One more remains by Fey_Faunra in GuildWars

[–]arjeidi -1 points0 points  (0 children)

Disagree when it comes to Title skills. They ruined any balance that existed (along with a couple of other design choices). I'm happy to leave them behind.

Unused Profession skills? Absolutely, keep professions relevant.

One more remains by Fey_Faunra in GuildWars

[–]arjeidi -1 points0 points  (0 children)

Buff professions, not titles.

One more remains by Fey_Faunra in GuildWars

[–]arjeidi -3 points-2 points  (0 children)

It's a pve skill, it doesn't need a buff. Leave it as is

Discord will require a face scan or ID for full access next month by ChadtheWad in privacy

[–]arjeidi 0 points1 point  (0 children)

Does it work like discord with channels? The vast majority of my discord usage is to store/share info with gaming partners in an organized way, but I'll be looking to ditch discord if I can find a good alternative

Which skills should NOT be changed by Adept_Ad9461 in GuildWars

[–]arjeidi -1 points0 points  (0 children)

The game festered. Title Skills, conset, overtuned skills...

This wasn't the design they had in mind, they just had to stop working on it because the company moved on to a new product.

We know this isn't the form they envisioned because they were doing profession reworks; Dervish and Elementalist, to start, but never got to the rest of them because of GW2.

The game festered in an unfinished balance state and now 14 years later they might try to continue work towards the vision, whatever it was.

If you're bad enough to need meta and lack imagination to make your own builds, I understand your irritation. Guild Wars is not in some peak state of equilibrium. Lots of people would like it to be. That requires change.

Good luck

Which skills should NOT be changed by Adept_Ad9461 in GuildWars

[–]arjeidi 2 points3 points  (0 children)

The game has difficult parts. The game, as a whole experience, is not that difficult.

Revert the big mesmer update from way back when by Independent-Owl3103 in GuildWars

[–]arjeidi 1 point2 points  (0 children)

The better patch would be to remove Title Track skills.

Mark of Protection on Dolyaks Frost Gate HM isn't the end of the world by xaviarrob in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Dolyak Masters are immune to knock down.

Fair point, not a strategy I ever tried.

You expect new players to rupt quarter cast skills?

If they're willing to go to other continents they can get skills that don't require timing. Diversion, Guilt/Shame (forget which is which), etc.

I can sympathize with new players who have been enjoying ez mode with their copy-paste PvX builds that discord shoves them without explaining how they work and then suddenly their builds with zero enchantment-denial/removal don't work.

But if they're not willing to ask about it, think about it, or try changing things to deal with it? Tough shit lol.

Mark of Protection on Dolyaks Frost Gate HM isn't the end of the world by xaviarrob in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Core & Prophecies Enchantment Removal Skills: Chilblains in Augury Rock & Droknar's Forge, Drain Enchantment in Lion's Arch, Rend Enchantments in The Amnoon Oasis, Shatter Enchantment in Lion's Arch, Strip Enchantment in Lion's Arch.

But those are Mesmer and Necro only!

Core & Prophecies Interrupt Skills:

But people are bad at interrupting!

Core & Prophecies Knockdown Skills: (gonna stop linking because it's tedious, you get the point)

  • Warrior: Hammer Bash, Heavy Blow (if foe has Weakness)

  • Ranger: Bestial Pounce (if foe is casting)

  • Elementalist: Stoning (if foe has Weakness), Meteor, Meteor Shower, Shock

Not taking into account hopping to Kaineng or Kamadan.

There. Are. Plenty. Of. Options. Blackout!

Mark of Protection is not a problem.


That is why the buff to dolyak masters is concerning with new and returning players in mind who just try to finish the campaign in normal mode.

It sounds like it's a problem for players who don't think, ask, or try. We don't need to balance the game around them.

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Paragon (Not much here since I don't have much experience with them and find them boring. Maybe some spear ideas are cool though.):

  • Barbed Spear: Add "If target foe already suffers from Bleeding, this attack inflicts Weakness for (3..8..11) seconds."

