. All party members are healed for 10...34...40 Health. If any party members are dead, Cry of Lament heals for an additional + 5...53...65. |
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Summoner's Soul: 10/1/10: Enchantment Spell. For 10 seconds, you gain 5...41...50 Health whenever a creature dies. |
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Recurring Scourge: 25/5/10: Hex Spell. For 10 seconds, target foe has -1...3...3 Health degeneration. Whenever that foe is healed, this hex is reapplied. |
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"Forge The Way!": 5/0/20: Elite Shout. For 5...17...20 seconds, target other ally gains 25% movement and has +40 additional armor. |
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Overall, I think that having more skills like that, as long as they aren't all elites is a nice addition.
Edit: I missed the rest of them apparently.
Quote:
Originally Posted by DarkNecrid
Ranger:
These don't have icons because they are already in use by other skills. make new ones. *Call of Brutality: 10/0/55: For the next 30 seconds, attacks by your animal companions have a 5...41...50% base armor penetration and deal + 1...11...14 damage. *Call of Disruption: 10/0/55: Shout. For 30 seconds, attacks by your animal companions have a 5...41...50% base armor penetration and have a 8...18...20% chance of interrupting spells when they hit. *Call of Elemental Protection: 10/0/55: For the next 60 seconds, your animal companions have 1...11...14 base damage reduction and gain 20...30...32 armor against all elemental damage. *Call of Feeding: 10/0/55: Shout. For 60 seconds, your animal companions have a 1...11...14 base damage reduction, and gain 5...17...20 health when their attacks hit. *Call of Ferocity: 10/0/55: Shout. For the next 30 seconds, attacks by your animal companions have base 5%...50% armor penetration, and your animal companions attack 25% faster. *Call of Healing: 10/0/55: Shout. For 60 seconds, your animal companions have a 1...11...14 base damage reduction and regenerate 1...3...4 health each second. *Call of Resilience: 10/0/60: Shout. You purge your animal companions of all hexes and conditions. *Call of the Hunter: 10/0/55: For 60 seconds, attacks by your animal companions have a 5...41...50 base armor penetration, and your animal companions have 1...11...14 base damage reduction. *Call of Vitality: 10/0/55: For 60 seconds, your animal companions have a 1...11...14 base damage reduction and + 50...234...280 health. |
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Ritualist: Accelerated Growth: 10/1/45: Enchantment Spell. For 15...51...60 seconds, your spells that target corpses and summoned creatures cast 5...41...50% faster. |
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Weapon of Mastery: 10/1/45: Elite Weapon Spell. For 15...51...60 seconds, your attacks use channeling magic instead of your normal weapon attribute. |
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Warrior: "Aim True!": 5/0/20: Shout. All nearby allies are affected by Aim True for 5...9...10 seconds. The next attack by each affected ally cannot be blocked. |
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"Don't Believe Their Lies": 10/0/30: Shout. Hexes on other allies in the area have their durations reduced by 50%. |
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"With Haste!": 5/0/20: Shout. For the next 5...10...11 seconds, all allies in the area attack 10% faster. |
Edit #2: I'd like to run an idea by everyone about shadowsteps that I just dawned on.
Move all shadowstep skills back to their original duration. Also, make them all cause exhaustion.
Hyper Cutter
Quote:
Originally Posted by FlamingMetroid
yes, shadowsteps are overpowered, but making them completely useless along with all of the other viable assassin builds, doesn't do anything for the class.
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DarkNecrid
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The reason this was ejected was because Air was not meant to be seen as having AoE effects the same way that Fire does. I was going to cry "IMBA!!11!1," but then I saw that it only interrupts one foe. Possible need to place Exhaustion on this skill. |
Quote:
"any character in range" would mean adjacent foes, right? Or, in the case of Rangers and Paras, would that means anyone they could strike? Seems a little quirky. |
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Seems like a joke of a skill unless the enemy has a skill disabled. I would like to see it disable that skill on the enemy for 20 seconds, or until the caster uses the skill. |
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. You would still need to spec in the proper attribute line to get the base weapon damage or to use any of that line's skills. As a result, you're still doing the same point split as SS, but you put out just a few more crits/damage/whatever instead of having a flat-out increased damage boost. |
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Duration not listed. I suggest that it affect all allies within earshot. |
EDIT:
@ Shayne: Thanks for being one of the few actually contributing good posts. I enjoyed reading it.
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Only read your skill suggestions - all bad. |
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He's doing to assassins exactly what most PVPers want done to them, I'm afraid... |
How dare they.....
