Introducing a new set of rank based PVE Skills

melissa b

Krytan Explorer

Join Date: Oct 2007

Introducing a new set of rank based PVE Skills

These pve skills should add a little bit of fun and new build creation to the game. Provide new, fun and compelling quests to do. Perhaps give a little incentive to start your gwamm or your hall. You'll notice the skills have( ...) which are based on completion of 7 elite areas.

Rank 0 yields the base value so a 5..10 would be 5.
Rank 2-6 will have a proportionate increase along the way to max from the base
Rank 7 will be will be the max value. so a 5...10 would be 10.

To unlock the skills you will need to achieve rank 1 of gwamm. More on this later. To achieve rank you will have to collect wedges. These wedges will be customized to your account but can be traded among your characters. On the hero panel will be a new circles with 7 wedges next to your name above skill points called favor of the gods. When you complete the following 7 areas you will be able to talk to an entity (described later) to collect the corresponding wedge...Wedge of the Underworld, Wedge of Foe, Wedge of the Primeval Kings (Finally a reason to complete tombs!!!), Wedge of Anguish, Wedge of Urgoz, Wedge of Sorrow, and Wedge of Kanaxi. You than drag the wedges and insert them into the circle on your hero panel and this powers up your pve skills.

There will be 10 new pve skills tied to each profession. Also these new pve skills will have newly created spectacular animations. To unlock these skills you will need eotn and access to the hall of monuments. Using the /kneel command at the pool an entity will spawn. Granting these pve skills requires 1k, 1 skillpoint and completion of a profession specific quest given out by the entity. The new quests are designed to show you how that skill was helpful to the profession as you will travel back in time and visit a npc with that profession and witness them use the pve skill as you battle to complete the quest.
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Paragon - Ancestral Call. 25e 8 Adrenaline 3sC 60sR A group of 5 level 14...18 ancient mumified spear paragons crawl up out of the ground. They have similar properties to bone minions but their attack is projectile spears that inflict bleading and 80 armor with their shield. Requires 9 Leadership and 7 Command or 50% chance of failure.

New animation will include the paragon glowing and levitating and the ground rupturing with light and the mummies crawling out of the ground.
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Warrior - Hammer of the gods - Hammer Spell. 10 energy 8 Adrenaline 2sC 40sR lose all adrenaline. You pound the ground sending a shock-wave. All foes in earshot take 60...80 damage. All foes in the area are knocked down, suffer from weakness for 6...10 seconds and are daze for 3....5 seconds. Requires 4 strength and 10 hammer mastery or 50% chance of failure.

New animation will have the warrior glowing and jumping and pounding the ground with a spew of ground flying and light.
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Monk - smite spell Wrath of the gods - 25e 5sC 60sR. All creatures not enchanted with at least 1 monk enchantment in earshot take 200...250 holy damage, are knocked down and begin burning for 7 seconds. All creatures in earshot enchanted with a monk enchantment take 125 damage. This spell causes exhaustion if you have equipped any skill that's not a monk or pve skill. 50% failure if divine favor less than 4 and smiting less than 9. This skill is disabled on all other allies when cast for 60 seconds.

New Animation - A beam of bright light will focus on the monk, the monk will glow and elevate a radial wave will pulse from the monk in a gigantic blue/white wave with trails of fire.
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Necromancer - Abduct Soul -10e 1sC 15sR spell - exploit soul from nearest dead foe (even ones with no corpse and does not exploit corpse), that foe cannot be resurrected. Gain 50 health, 10 energy, +3 health for 15 seconds and +2 energy regen for 10 seconds. Requires 8 soul reaping or 50% failure.

New Animation. A glowing soul will fly from the foul and smash into the necro with a flash and the necro will glow bright and fade back to not glowing.
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Elementalist - Enraged - Stance - 10e 33% health sacrifice 60sR For 60 seconds all elemental spells targeting foes have 20....40% armor penetration (cannot penetrate past 60 armor) and all of your elemental spell execute twice as fast (i.e. meteor shower proectiles fire every 1.5 seconds instead of 3). 75% failure if elemental storage less than 4. 50% failure if elemental storage less than 9.

