User:Shard/Literal Changes

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[edit] General

  • Expertise - "For each point in expertise, your stances and preparations last 4% longer." Adjust length of ranger stances and preps, and lower cost of high cost ranger skills to compensate.
  • Soul Reaping - "Whenever a non-summoned creature dies, you gain 1 energy for each point in Soul Reaping."
  • Mysticism - The energy gain on losing enchantments is a cool idea, but the more peole you add to a team, the more unpredictable it becomes. In teams with heavy enchantments (like teams with aegis or tainted flesh, plus monk prots), Dervishes are being enchantd so often that they can ignore energy problems. Function should be changed to one of the following:
    • "Whenever you remove an enchantment from yourself, you gain 2 health for each rank in mysticism and 1 energy for every 3 ranks."
    • "Whenever one of your enchantments ends on you, you gain 2 health for each rank in mysticism and 1 energy for every 3 ranks."
  • Blocking - Block rates are capped at 66%. Like all other caps, single skills can increase a character's chance to block by more than 66%.
  • Spirit effect range - Effects of non-attacking spirits reach out to earshot distance.
  • Offensive Shadow Stepping - see Shadow Stepping Section.
  • Zero - Damage and healing values of 0 no longer set off damage triggers or healing triggers.
  • Ganking - To discourage ganking in maps involving more than two teams, each losing team now has the buff "Enemy of my Enemies - While you are not the winning team, whenever you deal damage to a foe with this buff, you take that much damage."

Expertise, Soul Reaping, and Mysticism have always been more or less random passive energy management which could be abused more than intended. Working expertise like Spawning Power by increasing some ranger skill durations would destroy all r/d, r/w, r/p, r/a gimmicks. Limiting Soul Reaping to living things not only makes sense, it prevents abuse from spirits and minions. Mysticism is cool, but when anyone can donate 3-5 energy to you for free, it takes away from having to manage energy.

Zero damage isn't damage and shouldn't trigger damage stuff like rof or balthazar's spirit. Likewise, zero healing shouldn't trigger healing triggers.

[edit] Random/Team Arenas

  • Leadership gives double the usual energy bonus in these arenas.

[edit] Heroes' Ascent

See User:Shard/HA_Changes

[edit] Guild Battles

  • Fixed a bug on Uncharted Isle that sometimes caused players and Guild Thieves to get stuck in the doors.

[edit] Skill Changes

[edit] Warrior

  • Steady Stance Steady Stance - "For 10 seconds, the next time you would be knocked down, you gain (1...6) energy instead. If the knockdown was caused by a foe, you gain (1...5) strikes of adrenaline."

SS was too easy to use to fuel endless drunken/desperation blows while building insane amounts of adrenaline.

[edit] Ranger

  • Burning Arrow Burning Arrow - 10 Energy10 Recharge time
  • Choking Gas Choking Gas - Now only spreads Choking Gas if it hits the target.
  • Comfort Animal Comfort Animal - "You heal your animal companion for 20...87 Health. If your companion is dead, it is resurrected with 10...48% Health and your other Beast Mastery skills are disabled for 20 seconds."
  • Distracting Shot Distracting Shot - 5 Energy½ Activation time20 Recharge time - If it interrupts a skill, it recharges twice as fast.
  • Forked Arrow Forked Arrow - 10 Energy15 Recharge time. New function - "Shoot two arrows at target foe. Each of those arrows has a 25% chance to miss."
  • Glass Arrows Glass Arrows - 10 Energy2 Activation time24 Recharge time, Set duration to 24 seconds
  • Magebane Shot Magebane Shot - Moved to Expertise, 5 Energy½ Activation time10 Recharge time - "If this hits, it interrupts target foe's action. If that action was a skill, it is disabled for (0...8...10) seconds. This cannot be blocked by enchanted foes."
  • Rampage as One Rampage as One - 25 Energy60 Recharge time, Increased duration to (6...18...22) seconds.
  • Savage Shot Savage Shot - 10 Energy½ Activation time10 Recharge time - If it interrupts a skill, it recharges twice as fast.
  • Smoke Trap Smoke Trap - 15 Energy2 Activation time20 Recharge time, decreased blind/daze duration to (3...6) seconds.

The ranger interrupts recharge too quickly, and players who spam them mindlessly eventually even hit quarter second casts. Rewarding successful interrupts with a normal recharge would prevent mindless interrupt spamming.

RaO's ability to be upkept 100% of the time made it impossible to get away from. Changing it to a 30% uptime godly boost would still make it deadly, but would give monks a change to recover from the damage they just took. Comfort animal needs to blackout other beast mastery skills so that the owner is forced to care about his pet, not just res it for a one-use RaO and let it die again.

