User:Shard/Badly Designed Skills
From Guild Wars Wiki
WIP
[edit] Skills without viable counters
These are skills which have no counter worth bringing, or in other terms, unstoppable skills.
Death's Charge
Dark Prison
Shadow Prison
Death's Retreat
Beguiling Haze
Recall
Shadow Meld
Aura of Displacement
Teleporting to other locations at will will never be balanced.
In a game based on staying alive, complete invincibility probably isn't a good idea.
Warmonger's Weapon
Vengeful Weapon
Weapon of Warding
Weapon of Remedy
Resilient Weapon
Wailing Weapon
Weapon of Fury
Weapon of Aggression
Ghostly Weapon
Nightmare Weapon
Spirit Light Weapon
Splinter Weapon
Sundering Weapon
Vital Weapon
Weapon of Quickening
Weapon of Shadow
Weapon of Renewal
Xinrae's Weapon
Because they're unremovable. Some chants should also go here.
For obvious reasons.
[edit] Inherently Bad Skills
These are skills that are so poorly designed that they can never be both balanced and usable. Basically, they are either too good or really bad. These skills should not be in the game. This list is not done.
Augury of Death - Gives every profession access to ranged DW.
Entangling Asp - Gives any profession ranged KD.
Rampage as One - Permanent IAS + speed boost is bad.
Wail of Doom - For obvious reasons.
Splinter Weapon - Under best conditions, does over 600 damage. Under worse conditions, does 0.
Warmonger's Weapon - Keeps one caster locked down for 15-20 seconds.
"Incoming!" - 50% party-wide damage reduction is way too good.
Song of Power - Nobody is gonna spend 25 energy to shut their own party down.
Avatar of Melandru - Cuts the amount of counters to scythe dervishes down to 1: movement.
Rending Touch - Unconditional, spammable enchantment removal.
Sand Shards - It eventually gets to a point where its damage beats actual scythe damage.
[edit] Infinite Reward
These are skills that always give positive results, even when its best condition(s) isn't met.

