More skills before expansion?

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R
Rieselle
Krytan Explorer
#1
I was just wondering if anyone has heard anything about whether they will add more skills to the existing classes in free updates. There's been many large changes since the game was released, but additional skills have been notably absent. I wonder if they'll reserve stuff like that for the expansion, since it sounds like they imply it when they go "expansion will offer more strategic options..."
EmperorTippy
EmperorTippy
Jungle Guide
#2
prolly in expansions but I have no real idea
TideSwayer
TideSwayer
Wilds Pathfinder
#3
I wouldn't be surprised if in the expansion we see skills added to existing class attributes, new attributes for existing classes (each full of new skills), a reshuffling of current skills among existing/new attributes (to balance out stuff if there are any imbalances), new classes altogether, or some combination of anything listed here.
Z
Zeru
Wilds Pathfinder
#4
Frankly as so many skills really suck right now there's no reason to add more till the expansions; they'd be better to buff up certain skills (i.e rend) and nerf some others (i.e natures renewal).
EternalTempest
EternalTempest
Furnace Stoker
#5
Pretty sure new skills is for expansion. Anet has said that enhanements will be free to all but new content (in general) will be expansion. They may throw a bone and give some free skills to all and have the bulk for expansion users only.

But this game is like (will be like) Magic The Gathering that psudo-sucky skill combined with that new class / skill as a subjob rocks situation.
O
Odd Sock
Elite Guru
#6
Quote:
Originally Posted by Rieselle
I was just wondering if anyone has heard anything about whether they will add more skills to the existing classes in free updates. There's been many large changes since the game was released, but additional skills have been notably absent. I wonder if they'll reserve stuff like that for the expansion, since it sounds like they imply it when they go "expansion will offer more strategic options..."
They are having enough trouble balancing skills right now (well they haven't really balanced anything despite alpha and user input) they really shouldn't add any more in the game. If you want examples of inbalances:
- Fertile affecting itself and other spirits
- Nature's Renewal destroying half the skills in the game
- Signet of Humility being without an attribute
- Quickening Zephyr (used by a good team breaks the game)
- Half the elites of the game are worth a little less than crap
- What's the deal with Mind Freeze ?
- Dumb skills like Weaken Armor that could be good if reviewed
- What the hell ? Flare ? Searing Heat ? Rodgort's Invocation ? Stone Daggers ? Rust ? Ice Spear ? Swirling Aura ? Eruption ? Argh the list goes on and on.

Seriously this game is headed downwards by the way they are managing it. Balance the skills! No one gives a dink about new explorable areas. Put the ressources where it counts: PvP. The purpose of GW was to have a highly balanced game. Right now they are failing miserably by their inactions.
M
Morganas
Wilds Pathfinder
#7
Eruption, rodgorts, ,rust, swirling aura, all quite good. And the others you listed all have their place as well.

Nature's renewal is necessary to make builds that aren't enchant heavy viable. If nature's renewal were nerfed, enchants should recieve a nerf across the board too. It's far to easy to be practically invincible with certain enchants, and I hate it that people whine about things like natures renewal when you know it'd be impossible to beat your build without it. Single enchant strips don't work, and lingering curse is nice, but not enough to handle a whole enchant heavy team.
Sagius Truthbarron
Sagius Truthbarron
Desert Nomad
#8
Quote:
Originally Posted by Odd Sock
Seriously this game is headed downwards by the way they are managing it. Balance the skills! No one gives a dink about new explorable areas. Put the ressources where it counts: PvP. The purpose of GW was to have a highly balanced game. Right now they are failing miserably by their inactions.
Personally, and I think I speak for alot of people, I would rather see more content in the game rather than:
The Idiot Savants have won the Hall of Heroes and keep the favor of the gods for America

The Idiot Savants have won the Hall of Heroes and keep the favor of the gods for America

The Idiot Savants have won the Hall of Heroes and keep the favor of the gods for America

The Idiot Savants have won the Hall of Heroes and keep the favor of the gods for America

