Dervish Update

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

Quote:
Originally Posted by reaper with no name View Post
Are you getting the trend here? The best is the best. No matter how much you buff something, if it is still inferior to the best at whatever the specific (or even hybrid) role it has, then it isn't worth taking over the best.
I'm skeptical about this situation you keep on proposing, in which you can buff something arbitrarily but it's still not worth taking. Regardless, you continue to confirm that you're reading the current Meta as a mandate for future updates.

Quote: There is nothing stopping you from making "fun" builds on your dervish right now. I do it all the time. Should these builds be ignored in the upcoming update because they're not currently the best? Again, this creates a situation in which each class eventually evolves towards one use and any deviation is problematic because you're using skills which are years old.

Quote:
Buffing enchantment juggling without making it superior to something else will leave it in the exact same boat it is in now: underpowered. There is space between underpowered and superior - namely, they can be buffed until comparable.

Quote:
It's hard to explain, but...I think too many people are getting their hopes up too high. And the more that happens, the more likely I think it is that Anet will (potentially) waste time and effort trying to fix enchantment juggling at the cost of other things that might actually help make the dervish a more useful class.

But who knows? Maybe I'm wrong. Maybe Anet really has the knowledge and the desire to make enchantment juggling useful. But we shouldn't expect miracles. This really feels like a misrepresentation of what we're talking about here. There are some skills that need buffing and a few elites that need to be redone entirely. Our primary attribute deserves another look. We've seen this sort of thing repeatedly and it hasn't broken Anet.

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

Quote:
Originally Posted by reaper with no name View Post
Swords and axes do not do the same thing. For one thing, there is more than one sword build that is worth using. HB+WA is a melee AoE build that relies on outside buffs and the assumption that one will always face tons of opponents to deal insane amounts of damage. DS+SY is a single-target build that easily maintains SY. Axe builds, on the other hand, can provide skills like Triple Chop and Cyclone Axe that attack multiple opponents while retaining significant single-target damage. They are not so easily compatible. However, both scythe attack skill spam and enchantment juggling ultimately have the same purpose: multiple target damage in melee with some measure of single-target damage as well. Hence, they are directly comparable (and one can be rendered useless by the other), whereas axes and swords are not.
Again your logic fails. Sword and Axe roles overlap each other in many occasions, Dragon slash = single target damage, Cleave = single target damage, Hundred Blades = AoE damage, Triple Chop = AoE Damage, both can utilize Warrior's Endurance and spam Power Attack, Counter Attack and Protector's strike. In fact Swords and Axes has way more similarities as both are attack skills than Scythes and enchantments, which are not even the same types of skills. In fact axes and swords in direct competition for dps because they are mutually exclusive, while scythes and enchantments are mutually inclusive so you can take advantage of both to achieve more dps. Scythes provide single target dps/very limited AoE, while enchantments provide TRUE AoE as well as serving as buffs for attacks and energy management. Since you are admitting that Scythes and Enchantments serve the same purpose which ultimately is dps, and they do in different ways, they are therefore compatible with each other because the are working together to achieve the same thing. They fact that axes and swords do many of the same things and are mutually exclusive put them in direct competition with each other, this will make one useless if you are using the other.

Quote:
Originally Posted by reaper with no name View Post Enchantment juggling is a hybrid combat style utilizing both enchantments and scythe attacks together. Therefore, they can be viewed as if they were a single weapon. Scythe attack skill spam, however, requires very different attribute investments and skills. You cannot do enchantment juggling and scythe attack skill spam at the same time. In other words, you can't be a pure melee and be a hybrid. You have to choose.
Geeee I wonder what this major update we've been waiting for months is about, maybe it's to make the dervish efficiently utilize all it's skills, just a wild guess?

Quote:
Originally Posted by reaper with no name View Post
With the way PvE is currently set up, melee is vastly superior to spells in terms of damage. By the same token, pure melee is superior to hybrid melee+spells. Hey guess what asuran scan, AoHM and GDW are, they are spells, if it hasn't hit you over the head already, it's spells that make melee do insane amounts of damage. What's AoHM, it's an enchantment that enhance's scythe damage to wtf levels.

I know man why have variety, clearly assassins are better than dervishes, why waste time and effort on a crappy dervish when you can make assassins even better. And what makes you think A+B cannot co exist with each other, they are both parts of the same class, that's like saying well I like my right arm but since it makes my left arm kind of redundant I might as well chop it off. The fact is that with Scythes alone dervishes can never match Assassins and Warriors unless they were buffed to obscene levels to match what strength and critical strikes does. But dervishes do have something that warriors and assassins don't have, synergy with enchantments. Since they can never match warriors and assassins in attack spamming alone they will have to utilize something extra, something different something warriors and assassins cannot do as well, enchantments.

Quote:
Originally Posted by reaper with no name View Post
Are you getting the trend here? The best is the best. No matter how much you buff something, if it is still inferior to the best at whatever the specific (or even hybrid) role it has, then it isn't worth taking over the best. And in that case, what did the buff really accomplish? Making an unusable skill usable? the dervish skillset is already quite usable. Making it more fun? That's subjective. Anything can be "fun", and it doesn't have to be good to do that. Buffing enchantment juggling without making it superior to something else will leave it in the exact same boat it is in now: underpowered.
So no matter how much you buff the dervish, assassins are better so why bother at all, that's what your logic sounds like, if this sounds silly, well then you know. Making unusable skills usable, that sounds like the mesmer buff, maybe you missed that. And how bout nether overpowered nor underpowered but balanced, yes it possible even though you can't wrap your mind around this concept.

Quote: Originally Posted by reaper with no name View Post
It's hard to explain, but...I think too many people are getting their hopes up too high. And the more that happens, the more likely I think it is that Anet will (potentially) waste time and effort trying to fix enchantment juggling at the cost of other things that might actually help make the dervish a more useful class. It actually a good thing, the more it happens the better, so anet doesn't waste time on what people don't want.

Quote:
Originally Posted by reaper with no name View Post
But who knows? Maybe I'm wrong. Maybe Anet really has the knowledge and the desire to make enchantment juggling useful. But we shouldn't expect miracles. If the update sucks, it won't make much of a difference anyways, it's not like dervishes are a part of the meta anyways.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by saint666 View Post
Again your logic fails. Sword and Axe roles overlap each other in many occasions, Dragon slash = single target damage, Cleave = single target damage, Hundred Blades = AoE damage, Triple Chop = AoE Damage, both can utilize Warrior's Endurance and spam Power Attack, Counter Attack and Protector's strike. In fact Swords and Axes has way more similarities as both are attack skills than Scythes and enchantments, which are not even the same types of skills. In fact axes and swords in direct competition for dps because they are mutually exclusive, while scythes and enchantments are mutually inclusive so you can take advantage of both to achieve more dps. Scythes provide single target dps/very limited AoE, while enchantments provide TRUE AoE as well as serving as buffs for attacks and energy management. Since you are admitting that Scythes and Enchantments serve the same purpose which ultimately is dps, and they do in different ways, they are therefore compatible with each other because the are working together to achieve the same thing. They fact that axes and swords do many of the same things and are mutually exclusive put them in direct competition with each other, this will make one useless if you are using the other.



Geeee I wonder what this major update we've been waiting for months is about, maybe it's to make the dervish efficiently utilize all it's skills, just a wild guess?



Hey guess what asuran scan, AoHM and GDW are, they are spells, if it hasn't hit you over the head already, it's spells that make melee do insane amounts of damage. What's AoHM, it's an enchantment that enhance's scythe damage to wtf levels.



You keep on answering your own problems don't you, yes buffs ftw. I'm sure anet has enough experience to balance what is needed.
There is overlap between Swords and Axes, yes, but don't try to tell me they do the exact same thing. Neither of them can fully eclipse the other (as far as I'm aware). The amount of single target and AoE damage that an axe build will do will be different from that of DS or HB.

Now, look at scythe attack spam and enchantment juggling. Where is the variety here? Both are dealing damage to single and multiple targets, and there is nothing to suggest that one be better at one than the other. Therefore, these two forms of gameplay would be considered direct competitors.

You cannot devote yourself to spamming MS, EA, and PS while keeping your buffs up (which for the purposes of this conversation should not be confused with spells used for enchantment juggling) and still use enchantment juggling. There aren't enough skill slots for that. Something has to be sacrificed.

You're splitting hairs. AoHM is not a skill utilized to juggle enchantments (well, currently at least; saint has a pretty good idea for an AoHM change). It is a spell-based buff you put on yourself, and then forget about until you need to reapply it, not a spell cast for damage (on it's own) or removal. I'm using the term "pure melee" here to describe what the dervish does once the buffs are up.

Quote:
Originally Posted by saint666 View Post
I know man why have variety, clearly assassins are better than dervishes, why waste time and effort on a crappy dervish when you can make assassins even better. And what makes you think A+B cannot co exist with each other, they are both parts of the same class, that's like saying well I like my right arm but since it makes my left arm kind of redundant I might as well chop it off. The fact is that with Scythes alone dervishes can never match Assassins and Warriors unless they were buffed to obscene levels to match what strength and critical strikes does. But dervishes do have something that warriors and assassins don't have, synergy with enchantments. Since they can never match warriors and assassins in attack spamming alone they will have to utilize something extra, something different something warriors and assassins cannot do as well, enchantments.



