ArenaNet:Skill feedback/Paragon/Shouts, Chants, and Echoes

Skye Marin's Issue 06:18, 20 February 2008 (UTC)

 * Issue: On a motigon, in cases like zergway, some serious chant and shout stacking happens to give teams with large amounts of non-pressurable healing with few viable counters. This has caused plenty of nerfs to skills that are weak-ish compared to similar skills on other support classes.


 * Suggestion: Change some mechanics to more easily defeat zergway or stacking paragons, so that more, better buffs for lone-team or diversified paragons can emerge. Examples are:
 * make foes suffering from weakness not able to come under the effect of an indirect shout or chant
 * have a trigger limit number for some non-renewing echoes, like Energizing Finale / Finale of Restoration, while still buffing the skills overall
 * have copies of a shout or chant on your bar be disabled for their recharge time when you come under the effects of that shout or chant from an ally on your team, then buff skills like "Incoming!",

Discussion

195.66.94.4 -- 14:51, 12 June 2009 (UTC)

 * Issue:Same as above


 * Suggestion: Make all echoes count as enchantments and lower their recharge and activation (and duration for finales). Force all of the same party wide shouts and chants in the party to be disabled for their recharge time when one of them is used, as suggested above then buff the skills back into their former glory.


 * Reason: Having to bring specific counter for each type of gimmick makes it more Build wars than Guild wars. Making it easier to counter by more common means would promote active play as oppose to passive play. making redundant skills disabled promotes playing balanced builds as opposed to gimmick one profession only builds.