So, what's next on your priority list for PvE balance?
ensoriki
Eles just need a bandage fix. Make their pve skills better and their fine, no rework necessary at all. Elemental lord can boost attributes by 2, intensity can give armor penetration/reduction or some crap to elementalist spells.
Ezpz.
Rangers actually matter, traps are impractical for the normal game, super niche.
Ranger spirits are meh. Who cares if ritualist can use them better, ritualists have a primary mechanic specifically for spirits so no point in complaining about that. Regardless ranger spirits themselves are just lack luster, also niche. For general purpose stuff, the ranger just falls short.
My assassin still wants his 10 recharge...or less, shadowsteps. Would love to see those Peacekeeper enforcers spamming beguiling haze every 15 seconds. That would be rage worthy.
Ezpz.
Rangers actually matter, traps are impractical for the normal game, super niche.
Ranger spirits are meh. Who cares if ritualist can use them better, ritualists have a primary mechanic specifically for spirits so no point in complaining about that. Regardless ranger spirits themselves are just lack luster, also niche. For general purpose stuff, the ranger just falls short.
My assassin still wants his 10 recharge...or less, shadowsteps. Would love to see those Peacekeeper enforcers spamming beguiling haze every 15 seconds. That would be rage worthy.
shoyon456
Actually many, myself included, believe they made the Dervish both effective and fun to play. Stop acting so offended because you didn't get your Ranger update.
Good, then you'll agree that Rangers have a niche and don't need an immediate update like Dervishes do. Thanks for validating my point.
No shit Sherlock, you stated as much by saying that Rangers were in a dire situation. Again, you said yourself they are not.
No shit Sherlock. PvE can be conquered by 1-2-3 headrolling. I'm sure you've done it before, so you know exactly what I mean. Balancing around PvE is ridiculous. The Dervish overhaul included PvP and PvE. Do you see any class running around performing a Ranger's role with a bow better than a Ranger? No, you do not.
No shit Sherlock. There's this thing called enchantment stripping even in PvE, you should read up on it. The nice changes to Dervish enchantments make it easy to reapply chants quickly without having to stop attacking. And since you disagree with the change to Mysticism, read up about how enchantment stripping in PvE also made energy management hell for Dervishes pre-update.
The problem isn't that you die, it is that Dervishes were severely less effective frontliner characters while being so squishy and getting a useless +12 hp every so often. There's still an armor gap between Warriors and Dervishes, but now that gap is smaller. You could say the Assassin suffers from the same problem except that by design an Assassin character isn't intended to be a frontliner.
Every person plays their character for their own reasons. If you think the Ranger needs so much help then why even play one? You should probably just stop playing such an ineffective class (your own words) and pick up a new Dervish or even a Warrior. See what I did there? To each there own, Sherlock. Really man, wth is your problem? We get a great update that is very comprehensive and all you can do is whine and insult others?
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And you'd be wrong. I do both. but in pve, damage is the only thing that really matters. Which is why I don't run around with apply poison builds trying to rupt enemies that are going to be dead in a second or two.
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No shit Sherlock.I never said I thought rangers don't fill a role. More of your less than intelligent assumptions there.
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I like how you conveniently leave out that he said rangers were worse in pve, but dervs were worse overall.
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Every dervish should be using windwalker's insignia. Every melee should have SoH, there's one enchantment, and it's in no way, shape, or form difficult to keep one of your own enchants up long enough to kill a mob.
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unless you're pugging with extremely terrible players, or have extremely poorly made heroes, then you really shouldn't be getting killed.
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Every person plays their character for their own reasons. If you think the Ranger needs so much help then why even play one? You should probably just stop playing such an ineffective class (your own words) and pick up a new Dervish or even a Warrior. See what I did there? To each there own, Sherlock. Really man, wth is your problem? We get a great update that is very comprehensive and all you can do is whine and insult others?
Lanier
In response to the OP:
Paragons really need an update (and weren't they supposed to be next on the list anyway?) Nerf imbagon and give them some options for play. I don't want to see a whole 9 month rework of the class, just a skill update, similar to what the mesmers got last may.
Paragons really need an update (and weren't they supposed to be next on the list anyway?) Nerf imbagon and give them some options for play. I don't want to see a whole 9 month rework of the class, just a skill update, similar to what the mesmers got last may.
UnChosen
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Eles just need a bandage fix. Make their pve skills better and their fine, no rework necessary at all. Elemental lord can boost attributes by 2, intensity can give armor penetration/reduction or some crap to elementalist spells.
Ezpz. |
Fire Attunement
GoLE
Elemental Lord
Intensity
Cover Enchant
Already 5 slots taken...eles need a bar compression update in addition to the above.
Axel Zinfandel
1: Rangers
Rangers are versatile, although sub-par at everything. They need the most help, currently.
2)Paragon tweaks
Mostly high b/c it is a relatively easy fix in my eyes.
-Buff chant effects, lower recharge, lower AoE (In the Area).
-Make skill-specific skills (Lyric chants, Aria chants, possible some Anthem chants), IMS skills, and elite skills more widely usable and party effective (While not killing some of the skills that make paragons synergise with each other. paragon-full parties are fun.
3)HM eles
Mostly a problem due to armor-sensitive damage being a joke in HM. Intensity is a start, but doesn't seem to effective for eles (more for ele secondaries) Ideally, Intensity is the skill to tweak to make eles more effective damage wise. Armor penetration would be cool, TBH. Tweaking too many monster-usable skills would be a bad thing.
What also would be nice is if some of the +element attribute skills were changed to simply contribute to damage directly instead. +attribute adds minuscule damage and is generally a waste of a skill.
ER has to die as well, at least for E/Mos. Usually I am opposed to this way of balancing, but a "disable monk skills for 20 seconds" kind of balance is just what the skill needs.
4) Monk
Also a simple fix. better (or even some) energy management through PvE skills. Anet seems to have a double standard in not wanting to give monks good energy management, yet letting ER run around.
Smiting is a different story. I don't personally care if it is buffed or not, but I really wonder why it's higher on Anet's priority than some of these other things.
Rangers are versatile, although sub-par at everything. They need the most help, currently.
2)Paragon tweaks
Mostly high b/c it is a relatively easy fix in my eyes.
-Buff chant effects, lower recharge, lower AoE (In the Area).
-Make skill-specific skills (Lyric chants, Aria chants, possible some Anthem chants), IMS skills, and elite skills more widely usable and party effective (While not killing some of the skills that make paragons synergise with each other. paragon-full parties are fun.
3)HM eles
Mostly a problem due to armor-sensitive damage being a joke in HM. Intensity is a start, but doesn't seem to effective for eles (more for ele secondaries) Ideally, Intensity is the skill to tweak to make eles more effective damage wise. Armor penetration would be cool, TBH. Tweaking too many monster-usable skills would be a bad thing.
What also would be nice is if some of the +element attribute skills were changed to simply contribute to damage directly instead. +attribute adds minuscule damage and is generally a waste of a skill.