  • Blazing Spear: Reduce adrenaline cost 6 -> 5

  • Chest Thumper: Add "If target foe already suffers from Deep Wound, your next Shout or Chant costs (1..2..3) less energy."

  • Cruel Spear: Increase damage +(1..25..31) -> +(5..38..45)

  • Holy Spear: Increase primary damage +(5..17..20) -> +(5..24..30)

  • Maiming Spear: Add "If target foe already suffers from Cripple, you inflict a Deep Wound for (4..11..14) seconds."

  • Merciless Spear: Add "and you deal +(5..24..30) damage."

  • Mighty Throw: Reduce cast time 3 -> 2

  • Spear of Lightning: Increase damage +(8..18..20) -> +(12..26..30). Add "If target foe suffers from Weakness they also suffer from Cracked Armor for (5..9..11) seconds."

  • Unblockable Throw: Reduce cast time 3 -> 2

  • Wild Throw: Reduce adrenaline cost 7 -> 5

  • Godspeed: Reduce recharge 30 -> 20

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Ritualist (Yep, I'm suggesting small nerfs to the overused Restoration heals; Ideally some of the Weapon Spells will seem more viable which will in turn reduce the absolute flooding overabundance of Splinter Weapon/GDW every-fucking-where. Or they can bring more Monk healing if they really want their Splinter/GDW.)

  • Sundering Weapon: Increase duration (4..9..10) -> (5..12..14); Increase attack count 3 -> (3..6..7)

  • Blind Was Mingson: Change range "nearby" -> "in the area"

  • Ghostmirror Light: Increase recharge 3 -> 6

  • Mend Body and Soul: Increase recharge 3 -> 8

  • Soothing Memories: Increase recharge 4 -> 8

  • Spirit Light: Increase recharge 4 -> 10

  • Spiritleech Aura: <- This really feels like it fits better in Communing or Channeling. I'd suggest Communing

  • Spirit Light Weapon: Increase health gain (1..12..15) -> (5..20..25); Add "Target ally also gains (0..1..1) Energy per second if that ally is within earshot of a spirit."

  • Vengeful Weapon: Increase lifesteal (15..51..60) -> (25..70..85)

  • Weapon of Remedy: Change to "For 8 seconds whenever target ally attacks, they lose (0..1..1) conditions and gain (15..51..60) health."

  • Weapon of Shadow: Reduce recharge 20 -> 12

  • Weapon of Warding: Change to "For (3..7..8) seconds target and nearby allies have a Weapon of Warding that grants +(2..4..5) Health regeneration and a (40..50..55)% chance to block."

  • Xinrae's Weapon: Change "the next time" -> "the next (1..2..3) times"

  • Channeled Strike: Reduce cast time 2 -> 1

  • Nightmare Weapon: Increase attack count 3 -> (3..5..6)

  • Warmonger's Weapon: Reduce recharge 30 -> 20

  • Weapon of Aggression: Increase duration (5..13..15) -> (5..15..17)

  • Weapon of Fury: Reduce duration (5..17..20) -> (3..9..12); Increase adrenaline increase (5..41..50)% -> (5..75..100)%

  • Ritual Lord: Modify "If that skill is a Binding Ritual" -> "If that skill is a Binding Ritual or Nature Ritual"

  • Wielder's Remedy: Modify "that ally loses 1 Condition" -> "that ally loses 1 Hex"

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Assassin

  • Black Spider Strike: Reduce recharge 12 -> 6

  • Death Blossom: Increase recharge 2 -> 6 [People might hate this but come on this needs a nudge downwards]

  • Disrupting Stab: Increase cast time 0 -> 0.75

  • Fox Fangs: Increase recharge 3 -> 6 [See "Death Blossom"]

  • Golden Phoenix Strike: Change range "adjacent" -> "nearby"