So no matter how much you buff the dervish, assassins are better so why bother at all, that's what your logic sounds like, if this sounds silly, well then you know. Making unusable skills usable, that sounds like the mesmer buff, maybe you missed that. And how bout nether overpowered nor underpowered but balanced, yes it possible even though you can't wrap your mind around this concept.



It actually a good thing, the more it happens the better, so anet doesn't waste time on what people don't want.



If the update sucks, it won't make much of a difference anyways, it's not like dervishes are a part of the meta anyways. Enchantments on their own aren't inherently useful just because they exist, any more than any other method of dealing damage. It is the results that matter.

To use a previous example, let's say that every axe build has x dps against single target and y dps against multiple targets. Meanwhile, let's say one particular sword build has x+10 and y+10 dps. In this scenario, whether or not the warrior can use the axe better than other classes would be meaningless, because the axe itself would still be inferior to the sword. Axes are not useful simply because they are axes, they are useful because they provide a combination of offense and defense that cannot be mimicked by something else. The same is true of everything else that is worthwhile in this game.

Now replace the words "axe" with "enchantment juggling" and "sword" with "scythe attack skill spam" and you have the current situation. Assuming dervishes really can utilize enchantments better (I'd argue assassins are currently better due to actually having the energy management to pull it off, but we all know that can be fixed), it wouldn't matter because enchantment juggling is still inferior to the scythe.

In the simple world of PvE where everything is about damage and defense, a skill/build either provides more of some combination of these two things than the alternatives, or it's underpowered. If two builds are the same but one has 5 more dps, which is better? The one with the extra dps, even if it's a small amount. Now, if the other one had +armor, well, now you're got two slightly different builds with slightly different combinations of damage and defense, each one having something on the other. But the defense provided by scythe attack spam is already all the defense the party will need from the dervish. So unless enchantment juggling can beat scythe attack spam at damage, then it will be less powerful than it.

Well, Assassins have almost twice the dps of the best dervish builds, but that doesn't mean they will always be better. That's why nerfing exists.

Ok, imagine for a moment that mending gets buffed into a clone of healing breeze that costs 15 energy instead of 10. Would anyone really care? No, because the skill would still be just as worthwhile as before (that is, not at all). Unless enchantment juggling becomes more powerful than scythe attack spam in some way (for example, what if scythe attack skill spam did more damage to single targets but for whatever reason enchantment juggling did more damage to multiple targets? That would allow the two playstyles to both be worthwhile in their own ways), then it too will be a weaker way to do the same thing.

Are you implying that most people want to see the dervish get buffed in ways that don't actually help it carve out a niche in this game? In that case, why even bother? PvE is easy enough that bad builds will work. So, really, the net effect of buffing skills that aren't worth using without actually making them worth using is 0. Unless you buff the dervish in a way that gives it a role in this game, then the same fundamental problem (being outperformed by other professions) will continue to exist, no matter what buffs you do. And that just defeats the purpose of trying to fix the class in the first place.

Quote:
Originally Posted by fr.aodhan View Post
I have some difficulty in understanding what you're trying to communicate. You seem to agree that there could be changes which would make juggling awesome, but want us to share in your cynicism that they'll never occur? Warning: essay ahead (as if this post wasn't long enough already).

Certain professions being underpowered or overpowered is not new. It's practically always been like this, and will likely always remain so. But despite this, each profession has the power to bring something unique to a party that no one else can do quite as well.

Everyone except the dervish. Just off the top of my head, Warriors have HB+WA (under the correct circumstances, the ultimate way to kill a mob), Rangers have Barrage+SY (ranged physical AoE coupled with spammable party defense), Assassins have daggers (best single target melee damage), Elementalists have ER (infuse spam, anyone?), Necromancers have MoP+AP (see HB+WA), Monks have superior party heals and cleaning, Ritualists have Spirit Spam, Mesmers have PI (ranged AoE knockdown with room for armor-ignoring nukes on the side? yes please), and Paragons have Imbagon (huge party defense coupled with respectable ranged physical damage). Each of these builds provides something (or some combination of things) useful to a party that no other class can replicate. Of course, some have more than others (for example, a dagger sin can sacrifice some damage by taking SY instead of an offensive PvE skill; but even then the unique combination of offense and defense such a variant provides cannot be replicated by another class). However, all but one class has at least one build like that.

The dervish is the only class left out. Anything it can do that is of use to the party is outdone by someone else. Were it not for this simple fact, the dervish would be one of the more powerful professions in the game (it is a melee class, after all). But honestly, I don't care about that. I don't care if the dervish is one of the weaker classes, because someone will always be weaker, and the dervish is just as good a choice as any for the underpowered bin. My objective is for every class to at least have something they can brag to the others about. Something to justify their existence in PvE as something more than "that guy who makes us look better by comparison", even if strictly speaking it doesn't make them sought after for groups. Honestly, I don't even care that much what the dervish's "thing" is, so long as it isn't stealing it from someone else (since that would, you know, defeat the whole purpose). This is why, for example, I'm resistant to the idea of nerfing SY (as overpowered as it is). It is one of the key parts of the Paragon's only gimmick at this time.

Yes, enchantment juggling is what the dervish was made for. Yes, it is cool and fun (remember how I said I make less than optimal builds for the sake of fun too? One of my most fun is an enchantment juggler). Yes, it would be awesome if it came back and was truly worthwhile (with the term "worthwhile" being used in the context of the paragraph above).

But consider the following:

There are 10 classes. PvE ultimately comes down to damage and defense. The game is running out of combinations of the two that can't be done better by other means, especially since several classes have strangeholds on multiple builds (or even variations of such builds) that do so.

When it comes to builds that are suboptimal but still work, the dervish is not worse off than most classes. In fact, it's actually better off than quite a few (see rangers and paragons). There is no pressing need for more versatility in suboptimal builds for the dervish. The only thing that makes the dervish underpowered is the fact that it is outperformed by other professions. Therefore, dervish buffs that do not address this issue are neither necessary nor helpful. They are simply power creep for the sake of power creep. Worse yet, such unnecessary changes run the risk of drawing time and resources away from buffs that could give the class something worth doing.

There is a hole between daggers and HB. Daggers are primarily for single-target damage, but they also provide a little AoE damage. HB is primarily AoE, but it's effectiveness relies on buffs and getting a lot of enemies on oneself. Against single targets it isn't that special. This hole is filled right now by scythes; they provide more damage to multiple targets than daggers (though admittedly, daggers can hit more of them), but has more single-target damage than HB. The role of "scythe guy" is currently jointly occupied by warriors and assassins (assassins get more damage with it, but warriors have access to SY). Neither of them would end up in the dervish's boat if they lost this title.

Enchantment juggling in it's current state is laughably underpowered. Buffing it to the point where it could compete with other forms of combat would require a massive overhaul. The more and larger the changes in such an overhaul, the more work and risks involved. In this case, such changes would have to be massive in scale. Similar (though not nearly as extreme) points can be raised regarding the avatars.

The scythe, by comparison, is relatively safe and simple. A strategic nerf or two to the overpowered competition, and a smart buff or two on the dervish side, and the "goal" of giving the dervish a role (narrow though it may be) is attained.

This is why I generally speak favorably of making dervishes the best scythe users, while harboring a bleaker outlook on alternatives. It's not that I don't think they can work (indeed, I know it's possible for enchantment juggling to be buffed enough to compete with or even surpass critscythe; it's just a matter of getting the numbers high enough), but beyond thoughts of how cool it would be, I see little point. If the objective is simply to give the dervish something useful that it can do better than anyone else (which for me it is, since it's the only thing the class actually lacks), then why take a risk on a "maybe", when a practically surefire solution is behind door #2?

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

Quote:
Originally Posted by reaper with no name View Post
There is overlap between Swords and Axes, yes, but don't try to tell me they do the exact same thing. Neither of them can fully eclipse the other (as far as I'm aware). The amount of single target and AoE damage that an axe build will do will be different from that of DS or HB.
You're splitting hairs. Axes and Swords do similar things, in fact you can only use 1 of them and not pick up the other and finish all 3 campaigns with it, it's only in a few high end instances where HB is actually needed over the other, but other then that in general game play it really doesn't matter which you use, what ever suits your style.

Quote:
Originally Posted by reaper with no name View Post Now, look at scythe attack spam and enchantment juggling. Where is the variety here? Both are dealing damage to single and multiple targets, and there is nothing to suggest that one be better at one than the other. Therefore, these two forms of game play would be considered direct competitors. Scythe is very limited AoE not true AoE, while enchantments gives true AoE and additional damage to scythes. So no they are not the same. Scythe attack skills are attack skills, while enchantments are enhancements to those attack skills. The viability of enchantment juggling would only give an additional type of gameplay in ADDITION(Not Replace) to the type we have now, which is a poor assassin imitation. ZV will always be available as a crutch if you feel like holding on to it. I don't see having more variety in game play is a bad thing.


