PvE Balance Update Suggestions

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

Quote:
Originally Posted by Phoenix Tears
This had me stopped reading further. Readign that lets me believe, that you must be either a complete retard or that you had absolutely no clue, over what you write.

Changing this on Barrage would mean, that the Skill would become completely imba³

Just imagine a R16 Marksmanship Ranger, that gets buffed through a r16 ritu with Splinter Weapon to receive the optimal Damage Power and that Ranger uses then following Skills


Barrage + Expert Focus = Super Cheap spammable empowered Barrage, with that you could easily reach an Energy cost for Barrage of like 1-2 Energy with high Expertise -.-

Barrage + Arcane Mimikry + Glass Arrows = Imba Damage + Mass Bleeding -.-

Barrage + Arcane Mimikry + Marksman's Wager = Imba Energy Management in large enemy groups. Tanking build together and et voila , a new imba tnak is born that will never have energy problems >.>

Barrage + Apply Poison = Imba Mass Poison Pressure

Barrage + Arcane Echo + Choking Gas = Imba Mass Interruption

Barrage + Inite Arrows + Splinter Weapon = Imba Mass Damage³ = most imba Combo of all

Barrage + Arcane Mimikry + Arcane Echo + Incendiary Arrows = again imba Mass Interruption + Imba Mass Burning

Barrage + Arcane Mimikry + Melandru's Arrows = Imba Mass Damage + imba conditional Mass Bleeding

I think, this is really enough Imba Stuff to show you, how retarded that idea is to remove the "No preparations with Barrage"-Thing
Firstly, no one would go to ALL that effort just for some ranger damage. There are FAR better non-ranger builds, that do more damage. Secondly, Sha has seemed to leave it out, but we were discussing the issue of Splinter + Barrage + Ignite Arrows. We both agreed that Splinter Weapon would be changed to be physical ONLY damage, so that it would not trigger with elemental preparations. As he left it out, I can understand your concern. But since you now know, the issue of Barrage + Preps would not be as large, as the preparations that you CAN use with it, are not going to break the game.

Also, most of the suggestions you have that would be "imba", aren't. Poison on everything isn't imba. 1-2 energy Barrage isn't imba (Zealous??). Arcane Echo + Choking Gas isn't imba, it's a waste of time...you could just bring Concussion Shot, Epidemic and Barrage interrupt everyone.

But really, suggesting that a ranger bring Arcane Mimicry for some extra damage is a little silly.

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

If Charm Animal is going to be a rez, then Comfort needs a new function. No one is going to bring a 10e pet heal. And Heal as One would no longer be a worthy elite. It's main reason for being an elite is bar compression, so you don't have to bring Comfort. The recharge, conditional heal, and pitiful heal amount are certainly not what give it elite status.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
Originally Posted by Phoenix Tears
Just imagine a R16 Marksmanship Ranger, that gets buffed through a r16 ritu with Splinter Weapon to receive the optimal Damage Power and that Ranger uses then following Skills
Requirement 16 ranger or ritu? Wth? You mean 16 marksmanship/channeling magic? And it can't be done now? You know that out of 7 arrows that Barrage can shoot out, Splinter will work on 4 of those arrows? Probably you didn't.

Quote:
Barrage + Expert Focus = Super Cheap spammable empowered Barrage, with that you could easily reach an Energy cost for Barrage of like 1-2 Energy with high Expertise -.-
Doesn't work that way. Expert's Focus is a really useless skill. It removes energy from BASIC cost, so it's 5-2 = 3. And then Expertise kicks in. So with luck, you would have the same energy cost as without EF.

Quote:
Barrage + Arcane Mimikry + Glass Arrows = Imba Damage + Mass Bleeding -.-
Order of Pain (R/N or a D/N or N/any can do it) + Favorable Winds/Winnowing and you get almost same results. You can add Screaming Shot + epidemic on R/Me.

Quote:
Barrage + Arcane Mimikry + Marksman's Wager = Imba Energy Management in large enemy groups. Tanking build together and et voila , a new imba tnak is born that will never have energy problems >.>
R/Me can't tank a crap. You have imba energy management, but if you get blinded, POOF 0 energy. Oh, and why would you need Marksman's Wager on a ranger? Good ranger doesn't need that much e-management.

Quote:
Barrage + Apply Poison = Imba Mass Poison Pressure
Poison is a bit useless in pve. You can use screaming shot + signet of infection, or... Poison Arrow + Volley + Epidemic. Or Fevered Dreams + Volley + screaming shot.

Quote:
Barrage + Arcane Echo + Choking Gas = Imba Mass Interruption
Doesn't work that way. AE can't copy Choking.

Quote:
Barrage + Inite Arrows + Splinter Weapon = Imba Mass DamageĀ³ = most imba Combo of all
Imba damage? Oo Imba scatter. Mark of Pain would mean a lot more dmg. I mean, even if you go 9+1 expertise, 9+1 marks and 12+1+3 wilderness (although then you would be, like, dead after 5 minutes in Hard Mode), you would gain ZOMG 19 dmg per target. And you would loose aggro fast.