New Animation. A light pattern will envelope the ele which will fade to a slight aura and glow will a pulse while in the stance.
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Ranger - Bow of the Gods - maintained bow weapon spell 10e 1sC 30sR. While maintaining this weapon spell you lose 3 energy every attack (for determining this multiple arrows from a single attack count as 1 attack). If your energy reaches 0 this weapon spell ends. While mainatining this weapon spell your bow shoot 3 arrows with each attack at foes alone. For foes not alone your bow shoots 1 arrow at foe and 1 arrow each at up to 7 adjacent foes. These arrows deal +10...20 dmg and have 5...10% chance of knock down. Your arrows have a 50% chance to miss while maintaining this weapon spell if you dont have at least 6 expertice and 6 bow mastery. (you will be able to double-click an icon to end this)

New Animation. A new bow will spawn in the air and combine with your bow in a flash and your new bow will be specially animated while the weapon spell is maintained
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Dervish - decapitate soul - scythe hex spell- 10e1sC 30sR - melee range requires equiped scythe. Target foe loses 4...8 energy and for each point lost suffers (8 dmg + 1 second of deep wound + 2 seconds of bleeding + .75 seconds dazed). Additionally that foe is hexed for 10...20 seconds (if target foe dies while suffering from this hex, foe is removed from the game and cannot be rezzed). Requires Mysticism of at least 6 and Scythe Mastery of at least 8 or fails.

New animation. The Scythe blade will turn a brillant green light and you'll see the internal soul of the foe literally split and fall from the foe.
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Assassin - Harness Shadow - summon spell 15e 2sC 40sR -when you cast this lose all sin elite enchantments and all your sin elite enchantments are disabled for 7 seconds. your shadow fights along side you for 10....20 seconds, shadow attacks targets you attack, duplicating all your attack skills, shadow takes damage equal to damage you suffer, shadow can not be targeted. Shadows hit points are 200....500 Rquires Shadow Arts of at least 7 and Critical Strikes of at least 4 or fails 50%.

New Animation. You'll see the shadow form and attack alongside you.
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Mesmer - Collapse Brain - hex spell -15e 1sC 30sR target foe temporarily dies for 2...5 seconds, upon resurecting foe returns with 90....75% health plus 80%...60% energy plus all skills locked for 1 second and suffers from bleeding for 5....15 seconds. This skill has a 50% of failure without attribute of 4+ fast casting and 6+ domination.

New Animation. You'll see a aura of pink light dance from the mesmer hands and attack the foe.
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Ritualist -Shackel Soul - hex spell - 15e 2sC 40sR If target foe dies while suffering from this hex that foe cannot be rezzed and a traitorous spirit spawns. Creates a level 10...16 spirit (30...40 second lifespan). Its attacks deal30...35 damage. Every time foes attack this spirit, that foe takes 100...140% of the attack damage it causes maximum 100. This spell have a 50% failure chance if caster doesn't have at least 4 spawning powers and 7 channeling.

New animation. Youll see the soul seperate from the foe and start to fly up and then glowing shackles will come up from the ground and bind the soul down.
__________________________________________________ ____________________________

So far this is where I am at. Depending on feedback I''ll adjust numbers and may make the rank requirements even more friendly to casuals.

Update! 1st Revision is done, thanks!
Update 2.1 is now done!

Outerworld

Krytan Explorer

Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

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Yes because more broken PvE skills are just what we need...

/notsigned

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by Outerworld View Post
Yes because more broken PvE skills are just what we need...

/notsigned
I doubt you could have read through all the skills to determine if their broken within 2 minutes of me posting.

michielboonstra

michielboonstra

Krytan Explorer

Join Date: Oct 2008

W/

lol what a bad idea, and the skills you want to introduce arent even balanced as 1 skill is like 100times more useful then the others +this makes the game far too easy, its already too easy imo

Outerworld

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Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

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Quote:
Originally Posted by melissa b View Post
I doubt you could have read through all the skills to determine if their broken within 2 minutes of me posting.
It didn't take much reading too see how OP some of these suggestions are (Monk and Derv in particular). Tbh I'm thinking this a troll thread now.

Eragon Zarroc

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

Adding these new PvE-only skills would be broken. Too overpowered. Linking all current PvE only skill to GWAMM rankings would be mildly interesting. Lower some of the potency of the already currently strong pve-only skills. would just lead to rank discrimination though. So no thanx.

