Balance Change Ideas

Balance Change Ideas

in Suggestions

Posted by: Nevarato.3178

Nevarato.3178

These suggestions are designed to make the game combat and use of effects more skill based or situational. While providing counters to parts of combat that have no immediate counter. As well as nerfing over powered classes, mainly the only one being thief at the moment, as well as giving buffs to classes weaker in pve. (a medium armor class shouldn’t be able to fight 10 players in melee in WvW) I’ll post my reason why i believe it’s balanced or necessary.

General Changes

- Chill: Stability makes the player immune to chill, as it was in betas. (chill has no direct counter, and can be easily applied in some cases. eg. blindess necro, or venom theif.)

- Poison: Make it stack in heal reduction intensity, not duration. (poison on some classes is already long enough for a fight, eg. ranger has 5-10 seconds of poison not counting pet inflicted poison and venom thief can have around 8 seconds of poison per hit. This change would also counter regen ele and guardian builds, and work as a assassination on a fleeing opponent. As well as giving a better role to condition rangers and venom thieves.)

- Stealth: Make a player or mob while stealthed, semi-visible and targetable whilst burning. (Essentially TF2 stealth rules. So it becomes more of a scissor, paper, rock scenario. Stealth at the moment has no direct counter, or way to make the stealthed thing visible. This would also make the risen priestess of dwayna fight in Arah exporable mode, more dynamic. Rather than trapping her between 2 rocks.)

- Pull: Make it so, if you try to pull something that has stability, u get pulled towards it instead. (The risen mobs in Orr are already effected by pulling in this way. This would serve as a punishment for trying to pull something without taking notice of boons. It could also serve as a chasing mechanic, if a player is trying to run away with stability, you could catch up with a pull, but fall down as they would as a trade off. Adding a extra layer of depth to pulls.)

- Immobilize: Evade, movement and blink skills shouldn’t be allowed to be used whilst immobilized. (Immobilize is meant to root your target and stop them from dodging. Classes such as rangers and theives can still dodge while immbolised with skills, and warriors can still stun with shield bash or earthshaker, which are movement skills. Blinks shouldn’t be allowed as you are essentially chained in place, and are still moving while carrying the condition with you. Although if you try a movement or dodge skill, you should stumble and be knocked down onto the group as a punishment.)

Nerfs

Thief

- No initiative regeneration while stealthed. (Stealth should be an opener or fleeing mechanic. You shouldn’t be allowed to spam evade skills, then call a time out in the middle of a fight, whilst you wait for initiative to recover, then spam again.)

- Remove stability from dagger storm. (It makes no logical sense for the skill to have that effect, as they’re spinning. And makes it so a regen thief can fight around 10 players at once, as they are healed per hit landed, and can’t be stopped from attacking in anyway, whilst crippling and bleeding targets. Also making the thief have no source to stability, would serve as a counter to a class that can spam evade and stealth skills.)

Guardians

- Make Spirit Weapons damageable, and give a trait that severely reduces their active time, to around 8-10 seconds, but makes them undamageable as they are now. Or atleast reduce the agro/chase range of the spirit weapons. (There’s no possible way to fight them at the moment. Personally i’ve had spirit weapons chase me across half a spvp map, while the guardian just stood on the point to cap it.)

Buffs

Guardians

- Guardians gain stability when using the “Pull” skill. (this would ensure that the skill doesnt become underpowered if the change to the pull mechanic is implemented)

Warriors

- The hammer skills “Backbreaker” and “Staggering Blow” break through stability and defiant, and give stability when channeling, not when using the skill. (the hammer’s entire gimmick of knockdowns and interruptions are neutralized with stability or defiant. Thus giving them no role, as the greatsword can dps better, and the mace is better and faster for knocking down and pierces for smaller mobs. This would also serve as a counter to stability, thus giving a proper role. The reason i believe this is balanced is cause the wind up for these hammer skills are so long, you can see them coming so u can dodge or blind them before it hits u)

Please give feedback if you like/dislike the ideas or have something to add or wish to remove.

