Useless/OP Attribute Lines
Winterclaw
Seeing how we are going to get smaller and smaller skill updates from now on, which attribute lines do you see as useless or dead, or way too overpowered, particularly to their primary class? These are the ones you'd really like anet try and either nerf one last time or breath a little life back into them before they give up on supporting the game at all and move their remaining members over to GW2.
I mean if the next skill change turns out to be the last "real" one ever, what would you like to see buffed a little?
On the other side, which skill lines do you think are too overpowered and would like to see nerfed a little?
Note I know nothing about when ANet is going to stop supporting GW and am just asking a hypothetical.
I mean if the next skill change turns out to be the last "real" one ever, what would you like to see buffed a little?
On the other side, which skill lines do you think are too overpowered and would like to see nerfed a little?
Note I know nothing about when ANet is going to stop supporting GW and am just asking a hypothetical.
Gigashadow
Tactics is garbage. A lot of the paragon shouts should have been tactics skills. Maybe in GW2.
Yelling @ Cats
Really depends if we are talking about PvP, since generally attribute lines are good in PvP, and terrible in PvE, and vice versa.
One thing I'd like to see made more viable, is the PBAoE dervish skills. They could be quite interesting, but the energy cost and cast time just isn't worth it. You are just as well off auto-attacking. Another change, which may be less popular, is I would like to see some, or all dervish enchantment removal changed to only dervish enchants...which would make self-removal much more viable rather than removing Prot Spirit that was just cast on you.
One thing I'd like to see made more viable, is the PBAoE dervish skills. They could be quite interesting, but the energy cost and cast time just isn't worth it. You are just as well off auto-attacking. Another change, which may be less popular, is I would like to see some, or all dervish enchantment removal changed to only dervish enchants...which would make self-removal much more viable rather than removing Prot Spirit that was just cast on you.
Sankt Hallvard
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Really depends if we are talking about PvP, since generally attribute lines that are good in PvP, and terrible in PvE, and vice versa.
One thing I'd like to see made more viable, is the PBAoE dervish skills. They could be quite interesting, but the energy cost and cast time just isn't worth it. You are just as well off auto-attacking. Another change, which may be less popular, is I would like to see some, or all dervish enchantment removal changed to only dervish enchants...which would make self-removal much more viable rather than removing Prot Spirit that was just cast on you. |
Would make it possible to remove layered derv enchants, especially problematic skills like ebon dust aura while still justifying a long recharge on rip making active monk prots more viable.
Eluvatar
I think shadow form needs to be buffed I mean only 20min uwsc? come on sf should make you run faster and do more dmg..... it should also increase drop rate and make all skills cast when under sf not lose agro... anything I missed? oh constant -4 degen to enemys in earshot and reduce dmg by 50 and +5 energy regen.... thats it.
For NOW!
For NOW!
Divine Ashes
Spawning Power, Tactics, and Motivation are very bad....also strength isn't that great either.
Expertise is very good as far as primary att's are concerned (maybe OP).
Expertise is very good as far as primary att's are concerned (maybe OP).
Cuilan
Interrupting in PvE as a human use to be pretty fun and a very helpful addition to a group. I think mesmers need something that can mass slow casting for hard mode and more AoE interruption (like Cry of Frustration) even if they do something other than damage. PvE split of course.
The blood attribute isn't so hot unless you're based around Blood is Power or have Blood Ritual along with Spiteful Spirit.
Deadly Arts is hard to work with anything. There's Assassin's Promise and the perma skill Deadly Paradox.
Nerfing of Shadow would be nice... Anet may see single player farming to be a new real way to play, but it doesn't work well for everyone in this Guild Wars. You either make a perma assassin or you're left out.
The blood attribute isn't so hot unless you're based around Blood is Power or have Blood Ritual along with Spiteful Spirit.
Deadly Arts is hard to work with anything. There's Assassin's Promise and the perma skill Deadly Paradox.
Nerfing of Shadow would be nice... Anet may see single player farming to be a new real way to play, but it doesn't work well for everyone in this Guild Wars. You either make a perma assassin or you're left out.
Marty Silverblade
The question is whether we would want some of them buffed anyway. From a PvE standpoint (to a degree PvP aswell), Tactics doesn't fit in. Warriors are damage machines, and defensive attribute lines are never going to get any use. Perhaps it needs some skills to be blatantly overpowered. Anet seem to be pushing Healing Signet further and further up, but still no one uses it.
