Or how do you want them to be like?
Do you think they will have brand new weapons? old ones? mix of both? which class will have which? what type of elite spec would you like to see? (paragon type for guardian for example) which archetype will each profession get? (damage, control, support; since they seems to follow that theme)
Theorycraft away!
Remove root on longbow 2 and make it slow you like greatsword 2
thur are million ways players have suggested improvements to symbols.
this one isn’t bad. trait for stun/daze/any type of lockdown isn’t bad.
how many have anet implemented…?
Well I’m sure a dev will read this tbh, its just up to them to see whether or not they would implement it. As a player, I’ve done my job in giving feedback so the rest up to them nomsayin
rite, i’m not puttin dwn ur idea, just expressing my own annoyance w/ symbols tbh
Yeah I know, its all good. I’m just saying I know the devs probably won’t do anything but it doesn’t hurt to try :P
thur are million ways players have suggested improvements to symbols.
this one isn’t bad. trait for stun/daze/any type of lockdown isn’t bad.
how many have anet implemented…?
Well I’m sure a dev will read this tbh, its just up to them to see whether or not they would implement it. As a player, I’ve done my job in giving feedback so the rest up to them nomsayin
Symbols are iffy because people can just walk in and out of them without taking that much damage. So what about a trait that makes them move with you (around you(?
Like if you use GS #4, the symbol would be around you and damaging does/buff allies as you move along. For long range symbols, you could make it so one could walk over and “pick up” the symbol, allowing it to be “around you” when doing so.
Pure of sight should just be made baseline to the bow, because it’s clrealy meant for the bow. This one does need to be changed/removed.
I enjoy defender’s dogma as it is. Using your shield of courage and keeping your justice active can, with the right traits, trigger aoe burn and cripple for its duration, so there’s some combo potential there.
what about rather than recharging the passive, reduce the CD of virtues every time you block? like 3-5 seconds for justice, 6-10 seconds for resolve, and 9-15 seconds for courage?
I thought the range for Pure of Sight was 360 but I’m not sure now
it might be, but regardless, it would still be only utilized (mainly) by those 3 weapons
defenders dogma sucks because the whole point of DH is to be using your virtues; its kind of pointless to have a trait that only works for justice’s passive
pure of sight sucks because it really only works with staff, scepter, and LB (and hardly for staff since staff auto attack’s range is 600 and pure of sight’s limit is 600)
one of those needs to be a 25% movement speed trait
@ Ragnarox.9601
I think you just proved Obtena’s point. You can’t think about playing anything besides medi guard.
Look at it this way: Do you want to see Zeal fixed for PvP? Maybe they could throw in some healing or damage prevention there. Look at meditations from outside guardian. They are healing for almost 2k each, instant-cast (so no counter-play), with no healing power and Fury on top of that. It’s very hard to justify more survivability, more damage potential, and more utility like being able to stick to a target better.
Shouts work perfectly fine except against signet necro (which is a different issue).
I don’t get you. You want to nerf build that even now don’t have its place among rated pvp? Why is that?
And why bunkers dont use medi if heal is so strong without healing power?
And what am I supposed to play else beside medi guard? Bunker maybe or burn guard?
God you are terrible one…but nice try in trolling tho.well to be fair, medis are mainly selfish tools that work better the lower the health you have. 11k health with 4 2k heals is pretty good.
false guards under 13k HP usualy gets almost insta killed
maybe in competitive play sure but random pvp/pve/wvw roaming you’ll do fine.
random pve WvW yes
random pvp nope again blown up in seconds. you need to fight rrrrealy bad players to not get blown up.but now days even Random pvp is filled with engies eles warriors with meta builds jumping in your face.
also condition builds melt players with low hp. and there are ALLOT of them nowdays.
i dont know about you but i do just fine, you just have to know when to get in and get out imo
The first major thing that comes to my mind:
Sword auto-attack chain #3
It needs some pre- and aftercast mechanical changes. That’d a minor QoL change to the few situations where you can use sword, i. e. fractals.Everything you want to be changed looks like an overkill to me. Flat out less cd and increased effects, nope, can’t agree on that.