The Idiot Savants have won the Hall of Heroes and keep the favor of the gods for America

The Idiot Savants have won the Hall of Heroes and keep the favor of the gods for America

The Idiot Savants have won the Hall of Heroes and keep the favor of the gods for America
Phades
Phades
Desert Nomad
#9
Quote:
Originally Posted by Odd Sock
They are having enough trouble balancing skills right now (well they haven't really balanced anything despite alpha and user input) they really shouldn't add any more in the game. If you want examples of inbalances:
- Fertile affecting itself and other spirits
- Nature's Renewal destroying half the skills in the game
- Signet of Humility being without an attribute
- Quickening Zephyr (used by a good team breaks the game)
- Half the elites of the game are worth a little less than crap
- What's the deal with Mind Freeze ?
- Dumb skills like Weaken Armor that could be good if reviewed
- What the hell ? Flare ? Searing Heat ? Rodgort's Invocation ? Stone Daggers ? Rust ? Ice Spear ? Swirling Aura ? Eruption ? Argh the list goes on and on.

Seriously this game is headed downwards by the way they are managing it. Balance the skills! No one gives a dink about new explorable areas. Put the ressources where it counts: PvP. The purpose of GW was to have a highly balanced game. Right now they are failing miserably by their inactions.
You could have summarized your list better by stating the majority of non-air element skills, review the ranger ability to manipulate the skill bar, review all global denial effects, but it could go on for a bit more than that as well.

The game does need adjustments in more areas than just the skills, in addition to new content to keep people interested in the game.
Silmor
Silmor
Wilds Pathfinder
#10
Quote:
Originally Posted by Sagius Truthbarron
Personally, and I think I speak for alot of people, I would rather see more content in the game rather than:
The Idiot Savants have won the Hall of Heroes and keep the favor of the gods for America
I hope you're not implying that the iQ people on this forum suggest balance adjustments just so they can win more often. Your statement smells of cluelessness about the entire state and working of PvP.

A more balanced game benefits everyone, it will allow for a greater diversity of builds to be worthwhile in PvP, which makes the entire game more intelligent, enjoyable and lasting.

Quote:
Originally Posted by Morganas
Nature's renewal is necessary to make builds that aren't enchant heavy viable.
That's rather a weird way to implement it then. It destroys enchantment- or hex-heavy builds altogether and removes the usefulness of a large number of hexes and enchantments (which means they no longer have a justifiable place in a match). If that isn't dumbing down the game, I don't know what is.
Sagius Truthbarron
Sagius Truthbarron
Desert Nomad
#11
Quote:
Originally Posted by Silmor
I hope you're not implying that the iQ people on this forum suggest balance adjustments just so they can win more often. Your statement smells of cluelessness about the entire state and working of PvP.

A more balanced game benefits everyone, it will allow for a greater diversity of builds to be worthwhile in PvP, which makes the entire game more intelligent, enjoyable and lasting.
For one thing, "Balancing" only really effects PvP players. The things claimed to need "Balancing" can already be countered pretty well. "Balancing" only stands to benefit hard-core HoH and GvG players.

More areas could mean more items and better drops for PvP lovers. It will mean a new aspect of the game for those who are tired of running through FoW for the 500th time. More quests for people who like doing quests. More areas to explore. More going out of the old ruetine.

