User talk:Shard/Conceptual Changes

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Terrible. Learn about GW, before trying balance. EoE buff is lulz. 21:43, 18 March 2008 (UTC)

says the guy who just got owned by a Way of the master‎ assassin, if someone manages to kill u with a way of the master assassin u must fail very much at the game, if he also used Fox's promise and did 120 dmg with each hit it must be cuz u still have ascalon armor, just go back to pve and plz no moar fail suggestions. the whole purpose with WoTM is to be used with a bow or a scythe, u really dont know anything.. --Cursed Angel talk 22:00, 18 March 2008 (UTC)
I love reading stupid comments from unregistered IPs. They make me feel better about myself.
The next time someone decides to tell me something I wrote is terrible, please say why. "Because I said so" is not a reason. ~Shard (talk / Nerf List) 21:30, 25 March 2008 (UTC)
I disagree with all assasin buffs. For example, a 5sec recharge blinding spell is too powerful. Dark Apostasy is nice like it is now, it does not need any nerfes. Ah almost forgot : no recharge on Charging Strike is not good^^ Ulkiges Ding 13:18, 12 April 2008 (UTC)
The recharge of that skill is dependent on the recharge of their combo. Blind is an easy-to-remove condition, and blinding powder (the way I have it) requires that the assassin attacks a frontliner, which requires him to sacrifice a lot of damage that would otherwise go toward a more important target. All that my change will do is open up utility sins instead of 321 spike assassins. ~Shard (talk) 07:39, 16 April 2008 (UTC)

btw, he is right about the eoe buff, will never happen because it was once used to score kills before the counter started

Read through this, don't aggree with it. Dark Morphon(contribs) 11:56, 30 April 2008 (UTC)

You don't have to, but at least don't fill up my pages with useless remarks. Say why you disagree, make a suggestion, or don't post. ~Shard (talk) 02:43, 1 May 2008 (UTC)
Gave ya reasons. Still think this list is fail. Dark Morphon(contribs) 11:24, 5 May 2008 (UTC)
For example, Companionship would simply replace HaO because it is nearly as powerful while not being elite and lower recharge. Dark Morphon(contribs) 11:05, 7 May 2008 (UTC)
And Charging Strike, permanent speed boost+insane pressure through +dmg? Dark Morphon(contribs) 11:09, 7 May 2008 (UTC)
Anyone who has ever run charging strike knows it's not that much pressure. If you're keeping it up whenever someone moves, you'll be out of energy before you kill your first target. Trust me, it's a very hard skill to use.
There's nothing wrong with a warrior-only infinite speed boost (the speed itself, not the damage). ~Shard (talk) 19:46, 18 May 2008 (UTC)
It would make it OP, warriors taking energy management skills and adrenaline based attacks wouldn't mind spending 5 energy for such a powerful boost. Dark Morphon(contribs) 14:00, 20 May 2008 (UTC)
How is rush + Power Attack any different? ~Shard (talk) 11:27, 1 June 2008 (UTC)
Because that's two skills, with a recharge? Dark Morphon(contribs) 08:02, 2 June 2008 (UTC)

Hmm didn't even see the paragon buff to cant touch this... Want paraspike to become even more OP? Then this is the way to go. Dark Morphon(contribs) 17:25, 22 May 2008 (UTC)

Love 99 % of the buffs you suggest its total leetnessthingie :D 18:23, 29 May 2008 (UTC)

Btw, why do you suggest nerfing BoA? Dark Morphon(contribs) 08:00, 2 June 2008 (UTC)

That was old. I've updated it. ~Shard (talk) 07:09, 6 June 2008 (UTC)
Well, with your suggestion, it's just what it is now, so you might just remove it altogether. Anyway. I still think Can't Touch This will be quite dangerous with this buff, it's still 50% upkeep immunity to assassin chains. Dark Morphon(contribs) 08:48, 9 June 2008 (UTC)
Assassins suck anyway lol ~Shard (talk) 21:51, 9 June 2008 (UTC)
Tell that to SA sins in TA. It also stops attack skills from Scythe people who you think are so incredibly imba. Dark Morphon(contribs) 09:36, 15 June 2008 (UTC)
A good player will realize "Hey, my attack skill failed for no reason...ohh, he must have "Can't Touch This!" on him, I'd better attack something else."
A bad player will think "Hey my attack skill failed for no apparent reason. Maybe if I try it over and over again, it'll work."
A shorter duration might be in order. 10 seconds is a long time...the same problem weapon of remedy has which makes those characters invincible in small teams. ~Shard (talk) 07:35, 18 June 2008 (UTC)
Seems balanced now, an attack skill variant of Disciplined Stance. Nice job. Dark Morphon(contribs) 17:53, 26 June 2008 (UTC)

