Jump to content
  • Sign Up

Idea of Balancing


Iustitian.9176

Recommended Posts

My ideas for better balanced classes:

WARRIOR

Core

Weapon-Skills

  • Longbow:Switch position of Arcing arrow and Smoldering arrow.Smoldering arrow has a recharge of 8 seconds.-> A currently rarely used skill
  • Warhorn:Charge don't cure burning and torment and grant vigor for 5 seconds.Call the arms now cures weakness, slow and blind and grant fury for 10 seconds. You get quickness for 3 seconds.-> A better distinction of the both skills and their roles
  • Spear:Barbed pull inflicts bleeding (3 stacks for 5 seconds).-> For more condition damage in underwater fights

Utility-Skills

  • Balanced stance have a 30 seconds recharge.-> A currently rarely used skill
  • Fear me! have a 25 seconds recharge.-> A currently rarely used skill
  • Update signet descriptions with the new activate buffs.

Elite-Skills

  • Whirlwind banner can be used while moving and grant stability for 6 seconds.-> A currently rarely used skill

Traits

  • Brave stride refreshes after breaking stun.
  • Opportunist will grant his effect when you disable or immobilize a foe.
  • Sundering mace have a 50 % duration increase.
  • Leg specialist inflict immobilize for 2 seconds and has a recharge of 15 seconds.
  • Phalanx strengh grant might for 6 seconds.
  • Warriors sprint don't increase damage while you have swiftness.
  • Heightened Focus grant swiftness and you deal increased damage while you have swiftness.
  • Burst mastery don't grant swiftness anymore / burst attacks recharge 20 % faster.

Berserker

Utility-Skills

  • Wild blow is unblockable and deal 10 % more damage.-> A currently rarely used skill

Traits

  • Eternal champion with new effect:Gain 3 stacks stability for 8 seconds and resistance for 3 seconds when entering berserk mode. Gain stability for 4 seconds and resistance for 2 seconds when you break out of stun.

Spellbreaker

Class Mechanic

  • Full counter has a 2 seconds cast time.-> For a better counter chance

Weapon-Skills

  • Dagger:Wastrel's Ruin deal cripple for 3 seconds to foes not using skills.Bladestorm deal 15 % more damage.-> Currently a worse version of a second-hand damaging weapon of the axe

Utility-Skills

  • Sight beyond sight with additional "Next attack can't be blocked".-> A currently rarely used skill
  • Imminent threat with 25 seconds recharge.-> A currently rarely used skill

Traits

  • No Escape change to Controlled Peace:meditation skills heal and recharge 20 % faster.
  • Attacker's Insight additional:Full Counter additional gives you 10 adrenaline after success.
  • Enchantment Collaps additional:Use Break Enchantments if you hit critical (15 seconds recharge).

GUARDIAN

Core

Weapon-Skills

  • Scepter:Chains of light have a 15 seconds recharge.-> A high recharge compared to other guardian weapons

Traits

  • Zealous Scepter improve chains of light to an area attack.
  • Eternal armory inflicts burning for 6 seconds around spirit weapons when casting them instead of striking foes.
  • Shattered aegis - mystic rebuke inflict 2 stacks vulnerability for 6 seconds.
  • Tenacious Defense reduce the recharge of virtue of courage for 3 seconds.
  • Communal defenses have a recharge of 10 seconds.
  • Switch trait position of communal defenses and tenacious defense.

Dragonhunter

Weapon-Skills

  • Longbow:Puncture Shot deal cripple for 3 seconds with every hit (not only if it hits a second target).Symbol of energy have a greater radius and 20 % higher damage.

Utility-Skills

  • Lights judgement give relitation for 5 seconds instead of swiftness on trap trigger.

Traits

  • Bulwark give toughness based on your power.
  • Hunters Fortification grant protection for 3 seconds when you block instead of reducing damage.

Firebrand

Class Mechanic

  • Azure Sun don't grant swiftness and reveal foes.

Traits

  • Weighty terms inflict immobilize for 2,5 seconds.
  • Quickfire give 5 stacks of might for 8 seconds additionally.

REVENANT

Core

Utility-Skills

  • Reposting shadows don't grant fury anymore.
  • Phase traversal grant fury for 6 seconds.
  • Empowering misery grant might for 10 seconds per condition on you.

