Here are some of the things I'd like to see changed. This thread is to discuss the changes of skills/consumables. If you want to argue about whether the skills/consumables should be changed or not, how the skills aren't overpowered, etc, do not argue about it in this thread.
I'll start off with the three most powerful skills being used in PvE - shadow form, save yourselves, and cry of pain.
First off, shadow form. Makes you invincible, and can be easily kept up indefinitely. Mainly used to tank mobs without taking any damage. In my opinion, this should not be an option. It throws all strategy for protting/holding aggro out the window. This is what I'd like to see done to it.
Currently:
10e/1c/45r
Elite Enchantment Spell. For (5..21) seconds, all hostile Spells that target you fail and all attacks against you miss, but you deal 33% less damage. When Shadow Form ends, lose all but (5..50) Health.
My change:
15e/2c/45r
Elite Enchantment Spell. Lose your curent stance. For (5..25) seconds, all hostile Spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but (5..50) Health and all enchantments.
My first change was the energy and casting time. Both are fairly minor. The duration has been made slightly longer, but even with an enchantment mod, it cannot be maintained the old way.
My next change makes it so you cannot use deadly paradox to shorten the recharge, which was one of the things that made this enchantment maintainable. With glyph of swiftness, the skill recharges in ~34 seconds, which is quite fair.
I removed the deal less damage, which means you can go back to farming bosses easier.
I also added the lose all enchantments, to make it so you cannot prot your teammate who is about to lose shadow form.
Overall this change makes it impossible to maintain it the old way, and (hopefully) makes it impossible to maintain it with arcane echo. It also makes it harder to run with shadow form, but still possible. The skill is still a powerful farming skill, it just cannot be maintained.
Next up, the skill used in just about every 'balanced' party, "save yourselves!".
Currently:
8a
For (4..6) seconds, all other party members gain +100 armor.
My change:
5e/8a/3r
For (3..5) seconds, all other party members gain +(3..5) armor for each rank in Strength.
I've added a 5 energy cost to make it harder for a warrior to spam. I also added a 3 second recharge. I put this in place to stop warriors from instantly charging save yourselves with FGJ + dragon slash. They can still instantly charge it, but they'll have to wait 3 seconds, which means 2 things: it makes it harder to maintain, and if you do wait 3 seconds, you'll be losing damage output while FGJ is not active.
I've also changed the way your party gains additional armor - it's based on your primary attribute (just like "there's nothing to fear!" and critical agility). On a standard 2 attribute bar, this skill will give party members an additional 39-65 armor.
Overall this change makes it much harder to maintain (if it's even maintainable), only warriors can effectively use it, and it gives less armor. An additional 65 armor is a lot less powerful than an additional 100, but still powerful enough to see usage.
Now, the skill that makes rolling through elite areas a breeze and the backbone of the arguably biggest gimmick in PvE right now - cry of pain.
Currently:
10e/.25c/12r
Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take (65..100) damage.
My change:
10e/.25c/15r
Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex and you interrupted a spell, that foe and all foes in the area take (10..15) damage for each 2 ranks in Fast Casting.
I've increased the recharge time to make this skill less spammable.
Currently your foe only needs to have a mesmer hex on it to do the damage. With my change, your foe needs to have a mesmer hex and you need to interrupt your foes spell. This makes it so only 1 cry of pain can be cast on a single target - making it harder to spike. This change makes it so you need coordination to cast more than 1 cry of pain at once. Since only one enemy can be damaged by cry of pain, you and your teammate(s) will have to target different enemies.
I've also changed the damage. Much like my change for save yourselves, it requires your primary attribute, making it only effective on mesmers. At 10 fast casting (which is a fair amount), this skill does 50-75 AoE damage. At 16 fast casting this skill does 20 more damage than it currently does, but it requires you to waste health and attribute points.
Overall my change makes it less spammable, and impossible to cleanly spike a target foe with. However, like my previous two suggestions, it's still powerful. This skill was meant to be a more powerful cry of frustration, and with my changes, it still will be.
The next thing I would like to see changed is the necromancer. Currently people can roll through hard mode areas/missions easily with necro heroes. These builds do not in any way encourage playing with other players. In fact, these builds encourage you to play alone/with 1 person. I like that you have the option to play solo in Guild Wars, but when playing solo is more effective than playing with others, there's a problem. After all, Guild Wars is an online game.
Currently, the necromancer builds in PvE are balanced fine. But it's not the skills that are a problem, it's soul reaping. Necromancers have the best energy management in PvE. As long as things are dying, Necromancers have an insane amount of energy management, making it very easy for them to spam their skills.
Currently: For each point of Soul Reaping, you gain 1 Energy whenever a non-Spirit creature near you dies. You may only gain Energy in this way 3 times every 15 seconds.
My change:
For each point of Soul Reaping, you gain 1 Energy whenever a creature near you dies. You gain half of that energy when a spirit or minion dies. Your energy gain is divided by the number of necromancers in the party.
My change is a very simple change - remove the cap on how much energy a necromancer can gain, allow your necromancers to gain half energy from spirits and minions, but for each necromancer in the party, you get less energy.
My change makes solo necromancers more powerful, yes. But with such a powerful change to this common build, there's not much harm done. With 2 necromancers in your party, their energy gain is cut in half, but they still have good energy management. But once your party hits 3 necromancers (which is common for those who h/h), their energy management becomes quite poor.
Necromancers will still be a very powerful class in PvE, but you will no longer be able to effectively run more than 2 in a party.
Last on my list are consumables. With all 3 up, these are the bonuses your party gets:
- immunity to 50% of critical hits
- +10 armor
- +1 health regeneration
- 5 damage reduction
- 20% faster movement
- 20% faster attack speed
- 20% reduced recharge times
- +100 health
- +10 energy
- +1 attributes
Having all these bonuses together is clearly way too powerful. Having them on their own are still powerful. Now, there's no way I can see individually changing the consumables, so my suggestion is simple. Limit one or two consumables to be used at a time. They are still powerful, but all three cannot be used together.
That is all that is currently on my list. The reason I am making these suggestions is not only to promote team play, but to promote team work, strategy, and coordination. With these changes, elite areas and hard mode is going to be more of a challenge - just like they should be.
Feel free to constructively comment on my suggestions, and feel free to make suggestions. Remember, this is a thread to discuss changing skills and consumables, and only to discuss changing these skills and consumables. Don't go off topic.
Also, I'd like to thank Fenix for reading through and pointing out a few text errors. <3
Thank you for taking the time to read and comment.