The buffs to the mesmer hex removal skills are a tad...ridiculous. Might as well make all enchant removal skills remove bottom enchants first. Do you really want to give expelagons the power to destroy the entire tactic of covering hexes. Also, why do you suggest the buff to the non-elite monk hex removal skills when there is a perfectly viable counter to hexway already? If hexpressure is such a huge deal to you take a third monk with the UNDERUSED but good elite Divert hexes, OR take a utility necro with foul feast and plague signet and a DH monk instead of your RC. I know those are kind've ridiculous proposals but so is arming /me with the power to severely limit the options of the relatively few hexing necros that exist right now in GvG. Psychiatric Consultant 03:03, 28 June 2008 (UTC) lold at swirling aura.Oni User talk:Oni 12:14, 28 June 2008 (UTC)

There's a problem with "Bring DH instead of RC if you want to beat hexway." That's called rock-paper-scissors, the kind of game GW shouldn't be. You should be able to prepare for a little bit of everything and do decently if you're good. The ONLY counter for hexway involves losing to everything else, and that isn't an option.
Saying they're is strategy in cover hexes is like saying there's strategy in doing damage to your closest enemy c+space. There is no strategy in covering hexes. You just use a main hex, then use 5 other hexes and hope the other team doesn't have 3 copies of convert.
If not removal of lower hexes, then maybe hex stacks should cap at 2, which isn't a good solution. ~Shard (talk) 02:17, 29 June 2008 (UTC)

My guild=hexway guild. we have lost. why? ohaider hex breaker.Oni User talk:Oni 14:15, 29 June 2008 (UTC)

No, it was cuz of sorm guy overextending and going afk oni and u no ;). Dark Morphon(contribs) 14:33, 1 July 2008 (UTC)
Hex breaker is bad when fighting good hexers *cringe*. Like I said, the only counter to hexway involves losing to real teams. ~Shard (talk) 01:57, 2 July 2008 (UTC)
Aggreed with shard, if you want to counter Hex Breaker, use Parasitic Bond once then use your real hexes ;). Dark Morphon(contribs) 12:10, 3 July 2008 (UTC)


Can you explain Shroud of Silence for me? I'm a litte lost on why its a bad elite....To me, the only thing this needs is a bit longer of a disable duration for the target. Personally, my assassin doesnt carry any spells at all, but....maybe I'm just running the wrong build. Can you clear this up? --User Wandering Traveler Oie User Wandering Traveler Sig2.png Wandering Traveler 06:48, 7 August 2008 (UTC)

Because of the last nerf, shroud blacks out the caster wayyyyyy longer than the target, plus is costs too much for just a 3 second shutdown. Mine is still weak, but effective timing can still be devastating. ~Shard User Shard Sig Icon.png 21:27, 18 August 2008 (UTC)
True, but....again, can you show an assassin build that relies on mainly spells? I havent seen a Deadly Arts build in what seems like ages (I think they nerfed them to hell, but I'm not the expert here XD). --User Wandering Traveler Oie User Wandering Traveler Sig2.png Wandering Traveler 02:33, 19 August 2008 (UTC)

Fire elites[edit]

Mind burn, star burst, and double dragon suck. Add them please.

They don't suck (ok mind burn does), SH and SF are just overpowered. ~Shard User Shard Sig Icon.png 00:21, 16 October 2008 (UTC)
I know SH and SF are good, but all the other fire elites are piss-poor. Right now, if oyu don't have Nightfall, do NOT bring a fire elite, use dual attune or something.


