There is no info about that but probably there will be another skill changes. At least I hope so.
So, lets start posting which skill we suggest be changed. Post the skill, the change and the reason for doing it so. And please try to be constructive, not just "cuz it sux lol". I am preparing some war (so far TOO much) skills, and update my post when go home. I will not focus on the mesmer and the faction classes + some of the new skills since I do not have much experiance upon them. Mostly mine is from gvg and ha battles + observing top guilds matches and of course my humble pondering.
Added ranger and some Notes resulting to some posts
Warrior
Disrupting chop (axe mastery) - Well it is good as it is, people seems to like it. ((Old suggestion: Increasing the attack speed to 3/4 (since 1.33 may miss 2 sec spells))
Cleave (axe) - Damage increased to 10-33 (from 10-31). It can have some minor "love".
Crude swing (hammer) - Removed the easily interupted drawback. Probably recharge +1sec. This drawback is overput, compared to all other similar like. Note: I don't see why crude swing must have easily interupt. Anyway most of the time this will be drawback to PvE guys, since in PvP almost noone attacks the war 'just for that'.
Belly smash - recharge reduced to 20. (well the situation you will blind someone who will suffer from it except the fallen one is not that often)
Iresistible blow - recharge +2 secs. (pretty good skill IMO, maybe more than needed)
I will survive - recharge reduced to 20 (this can be some descent anti bleed/poison skill)
Berserker stance - recharge reduced to 25 (well I think in GW's system the won't put recharge to 25, it must be 30 or 20, but 20 is too good, if it is 20, probably increased energy cost) (It is cool, but probably used 1-2 times in encounter) Note: 25 or 30 is not big deal, it is descen adrenalin builder anyway.
Defy pain - duration increasing as Endure pain (7-19 secs) (The one's that use it will probably benefit from higher str.)
Dwarven battle stance - recharge reduced to 20, attack speed increased to 15%. (noone uses that anyay, and most 1 sec spells can STILL be sneaked threw the hits)
Griffon's Sweep - add cannot be blocked. (Why not? it is weak compared to irreristable if blocked just take normal dmg, but not get KD)
Protector's strike - add cripple for 2-10 to the effect, recharge +3. (One extra strike won't make that difference, thus maybe adding a cripple will make this one a good along with the bull's strike) Note: dudes think it is fine as it is. Ok.
Shield bash - Rework suggestion as follows: (shield req.) For 4-8 secs, the next time adjustnet target foe uses attack skill, that foe is knocked down and if it was melee skill, it is disabled for aditional 15 secs. (1 time use again) (this skill is barely used anyway, and if changed like this it may happen to have some more use of saving ally's not just yourself)
Warrior's cunning - recharge reduced to 45 (or even 30 but may be too imba then...better 45) (60 secs is pretty long time. Encounter could end)
Hundred Blades - Recharge reduced with a sec (or two).
Savage slash - recharge reduced to 15 (I woner can they make it 15, since in the system it is often 20, 30, 45, 60 etc)(well it is now good, but once in a 20 secs can reaally question it's location on the bar)
Seeking blade - damage increased to +1-28 (since adding bleeding is not that much as KD or Deep wound) Another ideas are damage stays +1-21 it adds Deep Wound, or +1-21 and it cripples. (It is weak compared to it's hammer relative)
Both Riposte - possible rework - (sword req.) For 8 secs, the next time adjutent target foe uses a melee attack, that attack fails and that foe suffers (maybe a bit reduced dmg) (and on of the riposte get bleed).
Defensive stance - recharge reduced to 30 (ends with skill usage, pretty much used only when moving or building adrenalin under pressure)
Deflects arrows - add +10 armor agains piercing (omg assins hate) (well, this skill is nothing compared to others, but it JUST blocks arrows. Pretty useless if you ask me, why take this when you can just take some other which will block all attacks with a little drawback)
Discipline stance - recharge reduced to 20 (ends with adrenal skill, stays less than defensive) (it is 10 en) It is 10 energy skill so warriors cannot pump it, It ends in 11 secs also, thus again limited use. Can be used to gain adrenalin and using mana skills, which probably will render you out of energy anyway.
