User:Borotvaltgandalf/update may 14

Assassin

 * : added an after-cast delay.


 * This skill was only used because WE warriors had enough energy to use it. Nerfing Both it and WE was unnecessary. It's only a little worse than Augury of Death anyway


 * : functionality changed to: "You are healed for, and you Shadow Step to a nearby location directly away from your target."
 * : functionality changed to: "All adjacent foes are Poisoned for seconds, and you Shadow Step to a nearby location, directly away from your target."


 * These skills were useless for assassins, and are useless now. Assassins don't want to shadow step directly away from foes, since they are a melee profession. Now after successfully nerfing Stance tanks, you gave monks 15 and 10s recharge shadow step and selfheal/poison.


 * Noticeboard: Shadow Form and Palm Strike - both causing serious problems in the game - didn't get nerfed. The first one has been broken for a year.

Elementalist

 * : functionality changed to: "For 5 seconds, plus 3 additional seconds for every rank of Energy Storage, you deal an additional cold damage whenever you cast a Water Magic hex."


 * This skill was useful only because mesmers used elementalist skills with fast casting. The nerf was needed, although a simple functionality change could be more approppriate.


 * : functionality changed to: "Target foe is struck for cold damage. If target foe is on fire, Steam Blinds that foe for  seconds."


 * Steam was used because of a 8 second cheap blind. The nerf was unnecessarily strong would have been more approppriate.
 * Noticeboard: Fire Magic AoE, which has been causing serious problems in HA wasn't nerfed.

Mesmer

 * : decreased Energy cost to 5.


 * Illusionary Weaponry isn't used because it doesn't increase DPS.
 * Noticeboard: Visions of Regret, a game breaking change was left unnoticed.

Monk

 * : increased recharge to 20 seconds.


 * The problem with castigation signet was that it gave the monks the ability to damage and maintain their energy supply even when maintaining two SoH-s. Nerfing both it and Strength of honor was unnecessary. (Protip: think about what is causing problems before making changes)


 * : decreased duration to seconds; increased recharge to 12 seconds.


 * This nerf was needed, BUT not nerfing hexes' recharge was a bad idea.


 * : decreased non-conditional healing to ; increased conditional healing to.


 * No meaningful changes. This won't change WoH usage.


 * Noticeboard: Ray of Judgment wasn't changed, the game AI doesn't recognize it as an AoE spell.

Necromancer

 * : increased recharge to 5 seconds.


 * The problem with the skill that it breaks inter-profession dynamics. Necromancers should have never given a draw.


 * : decreased healing reduction to 20%.


 * The main problem with lingering curse that it's AoE, long-lasting, cheap, can be cast quickly and has no meaningful energy cost for a necro.


 * Noticeboard: Long-lasting necromancer hexes still homogenize PvP. It wasn't addressed.

Ranger

 * : functionality changed to: "If this attack hits, your target bleeds for seconds."


 * 5 energy Screaming Shot without the range part. One more mindless fire-and-forget skill.


 * : functionality change to: "If this attack hits, your target bleeds for seconds. If it hits a foe that is moving or knocked down, that foe takes + damage and is crippled for + seconds."


 * Unconditional bleeding... it will still have it's old effect in KD-spikes and vs moving foes.


 * : decreased conditional damage to.


 * Okay: Forked arrow


 * Noticeboard: Mindless ranger interrupt spams and ranger spike left unaddressed.

Ritualist

 * : increased recharge to 25 seconds.


 * 2 second casting time would have been better.


 * Noticeboard: Ritualists still heal for more than monks. And they have an useless attribute, which was also not addressed.

PvP
This was when I almost went head vs wall mode...

Monk

 * : decreased damage to.


 * This skill was BOONED


 * : reduced casting time to .25. Functionality changed to: "For seconds, hostile spells and attacks against 'target other ally' fail."


 * Okay: You killed blockwebs, but you didn't kill the need for blockwebs.
 * Noticeboard: Aegis(PvP): Second worst idea ever implemented... the first one was Shadow form around 1 year ago.

Warrior

 * : this skill is now a stance.

Dwarf

 * : functionality changed to: "Strike target foe for damage. If target foe is knocked down, that foe takes an additional  damage and suffers from Cracked Armor for 14..20 seconds."


 * This idea is good, but it should be a melee attack (with the appropriately reduced bonus damages.

Faction Skills

 * : functionality changed to: "For seconds, your elemental attributes are boosted by 1, you gain 1 Energy for every 10 ranks of Energy Storage, and you are healed for % of the Energy cost each time you cast a spell."


 * Good! AoR + old elemental lord. What a shame that RoJ Criers still deal more armor ignoring damage than searing flames, the only skill which one's usage was affected with this change.


 * : decreased recharge time to 5 seconds.


 * idea: Good. actual effect: Nothing because spirit spamming takes too much time. Communing&spawning power needs to be tweaked.

Vanguard

 * : this skill no longer requires touch range.


 * ___  ?
 * O_O|
 * \ ___/
 * \ ___/


 * Noticeboard: PvE skills still promote grind which is bad for a Game of Skill.

Mesmer

 * : this skill now also affects adjacent foes.


 * /agree.

Monk

 * : increased damage to.


 * Pff... more smiting love? Anyway Physicalway will never be famous thanks to Shadow form's perma invincibility and 600/smite runs (one man clearing whole dungeons and end-game areas). Which - like most of serious game breaking problems - weren't addressed by the balance department. Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 12:21, 26 May 2009 (UTC)