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Skill Balance Coming

in Guild Wars 2 Discussion

Posted by: Iustitian.9176

Iustitian.9176

Warrior
Throw Bolas
-> in addition to Immobilize, the opponent should be knocked down if he moves

Signet of Might
-> The active effect should additionally increase the next attacks damage

Stances are too strong
-> allow a godmode with simultaneous use
-> should be mutually canceled; only one stance can be active

Whirlwind attack (large sword) is too strong
-> Reduce damage
-> replace dodge with “block projectiles”

Guardian
Spirit weapons still too weak
-> Increase the effects

Revenant
Specialization “Redemption” granted too often only the bonus “Increases healing to others”
-> some traits with other healing effects occupy, for example blocking cause regeneration

Requires second ranged weapon with condition damage, because hammer attacks are slowly and cause only pure Direct-Dmg

An idea for further legend would be:
Razah (ritualist from Guildwars 1, created from the mists)
With skills to summon spirits from the mists that do damage or support
(Http://www.guildwars.com/wiki/Razah)

Thief
Pistol on initial hand is too weak
-> improve second skill, eg longer vulnerability and crippling

Dough mechanics are too simple
-> Dodge Mechanics “Dash” and “Impaling Lotus” switch over F3
-> instead new Grandmaster traits

In general more condition damage
-> more Condition damage on stepping nails, splinter bomb (short bow) and suffocation gas (short bow)
-> Tarn attack of the short bow should be changed to a strong poison shot

Engineer
Shield skills have a too high recharge time
-> Reduce recharge times to 20 seconds

Gadgets are almost never used because kits offer much more skills
-> apply recharge times of 10 seconds to kits
-> reduce the recharge time of gadgets

Ranger
Improve the offensive character of specialization marksmanship
-> Minor Grandmaster “Precise Strike” should deal additional + 10% damage against vulnerable opponents

Many pets are too weak in contrast to others
-> Reworking of many pets

Astral form duration is too short
-> Increase the duration

Elementalist
Attunements are too quickly reloaded
-> Increase the recharge time of attunements to make Arkana specialization more useful and restrict long skill rotations

Arcane skills are too weak compared to others
-> damage increase in energy discharge and arcane wave
-> Players with Arcane Power do 10% more damage

Mesmer
The Phantasms of the great sword is too strong
-> Decrease damage

Mantra of pain is too weak against other skills
-> Add pain

Property “Deceptive Evasion” is too strong
-> gives the Mesmer too much ammunition for Shatter skills
-> replace it with a new trait

Necromancer
Minions with condition damage would be helpful because minions damage depends on the power and this is not present in condition necromancers
-> flesh wurm with poison attacks
-> bone fiend with bleeding attacks

Deadly claws (Lich) have a long after-effect
-> Reduce the after-effect time

Spectral walk is to useless
-> should apply swiftness and resistance for 6 seconds

Elite Plague is too weak
-> Increase the duration of the conditions
-> Increase the range

Additional Elite skill per class:
Warrior
Stance with bleeding damage while blocking

Guardian
Torch spirit weapon with burn damage

Ranger
Signet for more protection

Thief
Signet for more protection

Engineer
Gadget

Mesmer
Mantra for condition damage

Elementalist
Arcane Skill to recharge all attunements

Necromancer
Well with fear, weakness and damage

(edited by Iustitian.9176)