Longer casting times

Longer casting times

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Posted by: uri.6521

uri.6521

Hi everybody

I want to express my suggestion on how my idea of balance is respecting cast times of skills.

Right now there are many skills that have very long cooldowns and very strong effects/ are instant cast, to fix this i recomend doing this to all skills unless they already do that.

Supposing this is implemented, then mos skills would recive the folowing changes:

1. Should have longer (in some cases much longer) casting times, and in other cases, they should have a chanelling part added on top of the casting time.

2. Should be less powerfull in a burst point of view but better in a DPS / aviavility point of view

3. Should have much lower cooldown (i think skills should be balanced in a way the longest cooldown possible was 120 secs, to erase the “He won because he had his elite off cooldown and i didnt”)

Same goes to weapon skills, in this case, i think they should have 20 secs cooldown at most.

To give a better idea of my propossal, here is a post that i did long ago about a suggestion on Necromancer’s marks

What about making necromacer’s marks chanelled skills skills so they work similar to ranger traps: ill give you an idea:

Mark of blood

This skill now inflicts 1 stack of 4 seconds bleeding and 1 stack of 3 seconds regeneration up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill, the mark will be pulsing every second up to 5 times
Cooldown reduced to three seconds

Mark of evasion
This skill now ow inflicts 1 stack of 4 seconds bleeding and 1 stack of 3 seconds regeneration every pulse, it pulses 2 times.
Removed internal cooldown

Chillblains
This skill now inflicts 1 stack of 1 seconds chill and 1 stack of 3 seconds of poison on every pulse up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill.
The mark will be pulsing every second up to 5 times
This skill is now ten seconds cooldown

Putrid mark
This skill will now transfer one condition from allies to foes every pulse up to 5 conditions.
The mark will pulse every second as log as the Necromancer keeps chanelling it.
This skill is now fifteen seconds cooldown

Reapers mark
This skill will now inflict 1 second fear every pulse up to 2 pulses, starting the first pulse two seconds after the mark is cast
The mark will pulse every three seconds as long as the Necromancer keeps chanelling it.
This skill is now 20 seconds cooldown

This will make Necromancer’s marks easier to counter while making them more powerfull if not countered.

This kind of mecanic can be inplemented on other skills like lava font for example, but giving something in exchange like reducing its cooldow to 2 seconds so they can have something similar to two Auto attacks.

Thats just to start, but this kind of changes can be applied to most of the skills to mee them more counterable, rewarding to land, easier to understand for those who are new to the game and more entertaining to watch

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Posted by: ronpierce.2760

ronpierce.2760

Wanted to hop in here and say I agree, in general too many classes have too fast of abilities, especially with too powerful effects which severely limits counter play. Burst is too high (and bunkering is a bit too effective too in some cases), and a lot of that is becausd the mass amount if instant tactics available. Moves like spinal shivers have long cast times, but good effects. Warrior moves are rather slow, many non-utility guardian abilities are too. This is more how things should play. No shorter than .5 sec casts up to about 1.5 depending on how powerful it is, shorter cooldowns but less burst and people could actually watch the fight and it wouldn’t be whack-a-mole spam fests. Things like condi spam necro and grenades just need new direction period.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Daishi.6027

Daishi.6027

I’m in favour of this but only because I’m bias being from old pre-renewal RO.

I think it would give people more counter play options if everything had a short cool down (or at least as long as the animation) but having longer cast times.

Only thing is, and I’m personally against this. Is it will break the fast pace nature if the game which is just part of the learning curve.

Ultimately I feel it’s better with condi, which is supposed to be sustained anyways.

But burst this won’t really solve anything… What fast burst skills would an added cast time fix?

Back stab maybe but it’s kinda pointless to have a cast time on that?

Mind wrack? Clones walk towards you is enough of a tell tale sign for most, and this isn’t even including anticipation. Though if mesmer could shatter on a cast time with no cool down and it just scaled based on clone summons I’m sure there would be a lot of controversy. So many ppl will QQ thinking its a nerf, and others praising it thinking it as a buff.

Ele is kinda fast but realistically unless they get you from behind, or you didn’t check a corner you passed they won’t land any of this, and head on it’s easily dealt with no matter what you play.

Now the up time on condi centric and sustain based skills may be something that combat can benefit from, and I’d like to see more of this in game, but there are a few that just should not be designed for it. I’d actually be fine with every skill in the game getting an extra 1/2 second cast time with a bigger animation.

“I control time and space; you can’t break free.~”
“Maybe I was the illusion all along!”