Quote:
Barrage + Arcane Mimikry + Arcane Echo + Incendiary Arrows = again imba Mass Interruption + Imba Mass Burning
Arcane Mimicry (NOT KRY) is used on an ally to copy something. AE can't copy Incendiary. You can just use Mark of Rodgort + Conflagration.

Quote:
Barrage + Arcane Mimikry + Melandru's Arrows = Imba Mass Damage + imba conditional Mass Bleeding
Bleeding is kinda useless, can be achieved with Epidemic, damage is only on enchanted.

Quote:
I think, this is really enough Imba Stuff to show you, how retarded that idea is to remove the "No preparations with Barrage"-Thing
Wut?

Alexandra-Sweet

Alexandra-Sweet

Wilds Pathfinder

Join Date: Dec 2006

That one place with the trees, mountains and snow

Ember Power Mercenaries [EMP]

Me/

Mesmer:
Completely agree.


Necromancer:
Life Transfer {E} - Reduced recharge to 12 seconds. -agree

Mark of Subversion {E} - Reduced recharge to 15 seconds. -agree (and E stands for Elite right? Mark of Subversion isn't an elite skill)


Monk:
Life Sheath {E} - Reduced casting time to 1/4 second. Reduced recharge to 4 seconds. -That skill needs to be buffed seriously because it'sm utterly useless in both PvP as in PvE at the moment. just make it prevent 300dmg

Unyeilding Aura {E} - Reduced casting time to 2 seconds. Reduced recharge to 5 seconds. -They should redesign this skill to compete with all the other Monk elites out there, a non elite res is much better anyway.

WHERE'S MENDING?!


Ranger:
Barrage {E} - No longer removes Preperations. -No no no no no.

Charm Animal - Added a pet ressurection funtionality. -Agree

Revive Animal - Removed range; reduced casting time to 4 seconds. -Change functionality into something more attractive.


Warrior:
Many of the blocking stances should have their duration lenghtened with +5~ seconds or so.

Axe Mastery

Agonizing Chop - Decreased activation time to .5 second. -Agree

Critical Chop - Decreased activation time to .5 second. -Agree

Disrupting Chop - Decreased activation time to .5 second. -Agree


Elementalist:
Fine as they are, maybe buff some skills so they can get some proper self healing for once.


Ritualist:
Buff some Channeling skills so Rits have a good offense.


Paragon:
...

Dervish:
Fine as they are.

I believe you're missing one major thing about all these changes, the monster's skill bars will be buffed aswell so low end PvE could become very hard. (especially when fighting bosses or big mobs)

Some proof:
In Pre Searing Charr Hunters use Penetrating attack, since it got buffed for PvE Charr Hunters probably have the highest DPS in Pre Searing.

Luckely Arena Net does PvE updates in babysteps to see how it affects the PvE balance.

JONO51

Wilds Pathfinder

Join Date: Oct 2006

P/

If you want more variety in PvE para's you'll have to nerf the imbagon build. The changes you suggest are okay, but there is no point using them with better alternatives. Tone down [[Save yourselves] to 60...80 armor. Buff [watch yourself] by removing the recharge, the end after x attacks clause and make it +25...35...40armor. Although [[watch yourself] wont be as good as [[Save yourselves] (and it shouldnt be imo, as SY is a PvE only skill), it should open up new options so people arent forced down the imbagon path to be good.

Sir Owns Alot EP

Sir Owns Alot EP

Frost Gate Guardian

Join Date: Mar 2007

[Town]

P/W

Some I agree with put some would just be incredibley overpowered, and we all know how much people bitch here when PVE gets too easy.

Barrage {E} - No longer removes Preperations.

That would make Tombs more of a joke than it already is.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
That would make Tombs more of a joke than it already is.
Oh, and clearing it solo in 2 hours or dual in ~1 hour Hard Mode isn't a joke...

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

So... you notice a number of things are overpowered in PvE and you decided to engage in another dart throwing game to decide what to buff and hope that it all comes out even? Someone is trying to usurp Izzy's position I think.

PvE needs nerfs, not buffs. Kill off ursan, SY, Ether Renewal, SF, and the other overpowered crap and you will make 100x more builds viable then any of these buffs.

These buffs also contribute the the growing problem by which the PvE-PvP split just gets more confusing for no apparent reason. The split needs to be limited to key important skills or by next year were going to have to memorize two completely different skill sets with the same names.

You have a few decent buffs, but lets fix the actual problem with the game first before we start to improve it, ok? Gotta fix the foundation before you start building the structure.

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Can you say lol already overpowered PvE gameplay turned into god mode pve?

Seriously why make easy things easier?

Warriors cunning needs a buff but being able to hit anything 3/4s of the time in 20 second intervals is insanely too much.

Mesmer weapon spell IW is interesting to say the least, but playing a mesmer melee role in PvE is seriously taking away the good parts of a mesmer.
Barrage doesn't take away preps? Also an "Lol overpowered"

Someone is acting a loooot like izzy....and one is enough

Tyla

Emo Goth Italics

Join Date: Sep 2006

I believe that how Signet of Strength should work is as followed:

Signet 10 Rechage (No cast time, so it's like Dolyak Signet, Signet of Mystic Speed...)

