(edited by Super Riceman.8702)
Suggested changes to sPvP
[Engineer]
Change skill 2 to Acid Bomb: It can be countered by Immobilize/Cripple/Chill, not a disable or interrupt, rewards smart use of auto attack since its the only way to rotate
Throw Junk: Change chance for chill to immobilize, weakness to vuln
Personal Battering Ram: Make it transfer 2 conditions, the entire gadget type has no way to deal with non-movement conditions
Overcharged Shot: Change the self-knockback to a backwards leap like Acid Bomb
Throw Mine: Change Remove Boon to Steal Boon if you are in the blast radius
Kit Refinement: Remove the global cooldown and give them different individual cooldowns
Accelerant Packed Turrets: Move it to adept tier because there are not many adept traits that affect turrets in this trait tree
Performance Enhancement: Change it to 35 healing power for each stack of might, the conversion thing sucks skritt
Rifled Barrel Turrets: Move it to master tier, this would not be worth 30pts even if turrets are made stronger.
Rocket (Rocket Turret Toolbelt): Knockdown for 1s
Elixir R: Remove cast time or lower it to 1/4s
Empowering Adrenaline: Make it give 2s of quickness on the use of a gadget
Modified Ammunition: Change it to 3% dmg and 3% crit chance per condition
Napalm Specialist: Increase bonus to 45%
Static Discharge: Make it shoot to your selected target, regardless of the toolbelt’s target.
Adrenal Implant: No negative effect when you gain quickness
Utility Goggles: Make it apply 3s of revealed to enemies in a 600 AoE
Mortar: Change to a kit, remove minimum range
Armor Mods: Change it to 3s of protection on toolbelt use, there are not enough traits that deal with the class mechanic
Power Shoes: Change it so that sidestrafing is the same speed as forward movement
Flame Turret: Make it’s health/armor equal to current value of drake pets
Thumper Turret: Make it’s health/armor equal to current value of ursine pets
Rifle/Rocket: Make it’s health/armor equal to current value of cat pets
Exploit Weakness: Weaken targets when you immobilize them
Automated Response: Change it from immunity to :copy any conditions you receive while under 25%hp to their sender
I think there should be things that deter condi spam but immunity is a little much. This will still deter condi burst but not render it useless.
(edited by Super Riceman.8702)
[Elementalist]
Churning Earth: Remove the self rooting because its cast time is slow and obvious
Fire Shield: Change it so it still gives 1 stack of might on hit, but removes a boon from the attacker
Gale: Reduce the cooldown to 35s
Lightning Flash: Make it a Leap Finisher
Arcane Blast: Make it Pierce and transfer a condition
Cleansing Fire: Reduce the cooldown to 35s
Mist Form: Make conditions not tick down in this form
Conjures: Make autoattacks not count towards charges
Conjure Earth Shield: Make it break stun for creator and whoever picks the 2nd shield
Fortify: Remove the rooting effect
Conjure Lightning Hammer: Make it create a static field around the 2nd hammer
Serrated Stones: Bleed a foe when they critically hit you
Diamond Skin: 50 toughness for each stack of might
Flame Barrier: 45% chance for all attacks in all attunements
One with Fire: Transfer a condition when flame barrier triggers, there are no traits for condition removal outside of water/arcana which pigeonholes elementalists
Signet of Fire: Change the active to 2s of quickness
Persisting Flames: Make your Fire Fields give 1s of stability every second
Glyph of Elemental Power: Make the next five attacks apply a condition for their attunement instead of rng, change cripple to bleed
Glyph of Lesser Elementals: Make them pull a condition from you when summoned and every 25s
Glyph of Storms: Make it give projectile reflection for 1s
Deep Freeze: Remove the self rooting effect
(edited by Super Riceman.8702)
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[Elementalist]
Churning Earth: Remove the self rooting because its cast time is slow and obvious
Fire Shield: Change it so it still gives 1 stack of might on hit, but removes a boon from the attacker
Gale: Reduce the cooldown to 35s
Lightning Flash: Make it a Leap Finisher
Arcane Blast: Make it Pierce and transfer a condition
Cleansing Fire: Reduce the cooldown to 35s
Mist Form: Make conditions not tick down in this form
Conjures: Make autoattacks not count towards charges
Conjure Earth Shield: Make it break stun for creator and whoever picks the 2nd shield
Fortify: Remove the rooting effect
Conjure Lightning Hammer: Make it create a static field around the 2nd hammer
Serrated Stones: Bleed a foe when they critically hit you
Diamond Skin: 50 toughness for each stack of might
Flame Barrier: 45% chance for all attacks in all attunements
One with Fire: Transfer a condition when flame barrier triggers, there are no traits for condition removal outside of water/arcana which pigeonholes elementalists
Signet of Fire: Change the active to 2s of quickness
Persisting Flames: Make your Fire Fields give 1s of stability every second
Glyph of Elemental Power: Make the next five attacks apply a condition for their attunement instead of rng, change cripple to bleed
Glyph of Lesser Elementals: Make them pull a condition from you when summoned and every 25s
Glyph of Storms: Make it give projectile reflection for 1s
Deep Freeze: Remove the self rooting effect
I like a lot of these. Especially the Flame Barrier part.