User:Lancy1214/Ritualist -- Ritualist euphoracle | talk 22:02, 7 October 2008 (UTC)

Random comment you dont care about[edit]

Your proposed buff to Melandru's Resilience would actually be a nerf. I dont think the +1 ene regen at 15 spec offsets the lower duration and scaling regen, hm?--Ryudo 04:54, 2 November 2008 (UTC)


The spawning power suggestion is just terrible. It turns spawning power into something like expertise. Ranger skills are weak(with a few exceptions) and cost too much. This means that rangers are punished for expertise by having to pay more energy for the same effect that another profession would pay less for. Furthermore, expertise is a REQUIREMENT, not an option, for rangers.

Your suggestion makes Ritualists dependent on spawning power in the same way. --The preceding unsigned comment was added by User: (talk).

This was the best I could come up with for a profession that's inherently flawed. I agree that suggestions is weak, but there really isnt a good fix to rits that anyone can come up with. ~Shard User Shard Sig Icon.png 06:33, 20 November 2008 (UTC)
For each rank of spawning power, your rituals activate 4% faster, have 5% more health, and have their energy reduced in the same manner that fast casting bonuses increase(the higher the rank the less effective an additional rank is)


I love a lot of the concepts, just not liking minor things.

Auspicious Parry Auspicious Parry - Love the concept of neutering warriors in a non hexual manner. However, the energy denial is too high, two people running that can cripple a casters effectiveness. Even a 12 10 8+1 split means killing 5 energy times the number of front liners. Consider 1...4...5. Aesthetically my problem is there is no blocking and it's a parry. Maybe remove the cancel and add a clause "while activating this skill you block all attacks against you."

Deadly Riposte Deadly Riposte - That is similar to my concept for a couple of sin elites. I like the idea, because it has disable potential for Adrenaline users, but with the shutdown potential on dire attributes (such as healing) I'm thinking a 0...3...4 or even 0...2...3 range would be better. Not to mention for 5 more seconds of recharge this totally would outshine Savage Slash.

Riposte Riposte - I would love for swords to have an Adrenaline based interrupt, they are the only weapon warriors have without interrupt/shutdown utility. However, a cancel skill and interrupt for 4 Adrenaline? You just overlooked this I think. Would be better suited at 6 Adrenaline.

Defensive Stance Defensive Stance - Awesome idea. Current numbers would be OP though. Minimal attribute investment means the midliners and backliners could make themselves a killer ward that could be mobile and upkept. This would likely result in heavy HB Heal Party usage as well. There are a couple programming issues with here too that would result in bugs having to be worked out. You should designate your desired outcome with multiple toons using this skill.

Disciplined Stance Disciplined Stance - Interesting. Unfortunately it would likely result several types of back/midliners with infinite 33% IMS, which would not be very healthy for the overall balance. In addition the nature of its conditionals makes it unpredictably effective, but leans towards uselessness on a warrior.

"Fear Me!" "Fear Me!" - The non-elite of "You're All Alone!". Kind of neat, but it would likely be abused by ele's and only useful on warriors against warriors (and maybe paragons). Not saying the concept is bad, just hasn't reached the right place.

Shield Stance Shield Stance - Spot on IMHO.

Soldier's Defense Soldier's Defense - For PvE it would be 1337. However, in PvP it becomes more like a sign saying "Don't Attack Me For 3 Seconds". Also would this trigger on 0 damage hits? Because it would be useful against weaken knees.

Soldier's Speed Soldier's Speed - I like.

Thrill of Victory Thrill of Victory - This one just seemed kind of out there to me. Not really big on it since I don't think skills in the warrior line should heal others, but I'm not saying it couldn't work.