+10 damage for 5...10 hits.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Quote:
Originally Posted by Phoenix Tears
This had me stopped reading further. Readign that lets me believe, that you must be either a complete retard or that you had absolutely no clue, over what you write.
Strangely enough, I thought the same thing reading your post.
Quote:
Originally Posted by Phoenix Tears
.........

Barrage + Expert Focus = Super Cheap spammable empowered Barrage, with that you could easily reach an Energy cost for Barrage of like 1-2 Energy with high Expertise -.-

Barrage + Arcane Mimikry + Glass Arrows = Imba Damage + Mass Bleeding -.-

Barrage + Arcane Mimikry + Marksman's Wager = Imba Energy Management in large enemy groups. Tanking build together and et voila , a new imba tnak is born that will never have energy problems >.>

Barrage + Apply Poison = Imba Mass Poison Pressure

Barrage + Arcane Echo + Choking Gas = Imba Mass Interruption

Barrage + Inite Arrows + Splinter Weapon = Imba Mass DamageĀ³ = most imba Combo of all

Barrage + Arcane Mimikry + Arcane Echo + Incendiary Arrows = again imba Mass Interruption + Imba Mass Burning

Barrage + Arcane Mimikry + Melandru's Arrows = Imba Mass Damage + imba conditional Mass Bleeding
Barrage + Expert Focus- the proposed change to Barrage would affect this HOW?

Barrage + Arcane Mimikry + Glass Arrows & Barrage + Arcane Mimikry + Melandru's Arrows: Only affected IF you just happen to capture the elite from a fellow ranger you have pre-arranged to have these Elites equipped. In that instance, yep, you can get rather impressive damage BUT in three years, I have yet to see 1) all that much random cooperation between players and 2) all that many truly impressive rangers. A possibility but not a probablity in PvE.

Barrage + Arcane Mimikry + Marksman's Wager & Barrage + Arcane Mimikry + Melandru's Arrows : see above comment

Barrage + Apply Poison: No big deal, actually. With a flat or short bow, you can poison several foe quite neatly and quickly using Poison Arrow as your Elite instead. Then sit back and plink using Volley. Not like your foe keep all bunched up nice and pretty for you. Been there, done it. End of story.

Barrage + Arcane Echo + Choking Gas: Apply Choking Gas to foe, hit Barrage. Arcane Echo only echoes SPELLS, neither of which apply to Barrage or to Choking Gas. ("Arcane Echo becomes the next spell you use (20 seconds). This enchantment ends if you use any skill that is not a spell.")

Barrage + Ignite Arrows + Splinter Weapon: Ignite tends to cause the foe to scatter, so I'm not sure how you would propose to use this combination effectively. If they all stood there like good little monsters, it might be rather over-powering.

Barrage + Arcane Mimikry + Arcane Echo + Incendiary Arrows: "Arcane Mimicry: This skill becomes target ally's elite skill (20 seconds). Cannot self-target. No effect if target's elite skill is a form." Again, Arcane Echo only applies to echoing SPELLS and so your "again imba Mass Interruption + Imba Mass Burning" is applicable how? Mimicry capturing Echo will not increase the damage output of either Barrage or Incendiary since neither are spells.
********

Well thought out proposals, in my opinion, Sha. A few I'm not sure I quite agree, but overall, they'd provide a boon to the skill sets.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Quote:
Originally Posted by upier
Now THIS is funny!


Let me guess - you're one of those people that uses Backfire and then Epidemic and then loses it because WTF!??!?! it's bugged!1!!
Let me guess - you'rte one of that bored fools, that is too blind to see, how much too powerful it would be to buff barrage this way and just needed now someone for your first days retarded flaming today >.>

@Abedeus

Guild Wars is still a Multiplayer game with Party Gameplay. anythign that fits not on your own Skill Bar, can be done in Synergy with an other Player/NPC#s Skills bar and for optimal Splinter Barrage Damage, it is best, when a R16 Marksmanship Ranger gets buffed by a R16 Channeling Ritu's Splinter Weapon, because like you said, the Ranger player self can't reach R16 on both and for the Ranger the build would cost more Energy, if you had to Splinter Buff with a weaker Splinter Weapon, than a Ritu could give you permanent self.

Before the nerf of Splinter Weapon, the Skill effected all Arrows of Barrage and Splinter Weapon is a skill, that might be eventually get un-nerfed for PvE, due to the nice Skill Splitting now between Pve and PvP and when that happens eventually, then such a Combo will become really imba and lke someone said.

peopel bitch all the day, when something becomes in PvE way too easy, just look at all the Ursan QQ'ers.