[edit] Monk

  • Strength of Honor Strength of Honor - Revert damage. Now changes weapon's damage to Holy damage.
  • Life Sheath Life Sheath - 5 Energy1 Activation time15 Recharge time - "For 60 seconds, target ally has 2...24...30 damage reduction. This ends after preventing 40...168...200 damage."

[edit] Necromancer

  • Barbs Barbs - 10 Energy2 Activation time10 Recharge time - Now lasts 5...15...17 seconds.
  • Depravity Depravity - 10 Energy2 Activation time20 Recharge time - "For 8 seconds, the next time target foe casts a spell, that foe and all nearby foe each lose 1...7...9 energy."
  • Faintheartedness Faintheartedness - Decreased duration to 5...15...17 seconds.
  • Gaze of Contempt Gaze of Contempt - 5 Energy1 Activation time30 Recharge time - "Remove an enchantment from target foe. If that foe is above 80% health, this skill recharges instantly."
  • Order of Apostasy Order of Apostasy - 15 Energy2 Activation time10 Recharge time "The next time each ally in earshot hits a foe with physical damage, that foe loses one enchantment and you lose 80...32...20 health."
  • Rend Enchantments Rend Enchantments - 5 Energy1 Activation time20 Recharge time - "Target foe loses an enchantment. If it was a monk enchantment, you lose 150...50...25 health. Otherwise, remove another enchantment from that foe."
  • Rend Enchantments Rend Enchantments - 5 Energy1 Activation time20 Recharge time - "If target foe has more than 5...3...2 enchantments, remove all enchantments from that foe."
  • Rip Enchantment Rip Enchantment - 5 Energy1 Activation time30 Recharge time
  • Shadow of Fear Shadow of Fear - 10 Energy1 Activation time30 Recharge time
  • Soul Barbs Soul Barbs - No longer does damage when a character gains a hex he or she already had.
  • Soul Bind Soul Bind - 15 second duration.
  • Vampiric Spirit Vampiric Spirit - 5 Energy1 Activation time2 Recharge time - (Elite Enchantment Spell) - "If you're not under a necromancer enchantment, you steal *** health from target foe and gain +*** health regeneration for 10 seconds."

Necromancer hexes in general recharge too quickly.

This new depravity still applies massive energy loss, but is more active and easier for good monks to avoid.

Order of Apostasy, rend, and gaze allow teams to remove all forms of defense from enemies without requiring anything.

Vamp spirit made bloodspike teams not only have a powerful offensive spell, but also supplied them with an insane amount of defense.

[edit] Mesmer

Signet mesmers or plague sending n/me could easily keep 2 physicals permanently blind with this skill. Putting such a good skill in a less popular attribute might force people to come up with new builds.

Wastrel's worry's zero second recharge allows noobs to spam it on anything they see and still do tons of damage, regardless of how good the other person is at canceling it. A higher recharge would force them to use it properly.

[edit] Elementalist

  • Mind Blast Mind Blast - 5 Energy1 Activation time8 Recharge time - Moved to Energy Storage - "For each point of energy you have more than target foe, that foe takes 0...2...2 damage."
  • Grasping Earth Grasping Earth - 5 Energy1 Activation time20 Recharge time - Reworked to "For 1...12...15 seconds, all nearby foes move 20% slower and are unaffected by other movement speed effects."
  • Freezing Gust Freezing Gust - 5 Energy1 Activation time10 Recharge time
  • Mirror of Ice Mirror of Ice - 5 Energy¼ Activation time10 Recharge time - "For 60 seconds, target ally is enchanted with ~. The next time that ally would take damage from an enemy spell, that foe takes 5...37...45 damage instead."
  • Mirror of Ice Mirror of Ice - 5 Energy¼ Activation time30 Recharge time - (sorry, don't know if you can do this, but my game can do it so yours should) "For 8 seconds, target ally is enchanted with ~. The next time a foe casts a spell on that ally, that foe casts that spell on himself instead. This recharges 0...16...20 seconds sooner."

Mind blast was an easy way for eles, who already have plenty of energy, to gain even more energy, on top of the fire attunement they carry. Mind Blast ruined fire eles. It needs to be toned down.

Savannah heat does way more damage than it's costed for.

Water eles are supposed to be good at snaring, but no character should have a 120% maintainable snare. Freezing gust lasting 50% of the time will force water eles to bring a second snare if they want to keep someone not moving.

Mirror of ice is useless unless used in gimmicky spike builds. Build Wars.

[edit] Assassin

  • Expose Defenses Expose Defenses - For (0...12...16) seconds, while not under any other assassin hex, target foe cannot block your attacks.

