Feedback:User/Greep/Full skill balance

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It's pretty sad that only about 40% of guild wars' skills are usable in PvP these days. It seems like there's less diversity then even in prophecy era. So here's my attempt to balance every single skill to be useable, with full reasons why it works (unless of course it is very obvious why), while making sure they aren't abusable. Unfortunately, I can't comment much on assasins since I do not play them, and they are difficult to balance anyways. A few obvious skills are nerfed.

Warrior[edit]

Axe Rake- 1...8 goes up to 5...17. Reason-Deep Wound alerts the Condition remover, so anything that adds a single condition to deep wound is bad.


Cleave- +20 damage all around. Reason: Look at Forceful Blow and laugh. Admittedly comparing axe and hammer is not advised, but just look at it. Edit: Actually just look at whirling axe. I mean.. wut?


Cyclone Axe- 4...10 to 11...17. Reason: Adjacent is bad.


Lacerating Chop- Buff 5...17 to 12...24. Reason: There are usually better things to do to a KDed foe.


Triple Chop- Reduce recharge to 4. Reason: Adjacent is bad.


Crude Swing- Buff to 12...17. Reason: Adjacent is bad.


Staggering Blow- Add +1...15 damage. Reason: Weakness alone just isn’t good enough when there’s so many easy ways to add it.


Bull’s Charge- Reduce Recharge to 12. Reason: Unstackable with an IAS, useless for pretty much anything but keeping people in AoE lakes because skills are pretty important.


Charging Strike- Either A) stacks with a skill rather than ending before it. Or B) reduce recharge to 1. Reason: Elite power attack that doesn’t stack with frenzy is bad.


Flourish- 0 activation (but still aftercast). Nerf energy from 2...6 to 0...6. Reason: Stopping every 8 seconds for 1.75 seconds makes for a very poor warrior.


Iway- 40 seconds of IAS stackable with speed buffs and high regen vs take double damage unstackable and 8 seconds (frenzy)… yeah just pointing it out. Guild Wars’ single most overpowered skill, looking at it merely stats-wise. If people with half a brain decided to work on the IWAY build it could one day get out of hand.


“I Will Survive!”- reduce recharge to 15. Reason: Self survival skills are generally a bad idea on warriors. So make ‘em good.


Signet of Strength- Decrease recharge to 15. Reason: +70 damage over time is pretty balanced for a warrior skill. But only if you can reapply it in time.


Warrior’s Cunning- Decrease energy to 5, decrease recharge to 25, decrease time to 0...2...3 seconds. Reason: Impossible to balance normally, needs some massive changes.


Final Thrust- Reduce Adrenaline to 8. Reason: Failed test of time.


Hamstring- reduce energy to 5, increase recharge to 20. Reason: failed test of time.


“Charge!”- reduce recharge to 15; reduce duration by 1. Reason: Still bad compared to paragon skills.


Skull Crack- Increase adrenaline to 10. Remove condition for daze. Reason: compare to Non-elite spear swipe. Or anything really


Symbolic Strike- raise from +12 to +16. Lower Max from 70 to 48. Reason: Gimmick builds are bad.

Ranger[edit]

Strike as One- reduce recharge to 4. Reason: Utter trash skill, maybe make it a poor cripslash.


Barrage- PvP split. PvP: your preparations are not removed. Reason: Incendiary arrows is blatantly superior.


Determined Shot- reduce Recharge to 7. Reason: Weird skill is too conditional.


Disrupting Shot- Reduce Recharge to 12. Reason: Compare to savage shot.


Power Shot- Add 10 damage all around. Reason: Sucks bad.


Scavenger’s Focus- Reduce Recharge to 12. Reason: Compare to prepared Shot.

Monk[edit]

Blessed Light- +15 healing all around. 10 energy is expensive.


Blessed signet- Reduce activation to 1, increase recharge to 12. Reason: Devastating if interrupted, may as well make it hard.


Boon Signet- Reduce Recharge to 3. Reason: worse than non-elite signet of rejuvenation.


Divine Boon- Increase health gain by 10 all around. Reason: Sucks bad.


Healer’s Boon- Nerf casting to 25% faster. Or even remove fast cast element altogether. Reason: 15 ranks in fast casting and 50% greater healing? I’m a monk player and I love it, but let’s be serious. This’ll still get used even with this big nerf, but not always.