ER has to die as well, at least for E/Mos. Usually I am opposed to this way of balancing, but a "disable monk skills for 20 seconds" kind of balance is just what the skill needs.
4) Monk
Also a simple fix. better (or even some) energy management through PvE skills. Anet seems to have a double standard in not wanting to give monks good energy management, yet letting ER run around.
Smiting is a different story. I don't personally care if it is buffed or not, but I really wonder why it's higher on Anet's priority than some of these other things.
Aly Lightningstorm
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Problem with that is...no room. Fire Attunement GoLE Elemental Lord Intensity Cover Enchant |
To fix them, make the current Intensity a constant effect instead of a one shot, and add 10-15% armor penetration. Damage problem fixed.
Also, tie it to energy storage so ritualists can't abuse it.
It might be a little bit overpowered then, but elementalists are SUPPOSED to be overpowered damage dealers. Aren't they?
P.S. don't nerf shadow form. No need to do that.
Caw521
This is along the lines of the Kieran-type ranger, although I haven't gotten to that yet - What about rangers having "marks", that would function like A-Scan with instant activation but an aftercast? These "marks" (possibly only bow/ranged attack-related, to prevent overuse by other classes using different weapons) would provide a benefit whenever doing something to the marked target, such as causing conditions, interrupting, additional damage, etc. Maybe throw in/change some bow attacks to require a marked foe.
Oh, and another funny idea - How about a ranger skill that provides +x to all other weapon attributes besides marksmanship? Even though the "jack of all trades" thing with the ranger never really went well, you could get some fun out of it. :P
Also, what if Intensity was changed to function sorta like A-Scan, but with elementalist spells? Would that be too OP or still underpowered?
Oh, and another funny idea - How about a ranger skill that provides +x to all other weapon attributes besides marksmanship? Even though the "jack of all trades" thing with the ranger never really went well, you could get some fun out of it. :P
Also, what if Intensity was changed to function sorta like A-Scan, but with elementalist spells? Would that be too OP or still underpowered?
Del
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Actually many, myself included, believe they made the Dervish both effective and fun to play. Stop acting so offended because you didn't get your Ranger update.
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Good, then you'll agree that Rangers have a niche and don't need an immediate update like Dervishes do. Thanks for validating my point.
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Obviously nothing needs an immediate update. You wanted the update.
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No shit Sherlock, you stated as much by saying that Rangers were in a dire situation. Again, you said yourself they are not.
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I'm sure you've done it before, so you know exactly what I mean. Balancing around PvE is ridiculous. The Dervish overhaul included PvP and PvE. Do you see any class running around performing a Ranger's role with a bow better than a Ranger? No, you do not.
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No shit Sherlock. There's this thing called enchantment stripping even in PvE, you should read up on it. The nice changes to Dervish enchantments make it easy to reapply chants quickly without having to stop attacking. And since you disagree with the change to Mysticism, read up about how enchantment stripping in PvE also made energy management hell for Dervishes pre-update.
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The problem isn't that you die, it is that Dervishes were severely less effective frontliner characters while being so squishy and getting a useless +12 hp every so often.
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Every person plays their character for their own reasons. If you think the Ranger needs so much help then why even play one? You should probably just stop playing such an ineffective class (your own words) and pick up a new Dervish or even a Warrior. See what I did there? To each there own, Sherlock. Really man, wth is your problem? We get a great update that is very comprehensive and all you can do is whine and insult others?
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Kelfer
It seems to be an almost unanimous: RANGERS !
(Please address problem immediately, if not sooner )
Quote: " Dervs were the only melees that were forced to frequently stop attacking and moving to take advantage of many of their skills and their primary attribute. "
Wrong! See Assassin ....
Despite Critical being pretty useful, the Sin is still brought down a little too easily, especially compared to Warr, and now the almighty Derv
I never was a fan of melee classes, however, almost all the skill balances at the start focused the casters and melee was somehow forgotten.
Paragon: Disagree with a lot of what has been said. There's no better buffer in the game. Leadership is certainly a little off balance, but they're still push out decent damage & conditions.
(Please address problem immediately, if not sooner )
Quote: " Dervs were the only melees that were forced to frequently stop attacking and moving to take advantage of many of their skills and their primary attribute. "
Wrong! See Assassin ....
Despite Critical being pretty useful, the Sin is still brought down a little too easily, especially compared to Warr, and now the almighty Derv
I never was a fan of melee classes, however, almost all the skill balances at the start focused the casters and melee was somehow forgotten.
Paragon: Disagree with a lot of what has been said. There's no better buffer in the game. Leadership is certainly a little off balance, but they're still push out decent damage & conditions.
yitjuan
I think they should change Assassins to use adrenaline to make them more in line with the rest of the melee classes.
Tender Care
a decent paragon pve balance would be very appreciated
thedukesd
Paragon needs major rework. I really want to see the paragon be able to do some decent damage with the spear and not to play 1 single bar. Also I want to be able to pvp with the paragon (atm I just can't make decent bars). In my opinion there is a lot to change to paragon and should had been done before dervish update.
Eles:
- attunement casting time reduce to 1s (it's enough 1s to pvp too, a decent rupter will rupt it without problems)
- intensity changed: 50..75% armour ignoring damage to nearby targets, no effect if you use non-elementalist skills, ends if u use non-elementalist skills
- one of the useless glyphs changed to make the next 0..2 spells do armour ignoring damage (based on energy storage attributes), no effect if you use non-elementalist skills, ends if u use non-elementalist skills
I personally don't have energy problems with my mo with ua on, i use Selfless Spirit as energy management.
Eles:
- attunement casting time reduce to 1s (it's enough 1s to pvp too, a decent rupter will rupt it without problems)
- intensity changed: 50..75% armour ignoring damage to nearby targets, no effect if you use non-elementalist skills, ends if u use non-elementalist skills
- one of the useless glyphs changed to make the next 0..2 spells do armour ignoring damage (based on energy storage attributes), no effect if you use non-elementalist skills, ends if u use non-elementalist skills
I personally don't have energy problems with my mo with ua on, i use Selfless Spirit as energy management.
Ugh
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This is along the lines of the Kieran-type ranger, although I haven't gotten to that yet - What about rangers having "marks", that would function like A-Scan with instant activation but an aftercast? These "marks" (possibly only bow/ranged attack-related, to prevent overuse by other classes using different weapons) would provide a benefit whenever doing something to the marked target, such as causing conditions, interrupting, additional damage, etc. Maybe throw in/change some bow attacks to require a marked foe.
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Also, what if Intensity was changed to function sorta like A-Scan, but with elementalist spells? Would that be too OP or still underpowered? |
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Originally Posted by Kelfer
Quote: " Dervs were the only melees that were forced to frequently stop attacking and moving to take advantage of many of their skills and their primary attribute. "
Wrong! See Assassin .... |
I'll admit many sin skills require casting, but many of the skills that do are either meant to be used with other casting skills (and therefore not used by a melee, so not a problem) or used rather infrequently (and therefore not detrimental to dps like derv enchants were). Sins are also quick little buggers that do damage in short amounts of time, so interruptions to their damage aren't nearly as big of a deal. Dervs were slower, had to cast much more often, and were only good for pressure, so they were screwed.