5-2 = 3 - say for example 40% (Ex 10) = 3 - 1,2 = 1,8 ~ 2 Energy Cost for Barrage then, with (Ex 16) it would be -84%, then it would be this:

5-2 = 3 - 84% = ~ over 2,4 so with R16 the cost would go theoretically UNDER 1 Energy, but will get roundet Up.
This means, you can spamm this skill nn stopp, because you get per second through the rangers energy regeneration 3 Energy Points back, that together with a Zealous Bow and you can spam barrage far more easily, because each single shot alone would easily give you all enegy back instantly.

The question is not, what you can use instead of the preparations to reach similar effects, the question is simple: Should barrage allow preparations or not and I must say simple: NO !! Because it would lead to too many imba Skill Combinations with Barrage, which alone is in itself a very powerful Elite Skill, because it allows only the Ranger (btw bow usign people) to hit with just 1 attack 6 targets at ONCE and alone this fact together with Mark of Pain and Splinter Weapon is powerful enough.

There it won't help even very much to let Splinter Weapon be count as physical Damage, just to stop only ignite Arrows, it won't stop mark of pain, which triggers on physical damage and then there is still the very powerful synergy with Edge of Extinction !!! that would very much benefit from that a retarded Barrage Buff.
----

It is also not the question, if its silly, or not to use as Ranger Arcane MimiCRY, or not, it gives enough peopel, which surely use it, because its a simple way to get as player a secondary Elite Skill and when Barrage would not prevent the synergy with preparations, then it owuld become possible to synergize barrage with Elite Preparations, like said Glass Arrows, which in itself is a very powerful Elite Skill.

These Synergy would be just way too imba, because they would buff the damage potencial of barrage way too much. Such skill synergies all together would quick sky rocket surely the damage potencial of Barrage into unbelieveable numbers.

Barrage is an Elite Skill, balance wise, that has to be touched with VELVET GLOVES !!
******

And Rangers can tank very well with all their extrem high Block Rate Skills and Mesmer have very good Defense Skills to reduce received elemental Damage (the mantras, which give also energy when hit with the element) plus that you can double with Arcane Echo the effects of the rangers tank skills.
Beign blinded is very quick removed with the Antidote Signed for example.
Marksmanships Wager, i can only agree is imo in the wrong Attribute and belongs to Marksmanship and not Expertise, because ten the Skill would make sense as Energy management Skill for rangers, that don't have setted their AP on Expertise so high.
However, I haven't listed these Skills, because everythign makes ever 100% sense, but more because it would become just possible through the Barrage Buff and only because somethign becomes with a Buff possible, doesn# automatically mean, that everything of it is also automatically good for the games balance, even when lots of people might think, that the game has enough alternatives, that have similar effects and taking that lame arguement as reason for signign such an imba buff to barrage, like as if "imba + imba" would make = "balanced" >.>
----

Your poison Examples absolutely don't work, because volley also yet doesn't allow preparations, like barrage, because volley is just the weaker normal version of barrage. Poison arrow is no preparation Poison arrow is a single target attack, so volley helps there absolutely in no way to spread the condition. Poison arrow and Epidemic is enough of that Synergy but that synergy is balanced, because you hit just only 1 target and you deal only to 1 target damage to spread the poison condition afterwards.
With barrage and ApplyPoison together with Splinter Weapon you would instantly spread to up to 7 enemies huge damage + poisoning 7 foes maximum instanly, without havign to use Epidemic, which is in the end may more energy costing to spread poino with epidamic, than to use Barrage + apply poison, plus apply poison has the advantage, that it has a duration.
When you use poison arrow and epedemic, and the poison gets healed, you have to use ever poison arrow again first to spread it with epedemic agaiun.

the otherwax you shoot just as long apply is active 1 barrage and all your foes adjacent to your target get poisoned then + the as said way much higher mass damage u deal with it then, where it would took countless of poison arrows to deal with them the same damage in short time.
The developers had a good reason, why barrage doesn't allow preparations!!
----

next one:

Ok, I admit, I've not thought about it, that Arcane Echo counts only for spells, my fault, but still, the imba synergy doesn't need really AE to be imba. barrage + Choking Gas alone are imba enough. AE was thought only for increasing the relative short duration of the gas, however. this synergy would allow the ranger to deal deadly mass interruptions vs. adjacent standing Casters. In pvE this would be an easily overkill synergy, because there the AI of casters gives a shit about it, if they stay too much grouped together.
------

Umm I forgot to say, why Barrage+Ignite Arrows+Splinter Weapon from a Ritu Ally is so imba. I forgot, that the Synergy there was not Complete.

The fully synergy would be Barrage+Ignite Arrows+Conjure Flame+ Splinter Weapon and that together with a 20% Armor penetration Mod on the Bow, because of Ignite Arrows you don't need a Fire Mod for the extra damage of Conjure Flame. it would be exactly that build, what those Charr ranger use in Eye of the North, just way more powerful together with Splitner Weapon and barrage letting aloow the ignite arrows to deal so insane Mass Damage with just 1 Shot
----

ok, next one doens work so as I thought, because again I thought only on the duration doubling and forgot, that AE counts only for Spells. but again in the duration that it would work, in that short time you would have together with Barrage+Arcane Mimicry + Incendiary Arrows an imba mass interruption + burning effect -.-
-------

Even when Melandus damage buff coutns only vs enchanted foes, it would buff the damage potential of Barrage way too much, because the damage buff is armor ignoring, cause of being no physical direct damage buff, but its a magical damage buff, that has as condition that foes have to be enchanted for it. in battles very much foes in pve, but especially in pvp are very often enchanted with countless of monk enchants. Eles are nearly perma enchanted to reduce energy costs of their elements. Dervs work with very much enchants also too. in short: gw's gameplay is all about enchants, theres not often a moment in this game, where you have not over long time no enchant on you.