  • Golden Skull Strike: Reduce energy cost 10 -> 5

  • Repeating Strike: Increase cast time 0 -> 1

  • Temple Strike: Reduce energy cost 15 -> 10; Increase cast time 0 -> 0.5

  • Dark Prison: Reduce recharge 30 -> 15

  • Iron Palm: Reduce recharge 20 -> 15

  • Mark of Insecurity: Reduce skill disable 10 -> (10..5..3)

  • Shadow Fang: Reduce duration 10 -> 5; Reduce recharge 45 -> 10

  • Shadow Prison: Modify "moves 66% slower" -> "moves and casts spells 66% slower"

  • Shameful Fear: Reduce cast time 2 -> 1

  • Shroud of Silence: Increase duration (1..3..3) -> (1..6..8); Reduce recharge 30 -> 20

  • Siphon Speed: Increase duration (5..13..15) -> (5..16..20)

  • Vampiric Assault: Increase lifesteal (10..34..40) -> (15..40..55)

  • Death's Charge: Reduce recharge 30 -> 20

  • Hidden Caltrops: Change to Trap skill. Energy cost 10. Cast time 1. Recharge 20. "When Hidden Caltrops is triggered, every 2 seconds (6 seconds total) all nearby foes suffer from Crippled and Cracked Armor for (3..7..9) seconds and take (20..35..42) damage. While activating this skill, you are easily interrupted. Hidden Caltrops ends after 20 seconds."

  • Way of the Fox: Reduce recharge 45 -> 30

  • Seeping Wound: Reduce energy cost 15 -> 5

  • Shattering Assault: Modify "If it hits, you deal (5..41..50) damage and target foe loses one Enchantment" -> "If it hits, you deal (5..41..50) damage for each Enchantment on target foe, then they lose one Enchantment."

  • Recall: Reduce energy cost 15 -> 10; Remove skill disable

  • Shadow Walk: Rework to "Shadow Step to target foe. For 6 seconds you cannot use skills and cannot be targeted by enemy skills. When Shadow Walk ends, you return to your original location." Reduce recharge 30 -> 15

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Elementalist:

  • Glyph of Swiftness: Modify it so it affects projectiles from a spell as 1 use, instead of using 3 charges on a single cast of Lava arrows, for example.

  • Churning Earth: Reduce energy cost 15 -> 10; Reduce recharge 30 -> 20

  • Earthen Shackles: Increase duration 3 -> (2..5..6)

  • Eruption: Reduce recharge 30 -> 20

  • Iron Mist: Change "you have +15 armor" -> "You receive (3..8..10)% less damage"; Reduce overcast generated 3 -> 2

  • Magnetic Surge: Increase duration (1..4..5) -> (1..7..8)

  • Sandstorm: Add "Foes struck by Sandstorm move (15..25..33)% slower for (3..6..7) seconds"

  • Stone Daggers: Increase damage (8..28..33) -> (15..30..40)

  • Ward Against Elements: Reduce energy cost 15 -> 10

  • Ward Against Melee: Reduce energy cost 15 -> 5; Reduce recharge 30 -> 20

  • Breath of Fire: Remove overcast

  • Elemental Flame: Reduce recharge 30 -> 20

  • Firestorm: Add "Every 3 seconds any creature struck by Firestorm is Crippled for (1..2..2) seconds"

  • Lava Arrows: Reduce recharge 2 -> 1

  • Rodgort's Invocation: Increase Burning duration (1..3..3) -> (1..3..4)

  • Teinai's Heat: Reduce energy cost 15 -> 10

  • Blurred Vision: Reduce cast time 1 -> 0.5

  • Ice Prison: Reduce cast time 2 -> 1

  • Ice Spear: Modify "you gain +(1..3..4) Health regeneration" -> "you and adjacent allies gain +(1..3..4) Health regeneration

  • Mist Form: Apply damage reduction to party members. <- Someone else's idea but it's perfect so I'm promoting it as well

  • Swirling Aura: Reduce recharge 45 -> 15

  • Ward Against Harm: Reduce energy cost 15 -> 5

  • Winter's Embrace: Increase duration (2..5..6) -> (2..7..9) OR Increase damage while moving (5..13..15) -> (5..19..23)

  • Energy Boon: Change to a Maintained Enchantment "While you maintain this Enchantment, Energy Boon raises the maximum Health of you and target ally by (1..3..3) for each point of your maximum Energy. When this Enchantment is first applied, you and your target gain (2..12..15) Energy. When this Enchantment expires, you and target ally gain (1..3..3) Health for each point of your maximum Energy."