AndrewSX
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Elementalist- More powerful AoE. And yes I know this will effect HM bosses as well. Good, HM is too easy anyway. As it is, it should be called slightly harder mode. The intensity change is cute, and worth taking. But more should really be done. Get ready for the QQ, after Eles get a HM damage buff, make ER usable only on Ele skills.
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Also, if Anet could give eles the uber-damage they should do, even in HM, why should i QQ if i can't prot with ER anymore? ER is what eles have to do to be useful now, but i'd be very happy to get rid of it for gain the lacking damage.
Also, i see a lot of people saying:"OMG don't buff any ele's skill apart intensity and ele lord, mob would became insane!"....Well, you know, with last updates, mesmer(and now dervs i guess) became insane, and no one is QQing about it...a general rework would be very appreciated imo(if not needed). There are some interesting options discussed in other threads about how buff players and not so much HM eles.
Reformed
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I think they should change Assassins to use adrenaline to make them more in line with the rest of the melee classes.
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I agree with what many others have said Rangers (a core profession!) needed help the most, moreso than Dervish. Even allowing SoH to work on ranged attacks would be an improvement.
ensoriki
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I think they should change Assassins to use adrenaline to make them more in line with the rest of the melee classes.
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Especially if we're talking pve where the kid isn't even supposed to be on the frontlines for an extensive period of time, so what the hell is he doing building adrenaline? Giving him adrenaline just for the sake of "ooh all melee use adrenaline" is silly. Adrenaline would be damaging to the profession with the current chain mechanic that they already have in place. So where is adrenaline going to go? To their utility skills? Which are already bad? Yeah no. We've got a crappy Deadly Arts line, a line that's only purpose is shadow form, and all the other utility but critical agility and 2/3 other skills is trash.
Now we're going to slap on adrenaline to a profession that has a linear attack pattern? Not even funny.
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Problem with that is...no room.
Fire Attunement GoLE Elemental Lord Intensity Cover Enchant Already 5 slots taken...eles need a bar compression update in addition to the above. |
I said made the skills better so you immediately decided that both EL and Intensity need to be on the same bar? Worse yet you decide you need a cover enchant when intensity lasts 10 seconds when area's with noteworthy enchantment removal will remove more than one enchantment anyways.
If you went FA, Gole, intensity, then you slap on damage skills and go home.
Your example is just overdosing for the sake of doing so. It's not a bar compression issue it's "pick what the hell is important". If Intensity gets buffed or EL, or both, that doesn't mean you need to take both. Hell at the same time that doesn't mean you even need a cover enchantment if intensity remains at a measly 10 seconds.
AndrewSX
^Agree with above posters.
Sins do not need adrenaline, they have Critical Strikes for manage their energy...if you're running out of it, you'r doing something wrong.
Also, Zealous dagger tang says "Hi!".
Sins do not need adrenaline, they have Critical Strikes for manage their energy...if you're running out of it, you'r doing something wrong.
Also, Zealous dagger tang says "Hi!".
Aldric
Rangers - In PVE they are just not worth a party slot when compared to just about any other damage class/build.
Ele's - How about we let them damage stuff instead of being a healing class.
Para's - Needs a boost to damage and better utility via party wide buffs.Either that or just change the class name to Imbagon
However I'm fairly sure that on Anets past performances the next OMFGWTFBBQ buffs will be to Rits Dervs and necros.
Ele's - How about we let them damage stuff instead of being a healing class.
Para's - Needs a boost to damage and better utility via party wide buffs.Either that or just change the class name to Imbagon
However I'm fairly sure that on Anets past performances the next OMFGWTFBBQ buffs will be to Rits Dervs and necros.
AmbientMelody
UnChosen
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That's not "already 5 slots taken" that's just a bad build.
I said made the skills better so you immediately decided that both EL and Intensity need to be on the same bar? Worse yet you decide you need a cover enchant when intensity lasts 10 seconds when area's with noteworthy enchantment removal will remove more than one enchantment anyways. If you went FA, Gole, intensity, then you slap on damage skills and go home. Your example is just overdosing for the sake of doing so. It's not a bar compression issue it's "pick what the hell is important". If Intensity gets buffed or EL, or both, that doesn't mean you need to take both. Hell at the same time that doesn't mean you even need a cover enchantment if intensity remains at a measly 10 seconds. |
As for the cover enchant...you pretty much stated the problem that I've been having with Eles and PvE, which is that I pretty much have to defend my attunement to the death if I don't want to end up with 0 energy and having to sit there regening after every mob. They should either make attunements a skill...or tack attunement functions onto other skills so that its not relied on as much. Also known as bar compression.
Test Me
When I picked the profession for my main toon (5 years ago?) I've read:
At some point, more recently I gave up on my main and played a Rt. After a while I realized I didn't want to play Rt, I wanted to play my main the way it was promised me it would play. Since then I haven't really played GW at all.
That's the worst thing with all their nerfs and crappy management of their game over the years. Nothing does what it was supposed to and they're trying to fix it now (admirable) ... but it's just a little too little a little too late. Though it's better than nothing.
But the big problem is that GW is just not fun anymore.
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The Elementalist commands the four elemental forces: earth, air, fire, and water. With magic derived from the very foundations of nature itself, Elementalists can inflict more damage in a single strike than any other profession. There are as many types of Elementalists as there are elements and ways to combine them. Some Elementalists choose to study two or more elements to maintain broad discipline, though many prefer to focus on one unique element. |
That's the worst thing with all their nerfs and crappy management of their game over the years. Nothing does what it was supposed to and they're trying to fix it now (admirable) ... but it's just a little too little a little too late. Though it's better than nothing.
But the big problem is that GW is just not fun anymore.
AndrewSX
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When I picked the profession for my main toon (5 years ago?) I've read:The Elementalist commands the four elemental forces: earth, air, fire, and water. With magic derived from the very foundations of nature itself, Elementalists can inflict more damage in a single strike than any other profession. There are as many types of Elementalists as there are elements and ways to combine them. Some Elementalists choose to study two or more elements to maintain broad discipline, though many prefer to focus on one unique element.
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That's the worst thing with all their nerfs and crappy management of their game over the years. Nothing does what it was supposed to and they're trying to fix it now (admirable) ... but it's just a little too little a little too late. Though it's better than nothing. |
What they should do:
War-Tank, damage
Ranger-ranged damage
Monk-heal/prot
Nec-debuff foes,MM,buff allies
Mez-Rupts, debuff foes
Ele-King of caster damage
Sin-Huge meele damage but weak under attack, shadowsteps
Rit-pop spirits(of any kind), heal
Para-buff allies, ranged damage
Derv-portable AoE, meele damage
Let's check now what happens in GW
War-Tank, damage-OK
Ranger-Weak ranged damage, pet/traps/spirits sucks
Monk-heal/prot-OK(but ER prot better)
Nec-debuff foes,MM,buff allies-OK + damage
Mez-Rupts, debuff foes-OK + damage
Ele-Ridicolous damage/utility, heal/prot
Sin-Huge meele damage and immortal tank, weak shadowsteps
Rit-pop spirits(of any kind), heal-OK + damage
Para-buff allies with command, moti sucks and damage is weak
Derv-portable AoE, meele damage-(now)OK
Umh....take your own conclusions about necessaries updates....