However, I think, some comments here yet show, that I'm by far not the only one, who thinks, that such a buff on barrage would be insanely imba.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Am I the only one thinking "TL;DR" while attempting to read his next post?

Tears, if you really think that Barrage in conjunction with those other skills is overpowered, look at Ursan, Paragons, infact look at all of the other stuff.

Conjure Flame + Mark of Rodgort + Splinter Weapon at 14 spec off a Ritualist + Barrage is some nice damage aswell. Keep in mind it requires enemies to be adjacent to each other.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Quote:
Your poison Examples absolutely don't work, because volley also yet doesn't allow preparations, like barrage, because volley is just the weaker normal version of barrage. Poison arrow is no preparation Poison arrow is a single target attack, so volley helps there absolutely in no way to spread the condition. Poison arrow and Epidemic is enough of that Synergy but that synergy is balanced, because you hit just only 1 target and you deal only to 1 target damage to spread the poison condition afterwards.
Guess you missed the part about poisoning several quickly and efficiently THEN using Volley? Or one could even hit a Volley THEN poison individually. Poison has a duration, so hitting the same foe over and over with it doesn't really gain you anything in the end....unless you're a lazy ranger who can't be bothered to pay attention to such things as conditions wearing off (if the foe hasn't already succumbed to your party's kind administrations of pain).

Volley is the 'weaker' version of Barrage, yes. It also is not an Elite thus allowing an Elite to be equipped if desired. Not everything out there can be Poisoned or Bled, you know. But they can take damage.

kostolomac

kostolomac

Jungle Guide

Join Date: Apr 2008

Serbia

Me/

Quote:
Originally Posted by Tyla
Am I the only one thinking "TL;DR" while attempting to read his next post?
No you're not.

If it was only proph , barrage without the drawback would be powerful , but with so many new skills added , it won't really make a difference.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Quote:
Originally Posted by Tyla
Am I the only one thinking "TL;DR" while attempting to read his next post?

Tears, if you really think that Barrage in conjunction with those other skills is overpowered, look at Ursan, Paragons, infact look at all of the other stuff.

Conjure Flame + Mark of Rodgort + Splinter Weapon at 14 spec off a Ritualist + Barrage is some nice damage aswell. Keep in mind it requires enemies to be adjacent to each other.
what is no problem, if you have a good Water Ele at your side helping you snarign/knockdowning all the foes at one place as long they are adjacent so that they can't flee too easily out of your destructive shots range.

Lke said, GW is still a Party game, which sets very much on Group Synergy, with that you can reach very powerful attack combinations, when everythign gets timed good and your party has a tiny bits of normal luck, that everyone needs bzw. has sometimes.
I talk here about Barrage and i personally don't QQ about Ursan, like so many others, because I#ve no problem with Ursan. Ursan QQ Threads .... > this way please !!!

I've admitted, that some stuff of my written "fears" there are unreasoned, because in my haste I forgot, that Arcane Echo works only with Spells and not with Skills in general, but thats all. All the rest would be incredible imba and barrage is no PvE Only Skill like Ursan Blessing.

Even when Barrage would receive a PvE version now, it would be to powerful in PvE, heck that stuff would be even more powerful in the End as ursan self in kind of its possible Damage Ratio these synergies would allow then.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

some good, some bad changes over all.. nice try at opening up the skill pool diversity, and tbh, that's all most of us even want... just.. better. also, dont make us warriors sound all gimpy when we're the best support class in the game next to paras :P

p.s. i agree with you 110% Phoenix (seriously). A lot of those skill changes were more or less fanboy-esque "lets top Ursan" buffs. nty.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Ursan by itself CAN be a good skillset but it's really only as good as its user in the end. If you have no sense whatsoever of timing and skill usage, you're a failure even as a 'bear'.

Guess that's why I don't complain as much about Ursan as others. Although I will admit to being really tired of seeing groups/individuals who seem to think it is the ONLY build worth running.

Barrage can be a great skill, as well. But only, again, if you have a good sense of timing and skill usage. As with any skillset, if you're just hitting keys at random, you fail. Personally, I typically don't carry Barrage even though it was the first Elite I ever capped. Generally speaking, there are several other Elites better suited to damage than it, in my opinion, in PvE.