EDIT:
If you can give me a good (read: 2-3 paragraph) post on why Shadowsteps are not overpowered and should not be nerfed all around, that is written intelligently and with obvious knowledge of the game and is not misinformed, I will un-fake (since...yknow...this isn't going into the game any time soon) nerf them.
Konig Des Todes
You need to even out the amount of "new PvE-only" skills that you add for Destiny's Gorge. There are too many Ranger skills, only one monk? huh? I suggest only 2-3 per profession. Over-all those new skills could use tweeking, but look ok. I still suggest you stay out of the skill area of what to change though, some are good, many bad, all would effect GW in both good and bad ways.
Tyla
Judging from Shayne Hawk's post, I see you've dug up the old skills that weren't implimented.
DarkNecrid
Quote:
Originally Posted by Azazel The Assassin
You need to even out the amount of "new PvE-only" skills that you add for Destiny's Gorge. There are too many Ranger skills, only one monk? huh? I suggest only 2-3 per profession. Over-all those new skills could use tweeking, but look ok. I still suggest you stay out of the skill area of what to change though, some are good, many bad, all would effect GW in both good and bad ways.
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Shayne Hawke
Quote:
Originally Posted by DarkNecrid
Actually, it says attacks, not attack skills. So, afaik what it would do is basically use Channeling Magic as your weapon attribute, so if you had 16 channeling and was using a sword you'd have "16 swordsmanship." I think.
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My impression of the skill is that someone swinging with a sword without the skill would be able to do damage as if they had 12 Swordsmanship and use attack skills as if they had 12 Swordsmanship. Someone swinging a sword with the skill would be able to do damage as if they had 16 Swordsmanship and use attack skills as if they had 12 Swordsmanship.
In all of the SS builds I've used, I've had to go into Spawning, a Mastery, Resto, and Communing or Channeling. I'm saying that SS is still better than this skill because it would be like having 12 Swordsmanship + ~40 instead of just 16 Swordsmanship.
Also, I had to edit my post alot, if you noticed, because I missed various parts of skills. I'm not surprised you caught a slip-up on my idea of Mimic.
Quote:
It didn't have a duration! It's an instant effect. |
DarkNecrid
[Extend Conditions]
Also, again, I think the way its worded is attacks use Channeling for everything. So sword attacks would use Channeling too. Kind of like SoI except for attacks.
Also, again, I think the way its worded is attacks use Channeling for everything. So sword attacks would use Channeling too. Kind of like SoI except for attacks.
DarkNecrid
Updated to v1.2.
Contains the following changes:
*New area idea: Gorge of Eternity. Features a PvP like setup in PvE.
*Adjusted Triple Shot barely.
*Ursan Rage now only disables for 1 second instead of 2.
*Removed Shadow Form nerf in PvE only section.
*Weakened a few of the Mesmer buffs in the PvE only section
*Added some Ranger & Ritualist buffs, with more on the way later.
*Added more PvP updates, but removed the Splinter Weapon change cause ArenaNet did my update on that XD
The PvP updates redid Shadowsteps to only have a +10s recharge time, but they fail if you don't have Crit Strikes to prevent secondary class abuse. Changed Shadow Form to be a bit more useless. Modified Scythes to be less abused. Reverted BSurge nerf to add defense. Fixed humsig/PBlock/Diversion. Weakened WoH to make Blessed Light look a bit better. Weakened the overpowered Foul Feast & Escape.
v1.3 will feature:
*New formatting.
*More ranger & ritualist buffs in PvE & minor changes to the other classes in PvE.
*Example teams for the Gorge of Eternity
*A way bigger PvP balance that will focus on changing hexes into more active play skills, rather than fire & forget skills. It will also include power creep weakening all across the board, a weakening on offense, mechanic changes, other abusive skills (hello Obsidian Flesh) and such. The 1.3 version skill balance for PvP would basically be the first skill balance I would do were I to become skill balancer xD. (Oh god, I can sense the assassins and dervishes knocking on my door with guns already.)
Contains the following changes:
*New area idea: Gorge of Eternity. Features a PvP like setup in PvE.
*Adjusted Triple Shot barely.
*Ursan Rage now only disables for 1 second instead of 2.
*Removed Shadow Form nerf in PvE only section.
*Weakened a few of the Mesmer buffs in the PvE only section
*Added some Ranger & Ritualist buffs, with more on the way later.
