Major proffession changes and overhauls

Major proffession changes and overhauls

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

Think I put my two cents in on balancing since I am going list some fix’s to help mainly pvp and wvw because being realistic mobs aren’t going write on the forums that some skills and traits are overpowered in pve are they. (fixes take into account next weeks patch) main aim is to try get people to break out of the same profession builds and not think that none berserker builds are bad or some weapons and utilitys aren’t worth equipping. just would like to say that good job on the newest patch you getting their slowly with stuff.

WARRIOR
main problem with warrior is been address with adrenaline nerf but still warriors need more incentive to roll builds other than hammer and bow or sword and shield
(skills)
~ lower combustion shots area radius for each of its adrenaline stages its currently way to big at level 3.
~ increase the damage of skull crack as hitting that skill is difficult and needs to be more rewarding to connect with. (600 base be nice)
~lower the range on gs rush skill to 900 and increase its cd to 30, increase its base damage to 860
~ increase whirling attack to 15sec cd
~ call to arms change skill to grant 3 stacks of might, vigor and ageis for 10 secs, increase cd to 30secs
(utility’s)
~increase cd of healing signet to 25 secs
~reduce mending cd to 15sec but only remove one condition
~reduce throw bolas immobilise to 3 sec and increase projectile speed by 50%
~reduce on my mark cd to 25 seconds grant 5 seconds fury to nearby allies 600 radius
~ increase cd of for great justice 30 secs, remove fury and just grant 5 stacks of might for 20 secs
~ make stances unable to stack with one another cant activate another stance till another’s expired this with stop near invulnerable bursts in pvp
~ completely change signet of rage, increase cd to 90 secs passive effect gain 1 stack of might for 5 secs every second. active grant 5 seconds of quickness and give the warrior a red glow for the duration
(traits)
~duel wield agility should also grant 10% movement speed as well making it grandmaster worthy
~defy pain make this give 2 secs of invulnerability at threshold 10% with internal cd of 30 secs
~ last stand make this grant 3 secs of stability on disable internal cd of 60 secs
~ phalanx strength change this to grant allies in radius of 360 of you + 10% critical damage (don’t know ferocity points total) works like empowered allies with 5 second duration.
~burst mastery increase to 10% damage to compensate the adrenaline nerf

GUARDIAN
(skills)
~make ray of judgement an aoe ground target circle that casts a beam of light down on area granting 250 base healing, curing one condition on allies and inflicting 5 secs blindness up to 5 enemies
~reduce cd of shield of wraith to 30 secs
(utility’s)
make sanctuary and elite skill and create something else for a consecration skill in its place (Sacred ground: create a sparkly water field 240 radius granting increased healing effectiveness by 25% for 5 seconds (also discovered that necro flesh golem can charge through sanctuary needs fixing as it not an unblockable attack, also doing so bugs the golem for 5 secs allowing him to walk through the bubble and attack.
(traits)
Actually cant find any major flaws probley would nerf a few of theirs sustainably traits for bunker builds but other than that guards do their job role well. bunkers are solid but lack damage, power builds are powerful but lack overpowered team support and durability and condition builds are kept at bay by lack of other conditions.

Death Good

(edited by Nightmare.1234)

Major proffession changes and overhauls

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

ENGINEER
(skills)
~improve pistol AA damage by a small amount
~redo pistol skill 4 and 5 allowing it take advantage of piecing shot trait and pistol distance. make skill 4 a rapid fire with flame bullets with 5x hit and 1 sec burning per hit. make skill 5 a sticky bullet causing 1 sec immobilise and 3 sec cripple.
(utility’s)
~Bomb kit and grenade kit needs reworking as they are used in wrong way promoting run in circles and spam all skills that aren’t on cd. id suggest quick fix of just increase the skill activation timers but up the damage. so bombs take longer to plant meaning you stop running for longer increase their fuse time by half a sec but increase damage output x2.(this will allow people time to get out the way and limit spamming) just add a min target distance of 300 to grenades and also small damage boost.
~big ol bomb and grenade barrage increase damage but increase cd of skills by 10 secs
~Turrets reduce all turret base health by 50% giving the engi a better reason to place turrets at a distance and spread out more.
~fix elixir gun skills that are counted as elixir benefit from the elixir traits.
(traits)
~auto defence bomb needs cd reduced to 20 seconds to make it grandmaster worthy
~napalm specialist needs changing to what guard as burning does 33% more damage because burn durations are useless for pvp and wvw as the condition don’t stack and with certain runes and sigils you can get near 50% duration anyway plus with ppl able condition remove so fast it pointless as a grandmaster.
~fortified turrets need to have longer shield duration of 10secs but not a reflective one just absorb projectiles.
~Gadgeteer grandmaster trait needs boost to boon durations to promote people to use gadgets more in builds

THIEF
(skills)
~ heart seeker needs be made 4 initiative use
~Cluster bomb needs to be split into two attacks first stage 2 initiative second stage the blast finisher costing 4 points increase damage on the blast damage stage
~ cloak and dagger needs reduced stealth to 2 secs
(Utility’s)
the community as been saying this for ages revamp traps
~ needle trap square box on ground works like ones in fractals trap lasts for 15 secs (half its cd) triggers when someone steps in zone causes 1 sec immobilise and 3 stacks of bleed for 2 seconds
~shadow trap create a line trap on ground that when target walks through gains 10 secs of revealed and 10 stacks of vulnerability 40 second cd with trap lasting 20 secs
~ tripwire creates line trap on ground cause 1 second of knock down when triggered lasts 15 secs 30 sec cd
~ambush creates square trap on ground when triggered removes up to 3 boons and grants them to thief trap lasts 20 secs skill cd 40 secs
(traits)
~last refuge remove the stealth just leave the blind field with a bigger radius
~ shadow rejuvenation make it apply 2 seconds regeneration boon every 1 second of stealth instead of its normal heal ( this will allow boon stripping fields to negate the healing
~ shadow protector change the granted boon to 2 seconds of protection
~Assassin’s Equilibrium just grant them something like 3 seconds of fury as well as their stability.
RANGERS
(skills)
~the patch seems to have fixed most major skill issues but I think rangers still need their pets sorting out, I know AI cant really be fixed but at least when stowing pet not allow pet to comeback out even when I combat unless you click unstow
(utility’s)
~traps again don’t feel special need to have a duration of 10 seconds lasting once placed where they trigger effects on contact per person for each second they in the trap.
(traits)
~ read the wind is still not grandmaster worthy give rangers a 10% critical chance increase as well
~ eagle eye should also improve short bow range as well

Death Good

(edited by Nightmare.1234)

Major proffession changes and overhauls

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

saved for light proffessions

Death Good