All Class PvP Discussion
My Personal Reply
General Application
I have stated a few times on the forums that i believe that the general rune/amulet system is the cause of the breaking of the games pvp system. As such i believe the following general changes should be made
- Toughness should now reduce the duration of condition effects by a percentage equal to the damage reduction it provides. Example, 50% DR = 50% Reduction in duration of condition effects
- Dot System should be changed so that there is no longer “internal” counters for individual stacks, so that it works identical to stack application stacks to a cap of 20-30. The current system is unpredictable, and counter-intuitive.
* A Player should only see their Dots applied on a target, changeable by a menu setting. (“hide dots of other players”).
- Buff System is overly powerful. Each Boon should not stack beyond 1 per an effect. Boons should no longer contain stacks, and should only have once instance. The Boons should now last longer. Support Related Classes should obtain special talents to improve these effects.
- Amulets need heavy attention to stat bonus’s granted, and should follow new logic such as:
* Condition Damage and Power are not exceeding 500 of each.
* Toughness is no longer present on Amulets
* More combinations with stats like precision, ferocity, and expertise should be added
- Amulets need heavy attention to stat bonus’s granted, and should follow new logic such as:
- Runes that have toughness on them now have a 6th stat that reduces total damage dealt by 35%. In return, Toughness amounts will be increased by an additional that grants + 50 to current values, but still holding the 6th value as the reduction to damage dealt effect.
- There should only be 2-3 Variances of Toughness, And Vitality Mixed, All of these runes should have an application of Toughness + 1 other stat, but should all reduce damage dealt by 35%. (This is to discouragement players from spamming toughness runes while improving the option of Bunkering by around 15%)
- All condition damage should follow the following logic
* Burning: Second Highest Damage, 3 Second Duration. Daze Option Via Talent.
* Torment: Highest Damage, 4 Second Duration. Fear Option Via Talent.
* Bleeding: Moderate Damage, 12 Second Duration. Cripple option via talent.
* Poison: Lowest damage, 16 Second Duration. 33% Healing Reduction
* Remaining effects should be left unchanged.
Elementalist
Fire Staff
- Fireball Damage improved to 500 base.
- Lava Front Damage Improved to 1600 Base.
- Flame Burst Now deals 3,000 damage over 3 seconds
Fire _ Dagger_
* Dragons Claw range is now 700
* Drakes Breath range is now 600, and deals 6000 damage over 2 seconds
* Burning Speed cool down reduced to 8 Seconds
Fire _ Scepter_ - Dragons Tooth now drops at half the current rate
- Flame Strike now deals 300 Base Damage
- Phoenix Now deals 400 Base damage
Fire _ Warhorn_ - Wild Fire no longer deals impact damage. Now deals 4,000 damage over 3 seconds to 5 enemies with in 400 meters of the target.
Air _ Staff_
- Lightning surge (Staff #2) Should is now instant cast
- Gust (Staff #3) is now 10 Second Cooldown
- Windborn (Staff #4) Speed is now 20 second Cooldown
Air _ Sceptor_
- Arc Lightning now triggers a point of damage every .75 Seconds
- Lightning Strike now deals 1100 base damage, and damages enemies with in 400 range of the target enemy. Cool down Increased to 15 Seconds.
*Blinding Flash now blinds all enemies with in range.
Air _ Dagger_
- Lightning Whip range increased to 900, and damage to 500 base.
- Lightning Touch damage improved to 400 base
Water _ Warhorn_
- tidal Surge knock back range improved to 900
Earth _ Staff_
- Stoning now bleeds 1600 damage over 12 seconds.
- Eruption now deals 800 base damage
- Unsteady Ground now blocks Projectiles, and has 10 second cool down.
- Shock Wave cool down now reduced to 5 seconds.
- Shock Wave and Eruption trade places (on the action bar)
Earth _ Dagger_
- Impale range increased to 600, Base damage to 300, and bleeding to 300 over 12 seconds.
- Right of earth now Deals 500 Base damage and 1,200 Bleed over 12 seconds, and now Stuns the target instead of cripple.
- Magnetic Grasp now deals 900 base damage, and stuns the target for 3 seconds.
Earth _ Scepter_
- Stone Shards now Deal damage x 5
- Rock Barrier Now improves toughness by 500.