Gladriators defence - recharge reduced to 20 (too imba? switch target, use antistance skills, wait to end) It is anti melee skill anyway. Similar to Escape, which have 2 benfists, this also have 2, but it last less time, that is why I suggest reduction to 20 rech.)
Protector's stance - recharge reduced to 30 (you must not move, thus probably won't attack melee. I mean enemy war can be 2 feet away from yer sword and you must move and end the stance to hit him. Very good for bodyguard and npc defense)
Shield stance - recharge reduced to 30. It already require a shield, thus only some warriors may use it. Also it slows you movement.
Shove - You do not lose all adrenalin, you do not get attacks dissabled. Energy increased to 10 or dmg reduced to 10-42. Other variant is E stays 5, dmg too, one 1 drawback (adrenalin loss OR attacks diss). Currently it requires too much and Probably only usable on some hybrid build. Note: Rework idea - Shove - you move THREW target foe KDing him (no bodyblockers) and skill remain with all it's negative sides and lose it's damage.
Warry stance - recharge reduced to 30 (well compared to other stance's suggestions, this will fade out otherwise)
For great justice - recharge reduced to 30. People are not using it these days. Strong side is that is shout and may be combined with some stance.
Flurry - duration increased to 8. (Just like frenzy except for some strange hybrid builds)
Skull Crack - recharge reduced to 8 (yay ^^)
Ranger
Throw dirt - recharge reduced to 30. (before it was elite, but now it is low recharge touch blind)
Whirling - recharge reduced to 45 (Well...same reason as above)
Power & point blank shot, precision - dmg increased to +10-30 (So far dual shot with NO preparations and nature rituals is as efficient as those 2 on soft target, well at least maybe that way power shot may see actual use over the dual shot)
Glass arrows - cause bleeding to all adjustent foes also if blocked.
Lightning reflexes - duration increased to 5-16 (too high may result in whirling underused). (Almost noone takes it for defense since it got 5-11 duration and no one take it for atttack since it recharges for 45 secs...I sometimes take it vs irresistable just to not get KD if bloking with whirling)
Pin down recharge reduced to 8. (In gvg I've seen only archer npc using it)
Determination shot - reworked to recharge stances OR preparations or similar stuff, since almost all attacks recharge for max 6 seconds anyway. (except the pin down lol)
Splinter shot - damage taken including the target that blocked it. Way too much conditional.
Dryder's defences - recharge reduced to 45 (cool skill...but barely seen. Once I saw it as flag runner combined with greater confligulation (typos?))
Antidote signet - rework: gives 6,7,8? secs of immunity to those conditions. Recharge increased to 15. I fear it will become a way too imbalanced (war's applying it before spike), maybe remaint in it's current stay but remove bleed and cripple, also +2 recharge.
Dual shot - recharge increased to 10. (too superiour to power shot on softs even without preparations and spirits).
Quick shot - maybe attack speed set to 3/4 ? (recharge stays same) Well, it won't actually but if very much, since it is used as mid combo most of the time.
About beast mastery skills - most of them are good, bad side is that you must really get used to the pet's way of doing things. It lags, it blocks, it tend to forget some skills and NOT attack when you are not doing it. I agree - taking the pet requires too many slots, so many of the MANY skills it have, are not taken at all at the limited skill bar.
Upcoming skill balance
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w
More suggestions:
Shove (elite), reduce blackout time, increase damage, reduce recharge
Whirling Axe (elite), increase damage (28?), reduce blackout time to 10 seconds when evaded
Vampiric Touch, bite, increase rechage time/reduce damage or increase casting time to 1s.
Combine Charm animal and comfort animal into one skill, right a higher rate of healing.
Shove (elite), reduce blackout time, increase damage, reduce recharge
Whirling Axe (elite), increase damage (28?), reduce blackout time to 10 seconds when evaded
Vampiric Touch, bite, increase rechage time/reduce damage or increase casting time to 1s.
