User talk:Dav/1:1game/ele
Overall these are good ideas, but there are some very noticeable flaws in your suggestions:
- Savannah heat. If you increase Savannah Heat to 25 Energy, you need to at least retain the damage. Otherwise it's Booned.
- Elemental Flame. Hexway is broken enough, don't you think?
- Energy Boon doesn't cause Exhaustion. Updated. Also, right now, no Elite Status will be changed, it's not worth it.
- Lightning Orb atm isn't broken in PvE. Risk says hi.
- Whirlwind, if you change, also needs to change the duplicate skill (Teinai's Wind). Also, PBAoE that causes Cracked Armor and damage is unbalanced in so many ways.
- Storm Djinn's Haste doesn't make you lose HP, only Energy.
- Aftershock+Ash Blast.Stances don't have casting time, so that condition isn't viable. Also, do you mean Skills by any skill, or Skill as for example a Touch Skill?
- Iron Mist. See Energy Boon. Overall not a bad idea for a skill.
- Kinetic Armor. If you change the functionality so much and don't meddle with the Energy, Activation and Recharge, it's simply not going to worth the skill slot.
- Obsidian Flame. Wow, no. Horribad idea, it's too strong for a non-elite short recharge.
- Stone Sheath. Why throw it away when you can try and tweak it? Earth Magic can use reinforcement.
- Armor of Frost. So, your giving +30 armor vs.all at 5 energy, and it can be up for half it's recharge? You got it wrong.
- Deep Freeze. What? Whats the change?
- Freezing Gust. How is that a Hex Spell?
- Glowing Ice. You're giving Water Ele's already beefy energy pool a spammable energy management spell, thats too much, especialy with Shatterstone.
- Icy Prism is fine at it's 2 sec so you won't spam it on all the opposing party member who are trying to resurrect. Give it 1 sec, and it's overpowered.
- Mirror of Ice was changed.
- Winter's Embrace. So nice to see "Delete Skill, rather useless" in a skill suggestion page. Be creative.
Skill balancing is a pain. Can be done, but it's too hard for 1 person to see something from all directions... Titani Ertan 19:55, 12 June 2009 (UTC)
Shards feedback[edit]
- I don't want to go into detail for each skill (I do that too much on the suggestion pages), I just have a few general comments to make. When changing a skill, it's important to avoid removing it from play. It's also important to avoid making it a copy of a similar skill. For example, your Searing Flames change would just make it practically a 1 second conditional Rodgort's. That's not really fun or different. Fire magic doesn't have any good pressure skills (other than aoe), and in my opinion, Searing Flames would make a good degen skill (aoe burning by itself is pretty effective.)
- Also, you need to take some things into account considering who might use the skill. All fire eles run attunement and most of them also run glyph, so a 25 energy spell isn't a big deal (since they're essentially free once every 30 seconds, which happens to be SH's recharge). Will whirlwind be useful if it caused cracked armor? Probably not. A skill change has to be one that will make people want to run it.
- Fire Magic, on the Guild Wars color pie, does not remove enchantments. There is a reason for this. Don't try to give attributes/professions things they shouldn't have.
- Ether Prism really just says "gain 2...24...30 energy." Unless I'm missing something...
- Technically, nobody is ever "using" a stance. They're either in one or they aren't. Is that what you meant? Knock down foes in a stance?
- I think anet is trying to avoid changing elite status of any more skills, just to avoid problems with the skill hunter titles and existing monsters.
- Basically, nothing looks too bad, I'd just say make sure all your skills have a purpose and make sure they're fun to use. Robot skills have always proven bad for the game, in both pve and pvp. ~Shard 21:58, 12 June 2009 (UTC)
About Obsidian Flame[edit]
It's already armor-ignoring. So making it armor-penetrating doesn't really do anything. 145.94.74.23 09:22, 13 June 2009 (UTC)
- Giving it 50% armor penetration would make it do even more damage than it currently does. Raine - talk 15:38, 13 June 2009 (UTC)
- I changed that, remove the full armor ignoring and do 50% armor penetration, that makes it do 50% damage. --DAVA 19:25, 13 June 2009 (UTC)
- I don't think you understand how armor penetration works. 50% armor penetration means it treats a target like they have half their armor, which multiplies damage. So if you hit someone with 50% AP, it'll do more than base damage unless that person has 120+ armor (which would reduce the effective AL to 60, and thus cause normal damage). Armor ignoring isn't the same as 100% armor penetration. Raine - talk 20:05, 13 June 2009 (UTC)
- Armor ignoring really means "ignores armor above 60." ~Shard 08:10, 14 June 2009 (UTC)
- I don't think you understand how armor penetration works. 50% armor penetration means it treats a target like they have half their armor, which multiplies damage. So if you hit someone with 50% AP, it'll do more than base damage unless that person has 120+ armor (which would reduce the effective AL to 60, and thus cause normal damage). Armor ignoring isn't the same as 100% armor penetration. Raine - talk 20:05, 13 June 2009 (UTC)
- I changed that, remove the full armor ignoring and do 50% armor penetration, that makes it do 50% damage. --DAVA 19:25, 13 June 2009 (UTC)
imo[edit]
Fire Magic
Savannah Heat: Increase Energy to 25.
