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.
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
- Reordered all maps. The new map order is:
- The Hall of Heroes now has a fixed objective - King of the Hill.
- Broken Tower is now a 1v1 King of the Hill match.
- Fixed a bug in Golden Gates, Sacred Temples, and The Courtyard that allowed projectiles to travel through closed doors instead of open doors.
Based on how the new maps play, this section might change. However, Antechamber must be deleted ASAP, there is zero strategy involved. Newer tombs players need a way to learn the more complex objectives early on, so having an altar objective on Broken was a good idea before it was changed.
Antechamber was a failure on an epic scale. Cap points isn't tactical when it's so linear. Relic runs in HoH was also a failure of epic proportions. Running a relic through your own territory can barely even be called an objective.
[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 - "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
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 - 5
, 1/2
, 20
- If it interrupts a skill, it recharges twice as fast.
Glass Arrows - 10
, 2
, 24
, Set duration to 24 seconds
Rampage as One - 25
, 0
, 60
, Increased duration to (6...18...22) seconds.
Burning Arrow - 10
, 0
, 10
Keen Arrow - 10
, N/A
, 10
Savage Shot - 10
, 1/2
, 10
- If it interrupts a skill, it recharges twice as fast.
Choking Gas - Now only spreads Choking Gas if it hits the target.
Sloth Hunter's Shot - 10
, N/A
, 15
Smoke Trap - 15
, 2
, 20
, decreased blind/daze duration to (3...6) seconds.
Magebane Shot - Moved to Expertise, 5
, 1/2
, 10
- "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."
Forked Arrow - 10
, N/A
, 15
. New function - "Shoot two arrows at target foe. Each of those arrows has a 25% chance to miss."
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.
Ranger spike skills, such as forked arrow, keen arrow, and sloth hunter's, did too much damage and recharged too quickly. Burning arrow also added a ridiculous amount of pressure damage too quickly.
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 - Now changes weapon's damage to Holy damage.
[edit] Necromancer
Barbs - 10
, 2
, 10
- Now lasts 5...15...17 seconds.
Depravity - 5
, 2
, 8
- "For 8 seconds, the next time target foe casts a spell, that foe and all nearby foe each lose 1...7...9 energy."
Faintheartedness - Decreased duration to 5...15...17 seconds.
Gaze of Contempt - 5
, 1
, 20
- "Remove an enchantment from target foe. If that foe is above 90% health, this skill recharges instantly."
Order of Apostasy - 15
, 2
, 10
"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 - "Target foe loses an enchantment. If it was a monk enchantment, you lose 50...30...25 health. Otherwise, remove another enchantment from that foe."
Shadow of Fear - 10
, 1
, 30
Soul Barbs - No longer does damage when a character gains a hex he or she already had.
Soul Bind - 15 second duration.
Vampiric Spirit - 5
, 1
, 2
- (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 of Midnight - Moved to Illusion Magic with blind duration of 0...12...15 seconds.
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.
[edit] Elementalist
Mind Blast - Reduced energy gain to 1...3...4.
Savannah Heat - 10
, 2
, 30
Grasping Earth - 5
, 1
, 20
- Reworked to "For 1...12...15, all nearby foes move 20% slower and are unaffected by other movement speed effects."
Freezing Gust - 5
, 1
, 10
Mirror of Ice - 5
, 1/4
, 10
- "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 - 5
, 1/4
, 30
- (sorry anet, 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...18...22 seconds faster."
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, which was a stupid decision.
[edit] Assassin
Expose Defenses - For (0...12...16) seconds, while not under any other assassin hex, target foe cannot block your attacks.
[edit] Shadow Stepping
Aura of Displacement - Moved to shadow arts. "Shadow step to target foe. Your skills are disabled for 10 seconds. For 5...25...30 seconds, this does nothing. When this ends, you shadow step to your original location and all your skills are disabled for 5 seconds."
Shadow Meld - Moved to shadow arts. "Shadow step to target ally. For 5...25...30 seconds, this does nothing. When this ends, you shadow step to your original location and all your skills are disabled for 10 seconds."
Death's Charge (PvP) - 5
, 1/4
, 20
- If target foe has more health than you, you shadow step to that foe, gain 10...98...120 health, and your skills are disabled for 5 seconds.
Death's Retreat (PvP) - 5
, 1/4
, 20
- If target other ally has more health than you, you shadow step to that ally, gain 10...98...120 health, and suffer from cripple for 10 seconds.
Beguiling Haze (PvP) - 10
, 1/4
, 25
- If target foe is casting a spell, interrupt that foe's spell and that foe becomes dazed for 1...7...8 seconds.
Dark Prison (PvP) - 10
, 1/4
, 30
- If target foe is moving, you shadow step to that foe. That foe becomes crippled for 1...12...15 seconds and your skills are disabled for 5 seconds.
Return (PvP) - 5
, 1/4
, 20
- You and all adjacent foes become crippled for 3...5...6 seconds. Shadow step to target other ally.
Shadow Prison (PvP) - 5
, 1/4
, 30
- If target foe is moving, you shadow step to that foe. That foe moves 66% slower for 1...6...7 seconds and you become weakened for 10 seconds.
Shadow Meld and Aura of Displacement made gank assassins completely untouchable. Adding a set duration gives them a very rigid window in which they can gank and makes the cancel-port less flexible. Other shadow steps need to be killed for pvp. They just don't belong.
[edit] Ritualist
Bloodsong - 10
, 3
, 30
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 - 10
, 1
, 20
Painful Bond - No longer triggers from damage dealt by bloodsong.
Soothing Memories - 5
, 1
, 3
- "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 - Now only steals as much life as damage dealt, similar to Reversal of Fortune.
Vital Weapon - 5
, 1
, 5
Warmonger's Weapon - 10
, 1
, 20
- "For 20 seconds, Each time target ally interrupts a foe with an attack, that foe takes 5...37...45 damage."
Weapon of Remedy - 5
, 1
, 3
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 - 10
, 1/4
, 20
- "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, which is just stupid.
- 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!" - 3
, 0
, 0
- "For 10 seconds, target ally's next attack has a 5...54...66% additional chance of being a critical hit."
"Go for the Eyes!" - 4
, 0
, 1
- "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 - 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 - Increased cast time to 1 second, increased recharge time to 20 seconds.
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 - "Your melee attack skills cause blindness for..."
Watchful Intervention - Decreased duration to 30 seconds.
Chilling Victory - Now only does conditional damage if the attack hits.
Reaper's Sweep - Reduced damage to (10...26).
Wounding Strike - 5
, N/A
, 3
- "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 - 5
, N/A
, 10
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.

