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ideas to make the game skill based

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Posted by: DejaVu.9825

DejaVu.9825

1: Reframing bonuses, some are too strong compared to their peers, eg. stability (which makes the DC unnecessary for many seconds, eliminating one of the game mechanics).
2: Add a statistics type defensive armor to reduce the damage conditions.
3: Increase the skills that have two effects, eg. illusionary leap (make the game deeper, making the player’s choice on what to do and what not, more pronounced).
4: Remove all the traits and life-saving armor runes to the player without him nothing let us, for example. defy pain ( warrior ), pain response ( thief ), the effect of the rune Superior Rune of vampirism etc…
5 : Making a CD of each weapon skill, care, utility and elite same for every profession or at least give everyone the same opportunities, eg. every profession should have tot weapon skill, care, utility and elite from 30 seconds to 45 seconds tot, tot 60 seconds (and make all strong depending on the timing of the CD).
6: Give at least 1 /2 second cast time to any skill that causes an opponent CC (increasing the visibility of the move ), in order to allow the target to react dodging, blocking, giving barriers blind or even using them (allow counterplay in based on the skill of the player in practice, without things like power lock “mesmer”).
7: Increase the skills that make Breaks stun, I would say that EVERY profession should have 1 in 5 basic skills, so as to give everyone the same chance of counterplay (and those who use them best wins).
8: Shorten the duration of CC, 3 seconds is too much !
9: Standardize the lives of all professions, eg. all with 16k basic. The failure of armor is irrelevant, just add passive stretches to the professions with medium armor or light armor that will give the remaining to get to the equivalent of one in heavy armor.

NB : Given that stability comes from the scene, I would say to compensate for a 25% increase regeneration of the bar that allows you to dodge (removing all combos that give force permanently, so as not to make such professions advantage of a game mechanic fundamental). Regarding AoE say to set them with a mechanism which distributes the damage on the targets, eg. a specific cause AoE 8k ? ok, cause them but only if there is a target in the area, if there are two targets, the damage is split between them, if there are 3 targets is divided by 3, etc. … so the AoE will become balanced in accordance with the situation, reducing power ( much accused in WvW ), if the AoE from a condition, impose a limit of characters subjects, eg. 5.

I can think of other serious flaws and solutions, but these are already sufficient for an improvement to 360° of the game, making it more skill based.
The solutions we propose, and the changes listed above are intended to make the game more balanced and much more dependent on the skill of the player (ie, the right choice at the right time, and not by the activation of IA through passive ability that makes it immune to several seconds to CC, damage, etc …).

Sorry for the english use google translator.

Revives are too fast

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Posted by: DejaVu.9825

DejaVu.9825

The thing that ruins everything and makes the game too easy is stability.

The New CDI Topics

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DejaVu.9825

I would like to discuss a very important thing from my point of view , stability , but first I would like to summarize a very important concept , what makes a skill based game ? summarizing the use of reflections (every game needs it more or less , of course, better than most xD) , knowledge of the game (and its mechanical ) , learn to use the skills at the right time (if not at the perfect time ) , you always have the possibility of counterplay (ie, the ability to respond to a given opponent’s move in a direct or indirect) etc … of course staility with its totally DENY the importance of the CC makes a mechanical considered in a clash irrelevant, now , I know that there are certain skills that remove the seals and bonus but does not do so with an order of importance according to the strength of the bonus , simply remove the bonuses in the order they were made without … to mention that many professions do not have skills that take away bonuses.

Going to the point, I second the game infinitely improve stability if it were taken away , and do not think , but the game is structured so , after some skills would be too difficult and would become OP , because there is always a solution to everything.

Possible solutions:

1: Lower the duration based on some DC ( too many 3 second daze , considering it is upgradeable ) .
2: Put time to cast any skill that causes a DC half a second and graphics clearly visible , so it’s better to dodge , lockable etc …
3: Increase the skill with stun effect Breaks (now few) , that in contrast to stability must know how to use at the right time , and then ends , does not make you immune to CC for several seconds , causing an eternal counterplay .
4: Increase your skills with two effects (eg Illusionary Leap of mesmer ) , because they make it more versatile and complex , increasing the depth of the game and therefore the importance of player’s choices .
5 : Limane and make it more like certain skills , such as Berserker stance , I wonder : why should immunize 8 seconds minimum conditions , when the minimum physical damage immunity is 4 seconds ? many of you will answer ; bé obvious because the conditions are too strong , easy to make and so on … I do not agree , though I admit that some professions give too many stak conditions in a short time and that some of the classes give too few, but is not a good reason to create skills so inconsistent with their counterparts , I would propose to change the skills and the combo of professions who give too many in a short time , and vice versa increase them to the profession that are deficient , eg . Elementalist .

