Unbalanced Suggestions

Unbalanced Suggestions

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Posted by: Chris.6105

Chris.6105

Advanced Mechanic Thief:
Give Use For F1-F4: (new traits needed)

  1. hits foe and steals, transfers also a boon to you, if you steal from behind or the side, 20s CD, mellee range
  2. stealth yourself and place a doppelganger behind the foe. The first hit of the Doppelganger grants you the stolen item. 1200 range/40s CD
  3. place yourself at the back of the foe and steal. 1200 range/60s CD
  4. place yourself at the back of the foe, but instead of your name you are called “Doppelganger”
    Doppelganger They are the Thief-summonings and look similiar to you now, also are called Doppelganger (if this is the right english word). They behave different and dont break the aggro like clones do. There are only a few skills to create Doppelganger and even less, that disguise you as Doppelganger for a few seconds.

Advanced Mechanic Ranger:
New pet-control:

  1. locks pet on the target. The pet cannot be passive anymore. Without a choosen target the pet stays in melee range to you and will not fallow foes. If a foe attacks you in melee range or the pet is ranged and your target is in range, it will attack. If you use F1, the pet will fallow and attack the choosen foe, F1 will swap to a skill to call the foe back to you, becoming passive again.
  2. pet uses its skill. Pet will use it against its own target. Skills like granting AoE-boons will be activated directly without running to the foe. Advanced petmenu, now you can choose between petskills (so you dont have to use a certain petskin for each skill). For example birds have all an attack to bleed, an attack to blind, ravens only an attack to cripple, eagles only an attack to vulnerate foes.
  3. seperate healing skill for your pet. after all the healings effect is halfed, if only one of you is attacked, while the other could need it later. The healing is also choosen in the advanced pet menu and there are also some petspecific ones like the moas healing.
  4. swap your pets

Alternate pet control: Choosen in the pet menu, pets can be a huge disadvantages, especially in certain areas like the aetherbladehide (or so). There was the fight against
this Asura with areaeffects, killing illusions and such things in no time. Here is the pet a nigthmare. So there should be a way to fiht without:

  1. Summon your first pet for 60s. 120s CD. F1 swaps to this pets skill. Summoned pet has the mindless behavior of normal summonings.
  2. heal your first pet
  3. Summon your second pet (same conditions). You can summon both at the same time.
  4. heal your second pet.

More Stealth More weopons should be able to inflict stealth. The lost skills could be used as replacements for the first skill while stealethed (similiar to the thief). Opening strike should always be renewed after killing the foe, afterall you can stealth yourself far more often with longbow than you normally kill a worthy foe.

  1. pigs items will be placed at F2 and used by you without grabbing them (similiar to stolen skills with the thief)

(edited by Chris.6105)

Unbalanced Suggestions

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Posted by: Chris.6105

Chris.6105

Advanced Mechanic Guardian:
F4 is added. It is Renewed Focus and has a longer CD now. The Elite Renewed Focus does not exist anymore.

Advanced Mechanic Warrior:
Give use for F1 to F4 warrior shouts now have only negative effects on foes. F1 to F3 active effects are like former shouts, but are not called like this (commands maybe?). They grant adrenaline on activation, but also grant additional adrenaline, if passive (means skills as mechanic added, but less adrenaline, while recharging)

  1. grants fury and might to allies. (“For Great Justice!”)
  2. cure a condition on yourself and nearby allies.
  3. grants swiftness to allies. Also breaks stuns. (“Shake It Off!”)
  4. is the burst skill.

Advanced Mechanic Ele:
Please overwork the attunement-bound-traits The trait, that recharges air attunement on crit is already a great step into the right direction. It would be great, if you could add the effect of lingering attunements to the 15 minor traits for each element-traitline. Also pls overwork arcane skills. Only a bit. They deal now not critical damage, the are rather always critical. Arcane Power works like Rock Barrier, while active, it grants +10% critical damage, swapskill ends it end sends out 5 attacks (900 range).

Advanced Mechanic Engeener:
racial skills on engeener No extra skill. Add a new skill, that is placed into the mechanic bar, if no or a racial skill is used as heal or utility. If multiple racial skills are used, you have this skill more than once.

Advanced Mechanic Necromancer:
Use to F1-F4 ~half spectral, have all a 60s CD.

  1. ~Spectral Walk. Move 50% faster, while active, swiftness is granted only on use of Spectral Recall. utility is replaced with a round chaosfield, that grants swiftness and inflicts torment.
  2. Effect like with spectral walk, while active. Deal more damage, while active, if ended before runing out (swapped skill), port to target foe and damage nearby foes.
  3. Effect like with spectral walk, while active. Take less damage, while active, if ended before runing out (swapped skill), heal yourself and nearby allies
  4. Death Shroud. Your Death Schroud skills now depend more on your weapon (axe will provide you with a stronger skill with less range and so on, the actual life blast has now only a range of 900 and is the scepter skill, the staff auto is changed to the staff-DS auto and the new staff “auto” is a fast recharging mark (1s CD?), than can be placed up to 3 times at the same time, …). Healing you obtain while in DS is no gained by you. Skill 10 can also be used to leave DS.

