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Which obnoxious spells and mechanics would you like to see reworked?


Aodlop.1907

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Mesmer's ability to gain distortion and reflect on signet activation. I wouldn't mind if those traits had an ICD, if the distortion one was removed entirely,  or if they made it so the reflect buff doesn't apply to every source of distortion and only make it activate on F4 Distortion.

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make berserk mode and celestial avatar 10 sec cd again. for CA nerf the traits.

remake d/d dual attack death blossom.

put evade on beginning of pistol whip change stun to daze.

increase cd on necro res signet.

for scourge, make it so offense is only on necro and defense/ support is centered on shade, make both 5 targets 300 radius. could switch those around depending on what anet wants scourge to be. change sand savant to something else, maybe the ability to switch defense/ offense.

lower continuum split, time warp, winds of disenchantment, weave self, chilled to the bone, and impact strike cds.

change soulbeast gm leader of the pack to allies get 100% of stance duration, cut out the self buff.

lower most #2/ burst skills cd across the board. also lower cast times to nothing over 2 sec, nerf accordingly.

get rid of pulsing immob.

remove meteor shower damage reduction per hit.

 

Edited by Stand The Wall.6987
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Separate the offensive defensive natures of scourge have the stuff that is defensive a different ability with cd and such s and a cd to make sure its not spammed overly too much.

 

Ele:
 

Lower cd of mist form for ele and lighting strike 

Fix auras, make them more useful as a support to have tempest eles as a utility.


Return some damage to meteor, fix weapon summons make em better.

 

mesmers

 

Bring back the dodge for mirage Fix issues with clones and illusions, make shatter worthwild please so that when chrono shatters its rewarding.

 

Warriors:

Fix berserker balance sustain with damage if you can please so they deal dmg.

 

rangers with druid spec:

Can we please make druid support useful in SPVP? please?

Edited by Axl.8924
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2 hours ago, Axl.8924 said:

mesmers

 

Bring back the dodge for mirage Fix issues with clones and illusions, make shatter worthwild please so that when chrono shatters its rewarding.

You know, I really think chrono shatters are just repainted mesmer shatters, which isn't exactly satisfying. I was thinking chrono shatters could get more powerful variations of the core shatters, but these new shatters would be counterbalanced by having a cast time; the idea is to remove instacast damage because the interaction with continuum split basically become something like "just throw everything you have because there's no drawback"; the drawback would now become the cast time.

- F1 would still deal raw damage, but instead of running toward their target, illusions run towards you. When the clones touch you, you get an explosive entrance-like effect (as in: your next attack causes an AoE around you for additional damage). Every clone shattered gives you an additional stack of this effect; still fills the "raw damage" role the original F1 has, but in a very different way.
- F2 could make clones run towards you, just like F1. When they touch you, you start pulsing the shatter around you (and every clone grants one more pulse); this shatter, unlike the one on core mesmer, wouldn't deal damage (or maybe just 1 damage to proc reveal if used in stealth), but on every successful tick it transfers a condition from you to your opponent. Still fills the "condi damage" role the original F2 has, but the burst is much less frontloaded burst (4 clones would cause 4 pulses over 4 seconds around you), changing the playstyle from condi chrono and condi core well enough; additionally, transfering a condition would really change the playstyle of a chronomancer, giving the class a very moderate amount of condi cleanse
- F3: every clone turns into a projectile and yeets itself towards its targeted foe. These projectiles would lose the daze we're used to have on F3, but every clone shattered would deal weakness + chilled + slow, 1s each. The idea is that a chronomancer, thematically, should control time, but rn this doesn't really happen... with this change, F3 would basically slow time on the given target (reduced endurance regen from weaknesss + reduced cd recharge\movement speed on chilled + increased cast times on slow... everything regarding your character would basically be slowed). Other than being thematically consistent with what a chrono should do, this new shatter would still fill the "disruptive" role it serves rn, but in a very different way; not an instacast interrupt tool, but rather something you'd use to pin down and finish an opponent

F4 is different enough from distortion, so I wouldn't touch it, and I don't think there's any need to lower its cooldown, since it already allows mesmers to bypass the cooldowns other skills have to balance their strong effects (thinking mainly about signet of humility)

All in all, I believe these changes would help really differentiate chrono from core, just like dragonhunter is vastly different from core guard despite having their f1/f2/f3 serving the same general purpose (burning people\healing\blocking attacks). And, most of all, this would change a lot in how shatters interact with continuum split, and I believe they would force chronomancers to behave in a very different way (F1 and F2 would work only on melee range, but F2 would provide some cleanse too, giving the class a tool to actually stay in melee without getting shredded by the lack of distortion)

Edited by Terrorhuz.4695
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Keeping myself at 1 change per profession.

