User talk:TimeToGetIntense/game balance
Some nice ideas....[edit]
You have some nice ideas here though most will go unseen or ignored rather. Skill diversity has been on a steady decline after all. Though a few things of note, your changes to Chaos Storm would not let it see play in PvE or PvP. The biggest issue with Chaos Storm is it's range and cost. Your changes to Empathy would kill it in PvE and PvP. You never balance around RA, period. The reason being that you can't really decide what is on your team. Empathy isn't overpowered or underpowered at the moment. It has multiple uses in making the melee decide if it is worth attacking right away and pushes the monk or mesmer to remove the hex which means they use some energy as well. In RA, if you are a melee with no hex removal and you don't end up on a team that has someone with hex removal then well thats called bad luck, it has nothing to do with a skill being over powered. If you keep getting killed by empathy then bring hex removal or as much as I hate to say it, learn to play better. Far to many skills are nerfed to promote bad play rather than encuraging players to increase their own playing skill. The changes to Ward Against Melee is better than it's current nerf but you could increase the duration back to 21 seconds with a 16 in Earth Magic and a recharge of 20 seconds as long as it started with a zero second duration and the block rate scaled as well. ~ Sabastian 00:16, 23 May 2008 (UTC)
Assassin's Remedy[edit]
The problem isn't a numerical value on the skill - the problem is that it removes the condition before the attack hits, which makes melee sins using it completely invincible to blind and weakness. If it required you to hit someone to remove a condition, it would be fine.
I'm adopting your Cleave thing to my nerf list. It's genius.
In general your ideas look good. Catching up old skills to the NF power creep is arguable, since a character's max health has not changed in 3 years. I'd like to see overpowered things do less damage, not underpowered things do more. I guess it's a preference thing. ~Shard (talk) 03:39, 23 May 2008 (UTC)
- Right, vitae runes have been added, but most people only run 2-3 of them, so it's not a drastic change from release. ~Shard (talk) 07:12, 25 May 2008 (UTC)
- Survivor sets were added, too. --24.179.151.252 12:53, 25 May 2008 (UTC)
- And people stopped using sup runes as well. 71.172.57.252 16:26, 2 July 2008 (UTC)
- Survivor sets were added, too. --24.179.151.252 12:53, 25 May 2008 (UTC)
Time wins...[edit]
1 internet and 10000 Nuke points. /agree with all those changes. -- NUKLEAR IIV 12:00, 23 May 2008 (UTC)
- I'm with Nuclear here, I didn't see a single thing that made me go "Stop trying to kill a class!" You seem to understand that variety = good, and that classes should remain viable. --Kalas Silvern 09:30, 24 May 2008 (UTC)
Nuklear is right (no cookie this time ITS MINE) youre balance just pwnz ra (making it chuck norris) Lilondra 14:23, 15 July 2008 (UTC)
Savage Slash[edit]
Please, oh god, don't lower the recharge on this attack unless there is also a revamping of the build that Bladed Aataxes use. Savage is thier favorite means of shutting down casters already and with the 150-250 dmg they already do to softies that are caught, we definately DO NOT need to make their AI-powered precision ability to interupt even MORE effective. If this goes through, revamp Aataxe build, por favor. TheAllEncompassingScythe 16:56, 20 June 2008 (UTC)
Balancing around pve is phail Lilondra 19:12, 15 July 2008 (UTC)