Scribe’s Insight: +5 energy. Reason: It’s elite man.


Spell Shield: decrease disable to 7...3...2. Reason: Self blackout on monks is funny.


Watchful Healing: Reduce recharge to 8. Reason: Could be interesting as a cover enchant.


Withdraw Hexes: Adjacent -> In the area. Reason: Remove 10 hexes and it STILL is goofed up. May as well make it a powerful effect for the basically free diversion on your own skill.


Glimmer of Light: Add 10 healing all around. Reason: Glimmer is interesting, but not very good.


Healer’s Covenant: 1...4...4 instead of 1...3...3 energy. Reason: Bad skill is very Bad.


Healing Hands: Reduce Recharge to 15. Reason: Compare to shield hands.


Healing Light: Reduce Casting time to ¾ decrease recharge to 3. Reason: High cast time low recharge monk elites are bad.


Light of Deliverance: Reduce Recharge to 8. Reason: Compare to divine healing or heal party.


Mending: Additional +2 regen, 1 cast time. Reason: Do we really need joke skills? :/


Supportive Spirit: Reduce energy to 5. Increase recharge to 12. Reason: Just not very good compared to aura of stabil.


Word of Healing: Revert to only healing others. Reason: When some non-monk builds bring this in splits just cause it’s OP, and when no sane monk doesn’t bring this to gvg, you know it’s bad. People still used this before the func change anyways, it didn’t need a buff.


Extinguish: Reduce energy to 10, increase recharge to 15. Reason: Might be used by /mos with a slight buff.


Mark of Protection: Reduce Recharge to 25. Reduce Duration to 8. Reason: Tab attack.


Protective Spirit: PvP Split. 5 energy, increase recharge to 10. Cannot self target. Reason: Blatantly inferior to spirit bond. Needs a drastic change.


Signet of Removal: Reduce Recharge to 3. Reason: Compare to Empathic O.O

Necromancers[edit]

Atrophy- reduce recharge to 15. Reason: worthless on all but 3 classes anyways.


Lingering Curse- Nerf duration 7 more seconds all around. Reason: Still lingers too long :P


Mesmer[edit]

Aneurysm- 1...3...3 to 1..4...4 (max 160 damage). Currently avoidable with low energy sets. Also is worthless without elementalists in the enemy party. Speccing vs a single class that isn’t necessary = gimmick.


Chaos Storm- adjacent to near OR recharge reduced to 10. Reason: High recharge skill that’s currently worthless.


Complicate- From 10 energy to 5 energy. Reason: little more worthwhile if the enemy has only res signets.


Enchanter’s Conundrum- 1 second cast. Reason: Only useful against prot monks. Not difficult to prot yoruself after getting ripped.


Power Block- Nuke Skill or func change. Reason: Power block is the sole reason you see single atribute professions as mesmer primary gimmicks like fast cast blood or fast cast water. When a skill prevents whole classes from working properly, it should not exist.


Psychic Distraction- Doesn’t disable claim resource. Reason: Forcing balanced to bring a skill for Heroes Ascent limits available classes and makes for a stale meta.


Shatter Hex- 10 energy. Reason: Compare to smite hex.


Arcane Languor- Reduce Recharge to 12. Currently nobody even cares if you’re hexed with it. Reduced recharge might make it a draw breaker or something.


Mantra of Recovery. Increase 5...17 to 10...34. Reason: Lame skill should at least be maintainable.


Persistence of memory. Reduce energy to 5. Reduce recharge to 5. Reason: Niche spells need to be powerful. It doesn’t even stop the interruptions.


Stolen Speed. Reduce Recharge to 2. Reason: Lame effect should at least be impossible to shake.


Crippling Anguish- Reduce recharge to 15. Reason: Failed test of time.


Distortion- 100% failure with less than 1 fast casting. Revert to 5 recharge. Reason: This was nerfed because of abuse from mesmer secondaries. Kind of an obvious balance decision don't you think?


Signet of Illusions- 1/4 cast time. Reason: Elites obviously designed for funky builds cannot work if they are easily disabled. You can already screw this player’s entire build with signet of humility.


Discharge enchantment. Reduce recharge to 10. Reason: Skill sucks


Energy Drain- Reduce recharge to 20. Reason- nerfing both the energy and recharge was overkill.


Inspired X Skills- 15 seconds not 20. Reason: Failed test of time.