Age
Tijger
Winterclaw
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The question is whether we would want some of them buffed anyway. From a PvE standpoint (to a degree PvP aswell), Tactics doesn't fit in. Warriors are damage machines, and defensive attribute lines are never going to get any use. Perhaps it needs some skills to be blatantly overpowered.
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Of course right now warriors are fairly welled balanced compared to some other classes and I'm not sure I want to see tinkering that would screw them up big time.
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Anet seem to be pushing Healing Signet further and further up, but still no one uses it. |
Taking double damage for a slow heal is counter-productive.
If I was desperate for a non-energy heal and I'm not in strength I'd put my points into healing for sig of rej. It's faster and it has no major downside. Plus I could bring VS for a little topping off ability, Patient Spirit if I'm not worried about energy, or cure hex if I'm going into hex-heavy territory. I'm not saying you should do any of those things, but I am saying for the points I'd rather have Sig of Rej.
Finally, why go tactics for one bad healing skill when you really aren't supposed to be healing yourself anyways?
Kook~NBK~
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I think shadow form needs to be buffed I mean only 20min uwsc? come on sf should make you run faster and do more dmg..... it should also increase drop rate and make all skills cast when under sf not lose agro... anything I missed? oh constant -4 degen to enemys in earshot and reduce dmg by 50 and +5 energy regen.... thats it.
For NOW! |
Sarevok Thordin
Useless:
Fast Casting (For skills)
Tactics
OP:
EXPERTISE
Fast Casting (For skills)
Tactics
OP:
EXPERTISE
payne
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Useless:
Fast Casting (For skills) Tactics OP: EXPERTISE |
expertise is OP - but fun in PvE for spamming rupts etc. at minimal costs.
tactics needs a buff to not be useless, unless its some p/w using the tactics line whilst maximising leadership stuff
Yelling @ Cats
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The question is whether we would want some of them buffed anyway. From a PvE standpoint (to a degree PvP aswell), Tactics doesn't fit in. Warriors are damage machines, and defensive attribute lines are never going to get any use. Perhaps it needs some skills to be blatantly overpowered. Anet seem to be pushing Healing Signet further and further up, but still no one uses it.
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For example, Shields Up! is a great example of what Tactics skills should look like. Watch Yourself! is also superb, before the armor nerf, and before SY! completely canceled it out. Fear Me also has potential (also potential to break PvP as we have seen).
Could even make one of the stances into an offensive stance to rival Flail, but more "Tactics-y".
Of course, just tweaking the numbers on the two dozen block stances isn't going to change much though.
Lexar
The healing when you hit thrill of victory and you have more hp, should return. You can keep attacking and heal yourself at the same time, which is the most desired way for warriors to heal. This would give many players incentive to use tactics.
LeetAl
kill expertise
Yuna Matsumarui
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kill expertise |
killing expertise won't help because if this happens Rangers will be UP. if you change it to only lower energy cost on ranger skill you kill the toucher, the thumper ( well, not rly, but crushing blow isn't free). also, should I point out that Warriors work on adrenaline skills, so they dont need energy. dervishes run on energy skills, but have many enchantments to gain energy back. assassin runs on critical strikes to gain energy back. Paragons use shouts that affect party members in order to gain energy. rangers need expertise in order to pewpew. if you'd nerf expertise ( or remove it all ) then attack skills would have to be lowered in costs, after which I think A/R or W/R with bows will outbow any ranger because of higher crit rate, or added armor penetration ( I am speaking of WE bows ofcourse. )
needless to say that a ranger deals less damage than any other melee class unless the go conjure/brutal-glass arrows.
killing expertise wont solve stuff btw, it would only make the ranger an even weaker class.
who the h*ll uses traps the way they were supposed to be used? now you only see pure trappers ( which phail, unless you're farming ) or pure bows. which don't even deal that much damage.
nerfing escape was good, R/A with Escape was overpowered.
Revelations
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In PvP HS is bad because you are essentially putting a big "spike me" sign on (good for an occasional fake, but is it worth the skill slot?).