Combine Charm animal and comfort animal into one skill, right a higher rate of healing.
c
Warrior's Hundred Blades. The reset time is too high and it's too hard to hit multiple targets with it. I've already made a lot of points on why it should be buffed in my thread. Here are a couple suggestions I've already made for it:
I Also think that all of the assassin Shadow Stepping skills, especially Death's Charge, should have their reset times dramatically reduced.
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Hundred Blades: 5 Energy cost, 5 second reset. Elite Sword attack. Strike target foe 2...4 times. The effects of any enchantments that take place on attacks have their numbers reduced by 1/3 for this attack. If the skill was changed to work like this, it would still have all of the same uses as it does now; gaining adrenaline and applying on-hit effects like OoV. But it would be far less situational of a skill than it is now, and it would do more reasonable damage. While 4 strikes against a single target is basically the same as 2 against 2 opponents, the reset time is lower so you can get the effects/damage more often, and you don't have to manage to get some complete idiots to stand practically on top of eachother. Here's another suggestion to improve the skill that requires much less re-working: Hundred Blades: 5 Energy cost, 4 second reset. Elite Sword attack. Strike all foes adjacent to you twice. With this change, the reset is at a level that is actually reasonable for the effect, and it's much easier to hit multiple targets. |
s
Only thing I think needs a change is the following:
We need to destinguish attack skills from skills.
Expertise should only trigger on attack skills (requiring weapon use)
We need to destinguish attack skills from skills.
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Originally Posted by ArenaNet
Expertise lets you manage your Energy efficiently by shrinking the cost of attack skills and Preparations.
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l
Quote:
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Originally Posted by wankey
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Combine Charm animal and comfort animal into one skill, right a higher rate of healing. |
I also think Blinding Flash needs adjusting. Blinding is cheap (4 energy every 4 seconds with dual Attunements) and completely shuts down 3 different character classes (Rangers, Warriors, Assassins). Should Dazed be so cheap and easy to apply, to shut down all the caster classes? No, I didn't believe so. It should have a longer recharge, so a single ele can't keep 3 or 4 enemies blind continuously.
I just posted all about the warrioir. Well probably some of them will get imbalanced, but of course those are only suggestions, no more than that. If we post some ideas some of the devs may get inspired and change a skill or two more than the ones they planned
)
The bad stuff is that my point is based on Gvg, thus increasing some of the skill's effect can deliver an imbalaced blow to the smaller arenas, where there is noone to remove your blind, or similar help.
Feel free to flame my madness
))
)The bad stuff is that my point is based on Gvg, thus increasing some of the skill's effect can deliver an imbalaced blow to the smaller arenas, where there is noone to remove your blind, or similar help.
Feel free to flame my madness
))T
C
Quote:
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Disrupting chop (axe mastery) - Well it is good as it is, people seems to like it. ((Old suggestion: Increasing the attack speed to 3/4 (since 1.33 may miss 2 sec spells)) Cleave (axe) - Damage increased to 10-33 (from 10-31). It can have some minor "love". Crude swing (hammer) - Removed the easily interupted drawback. Probably recharge +1sec. This drawback is overput, compared to all other similar like. |
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Belly smash - recharge reduced to 20. (well the situation you will blind someone who will suffer from it except the fallen one is not that often) Ireesistible blow - recharge +2 secs. (pretty good skill IMO, maybe more than needed) I will survive - recharge reduced to 20 (this can be some descent anti bleed/poison skill) |