The game would benefit them in every aspect competitive, because the skill of the player in question would be taken much more deeply.

I think I have given you an idea of what troubles me … of course people much more clever than me will find better solutions , but it is clear of the problems that stability requires the skill of the player . Sorry if you do not understand much … I used google translator !

Hit for 6k x 2 with a heartseeker.

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DejaVu.9825

Lol my all zerk armor/trinket thief had 2400 armor which means nothing. I can be one shotted by a warrior still, so your armor means nothing your still glassy. Ele has plenty of tools to down a thief, like idk chill, immobolize, and any number of blocks.

It really makes me chuckle to see after a year ppl whining over hs spam. Yesterday a thief spammed toward me, know what I did? Interrupted him in mid air and spiked him as he dropped problem solved not hard zerglings just stratigize.

it is true that there are countermeasures, but it should be a utility skills to approach or escape, not to dps medium-high heat.

Hit for 6k x 2 with a heartseeker.

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Posted by: DejaVu.9825

DejaVu.9825

You could change Heartseeker in two effects? as illusionary leap?
Or reduce damage by 25% or more.

The solution is wanting…

ascended

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DejaVu.9825

it is true that the guild and skill matter more armor ascendent, but do not mistake or arena.net had said that you could get it all in more ways than one? Back, arms and armor you only need to do with PvE, no honor and laure to buy them… it is a lot of choice…

(edited by DejaVu.9825)

The New CDI Topics

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DejaVu.9825

Ideas for Ranger:

1: Insert in Beastmastery a trait points lower, that will grant the use of the companion animal(so as to allow build without companion).

2: Improve IA of the companion animal.

3: Improve shout and traps (not very effective).

4: Revise trait: Hunter’s tactics (hardly usable weapons with long-range).

5: Improving skills F2 of some animal friends (e.g. , Terrestrial and Amphibious). Make available 2 different statistics for each companion animal 1: Power, Precision and Crit damage (decent), 2: Toughness, Vitality and Boon duration (decent).

Idee per Ranger:

1: Inserire in Beastmastery un trait points minore, che conceda l’utilizzo del compagno animale(cosi da consentire build senza compagno).

2: Migliorare IA del compagno animale.

3: Migliorare shout e trap (poco efficaci).

4: Rivedere trait: Hunter’s tactics (difficilmente utilizzabile con armi a lungo raggio).

5: Migliorare le abilità F2 di alcuni compagni animali (es. Terrestrial e Amphibious). Rendere disponibili 2 differenti statistiche per ogni compagno animale 1: Power, Precision e Crit damage (decenti), 2: Toughness, Vitality e Boon duration (decenti).

The New CDI Topics

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DejaVu.9825

Bonus: Global: Professions: How would you like to see us evolve (profession: voting is currently underway) balance?- Owner- Allie Murdock

Warrior is in the best shape. In offensive and defensive way! Powerful traits in the right trait line. Highest Health. Powerful support skills and elite skills (eg signet, banner). Good damage mitigation etc.

How would i evolve it. I would give every profession the highest health since i do not see a reason why it should be profession based. After that i would create offensive and defensive skills in the way the warrior has them but in that particular definition fitting the targeted profession (eg mesmer).

Example:
Warrior (benchmark): Signet of Wrath 30s fury, 30s 5^ might, 30s swiftness
Guardian (target): Signet of the holy fire: 30s fury, 30s fire damage on crit, 30s swiftness
Thief (target): Signet of tormention: 30s fury, 30s 1^ torment on crit, 30s swiftness

Every profession should have the same potential in regards of mobility, damage, offensive and defensive support but also tied to their unique profession. So they have to be the same but different.

Perfect. I would say that some classes give too many conditions, while others are immune too easily. Should not be possible to have several types of builds for each class? (E.g. , Necromancer’s Handbook and deficient in build direct damage).

Ita:
Direi che alcune classi danno troppe condizioni, mentre altre ne sono immuni troppo facilmente. Non dovrebbero essere possibili più tipi di build per ogni classe? (es. Necromante è carente in build danno diretto).

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Posted by: DejaVu.9825

DejaVu.9825

I propose the following changes to the warrior.

Healing signet: Time cast: 3/4sec /Cooldown: 40sec

Signet passive: Heals 300/sec
Signet active: Heals 6.540, convert one conditions into boons
———————————————————————————————————————————

Berserker stance: Time cast: 0sec /Cooldown: 60sec

Cure all condition. Condition cannot be applied to you.
Duration: 4sec

(Equal to endure pain, is not more logical and rightly so?)
———————————————————————————————————————————

Ps. Some professions do not year free access to all types of builds, eg: Elementalist conditions biuld competitive in spvp ??? Maybe.