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Blood is bad. Spawning Power is bad. Tactics and motivation are fairly bad. Beast Mastery is kinda gimmicky. Wind/Earth prayers are kinda bad. Shadow arts is mostly bad aside from steps and dark escape. Communing is bad. Strength has a crappy effect, but a decent amount of solid skills. Earth magic isn't great.
A lot of bad attributes, but to be completely honest, I don't miss them at all.
gamewizard11
IMO the worst attribute lines are:
Leadership - pretty bad primary effect, albeit, it does have nice skills linked to it
Spawning power - needs a better primary effect, lack of good skills
Deadly Arts - pretty much the only time I see points put into this is for the Dancing daggers build
Blood magic - just a lot of bad or useless skills
Motivation - a lot of just plain bad skills here too
Smiting Prayers - skills are too weak or underpowered, they need to be buffed.
Leadership - pretty bad primary effect, albeit, it does have nice skills linked to it
Spawning power - needs a better primary effect, lack of good skills
Deadly Arts - pretty much the only time I see points put into this is for the Dancing daggers build
Blood magic - just a lot of bad or useless skills
Motivation - a lot of just plain bad skills here too
Smiting Prayers - skills are too weak or underpowered, they need to be buffed.
Zahr Dalsk
Spawning Power needs reworking, as I see it.
Bonus health is nice for spirits and minions, sure, and there is the bonus to weapon spell duration... but I'd rather lose the weapon spell bonus, gain a minion level bonus on top of HP, and a small energy cost percentage decrease for spells.
Bonus health is nice for spirits and minions, sure, and there is the bonus to weapon spell duration... but I'd rather lose the weapon spell bonus, gain a minion level bonus on top of HP, and a small energy cost percentage decrease for spells.
Scythe O F Glory
Mysticism is bad. Why play a dervish when you can play a critscythe or a WE scythe? It needs to be fixed.
Saldonus Darkholme
M'Aiq The Liar
I'm surprised no one has mentioned Beast Mastery yet. Even after the latest buff, I still can't see using it outside of speccing to bring Edge or something.
Inspiration seems borderline to me. It has a few great skills, but most of the usable skills in the line were nerfed from the boon-prot days, and they typically have long recharges coupled with mediocre effects.
Without a doubt though, Expertise and Soul Reaping are overpowered. Prot is too, but it's such a vital part of the game that there's nothing they can do about it at this point.
Inspiration seems borderline to me. It has a few great skills, but most of the usable skills in the line were nerfed from the boon-prot days, and they typically have long recharges coupled with mediocre effects.
Without a doubt though, Expertise and Soul Reaping are overpowered. Prot is too, but it's such a vital part of the game that there's nothing they can do about it at this point.
Zahr Dalsk
QueenofDeath
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Tactics is garbage. A lot of the paragon shouts should have been tactics skills. Maybe in GW2.
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Without a doubt though, Expertise and Soul Reaping are overpowered |
Verene
In PvE, though, Soul Reaping is incredibly overpowered. You don't need to bring any sort of energy management at all because so long as things blow up properly, you can spam pretty much any spells your heart desires.
Mysticism is definitely underpowered. It contains some good skills, including one that pretty much every Dervish keeps stapled to their bar (Heart of Fury), but the effect itself...not that great.
The main effect from Leadership might be overpowered when you're in a full group and spamming shouts and chants, but at least it requires action from the player to keep up energy (unlike SR, where you could easily just stand there and do nothing and refill your energy).
Critical Strikes by itself is okay, but when the effect is combined with other things, and/or the attribute is specced high, it gets overpowered.
Spawning Power is underpowered. I don't care about weapon spells. The name of the line suggests that it should primarily be about summoning spirits.
Mysticism is definitely underpowered. It contains some good skills, including one that pretty much every Dervish keeps stapled to their bar (Heart of Fury), but the effect itself...not that great.
The main effect from Leadership might be overpowered when you're in a full group and spamming shouts and chants, but at least it requires action from the player to keep up energy (unlike SR, where you could easily just stand there and do nothing and refill your energy).
Critical Strikes by itself is okay, but when the effect is combined with other things, and/or the attribute is specced high, it gets overpowered.
Spawning Power is underpowered. I don't care about weapon spells. The name of the line suggests that it should primarily be about summoning spirits.
Age
It would be nice to see smiting get buffed and have divine favour bonus to it.