These skills&traits are fine as they are now ~ just my humble opinion.
i agree with sword changes
the thing is, thats part of the reason why no one uses those skills
if retreat was on shorter CD, then there would be more incentive to use it since it would provide aegis in a short amount of time.
sanctuary’s CD is WAYYY to long for a skill thats not even that good (seriously, i still seem to get hit from everything while inside it)
Symbol on Sword and Scepter.
this for sure, change smite to a symbol and make flashing blade drop a symbol at your target (increase CD to 10-12 seconds to make up for it)
i agree with all that you posted
not too sold on virtue passives still occurring when the active is used tho
@ Ragnarox.9601
I think you just proved Obtena’s point. You can’t think about playing anything besides medi guard.
Look at it this way: Do you want to see Zeal fixed for PvP? Maybe they could throw in some healing or damage prevention there. Look at meditations from outside guardian. They are healing for almost 2k each, instant-cast (so no counter-play), with no healing power and Fury on top of that. It’s very hard to justify more survivability, more damage potential, and more utility like being able to stick to a target better.
Shouts work perfectly fine except against signet necro (which is a different issue).
I don’t get you. You want to nerf build that even now don’t have its place among rated pvp? Why is that?
And why bunkers dont use medi if heal is so strong without healing power?
And what am I supposed to play else beside medi guard? Bunker maybe or burn guard?
God you are terrible one…but nice try in trolling tho.well to be fair, medis are mainly selfish tools that work better the lower the health you have. 11k health with 4 2k heals is pretty good.
false guards under 13k HP usualy gets almost insta killed
maybe in competitive play sure but random pvp/pve/wvw roaming you’ll do fine.
@ Ragnarox.9601
I think you just proved Obtena’s point. You can’t think about playing anything besides medi guard.
Look at it this way: Do you want to see Zeal fixed for PvP? Maybe they could throw in some healing or damage prevention there. Look at meditations from outside guardian. They are healing for almost 2k each, instant-cast (so no counter-play), with no healing power and Fury on top of that. It’s very hard to justify more survivability, more damage potential, and more utility like being able to stick to a target better.
Shouts work perfectly fine except against signet necro (which is a different issue).
I don’t get you. You want to nerf build that even now don’t have its place among rated pvp? Why is that?
And why bunkers dont use medi if heal is so strong without healing power?
And what am I supposed to play else beside medi guard? Bunker maybe or burn guard?
God you are terrible one…but nice try in trolling tho.
well to be fair, medis are mainly selfish tools that work better the lower the health you have. 11k health with 4 2k heals is pretty good.
okay maybe i have misspoken, rather than nerfing monks focus, they should buff our other crappy utilities
You’d have to nerf Meditations down to 1k heals and increase Resolve to a level of around 250hp a second traited for this to work.
But you still run into the issue of Guardian hp being balanced on a passive heal per second and are now seriously discouraged from activating it. Terrible mechanics really.
The Virtues Minor Grandmaster trait should make the Virtues retain their passive effects even after activation.
Then we would have the kind of mechanics we could look at using to help this profession diversify and create several usable builds instead of pigeonholing into Monk’s Focus Mediations and Altruistic Healing Shouts Empower.The problem Guardian has is that so many effects like Shouts and Virtues can also be applied to allies, so they are all balanced to be distributed to 5 people during a group fight. Which makes them utterly terrible when it comes to a 1v1 stand point.
Resolve can be shared with allies so it will never be buffed up to give us better solo survivability and build diversity unless we remove Battle Presence.
yes well, there would be an increase in the active heal too.
they should also decrease the CD of virtues in general
Nerf medi heal by 10-15%
increase the baseline heal of virtue of resolve by 10-15%
Make Heavy Light only affect True Shot. Give it a 100% chance to knockback on the same CD. Make it so you build a “charge” when the CD is done (the charge would pop up next to your boons, condis, etc.)
Make True Shot just slow you like GS #2 rather than root.
Decrease cast time of hunters ward by 1/2 second.
Make elite trap target more than one person.
Make test of faith deal some initial damage too, maybe nerf the damage of crossing over by a little if necessary.
Appreciate the responses.
Giving me some ideas in fulfilling my dreams of being a bad kitten sword and shield carrying hero.
Have ya given my build a go?
Try something like this out:
Utilities are interchangeable but try to stick to signets and medis to utilizeonks focus and perfect inscriptions. Use any secondary weapon you like. Same with runes and sigils and chit. I would personally use full zerker but I put a combo of zerker and soldiers on the build (since I don’t know your skill level)
Gl m8
Anet explained why somewhere, but most people don’t care anyways.