All your skill animations sound neat though.

melissa b

Krytan Explorer

Join Date: Oct 2007

As far as rank discrimination you only need rank 1 for almost full efficiency. I can even adjust that further. Now as far as skills being overpowered, I realize that but this is just the base start. If you could point out specific skills and adjustments to them that would help me to see your perspectives and Ill revise or post alternative skill settings side by side.

Quote:
Originally Posted by michielboonstra View Post
lol what a bad idea, and the skills you want to introduce arent even balanced as 1 skill is like 100times more useful then the others +this makes the game far too easy, its already too easy imo
Which skill?

Quote:
Originally Posted by Outerworld View Post
It didn't take much reading too see how OP some of these suggestions are (Monk and Derv in particular). Tbh I'm thinking this a troll thread now.
The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.

Mechanko1

Mechanko1

Academy Page

Join Date: Mar 2011

Rt/

Can only be recharged with morale boost might be a better idea. Or if thats still OP (which i think it is) only once until u rezone. So its a 1 time deal. Maybe only 1 party member can have it. Im sure there are ways to make it work.

Outerworld

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Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

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Quote:
Originally Posted by melissa b View Post
The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.
I wouldn't change any of the numbers because quite frankly it shouldn't even be implemented at all.

SpyderArachnid

SpyderArachnid

Wilds Pathfinder

Join Date: Jul 2008

United States

Lords Of Noh [LoN]

Me/

Quote:
Originally Posted by melissa b View Post
The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.
Quote:
Originally Posted by melissa b View Post
Monk - Wrath of the gods - 25e 3sC 60sR all creatures not enchanted with at least 1 monk enchantment in earshot take 200...250 holy damage, are knocked down and begin burning for 7 seconds. 50% failure if divine favor and smiting less than 4.

Your Monk spell only says Creatures, not Creatures and Allies.

But looking over these new "GWAMM PVE Skills", they are extremely overpowered. And the fact that you are introducing farm only skills. Not everyone wants to have to farm GWAMM just to have access to these overpowered skills.

Every time I read your suggestions, they are always about making the game easier or giving you easy access to hard/rare items. This one is definitely no exception.

/notsigned

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by Outerworld View Post
I wouldn't change any of the numbers because quite frankly it shouldn't even be implemented at all.
If the skills are balanced whats the objection?

Quote:
Originally Posted by SpyderArachnid View Post
Your Monk spell only says Creatures, not Creatures and Allies.

But looking over these new "GWAMM PVE Skills", they are extremely overpowered. And the fact that you are introducing farm only skills. Not everyone wants to have to farm GWAMM just to have access to these overpowered skills.

Every time I read your suggestions, they are always about making the game easier or giving you easy access to hard/rare items. This one is definitely no exception.

/notsigned
Ok first of all it only has to say creatures since allies fall under that.

Look at heal area monk skill from wiki
"Full: Heal yourself and all adjacent creatures for 30...150 points.

Concise: Heals you and adjacent allies and foes for 30...150. "

You dont need to farm gwamm to achieve efficient use only rank 1. Also, if you think their overpowered please qoute the spell and insert your own numbers so I can adjust.

These changes will be adjusted better after I get useful feedback, like specific number and specific changes to specific skills.

Quote:
Originally Posted by Mechanko1 View Post
Can only be recharged with morale boost might be a better idea. Or if thats still OP (which i think it is) only once until u rezone. So its a 1 time deal. Maybe only 1 party member can have it. Im sure there are ways to make it work.
I would rather tone down their effect than make them 1 use spells.

Outerworld

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Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

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Quote:
Originally Posted by melissa b View Post
If their skills are balanced whats the objection?
There wouldn't be an objection if the skills were balanced. Problem is that these skills wouldn't ever be balanced.

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by Outerworld View Post
There wouldn't be an objection if the skills were balanced. Problem is that these skills wouldn't ever be balanced.
Lol any skill can be adjusted and thats where your logic fails.

Xenomortis

Xenomortis

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Join Date: May 2008

UK

N/

Quote:
Originally Posted by melissa b View Post
If their skills are balanced whats the objection?
There are times when no amount of tweaking of the numbers will 'balance' a skill. Such a skill is said to be 'broken' - it should not exist in the game.
A broken skill can be underpowered (the effect is terrible for the game, but it's so weak nobody cares - see Smiter's Boon (PvP)) or overpowered (see every single one of your suggestions).

For example, your Warrior suggestion gives a massive, unconditional, risk free AoE KD. Even if it did no damage and did not inflict conditions, that would be completely overpowered and hideously broken.