(edited by Nevarato.3178)

Balance Change Ideas

in Suggestions

Posted by: Nevarato.3178

Nevarato.3178

Added some new stuff, figured i would update this older post instead of creating a new one.

Balance Change Ideas

in Suggestions

Posted by: DreamOfACure.4382

DreamOfACure.4382

Only thing I like on here is the Poison stacking.
But the heal-reduction would need to be reduced to like 10% and lots of skills would need their poison durations would need to be increased a little.

The rest seems like you being whiny because something got in your way or didn’t work exactly like you want it to.
Example: Just because your target isn’t pulled doesn’t mean you don’t have the strength to hold your ground…

Most of the things you propose make it more skill-based or situational.
They just make things easier in some ways like making chilled less effective.

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

(edited by DreamOfACure.4382)

Balance Change Ideas

in Suggestions

Posted by: Nevarato.3178

Nevarato.3178

Only thing I like on here is the Poison stacking.
And even that is pretty much game-breaking for the Necro, Thief and Pistol-using Engineers.

The rest seems like you being whiny about chilled, thieves, and stability.

Example: Just because your target isn’t pulled doesn’t mean you don’t have the strength to hold your ground…

Well i tried to look at this objectively, and thief is the most over powered class in the game at the moment as most of their abilities have no counters. Only other is regen ele, but poison change would fix that. As a fact for “whiny” about stability, i use a war, and i love stability. But i don’t think that i should be able to run into groups of ppl and tank without fear, since nothing can stop me. Which is an example of me trying to look at it objectively. As well as chill has no counter, for its powerful effect, and easy applicability.

As for “breaking” classes, there is still condition removal. Which is why you would need to be more careful in your choice in using it.

(edited by Nevarato.3178)

Balance Change Ideas

in Suggestions

Posted by: Nevarato.3178

Nevarato.3178

Only thing I like on here is the Poison stacking.
But the heal-reduction would need to be reduced to like 10% and lots of skills would need their poison durations would need to be increased a little.

The rest seems like you being whiny because something got in your way or didn’t work exactly like you want it to.
Example: Just because your target isn’t pulled doesn’t mean you don’t have the strength to hold your ground…

None of the things you propose make it more skill-based or situational.
They just make things a little more convenient for a specific slice of the playerbase.

By that arguement you could say that an asura shouldn’t be able to pull a norn as well. Every skill in GW has some element of magic behind, which is the reason why its possible for these things, and why most skills have a magical effect or trail. Even war’s physical atks. So if you use the same force to pull somthing massive towards you, than logically, the effect would be reserved onto you. eg. if you try to pull a massive rock in dirt, the rock would be too heavy, and you would instead be slowly pulled towards the rock.

As to not “situational”, as the poison’s duration is no longer stacked. It’s use over time is severely reduced. So you would need to choose when to use it better. Such as when an enemy is about to flee or heal. Poison’s current effect isnt that great. You get more dmg with burning or bleed, and entire stack can be removed with condition removal.

(edited by Nevarato.3178)

Balance Change Ideas

in Suggestions

Posted by: Nevarato.3178

Nevarato.3178

Only thing I like on here is the Poison stacking.
But the heal-reduction would need to be reduced to like 10% and lots of skills would need their poison durations would need to be increased a little.

The rest seems like you being whiny because something got in your way or didn’t work exactly like you want it to.
Example: Just because your target isn’t pulled doesn’t mean you don’t have the strength to hold your ground…

Most of the things you propose make it more skill-based or situational.
They just make things easier in some ways like making chilled less effective.

That’s the purpose of making stability immune to chill, to give chill a counter apart from condition removal, as chill is so easy to apply. To make it less effective, because at the moment it’s too effective. 66% reduction in movement speed and skill recharge. A blindness necro or venom theif can completely shut ppl down. I personally use 2 sigils of hydromancy, just because chill is so effective. 1 class shouldn’t be immune to everything, and 1 condition shouldn’t be good against all classes or builds.

(edited by Nevarato.3178)