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Berserker stance - recharge reduced to 25 (well I think in GW's system the won't put recharge to 25, it must be 30 or 20, but 20 is too good, if it is 20, probably increased energy cost) (It is cool, but probably used 1-2 times in encounter) Defy pain - duration increasing as Endure pain (7-19 secs) (The one's that use it will probably benefit from higher str.) Dwarven battle stance - recharge reduced to 20, attack speed increased to 15%. (noone uses that anyay, and most 1 sec spells can STILL be sneaked threw the hits) Griffon's Sweep - add cannot be blocked. (Why not? it is weak compared to irreristable) Protector's strike - add cripple for 2-10 to the effect, recharge +3. (One extra strike won't make that difference, thus maybe adding a cripple will make this one a good along with the bull's strike) Shield bash - Rework suggestion as follows: (shield req.) For 4-8 secs, the next time adjustnet target foe uses attack skill, that foe is knocked down and if it was melee skill, it is disabled for aditional 15 secs. (1 time use again) (this skill is barely used anyway, and if changed like this it may happen to have some more use of saving ally's not just yourself) |
Quote:
| Warrior's cunning - recharge reduced to 45 (or even 30 but may be too imba then...better 45) (60 secs is pretty long time. Encounter could end) |
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Hundred Blades - maybe add +2-13 dmg but I don't see how much that will help, since people use this for adrenalin builder. Savage slash - recharge reduced to 15 (I woner can they make it 15, since in the system it is often 20, 30, 45, 60 etc)(well it is now good, but once in a 20 secs can reaally question it's location on the bar) Seeking blade - damage increased to +1-28 (since adding bleeding is not that much as KD or Deep wound) Another ideas are damage stays +1-21 it adds Deep Wound, or +1-21 and it cripples. (It is weak compared to it's hammer relative) Sun and Moon - adrenalin reduced to 7 (a little buff) Both Riposte - possible rework - (sword req.) For 8 secs, the next time adjutent target foe uses a melee attack, that attack fails and that foe suffers (maybe a bit reduced dmg) (and on of the riposte get bleed). Defensive stance - recharge reduced to 30 (ends with skill usage, pretty much used only when moving or building adrenalin under pressure) Deflects arrows - add +10 armor agains piercing (omg assins hate) (well, this skill is nothing compared to others, but it JUST blocks arrows. Pretty useless if you ask me, why take this when you can just take some other which will block all attacks with a little drawback) Discipline stance - recharge reduced to 20 (ends with adrenal skill, stays less than defensive) (it is 10 en) It is 10 energy skill so warriors cannot pump it, It ends in 11 secs also, thus again limited use. Can be used to gain adrenalin and using mana skills, which probably will render you out of energy anyway. Gladriators defence - recharge reduced to 20 (too imba? switch target, use antistance skills, wait to end) It is anti melee skill anyway. Similar to Escape, which have 2 benfists, this also have 2, but it last less time, that is why I suggest reduction to 20 rech.) Protector's stance - recharge reduced to 30 (you must not move, thus probably won't attack melee. I mean enemy war can be 2 feet away from yer sword and you must move and end the stance to hit him. Very good for bodyguard and npc defense) Shield stance - recharge reduced to 30. It already require a shield, thus only some warriors may use it. Also it slows you movement. |
Quote:
| Shove - You do not lose all adrenalin, you do not get attacks dissabled. Energy increased to 10 or dmg reduced to 10-42. Other variant is E stays 5, dmg too, one 1 drawback (adrenalin loss OR attacks diss). Currently it requires too much and Probably only usable on some hybrid build. |
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Warry stance - recharge reduced to 30 (well compared to other stance's suggestions, this will fade out otherwise) For great justice - recharge reduced to 30. People are not using it these days. Strong side is that is shout and may be combined with some stance. Flurry - duration increased to 8. (Just like frenzy except for some strange hybrid builds) Skull Crack - recharge reduced to 8 (yay ^^) |
You need to spend some more time on other classes.
N
I Just remembered something else that I tink needs to be changed. I Think Riposte and Deadly Riposte need to be moved to the Swordsmanship line. It's a really bad idea to have it use a single weapon (when the warrior has a choice from 3) but not have it linked at all to that weapon's attribute. If there's something preventing that, like causing there to be moer sword skills than axe or hammer ones, then remove the sword requirement from it.
The problem with it isn't so much imbalance, but that it's completely illogical.
The problem with it isn't so much imbalance, but that it's completely illogical.

