PvP Overhaul [Suggestion]

Regulus X

Regulus X

Banned

Join Date: Oct 2007

N/A

D/W

This thread is open to suggestions for a positive shift in meta as well as restoration of skills that rightfully belong to their professions. I'll start off with some examples:

Mesmers: Make fast cast applicable to mesmer spells ONLY, and restore all previously nerfed spells to their original state [i.e.: Blood Magic, Curse Magic, Elemental Magic, etc...]

Rangers: Make Expertise affect Marksmanship ONLY: Revert all nerfs carried out on the other secondaries.

Assassins: Make all shadowstepping require critical strike investment, otherwise 100% faliure: Withdraw aftercast delays and nerf all possible overpowered dual attacks as needed to prevent Qqing of the community.

Paragons: Make shouts end if allies leave just outside the white bubble on the radar display. Make shouts strong again.

more to come... Feel free to critique my suggestions, or offer some of your own suggestions at will.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Artisan Archer

Artisan Archer

Wilds Pathfinder

Join Date: May 2007

Free Wind

R/

tbh, the only problem is with 1 sec spells suddenly being uninterruptable. Just make mesmer fast casting not decrease casting times below 3/4th or 1 second.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Lately, it seems there's been a lot of hate against cross-class builds. I wouldn't want to see Fast Casting and Expertise have their effects limited to skills only of their profession, but perhaps toning back effects to some degree in secondaries, and maybe even boosting effects towards the primary's skills could have some merit.

Of course, I say that, and then I get to this idea of shadow stepping, where I would somewhat support an idea of tying shadow steps and Critical Strikes together. But, shadow stepping is just a silly mechanic in and of itself, and I don't really feel that your suggestion is going to solve things completely.

I don't have enough PvP background to much address the Paragon bit, but it feels like you'd just be forcing every team that brings a Paragon to become a closely packed group with obnoxious defense. It would be like fighting a gigantic rock. I don't really think a battle between two giant rocks would be too exciting.

As for everyone else, if you've got concerns about the OP's ideas, express why they're bad. Variations of "this is shit" or "your ideas suck" are not going to be tolerated.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Thanks for deleting my post, even though it had comments on WHY the idea was bad. I understand removing stuff that only complains or argues, but doesn't contribute, but I did contribute. I'll do so again, and if you still see a reason to remove it, please PM me on why.

The change to Expertise made me laugh. I mean no intelligent Ranger uses skills like Apply Poison, Incendiary Arrows, or Troll Unguent. Marksmanship alone is an insanely stupid idea. And I didn't even mention skills like Comfort Animal, Tiger's Fury, etc.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Quote:
Originally Posted by MagmaRed View Post
Thanks for deleting my post, even though it had comments on WHY the idea was bad.
I'm not sure there's a change you haven't argued against.

Anyway, shadowsteps weren't just a problem on warriors, anyone remember shadow prison? I'd rather seem shadowsteps keep the aftercast, but start lowering their recharge/costs now that they can't instagib people. Plus unnerf black mantis for the same reason.

I think something does have to be done about fastcasting already. Non-mesmer skills should not drop below 1 sec or something. Alternatively, nerf interrupts and buff old-school denial like energy, gale/blackout, then we can take care of the bot issue at the same time.

End

End

Forge Runner

Join Date: Jan 2008

Rubbing Potassium on water fountains.

LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)

N/A

Quote:
Originally Posted by Regulus X View Post
Mesmers: Make fast cast applicable to mesmer spells ONLY, and restore all previously nerfed spells to their original state [i.e.: Blood Magic, Curse Magic, Elemental Magic, etc...]

Rangers: Make Expertise affect Marksmanship ONLY: Revert all nerfs carried out on the other secondaries.

Assassins: Make all shadowstepping require critical strike investment, otherwise 100% faliure: Withdraw aftercast delays and nerf all possible overpowered dual attacks as needed to prevent Qqing of the community.

Paragons: Make shouts end if allies leave just outside the white bubble on the radar display. Make shouts strong again.
Wow....Regulus made a thread that doesn't mention B-surge...I'm impressed...Even more impressive is that I agree with most of this... except I think all of your ideas are going a little overboard...
I'd rather see fast casting and Expertise affect non ranger skills but to a significantly reduced degree...
the shadow stepping having 100% failure ... I'd rather see 50% fail with a slightly reduced recharge...just to make it still somewhat useful...
Paragons...I am unsure about...while I think something needs to be done to make them a little better then worthless xD..I'm not sure this is the way to do it... (plus then I loose the easy job of hasting since the effect will end (or I might acctually have to be less lazy and keep myself in range of them...seems like to much work)

Lithril Ashwalker

Lithril Ashwalker

Jungle Guide

Join Date: Dec 2008

Alabama

A/

fast casting spells area already on mesmers without any atts in it its useless, but yeah i see what your saying every profession is putting more than 4 secondaries skills and using them beacsue they have theuir primarys att like energy storage or fast casting, fast caster blood is only used for the speed of casting.