Quote: Originally Posted by reaper with no name View Post You cannot devote yourself to spamming MS, EA, and PS while keeping your buffs up (which for the purposes of this conversation should not be confused with spells used for enchantment juggling) and still use enchantment juggling. There aren't enough skill slots for that. Something has to be sacrificed. Who said anything about making all attack skills rely on enchantment juggling only, enchantment juggling is about providing variety not limiting it. There still would be attack skills that are good for attack spamming as well as attack skills that take advantage of unique dervish attributes that assassins and warriors don't have access to. Also your problem is easy enough to solve. For the maintained enchantments, increase the recharge and the duration, opposed to the juggled enchantments. Logically the maintained enchantments should always be on the bottom of all the enchantments you have. And also you're thinking that each enchantment you bring is a waste, frankly right now it is, saved for a few(AoHM, wouldn't mind another copy of that). Hopefully with some buffs that can change.

Quote: Originally Posted by reaper with no name View Post You're splitting hairs. AoHM is not a skill utilized to juggle enchantments (well, currently at least; saint has a pretty good idea for an AoHM change). It is a spell-based buff you put on yourself, and then forget about until you need to reapply it, not a spell cast for damage (on it's own) or removal. I'm using the term "pure melee" here to describe what the dervish does once the buffs are up.
Enchantments on their own aren't inherently useful just because they exist, any more than any other method of dealing damage. It is the results that matter. The fact is that you said casting spells would only lower your dps when infact, AoHM not only does not lower your dps but raises it, so you're wrong that casting lowers your dps when in fact with good spells it can raise your dps substantially. All enchantments are buffs whether short term or long, whether it's orders that lasts 5 seconds or life bond that doesn't come off, they serve to enhance your character and raise it's power, that what enchantments are. Whether it's worth your energy and time casting depends solely on what it can do for you. If an enchantment can add 100 aoe damage and in addition 40 more damage to my attack every 5 seconds i'd say that's pretty good adding both spell and melee damage, if not op.


Quote: Originally Posted by reaper with no name View Post To use a previous example, let's say that every axe build has x dps against single target and y dps against multiple targets. Meanwhile, let's say one particular sword build has x+10 and y+10 dps. In this scenario, whether or not the warrior can use the axe better than other classes would be meaningless, because the axe itself would still be inferior to the sword. Axes are not useful simply because they are axes, they are useful because they provide a combination of offense and defense that cannot be mimicked by something else. The same is true of everything else that is worthwhile in this game. Dude you're splitting hairs again. The differences are so minute it doesn't even matter most of the time, whatever suits you, you have the option. Enchantments Juggling allows dervish to access true AoE and utilize it's primary attribute in addition to attack spamming that it already does right now, just not as good as warriors and assassins. Why should dervish have the OPTION to juggle enchantments? provide a combination of offense and defense that cannot be mimicked by something else. you answered yourself there.

Quote: Originally Posted by reaper with no name View Post
Now replace the words "axe" with "enchantment juggling" and "sword" with "scythe attack skill spam" and you have the current situation. Assuming dervishes really can utilize enchantments better (I'd argue assassins are currently better due to actually having the energy management to pull it off, but we all know that can be fixed), it wouldn't matter because enchantment juggling is still inferior to the scythe. Lol if dervishes didn't suck we wouldn't be talking about buffing them would we. Dervishes are inferior period, whether with a scythe or enchantments right now. They aren't gunna equal assassins or warriors in attack spamming given how CS and STR works even if scythes were limited to dervish only. It will take both attack skills and enchantments together for that to happen. Or you can just buff scythe attacks to obscene levels and make them fail with less than 4 mysticism, love the creativity.

Quote:
Originally Posted by reaper with no name View Post
In the simple world of PvE where everything is about damage and defense, a skill/build either provides more of some combination of these two things than the alternatives, or it's underpowered. If two builds are the same but one has 5 more dps, which is better? The one with the extra dps, even if it's a small amount. Now, if the other one had +armor, well, now you're got two slightly different builds with slightly different combinations of damage and defense, each one having something on the other. But the defense provided by scythe attack spam is already all the defense the party will need from the dervish. So unless enchantment juggling can beat scythe attack spam at damage, then it will be less powerful than it. I think you're confusing the assassin and dervish. Assassin spamming any attacks makes things blow up fast, different story with dervishes. If dervish wants to compete at all it has to have some pretty damn good enchantments in it's arsenal. Unless, refer to my creative idea above.

Quote:
Originally Posted by reaper with no name View Post
Well, Assassins have almost twice the dps of the best dervish builds, but that doesn't mean they will always be better. That's why nerfing exists. Lawls, nerfing cause a complete fail class can't compete, lets just start with buffing for now okay?

Quote:
Originally Posted by reaper with no name View Post
Unless enchantment juggling becomes more powerful than scythe attack spam in some way (for example, what if scythe attack skill spam did more damage to single targets but for whatever reason enchantment juggling did more damage to multiple targets? That would allow the two playstyles to both be worthwhile in their own ways) Wow, you keep on answering yourself. It's wouldn't be hard to do either cause dervishes are setting the bar pretty low on scythe spamming, frankly it would give the dervish another option to utilize that assassins and warriors can't.

Quote:
Originally Posted by reaper with no name View Post
Are you implying that most people want to see the dervish get buffed in ways that don't actually help it carve out a niche in this game? In that case, why even bother? PvE is easy enough that bad builds will work. So, really, the net effect of buffing skills that aren't worth using without actually making them worth using is 0. Unless you buff the dervish in a way that gives it a role in this game, then the same fundamental problem (being outperformed by other professions) will continue to exist, no matter what buffs you do. And that just defeats the purpose of trying to fix the class in the first place. From the looks of it most people are at least interested in the idea of enchantment juggling in one form or another, and can see it as a possibility unlike you, who thinks making the dervish into an assassin/warrior clone is the only possible way. You keep on asking for something that the dervish can do that can't be out performed by others, guess what that's enchantment juggling, PBAoE nuking. Yet you keep on insisting that dervishes should only be able to attack spam and should be able to do nothing else, guess what sins and wars have that on a lock down, hope for a nerf? Good luck. Lol dude, if you're doing the skill balancing I'm sure bad skills will stay bad with your apparent lack of creativity.

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

I apologize, reaper, but you're asking questions that have been answered. In fact, you give a partial answer to your own question: it was what the Dervish was made for and it'd be fun. The other reasons we might want to do this are listed above, sometimes repeatedly. To summarize, though, I disagree with your criterion that all updates should relate to making a Dervish fill a spot in the Meta; an ER Elementalist, for instance, has no place in this discussion. You are letting, no, forcing a handful of builds determine the future of all updates.

I'm not convinced by the risk aversion argument and I'm not convinced you take it seriously. What shall we make, for instance, of the large number of under-represented Dervish skills that aren't used because the Dervish has been funneled into a secondary attribute? Don't those represent a large waste of development time that could be easily redeemed? No, you're willing to push these skills even further towards being a waste of time just to evolve the class so that it fits into a pigeonhole. Despite feigning an interest in using developer time most efficiently, you actually just want this one skillset to become feasible, the rest of their work be damned (as much of it already has been).

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Wall of text makes me cry.

Here's an idea for Aura Slicer!
5 4

Scythe Attack. If this attack hits, you deal +8...20 damage. If this attack hits an enchanted foe, this attack has 10...50% armor penetration.

Good idea?

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

That wall of text was if dervish should be generic attack spammers or also have the ability to have enchantment juggling and bomber builds. You ironically reply with skill suggestion that would be more likely used in an attack spammer build.

I will be disappoint if the update is all attack spam stuff. ಠ_ಠ

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

Quote:
Originally Posted by belshazaarswrath View Post
Here's an idea for Aura Slicer!
5 4 Scythe Attack. If this attack hits, you deal +8...20 damage. If this attack hits an enchanted foe, this attack has 10...50% armor penetration.

Good idea? Against, say, an enchanted Ele with no other sources of armor, this has the potential to reduce armor to 30 AL, which increases damage by 68%. This is not shabby, since you were hitting him hard anyway. With attribute level 15, a scythe with +15^50, Asuran Scan, Aura of Holy Might, you have the potential to make things explode in single hits. Against undead... *shivers* Since you're critting one out of every five hits, I can't help but wonder if this isn't a tad OP.

Personally, an enchantment should be removed if an aura has been sliced.. If it's going to penetrate armor, it should be an armor slicer. But there I go again.

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by fr.aodhan View Post
Against, say, an enchanted Ele with no other sources of armor, this has the potential to reduce armor to 30 AL, which increases damage by 68%. This is not shabby, since you were hitting him hard anyway. With attribute level 15, a scythe with +15^50, Asuran Scan, Aura of Holy Might, you have the potential to make things explode in single hits. Against undead... *shivers* Since you're critting one out of every five hits, I can't help but wonder if this isn't a tad OP.

Personally, an enchantment should be removed if an aura has been sliced.. If it's going to penetrate armor, it should be an armor slicer. But there I go again.
Theoretically it would do that much damage. If it was actually put in the game I don't think it would turn out that way...but as with every suggestion I give I am open for changes too it. A simple change in recharge or numbers is all your asking for right?

