ArenaNet:Skill feedback/Paragon/Solving the Paragon Issue

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Paragon

A. von Rin's Issue -- 15:58, 25 March 2008 (UTC)

Discussion

Issue
The (only) problem with the Paragons' mechanics is, that the effects they apply are unstoppable. Their energy management is very good and they often only need to apply expensive skills once. If you would force them to reapply skills more, recharge times began to really matter and energy management would become much harder (so that spammable shouts like "Watch Yourself!", etc. wouldn't be problematic anymore). With this change balancing problems could end (and it would also be a big buff for Sins, btw.).
Suggestion
Give all shouts, chants and echoes (except "Fear Me!") back their good stats before all the nerfs or buff them to be really effective again and make them end on a critical hit (one Shout, Chant or Echo per 'Crit' ). They should be removed by 'Crits' one by one and in the same order as hexes and enchantments are removed by skills.

Desocupado's Issue -- (18:26, 30 November 2008 (GMT-3))

Issue
Paragons skills can, mostly, only be used only by them.
Paragons work a lot worse on smaller groups
Some skills are just passive
Suggestion
Leadership could instead of "You gain 1 Energy for each ally affected by one of your Shouts or Chants (maximum 1 Energy for every 2 ranks).;" do the following:
"You gain 0.50 Energy per rank every time you use a Shout or a Chant within the earshot of 4 or more allies."

At first it doesn't affect paragon's energy very much, and it is mostly a buff. But it allows single target skills to be balanced more easily. With that in mind, most paragon's shouts should be based on energy, costing between 10 and 15 energy. Chants could cost mostly 5~10 energy, accordingly to their casting time and number of affected targets. Refrains could cost 10~15 as well, due to their recharging nature.

Single target skills are now more useful, since their cost will be decreased, their duration and effects should be adjusted accordingly.

All shouts should do bursts of effects (strong and brief effects) and have long recharges.

Chants should last less, (i.e. 4..6..7 seconds) and have their activation time decreased to 1 second. So they would need more player skill in order to be used. However, longer lasting (i.e. 6..9..10) chants should have 2 second casting time. Recharge time wouldn't be based in duration in this scenario, so a slower chanting has a smaller downtime. Echos should only trigger on chants. And only if that chant triggered due it's condition.

I would suggest that shout's range decrease a bit as well. Thereof making positioning more important.