  1. Elementalist: Make the elemental traitlines minor traits affect all attunments not a single one.
  2. Engineer: Improve toolkit AA chain speed.
  3. Guardian: Scepter AA, please make it exciting to use, as it is... it's not.
  4. Mesmer: GS's Mind stab. This skill need some love, seriously it's just awful to use and since the boon ripping effect have been moved elsewhere it's just not worth the effort to use.
  5. Necromancer: Please give lich form the plagueform treatment. With the shrouds, there is already more than enough transformations on the necromancer, another as an elite skill isn't needed.
  6. Ranger: Remove damage part from lightning reflexe, make it cure cripple and chill instead of the damage.
  7. Revenant: Let us move while using cristal hibernation.
  8. Thief: Reduce arming time on preparations from 3s to 1s.
  9. Warrior: Can we get rid of the self root effect on Hundred blade and Flurry? None of these skills are impressive enough nowaday to justify being rooted while using them.
Edited by Dadnir.5038
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1 hour ago, Aodlop.1907 said:

That's a lot of stuff. The only thing I'm annoyed by is Ranger roots. Sounds to me like it's objectively lame, but maybe it's a L2P thing on my part? Could be.

its on of those things that when you know enemy uses you have to keep a specific cooldown ready for it almost at all times, its an kitten mechanic.
When it works its too overpowered but usually it doesnt even do anything anyways.

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1 minute ago, Leonidrex.5649 said:

its on of those things that when you know enemy uses you have to keep a specific cooldown ready for it almost at all times, its an kitten mechanic.

Well during 2v2 seasons you expect it, but it's mostly an issue in conquest when the dude appears out of nowhere and starts sniping you down, and you try to dodge roll except you notice too late that you're stuck in the kitten thing.

I wish GW2 had something like WoW where there's a big fat square on your character that says when you're CC'd and for how long.

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1 minute ago, Aodlop.1907 said:

Well during 2v2 seasons you expect it, but it's mostly an issue in conquest when the dude appears out of nowhere and starts sniping you down, and you try to dodge roll except you notice too late that you're stuck in the kitten thing.

I wish GW2 had something like WoW where there's a big fat square on your character that says when you're CC'd and for how long.

that boils down to knowing what your enemy is using, Power soulbeast = no roots.
core ranger = Might have roots if jaracanda/elite
druid = root spam kittener
There is loads of builds that will kitten you over if you dont know what enemy is running.
Enemy has thief? cool. Oh its condi, im dead from 100% -> 0% cuz I didnt keep my X skill that saves me.
Now I will.

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On 5/29/2021 at 7:32 PM, Terrorhuz.4695 said:

You know, I really think chrono shatters are just repainted mesmer shatters, which isn't exactly satisfying. I was thinking chrono shatters could get more powerful variations of the core shatters, but these new shatters would be counterbalanced by having a cast time; the idea is to remove instacast damage because the interaction with continuum split basically become something like "just throw everything you have because there's no drawback"; the drawback would now become the cast time.

- F1 would still deal raw damage, but instead of running toward their target, illusions run towards you. When the clones touch you, you get an explosive entrance-like effect (as in: your next attack causes an AoE around you for additional damage). Every clone shattered gives you an additional stack of this effect; still fills the "raw damage" role the original F1 has, but in a very different way.
- F2 could make clones run towards you, just like F1. When they touch you, you start pulsing the shatter around you (and every clone grants one more pulse); this shatter, unlike the one on core mesmer, wouldn't deal damage (or maybe just 1 damage to proc reveal if used in stealth), but on every successful tick it transfers a condition from you to your opponent. Still fills the "condi damage" role the original F2 has, but the burst is much less frontloaded burst (4 clones would cause 4 pulses over 4 seconds around you), changing the playstyle from condi chrono and condi core well enough; additionally, transfering a condition would really change the playstyle of a chronomancer, giving the class a very moderate amount of condi cleanse
- F3: every clone turns into a projectile and yeets itself towards its targeted foe. These projectiles would lose the daze we're used to have on F3, but every clone shattered would deal weakness + chilled + slow, 1s each. The idea is that a chronomancer, thematically, should control time, but rn this doesn't really happen... with this change, F3 would basically slow time on the given target (reduced endurance regen from weaknesss + reduced cd recharge\movement speed on chilled + increased cast times on slow... everything regarding your character would basically be slowed). Other than being thematically consistent with what a chrono should do, this new shatter would still fill the "disruptive" role it serves rn, but in a very different way; not an instacast interrupt tool, but rather something you'd use to pin down and finish an opponent

F4 is different enough from distortion, so I wouldn't touch it, and I don't think there's any need to lower its cooldown, since it already allows mesmers to bypass the cooldowns other skills have to balance their strong effects (thinking mainly about signet of humility)

All in all, I believe these changes would help really differentiate chrono from core, just like dragonhunter is vastly different from core guard despite having their f1/f2/f3 serving the same general purpose (burning people\healing\blocking attacks). And, most of all, this would change a lot in how shatters interact with continuum split, and I believe they would force chronomancers to behave in a very different way (F1 and F2 would work only on melee range, but F2 would provide some cleanse too, giving the class a tool to actually stay in melee without getting shredded by the lack of distortion)

 

One of the things that bothers me about chrono: Shatters are already making you vulnerable by getting rid of all your illusions, and that alone makes it easy to tell who the real mesmer is, and they kill themselves to do small damage. Any sort of improvement and yes these would work since they have chrono related stuff, would help a lot in The risk/reward department.