Can you find a link or paraphrase the reason?
Is he referring to this?
Virtues:
This specialization will ask that you make a trade-off of instant-cast abilities in order to gain access to a more physical aspect of them. With that goal in mind, we want to ensure that the virtues are rewarding while, while still maintaining some risk about them. In this iteration we’ve shored up a bit of the risks. We’ve lowered recharges of both Justice and Resolve while specialized as a Dragonhunter, in addition to lowering the cast times and improving battle effectiveness.
Spear of Justice: Increased missile velocity by 100%. Reduced the casting speed from 3/4 second to 1/4 second. Updated skill facts when virtue traits are equipped. Fixed a bug that caused this trait to not trigger with Wrath of Justice. Reduced recharge from 25 to 20. This ability is now unblockable.
Wings of Resolve: This ability now removes Immobilize at the beginning. Cooldown has been reduced from 50 seconds to 30.
Shield of Courage: Reduced the cast to 0.25 seconds. The after-cast of this ability has been reduced by 200 ms. This ability now blocks all attacks from the front, while attacks from behind will strike the guardian.
I think if anything I’d rather just see a CD reduction for the Virtues. I mean . . . they decided it was necessary for a Virtues CD reduction for DH and it’s not like the base Guardian effects are much stronger.
This. Why the hell does DH get reduced CD on virtues and regular guardians don’t? Aren’t elite specs supposed to be no better than normal specs, just different gameplay? If so, reduce the CD for normal guardians. Seriously.
I had an idea for a hammer build that uses Shiro and Malkyx. The basic idea would be using dark fields and shiros quickness to spam #1 for life steal
Rather than spawning spirit weapons, why don’t we imbue them to ourselves?
Sword of Justice: adds flat or percent damage increase to weapon attacks.
Hammer of Wisdom: weapon attacks have a % chance to cause knockdown (may or may not have a CD).
Bow of Truth: weapon attacks have a % chance to cure a condi on you and nearby allies (similar to sigil of purity)
Shield of the Avenger: weapon attacks have a chance to destroy projectiles (similar to striders defense from rangers)
The sequence skills would remain the same (I.e. using sword of justice’s sequence skill would summon the sword to stab the ground for aoe damage right on you or by ground target; Hammer of Justice will summon a hammer to knockdown and damagebyour target for; etc.)
Thoughts?
1. I think this is a problem of the “blade fan”. however since they pierce and are able to produce 9 hits in total I would say this is an exceptable downside.
2. #2 already has no cast time. making it truly instant could be interesting however I do not see a lof of additional uses besides with torch off hand.
3. #3 is more of a defensive skill (could be better yes). a dps loss is not so much of a problem if the defensiv effect would be better (more range + homing). removing the root would still be good. looking at all the new skills that are getting introduced a rooting effect on a skill is only valid if the effect is very strong.
What would help this skill more then anything is an actual block effect and not an absorb.
personally i feel that sword became more of a condi weapon due to its rapidly application of passiv F2. it will be interesting with DH and supreme justice since it will let you stick to a cripple target pretty kitten efficently.
9 hits in total? How so? To bosses or something?
3 piercing projectiles, each hitting 3 targets max.
eh well, look how much damage it does, just a little bit more than the final strike of GS.
the 9 hits are more relevent to activate passiv burn procs. which is an indirect dps boost ind some situations. same goes for torch #5. Mind you always having Permeating wrath and supreme justice in mind which have high cost of opportunity.
But what if you are a zerker sword guard? Then the justice isn’t worth anything and does 200 dmg every kittens. That’s nothing compared to the 3k crits you can get. I agree with the poster above, I don’t think the sword is meant to be a condi weapon because that would be like saying scepter is too.
1. I think this is a problem of the “blade fan”. however since they pierce and are able to produce 9 hits in total I would say this is an exceptable downside.
2. #2 already has no cast time. making it truly instant could be interesting however I do not see a lof of additional uses besides with torch off hand.
3. #3 is more of a defensive skill (could be better yes). a dps loss is not so much of a problem if the defensiv effect would be better (more range + homing). removing the root would still be good. looking at all the new skills that are getting introduced a rooting effect on a skill is only valid if the effect is very strong.