*Added more PvP updates, but removed the Splinter Weapon change cause ArenaNet did my update on that XD
The PvP updates redid Shadowsteps to only have a +10s recharge time, but they fail if you don't have Crit Strikes to prevent secondary class abuse. Changed Shadow Form to be a bit more useless. Modified Scythes to be less abused. Reverted BSurge nerf to add defense. Fixed humsig/PBlock/Diversion. Weakened WoH to make Blessed Light look a bit better. Weakened the overpowered Foul Feast & Escape.
v1.3 will feature:
*New formatting.
*More ranger & ritualist buffs in PvE & minor changes to the other classes in PvE.
*Example teams for the Gorge of Eternity
*A way bigger PvP balance that will focus on changing hexes into more active play skills, rather than fire & forget skills. It will also include power creep weakening all across the board, a weakening on offense, mechanic changes, other abusive skills (hello Obsidian Flesh) and such. The 1.3 version skill balance for PvP would basically be the first skill balance I would do were I to become skill balancer xD. (Oh god, I can sense the assassins and dervishes knocking on my door with guns already.)
Tyla
You've still nerfed the Imbagon and Ursan but left even more powerful alternatives. Half the PvE skills are on partly the same level (Eg. wards and CoP) but if you're going to deal with Imbagon and Ursan, please don't make other choices even more imbalanced.
DarkNecrid
Quote:
Originally Posted by Tyla
You've still nerfed the Imbagon and Ursan but left even more powerful alternatives. Half the PvE skills are on partly the same level (Eg. wards and CoP) but if you're going to deal with Imbagon and Ursan, please don't make other choices even more imbalanced.
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It's just not economically/business feasible to remove Ursan with no alternative. Ideally, there would now be a selection to use PvP skills in PvE too, but it's just not something I would do as a company. Is it better for the game? Yes. (though like I said, give the option to use the more balance PvP skills imo) Is it feasible to keep the majority happy, and keep the company running?
Not really.
This, my friend, is the sad truth. And something I hope ArenaNet has learned from and won't make the same mistake on in their new clean slate (Guild Wars 2).
My goal was to replace Ursan, while giving a variety of choices that do keep to the original game design of building a skill bar.
(Though I do admit I put less thought into the PvE skill balance section than the other sections simply because it's not really what PvE needs, but its neigh impossible to balance PvE by the mechanics themselves now, so it's really all you're left with unless if Anet were to somehow decide to completely revamp every single area and every single monster and every single little detail from 4 different chapters. Not happenin.)
This isn't a dream update, (well, it is in a way) where I wrote it as THIS IS HOW YOU MAKE GUILD WARS PERFECT, Tyla, as I wrote this to be realistic. And let's be realistic, for every URSAN SUCKS thread we have on these forums, if Ursan was made crap with no alternative that "FEELS EPIC", these forums would be in an uproar, I guarantee it.
It's basically an update I would do to fix the big problems, but you can't just fix the big problems and leave something behind entirely.
If I wasn't looking or writing this from a good business perspective, yes I would just remove PvE skills entirely, not add anymore, remove the skill separation, etc.
You know I would, right? :P
But that's just not feasible, here.
EDIT:
Like I even did a PvE/PvP skill update, yet I don't really like this idea of a skill separation at all. Each new skill update furthers the gap between PvE & PvP. I very much wrote this playing on ArenaNet's current Guild Wars 1 ideals, including title grind (added a new title and stuff that rewards you doing title stuff (Vanquisher & Cartographer), making PvE feel epic (EPICCCCC DPSSSS), and such.
My idea of a perfect update is completely different, and would probably piss off everyone who hasn't been around since the dawn of time...I mean...Guild Wars.
Tyla
These forums would be an uproar in the case of carebears, while the majority continues to play. Nobody can tell the future, but I doubt they will even care to be honest, but thanks for the explanation anyway.
DarkNecrid
Quote:
Originally Posted by Tyla
These forums would be an uproar in the case of carebears, while the majority continues to play. Nobody can tell the future, but I doubt they will even care to be honest, but thanks for the explanation anyway.
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Honestly, I mean, a lot of people use Ursan. ArenaNet can easily (read: already has, according to Regina) pull the numbers on the amount of people who use Ursan. I'm sure you've even used it. I've had it on my bar, but I didn't even know it existed until I saw a post on GWG about it some time shortly after the release of EOTN.