* Hurl now deals 700 damage
Glyphs, Shouts, Etc
- Glyph of renewl is now instant cast
- Conjure weapons no longer give unique skills, instead apply applications on hit for a duration of time. Water – Healing, Earth – Protection, Fire – Burning, Air – Aoe Direct Damage.
- Signet of water now heals instead of chilling a target.
- Signet of earth now grants stability on use
- Arcane blast now deals 2000 base power.
- Arcane shield no longer deals damage, but absorbs all damage up to 30% Of Hp.
- Lesser And Greater Elements are improved significantly. In Additional Water elements now heal, earth elements are increased in life and toughness significantly, and the damage of Fire and air are improved greatly.
*Glyph of storms. Water now heals allies and damages enemies. Damage improved significantly.
Ranger
Marksmen _ Longbow_
- Long Range Shot Improved damage rates to 700,600,500.
- Rapid Fire Reduced Cool down to 5 seconds.
- Hunter’s Shot Stealth Increased to 6 seconds, and movement speed to 60%
Marksmen _ Shortbow_
- Cross Fire Now Poisons Instead of Bleeding. Deals 400 Poison over 8 seconds.
- Poison Volley Now shoots like Rapid Fire 5 times in a row.
- Quickshot evade improved to 4 seconds.
- Cripping Shot bleed improved to 1400 over 12 seconds.
- Concussion shot now always stuns
Marksmen _ Axe MH/OH_
- Richochet damage now causes 600 bleeding over 12 seconds
- Split Blade Now deals 1200 bleeding over 12 seconds
- Path of Scars now deals 1300 damage base
- Whirling Defenses is now longer channeled and now protects the ranger passively. Cooldown reduced to 20 seconds.
Marksmen _ Greatsword_
- Slash damage improved to 600,800,1000 base
- Maul Damage improved to 1500 base
- Swoop Cool down reduced to 5 seconds.
Glyphs, Shouts Etc
- All Spirits are now a passive buff given to group members in 900 range, that have a 50% chance to trigger the effect. This includes spirit of nature.
- Spirit of nature is no longer an ultimate ability.
- One With Nature, a new ultimate now grants the Ranger druid and all near by allies a massive heal (8000 hp base) and removal of up to 5 negative effects.
- Strength of the pack now passively grants 10% Bonus critical strike, and 15% ferocity. Can be triggered to grant stability.
* Entangle now roots the target and targets near to it, rather then near to the ranger.
* Search and rescue now has a duration of channel on it, and cannot exceed 3 seconds. of channeling the heal (starts after the heal takes place) after which it will continue to resurrect (via pet) at the normal rates. These rates can be returned to current SNR Rates with the improved ranger talent (see allies aid in nature’s magic tree). - All trap damage improved significantly
Necromancer, and Guardian (maybe more)
Coming soon.
Changes too dramatic that will never happen.
Would rather see suggestions on smaller fixes that are more possible to be considered by Anet.
Well, Yes and No.
You have to understand that the complexity of the game is the cause of the broken game play. This is largely due to the fact that the reward for finding broken builds, is what is causing the issue. So to fix this you need to tune down a lot of the variance in power; by doing this you will legitimize each build, and will be able to finely tune pvp to a much more accurate and better level.
hence the amulet, and rune changes.
As for the class changes, almost all of them are value buffs, which are not really that hard to change (just some database modifications, shouldn’t take to long to change).
This are very doable.
I can tell you were the game is breaking on some classes, Like necromancer is amulets and runes. Why do you ask? well its simple, the necro has both impact, and condition damage applied on his skills. Since the runes and amulets give both, they break his class. So the solution is to remove these from the amulets and runes. The reason you’d do that rather then nerfing the class is because the class itself is pretty balanced, and by removing these combinations you come to the point that you dont find other classes being broken for the same reason.
This leads us to this whole position that amulets in general will be dummed down to two stats, instead of three, or three or four less value’s. This is why i advocates a few days ago that the stats are removed all together from both runes and amulets in place of a “on change to hit effect” for runes, and a “modify the effect” on amulets. something like " 50% chance to be made invisible for 3 seconds" rune, and “fire now dazes” for amulets. These effects would retain the customization but largely remove the power.
Warrior
Rerolling button
- “Reroll to another class because Anet forgot about your existence” button should be added as F2 button.
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