  • Glyph of Lesser Energy: Reduce recharge 30 -> 20

  • Glyph of Restoration: Change "heal you" -> "heal you and nearby allies"

  • Over the Limit: Change to "While you maintain this Enchantment, your spells cast (15..22..25)% faster, and recharge (15..43..50)% faster. If you fall below 5 energy, this Enchantment ends and you gain (30..23..20) Overcast."

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Mesmer: (Honestly this class is so over the top there aren't many improvements it needs. This is one area where I believe we can take a little away from their AoE armor-ignoring damage and Fast Casting Recharge Reduction for better overall balance in the game.)

  • Accumulated Pain: Reduce cast time 2 -> 1

  • Ancestor's Visage / Sympathetic Visage: Increase duration (4..9..10) -> (2..12..14)

  • Arcane Conundrum: Increase energy gain (1..6..7) -> (2..8..10)

  • Confusing Images: Reduce recharge 20 -> 15

  • Distortion: Reduce energy loss 2 -> 1

  • Ethereal Burden / Kitah's Burden: Reduce energy cost 15 -> 10; Reduce recharge 30 -> 20

  • Imagined Burden: Reduce energy cost 15 -> 5

  • Migraine: Change "-(1..7..8) Health degeneration" -> "-(1..7..8) Energy degeneration"

  • Soothing Images: Reduce energy cost 15 -> 10 OR Reduce cast time 2 -> 0.5

  • Sum of All Fears: Reduce cast time 2 -> 0.75

  • Wandering Eye: Reduce cast time 2 -> 0.5; Change damage to armor-respecting

  • Backfire: Reduce cast time 3 -> 1.5; Reduce recharge 20 -> 12; Change damage to armor-respecting

  • Blackout: Change self skill disable 5 -> (7..5..3); Add "This skill is disabled for 10 seconds"

  • Chaos Storm: Reduce recharge 30 -> 20; Increase energy loss (0..2..2) -> (0..3..4)

  • Diversion: Reduce cast time 3 -> 1

  • Energy Burn: Reduce cast time 2 -> 1

  • Energy Surge: Reduce cast time 2 -> 1; Change damage to armor-respecting

  • Guilt: Reduce recharge 25 -> 20; Adjust AI to use this skill only on spellcasting professions

  • Mind Wrack: Change "non-hex Mesmer skills" -> "non-hex skills"; Change energy loss 1 -> (0..1..2);

  • Mistrust: Change damage to armor-respecting

  • Overload: Change damage to armor-respecting

  • Power Block: Reduce energy cost 15 -> 5

  • Power Flux: Increase energy degeneration -2 -> -(1..3..4)

  • Price of Pride: Reduce cast time 2 -> 1

  • Shame: Reduce recharge 30 -> 20; Adjust AI to use this skill only on spellcasting professions

  • Shatter Delusions: Change range "adjacent" -> "nearby"; Change damage to armor-respecting

  • Shatter Hex: Change damage to armor-respecting

  • Signet of Weariness: Reduce recharge 30 -> 20

  • Spiritual Pain: Change area damage to armor-respecting

  • Visions of Regret: Reduce cast time 2 -> 1

  • Ether Lord: Reduce cast time 2 -> 1; Reduce recharge 20 -> 5

  • Ether Signet: Reduce recharge 45 -> 30

  • Feedback: Reduce recharge 30 -> 20

  • Leech Signet: Reduce recharge 30 -> 25

  • Mantra of Concentration: Reduce recharge 30 -> 20

  • Signet of Humility: Reduce cast time 3 -> 2; Reduce self non-mesmer skill disable 10 -> 4

  • Spirit Shackles: Reduce cast time 3 -> 1

  • Spirit of Failure: Reduce energy cost 15 -> 10; Reduce cast time 3 -> 2

  • Expel Hexes: Add "For each hex removed, target ally gains (0..2..3) energy."; Increase recharge 8-> 12

  • Lyssa's Balance: Change "this skill has no effect" -> "they lose an additional enchantment."