"Balancing" wouln't make the game more fun; it will just make it easier for some players to play and win. Sure, I would like to see more diverse and seemingly outrageous builds work better, but I don't want them to stop a much larger part of the game just so a 1/10th fan base can have a Hammer/Sword/Spirit build or some such.
Sekkira
Sekkira
Forge Runner
#12
I don't get the big outcry to nerf crap if you can't figure out how to beat it. I mean, you have a spirit there, it is causing the effect. Did anyone realise you CAN actually kill it? If you're too mixed up in battle, pull the battle towards the spirit so the AoE's can take them out or a warrior can do so on the side.
V
Vanquisher
Site Contributor
#13
The problem with saying spirits can just be killed, as that Nature's Renewal has already had its effect, as soon as it's been used. All the enchantments, and hexes, are gone. The double cast time isn't nice, but its bearable. The mass stripping of everything, immediately, is just wrong. The fact it can be spammed so easily, is wrong. The fact it screws up around 80% or more of the decent builds around, is wrong.
Z
Zrave
Elite Guru
#14
The problem is that Nature's Renewal, unlike the other spirits, causes an insanely powerful effect as it is used, so killing it won't resolve the problem. By itself that makes maintenance enchantments very poor (with few exceptions like divine boon since its cheap and fast).

The fact that it doubles cast times is also too powerful, especially since that by itself makes water unviable due to all their nukes being hexes, a bunch of mesmer stuff and necro stuff become bad, etc. The list is far too long. The point is that its too powerful and broad a counter.

Similarly, the problem with Fertile Season is that it buffs itself so its resilient, especially when new ones are coming down every 20 seconds with oath shot.

Another skill I think is a bit too powerful is Ward against Melee. There is really no effective counter to it, and its effect is too strong. Compare it to Ward against Elements: It costs less, reduces more damage, and will also hurt your chances of getting attack skills off, such as knockdowns, interrupts, etc. I think that even reducing the cooldown on warrior's cunning, while helpful, would be rather silly due to the fact that you'd have to bring it to be an effective warrior.

Zealot's Fire needs a nerf too. Been saying this for about 4 months now, I hope some of you are starting to agree with me. Does way too much for too little, period. The fact that its such an obvious combo with Ether Renewal, another skill that was already too strong even before the buff it got a few months back, makes me think that Arenanet isn't against cookie cutters after all.
O
Odd Sock
Elite Guru
#15
Quote:
Originally Posted by Morganas
Eruption, rodgorts, ,rust, swirling aura, all quite good. And the others you listed all have their place as well
I hope you're being sarcastic. If not I won't even bother with you.

Quote:
Originally Posted by Morganas
Nature's renewal is necessary to make builds that aren't enchant heavy viable. If nature's renewal were nerfed, enchants should recieve a nerf across the board too. It's far to easy to be practically invincible with certain enchants, and I hate it that people whine about things like natures renewal when you know it'd be impossible to beat your build without it. Single enchant strips don't work, and lingering curse is nice, but not enough to handle a whole enchant heavy team.
Thing with NR is that at least half the skills in this game are either enchantments or hexes. Then what do you have sitting around ? You got NR that will remove all enchantments in a HUGE area and double the cast time. What's even worse is that it does the same effect at 0 or at 16 spec. So you have a global enchant and hex removal that you can repeatedly spam with Oath Shot. Sure you can kill the thing but who cares ? After you've put all your enchants up they all go down cause the kid has just created a new one.

What NR does is force teams to bring it along. You either use it or lose to it. It also destroys the strategy element of this game. NR destroys Mesmers, Necros, lots of monk skills and makes water elementalists totally useless. Use any of those and you're often there waiting with your hands up for 4 or 6 seconds doing nothing. No one can justify a skill like NR in it's current state. As I said before, it's a 0 spec strategy destroyer and if you really want to be able to live through it then you're looking at a 20-30 skill listing instead of a 100 skill listing

Quote:
Originally Posted by Phades
You could have summarized your list better by stating the majority of non-air element skills, review the ranger ability to manipulate the skill bar, review all global denial effects, but it could go on for a bit more than that as well.
I totally agree but I only have that much time. Naming everything that's wrong balance-wise would take hours especially if I had to explain it all.

Quote:
Originally Posted by Sagius Truthbarron
For one thing, "Balancing" only really effects PvP players. The things claimed to need "Balancing" can already be countered pretty well. "Balancing" only stands to benefit hard-core HoH and GvG players.
This game is designed with a PvP aspect to it. All the skills monsters use against you are PvP oriented skills. Anet put them on mobs so you can get a feel of PvE through the grind before actually doing HoH or GvG. Balancing is necessary. Hardcore of softcore PvP it's mandatory.

