So, if Anet keeps to it's schedule we should be getting an update this month. Now, judging from the lack of advance notes and the fact that the 5th year anniversary is coming up (which they may use as an excuse to not do an update at all), as well as previous history, we most likely won't be seeing one.
But hypothetically, if there were to be an update this or next month, what would you expect to see changed?
Last skill update was in February...
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They can change every skill in the game and it won't change the fact that we're still doing the same missions over and over. There isn't anything fresh about that.
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They can change every skill in the game and it won't change the fact that we're still doing the same missions over and over. There isn't anything fresh about that.
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Also lol @ If this were to come out on time ... like seriously people? :P I would keep my fingers crossed to see at least 1 more update this year
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unless there is a sorrow's furnace type of content to go along with that, a huge skill update wont make a difference. the best thing that could be done is a complete re-work of the enemy AI. balance the mobs, build them similar to how most of us build a team with a healer, tank and casters/ranger. add a little randomness to them in their makeup, we see the same mobs spawning in the same place which is why some areas are easier to farm then others and has also brought skill nerfs. with the mob makeup being more random, solo farming would be more of a challenge. re-do their skill bars adding in some randomness. in the group maybe one spawn you see a fire ele and the next time you encounter an air ele, or a curses necro and the next you see a blood necro. granted i know this will never happen in GW1 due to the bulk of Anet resources being used in GW2 but if this had happened 2 or more years ago we might have a different game at this point and time and alot of PvE related skill nerfs may have never had to be done.
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For PvE...
A nerf to elementalist infusers to make them stop outhealing monks. In return, a way for eles to get armor penetration to let them actually deal decent damage in hard mode. A minor reduction to smiter monks, and better energy management from the divine favor skill in return, thus making monks better at their original job and eles better at their original job.
A buff to non-barrage ranger bow skills, and adjustments to nature spirits to make them interesting and dynamic options for team synergy rather than a complete waste of space. Changing a few expertise skills to not be stances or preps, thus making them more useful.
Improvements to the mesmer class in the form of recharge time reduction, a change to energy loss skills to make them actually useful, and improving synergy to make interrupts rewarding rather than inferior to just killing the monster in question.
Major buffs to the mysticism line, as well as a change in primary attribute for dervishes to make them better at using their main weapon than anyone else.
Changing the motivation line to make its niche skills worthwhile, rather than only three skills in the entire attribute line being build-worthy.
Dare to dream.
A nerf to elementalist infusers to make them stop outhealing monks. In return, a way for eles to get armor penetration to let them actually deal decent damage in hard mode. A minor reduction to smiter monks, and better energy management from the divine favor skill in return, thus making monks better at their original job and eles better at their original job.
A buff to non-barrage ranger bow skills, and adjustments to nature spirits to make them interesting and dynamic options for team synergy rather than a complete waste of space. Changing a few expertise skills to not be stances or preps, thus making them more useful.
Improvements to the mesmer class in the form of recharge time reduction, a change to energy loss skills to make them actually useful, and improving synergy to make interrupts rewarding rather than inferior to just killing the monster in question.
Major buffs to the mysticism line, as well as a change in primary attribute for dervishes to make them better at using their main weapon than anyone else.
Changing the motivation line to make its niche skills worthwhile, rather than only three skills in the entire attribute line being build-worthy.
Dare to dream.
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