Feedback:User/€uroinnova/Build-balance by skill-limit
Build-balance by skill-limit | |
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User | €uroinnova |
Categories | Player vs. Player Mechanics |
We all know about builds called "lame builds". Offering exorbitant build options without limits resulted in imbalanced Skillcombinations. They often base on taking advantage of skills from the secondary profession; furthermore the used skills seem to work better on an other Primaryclass than they "are made" for. e.g. : W/A Backbreaker-Warriors(4-5 A-Skills); E/Rt Prism-Healer(2 E-Skills); Rt/A (5 A-Skills); R/A Sway (5 A-Skills); R/N Toucher (3-5 N-Skills)
Me/E Snare Me/N curse got already well nerfed. Some Assassinskills(in particular Eliteskills) have been extended by a penalty(deactivation of nonattribute related skills). Additionally Weaponspells and some Eleskills recieved an increased Primaryattribut realation(E/Rt..). All these updates are made to decrease the effectivness of "lame builds", aren't they?
However a lot of lamebuilds exist. In my opinion the introduction of a Skill-Limit for Secondaryclass-Skills would balance GW effective while having a lasting effect by the prevention of new lamebuilds-development.
My examples are related to PvP-Builds; anyway, also PvE-Builds often use this principle(e.g.: Roj-Mesmers; Sf-Assassins). In PvE we already have a Skilllimit of 3 for PvE-Skills(What would happen if it does not exist?).
What do you think of introducing the same Limit for Secondary-class-skills?
- A constriction on PvP-Areas would be an alternative to an overall implementation(But PvE-would be also balanced by this e.g.: N/Rt-Healer-Heros)
- Also a limitation on Secondary-class-skills which are related to an Attribute(->No Attribute-skills from secondaryclass are not effected)
- Giving Gwen-PvE(only)-Skills a class-relation as it is the case of Factions and Nightfall PvE-Skills would also support a PvE-Balance