~>Sins WDBUser The Sins We Die By Sig.png 02:04, 14 July 2009 (UTC)

Auspicious only steals energy if you hit an attacking foe.
Deadly Riposte only disables that attribute if it's an attack skill. AFAIK there are no healing prayers attack skills.
Maybe you misunderstand the first three...these aren't buffs - they're just attack skills. You don't cancel anything.
I disagree about disciplined stance. Warriors face only three real solid counters - antimelee hexes (like faintheartedness), blind, and cripple. All of these get addressed with this skill in small ways.
I think you're overestimating how much time caster classes have to build adrenaline. An ele has to wand something successfully seven times, meaning he needs at least 15 seconds to charge it up while not casting any skills. In any case, you're right about paragons and possibly rangers also using this.
For soldier's defense, I meant "hit a foe with an attack." I changed it to be more clear. ALso, I think you may be confusing this with the next one. There's nothing special about taking damage - it's just reduced.
I don't like tov either, but all the other "victory" skills heal when you have more health, so I wanted to keep something along those lines. ~Shard User Shard Sig Icon.png 21:52, 14 July 2009 (UTC)
Chilling Victory doesn't. Afaik the linking factor is only the "If you have more health than target" clause. 06:05, 15 July 2009 (UTC)
Good point. ~Shard User Shard Sig Icon.png 22:06, 15 July 2009 (UTC)

Wailing Weapon[edit]

I lol'd. Dark Morphon 15:44, 31 July 2009 (UTC)

That would be pretty hilarious wouldn't it. ~Shard User Shard Sig Icon.png 20:45, 31 July 2009 (UTC)
Kinda, putting it on monks and let em auto-attack pretty much stops most melee attackers. I don't think that's a good idea. You would have to like put Guardian on frontliners just to get damage through. Dark Morphon 10:57, 1 August 2009 (UTC)
I wouldn't put it on monks, because they're usually too busy, y'know, using spells. 0r is pretty imba, idk what I was thinking. I don't really like what it does anyway. I should go troll the suggestion pages. ~Shard User Shard Sig Icon.png 02:59, 3 August 2009 (UTC)
As long as you do it for teh lulz. Dark Morphon 12:31, 9 August 2009 (UTC)
Also, at zero recharge and 5 energy cost, why not? You can just spamspamspam anyway. A monk can still auto-attack between spells since it doesn't cost them anything anyway. Dark Morphon 10:32, 10 August 2009 (UTC)


Don't you think this version of warrior skill is too much overpowered? a 5 adrenaline cost skill that give +50 and snare? A signet that bost damage by 30? But do you want a warrior that do 100 DPS? You say that a lot of skill need a nerf and now this? Is a little strange ^_^.--Ciotto 14:25, 3 September 2009 (UTC)

Coming from someone who thinks Wail of Doom is a balanced skill, your question makes no sense to me, but I think I see your bad logic anyway.
It's as simple as this: Some skills are overpowered, and some skills are underpowered. I want to balance them. Therefore, some skills need buffs, and some skills need nerfs. The drawbacks of the skills you mentioned make up for their power. Signet of strength, for example, goes away if you get blinded or snared for just 5 seconds. Axe rake is actually weaker than bull's strike, which is one of the game's many popular, unchanging skills.
You should get more competitive-level (this means GvG) pvp experience before you can start criticizing anyone's balance suggestions. ~Shard User Shard Sig Icon.png 20:27, 5 September 2009 (UTC)
I don't think wail of doom is a belanced skill, i just think isn't that strong as peolpe say. And the axe isn't that bad weapon as you say.--Ciotto 22:44, 5 September 2009 (UTC)
I never said axes are bad. ~Shard User Shard Sig Icon.png 22:46, 5 September 2009 (UTC)

Burning Speed[edit]

Your burning speed is just plain silly. You have to options: 1st, You give anybody using the skill infinite 50% IMS or 2nd, you make it so the end effect occurs when you use it again. Which then means you get bombers who run in and explode themselves for 800dmg. Nice fail btw.-- 04:37, 15 September 2009 (UTC)

