So, there has been a lot of talk about this balance nonsense, so I wonder, what do people expect a balanced skill to look like?
Personally, I think [[Grasping Earth] is one the most balanced skills out there, because it can be used offensively and defensively, has a duration that outlasts its recharge, is not really spammable, but recharges fast enough that its not too much of a worry if its removed, and its effect isn't terrifying, unlike [[Diversion].
Whats your opinion of a 'balanced' skill?
What do you think is a balanced skill?
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[Distracting Shot]
This is the ultimate balanced skill. It requires skill to use and has a highly favorable condition tacked onto it.
[Diversion]
You need to be able to predict when this will hit a favorable skill in order for it to work properly. Can be spammed, but is subject to interrupts and veil removal.
[Bulls Strike]
You need to predict when the player will move. And since it is a melee skill, it makes skill a requirement. Again, the conditions, if met, are highly favorable.
[Holy Veil]
I really don't think I have to explain this.
[Crippling Shot]
It is easily interrupt-able, if spammed, it will be easily Diversion'ed. A person can also easily dodge the shot. It doesn't allow added damage, so it can only provide to a team as a support skill. However, the shot lets players easily control movement, which is paramount in any good match.
[Shock]
If spammed, it will kill a person's energy. However, if used at the right times, will allow for easy kills.
This is the ultimate balanced skill. It requires skill to use and has a highly favorable condition tacked onto it.
[Diversion]
You need to be able to predict when this will hit a favorable skill in order for it to work properly. Can be spammed, but is subject to interrupts and veil removal.
[Bulls Strike]
You need to predict when the player will move. And since it is a melee skill, it makes skill a requirement. Again, the conditions, if met, are highly favorable.
[Holy Veil]
I really don't think I have to explain this.
[Crippling Shot]
It is easily interrupt-able, if spammed, it will be easily Diversion'ed. A person can also easily dodge the shot. It doesn't allow added damage, so it can only provide to a team as a support skill. However, the shot lets players easily control movement, which is paramount in any good match.
[Shock]
If spammed, it will kill a person's energy. However, if used at the right times, will allow for easy kills.
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[Distracting Shot]
This is the ultimate balanced skill. It requires skill to use and has a highly favorable condition tacked onto it. [Diversion] You need to be able to predict when this will hit a favorable skill in order for it to work properly. Can be spammed, but is subject to interrupts and veil removal. [Bulls Strike] You need to predict when the player will move. And since it is a melee skill, it makes skill a requirement. Again, the conditions, if met, are highly favorable. [Holy Veil] I really don't think I have to explain this. [Crippling Shot] It is easily interrupt-able, if spammed, it will be easily Diversion'ed. A person can also easily dodge the shot. It doesn't allow added damage, so it can only provide to a team as a support skill. However, the shot lets players easily control movement, which is paramount in any good match. [Shock] If spammed, it will kill a person's energy. However, if used at the right times, will allow for easy kills. |
A good skill that many people use, but still has a chance to fail at what it's supposed to do sometimes. Dshot can miss. Diversion Can be removed. Bull's can be blocked. A skill like Cry of Pain can fail, but really, how hard it is to apply one hex, and keep just long enough for cry to be able to go off.
To add to that list;
[Shield Bash] Because it requires no skill whatsoever to beat someone with no skill whatsoever, but if you're going to use it effectively, you need to be watching your opponent and trigger it, say, in the middle of an attack.
[Frenzy] For reasons explained above, good in the hands of a good player, bad in the hands of a bad player, as they won't cancel it when they're taking damage, prekite, etc...
[Resurrection Signet] For obvious reasons. Use it once someone dies. Everyone can use it. With it's prone-to-interruption cast time of 3 seconds, more experienced players will get out of range of mesmers (if possible) and use terrain to prevent rangers; from interrupting and/or disabling it.
[Power Drain][Leech Signet] These two skills are very balanced, giving you either a defensive or offensive role in interrupting skills, as well as providing you with energy. If you're not good at interrupting, you're wasting skill slots and/or wasting precious energy. You might want to go with the easier to use [Glyph of Lesser Energy].
[Mind Shock][Shock][Gale] All of these skills must be used in moderation for them to be effective. Not enough usage means a wasted skill slot, too much usage means a grayed-out blue bar which will hinder your capacity to do anything. Knowing how to balance: the time remaining in a match, skills that need to be interrupted, movement on the field, spikes, exhaustion, etc.. are all key in using these skills perfectly.
[Dash] In my opinion, THE most balanced skill in the game. It will kill your energy if you spam it, it only results in a net speed buff of around 20% faster, and it can be used either defensively, offensively, to trigger traps without taking damage, strafe fast moving projectiles (or projectiles at close range), break aggro (in pve, also Lolbalance in PvE) and more.
There's my opinion.
[Shield Bash] Because it requires no skill whatsoever to beat someone with no skill whatsoever, but if you're going to use it effectively, you need to be watching your opponent and trigger it, say, in the middle of an attack.
[Frenzy] For reasons explained above, good in the hands of a good player, bad in the hands of a bad player, as they won't cancel it when they're taking damage, prekite, etc...
[Resurrection Signet] For obvious reasons. Use it once someone dies. Everyone can use it. With it's prone-to-interruption cast time of 3 seconds, more experienced players will get out of range of mesmers (if possible) and use terrain to prevent rangers; from interrupting and/or disabling it.
[Power Drain][Leech Signet] These two skills are very balanced, giving you either a defensive or offensive role in interrupting skills, as well as providing you with energy. If you're not good at interrupting, you're wasting skill slots and/or wasting precious energy. You might want to go with the easier to use [Glyph of Lesser Energy].
[Mind Shock][Shock][Gale] All of these skills must be used in moderation for them to be effective. Not enough usage means a wasted skill slot, too much usage means a grayed-out blue bar which will hinder your capacity to do anything. Knowing how to balance: the time remaining in a match, skills that need to be interrupted, movement on the field, spikes, exhaustion, etc.. are all key in using these skills perfectly.
[Dash] In my opinion, THE most balanced skill in the game. It will kill your energy if you spam it, it only results in a net speed buff of around 20% faster, and it can be used either defensively, offensively, to trigger traps without taking damage, strafe fast moving projectiles (or projectiles at close range), break aggro (in pve, also Lolbalance in PvE) and more.
There's my opinion.

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Lol at [Distracting Shot] being balanced...
This thread already lost... |
Ranger X has to press the button on time and victim Y has to cancel his action on time.
Only multiple copies are ***** annoying
Rangers do too much damage these days, that's a bigger problem then interrupts imho.
I would have to say Reversal of Fortune. Even though it is slightly outshadowed at the moment by patient spirit, (which has more to do with the fact that WoH > any other monk prot elite) I would say that its recharge and payoff are perfectly balanced.
Balance is a pretty subjective issue, as despite a few obvious skills (lolmarkofinsecurity) I think that synergy of skills has more of an impact. For instance Dshot by itself.. not so bad imo. But throw that in a bar with BA/Incendiary/Melandru's/whatever general ranger elite, + dshot, savage, natural stride, mending touch.. . that's when I start to wonder if the bar has too much compression etc. Buuut.. that should be a complete other post. >.>
Balance is a pretty subjective issue, as despite a few obvious skills (lolmarkofinsecurity) I think that synergy of skills has more of an impact. For instance Dshot by itself.. not so bad imo. But throw that in a bar with BA/Incendiary/Melandru's/whatever general ranger elite, + dshot, savage, natural stride, mending touch.. . that's when I start to wonder if the bar has too much compression etc. Buuut.. that should be a complete other post. >.>