Traits

  • Assassins Annihilatuon siphon life from foes on critical hits too but is more effective if hitting a foe from behind or the side.
  • Diabolic inferno increase burning damage by 33 %.
  • Maniacal persistance inflict 4 stacks torment for 5 seconds-> So the resistance can weak the self damage enough in the shorter time
  • Tranquil Balance with new effect:When disabled you break stun and lose 2 conditions.
  • Invoking harmony with new effect:Heal allies around you when you invoke a legend.
  • Selfless amplification additional:You revive 20 % faster.

Herald

Weapon-Skills

  • Shield:Envoy of Exuberance with 25 % stronger heal and protection for 3 seconds.-> Currently not very effective to use

Traits

  • Hardening Persistance: - 2% incoming damage for each point of upkeep.

Renegade

Class Mechanic

  • Orders from above at F2.
  • Citadel Bombardment at F3, 30 energy cost, 30 seconds recharge and stronger damage and burn.

Weapon-Skills

  • Shortbow:Sevenshot should attack a single enemy instead of attacking in lines.-> Hard to hit a foe

Utility-Skills

  • Razorclaws Rage buff deal bleeding for 4 seconds.-> Currently too weak

THIEF

Core

Weapon-Skills

  • Dagger:Dancing dagger cost 4 initiative and deal cripple for 4 seconds.
  • Pistol:Body shot cost 3 initiative, deal 1 second immobilize and has a shorter aftercast.Sneak attack deals 5 stacks bleeding for 6 seconds.-> Currently not very strong
  • Spear:Tow line dont grant stealth.Shadow assault grant stealth if all attacks hit.-> For more stealth in underwater fights

Utility-Skills

  • Hide in shadows cure torment too.
  • Withdraw don't cure torment.
  • Blinding powder is no blast finisher anymore.
  • Traps have double width.
  • All venoms have a 30 seconds recharge and 5 strikes (except basilisk venom with one strike).
  • Devourer venom immobilize for 0,5 seconds per hit.
  • Spider venom poison duration is 5 seconds.

Elite-Skills

  • Basilisk venom remove 2 boons.

Traits

  • Lotus poison change to toxic shock:Deal damage when you poison foes (3 seconds recharge).
  • Mug don't heal.
  • Improvisation don't recharge skills anymore.
  • Switch position of Improvisation and Leeching venoms.
  • Potent poison dont grant increased poison damage-> All thief skills with poison should be strong without this trait too so their damage should be increased by 33 %.
  • Twin fangs only grant 100 ferocity while your health is above the threshold.
  • Switch position of Hidden thief and shadows rejuvenation.
  • Shadow protector grant stability for 3 seconds.
  • Guarded initiation with a new effect:Steal and stealth attacks remove attack-impairing conditions (blind, weakness, slow).
  • Swindlers equilibrium don't recharge steal anymore, but sword skill 2 grant vigor for 3 seconds now.
  • Bewildering ambush will apply confusion only on stealth attacks now.
  • Quick pockets grant quickness for 2 seconds.

Daredevil

Elite-Skills

  • Finishing blow deal 150 % more damage.-> Currently too weak

  • Switch trait position of havoc mastery and driven fortitude.

  • Havoc mastery: Next attack deal daze for 0,5 seconds and extra damage after you evade an attack while in combat.

  • Weakening strikes: Cause weakness to enemys you interrupt. Weakening a foe inflict slow (1,5 seconds).

Deadeye

Utility-Skills

  • Shadow flare deal blind with every pulse.
  • Shadow gust inflict chill for 3 seconds .

RANGER

Core

Weapon-Skills

  • Greatsword:Hilt bash dont recharge maul anymore, but your pet get fury for 10 seconds.
  • Longbow:Hunters shot dont grant stealth, but deal immobilize for 1,5 seconds.
  • Sword:Serpents strike has a recharge of 12 seconds.
  • Axe:Splitblade deal 25 % more direct damage.
  • Spear:Dart dont grant aegis, but your pet get swiftness and 5 stacks might for 10 seconds if you hit.

