User talk:Isaiah Cartwright/Underpowered Skills/General/Archive
Wards and Wells
I know that (once again) you don't like passive game play. And wards + wells are as passive as it gets. I know their effects are strong but just like elementalist AoE ranges I think you made them a bit too small for them to truly show their potential. While 1/3 of the aggro bubble is fine for defensive wards and wells (Ward Against Melee and Well of Blood) because people won't move a muscle when they enter it but, I think the offensive wards and wells lose out (Ward against Foes and Well of Suffering) as it takes only a few seconds to run out of them. Done25 20:44, 20 November 2007 (UTC)
- Wards are not underpowered lulz. --Readem 21:27, 20 November 2007 (UTC)
- I know that. aka: "I know their effects are strong". I just think that the skill developement team has an issue with making skills that have a large range. (They also make useless nerfs like adding a 4 sec recharge to "Watch Yourself!") Done25 23:15, 20 November 2007 (UTC)
- That 4 second recharge nerf was so paragons didnt have a skill that generated infinite energy.24.47.18.113 23:47, 20 November 2007 (UTC)
- Don't Paragons have infinite energy anyways? 00:18, 21 November 2007 (UTC)
- That 4 second recharge nerf was so paragons didnt have a skill that generated infinite energy.24.47.18.113 23:47, 20 November 2007 (UTC)
- I know that. aka: "I know their effects are strong". I just think that the skill developement team has an issue with making skills that have a large range. (They also make useless nerfs like adding a 4 sec recharge to "Watch Yourself!") Done25 23:15, 20 November 2007 (UTC)
Aftercast Delay for Bows
I could understand if it was .5 delay but at 1.25 it is very hard to keep a monk who's skills have a cast time of 1/4 to 1 sec. I know this was implimented to prevent R-Spikes but it is very detrimental to the class as a whole. Done25 21:07, 21 November 2007 (UTC)
- It's not only to prevent rspikes. It also prevents continuous interrupts. There was a time when ranger can rain down a flurry of arrows that you can't do anything to stop it. Lightblade 09:51, 28 December 2007 (UTC)
- Maybe they could reduce the delay to 1 sec. This shouldn't be imba and help to buff the ranger as dmg dealer as a whole. A. von Rin 17:36, 31 January 2008 (UTC)
A ranger is not made to be a DPS machine. It's a support/pressure character with interupts and condition spamming. Do not make the same mistake as you did with Turret rangers again please 77.248.246.63 08:49, 13 April 2008 (UTC)
Hammers and Bows vs. other two handed Weapons
It seems to me that these two weapon classes are too weak in comparison to other 2-handed weapons. Daggers have the highest IAS with Dual-Strikes and Scythes have AoE damage that can equal the lack of a shield to Axes and Swords. My suggestion is to give hammer attack skills cracked armor as an bonus condition what would be more "realistic" against hard targets because of the blunt damage and would not be too imba imho. Bow attacks should gain an 10% armor penetration to increase the dmg against high armor targets. This would maybe equal the two weapon classes to the other ones, maybe. A. von Rin 01:14, 31 January 2008 (UTC)
- Thing is, Hammers and Bows are pressure. Be it by interrupts or knock downs. They are not meant to deal high dmg. I'm well aware that there are builds that can deal high dmg, but overall they are used in (individual) pressure builds. BlazeRick 15:40, 21 March 2008 (UTC)
Guild Hall Henchmen
Possibly increase the amount of henchmen to 8, since you can't enter a GvG without 4 players from the guild, it wouldn't throw balance out. Possibly add the same henchmen found in Dragons Lair (Necromancer, Protector Monk, Mesmer, Warrior). For a Guild which has no monks, and no players with Nightfall or EotN, hero monks can't be added, and therefore isolates that Guild from GvG as a whole. If they had an option for more than one Non-Hero Monk AI from the guild hall, at least they could enter, regardless of whether they win or lose.
- This would just create more bad heroway guilds and is a horrible idea. Guild Wars, especially GVG is a team-based game and is meant to be so. Suck it up and get people to play for your guild if you want to GvG. Otherwise, join another guild. Plus, if you just want to have fun anyway, there's always scrims.\
Mesmers
Memsers are completely useless in Pve and hope that that can change. pve is all about killing many foes in short time so why not make most... not all mesmer hexes and such adjased range or nearby? Like you did with clumseyness (sry for any sp mistakes its late) The Golden Arrow 01:29, 7 April 2008 (UTC)