What would help this skill more then anything is an actual block effect and not an absorb.
personally i feel that sword became more of a condi weapon due to its rapidly application of passiv F2. it will be interesting with DH and supreme justice since it will let you stick to a cripple target pretty kitten efficently.
9 hits in total? How so? To bosses or something?
3 piercing projectiles, each hitting 3 targets max.
eh well, look how much damage it does, just a little bit more than the final strike of GS.
What about a grandmaster that makes RotGD instant cast and grants resistance and stability? If too OP then take away instant cast.
It would basically cover all the weaknesses of RotGD.
Hmm i really wouldnt call that op.. Warrior can do the exact same thing alrady, trice…. ^^
Well tbh I don’t think they should be able to do that either xD
1. I think this is a problem of the “blade fan”. however since they pierce and are able to produce 9 hits in total I would say this is an exceptable downside.
2. #2 already has no cast time. making it truly instant could be interesting however I do not see a lof of additional uses besides with torch off hand.
3. #3 is more of a defensive skill (could be better yes). a dps loss is not so much of a problem if the defensiv effect would be better (more range + homing). removing the root would still be good. looking at all the new skills that are getting introduced a rooting effect on a skill is only valid if the effect is very strong.
What would help this skill more then anything is an actual block effect and not an absorb.
personally i feel that sword became more of a condi weapon due to its rapidly application of passiv F2. it will be interesting with DH and supreme justice since it will let you stick to a cripple target pretty kitten efficently.
9 hits in total? How so? To bosses or something?
1.) Ok i will give you that, but why not rather increase dmg AND make this change? My point here is to increase the mobility of guardians, which is one of the worst things about them right now imo.
I think it would be OP. It only has a 10 second CD. Even less when traited. I feel like a passive 25% movement speed bonus would be better. And even then, I don’t know about you but I use sword 2 a lot to be mobile. In fights, you can still use it to get closer to your target. And even when not in combat you can by targeting ANY mob in the distance and it would move you closer to em. So yeah that’s why I don’t think so, but that’s just my opinion
1. Torch isn’t meant to be that type of selfish weapon.
2. Guardian’s are not hurting for additional condi defenses. We’re already getting another specialization tree that’s selfish in this way – Hunter’s Fortification (it needed it so bad, thx karl!)If the Torch of all weapons is going to get a make over then I can think of a million other ways to alter GS/Focus/Scepter/Mace/Sword as well. Torch already got a buff through Radiant Fire.
Torch is fine, now turn your heads to Shield – the most underutilized weapon.
How does my suggestion make Torch a “selfish weapon?” I’m not suggesting that you get rid of the condition cleansing on allies in the cone, just that you get Resistance each second while you’re channeling it, and that the damage and cleansing ticks occur faster. That makes the Torch a better support tool, because you can reach allies with the cone more easily and pull large amounts of conditions off of them more quickly. If anything, Torch is a selfish weapon now because of how difficult it is to use the #5 in regular play, making it a weapon that’s taken almost exclusively for the damage/burning on #4.
I agree that Torch is performing fine currently and needs less attention than something like our Shield, but the Torch’s current popularity rests entirely with the #4, Radiant Fire, and the general strength of burning. If burning gets nerfed and Amplified Wrath isn’t buffed to fully compensate, this type of change would be worthy of consideration. It’s also just bad design to have a weapon where only one of two skills sees any real use in any game mode, and they should be working on fixing these weapons across all professions.
yeah i know there are worse weapons, but i still do feel like other weapons need some lovin too. i dont know how anet has let 3 years gone by without fixing some of these “minor” issues.
I meant that the Torch is a selfish weapon by definition. Anything that helps the Guardian via boons, blocks, negating damage, heals, etc – isn’t what the Torch is.
I agree that Torch#5 could do a better job of cleansing conditions. I have no idea how it cleanses actually…
A cleanse per pulse until 9 conditions total are cleansed?
Do all 3 allies get a condi cleanse per pulse?It’s not specified but judging from personal experience, it’s the first one.
if its a selfish weapon then why not get something from skill 5 that benefits yourself?
How about for #5, we increase the base cooldown to 30-35 seconds, shorten the channel duration to 3 seconds while keeping the damage and number of hits the same, and have it grant 1 second of Resistance each second while you’re channeling it?