I agree that the other elemental lines should be utilized more ..... if the skills were a bit better. Fire may do a lot of damage, but it gets soooo boring running the same element quest after quest, map after map, mission after mission. Air might be used a bit more now with changes, but lightening doesn't seem to do much damage in the North.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Phoenix Tears
what is no problem, if you have a good Water Ele at your side helping you snarign/knockdowning all the foes at one place as long they are adjacent so that they can't flee too easily out of your destructive shots range.
So basically, you're saying what all you said was wrong aswell as what I brought up is fine as long as you have a Water Ele snaring them? (A Water Ele knocking things down? As long as they use their elite slot on Water Trident when in PvE Shatterstone > that.

Turbobusa

Forge Runner

Join Date: Jan 2006

By the Luxon Scavenger

The Mentalists [THPK]

N/

imo

Disagree with listed buff, but could use one:
"I Meant to Do That!"
Reccuring Insecurity
Signet of deadly corruption - needs the dual attack clause removed to be worth taking imo. Ofc keep the PvP version as it is now to avoid gimmick 2Rangers/3 signet mesmer spikes.

Not needed:
Devastating Hammer
Barrage
Cripshot
Zealot's Fire
Diversion
Death pact signet
Fall back
Heart of fury
Eremite's attack
Mystic Sweep

Dumb:
Symbolic Strike - who would run 6 signets anyway. Leave the cap, that would at least save a spot to make the bar suck a bit less.
Amity
FoC - atm it has a long recharge and an already high cost. upping the cost just means you won't be able to use it on recharge anyway.
Guilt
Shame

Like:
Aura of faith
Life sheath
Ether Renewal still powerfull, less stupid
Shell Shock
Ward against harm
Spirit Rift - 3 seconds delay balance it already imo
Spirit Light Weapon

Rest is meh, mostly not needed

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Phoenix Tears
Let me guess - you'rte one of that bored fools, that is too blind to see, how much too powerful it would be to buff barrage this way and just needed now someone for your first days retarded flaming today >.>
Quote:
Originally Posted by Phoenix Tears
Ok, I admit, I've not thought about it, that Arcane Echo counts only for spells, my fault
So I am "flaming" you when I point out that you lack the basic understanding of how certain skills work - a fact which you then ADMIT?

Sniper22

Wilds Pathfinder

Join Date: Apr 2005

Um, that many changes to PvE versions = fail. Honestly I don't think anet needs to read someone else's balance suggestions, that's their own job. Mainly they would want our input on more controversial things like SF and Ursan.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Sniper, just because it's their job doesn't mean that the playerbase shouldn't have the right to do this. No matter how bad, good or whatever it is.

MarlinBackna

MarlinBackna

Krytan Explorer

Join Date: May 2007

[TAM]

W/

Quote:
Originally Posted by fenix
We both agreed that Splinter Weapon would be changed to be physical ONLY damage, so that it would not trigger with elemental preparations.
I am going to give a resounding "Hell No!" to changing Splinter Weapon's damage type. The reason why it is even viable is that the damage is armor-ignoring. If it was changing to piercing or whatever, the effectiveness of SW turns it completely into crap. I mean, 20-30 piercing damage? Not much once armor is factored in. Sorry if I seem harsh, but Rits are one of my favorite professions.

@OP: Not a bad list. I agree with most of the changes. All professions need a slightly better selection of builds, and this will help achieve that. Not sure if we can break 3-year-old stereotypes, however (ie. Mesmers/Dervs/Rits suck in PvE etc).

Tyla

Emo Goth Italics

Join Date: Sep 2006

^
Then explain why Splinter Weapon has had it's damage halved in PvP and is still heavily used on the meta flagrunners?

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Okay, lets examine this all in civilised matter, my notes in italic

Quote:
Originally Posted by Sha Noran
Warrior

Strength

"I Meant to Do That!" - Changed functionality to "If you are knocked down, you gain 1...3...5 strikes of adrenaline, are no longer Blind, and are no longer Crippled."

Pointless - while comboability is more interesting, you can slot in better self condtition removal and adrenal boost skill. Its need to self-kd which kills it, so you either have to bring self kd (which hurts skillbar, much better ot use something else) or depend on mosnters to do it for you (skilled player should prevend kds, not to deal with then is such uber-passive way). If you want meaningfull buff, make condition of usage either self kd or foe kd, which makes this skill usable without self gimp. I would still slot in enraging anyway. this skill has little purporse/

"I Will Avenge You!" - Reduced recharge time to 30 seconds.

If you meet this skills bonus, you are in trouble, if you dont, you just slotted bad ias and will soon be in trouble. Unless you sacrifixe pets or so, but if you want to do that its viable to do so with current ballance. This kill need different oomph for PvE, for example "for each ally withing earshot which is under 50% HP or dead". Trivial condition to meet with minionmaster/bomber. But definitelly not in need of buff

"I Will Survive!" - Changed functionality to "If you are suffering from a condition or a hex, you cannot lose more than 10% max health due to damage from a single attack or spell." Decreased duration to 1...9...14

Prot spirit, eh? This looks like it would find its place on dslasher as it would make keeping him alive even less troublesome. Otherwise, this screams tank. Tanking is kinda fail. Damage warrior should not be under fire enough to make this viable. Prot spirit >> this "selfish" boost. If you want something interesting, remake this to AOE shout wich will grant regeneration also to party members. "We Will Survive!".