- proly nerfed to hard.I don't know if energy would be the right nerf.It is without a doubt OP though.
Searing Flames: Increase Recharge to 5/10 seconds.
- Rodgort's incovaction says hi.
Liquid Flame: Target foe is struck for 7...91...112 fire damage. If that foe is attacking, he/she loses 1 enchantment.
- Pls don't give eles enchant removal.
Bed of Coals: Decrease Recharge to 15 seconds.
- Can't be a bad change.
Energy Storage
Ether Prism: You gain 2 energy for each rank in energy storage (maximum 90).
I suppose its prebuff functionality you based yourself on ? Air Magic
Thunderclap: Deals the damage to foe and all foes adjacent to foe.
- /
Storm Djinn's Haste: Remove Energy Loss, lower duration to 5..9..12 seconds.
Doesnt need change imo. Earth Magic
Aftershock: Add to end: Knock down foes casting skills or enchantments.
Why ? AS is fine
Ash Blast: Add to end: Knock down foes casting skills or hexes.
Hex = skill.Also OP
Iron Mist: Change Duration to: 3..7..15 seconds, Add elite status, Remove Lightning effect.
Meh
Glowstone: --If target foe is Weakned or Crippled.
Could work .
Kinetic Armor: Enchantment. (15 seconds.) You have +30..60..90 armor. Renewal: Cast an enchantment on yourself.
I don't know if you actually want kinetic armor to be viable in pvp
Obsidian Flame: Spell. Deals 22...94...112 damage. This attack has 50% armor penetration. You are Exhausted. Remove Armor Ignoring.
Broken tbh.I don't wanna know how much damage it would do against a 60 AL target.
Obsidian Flesh: Elite Enchantment Spell. (8...18...20 seconds.) You have +20 armor and enemy spells cannot target you. You move 75..50..35% slower. Stone Sheath: For 10...30...35 seconds, attacks made by target foe and all nearby foes deal half damage and cannot cause critical hits.
Water Magic
Conjure Frost:: --additional 10...15...25 cold damage. Why ? I don't know if you want to force enchant strip on conjure frost tbh Freezing Gust: Hex Spell. Deals 20..68..80 cold damage if target foe is hexed with Elemental Magic. This hex deals 5% damage of foes total health.
The reason people run this is because its a) a snare every 5 seconds b) versatile
Ice Prison: Remove "ends if fire damage is taken" part, lower to 50%. Slippery Ground: Reduce Recharge to 1 second.
I don't think adding knocklock possibilities with 1 skill and a blind condition is a good idea.Blind shuts melee down.If a warrior is blinded knocking him down isnt worth it 99 % of the time.If he isn't blinded it has no effect.Thats the real problem.This also means that it won't be viable with this functionality untill you make it lolbroken.like giving it 1 recharge or something.
Winter's Embrace: Hex Spell. For 6..8..10 seconds, target touched foe move 65% slower.
- Grasping Earth already gives problems.This would aswell.
Lilondra *panda* 18:06, 15 June 2009 (UTC)
Weaponmaster Says Hi[edit]
Nice ideas, all in all, I would like to comment on/suggest a couple of things.
Conjure Frost: Why only frost and ignore Lightning and Flame? Winter's Embrace: Consider this Winter's Embrace - 5 1 15 (Enchantment Spell) You are enchanted with Winter's Embrace for 2...16...20 seconds, while enchanted your elemental spells also reduce the movement speed of their target by 15% for 5 seconds.
- Just a thought
Freezing Gust:...how is it a hex, the discription is rather confusing.
Aftershock: it's fine, why did it need changing?
Slippery Ground: The problem with this is that it is still Shutdown that requires shutdown to function. Blinding a caster does little and blinding martials puts them out for the duration of the condition.
Finally, Searing Flames: Your fix is ok for a single elementalist but it is doesn't fix the problem that occurs when you start class stacking.