User talk:Dav/1:1game/ele

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Overall these are good ideas, but there are some very noticeable flaws in your suggestions:

  1. Savannah heat. If you increase Savannah Heat to 25 Energy, you need to at least retain the damage. Otherwise it's Booned.
  2. Elemental Flame. Hexway is broken enough, don't you think?
  3. Energy Boon doesn't cause Exhaustion. Updated. Also, right now, no Elite Status will be changed, it's not worth it.
  4. Lightning Orb atm isn't broken in PvE. Risk says hi.
  5. 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.
  6. Storm Djinn's Haste doesn't make you lose HP, only Energy.
  7. 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?
  8. Iron Mist. See Energy Boon. Overall not a bad idea for a skill.
  9. 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.
  10. Obsidian Flame. Wow, no. Horribad idea, it's too strong for a non-elite short recharge.
  11. Stone Sheath. Why throw it away when you can try and tweak it? Earth Magic can use reinforcement.
  12. 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.
  13. Deep Freeze. What? Whats the change?
  14. Freezing Gust. How is that a Hex Spell?
  15. Glowing Ice. You're giving Water Ele's already beefy energy pool a spammable energy management spell, thats too much, especialy with Shatterstone.
  16. 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.
  17. Mirror of Ice was changed.
  18. 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 contributions 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 User Shard Sig Icon.png 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. User Raine R.gif 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. --DAVAUser Dav Tick green.png 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. User Raine R.gif Raine - talk 20:05, 13 June 2009 (UTC)
Armor ignoring really means "ignores armor above 60." ~Shard User Shard Sig Icon.png 08:10, 14 June 2009 (UTC)
Doesnt it just set armor to AL 60 or in other words deal the exact amount of damage stated ? (that is before calculations of spells like prot spirit ,spirit bond,..).Then again in PvP you are unlikely to have less then 60 AL :p Lilondra User Lilondra Sig.png*panda* 17:56, 15 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 User Lilondra Sig.png*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 Winter's Embrace - 5 Energy1 Activation time15 Recharge time (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.