And if your aura is helping you slice through them it makes sense. But I mean these types of things usually don't matter...



Quote:
Originally Posted by Cuilan View Post
That wall of text was if dervish should be generic attack spammers or also have the ability to have enchantment juggling and bomber builds. Oh...well that's a pretty tired argument by now.

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

Quote:
Originally Posted by belshazaarswrath View Post
Theoretically it would do that much damage. If it was actually put in the game I don't think it would turn out that way...
We'll assume we have 15 in scythe mastery on a 9-41 scythe. On a critical hit, you deal 41(+41%) = 58 damage. Aura of Holy Might (rank 0, +41%) for 82 damage. +20 from the skill itself for 102 damage. With an effective 30 AL (+68%), 171 damage. Along with Asuran Scan (rank 0, +45%) for 248 damage. This is without a customization (+20%) and modifier (+15%) and assuming you haven't been grinding titles.

I willing to believe I've overlooked something in the calculation.

Quote:
A simple change in recharge or numbers is all your asking for right? Just commenting on the skill. I'm not asking for anything in particular.

Quote: And once you give them this skill, can you imagine what's going to happen?

Quote:
And if your aura is helping you slice through them it makes sense. But I mean these types of things usually don't matter... To me, this would be like poison signet setting people on fire.

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

Scythe attack: Dervish gains another pure damage attack. For 20 seconds, forget you used to be more.
It's not like your adding another skill...you are just improving on a current skill. I don't see the big deal. The way to update the Dervish is not to make the scythe hit harder. It might be worthwhile to glance through the text wall.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by saint666 View Post
You're splitting hairs. Axes and Swords do similar things, in fact you can only use 1 of them and not pick up the other and finish all 3 campaigns with it, it's only in a few high end instances where HB is actually needed over the other, but other then that in general game play it really doesn't matter which you use, what ever suits your style.



Scythe is very limited AoE not true AoE, while enchantments gives true AoE and additional damage to scythes. So no they are not the same. Scythe attack skills are attack skills, while enchantments are enhancements to those attack skills. The viability of enchantment juggling would only give an additional type of gameplay in ADDITION(Not Replace) to the type we have now, which is a poor assassin imitation. ZV will always be available as a crutch if you feel like holding on to it. I don't see having more variety in game play is a bad thing.




Who said anything about making all attack skills rely on enchantment juggling only, enchantment juggling is about providing variety not limiting it. There still would be attack skills that are good for attack spamming as well as attack skills that take advantage of unique dervish attributes that assassins and warriors don't have access to. Also your problem is easy enough to solve. For the maintained enchantments, increase the recharge and the duration, opposed to the juggled enchantments. Logically the maintained enchantments should always be on the bottom of all the enchantments you have. And also you're thinking that each enchantment you bring is a waste, frankly right now it is, saved for a few(AoHM, wouldn't mind another copy of that). Hopefully with some buffs that can change.



The fact is that you said casting spells would only lower your dps when infact, AoHM not only does not lower your dps but raises it, so you're wrong that casting lowers your dps when in fact with good spells it can raise your dps substantially. All enchantments are buffs whether short term or long, whether it's orders that lasts 5 seconds or life bond that doesn't come off, they serve to enhance your character and raise it's power, that what enchantments are. Whether it's worth your energy and time casting depends solely on what it can do for you. If an enchantment can add 100 aoe damage and in addition 40 more damage to my attack every 5 seconds i'd say that's pretty good adding both spell and melee damage, if not op.




Dude you're splitting hairs again. The differences are so minute it doesn't even matter most of the time, whatever suits you, you have the option. Enchantments Juggling allows dervish to access true AoE and utilize it's primary attribute in addition to attack spamming that it already does right now, just not as good as warriors and assassins. Why should dervish have the OPTION to juggle enchantments? provide a combination of offense and defense that cannot be mimicked by something else. you answered yourself there.



Lol if dervishes didn't suck we wouldn't be talking about buffing them would we. Dervishes are inferior period, whether with a scythe or enchantments right now. They aren't gunna equal assassins or warriors in attack spamming given how CS and STR works even if scythes were limited to dervish only. It will take both attack skills and enchantments together for that to happen. Or you can just buff scythe attacks to obscene levels and make them fail with less than 4 mysticism, love the creativity.



I think you're confusing the assassin and dervish. Assassin spamming any attacks makes things blow up fast, different story with dervishes. If dervish wants to compete at all it has to have some pretty damn good enchantments in it's arsenal. Unless, refer to my creative idea above.



Lawls, nerfing cause a complete fail class can't compete, lets just start with buffing for now okay?



Wow, you keep on answering yourself. It's wouldn't be hard to do either cause dervishes are setting the bar pretty low on scythe spamming, frankly it would give the dervish another option to utilize that assassins and warriors can't.



From the looks of it most people are at least interested in the idea of enchantment juggling in one form or another, and can see it as a possibility unlike you, who thinks making the dervish into an assassin/warrior clone is the only possible way. You keep on asking for something that the dervish can do that can't be out performed by others, guess what that's enchantment juggling, PBAoE nuking. Yet you keep on insisting that dervishes should only be able to attack spam and should be able to do nothing else, guess what sins and wars have that on a lock down, hope for a nerf? Good luck. Lol dude, if you're doing the skill balancing I'm sure bad skills will stay bad with your apparent lack of creativity.
The difference between true AoE and scythes hitting multiple foes is miniscule.

Stop twisting my words. I was talking about the enchantments that can be used for enchantment juggling. None of the worthwhile enchantments (AoHM, HoF) can be juggled. Their recharges and energy costs are too high.

Enchantment juggling can only be useful if something else doesn't render it completely redundant. Unless we start seeing Pious Assault-like skills with +100 damage or massive nerfs to every form of melee AoE (scythes, daggers, you name it), then enchantment juggling will always be rendered redundant by other methods of damage. And by redundant, I mean "lacking a unique combination of offense and defense that something else can't do better".

The dervish class itself is not underpowered. It is technically overpowered. However, warriors and assassins are even more overpowered. Therefore, logically speaking, nerfing the overpowered makes more sense than buffing the slightly-less overpowered.

The dervish already has the option to juggle enchantments. Are you saying that enchantment juggling should be a worthwhile option? That's not likely to happen. As I've noted more times than I care to count, the buffs are unreasonably massive. Do you really think Anet will give us a Pious Assault type skill that deals +100 damage? Or a Staggering Force with armor-ignoring damage, 5 energy cost, 1/4 cast, and a 3 second recharge? Do you really think Anet will give us all of these things at once? These are the kinds of buffs we are talking about for enchantment juggling to be a worthwhile option. Anet didn't even have the balls to Smiter's Boon SF; how on earth would they have the balls to give us buffs like that?

Other people see it as an option because they don't realize just how high the wall is. They don't realize that just stopping to cast the enchantment that you want to juggle makes you lose nearly 100 dps.

There is a big difference in what should happen and what is likely to happen. Dervishes should be doing more damage to multiple targets than any other class via enchantment juggling. Elementalists should nuke better than Monks, Mesmers, Necromancers, and Ritualists. Monks should heal better than Elementalists. Warriors should not be able to do insane amounts of AoE damage. Rangers should deal more damage with bows than Ritualists. Assassins should not be effective against multiple targets. Warriors should not be capable of effectively utilizing any energy-dependent weapon. SF should not exist. PvE-Only skills should not exist. Damage cap skills should not be a requirement for successful HM play.

Since none of those other flaws so deeply ingrained in the game are going to be fixed, what makes you think that enchantment juggling will?

Quote:
Originally Posted by fr.aodhan View Post
I apologize, reaper, but you're asking questions that have been answered. In fact, you give a partial answer to your own question: it was what the Dervish was made for and it'd be fun. The other reasons we might want to do this are listed above, sometimes repeatedly. To summarize, though, I disagree with your criterion that all updates should relate to making a Dervish fill a spot in the Meta; an ER Elementalist, for instance, has no place in this discussion. You are letting, no, forcing a handful of builds determine the future of all updates.

I'm not convinced by the risk aversion argument and I'm not convinced you take it seriously. What shall we make, for instance, of the large number of under-represented Dervish skills that aren't used because the Dervish has been funneled into a secondary attribute? Don't those represent a large waste of development time that could be easily redeemed? No, you're willing to push these skills even further towards being a waste of time just to evolve the class so that it fits into a pigeonhole. Despite feigning an interest in using developer time most efficiently, you actually just want this one skillset to become feasible, the rest of their work be damned (as much of it already has been). Every class has tons of useless skills. The dervish is no exception. That is not going to change. The game isn't big enough for every skill to be useful. That's why GW2 is going to have fewer skills.

I don't like scythe attack spam any more than I like the fact that a Necromancer with SS and nothing else can outnuke the entire Elementalist class. Scythe attack spam just happens to be the best way to use the dervish. And that is unlikely to ever change. To delude ourselves into thinking otherwise is to set ourselves up for disappointment. I want to evolve the class so that it has a use. Doesn't matter what that use is. Scythe attack spam just happens to be the most reasonable option.