Outerworld

Krytan Explorer

Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

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Quote:
Originally Posted by melissa b View Post
Lol any skill can be adjusted and thats where your logic fails.
What? If you seriously can't see why these skills would be horrible OP then either; A)You're blind or B)I'm being trolled here.

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by Xenomortis View Post
There are times when no amount of tweaking of the numbers will 'balance' a skill. Such a skill is said to be 'broken' - it should not exist in the game.
A broken skill can be underpowered (the effect is terrible for the game, but it's so weak nobody cares - see Smiter's Boon (PvP)) or overpowered (see every single one of your suggestions).

For example, your Warrior suggestion gives a massive, unconditional, risk free AoE KD. Even if it did no damage and did not inflict conditions, that would be completely overpowered and hideously broken.
So what changes would you recommend? Sounds like you want the knockdown to be conditional? Also there is a severe lack of pve hammer warriors and this skill is designed to be powerful to attract some more hammer play in pve.

Quote:
Originally Posted by Outerworld View Post
What? If you seriously can't see why these skills would be horrible OP then either; A)You're blind or B)I'm being trolled here.
I know their too powerful now duh! I'm waiting for specific recommendations then Ill update.

Essence Snow

Essence Snow

Unbridled Enthusiasm!

Join Date: Nov 2009

EST

DPR

Nice creativity.....not gonna happen but oh well at least your thinking

Dewshine Wildclaw

Dewshine Wildclaw

Lion's Arch Merchant

Join Date: Jul 2008

Planet Earth

Weapons Of Tyria [WoT]

R/

Your ideas may not be that good or fitting for the game, but I will give you that you make them detailed, so obviously you do think some about it.

Actually I think this is maybe an interesting idea, less overpowered skills and less elaborate animations (they sound really cool... but a bit over the top imo)
No one can really complain about a few new quests to do (although I think most would prefer the GW Beyond quests rather than this)
Having pve skills tied to gwamm is kinda cool at least in theory, but might lead to discrimation (I think no matter how little difference there might be on rank 0 to rank 6 people will still think that that little bit matters)

In the end, although this is one of your somewhat better ideas imo, I will say this.
gwamm is already cool to have, sorta, and doesn't really require any extra reward.
quests would be cool, but we will prolly get some with woc and maybe something in elona after that.
new skills could be nice in a way, but theres already tons of skills in the game, we don't need more (better perhaps to make more of the skills we have more useful)

Outerworld

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Gil Worz Is Srs [Bsns]

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Quote:
Originally Posted by melissa b View Post
I know their too powerful now duh! I'm waiting for specific recommendations then Ill update.
Your missing the point; as Xenomortis said, some skills are just inherently broken and should not exist, therefore any recommendations other than "don't bother" would be entirely pointless.

Deviant Angel

Deviant Angel

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Join Date: Apr 2006

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Mo/

Quote:
Originally Posted by melissa b View Post
So far this is where I am at. Depending on feedback I''ll adjust numbers and may make the rank requirements even more friendly to casuals.

Also want to mention these skills will start strong and then will be nerfed a little after people had some fun with them.
Thanks!
I thought majority of your threads in this forum were horrible ideas that you were serious about, but now I'm convinced that you're trolling.

The game does not need more overpowered skills to appeal to the casual crowd. They have plenty of them at this disposal already. If they are unable to steamroll everything imaginable with the skills we already have, it might be time to uninstall or learn how to play the game.

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by Deviant Angel View Post
I thought majority of your threads in this forum were horrible ideas that you were serious about, but now I'm convinced that you're trolling.

The game does not need more overpowered skills to appeal to the casual crowd. They have plenty of them at this disposal already. If they are unable to steamroll everything imaginable with the skills we already have, it might be time to uninstall or learn how to play the game.
Thats been the pattern of pve skills. They will be strong like pve skills are supposed to be but not too strong. On similar ground to how the other pve skills were when first introduced and then nerfed as needed.

My New Name

Krytan Explorer

Join Date: May 2008

we have plenty of skills already... no1 wants to bother with making new OP skills... i'd rather have them finish the bloody WoC already

mathiastemplar

mathiastemplar

Wilds Pathfinder

Join Date: Jun 2008

Denmark

Jade Reapers [JD]

W/

Although this is never gonna happen, I must give you credit for creativity ^^

Gave me a good laugh :')

melissa b

Krytan Explorer

Join Date: Oct 2007

Alright based on feedback so far I would like to propose the following changes. Decrease the range in half of the rank requirement range for spells. Some people have mentioned rank discrimination.