Quote:
Originally Posted by Sagius Truthbarron
"Balancing" wouln't make the game more fun; it will just make it easier for some players to play and win. Sure, I would like to see more diverse and seemingly outrageous builds work better, but I don't want them to stop a much larger part of the game just so a 1/10th fan base can have a Hammer/Sword/Spirit build or some such.
What the hell ? Balancing is supposed to take away abuses. I dont mean to be harsh but that's the most ridiculous comment ever. If everything is balanced, the game will be like starcraft where truly your strategy and skill will win. Not you abusing a dumb skill cause it's broken.

Quote:
Originally Posted by Sekkira
I don't get the big outcry to nerf crap if you can't figure out how to beat it. I mean, you have a spirit there, it is causing the effect. Did anyone realise you CAN actually kill it? If you're too mixed up in battle, pull the battle towards the spirit so the AoE's can take them out or a warrior can do so on the side.
Once again, there is no counter to NR. It comes up and ''whoops there goes our entire build''. Now you kill the spirit fight for 5 seconds ''whoops it went up again''. It can be 0 or 16 spec it'll always do the same damned thing and it'll always screw you up big time. Sure you can slug the spirit but I dont' think you know what that means in competitive or upper-tier PvP. Killing a spirit means you're taking ressources off your offense to take down a creature that has already caused it's effect and that will come back up very shortly. That 2 second you wasted taking it down is enough for the opponent's offense to hurt you badly. There is no counter to some of skills realistically speaking. Trust me Sekkira, we play tombs alot and we see how the metagame is being twarted by NR and Fertile. It's actually quite sad that a promising game like GW is tumbling because the devs, even though alpha players brought up the issue, aren'T balancing. It's way more important to balance the damn game than add new areas.
Silmor
Silmor
Wilds Pathfinder
#16
Quote:
Originally Posted by Sagius Truthbarron
For one thing, "Balancing" only really effects PvP players. The things claimed to need "Balancing" can already be countered pretty well. "Balancing" only stands to benefit hard-core HoH and GvG players.
So my hunch was correct, you're clueless about PvP. Let's say Zealot's Fire was rebalanced as ZRave suggested (and I agree, it is overpowered in combination with divine boon and draw conditions especially). This will affect about 50% of the current PvE farming population who are using this skill for cheap killing. They won't like it, but that's because farming isn't about fun and challenge, only about profit.

The countering argument is addressed already.

How does balancing only affect hardcore GvG and HoH players? They're exactly the ones who are running these imbalanced skills, simply because not running them puts them at an unreasonable disadvantage. Who benefits most from rebalancing the skills are the pickup groups who try to think outside the box. Right now they hardly stand a chance in GvG/HoH simply because they face those imbalanced skills and can't do a thing about them short of using them themselves. You've got it entirely backwards.