Traits

  • Alpha focus deal cripple for 3 seconds
  • Hunters gaze with new effect:You deal 3 stacks of vulnerability for 5 seconds to foes you immobilize or disable.
  • Lead the wind grant quickness for 1,5 seconds instead of swiftness with a 8 seconds recharge.
  • Switch position of instinctive reaction and spirited arrival.
  • Instinctive reaction change to booned skin:You and your pet gain thoughness for each boon (30 thoughness, max. 5 stacks).
  • Natures vengeance:Granted boons with 1 second duration have a duration of 1,5 seconds.
  • Wilting strike change to crippling strike:Beast abilities inflict cripple for 5 seconds.

Druid

Class Mechanic

  • Celestial avatar have a 50 % lower cost of astral force while activated.
  • New recharge times for celestial skills:
    • Seed of life: 3 seconds
    • Lunar impact: 10 seconds
    • Rejuvenatung tides: 15 seconds
    • Natural convergence: 15 seconds
  • Cosmic ray have a radius of 240.
  • Seed of life have a radius of 240 and the blind effect in it's description.

Weapon-Skills

  • Staff:Astral wisp give protection to your pet for 3 seconds.Ancestral grace don't give protection to your pet anymore.Vine surge immobilize for 2 seconds and remove move-impairing conditions from yourself too.

Utility-Skills

  • All glyphes have a recharge of 20 seconds and a radius of 450.

Traits

  • Cultivated synergy heal 2000 lifepoints.
  • Lingering light have a new effect:Blind foes around you (450 radius) when you enter celestial avatar form. Cosmic ray grant regeneration for 3 seconds.

Soulbeast

Traits

  • Furious strengh and Twice as vicious switch trait position.
  • Twice as vicious with new effect:Gain fury and inflict fear to near foes around you when you enter beast mode.
  • Furious strengh causes 10 % more damage and condition damage when you have fury.
  • Live fast change to efficient connection: Entering beast mode grants quickness for 3 seconds and swiftness for 6 seconds to you.
  • Essence of speed grant quickness after using a beast ability.
  • Eternal bond with protection in it's description.
  • Oppressive Superiority additional:Gain vitality based on your power.

ENGINEER

Core

Weapon-Skills

  • Shield:Magnetic shield has a 20 seconds recharge.

Utility-Skills

  • Kits have a 12 seconds recharge after deactivating them.-> Kits with their 5 new skills are too usefull so that other engineer skills are often not interesting
  • Healing turret have a 25 seconds recharge.
  • Flame turret have a 600 range.
  • Net attack (net turret) have a 25 seconds recharge.
  • Rocket (rocket turret) have a smaller shot radius and a faster projectile.
  • Rumble (thumper turret) have a 25 seconds recharge.

Traits

  • Blasting zone with new effect:Explosions deal weakness (3 seconds) (10 seconds recharge).
  • Big Boomer with new effect:Evasive powder keg cause daze (1 second) and more damage (10 %).
  • Incendiary powder deal burning only for 6 seconds.
  • Reconstruction enclosure grant regeneration for 4 seconds additional.
  • Soothing detonation change to healing function:Toolbelt skills heal you.
  • Adrenalin implant with new effect:Gain vigor for 3 seconds after dodging.

Scrapper

Traits

  • Expert Examination and Impact Servant change trait positions.
  • Expert Examination with new effect:Gain Might for 10 seconds when you disable a foe. Function gyro grants shocking aura and barrier to you if you are disabled and your function gyro is not reviving or finishing (60 seconds recharge).
  • Applied force with new effect:When you activate a gyro it's duration is increased for 2 % by every stack of might you have.

Holosmith

Weapon-Skills

  • Sword:Refraction cutter deal bleeding for 6 seconds with each blade and have a recharge of 5 seconds.

Traits

  • Crystal Konfiguration: Zephyr increase the damage of holo leap by 20 %.

MESMER

Core

Utility-Skills

  • Decoy has a recharge of 30 seconds.
  • Veil has a recharge of 25 seconds.

Traits

  • Illusionary defense buff lasts for 8 seconds.
  • Phantasmal Haste grant 6 seconds of phantasm quickness.-> Better for persistent memories trait

Chronomant

Traits

  • Lost Time additional causes that tides of time chill foes for 3 seconds.

IllusionistClass Mechanic

  • Mirage mirrors inflict bleeding instead of weakness.

Traits

  • Nomads Endurance increase expertise by 150 instead of condition damage.-> So it's usefull for non condition builds too
  • Mirage Mantle grant protection for 2 seconds.
  • Infinite horizon has a 5 seconds recharge.