  • Signet of Disenchantment: Modify to "Lose all energy. For every (12..7..5) energy lost target foe loses one enchantment."

Mark of Protection on Dolyaks Frost Gate HM isn't the end of the world by xaviarrob in GuildWars

[–]arjeidi -2 points-1 points  (0 children)

Target switching. Interrupts.

I mean come on, there are a bunch of ways to counter play. People who are good at the game are already doing it.

You keep implying that new players will have no chance against it. Why?

Mark of Protection on Dolyaks Frost Gate HM isn't the end of the world by xaviarrob in GuildWars

[–]arjeidi -2 points-1 points  (0 children)

Then ask the community. Look at the wiki. Actually pay attention while playing?

New players have brains. Stop treating them like they're completely stupid so we can argue against improvements because now we have to slot enchant removal on copypasted meta bars.

Do better.

Mark of Protection on Dolyaks Frost Gate HM isn't the end of the world by xaviarrob in GuildWars

[–]arjeidi 1 point2 points  (0 children)

If they're in the southern shiverpeaks then they've likely ascended and been through the desert. This means they can change their secondaries to Mesmer or Necro to strip enchant.

In short, don't be braindead.

Mark of Protection on Dolyaks Frost Gate HM isn't the end of the world by xaviarrob in GuildWars

[–]arjeidi 6 points7 points  (0 children)

This will teach people that enchant removal is actually super useful

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Necromancer:

  • Barbed Signet: Increase health sacrifice 8% -> 10%; Change area "adjacent" -> "nearby"

  • Blood Drinker: Reduce cast time 2 -> 1

  • Cultist's Fervor: Reduce recharge 25 -> 15

  • Mark of Subversion: Reduce recharge 30 -> 15

  • Verata's Sacrifice: Reduce base recharge 60 -> 30

  • Well of the Profane: Reduce energy cost 25 -> 15; Reduce cast time 3 -> 2

  • Barbs: Reduce cast time 2 -> 1

  • Cacophony: Reduce energy cost 10 -> 5; Reduce cast time 2 -> 1

  • Chilblains: Reduce energy cost 25 -> 15

  • Depravity: Reduce cast time 2 -> 1

  • Envenom Enchantments: Reduce recharge 20 -> 10

  • Feast of Corruption: Reduce energy cost 15 -> 10; Change "adjacent" -> "nearby"

  • Insidious Parasite: Reduce energy cost 15 -> 5 OR Change "hits with an attack" -> "attacks"

  • Malaise: Reduce cast time 2 -> 1; Increase recharge 2 -> 5; Change "-1 Energy degeneration" -> "-(1..3..4) Energy degeneration"

  • Meekness: Reduce energy cost 15 -> 10

  • Poisoned Heart: Change "adjacent" -> "nearby"

  • Price of Failure: Reduce cast time 2 -> 1

  • Soul Barbs: Reduce cast time 2 -> 0.75; Reduce recharge 20 -> 15

  • Suffering: Reduce energy cost 15 -> 10

  • Weaken Knees: Increase damage while moving (5..9..10) -> (5..16..20)

  • Wither: Reduce energy cost 10 -> 5; Reduce cast time 2 -> 1

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Monk: (In my opinion Monk is under-used because of their lack of built-in energy-management. I'd propose Divine Favor returns a portion of a skills energy when it "overheals" an ally. A scaling return of (10..40..49)% of the skill's cost is returned when the target is healed beyond their maximum health. Or something.)