[edit] Shadow Stepping

  • All skills that allow shadow steeping now don't shadow step in pvp anymore.

[edit] Ritualist

  • Bloodsong Bloodsong - 10 Energy3 Activation time30 Recharge time
  • Mend Body and Soul Mend Body and Soul - "Target ally is healed for 20...44...50 Health. For each spirit in earshot, that ally is healed for 5...17...20 additional health. If you're holding an item, that ally loses a condition."
  • Nightmare Weapon Nightmare Weapon - 10 Energy1 Activation time20 Recharge time
  • Painful Bond Painful Bond - No longer triggers from damage dealt by bloodsong.
  • Soothing Memories Soothing Memories - 5 Energy1 Activation time3 Recharge time - "Target ally is healed for 20...44...50 Health. For each spirit in earshot, that ally is healed for 5...17...20 additional health and you gain 1 energy."
  • Vengeful Weapon Vengeful Weapon - Now only steals as much life as damage dealt, similar to Reversal of Fortune.
  • Vital Weapon Vital Weapon - 5 Energy1 Activation time5 Recharge time
  • Warmonger's Weapon Warmonger's Weapon - 10 Energy1 Activation time20 Recharge time - "For 20 seconds, Each time target ally interrupts a foe with an attack, that foe takes 5...37...45 damage."
  • Weapon of Remedy Weapon of Remedy - 5 Energy1 Activation time3 Recharge time
  • Weapon of Warding Weapon of Warding - "For (current) seconds, while target ally is not enchanted, that ally gains + 1...3...4 health regen and has a 50% chance to block attacks."
  • Xinrae's Weapon Xinrae's Weapon - 10 Energy¼ Activation time20 Recharge time - "For 1...4...5 seconds, whenever target ally becomes the target of an enemy spell, that spell fails and is disabled on all foes for 5...17...20 seconds."
Ritualist heals in general are too powerful. They outdo the monk healing line, save the elites. Build Wars.
Warmonger's Weapon was broken with an unlimited number of interrupts.
Vital weapon was passive spike prevention on an already overpowered defensive profession.

[edit] Paragon

  • "Go for the Eyes!" "Go for the Eyes!" - 3 Adrenaline0 Activation time0 Recharge time - "For 10 seconds, target ally's next attack has a 5...54...66% additional chance of being a critical hit."
  • "Go for the Eyes!" "Go for the Eyes!" - 4 Adrenaline0 Activation time1 Recharge time - "For 10 seconds, each ally's next attack has a 5...54...66% additional chance of being a critical hit. This ends for an ally if that ally uses an attack skill."
  • Anthem of Envy Anthem of Envy - Changed to "For 10 seconds, each party member's next attack skill against a foe with more health deals +5...21...25 damage."
There's more to come.
GFTE is too much energy management and passive damage for spike paragons.
Anthem of Envy made ranger spike a joke. Changing the conditional to "more health" makes it harder to spike low health targets and makes the skill's name make sense.

[edit] Dervish

  • Armor of Sanctity Armor of Sanctity - Increased cast time to 1 second, increased recharge time to 20 seconds.
  • Avatar of Melandru Avatar of Melandru - New function. "For (whatever) seconds, you have +100 health, and whenever you use a skill, you lose one condition. This skill is disabled for 120 seconds."
  • Ebon Dust Aura Ebon Dust Aura - "Your melee attack skills cause blindness for..."
  • Watchful Intervention Watchful Intervention - Decreased duration to 30 seconds.
  • Chilling Victory Chilling Victory - Now only does conditional damage if the attack hits.
  • Reaper's Sweep Reaper's Sweep - Reduced damage to (10...26).
  • Wounding Strike Wounding Strike - 5 EnergyN/A Activation time3 Recharge time - "You lose one enchantment. If this attack hits, it inflicts bleeding for (whatever) seconds. If you lost an enchantment, it also causes Deep Wound for (whatever) seconds."
  • Victorious Sweep Victorious Sweep - 5 EnergyN/A Activation time10 Recharge time
  • Rending Touch Rending Touch - "Lose one enchantment. If you lost an enchantment this way, target touched foe loses an enchantment."

Rending touch is unconditional spammable enchantment stripping for little cost. Victorious did too much damage with too quick of a recharge. Chilling Victory's ability to hit things it doesn't hit is retarded. Melandru causes problems because it can't be countered with standard anti-melee conditions such as cripple, blind, or weakness, and it can't be spiked due to its high health and immunity to DW. Making it more Dwayna-esque will fix those problems.

Ebon Dust Aura allows ranged characters to cause blind with any attack skill, which is not its intended use.