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 14-32, decrease attack 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 - Multiple possible solutions.
- Remove from pvp. Skills which shadow step will provide a speed boost for their pvp version instead. Example:
Shadow Prison (PvP) - For 1...4...5 seconds, target for moves 66% slower and you move 50% faster.
[edit] Warrior
- No major problems.
[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
- No major problems
[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 - It's a blackout that stops damage, is ranged, doesn't have a drawback, costs nothing, and has 40
(uptime).
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.
[edit] Mesmer
Visions of Regret - This... this skill needed a buff. However, this skill did not need to be a 10 second aoe skill-triggered backfire. Needs a complete rework.
[edit] Elementalist
Searing Flames (PvP) - Abusive in spike teams.
Glowing Gaze
Glowing Ice
Glowstone - The energy gain buff on these was unnecessary. Revert them. They were good before the change.
[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."
Dancing Daggers - No longer counts as a lead attack if all the daggers miss. Increased recharge time to 8 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 whaen 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.
[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 completely invincible or kill people by healing.
- Duration to 2 seconds.
- or Cast time to 1 second, recharge to 4.
- or Functionality - "The next time target ally receives damage, that ally steals that amount of life from his attacker (max 15...59...70) and loses one condition."
Xinrae's Weapon - Taking a good skill and transforming it into a broken skill with shitty mechanics rewarding fire-and-forget defensiveness was a fucking dumbass idea.
- Revert to old form, see buff page for improvements.
[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 motivational speeches from 5 different people at the same time? 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? Makes no sense from a flavor perspective.
- 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 because energy doesn't matter to badly designed classes. 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
Signet of Pious Light - While this skill doesn't see much high-end play, it is still outrageously good because of its free, no recharge, giant healing. Something similar to this needs to happen:
- Set recharge to 10. "You lose one enchantment. Target ally gains (whatever) health. If you lost an enchantment this way, this skill recharges twice as fast."
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."
- Function to "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."