(edited by Chris.6105)

Unbalanced Suggestions

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Posted by: Chris.6105

Chris.6105

Advanced Mesmer Mechanic:
Overworked F1-F4

  1. no change
  2. deals 1/3 the damage like minde wrack. one illusion confuses for 7s, two for 5 and three for 3.
  3. AoE-effect always, deals 1/5 the damage like minde wrack. One illusion daze for 1s, Two lllusions daze for 1/5s and three daze for 1/2
  4. shatters all illusions at their actual position. grant 1s of distortion for each and recharges also 20s for each. is placed now a bit away from the other shatters to show the difference in how it works.

Advanced Forms:
Forms with a body now are weaker, but will not interrupt your actual gameplay anymore.

  • Lich Form does not exist anymore. There is an elitesignet now, which passive effect grants you the appearence and skills of Lich Form with longer recharge, if you use Death Shroud. Activating the signet grants you full life force.
  • Rampage has now only a 10s CD, but works like Death Shroud, feeding from your Adrenaline. F4 can be also used to leave Rampage.
  • Norn Forms are completly different to before. They can be used over long time and replace only your weaponskills. You can swap in and out with skill 10 and swapping out lets the skill go on recharge for 30s. The skills are weaker than weaponskills. There will also be items from karmavendors to enter this form (for 30s, kitten CD). You can see them rather as fun-forms effective enough to make the not completly underpowered. They are now also utility skills.
  • Remove Avatar of Melandru, create a item to transform you into the oakheart with a 180s CD. Using a norn Form will deactivate all your other Norn Forms for 150s.

Forms without a body work all the same, they have three skills (have to be added to whirpool)

  • Plague and Tornado stay like they are
  • A new form for Mesmer is added, with notes underwater and butterflies above. It always confuses foes, but also grants a boon depending on the skills 1-3.
  • The Engeener elixir will transform you into one of these.

(edited by Chris.6105)

Unbalanced Suggestions

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Posted by: Chris.6105

Chris.6105

Advanced racial skills
more interesting and more fitting racial skills are highly interesting. even if weaker to balance them, they are still used sometimes. but i miss a theme to them. There should be one healing skill, 4 utility skills and 3 elite skills. Afterall they are part of PvE and WvW and you could also create a new sPvP Arena, where you fight without professionskills, but instead with environmental weapons and racial skills They should also be useable underwater.

  • sylvari trees and roots plant trees to attack. I suggest 6 tree skills, the four actual ones (including the elite and the root skill) and two new utility trees, one, that poisons with its attacks, and another, that bleeds.
  • sylvari summonings are spirits with similiar form to the ranger spirits. there will be two, the supporting one and one more tree, that attacks like the elite, but which has rather negative effects like conditions.
  • sylvan hound becomes a new ranger canine, that poisons and bleeds with its F2-skill
  • charr gadgets are three mines, the actual bleeding one, a new burning one and a new elite, that triggers the actual Artillery barrage
  • charr kits are three, one healing (flesh to feed from, three skills), one utility (pistols, three skills) and one elite (Charrzooka, nerfed). These can be used like engeenerkits with a short CD.
  • charr roars, instant cast, 2 utility (battle and invigorating) and one elite, that summons warband allis
  • Norn forms are utilitys now,
  • Norn alcohols are elixirs to buff yourself, one to heal you, and two elite.
  • One last Norn Elite sumons a random pet to help you.
  • Humans have one Prayer for each god:
  • Prayer to Melandru breaks stun and grants you regeneration.
  • Prayer to Grenth summons a random underworld pet (aaxtate, shadow)
  • Prayer to Balthasar summons two hounds of balthasar (elite, Hounds of Balthasar).
  • Warlord of Balthasar grants might to allies and burns foes all 3 seconds for 15seconds. (elite). Reaper of Grenth stays unchanged (elite).
  • Asura manipulations are three: pain inverter (grants you retalitation, confuses foe), Technobabble (breaks stun, dazes foe) and a healing (heal yourself and rip a boon from your foe, if a boon was removed, loose a condition)
  • Golems are three skills, two elite summonings and the power suit is an utility now.
  • Asura fields are three, Radiation field, a field, that confuses and blinds (each all 3s) and a long recharging elite that torments (all 3s) and fears (all 5s and not on activation)
  • New mistfire skills. These are special, cause only obtainable through the gemstore, themed around mistfire (fire and chill) like the already existing wolf.

