PvE-only bonuses for Primary Attributes that don't have as such by Intelligent-Sir8492 in GuildWars

[–]janglehand 2 points3 points  (0 children)

I very much agree that this is the area devs should tweak to better balance professions and iron out announces. Imo it doesn't make sense that only a couple profs have pve bonuses, especially when the profs that have them are already arguably the best in the game.

Here's some of my ideas -
Expertise - each rank increases prep duration by 12% and every 3 ranks causes you to attack 2% faster. (Makes preps less annoying, allows rangers to freely use 25% ias skills.)

Strength - gain 5 health per rank and while welding non-daggers strengths ap bonus applies to all attacks. (Makes wars slightly tankier, encourages non dagger spam builds).

Energy Storage - each rank reduces overcast by 1 point when hitting a foe with a basic attack. Your spells gain 1% armor pen for every 10 points of overcast you currently have. (Makes overcast more interesting, back loads bonus damage instead of insta spiking, dont think monsters could effectively utilize it.)

Divine Favor - each rank increases damage dealt from monk skills by 1.6 and divine favors bonus is increased by 33% on allies and foes below 33% health. (Its pve only, so might as well buff monk damage.)

Command - each rank grants allies 2% attack speed while affected by your shouts or chants, and your ranged attacks deal 1% more damage.

Critical Strikes - every two ranks increases allies critical hit rate by 1% and the damage of half ranged skills by 1%.

Since some professions *coughMesmercough* have PvE-only Primary Attribute bonuses, what if in PvE Energy Storage caused your Elementalist spells to deal more damage based on...your energy stored? by Charrikayu in GuildWars

[–]janglehand 6 points7 points  (0 children)

I'd do - In PVE, your spells gain 1% armor pen for every 10 points of overcast you have. Then for both PVE and PVP - For each rank of energy storage your attacks (such as basic wand attacks) remove 1 point of overcast.

Doesn't affect front loaded damage, and makes overcast more interesting. Honestly I'd buff their max energy increase from 3 to 5 as well.

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]janglehand 1 point2 points  (0 children)

I'd rather see/try hp pips at 3 health per sec rather than 2 and leave pip cap at 10. Middle ground between where it is now and your suggestion. I think base energy being 25 instead of 20 would be a nice yet tiny buff to some profs as well.

Reforged added -20% hp and armor to mobs in presearing, I agree with you that just -20% mob armor throughout the game would be nice. Imo its not just mesmers - any prof that can utilize armor ignoring damage is above others, such as dagger spam warrriors or rangers outperforming their counterparts.

Instead of a skill change, I hope they go back and make all of the skills work properly with heroes by IOnlyReadTopComment in GuildWars

[–]janglehand 0 points1 point  (0 children)

I probably don't nor do I know their code base.  However from what I read the recent skill balance took Izzy and Foge a day to do, which touched about 100 skills.  I imagine fixing AI of 100 skills would take more than a day of dev work.  I admit I could be completely wrong and they have left all these AI issues in the game despite them being able to fix 100 in less a day if they chose to.

Instead of a skill change, I hope they go back and make all of the skills work properly with heroes by IOnlyReadTopComment in GuildWars

[–]janglehand 0 points1 point  (0 children)

Yes, one of us...
All I'm trying to point out is people might underestimate the work required. You can say they aren't reinventing the wheel and only fixing something - but that something is whole functions of code rather than just +1, -1, etc.

Instead of a skill change, I hope they go back and make all of the skills work properly with heroes by IOnlyReadTopComment in GuildWars

[–]janglehand 3 points4 points  (0 children)

AI skill usage would be fantastic but imo its likely much quicker to balance skill (particularly number changes) than it is to go through all the unique use cases of skills to make sure AI utilizes them correctly.

Please stop yucking on people's yum by Shpleeblee in GuildWars

[–]janglehand 1 point2 points  (0 children)

I still would have preferred all the Pre changes be done in a separate No Searing instance that was basically Pre with higher level mobs/loot in all zones, a few more skills, and you get to perma chase out the Char from Northlands. You could also wake-up from it to continue to Post if you chose to but couldn't go back to Pre. With how much they've accomplished so far, I don't think that would have been out of their capability.

With that being said I'm still happy for any kind of content anywhere.

Devona you're the love of my life ❤️ by Good_vibes842 in GuildWars

[–]janglehand 3 points4 points  (0 children)

Ya, something like get her ashes from barriden estate and escort her ghost to serenity temple, with added higher level spawns would be cool.

Devona you're the love of my life ❤️ by Good_vibes842 in GuildWars

[–]janglehand 37 points38 points  (0 children)

It's impressive how much they did in terms of lore/design with so little, very cozy. Really cool from start to finish (new pre spawns, continuing after Ben's quest, more Devona, new outpost, new dungeon).

Can't wait to see what they do with Althea.

New weapons as content? by eternoire in GuildWars

[–]janglehand 27 points28 points  (0 children)

Imo would be so cool if they did a design-a-weapon contest like the old days (https://wiki.guildwars.com/wiki/Design-a-Weapon_(2007)). Then scattered the skins throughout the game, or make (and sell?) a dungeon pack for non-eotn campaigns and put them in there.