But Anet can't easily pull the numbers of the amount of people who like Ursan and would care if it was nerfed. It's a general business sense to assume that if people are using something, they like it, because if they didn't like it, they'd either not use it, or they'd quit because it's not fun for them. It's just generally safer to assume everyone who uses it likes it, than everyone who uses it doesn't, or even its 50/50. It's impossible to really gauge that, but it's just a safer bet to assume they do, y'know?
If I had my way, here would be my dream update:
*Titles removed.
*PvE skills removed.
*Skill separation removed.
*Huge ass skill update.
*Complete PvE mechanics reworking across all 4 campaigns.
*New content added.
The above is far less likely to happen though, since again, this is ANets current ideals for GW1...EOTN is a testament to that. I just built upon them, while trying to appease the majority, as any business would. PvE still feels epic, has a challenging aspect (due to a reworked HM (farrrrr less work than reworking PvE itself)), new content, and more variety & skill building.
PvP has a somewhat decent skill balance, and new features, with a few mechanical changes to keep it going and a bit more fresh and rewarding.
Basically I wrote how to fix and improve the game in its current state, rather than fix and improve the game as it used to be. Completely playing by Anets rules now, than how they used to be.
I actually don't like probably 75% of what I wrote. The only parts I even like is the reworked HM, new content areas, new PvP features, and the PvP skill balance.
Everything else is just crap to keep the new carebears happy, and I don't like it anymore than you do.
around
Buff Blackout
DarkNecrid
Quote:
Originally Posted by spawnofebil
Buff Blackout
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here you go
that's rank 0.
The Meth
So you want Anet to pretty much give every skill a complete overhaul, fix the AI, give PvP a complete overhaul, add a large number of areas to the game, add more titles, and fix all of the bugs.
While they are at it, why don't they just improve the graphics and let us jump. Then they could call it GW2 and make us buy it again.
While they are at it, why don't they just improve the graphics and let us jump. Then they could call it GW2 and make us buy it again.
DarkNecrid
Quote:
So you want Anet to pretty much give every skill a complete overhaul, fix the AI, give PvP a complete overhaul, add a large number of areas to the game, add more titles, and fix all of the bugs. |
-Fix the AI: They've been doing that lately anyways. All they'd really have to do here is make the AI do less stupid things, like say killing themselves all the time even when they have hex removal on an ally.
-PvP a complete overhaul: It's just a couple features. Making a merchant and awarding items is also a very simple process. Making new original items is, yes, harder, and probably the least feasible thing out of the whole thing for Token of the Gods / the PvP reward system.
-Large number of areas to the game: eh. Just do the EotN solution and reuse textures if you have to, reuse creature models. Just make it challenging.
-Add more titles: There was 1.
-Fix all the bugs: yes, but they are all documented and none of them are really that complicated. Obviously some aren't just flip a switch and PRESTO CHANGO but a lot of the reported bugs are very simple bugs. Stuff like a fail message on a skill, a typo here & there, etc...these are very simple fixes, and I don't doubt that, because ArenaNet uses an intuitive engine and coding design. These are things even a first or second year student in a coding class could fix after they took a look at the code, the problem is ArenaNet not able to dedicate people to these tasks. Not enough resources. They currently only have enough to do a few bugs each update, which is understable given their current endeavors. Once they get Lisa (er, I think that was her first name) and the other unnamed guy to be completely focused on GW1, I honestly think you'll see a lot of the reported bugs fixed in a couple updates.
These things aren't as impossible as you make them seem, and Guild Wars 2 is already going to be a different design and focus than Guild Wars 1...I can already tell you that from UAX in PvP areas at the start, the world PvP in PvE areas, the quest structure, emergent complexity on skills, companion system, et al.
Yawgmoth
a little bit of awesome, a bunch of obvious, a ton of meh, some wtf, some LoL, and some pathetically bad.
Why I wasted so much time to read this all?
/selfowned
A lot of chests dropping multiples of 'rares' everywhere, and a repeatable? area to quickly farm then in multiples, thats sick.
Adding a huge lot of PvE versions of existing skills for completely no reason is pointless and adds unneeded complexity and confusion.
There are more terribaaad skill changes than actually good ones. Seriously, don't comment on pvp. PBlock and Diversion nerf to complete uselessness =wtf?
oh well, it was so long that if I wanted to comment on everything I wanted, I would have to write a book...
oh I know now where's the problem! It's this:
Why I wasted so much time to read this all?
/selfowned
A lot of chests dropping multiples of 'rares' everywhere, and a repeatable? area to quickly farm then in multiples, thats sick.
Adding a huge lot of PvE versions of existing skills for completely no reason is pointless and adds unneeded complexity and confusion.