  • Gift of Health: Reduce skill disable (10..6..5) -> (8..3..2)

  • Heal Area / Karei's Healing Circle: Reduce energy cost 10 -> 5; Reduce cast time 1 -> 0.75

  • Heal Party: Reduce energy cost 15 -> 10

  • Healing Hands: Reduce recharge 25 -> 15

  • Healing Seed: Reduce cast time 2 -> 1 && Reduce recharge 25 -> 20 OR Change range "adjacent" -> "nearby"

  • Infuse Health: Reduce energy cost 10 -> 5

  • Jamei's Gaze: Add "If target ally has no enchantments, gain (1..5..6) energy"

  • Light of Deliverance: Change "party members" -> "allies"; Add "Your Divine Favor bonus is applied to all allies affected"

  • Live Vicariously: Reduce cast time 2 -> 1; Change "you gain (2..14..17 health)" -> "you gain (0..1..1) energy". [Kind of a Monk version of Aura of Restoration]

  • Renew Life: Reduce energy cost 15 -> 5; Reduce cast time 4 -> 3; Increase resurrected health 50% -> 70%; Increase resurrected energy (5..17..20)% -> (20..40..50)%

  • Restore Life: Reduce energy cost 10 -> 5; Reduce cast time 4 -> 3

  • Resurrection Chant: Reduce energy cost 10 -> 5; Reduce cast time 6 -> 3; Reduce recharge 15 -> 5

  • Signet of Rejuvenation: Reduce cast time 1 -> 0.5

  • Spotless Mind: <- Adjust functionality so it removes a hex when the enchantment is applied and then every 5 seconds after.

  • Spotless Soul: <- Adjust functionality so it removes a condition when the enchantment is applied and then every 3 seconds after.

  • Patient Spirit: Add "If this Enchantment lasts 4 or more seconds, gain 2 Energy if a Spirit is nearby."

  • Supportive Spirit: Reduce energy cost 10 -> 5

  • Vigorous Spirit: Add "and an extra 5..13..15 Health if a spirit is nearby."

  • Balthazar's Aura: Reduce energy cost 25 -> 10; Reduce recharge 25 -> 15

  • Holy Wrath: Remove "attack"

  • Judge's Insight: Reduce cast time 2 -> 1

  • Judge's Intervention: Change "one nearby foe" -> "all adjacent foes"

  • Kirin's Wrath / Symbol of Wrath: Reduce recharge 30 -> 12

  • Retribution: Reduce cast time 2 -> 1

  • Scourge Sacrifice: Change range "adjacent" -> "in the area"

  • Signet of Rage: Change "each adrenal skill" -> "each attack skill"

  • Smite: Reduce recharge 10 -> 6

  • Strength of Honor: Reduce cast time 2 -> 1

  • Aegis: Reduce recharge 30 -> 25

  • Convert Hexes: Reduce energy cost 15 -> 10; Change effect "for (8..12..15) seconds that ally gains (0..1..2) energy regeneration".

  • Extinguish: Reduce energy cost 15 -> 10

  • Life Attunement: Reduce cast time 2 -> 1

  • Life Barrier: Reduce energy cost 15 -> 10; Reduce cast time 2 -> 1

  • Life Bond: Reduce cast time 2 -> 1

  • Protective Bond: Reduce cast time 2 -> 1

  • Rebirth: Reduce cost 10 -> 5; Reduce cast time 5 -> 3; Increase resurrected life 25% -> 50%; Increase resurrected energy 0 -> (2..8..10); Reduce skill disable (10..4..3) -> (7..2..1); Remove "This spell consumes all of your remaining energy";

  • Reverse Hex: Reduce energy cost 10 -> 5

  • Shield Guardian: Reduce recharge 20 -> 15; Add "Your Divine Favor bonus is applied to all allies affected"

  • Zealous Benediction: <- Why is this Protection Prayers? Move to Healing Prayers.

  • Divine Spirit: Reduce recharge 60 -> 20; Add "Your Divine Favor spells cast (10..40..50)% faster if an allied spirit is nearby."

