Improving Existing Skills & Utilitys

Improving Existing Skills & Utilitys

in Guild Wars 2 Discussion

Posted by: Kingsdavid.3598

Kingsdavid.3598

So I have seen alot of threads regarding that the core skills and traits need a overall.
I have been thinking that in this thread EVERYBODY could suggest ways to improve existing skills & utility in any profession you like.
Mine are:
Thief:
Traps – Change the hitbox on the traps to other Profession like Guardian. I think that the traps themself are not so intresting or good IMO (As of now I can’t think of any ideas of changing traps to make them viable).
Spider Venom – Remove the charge system and make it: For the next 5 seconds all your attacks apply Poison.
Skale_Venom – Remove the charge system and make it: For the next 5 seconds all your attacks apply Torment and Vulnerability.
Caltrops – Make it a low range trageted skill with the same hit box, and if the target stay in it for to long or takes to many hits/steps form it he will get Immobilized.
Scorpion Wire – The skill is unblockable, you have 2 casts the first is when you hit and the second is when you pull. After you hit you have a few sec to choose. And if you pull, it shows the target get pull to you and get knock down on the ground and get stuned for a few sec (like he hit his head on the ground when he was pulled and got stuned). hope it maked sense.
Roll for Initiative – Lower it’s base CD to 30/40 seconds and make it that everytime you use regualr dodge you reduce it’s CD by X seconds and on the top of that give 3 seconds of Resistance after using this skill.

(edited by Kingsdavid.3598)

Improving Existing Skills & Utilitys

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

So yes, Roll for Initiative does need a CD reduction, but giving it a baseline CD reduction, as well as 3 sec resistance is too much. Resistance is already too widely available and needs to be tuned way back

Improving Existing Skills & Utilitys

in Guild Wars 2 Discussion

Posted by: Kingsdavid.3598

Kingsdavid.3598

Guardians:
Hallowed Ground – reduce it’s cd to 45 sec, Retaliation and ontop of the Stability and enemy hit by this skill gets Weakness . Also adds, For each ally affected by this skill redcue this skill CD by 3 (or balanced number) seconds.
Sanctuary – reduce it’s base cd to 60 add Regeneration for all allys in the bubble. also add, for every project that hitted the bubble reduce the skill’s cd by 1 second. For each ally affected by this skill redcue this skill CD by 3 (or balanced number) seconds.
Purging Flames – increase it’s cd to 45 and adds, For each ally affected by this skill redcue this skill CD by 3 (or balanced number) seconds.

So yes, Roll for Initiative does need a CD reduction, but giving it a baseline CD reduction, as well as 3 sec resistance is too much. Resistance is already too widely available and needs to be tuned way back

As for Roll for Initiative, I have to disagree. Right now with daredevil and Unhindered Combatant (which is basically an improved version of Roll for Initiative with no CD at all and you can be used at any direction insted of just backwords) Roll for Initiative seems to have no purpose in the game. I think that with those changes it will make it atleast viable and with Resistance (with all the condi damage, block, stablilty BS that other proffesions have of right now) it will give us atleast a fighting chance and make you at least consider taking this skill. And (if god forbits) you want not use a build without daredevil (or in the futere with new elite specs) this will give u a fair alternetive.

(edited by Kingsdavid.3598)

Improving Existing Skills & Utilitys

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Unhindered Combatant is just OP when combined with how much DD can dodge. It needs to be nerfed and DD needs to be compensated in other ways. Your goal should not be to bring something else up to that same level of brokeness. Roll for Initiative does need a CD reduction, it does not need to give you resistance.