Signet of Recall- -3 energy instead of -4. Reason: a risky skill to use for 5 energy? Make it 8.


Arcane Echo- Nuke skill. Reason: Not used, but hampers all balance decisions.


Arcane Mimicry- Nuke Skill. Reason: See above.


Lyssa’s Balance- Reduce recharge to 10. Reason: Skill sucks


Shatter Storm- Target foe and all nearby foes. Reason. Same as Withdraw Hexes. Note: Balance only possible if arcane echo is nuked.


Signet of Disenchantment- Reduce recharge to 8. Reason: Skill sucks.

Elementalist[edit]

Crystal Wave- Adjacent to near. Reason: Skill sucks.


Iron Mist- Reduce Recharge to 25. Reason: There are easier ways to slow people.


Energy Boon- Reduce Recharge to 30. Reason: Mind blast, ether prism…


Master of Magic- Elite skill, not elite enchantment. 0 activation no aftercast. Reason: See signet of illusions note.


Mind Blast- Nerf to "Remove all enchantments", buff one additional energy. Reason: It's not exaggerating to say mind blast rivals ether prodigy's energy with damage and no drawback.


Armor of Frost- Reduce recharge to 20. Reason: Compare to armor of mist, frigid armor.


Maelstrom-PvP split. Pvp: Does not cause exhaustion. Reason: skill sucks.


Swirling Aura- Reduce recharge to 20. Reason: Skill REALLY sucks.


Second Wind- Doesn’t cause exhaustion. 1 cast time. 7 recharge. 50% failure with less than 1 energy storage. OR same changes and Func change: You lose 10 points of exhaustion. Reason: Skill sucks.

Assasins[edit]

I don’t play them so all I can say is…

Seeping Wound. Increase recharge to 12. Reason: -.-

Ritualist[edit]

Nightmare weapon: reduce recharge to 8. Reason: Needs just a tiny buff to see use.


Signet of Spirits: And you gain 80 health. Reason: Compare to offering of spirits.


Signet of Ghostly Might: Lengthen lifespan to 20. Reason: Skill sucks.


Weapon of Quickening: Reduce cast time to 1, Nerf recharge to 7. Reason: An interesting elite, but rather ironic as it is very easy to distracting shot it forcing it’s recharge to oblivion. Make it elite worthy.


Defiant was Xinrae: PvP split. Cannot lose more than 20% changed to 10%. Reason: Cannot be spiked for more than 120 damage…? What decent skills even do that?


Consume Soul: Can also be used on allied spirits. Reason: Skill sucks VERY BADLY. Way too situational for an elite.


Reclaim Essense: In addition +4 energy for each spirit that died in this way. Reason: Too awkward to use practically.


Renewing Memories: Reduce Recharge to 10. Reason: Mediocre skill should at least be maintainable.


Weapon of Renewal: Reduce cast time to 1/4 recharge to 3. Reason: Not very useful. Using 5 energy to give like 7.

Paragons[edit]

Can’t touch this: Change to duration 1...12, change PvP verson next 1 touch skill for each party member (like the pve only 1 basically): Reason: If a class wants to waste a skill slot solely to stop shock or palm strike, let em. Good against only the right party, like Ward of Stability.


Song of Concentration. Nerf to party members. Reason: Yet another “Forced to use” skill in HA. making 2-3 players /p just to HA is horrible for diversity.


Angelic Bond- Healed for 120...260 instead of 20...160. Reason: Antispike every 30 seconds should at least stop any spike!


Spear Swipe. Nerfed to 25 recharge. Unconditional daze?!


“It’s just a flesh wound!”- Reduce recharge to 1. Reason: Make it elite.


“The Power is Yours!”- Reduce adrenaline cost to 2. Move to leadership. Reason: Skill sucks but could be abuseable by other classes if buffed without a move. Captain Planet implies leadership anyways.


Aria of Zeal- Reduce cast time to 1. Reason: Overnerfed.


Ballad of restoration- Reduce recharge to 25. Reason: Overnerfed.


Leader’s zeal- Change nearby to in the area. Reason: Skill sucks.


Song of Purification- Reduce cast time to 1. Reason: Skill Sucks.


Remedy Signet- Reduce Recharge to 2. Reason: Antidote Signet?!

Dervish skills[edit]

See my (greep’s) page in the dervish section.