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DejaVu.9825

Sorry, but with these changes you get improvements in light use weapons little used. Also some skills become decent … as Hurl, I find it absurd that stick has 2 CC of Air … and 0 on Heart staff. In addition, the portion One with air and totally useless … can anyone talk?

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Posted by: DejaVu.9825

DejaVu.9825

By improving the time cast of some abilities, increases the survival of the elementalist without go to modify HP, strokes etc. … of course this does not solve all the problems … but at least all the weapons become more playable.

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DejaVu.9825

Elementalist

STAFF…

Fireball: +10% damage
Frozen ground: Chilled 3sec (basic)
Lightning surge: Cast time 1 seconds
Eruption: Cast time 1 seconds

SCEPTER…
Dragon’s tooht: Can be used without target
Shatterstone: Esplodes after 1,5 seconds
Lightning: Daze 1/4 seconds
Hurl: Immobilize 1 seconds

FOCUS…
Flamewall: Cast time 1/2
Comet: Cast time 1/2
Gale: CD 45 seconds

UTILITY…
Glyph of renewal: CD 150 seconds
Singet of fire: Cast time 1/2 seconds
Signet of water: Cast time 1/2 seconds

TRAIT…
Conjured: Additional charges 15
Burning precision: CD 1 seconds
One with air: Totally useless. To be redone

Sorry, but with these changes you get improvements in light use weapons little used. Also some skills become decent … as Hurl, I find it absurd that stick has 2 CC of Air … and 0 on Heart staff. In addition, the portion One with air and totally useless … can anyone talk?

Google translator

(edited by DejaVu.9825)

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DejaVu.9825

Elementalist

STAFF…

Fireball: +10% damage
Frozen ground: Chilled 3sec (basic)
Lightning surge: Cast time 1 seconds
Eruption: Cast time 1 seconds

SCEPTER…

Dragon’s tooht: Can be used without target
Shatterstone: Esplodes after 1,5 seconds
Lightning: Daze 1/4 seconds
Hurl: Immobilize 1 seconds

FOCUS…

Flamewall: Cast time 1/2
Comet: Cast time 1/2
Gale: CD 45 seconds

UTILITY…

Glyph of renewal: CD 150 seconds
Singet of fire: Cast time 1/2 seconds
Signet of water: Cast time 1/2 seconds

TRAIT…

Conjured: Additional charges 15
Burning precision: CD 1 seconds
One with air: Totally useless. To be redone

Most of the changes concerns the cast time so as to allow the elementalist more speed checks = more chances of survival. There would be other reasons but i can’t get translate everything from google translator … sorry.

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DejaVu.9825

Monoman:

And the move more criticized that makes the thief permanently invisible. At least, is to improve the animation ? And difficult to understand when the thieves use if there are many players.

What do you think?

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DejaVu.9825

I propose to change the following move.

Cloak and dagger
Time cast: 3/4
Cost: 5 Initiative
by doing so you can better avoid the moved and prevent the thief to go invisible, and the low cost allows the thief to retain more initiative and to better respond to dodge the enemy.

Italian:
Propongo di modificare la seguente mossa.

Cloak and dagger
Tempo cast: 3/4
Costo: 5 Iniziativa

Cosi facendo è possibile evitare meglio la mossa ed impedire al ladro di andare invisibile, mentre il costo ridotto permette al ladro di conservare più iniziativa e di rispondere meglio alla schivata del nemico.

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DejaVu.9825

I will try to explain better. Google translator…

According to me, "all the abilities that make it permanently immune to conditions should be reviewed. I can’t kill 2-3 players simultaneously in spvp. … But if I am also only 1 engineer with the stretch automated response (even if noob) manages to scapparmi always … because of direct damage the 500. I propose to put a CD in certain trait… example:

Berserker stance:
Removes all the conditions and make them immune to them for 5seconds. Gain protection 5 sec.

Execution: 2/4
CD: 60sec

Italian:
Riassumendo… vorrei che i tratti o utility che rendono immuni alla condizioni permanentemente, come il tratto dell’ingegnere, vengano riviste, aggiungendo se non altro un tempo di ricarica. Sono un giocatore abbastanza bravo ma contro determinati tratti non possono nulla… e questo mi limita nella scelta di determinati stili di gioco.

Spero ci sia qualcuno che parla italiano p.p

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DejaVu.9825

You’re going to OT.

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DejaVu.9825

you can resolve the problem you if you go into stealth you continue to be affected by Rapid Fire?