Xiaquin
Where in the world do we begin?
-Rangers: Top to bottom rework
-Ritualists: Remove current spirit meta and balance cost with power; breathe new life into mediocre skills
-Eles: Rework attunements, damage and streamline performance
-Address solo (or near-solo) builds for high-end content and rebalance areas to encourage teamwork and overall enjoyment of quests
-Action was taken against flat PvE damage buffs. Do the same to SY!/TnTf!
Not to leave out other professions (paragon, warrior, necromancer to name a few). There are tons of unwieldy and poor skills.
-Rangers: Top to bottom rework
-Ritualists: Remove current spirit meta and balance cost with power; breathe new life into mediocre skills
-Eles: Rework attunements, damage and streamline performance
-Address solo (or near-solo) builds for high-end content and rebalance areas to encourage teamwork and overall enjoyment of quests
-Action was taken against flat PvE damage buffs. Do the same to SY!/TnTf!
Not to leave out other professions (paragon, warrior, necromancer to name a few). There are tons of unwieldy and poor skills.
Improvavel
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Well, let's see...
What they should do: War-Tank, damage Ranger-ranged damage Monk-heal/prot Nec-debuff foes,MM,buff allies Mez-Rupts, debuff foes Ele-King of caster damage Sin-Huge meele damage but weak under attack, shadowsteps Rit-pop spirits(of any kind), heal Para-buff allies, ranged damage Derv-portable AoE, meele damage Let's check now what happens in GW War-Tank, damage-OK Ranger-Weak ranged damage, pet/traps/spirits sucks Monk-heal/prot-OK(but ER prot better) Nec-debuff foes,MM,buff allies-OK + damage Mez-Rupts, debuff foes-OK + damage Ele-Ridicolous damage/utility, heal/prot Sin-Huge meele damage and immortal tank, weak shadowsteps Rit-pop spirits(of any kind), heal-OK + damage Para-buff allies with command, moti sucks and damage is weak Derv-portable AoE, meele damage-(now)OK Umh....take your own conclusions about necessaries updates.... |
I think Ranger needs a major rework - nature rituals and traps, in their current form, are simply outdated concepts. There's a bunch of bow attacks and mostly have very narrow uses and/or trade offs opposed to other weapon attacks where many attacks deal +damage and some other additional effect.
Pets are fine, but need AI buff like melee heroes/henches.
Paragon shouts/chants/echoes need some rework.
Elementals and Monks problems are straightforward - lack of HM damage for the first and sub-par energy management options for the latter.
Maybe instead of an extensive rework, some of these issues could be somewhat mitigated by the paragon update and the rest solved with a few Ele and Monk skill tweaks. Preferably without exclusive use of PvE-only skills, since that would leave heroes unfixed.
After that most other problems are secondary, like many Necromancer elites being sub-par, tactics being mostly useless and assassins not quite feeling like assassins.
Boogz
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Monks: Worst energy management of any caster, terrible smiting prayers, and the only primary attribute in the game which offers no benefit to any secondary skills. Nothing in the Monk's arsenal can compare to Spirit Siphon, Lyssa's Aura/Power Drain, Signet of Lost Souls, or the way Soul Reaping lets Necromancers go “Lol, energy”. If other caster classes can be perfectly viable without relying on secondaries just to get by, the Monk should be able to manage his own energy without using other professions as a crutch. And while they do fine in the support category, Monks have very little diversity; smiting prayers are practically worthless except for a single elite and get no benefit from Divine Favor, and their primary attribute can't boost their signets, their offense, or any secondary/PvE only skills. Improving them a little would give monk players other things they can do. |
If you give us that, then we need nothing else from any profession.
Also, there's a very good reason that Castigation Signet and Defender's Zeal are on smiting prayers and not on divine favor or any othe attribute
Smiting prayers have been a problem for years, they simply don't have a place on PvP. On PvE, however, they're pretty fine to tag along, you have a good nuker(RoJ) with nice utility skills (party heals through divine healing/heaven's delight, smite hex/condition, etc)
ensoriki
Nothing is wrong with monks.
Rangers, Paragons, Assassins - work on them.
Elementalist - Bandage fix.
The ele works fine in NM mode, the above 3 however are just retarded, in both modes.
Rangers, Paragons, Assassins - work on them.
Elementalist - Bandage fix.
The ele works fine in NM mode, the above 3 however are just retarded, in both modes.
Imaginos
My list is similar to all of the above
Rangers: Need an overhaul, but not quite to the same extent that dervishes got. Spirits and traps are very poor on top of middling bow damage and one often used spammable skill.
Paragons: Motivation line needs reworking along with a few skills all over the rest of the class.
Elementalists: As said damage in HM sucks, ok in NM, though it should be great in NM due to spell costs and cast times. Instead of changing a skill that not everyone's going to get access to, just change Energy Storage so that in addition to what it does now, anyone with 1 pt in it gets x Armor ignoring damage % in NM and y armor ignoring damage % in HM, like 10% nm and 25% hm or whatever works out best numberwise for PvE of course. This armor ignoring damage percentage does not go up with more points in Energy Storage.
Rangers: Need an overhaul, but not quite to the same extent that dervishes got. Spirits and traps are very poor on top of middling bow damage and one often used spammable skill.
Paragons: Motivation line needs reworking along with a few skills all over the rest of the class.
Elementalists: As said damage in HM sucks, ok in NM, though it should be great in NM due to spell costs and cast times. Instead of changing a skill that not everyone's going to get access to, just change Energy Storage so that in addition to what it does now, anyone with 1 pt in it gets x Armor ignoring damage % in NM and y armor ignoring damage % in HM, like 10% nm and 25% hm or whatever works out best numberwise for PvE of course. This armor ignoring damage percentage does not go up with more points in Energy Storage.
Showtime
Yes, fix my ranger plz.
It's a shame they wasted the premise of what a ranger should be. A wilderness expert that should be able to track and find and kill things all alone or with a group. Rangers should be the best runners and best able to deal with conditions/environment. Not asking for highest damage or to provide party boosts. Would love for rangers to be the best solo class, but that wont happen.
It would have been nice if they gave rangers inherent bonus's:
Ability to charm multiple wild animals in the area. Why not someone to compete with MMs since they gave a few other classes skills to make the ranger obsolete. Give them bonuses tied to beastmaster skills and ability to be healed, but not rezd. It would be more conditional than the MMs since there are only so many wild animals. It would also provide similar support of a rit, but again, highly conditional.