But please, don't confuse my positions on this matter with aversion to enchantment juggling. I love the concept. I just don't see Anet actually doing anything big enough to it to make it worthwhile. I mean, if you have ideas that will do the job of making enchantment juggling worthwhile (some of saint's ideas show promise), I'll definitely stamp my /signed on them, but that won't make them more likely to actually be implemented.

Also, a pigeonhole with a diameter of 2 inches is larger than a hole with a diameter of 0 inches.

Quote:
Originally Posted by belshazaarswrath View Post
Wall of text makes me cry. tl;dr

The game has become so unbalanced that without the largest buffs in the game's history (or corresponding massive nerfs to everything else), enchantment juggling will never be worthwhile. Since such changes are about as likely as Anet Smiter's Booning Protective Spirit, it is a lost cause and we should focus on other things. Of these things, scythe attack spam is the most likely thing to work.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

Elementalists nuke better than normal mode ritualists and monks with their terrible for general play smite attribute. Monks are superior healers to elementalists unless the elementalist is a very good player.

Enchantment bombing and cycling is close range stuff, which only has Ether Renewal close range nuking as competition. Scythe attacks only hit so many foes which is worse than adjacent and doesn't have the potential go give neat effects spells can have.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Ok, now there's hair splitting going on.

Don't forget long range nuking. It can also be used at close range.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

You don't seem to understand that not everyone plays professions or types of builds to speed clear and solo-farm.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Nothing in this thread that I have advocated would help the dervish to do those things (as far as I'm aware, anyway).

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

The idea was that people play with what they find fun with whatever that is, not just play the best because other players view it as better.

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

Quote:
Originally Posted by reaper with no name View Post
Every class has tons of useless skills. The dervish is no exception. That is not going to change. The game isn't big enough for every skill to be useful.
The argument goes, then, that because other classes have useless skills, the skills which suggest a juggling or bombing build shouldn't be updated? The mind boggles.

Quote:
Scythe attack spam just happens to be the best way to use the dervish. And that is unlikely to ever change. To delude ourselves into thinking otherwise is to set ourselves up for disappointment. At this point, the best you have to offer is cynicism. We get the message. There are enough naysayers around that nobody is able to get their hopes up for too long. We would have been able to manage our letdown without your (admittedly dedicated) public service. Can we get back to deluding ourselves? To talking about how things could be changed positively, rather than why they won't?

Quote:
But please, don't confuse my positions on this matter with aversion to enchantment juggling. No one has made that mistake. You oversimplify the game into defense and damage, read the Meta as gospel, and seem to believe that some updates are so risky that they shouldn't even be discussed, lest we encourage Anet to do something wasteful. That's a heck of a lot worse than having a preference about playing styles.

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

Quote:
Originally Posted by reaper with no name View Post
The difference between true AoE and scythes hitting multiple foes is miniscule.
really, no difference? 3 targets vs infinite targets. something is wrong with the math.

Quote:
Originally Posted by reaper with no name View Post Stop twisting my words. I was talking about the enchantments that can be used for enchantment juggling. None of the worthwhile enchantments (AoHM, HoF) can be juggled. Their recharges and energy costs are too high.
Thanks for stating the obvious, you know why the dervish needs to be fixed? It's not hard to imagine how you can go about buffing them, if you have imagination.

Quote: Originally Posted by reaper with no name View Post
Enchantment juggling can only be useful if something else doesn't render it completely redundant. Unless we start seeing Pious Assault-like skills with +100 damage or massive nerfs to every form of melee AoE (scythes, daggers, you name it), then enchantment juggling will always be rendered redundant by other methods of damage. And by redundant, I mean "lacking a unique combination of offense and defense that something else can't do better".
If you don't come up with a better argument, they will become redundant as everyone is telling you how redundant they are.

Quote:
Originally Posted by reaper with no name View Post
The dervish class itself is not underpowered. It is technically overpowered. However, warriors and assassins are even more overpowered. Therefore, logically speaking, nerfing the overpowered makes more sense than buffing the slightly-less overpowered.
Logically speaking the dervish is sup par to the standard that exist or has become today. Frankly it's easier to just delete the dervish than undo everything everything EoTN has added. It will conserve resources for anet to focus on things that are more important.

Quote:
Originally Posted by reaper with no name View Post
The dervish already has the option to juggle enchantments. Are you saying that enchantment juggling should be a worthwhile option? That's not likely to happen. As I've noted more times than I care to count, the buffs are unreasonably massive. Do you really think Anet will give us a Pious Assault type skill that deals +100 damage? Or a Staggering Force with armor-ignoring damage, 5 energy cost, 1/4 cast, and a 3 second recharge? Do you really think Anet will give us all of these things at once? These are the kinds of buffs we are talking about for enchantment juggling to be a worthwhile option. Anet didn't even have the balls to Smiter's Boon SF; how on earth would they have the balls to give us buffs like that?
Right going OOM while casting enchantments and waiting a long time for them to recharge is quite an option in your opinion?. That would classify AoHM as a juggled enchantment wouldn't it. Lol quit mentioning SF the fact they buffed it in the first place shows how far they will go. I told you, they have to make all scythe attacks fail with 4 mysticism or less if they want to stop assassins and warriors doing it better. You really think anet dumb enough to do that? Or we can have your scythe idea, we know how popular it is with everyone shooting it down. So the safest way to give the dervish buffs is via enchantments logically speaking.


Quote:
Originally Posted by reaper with no name View Post
Other people see it as an option because they don't realize just how high the wall is. They don't realize that just stopping to cast the enchantment that you want to juggle makes you lose nearly 100 dps. right you are the only one that knows and no one else does. I'm pretty sure why people disagree with you is because they realize how full of holes your arguments are.

Quote: Originally Posted by reaper with no name View Post
There is a big difference in what should happen and what is likely to happen. Dervishes should be doing more damage to multiple targets than any other class via enchantment juggling. Elementalists should nuke better than Monks, Mesmers, Necromancers, and Ritualists. Monks should heal better than Elementalists. Warriors should not be able to do insane amounts of AoE damage. Rangers should deal more damage with bows than Ritualists. Assassins should not be effective against multiple targets. Warriors should not be capable of effectively utilizing any energy-dependent weapon. SF should not exist. PvE-Only skills should not exist. Damage cap skills should not be a requirement for successful HM play. Dervishes should be doing more damage to multiple targets than any other class via enchantment juggling. you said it. It seems easier than trying to carve a sliver in a role that already been saturated and beaten to death by assassins and warriors and try to make them all balanced at the same time anyways.


Quote:
Originally Posted by reaper with no name View Post
Since none of those other flaws so deeply ingrained in the game are going to be fixed, what makes you think that enchantment juggling will? That really depends on how much they like the dervish, it's not that bad as a storage character anyways.

Quote:
Originally Posted by reaper with no name View Post
Every class has tons of useless skills. The dervish is no exception. That is not going to change. The game isn't big enough for every skill to be useful. That's why GW2 is going to have fewer skills. lol the dervish is the exception that 3 out of it's 4 trees is useless.

Quote:
Originally Posted by reaper with no name View Post
I don't like scythe attack spam any more than I like the fact that a Necromancer with SS and nothing else can outnuke the entire Elementalist class. Scythe attack spam just happens to be the best way to use the dervish. And that is unlikely to ever change. To delude ourselves into thinking otherwise is to set ourselves up for disappointment. I want to evolve the class so that it has a use. Doesn't matter what that use is. Scythe attack spam just happens to be the most reasonable option.

But please, don't confuse my positions on this matter with aversion to enchantment juggling. I love the concept. I just don't see Anet actually doing anything big enough to it to make it worthwhile. I mean, if you have ideas that will do the job of making enchantment juggling worthwhile (some of saint's ideas show promise), I'll definitely stamp my /signed on them, but that won't make them more likely to actually be implemented. Lol dude, it's already depressing and disappointing listening to you. The self conflicts in your own arguments is actually kind of funny. You agree that enchantment juggling should happen, you don't like scythe spamming but yet insists upon it because you're afraid anet won't be able to do otherwise. Lol, it's true cynicism is all you have to offer.

Quote:
Originally Posted by reaper with no name View Post
The game has become so unbalanced that without the largest buffs in the game's history (or corresponding massive nerfs to everything else), enchantment juggling will never be worthwhile. Since such changes are about as likely as Anet Smiter's Booning Protective Spirit, it is a lost cause and we should focus on other things. Of these things, scythe attack spam is the most likely thing to work. Scythe attack spam buff only = buffs to assassins and warriors, without limiting scythe attacks to only dervishes, which is unlikely to happen, and will result in the same imbalance. Buffing Scythe attacks and enchantments together could solve this problem in a way that's both more fun and creative than making every scythe attack fail with 4 mysticism or less.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by saint666 View Post
really, no difference? 3 targets vs infinite targets. something is wrong with the math.



Thanks for stating the obvious, you know why the dervish needs to be fixed? It's not hard to imagine how you can go about buffing them, if you have imagination.



If you don't come up with a better argument, they will become redundant as everyone is telling you how redundant they are.



Logically speaking the dervish is sup par to the standard that exist or has become today. Frankly it's easier to just delete the dervish than undo everything everything EoTN has added. It will conserve resources for anet to focus on things that are more important.