I don't have any specific skill updates yet but wanted to give some of the reasoning for the skills.

Paragon- Paragons lack aoe skills and while not a true aoe skill this new pve skill allows more spears on the battlefield.

Warrior - Not a lot of hammer warriors are used in pve so I wanted to create a strong skill to give incentive to using them.

Monks - Monks I thought could use a little love in the smite line, ray of judgement is popular but causes scatter. This will be a nice complement.

Necromancers - this is designed to further strenghten their energy use in group, also I wanted a way to handle annoying rezzing foes found in wik, nightfall and even those pesky bugs in charr lands.

Elementalist - not very good in hard mode due to armor and many of the powerful ele skills being aoe. This addresses both. The fast execution of the aoe skills should help get enemies hit more by aoe when combined with snares or not.

Ranger - a way to get away from splinter spam, since this skill is a weapon spell it forces them to consider other alternatives. Also, it can work with a preperation unlike barrage.

Dervish - another rez control and also condition heavy which dervishes are known for.

Assassin - a way to temporarily increase damage, give them an alternative to shadow form

Mesmer - a kinda test skill, but also a good shutdown skill

Ritualist - I have a feeling SOS will be nerfed some day so wanted to give them an alternative to strengthen their spirit line

Steps_Descending

Steps_Descending

Wilds Pathfinder

Join Date: Apr 2007

IN my pocket plane. Obviously!

Little Tom's Pocket Plane [THom]

Me/Mo

I'd like to point to nice things about melissa's ideas. Asiode from the ludicrous amout of new work and new mecanics that would need implemented.

The rez control is something we don't see too often in GW, and the only ones we have are mass effects (is there another aside from frozen soil?).

Rangers skill is interesting, something like this might work : "your arrows hits thrice but you lose 2 energy". That would be doable with what is already in the game. But even if rangers need it, 3x dmg is too much I think. 2x would be sufficient I think, maybe with a dmg penalty.

And did I miss something or the mesmer skill is really weak? As in, REALLY WEAK.

gremlin

Furnace Stoker

Join Date: Oct 2006

GWAR

Me/Mo

Your imagination does you credit some very good ideas and maybe some will make it into GW2 but there are problems.

Many of the existing pve skills are overpowered and some of yours carry on this trend.
I have no problems with making the game more interesting but pve skills based on rank ie needing no points putting into the characters skill lines can be very overpowered.

Paragons with undead and zero points into death magic or even having necro as a secondary.
The Monk skill appears to be very overpowered too.

I think they should start much lower powered but I do appreciate your work and you showing them to us.

ruk1a

ruk1a

Wilds Pathfinder

Join Date: May 2008

UR MOM LOL

ATTACK OF THE KILLER TOMATOES

A/

I honestly lol'd OP, but I do like the idea of shadow fighting besides you like in Diablo with assassins.

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by gremlin View Post
Your imagination does you credit some very good ideas and maybe some will make it into GW2 but there are problems.

Many of the existing pve skills are overpowered and some of yours carry on this trend.
I have no problems with making the game more interesting but pve skills based on rank ie needing no points putting into the characters skill lines can be very overpowered.

Paragons with undead and zero points into death magic or even having necro as a secondary.
The Monk skill appears to be very overpowered too.

I think they should start much lower powered but I do appreciate your work and you showing them to us.
I can raise the primary attribute and secondary attribute requirement from 4 to 9 for these skills not to fail 50% of the time.

Yeah the paragon I was debating to make /death a requirement but didn't also the other Idea I didn't post was some kind of aoe spear attack.

For the monk I was thinking a small deacrease in burning and damage and decrease recharge to 45 seconds. I'm not sure because its already weak by 60 second recharge and hitting your own team members with the damage.

Quote:
Originally Posted by ruk1a View Post
I honestly lol'd OP, but I do like the idea of shadow fighting besides you like in Diablo with assassins.
Yep, these skills are designed to be fun to play.

Bandwagon

Bandwagon

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Join Date: Jan 2010

D/

1. This game does not need new PvE skills, there are plenty to choose from.


2. This game doesn't need new skills, simply changing the myriad of useless skills that exist currently (in other words, powercreep them) will suffice in "introducing" new skills to the game.