Real traps that are worth using. We have to set up half a dozen+ traps then kill or do enough damage to finish them with whats left of our skill bar when rits have traps that can tank and target creatures? GJ Arena.... Or just remove them from game since no one uses them anymore.
A real high damaging single foe attack. Gotta love that they gave 1 shot 1 kill pve to everyone, but nothing that neat for the ranger sniper to have. A nice freeze attack would rock too.
Ungimping barrage. How many times has it been gimped? All arrows should be affected by whatever preparation is going. It was never overpowered. Take away splinter and give us back barrage.
Fix the sniper skills and interrupts and people will choose what elite to use based on areas and more importantly, play style.
A more responsive better trained pet. If it's go time then the pet should continually attack everything. He should have inherent attacks and skill based attacks so the ranger doesn't have to sit there with a full pet bar.
Spirits should only affect party positively or enemies negatively or just get rid of them since they are crap.
I am pretty sure that if rangers were not used by as many of us as they are, they would have been fixed. Arena net is so fixated on getting people to use all the classes that they kept gimping one of our favorites til it was no longer feasible to use them. Best example of a class they are fixated on is the Sin. Imo the sin should require a higher level of skill to play well. No tanking skills for it. Just sneak in and gank and get away or stay too long and get killed. Let them be able to run dungeons etc, but only cuz they sneak thru. Hide and gank or be seen and die. Only wars or paras should be able to tank IMO. The shield is my clue on this.
Like that they fixed the dervish. Too bad don't have time to play it. I have to work on my HOM and titles for my RANGER. Not sure why I bother... GW2 coming out and so is Diablo III. Feel like my ranger was a victim of classism here.
I know how to fix the game. Hindsight is 20/20, but even when I started I thought there was too many skills.
How I would have done the game...
The main problem with GW besides skills balances every month is that there are 2 or 3 times more skills than there needs to be. It's impossible to balance the hundreds of skills in this game. The best balanced games of all time had a lot less skills to deal with (starcraft/sf2/etc). For example: There should be a few sword, axe, or hammer attacks and then generic buffs tied only to the wars primary attribute (strength). It should be a percentage and maybe double that for 2 handed weapon. Then there would be a lot less skills tied to each weapon and more generic ones tied to strength that could buff all those attacks and a LOT LESS skils to learn or worry about. Axe attacks could inherent crack armor... Swords could do both slicing and piercing damage. Then peoples play style could decide their skill choices. It would also make peoples primary matter and their secondary be what it's supposed to be. We have dozens of skills that people never even considered using. It's just silly. A little too ambitious and it's cost them a lot in man hours trying to balance the game instead of giving us new content.
It's too late... just want to finish hom etc. Then see what game comes out 1st and figure out which one I like better.
It's a shame they wasted the premise of what a ranger should be. A wilderness expert that should be able to track and find and kill things all alone or with a group. Rangers should be the best runners and best able to deal with conditions/environment. Not asking for highest damage or to provide party boosts. Would love for rangers to be the best solo class, but that wont happen.
It would have been nice if they gave rangers inherent bonus's:
Ability to charm multiple wild animals in the area. Why not someone to compete with MMs since they gave a few other classes skills to make the ranger obsolete. Give them bonuses tied to beastmaster skills and ability to be healed, but not rezd. It would be more conditional than the MMs since there are only so many wild animals. It would also provide similar support of a rit, but again, highly conditional.
Real traps that are worth using. We have to set up half a dozen+ traps then kill or do enough damage to finish them with whats left of our skill bar when rits have traps that can tank and target creatures? GJ Arena.... Or just remove them from game since no one uses them anymore.
A real high damaging single foe attack. Gotta love that they gave 1 shot 1 kill pve to everyone, but nothing that neat for the ranger sniper to have. A nice freeze attack would rock too.
Ungimping barrage. How many times has it been gimped? All arrows should be affected by whatever preparation is going. It was never overpowered. Take away splinter and give us back barrage.
Fix the sniper skills and interrupts and people will choose what elite to use based on areas and more importantly, play style.
A more responsive better trained pet. If it's go time then the pet should continually attack everything. He should have inherent attacks and skill based attacks so the ranger doesn't have to sit there with a full pet bar.
Spirits should only affect party positively or enemies negatively or just get rid of them since they are crap.
I am pretty sure that if rangers were not used by as many of us as they are, they would have been fixed. Arena net is so fixated on getting people to use all the classes that they kept gimping one of our favorites til it was no longer feasible to use them. Best example of a class they are fixated on is the Sin. Imo the sin should require a higher level of skill to play well. No tanking skills for it. Just sneak in and gank and get away or stay too long and get killed. Let them be able to run dungeons etc, but only cuz they sneak thru. Hide and gank or be seen and die. Only wars or paras should be able to tank IMO. The shield is my clue on this.
Like that they fixed the dervish. Too bad don't have time to play it. I have to work on my HOM and titles for my RANGER. Not sure why I bother... GW2 coming out and so is Diablo III. Feel like my ranger was a victim of classism here.
I know how to fix the game. Hindsight is 20/20, but even when I started I thought there was too many skills.
How I would have done the game...
The main problem with GW besides skills balances every month is that there are 2 or 3 times more skills than there needs to be. It's impossible to balance the hundreds of skills in this game. The best balanced games of all time had a lot less skills to deal with (starcraft/sf2/etc). For example: There should be a few sword, axe, or hammer attacks and then generic buffs tied only to the wars primary attribute (strength). It should be a percentage and maybe double that for 2 handed weapon. Then there would be a lot less skills tied to each weapon and more generic ones tied to strength that could buff all those attacks and a LOT LESS skils to learn or worry about. Axe attacks could inherent crack armor... Swords could do both slicing and piercing damage. Then peoples play style could decide their skill choices. It would also make peoples primary matter and their secondary be what it's supposed to be. We have dozens of skills that people never even considered using. It's just silly. A little too ambitious and it's cost them a lot in man hours trying to balance the game instead of giving us new content.
It's too late... just want to finish hom etc. Then see what game comes out 1st and figure out which one I like better.
