Feedback:User/Aquadrizzt/Skill rebalance

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Here is my attempt at reinforcing the definitions of professions, while providing unique (or mostly unique) abilities for each. This suggestion is solely about player skill balance; hero skill bars are mostly dependent on hero AI, which is something far too complicated to tackle.

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This material needs all the help it can get.
(I'm sure I meant something mo' better.)
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A More Balanced Approach[edit]

These are an attempt to improve the skill system without diverging too far from the current designs. The biggest changes to most of these professions are changes to their Primary Attributes.

"[W]e had a lot of professions that we wanted to look at for the next update, including Paragons, Rangers, and Monks (specifically Smiting Monks)."


Old Ideas[edit]

After reading Falconeye's Skill Manifesto, I began to wonder if it could be implemented in a way that didn't horribly disrupt the game. Below are my attempts at fitting each profession into a 100/125 skill tree. I will utilize some mechanics developed by others (Falconeye's Chilled and Fear, burst skills, etc.) and see how far I can get.

General comments[edit]

  • Generally speaking the numbers are only approximate and they are not what is important. Numbers can be tweaked; its the concepts that matter. [Feel free to suggest more appropriate numbers, but primarily offer criticism on the underlying concepts.]
  • I am sticking to the 25 skills per attribute (5 elite and 20 regular) idea outlined in Falconeye's manifesto. This is intended to reduce the number of skills.
  • Some of my proposed skill lists may seem very far removed from the existing set-up; this is due to a number of reasons.
  1. I am removing over PvX 250 skills from the game in this proposal. Functions of existing skills need to be differentiated and edited to accommodate the scaling down.
  2. I am trying to rebalance the entire game in one suggestion; this allows me to making massive, sweeping changes while also resetting all balance back to "unbalanced". My suggestion is not and will not be perfectly balanced, but I would much rather have skills that need small nerfs than skills that need significant buffs or functionality changes.
  • I'm adopting a large portion of Falconeye's ideas, including the dislike of unlinked or effectively unlinked skills and untyped skills. I am removing unlinked skills (except res signet) entirely and I will give all skills types (including ones I make) when possible. Beyond that, I also dislike maintained enchantments, and in my suggestion I'm replacing them with a new skill type: auras.
  • My suggestions for damage types are dependent on not having some damage types (holy, dark, chaos) ignore armor entirely. When these damages types can ignore armor, that means that for an amount of holy damage, an equivalent amount of fire damage will do significantly less, especially against high armor targets; this is not ideal.

Changes to Existing System[edit]

/Skill Types[edit]

Skills and Attributes[edit]


Round 3[edit]

A more reasonable approach.