[Guardian]
Zealot’s Speed: Change it to 5s of swiftness on weapon swap, 1s if its already on you.
Revenge of the Fallen: Make it deal damage to the killer of a spirit weapon
Kindled Zeal: Make it block every 5th condition when virtue of justice is not on cooldown
Signet of Wrath: Change the active effect to 3s of quickness
Shimmering Defense: Change its effect from burning to symbol of judgement
Inner Fire: Make it give fire shield when burned for 4s
Strength of the Fallen: Make it give 2s of stability when a spirit weapon is commanded or killed
Eternal Spirit: Swap it’s position with Spirit Weapon Mastery
Healing Breeze: Make it’s skill type consecration
Searing Flames: Lower the cooldown to 12s
Smite Condition: Change remove condition to transfer condition
Binding Jeopardy: Make it trigger on blind, apply immobilize instead of vuln, cannot affect same target twice within 10s
(edited by Super Riceman.8702)
[Thief]
Pistol Whip: Reduce whipping animation, allow rotation while rooted
Heart Seeker: Change its dmg scaling so that increases the farther you are from the target when you cast
It should not reward spamming
Vital Shot: Increase power scaling, move the bleeding from this skill to each attack on Unload
Haste: No negative effect if used while below 50% hp
Spider Venom: Also transfer a condition on next 5 attacks
Unload: Make it bleed on each attack, give reflection for 1s
Scorpion Wire: Make it pierce
Ice Drake Venom: Make it give 4s stability, affect allies if you have Venomous Aura
If there are other sources for groups stability, someday there may be teams without guardians.
Hard to Catch: Regain initiative when you are crippled, or immobilized (cd 10s)
Ricochet: Make pistol skills pierce
[Mesmer]
Feedback: Set on your position if there is not a target selected
Arcane Thievery: Reduce the cooldown to 30s
Mimic: Blocks the next atk and change echo to the blocked attack
Decoy: Activatable a 2nd to kill illusion and swap to it’s position
Signet of Inspiration: Change passive to give 5s of swiftness every 10s out of combat and 2s of protection every 10s while in combat, Change active to copying boons from all nearby enemies to yourself
Chaotic Revival: Rename it, Make it trigger when you are disabled, cooldown 15s
Mirror of Anguish: While they are alive, Phantasmal Defender and Disenchanter receive incoming disables for you.
Bountiful Interruption: Steal a boon when you interrupt
Veil: Make it apply revealed debuff for 2s to enemies
[Elementalist]
Churning Earth: Remove the self rooting because its cast time is slow and obvious
Fire Shield: Change it so it still gives 1 stack of might on hit, but removes a boon from the attacker
Gale: Reduce the cooldown to 35s
Lightning Flash: Make it a Leap Finisher
Arcane Blast: Make it Pierce and transfer a condition
Cleansing Fire: Reduce the cooldown to 35s
Mist Form: Make conditions not tick down in this form
Conjures: Make autoattacks not count towards charges
Conjure Earth Shield: Make it break stun for creator and whoever picks the 2nd shield
Fortify: Remove the rooting effect
Conjure Lightning Hammer: Make it create a static field around the 2nd hammer
Serrated Stones: Bleed a foe when they critically hit you
Diamond Skin: 50 toughness for each stack of might
Flame Barrier: 45% chance for all attacks in all attunements
One with Fire: Transfer a condition when flame barrier triggers, there are no traits for condition removal outside of water/arcana which pigeonholes elementalists
Signet of Fire: Change the active to 2s of quickness
Persisting Flames: Make your Fire Fields give 1s of stability every second
Glyph of Elemental Power: Make the next five attacks apply a condition for their attunement instead of rng, change cripple to bleed
Glyph of Lesser Elementals: Make them pull a condition from you when summoned and every 25s
Glyph of Storms: Make it give projectile reflection for 1s
Deep Freeze: Remove the self rooting effect
If its true, it is AMAZING
Removing all the rooting? Hell yeah
Fire shield? Hell yeah
Conjures normal attack? Hell yeah
2 secs of Quickness for Eles? Hell yeah
Persisting Flame+ signet build = perma stability? Hell yeah
(edited by Jackial.2457)
Interesting Guard info. Some of them I really like.