Ayuhmii Shanbwa
all i wish to see is rangers getting buffed from almost all sides (not ranger spirits, as they go against/work for everyone)
bow attacks dont do much, except if you are good interrupter, or spread conditions.... or try, as it doesnt do much in pve (dunno about pvp, sry)
conditions get removed easily, and in HM its no use to do that, imo
and barrage and volley just sux if you use a preparation, let these skills not remove preparations, but only work on target or something
pets never have been that good, and thats in NM, so HM makes pets useless
pets dont do that good dmg, and all they do good is something bow attacks can do well: spreading conditions
they should become better in GW
traps, well, thats all about conditions, so you can choose to be trapper and then gotta lure enemies into traps to get what you can do with bows, which again... is conditions
not bad idea, but trapping has to become better in general pve, and i dont count trapping certain areas, but anywhere in pve
and these have 2 pretty nice traps which are elites, so i think making trapper's focus a normal skill would do alot good to trappers
ps. in case you didnt notice: i dont know about pvp, so i'm trying to make my points for pve only
in NM a ranger can do alot with bows, and maybe with 1 or 2 ranger spirits, but in HM, even that all is not effective enough
another note: this is to ranger primary, not r/rt or something (just telling in case)
well, thats it
bow attacks dont do much, except if you are good interrupter, or spread conditions.... or try, as it doesnt do much in pve (dunno about pvp, sry)
conditions get removed easily, and in HM its no use to do that, imo
and barrage and volley just sux if you use a preparation, let these skills not remove preparations, but only work on target or something
pets never have been that good, and thats in NM, so HM makes pets useless
pets dont do that good dmg, and all they do good is something bow attacks can do well: spreading conditions
they should become better in GW
traps, well, thats all about conditions, so you can choose to be trapper and then gotta lure enemies into traps to get what you can do with bows, which again... is conditions
not bad idea, but trapping has to become better in general pve, and i dont count trapping certain areas, but anywhere in pve
and these have 2 pretty nice traps which are elites, so i think making trapper's focus a normal skill would do alot good to trappers
ps. in case you didnt notice: i dont know about pvp, so i'm trying to make my points for pve only
in NM a ranger can do alot with bows, and maybe with 1 or 2 ranger spirits, but in HM, even that all is not effective enough
another note: this is to ranger primary, not r/rt or something (just telling in case)
well, thats it
Jeydra
It's obviously got to be nerf Shadow Form ...
There're plenty of other things in PvE that need balancing, but this one is the most important priority.
There're plenty of other things in PvE that need balancing, but this one is the most important priority.
S4br3t00th
Let's see... this is what I consider the most effective:
My monk heals/Prots, occasionaly smites (RoJ)
My necro can use SS/necrosis, MM, Discord caller...
My Ranger is a spirit spammer, or occasionaly an assassin
My Assassin is an assassin
My Warrior is an assassin
My Paragon is an Imbagon, or an assassin in 4 players area
My Mesmer can use either Domination or Illusion lines according to the area...
The only melee build I find effective in HM is one that can spam jagged>fox>blossom and possibly. Being able to KD or do whatsoever to foes isn't usefull if they could be dead instead.
(Note that I don't have a dervish so I can't account for them, but combos like Pious Assault/Pious Renewal/AoHM, or Aura Slicer/Reap Impurites would seem quite strong on paper)
When in HM, all damage that isn't armor ignoring damage turns very weak (read: sucks), which is why skills like splinter weapon (AoE), Mark of Pain (AoE), Discord, Spirits, Strengh of Honor, etc... are so widely used. My beloved dagger attack chain has the benefits to trigger those first 2 skills at a very high rate and deal high armor ignoring damage.
*I might be forgeting some other, but most but the skills I listed here are used by 2 professions: necro and ritualist, which is IMO the reason why they are so popular, along with excellent energy management (from either their primary attribute, or 1 skill (Siphon Spirit) from one lattribute line that I would be considering the best on the game in PvE (Channeling))
*Mesmer is also a strong choice by being able to completely shutdown entire mobs while still doing high AoE armor ignoring damage with builds like Panic/WW/WD, or Clumsyness/Wandering Eye in areas with less foes.
IMO the problem of Eles and physicals not using daggers is that they don't deal enough armor ignoring damage, or offer enough utility to compete with the Necro or Rit for example, aside from gimmicky builds (ER bond/prot, 100b/whirlwind/MoP). Paras and rangers are even more gimped as they can't benefit from Strengh of Honor.
*Eles could use a very simple fix: reduce the armor of HM foes, and compensate with a hp buff and/or health regeneration. This would also help physicals doing damage while they build adrenaline for example.
The game shouldn't be balanced around PvE only skills, no need to make intensity god-mod whatsoever...
*As for rangers...
Bow damage isn't that great, pets suck due to poor melee AI, why waste 2-5 sec for prepations/traps/spirits when mobs could be dead meanwhile? Not that they would even be that useful with instant cast :/
Their ability to deal AoE damage is almost exclusively because of barrage. It also deals the best armor ignoring damage possible from bow, with Power/Point blank Shot... Oh joy...
I don't see any easy fix to make them as much desirable as other professions in HM. Hell, even in NM... Allowing Strengh of Honor to work on physical damage instead of melee would already help...
*For paragons, spear damage could be potent with a decrease of mob armor I guess...
They don't have powerful offensive AoE ability, but make up with AoE party buffs... In theory. But none are that useful: the most used ones are two PvE skills, and one is from the warrior... I'd personnaly like to see at least SY! nerfed/tweaked, seeing as it's on any build able to use it.
I don't see any easy fix either, as balancing unstripable AoE buffs could be very troublesome...
*Nothing wrong with Monks IMO, aside maybe from Smiting Prayers which don't synergise with their primary attribute very well...
tl;dr
-decrease HM mob armor while compensating with hp tweaks, to promote professions that don't deal retarded armor ignoring damage, such as eles, and maybe rangers and paras a little.
-give same treatement as BuH! and AS got to other overused PvE skill, such as SY!, EVAS, and norn shouts.
-nerf Shadow Form and consumables into oblivion
My monk heals/Prots, occasionaly smites (RoJ)
My necro can use SS/necrosis, MM, Discord caller...
My Ranger is a spirit spammer, or occasionaly an assassin
My Assassin is an assassin
My Warrior is an assassin
My Paragon is an Imbagon, or an assassin in 4 players area
My Mesmer can use either Domination or Illusion lines according to the area...
The only melee build I find effective in HM is one that can spam jagged>fox>blossom and possibly. Being able to KD or do whatsoever to foes isn't usefull if they could be dead instead.
(Note that I don't have a dervish so I can't account for them, but combos like Pious Assault/Pious Renewal/AoHM, or Aura Slicer/Reap Impurites would seem quite strong on paper)
When in HM, all damage that isn't armor ignoring damage turns very weak (read: sucks), which is why skills like splinter weapon (AoE), Mark of Pain (AoE), Discord, Spirits, Strengh of Honor, etc... are so widely used. My beloved dagger attack chain has the benefits to trigger those first 2 skills at a very high rate and deal high armor ignoring damage.
*I might be forgeting some other, but most but the skills I listed here are used by 2 professions: necro and ritualist, which is IMO the reason why they are so popular, along with excellent energy management (from either their primary attribute, or 1 skill (Siphon Spirit) from one lattribute line that I would be considering the best on the game in PvE (Channeling))
*Mesmer is also a strong choice by being able to completely shutdown entire mobs while still doing high AoE armor ignoring damage with builds like Panic/WW/WD, or Clumsyness/Wandering Eye in areas with less foes.
IMO the problem of Eles and physicals not using daggers is that they don't deal enough armor ignoring damage, or offer enough utility to compete with the Necro or Rit for example, aside from gimmicky builds (ER bond/prot, 100b/whirlwind/MoP). Paras and rangers are even more gimped as they can't benefit from Strengh of Honor.