Quote:
Originally Posted by Sagius Truthbarron
"Balancing" wouln't make the game more fun; it will just make it easier for some players to play and win. Sure, I would like to see more diverse and seemingly outrageous builds work better, but I don't want them to stop a much larger part of the game just so a 1/10th fan base can have a Hammer/Sword/Spirit build or some such.
Yes, it will give less hardcore players more chance to win, because people won't be forced to run certain skills to be competitive. I see that as a good thing. PvE already is a much larger part of the game. People played through it, got bored, started whining. New PvE content will be just the same - people play through it, get bored, start whining. Rebalancing of skills however improves things in the long run - PvE becomes more challenging since farmers etc. can't abuse cheap skills for amassing wealth, PvP becomes more enjoyable and longer-lasting because of more diversity.
d
dargon
Furnace Stoker
#17
On Natures Renewal, it's a flavor of the month thing right now. When the game came out, people thought Rangers sucked, now you see whole teams of them. Natures Renewal is a strong spell, but really no more so than meteor shower which can royally screw a team that's closely packed together, Frozen Ground which negates your monks ability to res, Iron Mist which makes you immune to EVERYTHING except lightning. EoE, which hose a team right quickly if used right. Rangers have no enchantments and need a way to deal with the heal balls, etc, NR is that way. It's not unbalanced, just kill the Ranger thats casting it or don't rely on an enchantment heavy build, be a little more flexible.
V
Vanquisher
Site Contributor
#18
You're actually quite wrong with that post, in my opinion. People who aren't diverse will think everything sucks, until proven otherwise. Plenty never thought Rangers sucked. And, what are you talking about? Meteor Shower hits 4 times, deals negatable damage, knocks down, sure, but can be escaped with general ease. Frozen Soil doesn't stop a Monk ressing, it stops everyone ressing. Monks, in higher levels of PvP, don't generally carry res skills. (For the record, it's not a spell. It's a skill, which means less ways of interrupting.) Iron Mist is something you cast on the opposition, not yourself. Edge of Extinction isn't the same type of thing, either. That's like saying Symbiosis is a really strong skill if used right. Lots of skills are. The fact is, Nature's Renewal is just an instant demolition of Builds, Skills, and everything, which can be used excessively.

Rangers do not need a way to deal with Heal Balls, no class should be able to counter everything in the game. Do Warriors have a way to counter Heal Balls? You could say Elementalists and Mesmers do, hell, even Necros, but do Monks? If going through with the Elementalist and Mesmer way, Rangers have a few interrupts that can be used, AoE damage through Ignite Arrows, Energy Denial through Debilitating Shot, ways to deal with spike through Fertile Season, Symbiosis, etc. Each class is counterable, through a degree of different skills. NR is overpowered, as it screws over 50% of the skills in this game, and with that, over 80% of the decent builds.

And killing them isn't as easy, either. If your offence also uses Enchantments, and note, they don't have to be excessive enchantment builds, but any enchantment whatsoever, then you're pretty screwed. Aside from that, he'll have, probably 3 Monks helping him. Good luck with that.

If you can't see the reasons why it's overpowered, you really need to think about the PvP in general in this game. You need to think about how many skills it effects, how many, whole attribute lines it demolishes, and how it does so. It's not something that can be killed, and then the problem is solved, such as Fertile Season, Symbiosis, hell, even Muddy Terrain, it's an instant, mass enchantment and hex removal, with a nasty after effect, too. And, worst of all, there is no maintainable and efficient counter.
M
Morganas
Wilds Pathfinder
#19
Anyone who thinks non air skills are bad simply hasn't tried them. Earth eles outclass them in every way, and water eles have their place. Fire also has its place in the "king of the hill" hoh map, and incidental dmg is great for overloading healers.

To Odd Sock: You'd have to be pretty narrow minded to not see the use in some of those skills. Rust makes signet rings pracitcally unusable, especially rez signet (ever heard of a signet healer?). Eruption is an awesome pve ability, and pretty useful to drive a group of warriors away from your monk in pve, as long as he knows not to run. And rodgorts, yeah, it's costly, but it its the only spell in its class that doesn't cause exhaustion, and if you have a means of restoring energy, or use glyphs, it's great.

Swirling does suck, I was thinking of mist form when I said that.
Sagius Truthbarron
Sagius Truthbarron
Desert Nomad
#20
Take into consideration that not everyone can just sit down and play the same 7-14 maps over and over again for 2 months. The current PvE conent takes around a month to finish the first time. PvP, while adictive, doesn't captivate the mainstream person in such a manner that they would stick to that everyday for years

I'm sure people who overplayed the Battlefield 1942 (A game that only had around 9 maps) wouldn't really understand that not everyone likes to "Grind" "Fun". Not everyone one wants to do the same thing over and over again for the rest of their lives.

The average person wants new and better content.

The average fan boy wants a more adictive and easier to win expireince.

Why balances instead of updates? Why repackage the same content? It's a long winding process, balanaces.