User:TimeToGetIntense/game balance june08

June balance proposal:

This time only 11 skills, no explainations, really easy read.


 * : Lower recharge to 4 seconds, add clause: 50% fail chance at 0 strength. Move to Strength.


 * : Increase recharge to 10 seconds. Increase duration to 3...12 seconds. Lower energy loss to 3...1. Lower block chance to 50%.


 * : In addition to its current damage, add "This attack deals +1...8...10 additional damage for each condition on your target. (Maximum +30)".


 * : Change functionality to "Enchantment Spell. For 3...10...12 seconds, Every 3 seconds, you gain health equal to your current energy.", Lower energy cost to 5, increase recharge time to 20 seconds.


 * : Increase KD duration to 3 seconds, 50% fail chance at 8 or lower.


 * : Lower number of spells affected to 1...2...2.

Ok, I lied. I want to explain something here. Gale needs this change imo, it would improve the game. But only if GoLE became primary ele only, this way the 8 or less fail chance on Gale would matter because Ele secondarys would have to spec for E-Management and therefore not be able to run Gale... Mesmers would need to spec in Inspiration, for example.


 * : Unsplit in PvE/PvP and revert to before May update.


 * : Unsplit in PvE/PvP. Add: Your spells activate 20% faster for each enchantment (maximum 60%). Change duration to 1...9 seconds.


 * : Lower recharge time to 2 seconds. Change functionality to: Spell. Target foe is struck for 5...50 fire damage. For each Elemental hex on target foe, that foe is struck for an additional 3...30 fire damage (Maximum 60 additional damage).


 * : Change functionality to: Hex Spell. For 4...9 seconds, target foe's next elite skill costs 5...11 more energy.


 * /: Increase recharge to 10 seconds. Add: for 6 seconds after using this skill, your attacks cannot be blocked by Knocked Down foes.