Right going OOM while casting enchantments and waiting a long time for them to recharge is quite an option in your opinion?. That would classify AoHM as a juggled enchantment wouldn't it. Lol quit mentioning SF the fact they buffed it in the first place shows how far they will go. I told you, they have to make all scythe attacks fail with 4 mysticism or less if they want to stop assassins and warriors doing it better. You really think anet dumb enough to do that? Or we can have your scythe idea, we know how popular it is with everyone shooting it down. So the safest way to give the dervish buffs is via enchantments logically speaking.




right you are the only one that knows and no one else does. I'm pretty sure why people disagree with you is because they realize how full of holes your arguments are.



Dervishes should be doing more damage to multiple targets than any other class via enchantment juggling. you said it. It seems easier than trying to carve a sliver in a role that already been saturated and beaten to death by assassins and warriors and try to make them all balanced at the same time anyways.




That really depends on how much they like the dervish, it's not that bad as a storage character anyways.



lol the dervish is the exception that 3 out of it's 4 trees is useless.



Lol dude, it's already depressing and disappointing listening to you. The self conflicts in your own arguments is actually kind of funny. You agree that enchantment juggling should happen, you don't like scythe spamming but yet insists upon it because you're afraid anet won't be able to do otherwise. Lol, it's true cynicism is all you have to offer.



Scythe attack spam buff only = buffs to assassins and warriors, without limiting scythe attacks to only dervishes, which is unlikely to happen, and will result in the same imbalance. Buffing Scythe attacks and enchantments together could solve this problem in a way that's both more fun and creative than making every scythe attack fail with 4 mysticism or less. The only situation where true AoE would be better than being able to hit 3 targets is the very same situation in which Hundred Blades owns everything. Therefore, there is little point in considering it, unless you're trying to say that enchantment juggling should occupy a role between scythes and HB. But I don't think you are.

The meta is the standard that other builds are compared against.

Cynicism is better than being naive. I have yet to see a single idea for fixing enchantment juggling that would actually make it worth using that doesn't involve massive buffing.

Enchantment juggling is a form of melee. As long as it is melee, it will continue to be in the melee role, which means it will have to carve out a niche just like scythes, daggers, and every other form of melee.

Once again, buffing for the sake of buffing is a bad idea. If you're just looking for fun, it doesn't matter if something is good so long as it does the job. The dervish is more than good enough to get the job done. So, the only reason to buff anything on the dervish is to make it optimal for some situation. Being inferior to the competition by a small amount is still being inferior. So, buffs that do not serve the purpose of making the dervish optimal for some situation don't serve any purpose other than worthless power creep.

It's actually not that hard to make dervishes better with the scythe than the competition. It can be done with a couple of strategic skill changes. Making enchantment juggling worthwhile is much, much harder.

Damage and defense is all there is to PvE, with the exception of certain mobility increases that serve the purpose of reducing travel time (such as "Charge!"). Everything else can be boiled down to one or both of those two things. Snares? Decrease the damage of melee and increase the damage of AoE. Interrupts? Prevents damage. Resurrection? Nullifies damage taken by a party member. Degen? Damage. Frozen Soil? Preventing resurrection means one less enemy you have to kill, which makes it a form of damage. Energy management? Allows you to inflict more damage or prevent more damage than you otherwise would have been able to.

Fixing the dervish the right way is possible. But just because something is possible doesn't mean it is likely or worth the risk if one screws it up. It's depressing, but it is not contradicting.

Nechrond

Lion's Arch Merchant

Join Date: Oct 2009

Netherlands

Utrecht Usurpators

D/

But really, is it that hard to come up with changes we can all support? Because anything we come up with that nobody disagrees with, we could post in the suggestions forum. If we want to get something done, we should work together instead of bickering. This means that if someone suggests a change that isn't detrimental and has even the slightest positive effect, we should all support it. Changing subtle things is NOT hard for the devs, deciding what those changes should be is. If we could post a thread that contains only suggestions and short explanations of why we think those suggestions are good/bad (and NO endless rants about whether or not PBAoE and scythe are more closely related than axe and sword and NO doomsday sermons about how Anet will never get it right anyway), they WILL listen to us.

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

Quote:
Originally Posted by reaper with no name View Post
The only situation where true AoE would be better than being able to hit 3 targets is the very same situation in which Hundred Blades owns everything. Therefore, there is little point in considering it, unless you're trying to say that enchantment juggling should occupy a role between scythes and HB. But I don't think you are.
What I am saying is that dervishes should have the option to have choices for whatever a certain situations requires, rather than one narrow rigid definition of a role of what it should only do. Enchantment juggling can offer true AoE as well as enhance single target damage at the same time, it really a win win situation. You don't think it's possible, so lets agree to disagree.

Quote:
Originally Posted by reaper with no name View Post
Cynicism is better than being naive. I have yet to see a single idea for fixing enchantment juggling that would actually make it worth using that doesn't involve massive buffing.
It doesn't really make a difference whether they buff the dervish or not, it would actually be better for the meta if the didn't. I am only stating the possibilities, what are your actual ideas other than saying what can't be done, if you have a great idea we're still waiting to hear it.

Quote:
Originally Posted by reaper with no name View Post
Enchantment juggling is a form of melee. As long as it is melee, it will continue to be in the melee role, which means it will have to carve out a niche just like scythes, daggers, and every other form of melee.
It's close range nuking with spell damage in addition to enhancing the melee role the dervish already has.


Quote:
Originally Posted by reaper with no name
View Post
Once again, buffing for the sake of buffing is a bad idea. If you're just looking for fun, it doesn't matter if something is good so long as it does the job. The dervish is more than good enough to get the job done. So, the only reason to buff anything on the dervish is to make it optimal for some situation. Being inferior to the competition by a small amount is still being inferior. So, buffs that do not serve the purpose of making the dervish optimal for some situation don't serve any purpose other than worthless power creep. Games=/=fun okay. I wouldn't worry about enchantment juggling not being powerful enough, power creep maybe. They have a balance team right?


Quote:
Originally Posted by reaper with no name View Post
It's actually not that hard to make dervishes better with the scythe than the competition. It can be done with a couple of strategic skill changes. Making enchantment juggling worthwhile is much, much harder. It's not hard at all making dervishes better with scythes, it just too easy and lame to the point where it's not even interesting. Lets hear your ideas.

Quote:
Originally Posted by reaper with no name View Post
Fixing the dervish the right way is possible. But just because something is possible doesn't mean it is likely or worth the risk if one screws it up. It's depressing, but it is not contradicting. Risk/reward factor, the fun factor is quite high on this one. It's only a game, if it fails, fix it again, anet even said they aren't gunna be done with the dervish even after the update. If you had the chance to do it the right way, why do it the wrong way?

Desert Rose

Krytan Explorer

Join Date: Sep 2007

The main reason why enchantment juggling is not worthwhile is the activation time of Mystic Sweep, Eremite's Attack, and to a lesser degree Protector's Strike, and the damage a scythe can deal with these skills; either the activation time of the two dervish skills need to be removed and the warrior skills need to be workable with warrior weapons only or the dervish needs attack skills with a fixed attack speed that supports enchantment juggling, i.e.:

Pious Assault (PvE)
5, 3/4, 12
You lose 1 enchantment. If this attack hits, you deal +10...34 damage. If an enchantment was removed, this signet recharges instantly.

Other changes to make enchantment juggling more worthwhile:

Mysticism
Double energy gain (and maybe double health gain) if a dervish enchantment ended on you.

Enchantment fitting for enchantment juggling:
Recharge time reduced by 20-25%.
Damage is pulsating instead of onetime damage (to make it stronger in conjunction with Ebon Battle Standard of Honor).

Of course such a dervish will still deal far less damage than a scythe dervish or even scythe sin, and therefor be nearly useless for high-end groups, but his combination of quite impressive damage and medicore to good support (cripple, blind, knockdown) might be a good pick for a less organized team, i.e. a PUG or H/H.

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

Quote:
Originally Posted by saint666 View Post
That's a neat idea, like multiple sand shards. It could potentially provide decent nuking and snares for more organized groups depending on the magnitude of the buffs of course, something along the lines of the Mesmer buff maybe. Along similar lines, I'd prefer Removal over Time (RoT) - I know it doesn't deserve an acronym, but suspend disbelief for just a second. The original idea of all these enchantments, that they do something on ending, works for me. Doing a spike of damage on ending synchronizes with the "spike" from Mysticism, so it makes in-world sense. I always thought that Sand Shards was a little weird that way. I'm over here. My shards are over there, rotating around nothing.

Imagine, though, being able to load up on enchantments and cast a single spell that removes them sequentially. You have a customizable DoT which many enemies won't flee. And if they do flee, you follow. For instance, you could cripple, blind, bleed, weaken in a span of four seconds (not counting the precast), all the while doing something else with yourself; e.g. adding recharged enchantments back to the stack. The Dervish becomes the center of a (damage/condition/heal/enchant remover) over time. We can spend our time maintaining the stack rather than waiting for our various removal skills to recharge.