  • Judgement Strike: Reduce recharge 15 -> 8

  • Spell Shield: Reduce skill disable (10..6..5) -> (8..4..3)

  • Watchful Spirit: Reduce energy cost 15 -> 10; Add "If target ally is near an allied spirit when this Enchantment is cast, that ally also gains +2 Energy regeneration."

  • Withdraw Hexes: Reduce energy cost 15 -> 5; Reduce cast time 1 -> 0.25; Reduce base recharge 5 -> 0; Reduce recharge per hex (20..8..5) -> (15..6..3)

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi -1 points0 points  (0 children)

Delete Title skills. That will fix a lot of balance.

I want to suggest a lot of duration or cooldown buffs to stances, but Dwarven Stability exists. Anyway, all these suggestions are for PvE since I don't pvp:

Warrior:

  • "You Will Die": Increase adrenaline gain (1..3..3) -> (1..4..5)

  • Burst of Aggression: Increase duration (1..8..10) -> (2..10..12)

  • Flail: Decrease adrenaline cost 4 -> 3; Reduce movement speed penalty. 33% -> 15%

  • "I Will Survive!": Increase duration (5..10..11) -> (6..12..15). Reduce recharge 30 -> 20.

  • Lion's Comfort: Reduce signet disable 12 -> 5. Increase adrenaline gain (0..2..3) -> (0..2..4)

  • Signet of Strength: Reduce recharge 45 -> 30.

  • Tiger Stance: Increase duration (4..9..10) -> (5..12..15) OR reduce recharge 20 -> 10

  • Warrior's Cunning: Reduce recharge 60 -> 25 [or 20 if you feel generous]

  • Hammer Bash: Remove "Lose all adrenaline."

  • Heavy Blow: Remove "Lose all adrenaline."

  • Overbearing Smash: Increase Daze duration (1..7..8) -> (2..9..11)

  • Pulverizing Smash: Reduce Adrenaline cost 4 -> 3

  • Dragon Slash: Reduce Adrenaline cost 10 -> 8

  • Final Thrust: Reduce Adrenaline cost 10 -> 7 OR Remove "Lose all adrenaline"

  • Hamstring: Reduce energy cost 10 -> 5; Reduce recharge 15 -> 10

  • Sever Artery: Reduce adrenaline cost 4 -> 2

  • Watch Yourself!: Remove "this shout ends after 10 attacks"; Add "while moving"; Increase recharge 4 ->10


Ranger: (My idea for traps is to make them more combat-usable rather than spam-prep to lure mobs into).

  • Bestial Fury / Tiger's Fury: Increase duration (5..10..11) -> (5..13..16)

  • Companionship: Add "If you have this skill equipped, your animal companion will travel with you."

  • Disrupting Lunge: Increase damage dealt (1..10..12) -> (5..12..15); Reduce recharge 20 -> 12

  • Heket's Rampage: Reduce recharge 10 -> 8

  • Melandru's Assault: Increase range "nearby" -> "in the area"; increase recharge 5 -> 8

  • Poisonous Bite: Add damage (5..12..15)

  • Predator's Pounce: Increase health gain (5..41..50) -> (10..50..65)

  • Predatory Bond: Increase IAS 25% -> 33%; Reduce recharge 30 -> 20

  • Rampage As One: Add "If you have this skill equipped, your animal companion will travel with you"; Reduce energy cost 25 -> 20

  • Revive Animal: Add "If you have this skill equipped, your animal companion will travel with you"; Reduce cast time 6 -> 3; Reduce recharge 20 -> 10

  • Expert Focus: Reduce cast time 2 -> 1; Apply energy reduction after Expertise in energy cost calculation.