*Eles could use a very simple fix: reduce the armor of HM foes, and compensate with a hp buff and/or health regeneration. This would also help physicals doing damage while they build adrenaline for example.
The game shouldn't be balanced around PvE only skills, no need to make intensity god-mod whatsoever...
*As for rangers...
Bow damage isn't that great, pets suck due to poor melee AI, why waste 2-5 sec for prepations/traps/spirits when mobs could be dead meanwhile? Not that they would even be that useful with instant cast :/
Their ability to deal AoE damage is almost exclusively because of barrage. It also deals the best armor ignoring damage possible from bow, with Power/Point blank Shot... Oh joy...
I don't see any easy fix to make them as much desirable as other professions in HM. Hell, even in NM... Allowing Strengh of Honor to work on physical damage instead of melee would already help...
*For paragons, spear damage could be potent with a decrease of mob armor I guess...
They don't have powerful offensive AoE ability, but make up with AoE party buffs... In theory. But none are that useful: the most used ones are two PvE skills, and one is from the warrior... I'd personnaly like to see at least SY! nerfed/tweaked, seeing as it's on any build able to use it.
I don't see any easy fix either, as balancing unstripable AoE buffs could be very troublesome...
*Nothing wrong with Monks IMO, aside maybe from Smiting Prayers which don't synergise with their primary attribute very well...
tl;dr
-decrease HM mob armor while compensating with hp tweaks, to promote professions that don't deal retarded armor ignoring damage, such as eles, and maybe rangers and paras a little.
-give same treatement as BuH! and AS got to other overused PvE skill, such as SY!, EVAS, and norn shouts.
-nerf Shadow Form and consumables into oblivion
ogre_jd
Quote:
all i wish to see is rangers getting buffed from almost all sides (not ranger spirits, as they go against/work for everyone)
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pets never have been that good, and thats in NM, so HM makes pets useless pets dont do that good dmg, and all they do good is something bow attacks can do well: spreading conditions they should become better in GW |
Enraged Lunge, Predator's Pounce, Call of Haste, Otyugh's Cry, Call of Protection, Comfort Animal (more for the heal than the rez, actually!), Crossfire (since you're generally firing at what your pet's mauling), and Savage Shot is my current bar. My Ranger's Imperial Phoenix has died maybe 2-3 times (not counting full-party wipes) from its leveling trip of 15-20, including most of the Jade Sea, through the Shards of Orr to get to Gadd's (only H/H party of mine that didn't have a single death for that trip!), and HM Finding the Bloodstone (where it died once to a pack of Angorodons and when we wiped on the Ceratadons 'cos one ventured too close to my normal route through there without me noticing).
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traps |
Missing HB
In PvE , only shadow form should be nerfed , people mentionned enough reason for it.
Maybe they should do some Paragon love update to make them a bit more used , but i don't think it will change a lot things( as long as they leave consumables in game...)
In PvP , there's really a lot that should be done. The game isn't balanced upon small formats , but :
Concerning skills :
- Bsurge ( too OP for RA)
- Bonnetti def( it's time to see something else than mo/w with a click to save themselves)
- RoJ ( JQ is a complete joke because of it)
- Weapon of warding
- reverting back Avatars to their original function
- storm djinn haste
Concerning arenas :
- Bringing back HB or adding a format that allows you to play alone ( anyone who plays at american hour prolly has enough of waiting hours to get a match in HA or wherever..)
- Bringing back TA or changing codex ( codex is a probably the biggest fail we ever got in guild wars and should be changed asap)
- Changing Hall map ( adding death penalities or making 1v1 red vs yellow and not blue vs red)
- Changing GvG tournaments hour ( there are some ATS that are always empty..)
- Changing Gladiator title
....
So , i doubt anything i mentionned will be done since it mostly concern PvP , but let's hope they will do something...
Maybe they should do some Paragon love update to make them a bit more used , but i don't think it will change a lot things( as long as they leave consumables in game...)
In PvP , there's really a lot that should be done. The game isn't balanced upon small formats , but :
Concerning skills :
- Bsurge ( too OP for RA)
- Bonnetti def( it's time to see something else than mo/w with a click to save themselves)
- RoJ ( JQ is a complete joke because of it)
- Weapon of warding
- reverting back Avatars to their original function
- storm djinn haste
Concerning arenas :
- Bringing back HB or adding a format that allows you to play alone ( anyone who plays at american hour prolly has enough of waiting hours to get a match in HA or wherever..)
- Bringing back TA or changing codex ( codex is a probably the biggest fail we ever got in guild wars and should be changed asap)
- Changing Hall map ( adding death penalities or making 1v1 red vs yellow and not blue vs red)
- Changing GvG tournaments hour ( there are some ATS that are always empty..)
- Changing Gladiator title
....
So , i doubt anything i mentionned will be done since it mostly concern PvP , but let's hope they will do something...
FyrFytr998
Well the obvious choices are Rangers and Elementalists
Rangers: I liked the idea of being able to charm multiple pets that someone brought up. And it wouldn't be overpowered since charmables would have to be in the immediate area. Or even an Elite skill that summons all animals in the immediate area to your party's aid. I've always thought preparations casting time and length of duration stunk. Make preparations on par with Rits spirit spamming. Also make them last longer than 24 seconds. That is such an arbitrary number. 45 to 60 seconds is not OP. Nothing sucks more than to have to reapply a prep midfight.
If trapping is a Rangers only real source of damage. Then take away the negatives associated with it for PvE. Namely the ability to be easily interrupted. When I play my ranger during trap runs in ZE. I have to admit that it's fun as heck to actively trap a foe that is still alive. I'm not saying make it OP by making trapping uninterruptable, but at least give the Rangers a better chance to get their traps off. Why do you think touch Rangers were so popular? Instead of a 3/4 cast necro skill, make it a 1sec. trap skill. I think it could be reworked to be feasible.
Elementalist: Basically, make elemental damage armor ignoring unless the wearer has armor on tailored specifically against that element. This would give ele's the damage they lack in HM while also promoting build diversity amongst the elements. If a player can't do a little research on the enemies they face then they deserve to be defeated.
Rangers: I liked the idea of being able to charm multiple pets that someone brought up. And it wouldn't be overpowered since charmables would have to be in the immediate area. Or even an Elite skill that summons all animals in the immediate area to your party's aid. I've always thought preparations casting time and length of duration stunk. Make preparations on par with Rits spirit spamming. Also make them last longer than 24 seconds. That is such an arbitrary number. 45 to 60 seconds is not OP. Nothing sucks more than to have to reapply a prep midfight.
If trapping is a Rangers only real source of damage. Then take away the negatives associated with it for PvE. Namely the ability to be easily interrupted. When I play my ranger during trap runs in ZE. I have to admit that it's fun as heck to actively trap a foe that is still alive. I'm not saying make it OP by making trapping uninterruptable, but at least give the Rangers a better chance to get their traps off. Why do you think touch Rangers were so popular? Instead of a 3/4 cast necro skill, make it a 1sec. trap skill. I think it could be reworked to be feasible.