The effects of these skills are pretty crazy and for the most part unnecessary, we don't need UBER omgwtf super attack abilities if your going to suggest adding skills (PvE skills of all things), at least try to be creative instead of just introducing instant Ray of Judgement. We have RoJ already, if anything we would want an interesting button to press (used the M/ as an example)

gremlin

Furnace Stoker

Join Date: Oct 2006

GWAR

Me/Mo

Quote:
Originally Posted by melissa b View Post
I can raise the primary attribute and secondary attribute requirement from 4 to 9 for these skills not to fail 50% of the time.

Yeah the paragon I was debating to make /death a requirement but didn't also the other Idea I didn't post was some kind of aoe spear attack.

For the monk I was thinking a small deacrease in burning and damage and decrease recharge to 45 seconds. I'm not sure because its already weak by 60 second recharge and hitting your own team members with the damage.



Yep, these skills are designed to be fun to play.

Ahh sry I didn't notice the damage hit allies too interesting idea always wondered how area effect damage never hurts friends.

I was rushing a reply because the usual trend here is if enough people get very negative the thread gets closed before many of get a chance to comment.
imo this has lead to a small group of people able to close threads almost at will be the nature of their comments.

Maybe threads should remain open for a reasonable amount of time before closing.

Xiaquin

Xiaquin

Wilds Pathfinder

Join Date: Jun 2010

[aRIN]

R/

Aww, of course the ranger skill is the worst. Takes up the weapon skill and lose a pip of energy regen?

Alternate suggestion: Legolas' Shot: Kills target foe. This attack cannot miss and is unblockable.

Also your character reports in Team channel about your kill count if Ogden is in your party.

LostThing

LostThing

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Join Date: Jun 2009

I don't know D:

I Gots A Crayon [Blue]

E/

So much fun to read, especially these 2 things
Quote:
Originally Posted by melissa b View Post
target foe temporarily dies

foe is removed from the game
Oh, and don't forget this...since obviously every assassin only runs Shadow Form...good stuff.
Quote:
Originally Posted by melissa b View Post
Assassin - a way to temporarily increase damage, give them an alternative to shadow form
But yeah, like pretty much everyone pointed out...way too overpowered/not going to happen/whatever.

*waits for more silly topics for more laughs*

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by LostThing View Post
So much fun to read, especially these 2 things


Oh, and don't forget this...since obviously every assassin only runs Shadow Form...good stuff.


But yeah, like pretty much everyone pointed out...way too overpowered/not going to happen/whatever.

*waits for more silly topics for more laughs*
The sin skill is getting adjustment. On successful cast lose all sin enchantments, when shadow leaves play lose all sin enchantments. I'm working on the skill reworks now. Probably won't post changes for a few days to allow for other skill recommendations.

Que Pedito

Ascalonian Squire

Join Date: Apr 2009

D/

Quote:
Originally Posted by melissa b View Post
The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.
All you'd need in a group of 8 monks is one person with aegis and then you could just roll through anything. I'd say that is not balanced

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by melissa b View Post
I doubt you could have read through all the skills to determine if their broken within 2 minutes of me posting.
It took me about 30s.

imba PvE shit = bad. You are whats wrong with guild wars pve.

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by Que Pedito View Post
All you'd need in a group of 8 monks is one person with aegis and then you could just roll through anything. I'd say that is not balanced
True, I also had a guildmate say that too. The workaround that I'm working on is...on cast all ally pve monks smite skills are disabled for 60 seconds. This would be effective to limiting copies with arcane echo and 8-man monk teams.

Elnino

Elnino

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Join Date: May 2008

In a house

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A/W

PvE doesn't need more imbalance and power creep. /notsigned

[email protected]!k3

Ascalonian Squire

Join Date: Nov 2009

Maddmike Killa

I'm not one speak on everyone's behalf, but a lot of you are being incredibly impertinent to the OP, this is a forum for people to spread out their ideas with expected collaboration of fellow patrons of the forum. People as such, are the ones who give the site a bad name and should learn to be more courteous of others, but I do not mean to give everyone a lesson on manners your parents should've done so.

