ArenaNet talk:Skill feedback/Monk/Blessed Signet
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San Matteo's Issue -- 09:09, 1 December 2008 (UTC)
If it's not broken, don't buff it? It's not like anyone (seriously) uses bonds in PvP anyway, and even for PvE they're kind of ... outdated. Vili 09:12, 1 December 2008 (UTC)
- this proposed buff (ndr: yes, as always propose buff) is considered addressed primarily to pve. In any case, in pve many mystics playing regularly protective builds (ndr: I am referring primarily to bonders but not only ....), there is nothing obsolete in this proposal. -- San Matteo 09:23, 1 December 2008 (UTC)
- It's not underpowered. The whole point of the 2 seconds casting+recharge+energy gain is to limit how many bonds you can have.Pika Fan 09:36, 1 December 2008 (UTC)
- Your assumption is wrong. How many bonds you can have is limited by how many pips of energy regen you have, not by the sum of 2 seconds casting+recharge+energy gain. Reducing the casting time to 1 not increase the whole number of enchantments that you can maintain but let you only the possibility to reach the max number of maintained enchantments at any time. -- San Matteo 09:48, 1 December 2008 (UTC)
- It is not an assumption, fact is fact, 1 second casting and 2 seconds casting makes a lot of difference between how many enchantments can you maintain. Go calculate it yourself. As you have said, reducing the casting time increases energy return, so naturally with more energy you can maintain more enchantments and vice versa.Pika Fan 09:54, 1 December 2008 (UTC)
- Your assumption is wrong. How many bonds you can have is limited by how many pips of energy regen you have, not by the sum of 2 seconds casting+recharge+energy gain. Reducing the casting time to 1 not increase the whole number of enchantments that you can maintain but let you only the possibility to reach the max number of maintained enchantments at any time. -- San Matteo 09:48, 1 December 2008 (UTC)
- It's not underpowered. The whole point of the 2 seconds casting+recharge+energy gain is to limit how many bonds you can have.Pika Fan 09:36, 1 December 2008 (UTC)
- With 2 seconds casting, blessed signet returns 2 energy per second over 12 seconds if you maintain the maximum 9 enchantments indefinitely(-1.6667 energy per second, 15 divine favor and 4 pips of e regen(you can't maintain 10 even you bot or something, because humans will waste time while pressing the blessed sig button and computer - server lag). With 1 second casting, you return 2.18 energy per second over 11 seconds which is extra 2 energy over 11 seconds, which give you a ~1 second window of time to maintain 10 enchantments instead of 9, thus my point stands.Pika Fan 10:09, 1 December 2008 (UTC)
- The maximum amount of energy degen is limited, this is the only fact you need to consider. Here we are not talking about the increase of degeneration over the threshold of -10 pips but you can achieve it with the tools that we already have. Currently it is not feasible because of the cast time of 2 seconds. In view of this, there is no change in the dynamics of the game because it is already a possibility inherent in the game itself. -- San Matteo 10:15, 1 December 2008 (UTC)
- Actually, you can maintain up to like...35 enchantments or something. "Changed Enchantments so that if you cast an Enchantment with an upkeep cost and you already have -10 Energy regeneration, you will now lose the last maintained Enchantment you cast." <- old update note. Thus, if you have BiP, BR, Well of Power, and all sorts of other stuff with +energy regen, you can reach quite high numbers. (It's not feasible, of course.) Vili 10:16, 1 December 2008 (UTC)
- As you yourself have said, (It's not feasible, of course.), the "normal" threshold is -10. -- San Matteo 10:20, 1 December 2008 (UTC)
- And why is it not viable with 2 cast time? 90% of the bonders use blessed signet, the skill is balanced so don't mess with it just because you don't know how to use it. The whole point of blessed signet NOT having 1 second cast time is because it is to punish bonders for providing constantly maintainable enchantments to the party. Even so, changing it to 1 second cast time doesn't make bonders any less niche than they are. If it doesn't serve a reasonable or significant purpose, don't touch it.Pika Fan 12:49, 1 December 2008 (UTC)
- Firstly not claim to know what they know or do not know other people, rather than assume that there are people like me who plays for several years and has touched hands with various issues involved, therefore know exactly how to use certain skills. What i really don't understand is that, just when it proposes an improvement of ability, inevitably there must be someone who expresses an opinion that goes against the public interest. A change of this kind is designed to help bonders keep comfortably many enchs as they allow our pips of energy, considering that being able to maintain enchs on the whole team is a possibility already provided by the game from first start of the servers, there is no imbalance in this direction, so your opinion leaves the time it finds. If a proposal for improvement seems senseless to you that does not mean that it is for all, it is just for you. -- San Matteo 16:01, 1 December 2008 (UTC)
- Actually, you can maintain up to like...35 enchantments or something. "Changed Enchantments so that if you cast an Enchantment with an upkeep cost and you already have -10 Energy regeneration, you will now lose the last maintained Enchantment you cast." <- old update note. Thus, if you have BiP, BR, Well of Power, and all sorts of other stuff with +energy regen, you can reach quite high numbers. (It's not feasible, of course.) Vili 10:16, 1 December 2008 (UTC)
- The maximum amount of energy degen is limited, this is the only fact you need to consider. Here we are not talking about the increase of degeneration over the threshold of -10 pips but you can achieve it with the tools that we already have. Currently it is not feasible because of the cast time of 2 seconds. In view of this, there is no change in the dynamics of the game because it is already a possibility inherent in the game itself. -- San Matteo 10:15, 1 December 2008 (UTC)
- With 2 seconds casting, blessed signet returns 2 energy per second over 12 seconds if you maintain the maximum 9 enchantments indefinitely(-1.6667 energy per second, 15 divine favor and 4 pips of e regen(you can't maintain 10 even you bot or something, because humans will waste time while pressing the blessed sig button and computer - server lag). With 1 second casting, you return 2.18 energy per second over 11 seconds which is extra 2 energy over 11 seconds, which give you a ~1 second window of time to maintain 10 enchantments instead of 9, thus my point stands.Pika Fan 10:09, 1 December 2008 (UTC)
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Although it won't increase the maximum number of maintained enchantments for a bonder with only Blessed Signet for Energy management, it does generally increase it for builds which use Mantra of Inscriptions. I made a table of the maximum energy gain per second with Mantra of Inscriptions. Red cells in the second table indicate no increase in the number of sustainable enchantments, white cells indicate an increase of 1 and green cells indicate an increase of 2. Adding Ether Signet will always increase the maximum number of sustainable maintained enchantments by at least one with 8+ Inspiration Magic and Mantra of Inscriptions. With 16 Protection Prayers, 13 Divine Favor and 8 Inspiration Magic, the current version allows 12 enchantments to be sustained, while the proposed change would raise the number to 13. -- Gordon Ecker (talk) 02:04, 2 December 2008 (UTC)
- Thanks for tabs Gordon, great job^^. I just wanted to add a clarification to this proposal: the calculation of 16% of increase on the earnings energy has been done considering the attribute Divine Favor to 15 and attribute Inspiration Magics to 12. Such a configuration of attributes is needed to calculate the maximum possible profit, can not realistically be used in any protective build, explicitly to avoid imbalances in the game. The ultimate goal, as has been widely said, is not only to enable the bonders to keep many enchs as they can maintain, but also simply to give a moment of relief, giving them the opportunity to undergo a minor amount of Stress during maintaining (ndr: i have not used the word comfortably at random^^). All here. -- San Matteo 10:01, 2 December 2008 (UTC)