General fixes for all classes

General fixes for all classes

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

I made a list, which goes from 1-most important to 10- the least

What I think is required:

1) A general change for summoned units, I mean turrets/illusions/phantasms/minions/elementals/spirit weapons/ranger’s spirits, a good idea would be: remove their healthbar and give them multiple bars or “charges”, like 3-10 charges depending on the unit type (illusions-3/4, minions-7,spirit weapons-7, turrets-8, dunno about ranger spirits, they need a rework imo), each bar/charge is consumed upon hit, all they are unaffected by conditions, I think this change would make all summons finally happy and glad not to be 1-shoot down, this would also allow new traits involving the number of bars/charges of these summons and better diversity (for not fully speccing into those).
Something that should also help those is: activating their effects (or a special effect) on summon and death.
Also, this could be a huge help for those runes that summon creatures such as rock-dog, minions and golems.

2) second general change would be: lessen the cooldown of those skills that force you into traiting to pick’em up (traits shouls provide a shorter CD to compliment your build, not to make it just viable), this mostly involves skills like engineer turrets, warrior’s utilities in general and guardian’s consecrations, then remove the reduced cooldown from those traits and change’em into something more useful.
For those very skills, they usually also NEED a trait to last long enough, the same rework would be VERY good (3s duration on untraited elixir S? that’s just about for stomping with a 60s CD…) on such short-lasting skills… and no I don’t mean BLOCKs, those are quite fine.
I think it’d be ok to also lessen the CD of some runes’ effects, especially summoned creature’s effects, they can’t be affected by anything, no CD or duration related so… why not?

3) rangers need major rework, they are stuck with a couple of builds, their traits don’t actually synergize and going melee simply doesn’t have a point, they definitely need more significant skills, meaningful skills, like pulls and knockbacks maybe making player-controlled pet skills AoE (not too much just a 120 rad with low knockback distance is enough) would be a good idea due to AI issues, plus making them more responsive and after that fix turning those skills into reliable utilities like pulls/immobilizes/cond-removals/knockbacks/fears (a beast that actually scares ppl maybe?)

4) engineer’s bugs addressed AND talked, a single confirmation about just WORKING on them would be appreciated, in that section of the forum hasn’t been a single statement since day1… seriously? There’s way too many bugs, it completely ruins your gameplay experience having to check every skill in the forum’s bug-list, which is HUGE.
Their problem, which involves speccing over versatility would be solved fast by making either synergyze more traits without forcing them on ppl (make 3 grenades by default and remove them from the trait, juggernaut affecting elixir gun too and so on) or merging just a couple of traits, devs REALLY need to pay some attention to their engineer community.

5) necros truly need major buffs on their power counterpart, a small buff of 0.50-0.75s to their fears and WAY better mastertraits, well minor traits too, just better, atm their synergies don’t look so bad, maybe merging a couple of traits would be a good idea (especially wells’ and marks’, which don’t even share the same traitlines), I also suggest a boost to “vampiric” mechanics of the necros, they are also meant to be vampires but they aren’t quite like that.

(edited by Rfreak.6591)

General fixes for all classes

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

6) warriors need skills based on facts, not numbers, I’d expect rampaging warriors, knocking, cracking, beasts, not just stacking some might and sit there like a duck to DPS, for short, make their knockbacks/downs more reliable and maybe AoE, for the AoE stomp reduce the CD a bit (else you are forced to take a mastertrait) and give better utility on some weapons (at least one that is, dual axes don’t have anything really, just damage, which forces on specific utilities), more synergic traits like dual-wields, 2H, 1h wep-related (instead of just single weapons like hammer), so allows better switches synergies which are a must on this class AND build diversity.

7) Mesmers NEED more utility, a good idea would be giving the phantasms unique AoE skills which can immobilize and blowout reliably and more responsively, like 1 unique phantasm-type per weapon, another good change would be making those traits that get ALWAYS picked in every build a 5-points requirement minor trait, balance a bit/tweak the cooldown and so on, for the sake of build diversity.

8) Thieves need a nerf on burst skills and a buff on everything else besides stealth right now, especially their utility-slot skills, they just can’t compare to ANY stealth skill.
They are forced into a couple specs basically, and there’s no way they could help a party effectively, especially in dungeons.

9) Elementalists need just one thing: better trait synergies, there’s no point in making all 5-15points minor traits a single-element trait, because no1 would stick with one element if that’s not worthwhile (and right now it’s not) and they are wasted because elementalists don’t delve much into single-traitlines anyway, in order to make it worthwhile give mastertraits smtg like +15% damage on fire skills and things like that, just the mastertraits though ‘coz everything else has to be viable for hybrid builds, which are usually more appreciated, especially for diversity.
Another important change would be making elementalist’s utilities actually useful, there’s just a couple of worthwhile skills which force ppl in specific specs (D/D), make the other utilities worthwhile too and rework a bit the damage-focused ones, we don’t need numbers, we need facts.

10) Guardians are fine, grow up! (their elites, swiftness and ranged options kinda suck though)
Also keep into account n.1 and n.2 changes.

(edited by Rfreak.6591)