The OP's Ideas are very original and creative, and I can see why she felt the want to post them; as they are very in-depth and articulate. Though, I must side with those who I prefer not to. The ideas are well-thought out, but they do not go well with this game. Skills are not meant to be overpowered to any extent (few exception e.g. Keiran's skills, Junundu's, etc.), but some may/are exploited to gain advantages, such as Shadow Form for tanking, Keystone for damage/interrupt. All-in-all though, those skills do provide functions that are rather strong due to one skill, but the skills require others to function as they do to achieve the exploitation. The majority of the skills you propose make builds obsolete, since they serve functions of large magnitudes. I don't want to ridicule by saying these skills are "broken" or are nonadjustable, so I will say that they simply do not fit the type of "style" this game is, but nonetheless your skills are very well thought out and may be better used in other games and I give you credit for that.

May you have success with other future endeavors and may the people who disgracefully laughed at you rethink their actions. The internet may be anonymous, but it is not an excuse for people to act as if others do not exist.

vitorvdp_68

Lion's Arch Merchant

Join Date: Jun 2010

Quote:
Originally Posted by [email protected]!k3 View Post
I'm not one speak on everyone's behalf, but a lot of you are being incredibly impertinent to the OP, this is a forum for people to spread out their ideas with expected collaboration of fellow patrons of the forum. People as such, are the ones who give the site a bad name and should learn to be more courteous of others, but I do not mean to give everyone a lesson on manners your parents should've done so.

The OP's Ideas are very original and creative, and I can see why she felt the want to post them; as they are very in-depth and articulate. Though, I must side with those who I prefer not to. The ideas are well-thought out, but they do not go well with this game. Skills are not meant to be overpowered to any extent (few exception e.g. Keiran's skills, Junundu's, etc.), but some may/are exploited to gain advantages, such as Shadow Form for tanking, Keystone for damage/interrupt. All-in-all though, those skills do provide functions that are rather strong due to one skill, but the skills require others to function as they do to achieve the exploitation. The majority of the skills you propose make builds obsolete, since they serve functions of large magnitudes. I don't want to ridicule by saying these skills are "broken" or are nonadjustable, so I will say that they simply do not fit the type of "style" this game is, but nonetheless your skills are very well thought out and may be better used in other games and I give you credit for that.

May you have success with other future endeavors and may the people who disgracefully laughed at you rethink their actions. The internet may be anonymous, but it is not an excuse for people to act as if others do not exist.
That's exactly what people have said, only dressed up to sound nice and overly long.

That assassin skill is so OP. Imagine a party with 2 healers and 6 assassins.
Now each one takes that skill... BAM, 12 man spike. No thank you.
"an alternative to shadow form" - as if Shadow Form was of any use outside speed clears and dungeons..

If you want to present ideas, present them at a level that won't be laughed at, instead of just saying "don't worry I'll adjust it later"

Outerworld

Krytan Explorer

Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

W/

Quote:
Originally Posted by [email protected]!k3 View Post
I'm not one speak on everyone's behalf, but a lot of you are being incredibly impertinent to the OP, this is a forum for people to spread out their ideas with expected collaboration of fellow patrons of the forum. People as such, are the ones who give the site a bad name and should learn to be more courteous of others, but I do not mean to give everyone a lesson on manners your parents should've done so.

The OP's Ideas are very original and creative, and I can see why she felt the want to post them; as they are very in-depth and articulate. Though, I must side with those who I prefer not to. The ideas are well-thought out, but they do not go well with this game. Skills are not meant to be overpowered to any extent (few exception e.g. Keiran's skills, Junundu's, etc.), but some may/are exploited to gain advantages, such as Shadow Form for tanking, Keystone for damage/interrupt. All-in-all though, those skills do provide functions that are rather strong due to one skill, but the skills require others to function as they do to achieve the exploitation. The majority of the skills you propose make builds obsolete, since they serve functions of large magnitudes. I don't want to ridicule by saying these skills are "broken" or are nonadjustable, so I will say that they simply do not fit the type of "style" this game is, but nonetheless your skills are very well thought out and may be better used in other games and I give you credit for that.

May you have success with other future endeavors and may the people who disgracefully laughed at you rethink their actions. The internet may be anonymous, but it is not an excuse for people to act as if others do not exist.
Pointing out broken shit is broken counts as ridicule? I wouldn't mind but the OP has a clear tendency to make threads on w/e random thought she just had. Also, don't try and patronise us by taking a moral high ground.