We have something like this in Mystic Sandstorm, which periodically removes everything simultaneously, but we know its limitations.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by Nechrond View Post
But really, is it that hard to come up with changes we can all support? Because anything we come up with that nobody disagrees with, we could post in the suggestions forum. If we want to get something done, we should work together instead of bickering. This means that if someone suggests a change that isn't detrimental and has even the slightest positive effect, we should all support it. Changing subtle things is NOT hard for the devs, deciding what those changes should be is. If we could post a thread that contains only suggestions and short explanations of why we think those suggestions are good/bad (and NO endless rants about whether or not PBAoE and scythe are more closely related than axe and sword and NO doomsday sermons about how Anet will never get it right anyway), they WILL listen to us. Actually, Anet doesn't read suggestion threads (except those on the official wiki). They aren't allowed to. But I suppose that might just be their party line to avoid litigation if they just so happen to implement something someone suggested (like making FC affect recharge times, as everyone and their grandma brought it up in that mesmer thread).

"What? No, we weren't reading their ideas."

But yeah, I guess we should really stop this meaningless squabbling.

Pious Renewal (PvE)
For 8 seconds, whenever a dervish enchantment ends on you, you gain 0...2 energy and all nearby foes are interrupted. Fails with 3 or less mysticism.

Won't do anything on it's own, but if enchantments become more spammable, might give dervs their own version of Panic.

Vow of Strength (PvE)
15 energy, 2 activation, 60 recharge
For 5...17 seconds, you take no damage from attacks. However, you take double damage from spells. This spell cannot be instantly recharged or have it's recharge time reduced. Fails with 3 or less mysticism.

Similar concept to SF, except not immune to it's primary counters (spells).

Guiding Hands
Your next 0...2 attacks are unblockable and cannot miss.

Gives dervs a handy counter to blindness and miss hexes (never mind that it actually relates more to what the skill's name implies than the current functionality).

Mystic Healing
0 activation and no aftercast delay; otherwise identical to current functionality.

The inability to cast and attack at the same time is one of the fundamental reasons why skills such as this rarely see play.


As for directly improving enchantment juggling...Well, I think I mentioned one way in the past (multiple times, actually), so I'll go with another approach:

Pious Assault (PvE)
5 energy, 1 activation, 12 recharge
Lose 1 dervish enchantment. Deals +10...50 damage. If an enchantment was removed, this skill recharges instantly.

Twin Moon Sweep (PvE)
Removes only dervish enchantments. If enchantment is removed, have the skill recharge instantly as well.

Staggering Force (PvE)
Heart of Holy Flame (PvE)
Dust Cloak (PvE)
Grenth's Fingers (PvE)
Energy costs reduced to 5. Activation times become 0 (leaving only the .75 second aftercast delay). Recharge times reduced to 3. Damage becomes armor-ignoring.

Aura of Thorns (PvE)
5 energy, 0 activation, 3 recharge
All adjacent foes are struck for 20...68 earth damage (armor-ignoring). For 30 seconds does nothing. On ending, inflicts bleeding on nearby foes for 4...9 seconds.

Mysticism
Revert.

Some back of the envelope calculations tell me one might be able to get somewhere around 100 dps out of this. In my opinion, that's still not enough to be competitive in this meta, but it could still be buffed further.

Avatars
Sadly, I can't really think of any way to make the avatars really desirable without making them affect the rest of the party in some way. So, with a few minor drawbacks thrown in to make them more unique, here we go:

Avatar of Balthazar (PvE)
5 energy, 2 activation, 30 recharge
For 10...74 seconds, you gain +40 armor, you move 33% faster, and all party members attack 33% faster. You have -5 energy.

Left in the armor and IMS, because it needs something besides just the offensive support (the avatars always seem to do at least two things). Gave it -5 energy because warriors have crappy energy, and Balth is their patron.

Avatar of Melandru (PvE)
5 energy, 2 activation, 30 recharge
For 10...74 seconds, you have +100 health, and the party loses one condition each time you use a skill. Hexes on you last 10% longer.

Don't know why Melandru does the condition thing, but it does. And so it remains, albeit in a party-wide sense. Hexes really aren't Melandru's thing, so the penalty relates to those.

Avatar of Dwayna (PvE)
5 energy, 2 activation, 30 recharge
For 10...74 seconds, whenever you use a skill, you gain 15...51 health and each party member loses one hex. You have -5 armor.

Party-wide hex removal. Really, the only other avatar that could possibly do this sort of thing is Lyssa, and it seems to be more concerned with energy and stuff. Has -armor because monks are squishy.

Avatar of Lyssa (PvE)
5 energy, 2 activation, 30 recharge
For 10...74 seconds, your scythe attacks interrupt foes, and all party members have +10 maximum energy (will not stack from multiple sources). You have -30 health.

Why this? The real question is, why wasn't it doing this before? And again, Mesmers are squishy (could've easily been switched with the Dwayna downside, except that monk armor gives +15 hp, so AoD couldn't have gotten the -health one).

Avatar of Grenth (PvE)
5 energy, 2 activation, 30 recharge
For 10...74 seconds, your attacks steal 5...17 life, and other party members are healed for 5...17. They can only be healed in this way once per second. You have -1 health degeneration.

We generally think of Dwayna as the healer, but we often forget that not only is this not always true (Ritualist), but that healing while dealing damage is actually Grenth's thing (Vampirism, blood magic, etc). Plus, she's already got the hex removal thing going on with her avatar, and removing hexes doesn't feel right for Grenth. Life degen because necromancers cut themselves.

Avatar of Grenth (PvP)
Revert to Avatar of Grenth (PvE)'s current functionality. With the changes to Aegis, anti-blocking alone just isn't enough any more.

Neky

Ascalonian Squire

Join Date: Nov 2009

Incredible Edible Bookah [YUM]

D/W

^ I'd love to see those changes, so I can dust off my derv, and account as well.

BadBot

Pre-Searing Cadet

Join Date: Aug 2010

something in the lines:

for every point of mysticsm the scythe you weild increases range for 5%
so

0 mysticism = adiacent
16 mysticism = nearby

Burjis

Pre-Searing Cadet

Join Date: Aug 2009

Some of the ideas of reaper_with_no_name seems quite interesting but I thought I should make some comments about some:

Quote:
Originally Posted by reaper with no name View Post
Vow of Strength (PvE)
15 energy, 2 activation, 60 recharge
For 5...17 seconds, you take no damage from attacks. However, you take double damage from spells. This spell cannot be instantly recharged or have it's recharge time reduced. Fails with 3 or less mysticism.
Even if this functionality is useful (which I doubt considering the "double damage from spells" part, this skill would still be useless with such a high energy requirement + the massive cast time + the high recharge.

Quote:
Originally Posted by reaper with no name View Post
Guiding Hands
Your next 0...2 attacks are unblockable and cannot miss.
Very good suggestion. Although I doubt they would implement a "cannot miss" functionality in the game but if they add a blindness removal effect it can be much more effective than what it already is. The effect can be personal or party wide. If they make it party wide, it can be a good skill for structured PvP. The 30 seconds recharge is still high though.

Quote:
Originally Posted by reaper with no name View Post
Mystic Healing
0 activation and no after-cast delay; otherwise identical to current functionality.
The inability to cast and attack at the same time is one of the fundamental reasons why skills such as this rarely see play.
I agree with your reason why a lot of dervish healing skills are rarely used: Their cast time. The role of a Dervish is hardly healing. These skills should have more synergy with the other builds of this profession and designed in a way that can be used as a boon to their main roles.
0 activation is a bit too much to hope for though. A 1/4 cast time or even a 1/2 cast time would be great.

Quote:
Originally Posted by reaper with no name
View Post
Pious Assault (PvE)
5 energy, 1 activation, 12 recharge
Lose 1 dervish enchantment. Deals +10...50 damage. If an enchantment was removed, this skill recharges instantly. Did you remove the deep wound effect intentionally?

Quote: I like the interrupt. Perhaps remove the energy gain, give the interrupting an energy cost so that it synergizes with what Mysticism actually does? That way, you could remove the Mysticism 3 requirement. And then add just a bit of holy damage.

Quote:
Originally Posted by reaper with no name View Post
Staggering Force (PvE)
Heart of Holy Flame (PvE)
Dust Cloak (PvE)
Grenth's Fingers (PvE)
Energy costs reduced to 5. Activation times become 0 (leaving only the .75 second aftercast delay). Recharge times reduced to 3. Damage becomes armor-ignoring. I think the energy cost reduction would be sufficient in most cases. Although I would like to see that changed for both PvE and PvP.

Pious Renewal (PvE)
For 8 seconds, whenever a dervish enchantment ends on you, you gain 0...2 energy and all nearby foes are interrupted. Fails with 3 or less mysticism.
Twin Moon Sweep (PvE)
Removes only dervish enchantments. If enchantment is removed, have the skill recharge instantly as well. Not sure about it removing only Derv enchantments. People might want to combine it with Life Sheath. But I agree 100% with the instant recharge.