Reasoning: A single condition cleanse at the beginning or end of the channel still isn’t that appealing when you’re leaving yourself locked in a channel for 4.25 seconds, particularly when the effect of that channel only applies to a narrow cone in front of you and is a DPS loss compared to autoattacking with most 1h weapons. Resistance at least offers us protection aganst condition burst while channeling (which is important, since if you want to cleanse for allies using this skill, your team probably just got condi-bombed), and it negates movement-imparing conditions that would hinder us from getting in range of allies and enemies. It also gives burn builds a brief window for counterplay against condition transfers in PvP scenarios. The cooldown increase could be even higher if this is too much utility, and I honestly wouldn’t mind. Currently, the main uses for this skill are when there are downed allies/enemies nearby and when you’re chasing someone down. I use it maybe 1-2 times per match in PvP (if that) and in PvE/WvW, it’s even more situational, so you could put a 45-second cooldown on it and I’d still be using it more often than I do now.
i like how you think, this idea would definitely work too; we’re doing half the work for ya, anet, all ya gotta do is just implement it ;P
1. for the love of god fix the pathing on skill 4
2. remove a condi from yourself at the end of the cast duration; maybe add a few more damage ticks in there (but while still keeping the same dps; or not, more damage is always good)
thanks fam
Sword sucks now, lets be real. Here’s how to fix it.
1. Fix the 3rd skill in the auto attack chain. It is pretty buggy and a lot of times, doesn’t hit your enemy properly.
2. Make the 2nd skill instant cast (like judge’s intervention). A big reason for this is because this would make great synergy with skill 3 (and all other skills ofc). A lot of DPS is lost with skill 3 because people run away from it and it starts to miss. Skill 3 -> Skill 2 would allow for much more accurate, offensive gameplay.
3. Make skill 3 not root you. Come on Anet, its 2015, we shouldn’t have any rooted skills anymore. Its hard to get full damage from skill 3 because people run away. let us be able to chase them.
thanks fam
if these changes aren’t enough to bring sword more in line, then increase the damage by 5-10%
1. No, but I do think they should increase the damage since now even mace out damages sword.
2. No for removing spirit weapons. But yes to making a 25% movement speed signet. I would suggest just changing one of the ones we have for that though.
3. No, traps just need to be buffed if that (values/how they work I.e. ranged placement). The whole idea of a dragon hunter is to be a hunter. They bide their time for the perfect time to strike.
4. They are already gonna reduce it pretty low.
These are just my opinion though.
I agree. Make it give you some might or something for the boon effect.
Because I feel like it’s 10 dollars too expensive srs.
(edited by Skyline Crash.6254)
Mighty Blow was never intended to be a major gap closer, nor should it be. It’s a high damage attack and a blast finisher with a low cooldown.
In beta it didn’t move you at all. The small movement was added so you could hit things just outside of melee range. If you want to do something, clean up the after-cast a bit.
Personally I’m fine with it not having THAT much range. But the biggest issue is the 3rd skill of the auto attack, its really bad. Also, skill 5 should be able to be used while moving. Why the hell is it still like that.
What’s the knockback range on the Hammer? Might be worth boosting it a bit to make it a better management tool for throwing things into traps.
The launch is actually pretty high at 750 meanwhile ele’s Updraft is 200 according to the wiki. So the launch isn’t the problem, its just so slow. I also did say it would be cool for the skill to do more damage if you launch someone into a wall/object. But that is just wishful thinking really.
But yeah, the main problem is that its too slow.
Hammer 1c - Suggest reducing the symbol duration by 1 second. Then lower the cast time a little and adjust the direct damage to line up. The biggest problem with hammer is the awful sustained damage and how clunky the auto-attack feels.
Hammer 3 - Projectile needs to be slightly wider. It’s way too easy to side-step it.
Hammer 4 - Mostly fine as-is. The cast time and cooldown is in-line with other single-target CCs. Possibly increase the damage coefficient.
The sustained damage is pretty good when you have the symbol up all the time (with the trait that increases symbol uptime). But that is if you only use auto attack lol
3 seems fine to me.
3rd hit of the auto chain is definitely slow, but justified due to the symbol. It’d be too much if it were sped up.
4 I definitely agree with, though. A single-target knock doesn’t really need such a long windup. I’d gladly settle with a reduced knockback range if I could get a faster startup in return.
But for the auto attack 3, you could just reduce the values (for the symbol and the final hit) to make them have the same technical dps. Worst case scenario you get protection a quarter second faster and even then, you can just take a tiny bit more off the power.