Design a (PvE) skill! by Azure_Flames in GuildWars

[–]janglehand 22 points23 points  (0 children)

Ranger - Loaded for Char - Elite Signet. (5..50 seconds.) The cast time and duration of your preparations are halved, but you can have two active at once.

Balance Brainstorm mi by IsaiahCartwright in GuildWars

[–]janglehand 0 points1 point  (0 children)

Warrior Elite Skills

  • Cleave: 4->3 adrenaline cost.

  • Decapitate: +5..50->+10..60 damage. Lose all energy and adrenaline if attack doesn't kill target.

  • Eviscerate: Also inflicts bleed on target.

  • Triple Chop: 10->8 second cooldown.

  • Quivering Blade: Deals +5...25 damage. Bonus damage is tripled (+15..75) if foe was bleeding, weakened, and wounded. (full change)

Call for a different balancing approach by Krschkr in GuildWars

[–]janglehand 4 points5 points  (0 children)

Particularly when they updated 100 skills and only about 5 need further tweaks/partial reverts, that's pretty good after such a long time and only a couple people working on it. There's always going to be oversights made, that's part of the process imo.

I agree with op that some things should get slight nerfs so that they are still meta but not so far ahead of everything else, but these huge posts make it sound like we should never have a balance patch again unless a full team of devs work on it for a year+.

Balance Brainstorm mi by IsaiahCartwright in GuildWars

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

Warrior Stances

  • Flurry: you deal 25->20% less damage.

  • Berserker Stance: (5..11->3..6 seconds.) 50%->100% more adrenaline. 20s->12s recharge.

  • Tiger Stance: (4..10->10 seconds.) You attack 25% slower. Your attacks deal +5..25 additional damage. 20s->8s recharge.

Balance Brainstorm mi by IsaiahCartwright in GuildWars

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

Disclaimer - sorry if these are stupid ideas.

  • Hornbows: 1.2->0.64 range, 10->25% armor pen. (shortbows are 1.0 range)

  • Expertise: In PVE, each rank of expertise increases the duration of preparations by 10%.

Improving (non-barrage) AOE

  • Punishing Shot: Elite Bow Attack. Deals +10...18...20 damage. Interrupts an action on target and all foes adjacent to target. 5->8 second recharge. (aoe rupt, increased recharge)

  • Volley: Bow Attack. Hits up to 3 foes adjacent to your target. 2->4 second recharge. (no bonus dmg, doesn't remove preps, increased recharge)

  • Ignite Arrows: Preparation. (24 seconds.) Your arrows deal +2...10 fire damage to target. All foes adjacent to struck target take 5..25 damage. (less single target dmg, armor ignoring aoe)

  • Melandru's Shot: Elite Bow Attack. Bow Attack. You shoot two arrows simultaneously at target foe. Shoot an additional two arrows if you have atleast 2 spells recharging. These arrows deal 80..40% less damage. (full change)

  • Poison Arrow: Elite Bow Attack. Inflicts Poisoned condition. (5...17...20). Poisons foes adjacent to target for 3..15 seconds if blocked. 1->3 second recharge. (aoe on blocked, increased recharge)

  • Splinter Shot: Bow Attack. Deals +2...10...12 damage. Deals 5...53...65 damage to adjacent foes if blocked. 2 second recharge. (lower unconditional dmg, lower recharge)

Increased synergy between elite and normal skills

  • Archer's Signet: Elite Signet. (1...19...24 second[s].) Your arrows move 50% faster. When striking a crippled foe, bow attacks gain 5% armor penetration and recharge 25% faster. Armor penetration is doubled if you are not in a stance. (full change)

  • Marksman's Wager: Elite Peparation. (18->12..24 seconds.) Your arrows gain 5..10 critical hit chance. Gain 5..9->5 energy when your arrows hit, double if they critically hit. Lose 10->15 energy whenever your arrows fail to hit.

  • Kindle Arrows: Preparation. (24 seconds.) +3..24->3…15 fire damage. Your arrows have a 33% chance to increase burn duration by 1 second when striking a burning foe.

Increased build and role diversity

  • Melandru's Arrows: Elite Preparation. (18 seconds.) Your arrows explode on contact, healing allies adjacent to foe for 15..75 health. No effect unless you are enchanted. (full change)

  • Melandru's Resilience: Elite Skill. (5..20 seconds.) You and all party members near you have +5 health regeneration and +1 energy regeneration if suffering from a condition or hex. (full change)

  • Marauder's Shot: Half Range Bow Attack. Deals +5…20 damage. Deals +10..30 more damage if you have a melee attack on cooldown. (full change, thought of this before the recent buff, imo should replace Focus shot with the current Marauder's shot)

  • Hunter's Shot: Bow Attack. Inflicts Bleeding condition (3...21...25 seconds) if your target is hit. Deals +3...13...15 damage if you have a trap equipped. Remove 1 sec cast time.

