|Categories||Player vs. Player|
→ PvP skills
→ Game features
Skills were split for PvE and PvP a while back, and it was fairly effective at removing some of the problems in PvP while keeping PvE loleasymode. Take it a step further - split skills differently for each arena of combat. This allows nerfs or buffs for specific areas where some skills are ridiculously powerful or ridiculously weak, respectively.
- Aegis (PvP-HA), (PvP-GvG): Current functionality (10 ¼ 30 Enchantment Spell. For 1...3...3 seconds, target other party member cannot be the target of hostile spells, and attacks against this party member fail.)
- Aegis (PvP-RA), (PvP-CA), (PvP-CM), (PvP-AB) etc.: 5 ¼ 25 Enchantment Spell. For 1...3...3 seconds, target other ally cannot be the target of hostile spells, and attacks against this ally fail.
This is just an example. Again, this would allow for specific arenas of combat to see more use out of much-underused skills while helping to balance out overpowered skills in other areas. There's really no drawback. (However, I know that time will probably never be devoted to this, so... whatever.)