And 3 feels fine? It’s hard to hit people in pvp imo because its velocity is too low and you can see it coming from a mile away because of the wind up. Again, changing the values around would balance it out I feel.
(edited by Skyline Crash.6254)
1(3), 3, and 4 need to have their wind-up reduced by 1/4 second?
They seem too slow tbh. I also think maybe doing bonus dmg on 4 when you hit knock someone into a wall.
I would also reduce 3 range to 900 but give it a higher velocity.
Obviously their dmg would be reduced slightly to make up for it, they just feel really clunky right now.
Thoughts?
Inb4 “we’re in a good place”
I’d rather have all classes buffed to balance the game so we don’t have undesirable actions on our skills lol.
How about make it so that whenever you receive a condition, you instantly return it to sender (but while keeping the condition on yourself)? or maybe you can “instantly return it to sender” in the area around you (i.e. if the dude who put a condi on you is far away, he won’t get the condi back on him but if his allies are all up in your grill, they would get it.)
That in addition to the pulsating torment ofc. It seems like it would make it similar to the old mallyx and also getting condi cleansed wouldnt be a bad thing anymore
(edited by Skyline Crash.6254)
After reading through out the whole tread I have to agree with people on Mallyx. It seems Mallyx pretty much lost everything it was known for. The fun and uniqueness factor seem to have been completely gone
Also the only CD change I don’t agree with is for Unyielding Anguish. The Jade Winds change seems acceptable since its an elite but Unyielding Anguish is a utility that costs 35 energy. If it is spammed then you are basically killing your selves and we need that double edged sword. Adds more thinking to skill usage.
The Unrelenting Assault CD increase is justified since 10 was low and 12 bring it more in line and still keep its power in pve.
As for people saying why CD and energy. A lot of skills still don’t have CD and the ones that got changed had great reasons(except Unyielding Anguish) Jade Winds is basically to protect you from your self and lets face it two Jade Winds back to back aren’t really needed unless you’re trolling. UA 2s CD increase was needed. We also got a lot CD reductions. I think we are fine with CDs now. If anything got CD increase then we will have a valid reason to argue against that.
I disagree with the added cooldowns because I think players should be able to make their own choices with those skills. And using Jade Winds twice can be really useful. Imagine in a sPvP 5v5 and the rev decides to use all his energy to stun the enemies for a long time while his allies go to town. Sure, the rev is limited in what he can do until his energy regenerates but he made the conscious decision to make a play that may reward them.
I honestly think all utility skills (other than heal skills and the herald skills) should not have a CD. If someone wants to waste all their energy on one skill, let them; they made the conscious decision to do so and they should face the rewards/consequences. If you need to tweak the numbers for the skills then so be it. Like give Forced Engagement a 45 energy cost and no CD.
Think of the concept, not the numbers. The numbers can follow.
Sry but I have to say: the way you describe the concept, it seems to be broken too.
You said ranger would get the pets skills to use. These are balanced around one fact: except the f2 skills, each of your pets skills is tied to ai.There are 9 pet families in game without any new upcoming pets for hot (I hope there will be some). So the ranger gets a total of 27 skills which he can use on demand now. Sure, you are only able to use 3 of them which are tied together, but still it is a giant raise of skill diversity. And there are some really hard hitting attacks in this list (like drakes Tail Swipe, some vids in forums show the drake, which doesn’t have a power level even close to a player ones, this can hit for 19k and more), if you pair that with the really high mobility of a ranger, this becomes a beast.
About the “tweak the numbers” thing … I really doubt there would be so much effort to tweak every single pet skill in this game to get this idea to work. Anet is having a hard time to balance the skills, which are already in game at their current state. If they had to fix all these skills, this would be total chaos.
No one ever said anything about them getting all of the pet skills. Just the F2 ability. And even if they did, they would only get 3 out of the 4 because the first one is an auto attack. And 2 out of those 3 are just gonna be rehashed for each species.
If you think this is too much work for ONE class, take a look at the guild wars one campaigns that they did. All had 2 classes each and a huge world. I’m pretty sure they could do this, its all about going in and changing the values of each skill. But that’s why they have a development team; to make the game.
Actually it does track through stealth. I don’t know why it does, but I like it
Make it slow you down like GS whirl. There, best of both worlds; anet gets to keep some of their intended functionality and players get to QQ less about it.