Quote:
Avatars
Sadly, I can't really think of any way to make the avatars really desirable without making them affect the rest of the party in some way. Whatever they do about the Avatars, they should get rid of the ridiculous disable. I like your versions of the Avatars, but only for PvE. The Pious Renewal and Twin Moon Sweep changes would be good for PvP as well.

EDIT: I have a very good idea for Pious Assault. It shouldn't recharge itself instantly, it should have "If one of your Dervish enchantments was removed this way, that enchantment recharges instantly" (Derv-specific to prevent Mark of Protection lameness).

Verene

Verene

Furnace Stoker

Join Date: Jan 2009

[SOTA]

D/

The biggest problem with the Avatars is the long disable, I think. The main reason why I gave up on them was because I didn't like having to use another slot to make that skill viable. Also because Zealous Vow is amazing and I love spamming attack skills for free far too much

I'm not sure what they should do with Mysticism, but clearly something needs to be done with it. I kind of like the idea of changing the health/energy return to a percentage of the initial energy cost of the enchantment. Since really, the health return is pretty much negligible anyway. I also recall in previous threads the idea of an IAS percentage being tied in to Mysticism (for each rank you attack x% faster, that sort of thing).

AoHM needs to be tied into Mysticism. Full stop. Critical Agility is tied into Critical Strikes, so why the heck didn't they tie AoHM to Mysticism to begin with? That probably wouldn't completely solve the problem of scythe abuse by other professions, but it would go a long way to helping.

Heart of Fury needs to be maintainable, or at least almost maintainable. Lower the recharge to 20 seconds or something. Then at 12 Myst you've only got a 3 second downtime, or none at all if you have an enchantment mod on your scythe.

Also, while certainly necessary in no way, I'd like to see some more done with blocking. I mean, wielding a huge freaking scythe, that's pretty likely to get in the way of things. Something like "While wielding a scythe, you have x...y...z% chance to block a melee attack". Where this could be fitted in, I have no idea, but it was something that came to mind.

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

I'd be interested in Dervish skills removing the enchantment (Dervish or not) closest to expiring. Closest as a percentage of its total duration, of course - I wouldn't want to keep stripping a powerful 3 second enchantment over a Watchful Intervention with 5 seconds left. Maintained enchantments come last. This would mean that we wouldn't follow the normal stack order, but it would allow us to be a little more flippant with enchantment removal skills, as we're just accelerating the inevitable, not stripping the enchantment we (or someone else) thought was necessary a couple of seconds ago.

This shouldn't be a global mechanic change, though. If someone casts a short, powerful enchantment and covers it with a longer enchantment, you could strip the shorter enchantment through the longer one. You would have to cover with a shorter enchantment, which doesn't make sense and isn't even feasible in some cases.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by Burjis View Post
Some of the ideas of reaper_with_no_name seems quite interesting but I thought I should make some comments about some:

Even if this functionality is useful (which I doubt considering the "double damage from spells" part, this skill would still be useless with such a high energy requirement + the massive cast time + the high recharge.

Very good suggestion. Although I doubt they would implement a "cannot miss" functionality in the game but if they add a blindness removal effect it can be much more effective than what it already is. The effect can be personal or party wide. If they make it party wide, it can be a good skill for structured PvP. The 30 seconds recharge is still high though.

I agree with your reason why a lot of dervish healing skills are rarely used: Their cast time. The role of a Dervish is hardly healing. These skills should have more synergy with the other builds of this profession and designed in a way that can be used as a boon to their main roles.
0 activation is a bit too much to hope for though. A 1/4 cast time or even a 1/2 cast time would be great.

Did you remove the deep wound effect intentionally?

I think the energy cost reduction would be sufficient in most cases. Although I would like to see that changed for both PvE and PvP.

I don't think this skill needs changing.

I barely have any opinion on the avatar changes you suggested but I don't think the party effects would bode well with balancing purposes.
Deep wound can only be applied once per enemy. Trading it for more +dmg is well worth the trade. Besides, there are scythe elites to provide DW.

5 energy enchantments that take 1.75 seconds to cast and do nothing except a 60 armor-sensitive AoE are, well, crap. Even if you had enchantment removal skills that did +200 damage, skills with quicker recharge times would be chosen instead (such as Vital Boon). There needs to be reduced cast times on these things, and a lot more damage in order to justify their use. Plus, they also need to be spammable, because in PvE, dps is where it's at.

Compare this Guiding Hands to Warrior's Cunning, another anti-block skill. It's recharge is even longer (though admittedly, it affects more attacks). It's still underpowered, of course, but if you make it more powerful it opens up abuse potential (dervishes are very spike-heavy).

The current Aura of Thorns is worthless. Neither the crippling nor the bleeding is worth the energy (let alone the lost dps from wasting time casting, the lost skill slot, or the attribute point investment).

Melandru and Dwayna are the only ones that would be able to stack, and each one would already provide all the hex or condition removal a party would need. If you're worried about the effect of using all of them together, keep in mind that every avatar you take means a significant loss of dps relative to a damage-focused build.

Quote:
Originally Posted by Nechrond View Post
Or Strength of Honor because you get hit by enchantment removal just as you press the button for your attack, for that matter :P I see your point, and you may be right, I'm just not completely sure about it. What did you think about the rest of my ideas? You mean the "recharge an enchantment, instead of Pious Assault" one? Interesting, but opens up a lot of potential for abuse. Off the top of my head, i can imagine Guiding Hands infinite unblockability spam, Vital Boon spam, and Eternal Aura spam (infinite spamming of it's AoE would be good, but once you consider it's effect of recharging other skills...). Plus, now you need Pious Assault's recharge to be miniscule (or no sustained dps, which is huge in PvE).

Also, I think one thing the dervish really needs is a new elite skill. Specifically, this one:

Freestyle
Elite Shout
Mysticism
5 energy, 30 recharge

For 20 seconds, you rap the following:

"Big scary mofos call me the dervish.
I'm sittin' in my guild hall feeling kinda nervish.
All the ladies say I'm one of them pervs;
It ain't my fault they got all them curves.
And all the fellas think I'm some kinda jerk,
So I just tell 'em that it's one kinda perk.
I ain't never done the Domain of Anguish,
'Cause all the PUGs keep leavin' me to languish.
The White Man's workin' so hard to keep me down,
I ain't never seen the outside of a town!"

Each foe in earshot who does not use Freestyle within 5 seconds after the rap has ended chokes, suffering from Cripple, Weakness, Daze, Cracked Armor, and Deep Wound for 5...90 seconds. They also take 20...100 damage and are knocked down. If your Mysticism rank is 4 or above, you are immune to enemy Freestyles for 90 seconds after this skill is activated.

Nechrond

Lion's Arch Merchant

Join Date: Oct 2009

Netherlands

Utrecht Usurpators

D/

Quote:
Originally Posted by reaper with no name View Post
The current Aura of Thorns is worthless. Neither the crippling nor the bleeding is worth the energy (let alone the lost dps from wasting time casting, the lost skill slot, or the attribute point investment).
Should keep the crip for PvP though, it's good there.

Quote:
You mean the "recharge an enchantment, instead of Pious Assault" one? Interesting, but opens up a lot of potential for abuse. Off the top of my head, i can imagine Guiding Hands infinite unblockability spam, Vital Boon spam, and Eternal Aura spam (infinite spamming of it's AoE would be good, but once you consider it's effect of recharging other skills...). Plus, now you need Pious Assault's recharge to be miniscule (or no sustained dps, which is huge in PvE). Actually, I'd bring the recharge down to about 10 or so. This allows you to use it to recharge skills every 10 seconds, which is not the same as "infinite spamming". Being able to use it to get more unblockable strikes is, in my opinion, a valid use. I myself would probably just use it to recharge Heart of Fury .

Quote:
Also, I think one thing the dervish really needs is a new elite skill. Specifically, this one:

Freestyle
Elite Shout
Mysticism
5 energy, 30 recharge

For 20 seconds, you rap the following:

"Big scary mofos call me the dervish.
I'm sittin' in my guild hall feeling kinda nervish.
All the ladies say I'm one of them pervs;
It ain't my fault they got all them curves.
And all the fellas think I'm some kinda jerk,
So I just tell 'em that it's one kinda perk.
I ain't never done the Domain of Anguish,
'Cause all the PUGs keep leavin' me to languish.
The White Man's workin' so hard to keep me down,
I ain't never seen the outside of a town!"

Each foe in earshot who does not use Freestyle within 5 seconds after the rap has ended chokes, suffering from Cripple, Weakness, Daze, Cracked Armor, and Deep Wound for 5...90 seconds. They also take 20...100 damage and are knocked down. If your Mysticism rank is 4 or above, you are immune to enemy Freestyles for 90 seconds after this skill is activated. Disagree. If they do that, every other class would want a new elite too, and they'd just get something more powerful than the Derv. Instead, this effect should just be added to the Derv dance.

More seriously though, I've been thinking about Reaper's Sweep. How about:
20nrg, 10 recharge.
Elite scythe attack. Lose all your enchantments. Hits for +x..y.z damage and causes Deep Wound. If you targeted a foe with less than 50% HP, all enchantments lost this way are re-applied.

Neither Assa nor Warrior could pay that much for an attack, but with 9+ Mysticism, a Derv could.