"You Will Die!" - Changed functionality to "If target foe is below 50% health, you move 10% faster and deal 10% more damage for the next 0...10...14 seconds."

Interesting.

Dolyak Signet - Increased armor gained to +10...+50...+75.

Tanking skills/selhish defences dont need boost. Self targetting only, movement (and thus damage) reduction make it very bad skill to slot for any reason.

Dwarven Battle Stance {E} - Added the effect "you cannot be knocked down".

Its "ends on skill" that kills DBS, this minor bonus wont help, and is pointless as you cant even abuse unkdability by using stuff like drunken.

Endure Pain - Increased duration to 5...16...20. Decreased recharge time to 25 seconds.

Does not solve "endure ran out, ups, i just died". Make it help party ("Endure Pain!", shout, party members have + 4 .. 48 .. 64 HP), because othwerwise is it just selfish defence skill which cant see serious PvE gameplay because its is inherently bad skill.

Signet of Strength - Increased damage bonus to +10.

Interesting

Warrior's Cunning - Increased duration to 0...12...16. Decreased recharge time to 20 seconds.

Overkill, blocking in PvE is not problem.

Axe Mastery

Agonizing Chop - Decreased activation time to .5 second.

Critical Chop - Decreased activation time to .5 second.

Disrupting Chop - Decreased activation time to .5 second.

Only disrupting chop needs this, being interupt and all.

Hammer Mastery

Belly Smash - Decreased recharge to 20 seconds.

Belly smash is pointless because you can keep foes on group 24/7, blinding them is worthless. If you just use it

Devastating Hammer {E} - Also causes a Deep Wound for a duration equal to that of the Weakness variable.

Interesting, but ES build have easy deepwound access already.

Enraged Smash {E} - Remove maximum bonus limit.

Enraged makes one waste skillbar on skills he is not using (unless they followup spike, but then player looses some serious dps, loose/loose), thats is its flaw.

Swordsmanship

Hamstring - Decreased Cripple duration to 1...8...12. Decreased recharge to 10 seconds.

It take place of utility that is much better slotted on more defensive char. Even in PvE

Hundred Blades {E} - Decreased recharge to 5 seconds. Unblockable.

Interesting. But this this still looks like fancy adrenal gain skill more than damage skill.

Tactics

"Charge!" {E} - Decreased recharge to 15 seconds.

Why? Movement bossts in PvE are rarely usefull enough to make warrior waste their precious elite on them.

"Fear Me!" - Removed recharge.

Why? Edenial in PvE is hardly worth it.

"None Shall Pass!" - Decreased recharge to 30 seconds.

Its bad because of condition, making this skill rarely usefull. This needs to KD even stationary foes to see serious usage/consideration

"Retreat!" - Increased duration to 5...12...18

Why? Its like worse charge, with anoying requirements. PvE players dont need skill for retrating anyway.

"Shields Up!" - Restore previous functionality, i.e. "For 5...14...20 seconds, all allies within earshot gain 50% chance to block incoming projectile attacks."

Interesting

"Victory Is Mine!" - Restore previous functionality, i.e. "You gain 10...50...68 Health and 2...5...7 Energy for each Condition suffered by nearby foes"

Its nothing people in PvE miss greatly. VIM is another in line of selfish skills, and its not that needed, warriors rarely use much energy (and have better elites for that) or need self heal so much that they dedicate thier elite to it.

Deflect Arrows - Change functionality to "For 1...7...10 seconds, you have a 75% chance to block incoming projectile attacks. For each attack blocked in this way, you gain adrenaline (half strike)." Increased recharge to 20 seconds.

To get anything worth it from this you need to tank. No bonus can really outdo that.

No Attribute

Symbolic Strike - Removed damage bonus maximum.
Meh, too bored to do other classes, but you should see pattern.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
double with Arcane Echo the effects of the rangers tank skills.
Ranger's tank SKILLS. SKILLS. SKILLS. Now read again the description on AE. SKILLS END IT.
Quote:
barrage + Choking Gas alone are imba enough. AE was thought only for increasing the relative short duration of the gas, however. this synergy would allow the ranger to deal deadly mass interruptions vs. adjacent standing Casters. In pvE this would be an easily overkill synergy, because there the AI of casters gives a shit about it, if they stay too much grouped together.
So... I can't bring Broad Head Arrow + Epidemic + Volley? ;[

Quote:
Barrage+Arcane Mimicry + Incendiary Arrows an imba mass interruption + burning effect -.-
Mark of Rodgort + Broad Head Arrow + mimi on a mesmer hero set on your target + Volley. Oh, and Incendiary has super-low duration, pretty high recharge, Arcane works for 20 seconds and then you have a minute of useless skill.

Quote:
With barrage and ApplyPoison together with Splinter Weapon you would instantly spread to up to 7 enemies huge damage + poisoning 7 foes maximum instanly, without havign to use Epidemic, which is in the end may more energy costing to spread poino with epidamic, than to use Barrage + apply poison, plus apply poison has the advantage, that it has a duration.
WUT? Was hard to understand that part (oh well, whole post was kinda of a mess - get firefox with dictionary...). Epidemic = 5 energy.