ELEMENTALIST

Core

Utility-Skills

  • All arcane skills are stronger for each boon you have (max. 5 stacks).
    • Arcane blast and Arcane WaveDeal 5 % more Damage per stack.
    • Arcane Shield block 1 more attack and deal 5 % more damage per stack.
    • Arcane Power grant 1 more Power stack per stack.
    • Arcane Brilliance heal 5 % more lifepoints per stack.
  • Arcane brilliance pushes foes away, heal more and isn't affected per target hit.
  • Arcane power has a 30 seconds recharge and lasts for 10 seconds.
  • Tornado block projectiles.
  • Lightning flash blind foes.

Traits

  • Ferocious Winds change position with Inscriptions.
  • Ferocious Winds change to Fast Winds:You gain quickness for 2 seconds when you gain swiftness or superspeed (20 seconds cooldown).
  • Rock solid grant additional protection to allies for 3 seconds and stability for 3 seconds.
  • Geomancer training reduce incoming damage by 10 % instead of reduce condition duration.
  • Diamond skin grant vitality based on your toughness.
  • Stop, drop and roll heal some lifepoints.
  • Aquamancers training increase healing power instead of damage.
  • Switch trait position of final shielding and arcane precision.
  • Arcane precision with an 100 % chance on critical hit, 5 seconds recharge, burn for 2 seconds, bleeding for 10 seconds, weakness for 5 seconds or 2x vulnerability for 10 seconds.

Tempest

Weapon-Skills

  • Warhorn:Water Globe clean a condition per second.

Elite-Skills

  • Rebound grant protection for 5 seconds when activated.

Traits

  • Harmonious Conduit with new effect:Gain stability and regeneration when beginning an overload.
  • Invigorating torrents now additional grants 20 % faster recharge for shouts.
  • Tempestuous aria change to Strong storms:Gain might when you gain swiftness or superspeed.

Weaver

Class Mechanic

  • Activating an attunement will only set the cooldown to the other 3 attunements.-> So the weaver can change to a single attunement very quickly if he need all weapon skills of that element.

Utility-Skills

  • Unravel change to heat exchanger:Hitting enemies deal chill for 2 seconds and gives you vigor for 2 seconds for 5 hits (2 Counts, 25 seconds recharge).

Traits

  • Elemental refreshment with new effect:Heal when using dual attack abilities.
  • Elemental pursuit with new effect:Gain superspeed for 2 seconds after attuning to a different element. If you already have superspeed, you gain swiftness for 10 seconds.
  • Swift revenge increase damage by 5 % while under the effect of swiftness and 10 % under the effect of superspeed.
  • Woven stride with new effect:Swiftness has increased effectiveness. While under the effect of swiftness or superspeed all inhibiting conditions have a 50 % shorter duration.When gaining swiftness or superspeed you gain a boon depending on your attunement.
    • Fire: Might for 10 seconds
    • Air: Fury for 3 seconds
    • Water: Regeneration for 3 seconds
    • Earth: Protection for 2 seconds

NECROMANCER

Core

Class Mechanic

  • All shroud skills deal 10 % more damage.

Weapon-Skills

  • Dagger:Dark pact description should have "Convert two boons into conditions".

Utility-Skills

  • Flesh worm deal poison for 3 seconds with it's attacks.
  • Bone fiend deal bleeding for 2 seconds with each attack and no more cripple.
  • Well of darkness grant 2 % life force per hit.
  • Well of corruption don't grant life force and deal weakness per hit.

Elite-Skills

  • Lich's gaze shouldn't have count, shoot all 5 projectiles with one attack to foes around you and have a 5 seconds recharge.

Traits

  • Spiteful renewal grant might when consuming an condition.
  • Life from death heal and revive 100 % more effective.
  • Deaths perception increase ferocity only by 150.

Reaper

Traits

  • Decimate Defenses changed to appearance of horror:Entering reapers shroud inflict fear to enemys around you.
  • Reapers Onslaught don't grant 300 ferocity.

Scourge

Class Mechanic

  • Notes about shroud skill number should be at shade skill descriptions.
  • Switch nefarious favor to F3, converting 2 conditions and recharge of 10 seconds.
  • Switch Sand cascades to F2 with a recharge of 5 seconds.