Elementalist: Basically, make elemental damage armor ignoring unless the wearer has armor on tailored specifically against that element. This would give ele's the damage they lack in HM while also promoting build diversity amongst the elements. If a player can't do a little research on the enemies they face then they deserve to be defeated.
Voodoo Rage
Quote:
Actually, pets do excellent single-target damage - better than most Bow Attacks. And they're good in HM, as well (maybe not elite area HM, since I don't do those, but surface and non-elite dungeon HM for sure). Pets *are* slightly slow to respond and their behaviour of heading right back to you after a kill instead of picking a new target (the nearest in its Nearby range or within Earshot of its master if nothing was Nearby it) are the only problems. Perhaps a few of the other Pet Attacks could use some minor buffage so that Predator's Pounce and especially Enraged Lunge don't stand out so much.
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JONO51
Paragon + tactics revamp & sy nerf.
They only have one viable pug build, and sy will kill any other build after a rebalance if it isn't nerfed. Basically, change moti around and fix the underlying issue of them being more effective when you have more para's, as that is what anet doesn't want to promote. Tactics revamp will benefit para and war as the line is basically dead except for RA monks.
Rangers
Need pretty much a full revamp. Make traps, spirits etc more relevant. Bow damage needs a very slight increase.
Eles
A blanket ele damage buff would just mean the game moves back 3 years and the other casters are excluded from pugs. Improve their 3 utility lines so they bring fairly decent damage and good utility (via wards, movement control etc.) In other words, the 3 ele lines most eles don't know exist.
They only have one viable pug build, and sy will kill any other build after a rebalance if it isn't nerfed. Basically, change moti around and fix the underlying issue of them being more effective when you have more para's, as that is what anet doesn't want to promote. Tactics revamp will benefit para and war as the line is basically dead except for RA monks.
Rangers
Need pretty much a full revamp. Make traps, spirits etc more relevant. Bow damage needs a very slight increase.
Eles
A blanket ele damage buff would just mean the game moves back 3 years and the other casters are excluded from pugs. Improve their 3 utility lines so they bring fairly decent damage and good utility (via wards, movement control etc.) In other words, the 3 ele lines most eles don't know exist.
UnChosen
Quote:
Paragon + tactics revamp & sy nerf.
They only have one viable pug build, and sy will kill any other build after a rebalance if it isn't nerfed. Basically, change moti around and fix the underlying issue of them being more effective when you have more para's, as that is what anet doesn't want to promote. Tactics revamp will benefit para and war as the line is basically dead except for RA monks. Rangers Need pretty much a full revamp. Make traps, spirits etc more relevant. Bow damage needs a very slight increase. Eles A blanket ele damage buff would just mean the game moves back 3 years and the other casters are excluded from pugs. Improve their 3 utility lines so they bring fairly decent damage and good utility (via wards, movement control etc.) In other words, the 3 ele lines most eles don't know exist. |
Discord = Discord (Damage) + Minions (Utility) + Rit Skills (Healing)
Spiritway = Spirits (Damage + Utility) + Restoration Skills (Healing)
Sabway = Curses (Damage + Utility) + Splinter Weapon (Damage)
etc.
People just don't want a character filled with utility skills and sub par damage. They need to buff eles so they can fit 1/2 good damage skills (on par with other classes) + good utilities (Snares are /yawn in PvE) + Healing/Protection/Ward ALL in 1-2 bars....AND the energy management required to sustain them (Ex. Soul Reaping / Spirit Siphon equivalents)....
The difference is staggering, and its way beyond DPS numbers. Infinite Energy?(Necro) Completely Shutting the mobs down? (Panic Mes) Damage + Interrupt + Blind + Life Steal + Distraction all in one? (Spirit Spammer Rits)
Good luck, eles.
LifeInfusion
Quote:
Eles
A blanket ele damage buff would just mean the game moves back 3 years and the other casters are excluded from pugs. Improve their 3 utility lines so they bring fairly decent damage and good utility (via wards, movement control etc.) In other words, the 3 ele lines most eles don't know exist. |
When they buffed half the skills to include AOE (Overload, Psychic instability, Keystone signet, Ineptitude, Fragility, Clumsiness,wandering eye, Signet of clumsiness, Mistrust, Wastrel's Worry, wastrel's demise, shatter delusions, Mind Wrack, Arcane conundrum, fevered Dreams, unnatural signet, etc.) that changed things drastically. Panic mesmers removed what semblance of skill it took to play one, all you do is cast it and enjoy the !s like a SS necro watching mobs kill themselves.
3 years ago spirits took 3-5 seconds to cast like their PVP counterparts. SoS didn't do what it did now, it just had +15 energy like Offering of spirit. SOGM could have been ran back then, it's just every 30 seconds or so you waste 20 seconds making spirits. Soul twisting was 1 spirit (and unlinked to Spawning) if I recall correctly, whereas Ritual Lord did a flat 40-60% recharge reduction I think.
Spiteful Spirit is the same as its original iteration, Minion mastering got nerfed due to minion cap and SR nerf. Spiteful Spirit got popular when AOEs caused scatter and gear trick was made in Sorrow's furnace (or Book trick in FoW).
ROJ had a damage boost.
Mark of Pain only got popular due to 100B being changed from a double attack like sun & moon to its current iteration.
Invoke Lightning + ebon Hawk got a cast reduction, chain lightning got a recharge reduction, Mirror of ice,Thunderclap , Double dragon, Flame djinn's haste, Obsidian flesh got changed too. The rest of the ele skills are pretty untouched.
Ayuhmii Shanbwa
2 more balances which i see on the forums are a problem:
assassin's promise:
make only sin skills recharge (that will make it useless for pve only skills too)
eles in HM:
fix HM enemies armors so they have a maximum amount of armor vs ele dmg
like maximum armor vs ele dmg is same as lvl 20 or something?
ps. i saw the AP one in someone else's thread before i wanted to make it a suggestion, so didnt make a thread of its own (good to use the suggestion thread) i just hope this will stay an active idea, as it may balance alot
(kinda weird, it has been suggested before, yet it didnt happen at all)
i hope anet can do something with these 2
as for pets, i never have been able to do much with em, and i've tried many builds with a pet, but all i get is skills which are disabled ( yes, having points on beast mastery)
assassin's promise:
make only sin skills recharge (that will make it useless for pve only skills too)
eles in HM:
fix HM enemies armors so they have a maximum amount of armor vs ele dmg
like maximum armor vs ele dmg is same as lvl 20 or something?
ps. i saw the AP one in someone else's thread before i wanted to make it a suggestion, so didnt make a thread of its own (good to use the suggestion thread) i just hope this will stay an active idea, as it may balance alot
(kinda weird, it has been suggested before, yet it didnt happen at all)
i hope anet can do something with these 2
as for pets, i never have been able to do much with em, and i've tried many builds with a pet, but all i get is skills which are disabled ( yes, having points on beast mastery)