Btw, you know why Diseased, Bleeding and Poison are pretty much useless, not only against monsters, but also against players? They can be outhealed fast with LoD/heal party/divine healing/so on, removed and forgotten about.

Weakness - 66% less dmg from physicals in HM FTW
Blind - 90% less dmg from physicals ;d
Dazed - wanding/attacking ele boss FTW
Crippled - well... heroes can kite easier? Helps in holding aggro a bit.
Cracked armor - bit damage on high-armor bosses and warriors/paragons.
Burning - -7 degen that can be used on anything, unline poison/disease/bleeding.
Deep wound - yay more dmg and less healing.

Quote:
but especially in pvp are very often enchanted with countless of monk enchants. Eles are nearly perma enchanted to reduce energy costs of their elements.
Read the thread name again.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Making tanking better?

Good point, although I applaud Sha on taking the time to put all of this together.

Quote:
Btw, you know why Diseased, Bleeding and Poison are pretty much useless, not only against monsters, but also against players? They can be outhealed fast with LoD/heal party/divine healing/so on, removed and forgotten about.
That's the idea of health degeneration. Pressure.

kostolomac

kostolomac

Jungle Guide

Join Date: Apr 2008

Serbia

Me/

I'm a bit confused how would [Guilt] and [Shame] work? Would you gain energy from each hexed foe who cast a spell? That way you would have excellent e management. I would change it to
"For 6 seconds, the next time target foe and 0...2...2 adjacent foes cast a spell that targets a foe/ally, the spell fails and you steal up to 3...6...7 Energy from the caster."
Ohh , it would be sweet if [Mistrust] got that buff too

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by kostolomac
Ohh , it would be sweet if [Mistrust] got that buff too
I guess you never had your heroes/hench kill off the whole party when facing the Fiery Pony mesmers .....
Boom, boom, boom -> end of survivor.

Tyla

Emo Goth Italics

Join Date: Sep 2006

^
That killed my Imbagon in NM. I've never felt so [email protected]

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
Originally Posted by Tyla
That's the idea of health degeneration. Pressure.
Yeah, pressure on mobs with 10 pips of energy regeneration.

Vazze

Krytan Explorer

Join Date: Aug 2006

lol, OP has no idea what he is talking about. Many of the listed changes would imbalance PvE completely...although the desire for change is understandable.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Abedeus
Yeah, pressure on mobs with 10 pips of energy regeneration.
Quote:
not only against monsters, but also against players?
That's what I was responding to. Regardless, some mobs do not have healers with party healing.

Quote:
Originally Posted by Vazze
lol, OP has no idea what he is talking about. Many of the listed changes would imbalance PvE completely...although the desire for change is understandable.
Yeah, Ursan (Raven and Volfen included, they saved skill bars!), Perma Shadow Form and various PvE skills such as "Save Yourselves!" didn't imbalance PvE. Heh, one of them is a good friend of "Skill Bar"!

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Abedeus
Yeah, pressure on mobs with 10 pips of energy regeneration.
There is also issue of skill activation and recharges.

Your monk boss bac have 100 pip of regen but he is still constrained by the fact that he can only heal so much over certain time.

Pressure counts towards this damage. It allow you to score kill while monk boss is using his spot heals to combat pressure on off-target foes or on foes taking collateral.

Combine it with target switching and it totally confuses AI, and with fatal results.

Bowstring Badass

Bowstring Badass

Forge Runner

Join Date: Nov 2005

Character selection screen figuring what I want to play...

Purple Lingerie - :D

Barrage not removing preparations? lulz. That would mean [ignite arrows] wouldn't be useless.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Bowstring Badass
Barrage not removing preparations? lulz. That would mean [ignite arrows] wouldn't be useless.
Actually - I thought Ignite causes the mob to scatter?

Mr. Undisclosed

Mr. Undisclosed

I phail

Join Date: Mar 2007

Phailville

D/

Quote:
Originally Posted by Sha Noran
Onslaught {E} - Changed functionality to "Elite Skill. For 3...17...22 seconds, you attack 25% faster, move 25% faster, deal 25% more damage in melee combat, and your attack skills recharge 25% faster."
Holy shit that'd be awesome.

Neo Nugget

Neo Nugget

Site Contributor

Join Date: Jan 2006

R/

Barrage would be so incredibly overpowered if it didn't remove skills like apply poison, ect.

It doesn't need a buff i don't think, though I guess it would make it even more fun to use with splinter weapon.

Stockholm

Stockholm

Desert Nomad

Join Date: Feb 2006

Censored

Censored

R/

Quote:
Originally Posted by Trax Reborn
1 nerf thru the whole list and its to SF which most people who are sitting on stacks after stacks of ectos are in agreement with. some are just pointless(swirling arua for example, still useless)
There fixed it for you, since MOST GW PLAYERS love it the way it is.