/signed

Regulus X

Regulus X

Banned

Join Date: Oct 2007

N/A

D/W

Quote:
Originally Posted by End View Post
Wow....Regulus made a thread that doesn't mention B-surge...I'm impressed...Even more impressive is that I agree with most of this... except I think all of your ideas are going a little overboard...
I'd rather see fast casting and Expertise affect non ranger skills but to a significantly reduced degree...
the shadow stepping having 100% failure ... I'd rather see 50% fail with a slightly reduced recharge...just to make it still somewhat useful...
Paragons...I am unsure about...while I think something needs to be done to make them a little better then worthless xD..I'm not sure this is the way to do it... (plus then I loose the easy job of hasting since the effect will end (or I might acctually have to be less lazy and keep myself in range of them...seems like to much work)

Don't get it twisted, I think blind is overpowered for 4v4 arenas, but for the sake of this thread let's not get into that.

Secondary abuse has been responsible for Anet's "Smiter's Booning" of magic lines such as Nercomancer, Elementalist, Ritualist lines, etc... and I think it's terrible and unneeded for the game when there're so many other avenues that can be taken. Assassins shouldn't be reduced to degraded warriors; they should be able to [at a bare minimum] be calibrated to take any opponent to at least 1/3 health with one chain, and since it's stupidly easy to throw them off with a single block, blind, diversion, etc... I think they should have their shadowstepping tailored exclusively for them. This means no aftercast delay, revert of all hex-based attacks that once synergized with them, and with the Expertise nerf, there'd be almost no way for any other professions to abuse it since the key ingredient of assassins' hex-based spiking would be the critical strike prerequisite. No Critical Strikes investment, no shadowstepping. This in turn restores Assassins to their prime without harming PvP. The only ones that should be able to use them are the 70AL glass cannons we know & love [Assassins].

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

I see what you are thinking but I have disagreements with how to do it. I think that FC for Mezzes is fine, as well as Expertise. I think that Paras get really hurt in the 4v4 arenas. Support characters in a random 4v4 environment? Yuck. Oh well. There are like 2 people getting paid to work on GW1 atm, so it's not as if any of this will come to fruition.

greep

Academy Page

Join Date: Feb 2010

Away from game

N/Me

I think the fast casting needs to stay unless something is done about interruption. Pretty much every anti-interrupt has been significantly reduced to the poitn where Mantra of concentration is good! Add in the fact the many interrupters have 4 years experience with it, and some classes like necromancer are simply not even worth bringing unless they're FC. I would say either bring back some form of anti-interrupt that can't be abused by mind blasters, or keep FC.

End

End

Forge Runner

Join Date: Jan 2008

Rubbing Potassium on water fountains.

LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)

N/A

Quote:
Originally Posted by greep View Post
I think the fast casting needs to stay unless something is done about interruption. Pretty much every anti-interrupt has been significantly reduced to the poitn where Mantra of concentration is good! Add in the fact the many interrupters have 4 years experience with it, and some classes like necromancer are simply not even worth bringing unless they're FC. I would say either bring back some form of anti-interrupt that can't be abused by mind blasters, or keep FC.
ummm...overpowered anti-interrupts are overpowered...there is a reason they were nerfed...anti-interrupt skills were intended to protect key skills or to come at a severe drawback...not to provided blanket protection with no downside...

greep

Academy Page

Join Date: Feb 2010

Away from game

N/Me

True they were overpowered, especially resolve, but now there's pretty much nothing. I mean [yumy] is running 3 rangers and a 2 warriors and just interrupting/thumping everyone, and who can blame them? I've seen mesmers get off diversion or sig of humility one in every 3 attempts. Better to drop it entirely. Then you just end up dumping whole classes with that logic... till it's just a thump/interrupt spam fest. Changing fast casting negatively will not help this, it's practically the only way non-monk classes get to play at all. Used to be 2 second casts was risky, now it's 1 second casts. It's really gotta stop or all you're gonna see is junk.

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

Quote:
Originally Posted by Regulus X View Post

Mesmers: Make fast cast applicable to mesmer spells ONLY, and restore all previously nerfed spells to their original state [i.e.: Blood Magic, Curse Magic, Elemental Magic, etc...]

Rangers: Make Expertise affect Marksmanship ONLY: Revert all nerfs carried out on the other secondaries.
No, you're missing the point as to why the attributes are so overpowered- the skills they impact are extremely powerful and poorly balanced. Fix the skills before the attribute.

Quote:
Originally Posted by Regulus X View Post
Assassins: Make all shadowstepping require critical strike investment, otherwise 100% faliure: Withdraw aftercast delays and nerf all possible overpowered dual attacks as needed to prevent Qqing of the community.

Paragons: Make shouts end if allies leave just outside the white bubble on the radar display. Make shouts strong again.

more to come... Feel free to critique my suggestions, or offer some of your own suggestions at will.
I agree with these ideas, shadowstep was just a bad concept implemented into this game.

/partially signed