Feedback talk:User/Wizardboy777/Elite Skills

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Skills such as Withdraw hexes might only find use on ?/Mo characters that for some reason don't have a worthwhile elite. The main reason is because the Elite skill is such a large investment, that it is almost always filled by a generic and good skill that will find use in almost every situation. This is one of the reasons why having lots of viable elites is nearly impossible to achieve. One of the few "niche" elites that has found major play was Whirling Axe, mainly because it is not as niche as it seems; even if the enemy doesn't have stances (which is very rare anymore), it is still an unblockable damage bonus attack. Withdraw is ONLY good against hexes, and even though it works very well against teams that require hexes to be spread around, you can't be sure your opponent will run mass hexes. So its a lot safer to fill the elite with skills like RC because practically every team brings conditions.

Blessed Light is fine the way it is (wut?!). It got significant play in the past, the user pays a price for versatility, and it encourages smart play. It shifted out of the game because of increased damage in almost all other levels of the game(the real problem). The 10e just could not keep up with the damage. Unyielding is again too conditional to be useful. Spell breaker might have a use but it also prevents allied spells, so I doubt it would see play.

Another thing to be aware of. Mass skill buffs got us into some of the most degenerate "build based" (as opposed to player skill based) metas of GW history (WE, LC, R/A). Granted, you probably do not want ALL of these changes implemented at one time, and some of these buffs could helpful for the game, but I would hope ANet has learned their lesson about implementing large amounts of buffs without recognizing the consequences. -- User Staples sig icon.png Staples - talk 17:50, 17 September 2009 (UTC)

Yea, the idea is more to give ArenaNet/Linsey ideas if they care enough to check the feedback pages. If all of my skill suggestions were implemented the game would probably explode. Even if they take my ideas they probably wouldn't use the same numbers, anyway.
About unyielding, yea, that's why I said I wasn't sure whether to make it weaker or stronger than the current version, lol. I think the only other skill with a similar effect is Shroud of Distress. Spell Breaker shouldn't block allied spells, I clarified that. I could just make them fail, but this way makes people waste time casting and they can't just mash the cast button 3 times to end it if they have extra energy.
Withdraw as it is now is unusable. If you remove enough hexes to justify the 15 energy cost, you've pretty much diversioned your own elite. My version could probably use tweaking, but it would at least be viable, probably in a similar role as a third monk with PnH in HA before the nerf.
And yea, there's no way to make every elite viable. But it would be nice to see a wider variety of builds. As it is now, once you've seen the professions of 2-3 members of the opposing team you can make a very good guess at the exact skill bars of the entire team :/ ¬ Wizårdbõÿ777(talk) 21:46, 17 September 2009 (UTC)

Seriously[edit]

Make separate pages for separate skills. No dev wants to go through all that. It's very unorganized. ~Shard User Shard Sig Icon.png 02:37, 19 September 2009 (UTC)

At the least, one page for every class or one page for every attribute would be a good idea. -- Hong 11:13, 19 September 2009 (UTC)
Agreed. Also, I don't know what you find weak about SoD and DH, but don't. They are good enough already. -- NUKLEAR User NuclearVII signature 3.jpgIIV 19:14, 4 October 2009 (UTC)

Two ideas[edit]

Actually, scratch that. Make UA (PvP) like WoH, and trigger depending on the target's health rather than that of the caster. User A F K When Needed Signature Icon.jpg A F K When Needed 23:37, 23 December 2009 (UTC)