ArenaNet:Skill feedback/Miscellaneous/Remove no-attribute effects

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No attribute effects lead to gimmicky builds

Issue 1
Relatively powerful effects at no attribute cost.
Suggestion
Make everything scale with attribute and fail with low attribute levels. For example, enchant removal skills are potentially a large source of imbalance. If you only want to remove enchantments without need for other benefits(like draining enchantments to solve your energy needs or shattering them to cause trouble for the other team's monks), a lot of enchantment removal options state "remove an enchantment." This is flawed. Instead, have them remove 0...1...1 enchantments and require a modest attribute investment(about 4 attribute points). This could also fix Rending Touch(have it remove 0...1...2 enchantments based on mysticism with the breakpoints at 4 and 12.)
Issue 2
Misuse by secondary professions.
Suggestion
Let's use Glyph of Energy as an example. Before it was nerfed, it reduced energy cost by 25(with no attribute investment) and prevented exhaustion. Guess what? Mesmers started using Elementalist secondary solely for Glyph of Energy to negate the cost of Conjure Nightmare(which was 25 energy at the time). Coupled with Auspicious Incantation, mesmers could generate a lot of energy and health degeneration for 5 energy and 3 skill slots.
Another example I'll use is Glyph of Lesser Energy. It's useful for elementalists all right, but to be fair I would say it is a little too useful at 0 energy storage. I currently use the skill on my mesmer as energy management and it's great considering it doesn't cost me anything but 5 energy. Shield of Regeneration monks use this a lot as well.