There are some skills in tactics that are still usefull for a War. to use Charge,Balanced Stance maybe few others.
There are some skills in tactics that are still usefull for a War. to use Charge,Balanced Stance maybe few others.
Fay Vert
Pointless discussion. Professions are balanced, not attribute lines.
mudkipz
Useless attribute lines:
Mysticism
Spawning Power
Smiting Prayers
Motivation
Blood Magic
Are the only attributes imo. Even Leadership is useful for pmping energy on a Para. But Mysticism on the other hand needs a giant buff for dervishes to be playable somewhere other then pve, because GW is a pvp game.
Mysticism
Spawning Power
Smiting Prayers
Motivation
Blood Magic
Are the only attributes imo. Even Leadership is useful for pmping energy on a Para. But Mysticism on the other hand needs a giant buff for dervishes to be playable somewhere other then pve, because GW is a pvp game.
Winterclaw
Skyy High
Provided that your opponent is a) melee and b) willing to flail at you without doing significant damage and simultaneously killing himself. Against any non-melee character, or anyone with a brain, a tactics-based war will always be at best a gimped warrior, and at worst a useless tank.
If nothing dies quickly, you fail PvE. The fact that, in normal situations, SR is pretty much crap in PvP doesn't change how OP-ed it is in PvE, nor does it change how obscenely OP-ed it can get in PvP in team builds that can properly take advantage of it (see hexway).
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You're crazy also especially about Soul Reaping. Hardly any skills useful to choose from out of Soul Reaping and you call it overpowered? hahah why? just because it gives back energy when something dies? What if nothing dies quickly? In pve it might be overpowered but hardly in pvp. |
Lysinc
The canceled project, Guild Wars: Utopia, was rumored to have the class Chronomancer of some sort. I suppose that if the campaign wasn't canceled, the class' primary would be some sort of decreasing cooldown time on skills. It would have been nice if this was actually the Mesmer's primary instead of FC. It actually would've been more useful seeing as you can be shutting down more targets which is actually useful.
Imagine being able to reduce cooldown time by 50%. This will decrease Diversion's cooldown time to 6 sec. That'll be kinda OP but it's better than FC I guess.
Imagine being able to reduce cooldown time by 50%. This will decrease Diversion's cooldown time to 6 sec. That'll be kinda OP but it's better than FC I guess.
Firefighter Fred
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Earth magic isn't great. |
IrishX
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The canceled project, Guild Wars: Utopia, was rumored to have the class Chronomancer of some sort. I suppose that if the campaign wasn't canceled, the class' primary would be some sort of decreasing cooldown time on skills. It would have been nice if this was actually the Mesmer's primary instead of FC. It actually would've been more useful seeing as you can be shutting down more targets which is actually useful.
Imagine being able to reduce cooldown time by 50%. This will decrease Diversion's cooldown time to 6 sec. That'll be kinda OP but it's better than FC I guess. |
Back then
Tactics
Blood magic
water magic
Smiting prayers
I don't play or care about non-core professions, but those four attributes could use some buffs.
Blood magic
water magic
Smiting prayers
I don't play or care about non-core professions, but those four attributes could use some buffs.
Magikarp
OP:
Soul Reaping
Exp
PvE only Skills
Weak:
Tactics
SP
Blood (in pve, minus Spoil..)
Paragons
Most of the Dervish
Smiting (great idea, poorly designed)
Wilderness Survival
Soul Reaping
Exp
PvE only Skills
Weak:
Tactics
SP
Blood (in pve, minus Spoil..)
Paragons
Most of the Dervish
Smiting (great idea, poorly designed)
Wilderness Survival
Mouse at Large
Energy Storage - it has no passive or secondary effect. Given the relatively long recharges on a lot of ele spells (and the longish cast times) I'd like to see something like "for every point in ES, your skill recharge time reduces by 2%". I'd have that PvE only.
Never going to happen though
Never going to happen though
Lysinc
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Energy Storage - it has no passive or secondary effect. Given the relatively long recharges on a lot of ele spells (and the longish cast times) I'd like to see something like "for every point in ES, your skill recharge time reduces by 2%". I'd have that PvE only.
Never going to happen though |
Fay Vert
Seems like you read the first two words of my post and ignored the rest. Try again and switch brain on, resist the temptation to post before you have read and understood what you are replying to.