User:Shard/Serious Changes
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[edit] General
- Scythes - They're the best weapon in the game any way you look at them.
- Lower damage range to 9-30, decrease attack speed interval to 1.5 seconds.
- Soul Reaping - This attribute, as it is, is too abusable, especially in Heroes' Ascent, where minions fuel a nearly bottomless energy pool for necros using already overpowered rit heals.
- "Whenever a non-summoned creature dies within earshot, you gain 1 energy for each point in Soul Reaping." This HAS to be done.
- Offensive Shadow Stepping - just remove this from pvp.
[edit] Warrior
Backbreaker - Overpowered when used to open an assassin chain. The recent weakening of this skill made it worse on warriors and better on assassins, which is the exact opposite of arenanet's intent.
- Solution - "If this hits, it does +5...29...35 damage and target foe is knocked down for 1 second plus 1 second for every four points in strength."
[edit] Ranger
Magebane Shot - This skill recharges way too quickly, considering its shutdown power.
- Set Energy cost to 5e, Recharge to 10s.
Rampage as One - In short, no melee class should have a permanent IAS and IMS 100% of the time.
- Set recharge to 60s and raise the duration to a generous amount (25 seconds max or so).
- Make it increase only attack speed of user and pet. Lower cost to 15e.
Comfort Animal - When using this skill on a dead pet, it has to blackout other beast mastery skills to prevent abuse. Pet rangers should have to actively heal their pet instead of bringing it up for 1 second to use RaO or SaO.
- Energy cost to 5, "You heal your animal companion for 20...100...120 Health. If your companion is dead, it is resurrected with 20...100...120 Health and your other Beast Mastery skills are disabled for 10 seconds."
- If the above is done, the current pet blackouts should be removed.
Choking Gas - This should not interrupt players if the arrows miss. Makes it way too uncounterable. Literally a broken skill.
Nature's Renewal New function - "For creatures within its range, enchantments, hexes, and Weapon Spells take twice as long to cast, but cost 50% less energy."
Tranquility - New function - "Enchantments, Hexes, and Weapon Spells in its range expire 5...37...45% sooner."
[edit] Monk
Aegis (PvP) - INVINCIBILITY IS NOT AN ACCEPTABLE MECHANIC IN PVP
Peace and Harmony - This skill is only weak because hexway is so much more broken. In a more balanced Guild Wars, where hexes weren't the only way to win, this would be too good.
- I'll think of something amazing for this one
Life Sheath - Right now, it's an RC that you can insta-remove conditions with and give a decent heal at the same time. You don't even really need to prot DW spikes anymore. You can remove your own daze with this ffs. 8v8 combat throughout the years has always been to pressure the RC monk with conditions on him, and now you simply cannot do that. Complete rework needed.
- Protection Prayers vs Everything else in the game
- Monks are at a loss. Recently, every profession has gotten bigger damage, more devastating hexes, or faster offense, while monk prot skills have been nerfed. This doesn't make sense to me, mostly because I understand math.
- The perfect prot monk should be able to stop single-target spikes and melee trains EASILY. Today, people bring TWO prot monks, and still can't stop the amount of damage the average teams bring. Whereas warriors used to be able to do 60 DPS, now they can do 120. Fire eles have too many aoe spike skills with no recharge, on top of their 450 damage savannah heats and their 250 aoe damage other heats. Mesmers have aoe hexes which deal damage. Necromancers have aoe hexes that kill entire teams. Assassins have an attack chain that, if the first attack skill hits, is unstoppable and kills the target instantly. What have monks been given? Less spirit bond and slower SoA.
- PvP should not be about "Who does the most damage the fastest," it should be about "Who can deal with what their opponents have better." Right now, each battle is a coin flip. I have lost to teams in one match, then fought the same team with the same builds and the same people on the same map later in the same day and flawlessed them. That is not a game of skill. In a game of skill, if Team A beats Team B the first time, and nothing changes, they should be able to beat them almost every single time.
- I've lost Annihilation maps in HA to teams, then fought the same team on a strategy map and wiped the floor with them, usually by mercy rule. The people I play with win "strategy maps" 90% of the time, and annihilation 50% of the time. We don't specialize our build to the strategy maps, we run the standard "kill shit + 3 monks" build everyone else runs. Obviously, something doesn't add up.
- Every form of damage in this game is so huge, fast, and sometimes unstoppable that not even buffing prots will fix the game. Everything else needs to be toned down - A LOT. The game will come out of its deep, dark hole when teams can viably run two monks and flawless, but where teams can never win with more than three monks. When the game was more balanced, one monk could deal with 2 sources of damage. Today, you're lucky if a monk can stop 1 source of damage.
[edit] Necromancer
Order of Apostasy - This skill, combined with soul reaping and Energizing Winds, makes it too easy to rip through your opponents' defenses. Preprotting is what makes monking skillful, and this skill takes away that aspect of defense.
- "For 5 seconds, the next time each party member hits a foe with physical damage, that foe loses one Enchantment. If it was a monk enchantment, you lose 25...17...15% maximum Health."
Wail of Doom - Unconditional shutdown is not ok. Why has this been in the game for more than 10 minutes?
Foul Feast - Necros don't need a draw. They especially don't need more energy management on top of their already bottomless energy pool.
- Rework it.
Lingering Curse - This grossly overpowered skill makes the whole enemy team take 33% more damage and degen for the low low cost of you getting soul reaping when they die. Protip: Hexes are overpowered, stop buffing them.