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Posted by: Forsaker.9213

Forsaker.9213

u want necro to chanell marks? Before i will chanell anything thief and mesmer gonan one shot me , realy it will not work , not withe the sustain and mobility of necro

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Posted by: ronpierce.2760

ronpierce.2760

u want necro to chanell marks? Before i will chanell anything thief and mesmer gonan one shot me , realy it will not work , not withe the sustain and mobility of necro

This I also agree with, while we do need longer cast times, marks are already 3/4 cast time aoes. That’s pretty long compared to most other cast times. Plus if the target is moving, landing a non-traited circle can be a challenge, especially with a lot of moving parts/random evades yada yada. STaff has already gotten nerfed a TON the past 2 big patches, I think enough is enough. It’s borderline terrible as it is, now and after the patch nerfs.

However, overall we do need longer cast times across the board. (See Dps Guardians, hammer/mace Warriors, Power necros edit: for good examples of how animations should be.)

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

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Posted by: Ezrael.6859

Ezrael.6859

Why are you using a Staff as a Necro in a 1v1, it’s the wrong weapon to try and attack a single moving target with.

Guardians need longer cast timers? Are you serious?
Guardians have several of the longest cast timers in the game and many of the most obviously telegraphed attacks / combo sequences. DPS Guardian damage is easily avoidable. The Scepter won’t hit strafing targets and the GS is very easily avoided.

As far as the Scepter goes with its 1/4 cast time, please nerf it down to 1/2 second per cast, but in return I want it instant hit like the Necro Scepter, fair.

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Posted by: ronpierce.2760

ronpierce.2760

Why are you using a Staff as a Necro in a 1v1, it’s the wrong weapon to try and attack a single moving target with.

Guardians need longer cast timers? Are you serious?
Guardians have several of the longest cast timers in the game and many of the most obviously telegraphed attacks / combo sequences. DPS Guardian damage is easily avoidable. The Scepter won’t hit strafing targets and the GS is very easily avoided.

As far as the Scepter goes with its 1/4 cast time, please nerf it down to 1/2 second per cast, but in return I want it instant hit like the Necro Scepter, fair.

… I was saying those are the ones that have appropriate cast times… DPS guardians are where cast times SHOULD be. (or really guardians in general, except that they have a lot of instant utilities/plus the virtues). Calm yourself. Scepter is fine how it is. In fact, I wish Necro scepter had a travel (bug flies like WH 5) animation. I was saying Warrior/DPS guardian and Power necro all have cast times of how it SHOULD be.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Forsaker.9213

Forsaker.9213

Why are you using a Staff as a Necro in a 1v1, it’s the wrong weapon to try and attack a single moving target with.

Guardians need longer cast timers? Are you serious?
Guardians have several of the longest cast timers in the game and many of the most obviously telegraphed attacks / combo sequences. DPS Guardian damage is easily avoidable. The Scepter won’t hit strafing targets and the GS is very easily avoided.

As far as the Scepter goes with its 1/4 cast time, please nerf it down to 1/2 second per cast, but in return I want it instant hit like the Necro Scepter, fair.

Necro scepter:
1# 1/2s
2# 3/4s
3# 3/4s
4# 1/4s
5# 3/4s

No instatnt skills here.

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Posted by: ronpierce.2760

ronpierce.2760

Why are you using a Staff as a Necro in a 1v1, it’s the wrong weapon to try and attack a single moving target with.

Guardians need longer cast timers? Are you serious?
Guardians have several of the longest cast timers in the game and many of the most obviously telegraphed attacks / combo sequences. DPS Guardian damage is easily avoidable. The Scepter won’t hit strafing targets and the GS is very easily avoided.

As far as the Scepter goes with its 1/4 cast time, please nerf it down to 1/2 second per cast, but in return I want it instant hit like the Necro Scepter, fair.

Necro scepter:
1# 1/2s
2# 3/4s
3# 3/4s
4# 1/4s
5# 3/4s

No instatnt skills here.

I think he means no travel time. I could see Scepter 1 having a travel time and being okay. I could agree with that. Other than that, yeah necro are one of the worst with long cast times versus other classes. (Necro/Guardian/Warrior would likely be top contenders of long cast times.)

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Ezrael.6859

Ezrael.6859

Why are you using a Staff as a Necro in a 1v1, it’s the wrong weapon to try and attack a single moving target with.

Guardians need longer cast timers? Are you serious?
Guardians have several of the longest cast timers in the game and many of the most obviously telegraphed attacks / combo sequences. DPS Guardian damage is easily avoidable. The Scepter won’t hit strafing targets and the GS is very easily avoided.

As far as the Scepter goes with its 1/4 cast time, please nerf it down to 1/2 second per cast, but in return I want it instant hit like the Necro Scepter, fair.

Necro scepter:
1# 1/2s
2# 3/4s
3# 3/4s
4# 1/4s
5# 3/4s

No instatnt skills here.

