/notsigned for more PvE skills regardless. I don't have a half hour right now to read through all of them, but I'm sure they're about as imba as all of the existing PvE-only skills right now.
Stuff like Pain Inverter, Seed of Life, and Save Yourselves has already turned all of PvE into H/H c+space easy mode. They should focus on nerfing PvE-only skills and nerfing PvE versions of skills. However, I doubt it'll happen since so much of the community thrives on PvE being so freaking easy with SC's and farms and whatnot.
Edit:
Upon reading all of these skills, I can certainly say all of them are either totally useless or just begging to be exploited for serious farms.
A) The assassin's skill with it's minimum 10s duration and 7s recharge basically means you can keep your "shadow ally" up eternally. Also, I like how in your description, you basically say "I know every assassin in the game uses Shadow Form, and I hate you for it."
B)
Quote:
Originally Posted by melissa b
target foe temporarily dies for 2...5 seconds,
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This was probably one of the funniest things I've ever read on guru. I seriously laughed out loud. I don't think this game mechanic can be implemented without crazy reworking of the entire game. What do you do if a quest-related monster "temporarily dies" and then gets resurrected? Do you get the quest reward automatically without actually having to "kill him"? And what about a PvE monster's death penalty? Or are you suggesting creating a totally alternate form of death? Should there be "death death" for normal players, and then a separate "temporary death" mechanic for this specific skill?
C) The Monk skill is just begging to be abused. Huge damage and burning in exchange for manageable damage to yourself and party?
Besides, no skill currently exists that negatively affects your party member's bars or health. You don't see any necromancer enchantments that cause your allies to sacrifice health, do you? And you dont see any mesmer shutdown skills that disable your allies skill bars, right? I don't think Anet would ever allow this, because then you could just be a dick and unexpectedly bring this skill to hurt your own team, then no one has fun.
D) Your "warrior spell" (which that phrase is ridiculous to begin with) is dumb and unusable, to be frank. 60-80 damage is negligible in PvE. You might as well bring Cynn and use Earth Shaker, because that combo would be 100x better than running a hammer bar for this skill. You basically make up for how bad the premise is by unloading mass conditions on all nearby foes, which is ridiculous. Also, a 45 second recharge already makes me never want to bring it.
The reason hammer warriors are not used in PvE is that they attack more slowly than swords or axes, and they're skills revolve around knocking down enemies. Since, in PvE, once you engage a mob, it dies within 10 seconds (providing you used the C-key and the Space Bar correctly), there's really no point to bringing tons of knockdowns or slow-building adrenal skills. That's why they're so powerful in PvP.
E) The Necromancer skill is basically just bringing a consumables set for yourself. You can chain it into infinity, since PvE has 100s of corpses at any given second, plus you get massive benefits. Plus if you play PvE correctly, the casters should rarely come under any serious damage to make this worthwhile.
F) Once again, this would be the one and only instance where an elementalist would sacrifice health. You're introducing completely unheard of game mechanics all over the board. I don't think a 6 year old game needs this serious of a revamping. Also, just like the other spells, it can be chained into infinity, so you might as well just give all elementists an inherent effect.
G) Your Ritualist skill's wording is too crazy for me to follow. I don't understand what will actually happen if this skill is used.