Rend Enchantments - Removes too many enchantments with no requisite or drawback.
- Solution - some cool functionality changes.
- 5
1
20
"Target foe loses an enchantment. If it was a monk enchantment, you lose 150...50...25 health. Otherwise, remove another enchantment from that foe."
- 5
1
20
"If target foe has more than 5...3...2 enchantments, remove all enchantments from that foe."
- 10
1
20
- "Target foe loses an enchantment, then takes 10...50...60 damage for each remaining enchantment."
[edit] Mesmer
Visions of Regret - Unconditional shutdown is NEVER ok. I don't understand where the confusion is.
[edit] Elementalist
Searing Flames (PvP) - Abusive in spike teams.
- 15
1
2
- "Target foe and all nearby foes are struck with Searing Flames. Foes already on fire take 10...82...100 fire damage. Foes not on fire begin burning for 1...6...7 seconds. Searing Flames is disabled on all other party members for 4 seconds."
- 15
1
2
- "Target foe and nearby foes not on fire begin burning for 1...7...8 seconds and take 10...82...100 damage. Foes already burning are set on fire for 1...7...8 seconds."
- 15
[edit] Assassin
Aside from shadow stepping, the biggest problem with assassins is that their attack chains can't be stopped (even with blind, some can still go through). This is important, so I'll boldicize and caps lock it. NO OPENING ASSASSIN ATTACK SHOULD BE UNBLOCKABLE OR UNSTOPPABLE
Golden Fox Strike - "This attack deals +(whatever) damage. If this attack hits and you are enchanted, your next attack can't be blocked."
Black Spider Strike - Changed to Lead Attack. Lower energy cost to 5. "If this attack hits, it deals +(whatever) damage. If your target is hexed, they become poisoned for (whatever) seconds."
Augury of Death - "For (4...16...20) seconds, the next time one of your attack skills lowers target foe's health below 50%, that foe suffers a deep wound for (2...8...10) seconds." Increased energy cost to 10.
Assassin's Remedy - Right now, this makes the user immune to conditions, since it even removes when attack skills fail.
- To fix: Trigger the condition removal after an attack skill successfully hits, or to make it still abusive but counterable, make the condition come off AFTER they miss.
Palm Strike Overpowered because it removes the requisite needed to make a dual attack and causes unconditional damage and cripple with practically no recharge.
[edit] Ritualist
- Ritualists are a bad profession. They were designed to get more powerful as more spirits were near them. Positive reinforcement on top of positive reinforcement was a bad idea, and left ritualists pretty much useless in arenas requiring movement, such as GvG. Ritualists need to be removed from their spirit cave and be able to compete with the other professions, without breaking individual skills as was seen in the past.
Weapon of Remedy - This skill is just a joke. It's uncounterable, uninterruptable, and it is too flexible. Rits who have this in small teams, like in random/team arenas or on splits, become nearly untouchable.
Xinrae's Weapon - Taking a good skill and transforming it into a broken skill with shitty mechanics rewarding fire-and-forget defensiveness was a dumbass idea.
[edit] Paragon
- Chant Stacking (this applies to other types of stacks, but chants are the only ones that not only have a significant effect, but are also unremovable.)
- Ok here's the thing. I'm gonna take you through this issue from 3 different angles, and then you're gonna say "wow chant stacking is stupid" no matter which one you decide to pick.
- It doesn't make sense.
- Have you ever gotten a motivational speech from someone? Those are fun right? Have you ever gotten 5 at once? Does it make you 5 times happier than just one? No. Why does listening to more than 1 song make you linearly more powerful? How can you understand what your teammate is saying? Do you play 8 times better when all the people in your vent are screaming like retards and one of them is playing "I kissed a Girl" through their echoing speakers?
- It's fundamentally broken.
- First of all, these things can't be removed, which automatically makes them overpowered as a concept. Secondly, the ones that heal (which is what paragay teams stock up on) also stack, because "take damage" and "use a skill" aren't much of a condition. Paraway basically has 8 heal parties which recharge every 20 seconds and signets which heal for 200. Paragons are fine by themselves, they're actually a decently balanced class when you run one of them. It's when you run multiple copies that things start going to hell.
- They don't require attribute points or energy to use.
- Let's look at what paraway teams run:
- 12 spear, 10 leadership, 8 motivation. Even at 8 motivation, they're getting nonelite skills which are better than light of deliverance. By the way, their skills are free. Why make them scale like that? Song of Restoration heals for 45 at NOTHING. That's more than Heaven's Delight/Divine Healing at like 12.
- Let's look at what paraway teams run:
- Ok, now for the fix. Players can't gain a chant if they are already under one.
- That almost solves everything, but what about those life gain chants? Easy, make them last the full duration, but have a bonus for each trigger. For example, Ballad of Restoration would heal the person every time they took damage (albeit a very small amount per hit).
[edit] Dervish
Wounding Strike - Unconditional bleed and nearly-unconditional Deep Wound on up to three targets every 3 seconds is broken, even without the +damage that it used to have. Energy deep wound was a bad idea in the first place, but having a skill that reduced the other team's health almost passively is when you start using words like "broken" and "denegerate."
Armor of Sanctity - This is the Ursan Blessing of pvp. Every profession in every arena is using this (even top guilds use this now) to make their whole team immune to physicals.
- 25/90 until you stop fucking up the game.

