Feedback talk:User/Mora/Paragon Skills

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About Anthem of Disruption - you cannot disable already disabled skill, so "The next attack skill interrupts, if a skill was interrupted, that skill is disabled for an additional 5...9...10 seconds." will never work. User Demonical Monk av.png Demonical Monk 12:30, 7 July 2010 (UTC)

It's the same functionality as Magebane Shot Sonic Wednesday User Da Sonic Sig2.png 12:58, 7 July 2010 (UTC)
I really like the idea of passive effects for the Anthems before terminating in a powerful, sure-fire effect on the use of a skill. Some of them look like they would need a little bit of balancing but otherwise I like these suggestions a lot. Tounaku 02:45, 26 October 2010 (UTC)
Mora has a very, very, very good idea on how Paragons should be updated. Very nice. Being a very in-depth Paragon player myself, I don't see why the developers couldn't implement something like this. It's balanced, and not over-powered, and gives the players more of an option as to what they should put on their bar. Instead of being limited to only a few decent skills which is how it is now. I don't know if it's just me, but it seems everyone likes to keep Paragon down in the dirt and not give them worthwhile consideration. I don't know though. I've been wrong before.::::Ardangoeswiki 16:04, 27 October 2010 (UTC)
By the way, that Defensive Anthem buff idea is F***ing superior. That's how it should be anyway. gg Mora. Ardangoeswiki 14:54, 31 October 2010 (UTC)
What if the duration of Shouts/Chants/Echoes can be stacked, but their effectiveness does not stack? For example, if a 10 second regeneration shout was placed on an ally with 5 seconds of regeneration still remaining, that ally would not gain extra regeneration but the shout would have 15 seconds remaining? --Falconeye 01:18, 23 February 2011 (UTC)
Boro is organizing a Paragon Focus Group, check it out! ^_^ --Falconeye 05:58, 18 March 2011 (UTC)
Yeah I'm on it. As soon as we have enough people to get through the main paragon design, we can start working on your (and a bunch of other people's) suggestions. --Boro 10px‎ 09:28, 18 March 2011 (UTC)
Ok, now I'm angry... 4-5 suggestion posts about paragon updates and no one mentions Wild Throw? 7 Adrenaline to remove a blocking stance... that's like my priority one issue... and make chants usable while running please... then I'll be a happy para O_o - Ander01 20:11, 6 June 2011 (UTC)
Probably because Wild Throw is fine for an unblockable ranged attack. Damysticreaper 20:23, 6 June 2011 (UTC)
It's a stance removal that requires 7 Adrenaline... by the time you've built up 7 adrenaline against someone with a blocking stance, their stance have automatically ended. It's clearly not "fine". :/ - Ander01 08:25, 9 June 2011 (UTC)
Try not spamming it whenever it's charged up and actually wait for them to use a stance and THEN wild throw? At worst, you would only have 1 andren missing from the target blocking another andren skill but in that case you can easily tab and spear some other random target and go back to wild throwing the stancer. Oh wait PvErs, in that case, you already have a superior alternative and should be spamming SY anyway. ZencowUser Ox rider Sig.png 08:46, 9 June 2011 (UTC)
There is a reason why a skill like Irresistible Sweep has a PvP version costing adrenaline instead of energy, and comparing adrenaline cost remember that the removal requires a teardown. But other than that i gues you want Wild Throw to be more like this. As with Wild Strike assassins are not designed for pressure in PvP and knowing how their skills function they have a good reason for it to cost energy instead of adrenaline. Also instead of removing the blocking stance why not punish it, it's much more effective and fun. Oh yeah, paragons have absolutely no need whatsoever to be able to use chants while moving because unlike the dervish they fight in a stationary position. Damysticreaper 11:10, 9 June 2011 (UTC)

Very, very nice ideas. I notice also pulling some inspiration from gw2 which is a good thing I think. Many of these skills are super overpowered (i'm only speaking from a pvp perspective) and need their numbers toned down by a lot, but some very nice ideas. The skills that add additional durations or increase with usage are very overpowered. song of power especially just screams for abuse. The additional adren gain from natural temper for instance would make all the songs just stupidly overpowered. An entire team with +9 (or even +6) health regen and immunity to interrupts? etc etc. I really like a lot of these concepts however. A lot. I hope the dev team sees this. Again however these numbers you used need some serious decreases for pvp.