Oh lol. I forgot the 50+ dmg from burning.-- 04:38, 15 September 2009 (UTC)
You probably also forgot to apply third grade math. Let me walk you through this:
"You run 50% faster for 10 seconds. When this ends, you and all nearby foes take 20...100...120 fire damage and are set on fire for 1...6...7 seconds."
First of all, the speed boost is not infinite, as it costs 10 energy every 10 seconds to maintain (the equivalent of -3 energy regen). If you're a flagger, this might be infinite, but they already have maintainable options for running that allow them to cast other skills.
Second, the damage isn't applied when you cast it, it applies when it ends. If you're perfect (you're not, but other people might be), you only get the damage and burning once eveyr 10 seconds, and it's melee range. 5 energy attack skills do far better than that. ~Shard User Shard Sig Icon.png 04:42, 15 September 2009 (UTC)
Know what would be retarded with that change though? Ride the lightning. Ele's throwing down a well timed meteor + rtl when burning speed ends. That's about 200 damage from rtl + bs (pun intended) given an 11 10 10 or 12 10 8 spread right? Plus a meteor every 3 of those. Actually, Shadow Walk + Star Burst + Burning Speed, to save an attribute would be better synergy and dumber. Here we go...
Shadow Walk.jpg
Shadow Walk
Burning Speed.jpg
Burning Speed
Star Burst.jpg
Star Burst
Augury of Death.jpg
Augury of Death
Death's Charge.jpg
Death's Charge
Resurrection Signet.jpg
Resurrection Signet
6 eles with Infinite 50% IMS + Uber Spike! It's like shockwave spike with burning, but better. Totally would be the new(b) meta.~>Sins WDBUser The Sins We Die By Sig.png 21:28, 15 September 2009 (UTC)
I like Shard's burning speed.
Fire Attunement.jpg
Fire Attunement
Burning Speed.jpg
Burning Speed
Winds of Disenchantment.jpg
Winds of Disenchantment
Ride the Lightning.jpg
Ride the Lightning
Water Attunement.jpg
Water Attunement
Icy Shackles.jpg
Icy Shackles
Unprottable spike! Pika Fan 22:05, 15 September 2009 (UTC)
You realize I also disapprove of shadow steps in pvp for this very reason. You're putting down this change because of Anet's failures - something I have little to no control over. ~Shard User Shard Sig Icon.png 01:45, 16 September 2009 (UTC)
I'm just busting your balls, don't take it personally. But seriously a warrior with a 12 9 9 attribute split would be rediculous with burning speed. That long of a 50% IMS and damage on end.
Whirling Axe.jpg
Whirling Axe
Burning Speed.jpg
Burning Speed
Resurrection Signet.jpg
Resurrection Signet
Fill in with bulls, conjure, shock, d-chop. Anyways, I'm just saying there's a reason Mirage Cloak is 15 energy and it's not just the blocking that makes it that much.~>Sins WDBUser The Sins We Die By Sig.png 14:38, 16 September 2009 (UTC)
Well Shard, obviously you forgot to apply 3rd grade english because you didnt understand a word I said. Burning Speed has no recharge, you have not stated the recharge will be changed, and therefore there are two options.
(heres a layout your mind can handle)
1. People have infinite 50% IMS. Before the 10seconds ends the caster will recast it. (Meaning no burning or AOE dmg and therefore no side effects).
2. When you recast it you effectively end it. Therefore; 0 recharge and 1/4second cast means (200x3or4) damage in AOE around you until everything dies (you included).
Now do you understand? or are you still confused?-- 23:22, 17 September 2009 (UTC)
I just thought of something else. May be slightly slower to rape everything but still gets the job done and can do more then twice as much damage. Forget R/A's when E/D are on the prowl.
Burning Speed.jpg
Burning Speed
Signet of Pious Light.jpg
Signet of Pious Light

-- 23:33, 17 September 2009 (UTC)


Don't spec -> free int with only 4 adren cost and fast activation. Sounds like a good deal to me. Morphy 16:04, 23 April 2010 (UTC)


The link Lancy'a page is currently outdated; due to personal issues, she will no longer be active on the game or wiki. Her work in its current format can be found here. Since the pvp/pve-split made the previous attempt for balanced in both playstyles a moot point, your input on how to better gear these towards PvP play would be much appreciated. As for Binding Rituals behaving more like Paladin Auras, we both have discussed a "Soulmeld/Spiritform"-like mechanic to destroy a spirit, merges with its esence into his/her soul, and effectively obtains an aura-like property that spirits, which can be dispelled by any skill that harms or destroys spirits/summoned creatures (the idea/theme being that such skills forces ritualist to 'expel' the essence, or be outright kill as if he/she had the Spirit creature-type). --Falconeye 06:01, 31 May 2010 (UTC)