There are more terribaaad skill changes than actually good ones. Seriously, don't comment on pvp. PBlock and Diversion nerf to complete uselessness =wtf?
oh well, it was so long that if I wanted to comment on everything I wanted, I would have to write a book...
oh I know now where's the problem! It's this:
Quote:
Originally Posted by READ FIRST - Sardelac Sanitarium Forum Guidelines
5. Post One Idea Per Thread
Do not post "A Few Ideas" threads. If you have more than one idea ---first double check with the search button and the index thread to make sure they're fresh suggestions, and create a separate thread for each one with a relevant title. If you don't feel like creating a separate thread for each suggestion you have, post all of them in the Index of Ideas thread stickied at the top of the forum. |
DarkNecrid
Quote:
oh I know now where's the problem! It's this: |
Kanyatta
From what I gathered from my skimming through skill updates (the rest I really couldn't care less about) it seems "Buff everything for PvE, Nerf Mesmers and Monks to make them unusable in PvP."
DarkNecrid
Mesmers...I nerfed 3 skills. 3. One makes stuff blow up uncontrollably to the point where matches between anyone decently skilled vs anyone even slightly less skilled end in less than 5m (2m or less thanks to resign) (hello there Humsig), another has always been overpowered for the longest time (hello there Diversion), and one makes running Water Eles less than favorable (hello there PBlock). No one really runs PBlock much anyways, but when it is run it rapes Water eles like no tomorrow which makes them less played. A mesmer is much more than just Diversion, and if you think those 3 skill changes make mesmers completely unusuable in PvP, then you really are kind of crazy, as a Mesmer brings so much more to a party than a simple Diversion.
As for Monks, WoH is simply too good. It is blatantly overpowered, and is a completely one dimensional skill that was buffed because there was no way for defense to keep up otherwise because hellot nerf to LoD. SoH is needed because it stacks with Conjures. WoH is needed a slight nerf to make other healing options more viable. I buffed defense a tad by reverting some key changes so that the obscene healing wouldn't be needed. Again, if you think Monks would be unusuable in PvP because of a single WoH nerf, you are also crazy, because quite frankly the Hybrid Bar, ZB bar, RC bars, etc, aren't going anywhere, this just allows BL to be used, in conjunction with WoH. WoH still beats BL in raw healing power, but BL allows for greater bar variety and powr, so there is now a trade off, whereas there is no reason to run BL right now...WoH is simply better in every way, so much so that it's easier to just out heal conditions and hexes, than remove them with WoH.
EDIT: Also again, the PvP upate currently only faces the major issues, not a ton of the issues. That'll come in v1.3.
The PvE buffs is to replace Ursan, because hoenstly if ANet nerfs Ursan, this is basically what they will be forced to do (and what they've slowly gotten closer and closer to doing with each passing update.)
As for Monks, WoH is simply too good. It is blatantly overpowered, and is a completely one dimensional skill that was buffed because there was no way for defense to keep up otherwise because hellot nerf to LoD. SoH is needed because it stacks with Conjures. WoH is needed a slight nerf to make other healing options more viable. I buffed defense a tad by reverting some key changes so that the obscene healing wouldn't be needed. Again, if you think Monks would be unusuable in PvP because of a single WoH nerf, you are also crazy, because quite frankly the Hybrid Bar, ZB bar, RC bars, etc, aren't going anywhere, this just allows BL to be used, in conjunction with WoH. WoH still beats BL in raw healing power, but BL allows for greater bar variety and powr, so there is now a trade off, whereas there is no reason to run BL right now...WoH is simply better in every way, so much so that it's easier to just out heal conditions and hexes, than remove them with WoH.
EDIT: Also again, the PvP upate currently only faces the major issues, not a ton of the issues. That'll come in v1.3.
The PvE buffs is to replace Ursan, because hoenstly if ANet nerfs Ursan, this is basically what they will be forced to do (and what they've slowly gotten closer and closer to doing with each passing update.)