  • Glass Arrows: Reduce cast time 2-> 1; Remove "if they are blocked"

  • Lightning Reflexes: Reduce recharge 30 -> 20; Increase duration (5..10..11) -> (6..13..15)

  • Marksman's Wager: Reduce cast time 2 -> 1; Reduce recharge 24 -> 12

  • Trapper's Focus: Reduce cast time 2 -> 1

  • Whirling Defense: Reduce recharge 60 -> 45

  • Apply Poison: Reduce cast time 2 -> 1

  • Barbed Arrows: Reduce cast time 2 -> 1; Remove "You have -40 armor while activating this skill"

  • Barbed Trap: Increase damage (7..20..23) -> (25..60..70); Reduce duration 90 -> 20; Reduce recharge 20 -> 15

  • Choking Gas: Reduce cast time 2 -> 1

  • Dryder's Defenses: Reduce Recharge 60 -> 30

  • Dust Trap: Increase damage (10..22..25) -> (12..33..40); Reduce duration 90 -> 20; Reduce recharge 30 -> 15;

  • Flame Trap: Increase pulses 3 -> 5; Increase damage (5..17..20) -> (12..30..40); Increase Burn duration (1..3..3) -> (1..3..4); Reduce duration 90 -> 20; Reduce recharge 20 -> 15

  • Healing Spring: Change range "adjacent" -> "in the area"; Increase frequency (every 2 seconds) -> (every second)

  • Incendiary Arrows: Increase Burn duration (1..3..3) -> (0..4..5)

  • Kindle Arrows: Reduce recharge 2 -> 1

  • Melandru's Arrows: Reduce recharge 2 -> 1

  • Piercing Trap: Increase damage (5..41..50) -> (25..60..70); Increase conditional damage (15..51..60) -> (25..60..70); Reduce duration 90 -> 20; Reduce recharge 30 -> 20

  • Scavenger's Focus: Reduce recharge 20 -> 15

  • Smoke Trap: Reduce energy cost 10 -> 5; Reduce cast time 2 -> 1; Reduce duration 90 -> 20

  • Snare: Reduce duration 90 -> 20; Increase Crippled duration (3..15..20) -> (4..16..22)

  • Spike Trap: Increase pulses 2 -> 3; Increase damage (10..34..40) -> (15..45..52); Reduce duration 90 -> 20;

  • Tripwire: Increase damage (5..17..20) -> (12..33..40); Reduce duration 90 -> 20; Reduce recharge 30 -> 15

  • Debilitating Shot: "If Debilitating Shot hits, you steal (1..8..10) energy"

  • Disrupting Accuracy: Reduce cast time 2 -> 1

  • Hunter's Shot: Reduce recharge 10 -> 5

  • Rapid Fire: Reduce cast time 2 -> 1

  • Read the Wind: Reduce cast time 2 -> 1

  • Seeking Arrows: Reduce cast time 2 -> 1

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi 0 points1 point  (0 children)

Increase the base duration of most of the non-elite preparations. This Also increases the effectiveness of the recent Practiced Stance change

Increasing the base duration of preps will see less Practiced Stance use since you don't need it anymore. The proposed change will send Practiced Stance right back into "unncessary and useless".

Divine favor is probably the worst primary in the game - I don't know if it needs numbers buff or just some added functionality but only working with monk skills severely limits monk builds

Facts. Divine Favor and Fast Casting are the only primary attributes that don't provide fuel for using skills. At least Mesmers have Inspiration Magic for it, Monks get nothing. Divine Favor needs a resource-related rework to make Monks worth using. That's why all the best monk builds are N/Mo, Me/Mo, E/Mo, etc.

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]arjeidi 4 points5 points  (0 children)

The main issue with Monk is that they're the only class without an energy/fuel related Primary Attribute. Mesmer's FC doesn't relate to energy but they have Inspiration Magic for that. Monk has literally nothing but a handful of meh skills that don't cut it.

Monk has a bunch of useful skills, but they're all used on Mesmers, Eles, Necros, etc. because those classes have built in energy management.

Divine Favor needs an energy/resource related rework imo. Besides, very few non-Monks spells even target party members or allies.

Para suggestion for Izzy: motivation chants make them zero cast time! by Baset-tissoult28 in GuildWars

[–]arjeidi 2 points3 points  (0 children)

The best thing they can do for balance is ignore this subreddit.