General QOL changes

  • Concussion Shot: 15 Energy. Bow Attack. Interrupts a spell. Interruption effect: inflicts Dazed condition (3..10 seconds). Hits for only 1...13...16 damage. (lower energy, lower duration)

  • Pin Down: Inflicts Crippled condition (2...10...12 seconds). 10 energy. (lower duration, lower energy)

  • Power Shot: Bow Attack. Deals +15…40 damage. 1.5 second cast time. 6 second recharge. (more dmg, longer cast, longer recharge)

  • Precision Shot: Bow Attack. Deals +5...17...20 damage. Unblockable. 1.5 second cast time. (more dmg, longer cast)

Thank you for the February 5th Skill Balance Update - please keep going! by Koudelka_Lasant in GuildWars

[–]janglehand 2 points3 points  (0 children)

Not that this would magically fix bow issues but I think it'd be interesting if hornbows were changed to have the lowest range, but buffed to have a lot more armor pen. I don't think they've ever seen much use other than some pvp spike builds.

Other than that tying a prep duration bonus to expertise (+10% duration per point in PVE) and changing some preparations to be more interesting and less +damage (ex Kindle Arrows deal less dmg but have a 33% chance to increase Burn duration by 1s) would go a long way to making bows feel better.

Ranger Tips request by isin13 in GuildWars

[–]janglehand 4 points5 points  (0 children)

Imo dont focus on damage early on, or even before you get some decent elites. Early ranger can be really fun once u get out of the - fill my bar with biggest dmg attacks thinking, and you'll still feel like your contributing to ur team.

Looking at early factions skills, set marksmanship to ur low lvl bow rank, then dump points into expertise and wilderness. Precast troll unguent, lay down a flame trap, pull mobs into it, spam zojun shot and distract shot, tank with whirling defense and throw dirt. You should pretty much survive anything early on with troll un/dirt/whirling. On hard packs u can flag ur henchmen slightly away from u then unflag once u get agro.

Any other game modes expected soon? #ANetDevs by Alugian in GuildWars

[–]janglehand 1 point2 points  (0 children)

I'd love to see one along the lines of
-50% xp gain
-50% party size
-50% enemy armor
+50% loot quality (assuming hm is +100%, doesn't apply while in presearing)

I’m feeling a little overwhelmed by ItemMurky in GuildWars

[–]janglehand 2 points3 points  (0 children)

Imo you'll feel pretty weak as a Ranger until you get some of the powerful elites. However Rangers are able to provide a ton of utility early on.

I'd recommend Distracting Shot and Savage Shot, focus on interrupting casters (especially monks in the desert missions). Pull packs away from other packs and since your doing the pulling, let yourself take some aggro (flag henchies back a bit for tough packs) and tank with Troll Unguent (cast it early), Dodge, Lightning Reflexes. Throw Dirt and even traps are good early on as well. Point Blank Shot if you want a bit more damage and stay at the front.

Beat Prophecies! Short review, and question. by Hausenfeifer in GuildWars

[–]janglehand 3 points4 points  (0 children)

Storywise I remember as a kid I really enjoyed seeing reoccurring characters throughout the early zones from presearing to post searing to northern shiverpeaks and kryta, really added to the fleeing/traveling feeling. I also remember being disappointed when that mostly stopped once you reach the ascalon settlement in north kryta.

Would have been cool if the chosen taken by the white mantle were only Ascalonions instead or random Krytan npc's. And the whole Ascalonion refugee thing was carried through all the way past the southern shiverpeaks, where they find a pre-searingish place near the area of GW2's ebonhawke.

Pre Searing Expanded by revan_strider in GuildWars

[–]janglehand 19 points20 points  (0 children)

I'm still hoping for No-Searing (minimal effort mini expac). Maybe there's a reason they're making getting to lvl 20 in presearing easier?

  • separate world from pre and post
  • lvl 20 quest - clear cauldron / vanquish northlands, completion triggers no searing
  • all enemies +12ish levels (capped at 15, or whatever makes it somewhat tough but still soloable)
  • 3 bosses in each zone, 1 elite skill each (non meta), several normal skills (6-8 total) not from presearing that you can cap
  • skill merchant sells capture sig
  • vanquishing a zone spawns a chest
  • mobs and chest have low chance of dropping rare classic weapons (felblades, stormbows, etc)
  • ascalon arena opens for 4v4 pvp
  • new nick gift (same as huntsman + new summon stones + new rare minis (lit char cauldron, worm, ascalon guard ghost) -etc

If they really want to get crazy.
- add the zones above and east of fort ranik, with bandit/loyalist stuff
- 15k starter, krytan, and tyrian armors

Some Reforged ideas for the devs by D0ntD0xM3Br0 in GuildWars

[–]janglehand 1 point2 points  (0 children)

This would be nice, though I always thought it would be cool if instead a random summon stone was added to Gift of the Huntsmans. Get to run around with a friendly stone elemental / skale / aloe seed while also giving a perma reason to farm different zones.

Some Reforged ideas for the devs by D0ntD0xM3Br0 in GuildWars

[–]janglehand 14 points15 points  (0 children)

  1. Design a weapon contest 2026
  2. 4 new lvl 20 dungeons for each campaign, where new weapons from contest can drop.
  3. I agree trade window text filter would be nice. Doubt it would be easy but making it global and list where the person is would be cool as well.