Weapon-Skills

  • Torch:Harrowing wave remove 1 boon from each enemy struck instead of granting life force.Oppressive Collaps give 10 % life force.

Utility-Skills

  • Serpent Siphon deal 2 stacks poison for 8 seconds, grant 4 seconds regeneration to you for each foe strucked and grant no barrier anymore.
  • Dessicate additional grant 5 % life force for each foe affected.

Traits

  • Sadistic searing with new effect:Manifest Sand Shade inflict burning on foes near it.
  • Demonic lore don't increase torment damage.
  • Feed from corruption grant reduced recharge to punishment skills.
Link to comment
Share on other sites

  • 2 weeks later...

ill save you some trouble with the necro partRevert all nerfs (and before you say anything necro has had 99% of changes be nerfs in every balance patch since HoT) to about a year after HoT release, done necro is good in PVE again. then put some nerfs in for PVP AND WVW ONLY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! and necro is fun to play again and is not hitting everything with a wet noodle

Link to comment
Share on other sites

Not egzactly what op wanted in this thread, but I need to say it:IMO, there should be new balancing team, cuz current one got no idea what to do with their game. They are just focusing on making "original things" that are not always fun, and healthy for the game, and not always successful in solving the problem.2nd thing is, when they make a mistake, they can't just say: "sorry it was bad decision, we will fix it very fast", but they will keep Goin in the same direction making bigger and bigger mess.No offense, but I didn't play a game with so bad balance decisions

Link to comment
Share on other sites

Well... How about "no"?

  • warrior's changes are straight buffs (not saying they don't need a few buffs in PvP but not that much)
  • guardian's changes are straight buffs as well (ANet is extremly picky with immobilze, it's not gonna happen)
  • revenant? Buff everywhere as well...
  • thief actually got both buff and nerf... but it make some skills stronger while other become weaker creating internal imbalance.
  • ranger... Isn't the ranger strong enough right now?
  • engineer: nerf to core? really? Static aura when disabled is an effect that was owned by the elementalist and removed from the game because disabling someone shouldn't end up being punishing.
  • mesmer: a nerf on infinite horizon who lose it's infinity and buffs...
  • elementalist: none of these will change the issues that the elementalists face. If anything it make thing worse by making the elementalist "weaker" where he is "strong".
  • necromancer: lol damage nerfs... One thing, you increase DS skills damage by 10% and that's absolutely not what those skills need.
Link to comment
Share on other sites

One thing Anet developers have said time and time again about their balance philosophy is "Purity of Purpose".

This means each skill should have something unique, simple, and powerful to what it does. And that's it. There should be no jack of all trade skills abilities or attacks.

Unfortunately while this is the proclaimed philosophy, it has long been outstripped by the design post HoT. So while each skill should do a thing and do it well and each trait do a thing and do it well, they do way more then that, but in a lackluster and confusing way.

Spellbreakers Full Counter is a perfect example of how power creep run amok has made 1 skill do way too much.

I agree with Dadnir on your suggestions, way too many buffs to most classes, and a lackluster look at necromancer, which needs more buffs then any other class here.

As for suggestions, I think removal of the rest of passive %health defense skills, such as the warrior one still remaining, is a good start. Once done, look at each utility skill and weapon skill of each class and ask, is this skill useful for the theme and purpose of this weapon in the most current game? Does it do too many things? Make it simple (read less stuff, more focused on 1 thing, powerful, and Most Important, FUN TO USE. That's how I would rebalance the game.

Link to comment
Share on other sites

@"Apokriphos.7042" said:I agree with Dadnir on your suggestions, way too many buffs to most classes, and a lackluster look at necromancer, which needs more buffs then any other class here.

Well... We can clearly feel the "necro hate" in the suggested changes. Players that look superficially at the necromancer tend to misjudge it and only see it's "strengths" while totally overlooking it's glaring "weaknesses". The plea for "less damage" is almost a meme when we know that in fact the necromancer's dps builds already stand 10% below any other profession's dps build.

That said, I don't think that the necromancer need "buffs" as much as they need a "cleanse" of their skills. The skills end up piling up so many effects that sometime I wonder on which skill they will add an effect that also make some cofee for the player. I mean, we got 3-4 differents effects on some skills and on top of that traits add a snowballing amount of conditions. Who the hell thought such design would be fun to play or play against?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...