Also add a new traitline: This increases stats like celestial items without critical damage and also your revive speed. The traits are unique for each profession, but here are also a few racial traits added.

BTW, wouldnt be playable quaggans and other races in a just-for-fun-way great? You can play a quaggan, this has only racial skills and maybe two weapons. It is not completly useless, but like a player with only green equipment. Beside weapons, you dont have to buy anything, armor is only cosmetic. Also there sure would be a lot of gemstore-action possible, also a few achievements (finishing all dungeons with a only non.main.race-team)

(edited by Chris.6105)

Unbalanced Suggestions

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Posted by: Kal Spiro.9745

Kal Spiro.9745

Ok… there is a lot going on here, but if I’m reading what little I read correctly, TL;TR: Give every class something to do with all four F keys.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

Unbalanced Suggestions

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Posted by: Topher.1684

Topher.1684

For the thief: I think venoms would be better then suggested. Also, have 3 stolen items would not work (3 fears…yum!)

For the ranger: Would depend on the strength of the heal and any rework done with current ranger heals. I agree pets need better controls though. No to opening strike on stealth as a passive, yes to Remorseless being lowered in the tree. No to replacing skills while in stealth. Rangers honestly don’t need more stealth.

For the Guardian: Unless they replace Renewed Focus with something other then a book, no. What would be the passive effect of renewed focus as an f4?

For the Warrior: Hell no. Warriors don’t need more might/fury spam, nor should they get a passive break stun ability, or a passive condition removal. I agree warriors need better options of condition removal, but this would be too much. No other class inherently (as in a 0 trait/no weapon build) can break stun/remove conditions. Warriors also don’t need better ways of getting adrenaline. They need more reasons to use their adrenaline instead of keeping it maxed most of the time.

For the elementalist: I’m sorry, I honestly don’t know what you are saying here

For the engineer: I don’t understand what you want as the second part of that statement.

For the Necromancer: you didn’t include how long each skill lasts. But 50% move speed on 3 inherent skills is not going to happen. Nor is 3 marks on the staff auto (in or out of ds) I like the idea of ds being weapon based, but by doing this, you effectively give the necro 4 inhenrent abilities, and 4 weapon sets (2 weapon sets, plus the 2 from this improved ds). Overall, these changes would not work (necro would be very OP after these).

For the mesmer: All I got from this was nerfs…do you want cry of frustration to do 7s at 1, 5s each at 2 and 3s each at 3? or 7s total at 1, 5s total at 2 and 3s total at 3? so it’s best to shatter at 2? Same problem with Diversion, except now the worst time is at 2 (1s->2/5s->1s…or 1s->1/5s->1/2sec total…) I don’t follow the recharge of Distortion. Recharge of distortion? or all shatters?

Unbalanced Suggestions

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Posted by: Chris.6105

Chris.6105

Haha, OMG, I know, my english sucks, but you seem to hardly understand anything…

to Thief: I have no thief
to Ranger: I hate the Markmanship minor traits, three traits underpowered in each long-duration fight, also I like the idea of adding more stealth, but already each 8s with longbow seem far to extreme to me.
to guardian: This is a skill, that fits great to the virtues, but is shall not be a virtue itself → no passive effect.
to (or is it about ) Warrior: I like the idea a lot, whatever, I titled this thread not without reason “unbalanced” ^^
to ele, this is about better options to buff one element. You can buff one element with more damage, shorter skill recharge and indirect like more damage against burning foes buffs fire. Cause only one element is buffed, playing all elements equal doesnt support this. It would be great, if fire attunement recharges faster, if I skilled fire magic.
to engeener, for example the mentioned skill is a bomb, so if you have three racial skills, the F1-F4 bar has three bombs.

to necromancer: three different skills, only the green glow is, what all three skills have, while active.
F1 let you run faster for 8s and during this 8s, you can port back, F2 let you deal more damage for few seconds and while active, you can port to the foe, F3 reduces damage for a few seconds and while active, you can heal yourself
Only skill no1 would depend on the weapons, not all 5 skills.
A mark as skill no1 for non-DS-staff should’nt be OP, it replaces the auto, so the damage is really low (but i remember now marks being bugged with foes like the TA-trees)

to Mesmer: the numbers mean the illusions shattered:
1 inflicts 7s confusion (x1), 1s AoE daze (x1), 1s distortion (distortion recharges 20s)
2 inflict 5s confusion (x2), 1/2s AoE daze (x2), 2s distortion (distortion recharges 40s)
3 inflict 3s confusion (x3), 1/4s AoE daze (x3), 3s distortion (distortion recharges 60s)
3 + illusionary self grant 4s distortion (distortion recharges 80s)