Heavens Rage
Excuse me, how reliable is this information???
It’s not. He’s just posting what his ideas that will never see the light of day.
[Mesmer]
Feedback: Set on your position if there is not a target selected
Arcane Thievery: Reduce the cooldown to 30s
Mimic: Blocks the next atk and change echo to the blocked attack
Decoy: Activatable a 2nd to kill illusion and swap to it’s position
Signet of Inspiration: Change passive to give 5s of swiftness every 10s out of combat and 2s of protection every 10s while in combat, Change active to copying boons from all nearby enemies to yourself
Chaotic Revival: Rename it, Make it trigger when you are disabled, cooldown 15s
Mirror of Anguish: While they are alive, Phantasmal Defender and Disenchanter receive incoming disables for you.
Bountiful Interruption: Steal a boon when you interrupt
Veil: Make it apply revealed debuff for 2s to enemies
sounds good~!
But I think the way Bountiful Interruption now is ok, no need to change.
There are some really good ideas here. There’s some that would be crazy powerful but others are very reasonable buffs. There are also some good reward/QoL suggetions in the first post.
If lightning flash was a leap finisher we wouldn’t be able to port 90 degrees up stairs levels and things of that nature.
change all the conjure weapons into 1 kit and you guys yourself a great suggestion.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
(edited by silvermember.8941)
Make Skyhammer exclusive to custom arenas
+kittening delete skyhammer and its bullkitten mechanics already.
Fixed.
Excuse me, how reliable is this information???
It’s not. He’s just posting what his ideas that will never see the light of day.
Lies! Evan told me it would happen in a dream I had.
Why not making glory rewards sth like this:
Hotjoin-Win: 300 Glory
Single-queue: 1500-Leaderboard-rank of highest Player in the Match
Team-queue: 2000 -Leaderboard-rank of highest Player in Match
Of course the last two one imply that the Leaderboards work properly.
This way, players would earn more glory and winning would be more rewarding.
But in the end, I think, ANet doesn’t need ideas for improving PvP, they are just not interested in changing PvP…i don’t know why…
[Ranger]
Heal as One: Also make it cure any conditions that both you and your pet share
Signet of the Hunt: Change active to make you and your pet immune to cripple, chill, immobilize for 8s
Signet of the Wild: Also give stability to yourself
Sun Spirit: Change the active animation to a signet-like effect so it is less confusing
Sharpening Stone: Also make it cure 1 condition for the next 5 attacks
Nature’s Renewal: Change it to function more like Toss Elixir R
Spirit Passives: Change it from %chance to after X amount of attacks (dif for each)
Stability Training: Change it to 3s of stability when you swap to those pets
Intimidation Training: Cleanse cripple, chill and immobilize when you swap to those pets
Circle of Life: Change it to trigger when disabled, cooldown 60s
Shared Anguish: Change it to trigger every 3rd time you are disabled
Trap Potency: Make it still reduce the recharge, but change longer conditions to transferring 1 condition
Quickening Zephyr: No negative effect if used under 50% health
Remorseless: Change it to: If your attack is dodged the next attack crits
Vigorous Spirits: Remove 2nd part
Enlargement: Also triggers when they are at 25% hp
(edited by Super Riceman.8702)
[Warrior]
Berserker’s Stance: Change from immunity to: For 8s any condition you receive is copied to it’s sender
Arcing Slice: change apply quickening zephyr (debuff) to target for 3/5/7s
Hundred Blades: Change from a channeled skill to a attack chain
Brutal Shot: Change vuln to 1s stun
Frenzy: No negative effect if used under 35%hp
On My Mark!: Also make it give 14s swiftness that ends when you attack
Stomp: Make it ground targetable like Seismic Leap
Sprint: Make it cripple target for 4s
Kick: Make it transfer a condition
Throw Bolas: Allow it to pierce
Distracting Strikes: Change confusion to Haste (debuff)
A way to deal w/ chronic dodgers
Unsuspecting Foe: Make the bonus last 1s, cooldown 4s
There should not be a reward for spam, there is still a reward for keeping a foe disabled since they can’t contribute to a fight but the warrior does not win by pushing buttons fast.
Rending Strikes: Raise chance to 45%
Armored Attack: Change it to 10% bonus dmg vs foes w/ protection
Vigorous Return: Change it to restore % endurance when you heal
Spiked Armor: When disabled, apply 4s of Frenzy(debuff) to enemies 120 AoE around you.
(edited by Super Riceman.8702)