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31 minutes ago, Aodlop.1907 said:

Condi thieves have good burst damage? I thought it came from the Confusion on Steal that was removed not so long ago.

3->f1 is instant 12k condi damage, thats not even counting vuln/might power damage and if someone uses venom
and thats just getting touched by someone from stealth

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7 hours ago, AnodicShadow.3647 said:

Mesmer's ability to gain distortion and reflect on signet activation. I wouldn't mind if those traits had an ICD, if the distortion one was removed entirely,  or if they made it so the reflect buff doesn't apply to every source of distortion and only make it activate on F4 Distortion.

 

They should make that trait give AoE aegis on signet activation (Inspiring Distortion) instead of immunity, then change Auspicious Anguish to convert a condi on aegis instead. They can buff inspiration in other ways if this makes it completely unplayable.

 

This way

1) It's not as obnoxious

2) It can contest nodes

 

Reflect on distortion, however, is completely fine.

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4 minutes ago, Tayga.3192 said:

 

They should make that trait give AoE aegis on signet activation (Inspiring Distortion) instead of immunity, then change Auspicious Anguish to convert a condi on aegis instead. They can buff inspiration in other ways if this makes it completely unplayable.

 

This way

1) It's not as obnoxious

2) It can contest nodes

 

Reflect on distortion, however, is completely fine.


Auspicious anguish is perfectly fine as it is, it's just the trigger on "being CC" that rubs me the wrong way. It punishes people for landing their crowd controls, it's not healthy. I can't count how many times I willingly got close to some downed guardian so I'd get cleansed by their wave instead of dying

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5 hours ago, Aodlop.1907 said:

That's a lot of stuff. The only thing I'm annoyed by is Ranger roots. Sounds to me like it's objectively lame, but maybe it's a L2P thing on my part? Could be.

remove the object generation of "entangling roots" from the elite and make it just an immob and not roots you need to destroy because half the time you can't even destroy them. remove ancient seeds and give druid actually something good. with that said, druid is a dead meme and just not a good specialization in general and has been reduced to a decap role and i mean, prot holo just wrecks it in higher end play - this doesn't change the fact that it's just a lame gimmick and ancient seeds in its form should be removed or reworked..

 

Remove trapper runes, this kitten is an abomination and shouldn't even exist. Buff DH to compensate for the necessity of stealth and superspeed (2 things it really shouldn't have to begin with) with more defenses or something. As of right now, trap DH is absurdly stupid and literally carried by a trash rune. Same with trap ranger, trapper runes make this kitten dumb. Just remove.

 

Remove the massive ability to quick/instant rez in this game mode. It's actually dumb how much availability there is to do this and it exploits the down state mechanic too much and just promotes bunker fights because with slower fights + instant rez there's really no need to run higher power end comps because if you get bursted down, you can just insta rez and then the burst player is out of cooldowns and a vulnerable target. In this meta, you really just need to run bunker, bunker side node and run 1-2 hybrid dps on team and this is due to quick rez/insta rez availability.

 

This has already been discussed in the balance discord and they said for PvE purposes they will not rework scourge but at the very least do some barrier generation splits for PvE/PvP, it's actually stupid how much spam this specialization promotes in it's current state. 

Edited by Tinkerer.2167
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Symbols: This mechanic contradicts how this game is supposed to be played (static vs dynamic motion). It wouldn't be a problem if say it was attached to one weapon only(marks for example) but it's on every Guardian weapon. 

Edited by Arken.3725
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I like how this post turned into " why I dont like mesmer " 🙂 
BTW, as an big mesmer enjoyer I will say again as I said before.
The last 2 genuine overpowered things on mesmer
1 Feedback revive ( 35% per feedback, potential for 70% if you use 2 ) VERY low cooldown.
2 Signet trait invuln spam.
BTW It doesnt mean that inspiration mesmer is any strong, just those 2 traits are kinda whack and should be change, as its a post about reworks, I would gladly enjoy inspiration rework as its not very " inspiring " traitline at all, more like selfish healing and invuln spam + degen almost instant revive with no cooldown traitline.

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i don't like pets as a general mechanic

i feel like they're either god tier gamers or completely useless and there's very little inbetween, particularly the ones that have CCs like smokescale

also mine always feels like he dumdum while the other team's pets are galaxy brain

 

i also think the amount of aoe spam that's been brought to a game mode built around node defense is a huge problem for both balance and enjoyment

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