https://www.youtube.com/watch?v=6q3em9s5I4c
What is ONE change you'd make to your class?
https://www.youtube.com/watch?v=6q3em9s5I4c
Elementalists: Elites that recharge when you have 4 attunements on CD.
Necromancer: More minions
Make engineer Swift shoes give a passive 25% move speed.
This ability just feels.. Really bad.. And engineers don’t have any half descent swiftness unless you take a ton of boon duration to chain-elixir-b.
Speedy Kits trait…100% uptime of 33% swiftness…
Or we can get a proper change. Not everyone uses kits, or at least multiple kits, nor is everyone trailed for it.
More than that this is what I want to be changed. Nothing more. Better yet I’d prefer a new skill altogether.
And? Other professions get 25% movement increase through signets. Do you honestly think they all run signet builds. Your bring a bit hypocritical here. We have a trait that can do this. Travelers runes. Runes of Speed. Rune of the Centaur. Speedy kits. Elixir B.
I didn’t say all signet builds, lol. But the point is, they have access to it. On my Necromancer, I generally just use Locust Signet because I enjoy the movement speed, and almost EVERYTIME I see the other 25% speed signet classes they use it just because of how good it is for movement and roaming. It feels crappy to not be able to keep up with your friends because of a pretty minor thing that every class should have access to, or a major thing that feels silly to restrain.
And then you have Thieves, Elementalists, Rangers; Warriors have a reasonably spammable movement booster via banners and Guardian have staff symbol which is easy to toss out though for me personally that still doesn’t cut it. Also, don’t forget traits that nullify the need for swiftness spams or movement speed signets like the dagger wielding trait in Necromancers, or the 10% in air magic + the number of swiftness you have access to due to attunemennt changes+weapon spells+ultility spells (The glyph gives you swiftness for example) and all those kinds of things too.
It just feels pretty suboptimal to run runes that may not synergize with your playstyle, and yet miss out a feature that’s somewhat abundant in the game. The only classes that truly lack a half descent swiftness and movement skill are Guardian in some sense and Mesmer with their curtain. By no means do I feel they should miss out the 25%, by the way. I think they should have it too in their design, incorporated in some way or form.
Anyway, more than that I’m simply giving the change I would like. Again, no one said you have to agree with me. But I understand, this is the internet, and having an opinion is a crime. I’m hardly going to quit the game if I don’t get this. It’d just be pleasant to have.
General changes
- There should be diminishing returns for multiple applications of the same crowd control, so the subsequent stuns or immobilises have less of an effect the more they are chained together. This worked well in DaoC – people had to pick and choose their spots for application of CC. An icon should appear when this diminishing returns is in effect.
- Every class should have access to a 25% run speed signet.
- Bring all class HPs into line and balance accordingly. Guardian/Thief especially would need to be adjusted to account for this.
Necro
- Remove Dhuumfire and have it proc a different condition, ie torment, weakness or chill
- Revert the deathshroud overflow change – this was a Necro’s way to survive spike damage in dungeons as we have no access to blocks, vigor, invulnerability etc.
- Effective life siphoning to scale properly with healing power – make the necro a true attrition class if specced appropriately.
- Axe changed from 600 to 900 range.
- Damage on Axe 1 increased by 50%.
- Make dagger cleave.
- Increase casting speed of focus 5 – the only time this hits in WvW is when someone is out of endurance, it’s so badly telegraphed due to the slow cast.
- Change dark path to a Ground Targeted teleport.
- In Soul Reaping, change “Foot in the Grave” from a Grandmaster to a Master trait.
- Allow Flesh Golem to be used in water or remove the full cool down when the Necro enters the water with Flesh Golem equipped.
- Speed up the projectile of the staff 1 weapon skill – this is still the slowest projectile in the game (this and the Guardian orb).
Ranger
- Re-instate short bow range. This nerf was applied to short bow because no one was using longbow – this was confirmed by a developer. It’s not good enough to justify ruining a weapon set because another one is not up to scratch – this should be reverted effective immediately.
- Allow ranger to permanently stow their pet – as others have mentioned, they should receive additional stats or effects to compensate for the loss in DPS/Utility.
- When the Ranger dodges, the pet should dodge as well.
Elementalist
- Allow an extra weapon set to be slotted, but increase the cool down of switching to 20 seconds
Guardian
- Add shortbow/longbow so they have a decent ranged attack.
- Improve speed on the Scepter 1 skill.
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
Warrior
Main Hand Pistol
Power based one hand ranged weapon
900 range
Skills – Burst skill – 1 second cast time – Single shot inflicts weakness, cripple and 5 stacks of vulnerability. (4/6/8 seconds)
Skill 1 – Single shot – 0.5 second cast time – Fire once. Does 10% more damage to targets with 3+ stacks of vulnerability.
Skill 2 – Piercing bullet – 0.5 Second cast time – Inflict 3 stacks of vulnerability on target for 5 seconds. Recharge 7 Seconds.
Skill 3 – Hook – 0.75 Second cast time – Throw hook at target slowing them for 5 seconds by 25% if it hits. Recharge 20 Seconds.
Skill 3-2 – Pull – 0.25 Second cast time – Pull target towards you.
Trait – Crack shot also affects Pistol Skills.
(edited by Dan.4398)
Guardian: Include a signet or trait that gave %25 speed increase like rangers and elementalists have.
Yak’s Bend Server
Crimethink [ct]
Dual swords for necromancers. Cleave AoE based, non-condition. Each time you swing them, you can hear the tortured souls crying out in agony.
Rifle on ranger
I’ll be modest:
Fix the Turrets. Thanks.
Guardian: make Aegis give 1 second invulnerability on removal. That way we can actually time its use and it won’t be useless half the time in PvE.
Mesmer: Make clones do something else other than suicide bombing.
Guardian – bring up to Ranger’s health – this would open up a lot of builds
Anet lied (where’s the Manifesto now?)
Make conditionbuilds viable outside WvW/PvP.
Elementalist – Everything