Instant hit. Instant hit

hit hit

Learn to read please. The Necro Scepter auto-attack has no travel time, I wasn’t talking about the cast time.

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Posted by: Swagger.1459

Swagger.1459

Hi everybody

I want to express my suggestion on how my idea of balance is respecting cast times of skills.

Right now there are many skills that have very long cooldowns and very strong effects/ are instant cast, to fix this i recomend doing this to all skills unless they already do that.

Supposing this is implemented, then mos skills would recive the folowing changes:

1. Should have longer (in some cases much longer) casting times, and in other cases, they should have a chanelling part added on top of the casting time.

2. Should be less powerfull in a burst point of view but better in a DPS / aviavility point of view

3. Should have much lower cooldown (i think skills should be balanced in a way the longest cooldown possible was 120 secs, to erase the “He won because he had his elite off cooldown and i didnt”)

Same goes to weapon skills, in this case, i think they should have 20 secs cooldown at most.

To give a better idea of my propossal, here is a post that i did long ago about a suggestion on Necromancer’s marks

What about making necromacer’s marks chanelled skills skills so they work similar to ranger traps: ill give you an idea:

Mark of blood

This skill now inflicts 1 stack of 4 seconds bleeding and 1 stack of 3 seconds regeneration up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill, the mark will be pulsing every second up to 5 times
Cooldown reduced to three seconds

Mark of evasion
This skill now ow inflicts 1 stack of 4 seconds bleeding and 1 stack of 3 seconds regeneration every pulse, it pulses 2 times.
Removed internal cooldown

Chillblains
This skill now inflicts 1 stack of 1 seconds chill and 1 stack of 3 seconds of poison on every pulse up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill.
The mark will be pulsing every second up to 5 times
This skill is now ten seconds cooldown

Putrid mark
This skill will now transfer one condition from allies to foes every pulse up to 5 conditions.
The mark will pulse every second as log as the Necromancer keeps chanelling it.
This skill is now fifteen seconds cooldown

Reapers mark
This skill will now inflict 1 second fear every pulse up to 2 pulses, starting the first pulse two seconds after the mark is cast
The mark will pulse every three seconds as long as the Necromancer keeps chanelling it.
This skill is now 20 seconds cooldown

This will make Necromancer’s marks easier to counter while making them more powerfull if not countered.

This kind of mecanic can be inplemented on other skills like lava font for example, but giving something in exchange like reducing its cooldow to 2 seconds so they can have something similar to two Auto attacks.

Thats just to start, but this kind of changes can be applied to most of the skills to mee them more counterable, rewarding to land, easier to understand for those who are new to the game and more entertaining to watch

i’m not a fan of your suggestion, i think they should do this instead

how about they make everything instant cast on the move. get rid of combat movement suppression. put everyone on equal “footing” by adding cool movement abilities on the ui cast bar tailored for each profession. make 10 button weapon sets and lower cds on everything by 50% so we are not just spamming #1. increase and equalize hp on all professions. tone down the ridiculous burst damage capabilities on some professions and increase them in others. change the silly nightcrawler stealth mechanics to something less bad. have any and all condition stacks max out at 10 total combined.

some super starter ideas and dreams right?

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

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Posted by: uri.6521

uri.6521

Swag i like your suggestion, but there is a “tiny” problem with it, wich is:

ANET ALMOST HAVE TO MAKE ANOTHER GAME TO IMPLEMENT IT

I have many other suggestion for other professions like thief for example:

Head shot:
1. Increased cast time to 1 second
2. Moving while casting this skill will cancel the skill
3. Increased damage considerably (im not sure of the damage it deals so i cant give a % increase)
4. Reduced initiative cost to 2 initiative

Blinding powder
1. Reduced initiative cost to 4
2. Reduced the amount of pulses to 3 (down from 5)
3. Increased casting time to .75 seconds (up from .25 seconds)
4. Duration remains the same

Cloak and dagger
1. Increased casting time to .75 seconds (up from .25 seconds)
2. Added a black smoke effect while casting (like the snow leopard or jaguar mobs)
3. Reduced initiative cost to 4 initiative (down from 6 )
4. Increased vulneravility stacks from 3 stacks of 5 seconds to 5 stacks for 10 seconds

That way thief can use their skills more often, but are easier to counter, more enjoying to watch and easier to understant to new players.

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Posted by: Swagger.1459

Swagger.1459

Swag i like your suggestion, but there is a “tiny” problem with it, wich is:

ANET ALMOST HAVE TO MAKE ANOTHER GAME TO IMPLEMENT IT

thanks! ok, how about we all buy lots of gems to help them have the resources to make it happen in this game?

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.