MithranArkanere
Quote:
*Five new areas have been added to the game: -Nature's Gorge (name can be changes obviously), realm of Melandru -Illusion's Folly, realm of Lyssa -Divinity Temple, realm of Dwayna *In Hard Mode, skill bars across Tyria, Cantha, and Elona have been reconfigured to provide a tougher challenge and promote teamwork amongst similar monsters. In addition many attributes have been changed as well. This will make Hard Mode actually a challenge for people, with monster groups no longer restricted to using skills from their own campaign, allowing teams of monsters similar to the Jade Brotherhood, except harder, and with better AI. *Numerous AI fixes so monsters aren't so dumb. *A series of quests have been added to Cantha, Elona, and Northern Tyria, that can only be gotten after beating Shiro/Abaddon/The Great Destroyer. To access these quests, you must kneel before a dragon's statue added to the following places: Kaineng City, Kamadan, and Eye of the North. These quests each add more to the story of that chapter, and in the case of Eye of the North, adds a better preclude to what is to come in Guild Wars 2, with the various races. These quests reward tons of XP, and gold for completion. *The Northlands in Pre-Searing have been expanded, adding more content, and some higher level enemies. Adds a couple of unique rewards in weapons. *The Xunlai Marketplace is now open. You may trade many items on the marketplace, with other players. Just pay a small fee, and your item goes up with a pre-chosen price based on the items worth. When someone buys, you instantly reap the profits! A message will display in chat, telling you someone has bought your items next time you sign in. Talk to a Xunlai Marketplace Merchant to collect your money. |
The Anguish is Kormir's realm.
I don't care much about the skills. I always use what I have, and since my main is an elementalist, I have a lot of good stuff to choose.
sixofone
Man, am I glad I'm not a game designer! Thankless job, no way to please everyone. I mean, take Monks, for instance: how many ways can you heal something? LoD or WoH? I can heal 1 person a lot, or a lot of people a little (well, sometimes a lot, but...) So, let me see, I have this kind of heal, and that kind of heal - sh*t! I've got like 30 heals to choose from! And then, when I Prot someone, I heal them a little, too - so, Protection and Healing... oi vey! Too many options, and only a handful will get used anyway.
Good effort, DarkNecrid! Welcome to the nightmare that is game balancing!
Good effort, DarkNecrid! Welcome to the nightmare that is game balancing!
Bob Grunter
some of your ideas for skills are good but most of this is kind of useless this close to gw2
-Lotus-
I read the whole thing and Im sorry to say there arent really any good ideas for changes in this entire post. you seem to be under the impression that you deserve a ton of free new content for some reason and that everything in the game should drop 6 gold weapons. we are not getta a ton of new content for free. its just not going to happen. sure, it would be nice for them to put in the remaining go areas, but anet probably wont do it for free...
Kanyatta
There are really only 2 things here I don't agree with. One is the 5 new elite areas. DoA is basically Kormir's area, and the game already has enough (like, 5 I think. And yes, UW and FoW are elite areas, even if not by name, get over it).
The other thing I don't agree with:
In your suggestion, Sig of Hum is unusable it's so bad, put a 30 second recharge on it, don't change anything else.
Also, with suggested changes, Pblock becomes a crappy elite version of Plock and Sig of Distraction. If you're going to kill Pblock that badly, at least bring the energy cost down to 5 to at least keep it viable.
Diversion really isn't THAT overpowered as it's made out to be. It has a 3 second cast, its an incredibly easy interrupt if it's shutting you down that badly. Maybe lower the duration to 5 and recharge lengthening to 9...40, that way you don't completely kill it with fire, and it may still be usable.
Why is that? Because "the rest" improves PvP? Just because you don't play it doesn't mean it's bad and doesn't need fixing. Stop being an arrogant little infant.
The other thing I don't agree with:
Quote:
Originally Posted by Dark_Necrid)
[005-M Mesmer:
[Signet of Humility] : Target foe's elite skill is disabled for 1...10 seconds. Recharge time is now 40 seconds. Added functionality: "The recharge time of this skill is halved if your target fails to use their elite." (ie: if you disable their elite while they are using it, so that they get the failed message.) [Power Block] (PvP): Disable time changed to 1...5 seconds. [Diversion] (PvP): Duration changed to 3 seconds. Recharge lengthing changed to 5...25. |
Also, with suggested changes, Pblock becomes a crappy elite version of Plock and Sig of Distraction. If you're going to kill Pblock that badly, at least bring the energy cost down to 5 to at least keep it viable.
Diversion really isn't THAT overpowered as it's made out to be. It has a 3 second cast, its an incredibly easy interrupt if it's shutting you down that badly. Maybe lower the duration to 5 and recharge lengthening to 9...40, that way you don't completely kill it with fire, and it may still be usable.
Quote:
Originally Posted by Phoenix Tears
Signed for the Vanguisher/Cartographer Chest, more quests, more realms of the gods, and certain buffs for pve.
Rest unsigned |