Feedback:User/Kyoshi/Chants
Chants | |
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User | Kyoshi |
Categories | Mechanics → Professions Skill feedback → Paragon → Other |
The problem with Chants as they currently stand is that, due to the stacking nature and the fact that a Paragon can bring many at once, they are difficult-to-impossible to balance properly.
My idea was taken from a conversation I had some time ago with another wiki user, and is to change the entire mechanic. Realistically speaking, when a person is chanting, most of the time they can't feasibly chant more than one thing at once. However, they can usually chant for as long as they please.
Basically, make it so that chants are 0-activation time, infinitely-lasting (or finite with a trigger) earshot-range buffs, but which a single Paragon can only maintain one of at a time, which give the user -1 energy degeneration for maintaining (like enchantments) or maybe a decrease in adrenaline gain, and which are less powerful than the current versions. The effect will begin on an ally when they enter earshot range of the user (or when the Chant is used, if they're already in earshot), and end when they leave earshot. Properly done, this could fix the stacking issue (hopefully) and make Paragons more viable without being overpowered. (Perhaps only allow one chant to be active on a given ally at one time?) Additionally, bringing various shouts and echoes (which should still be usable while chanting), the Paragon can take a more support-oriented role without becoming a mere gimmick wherever it's used. A single paragon could bring different chants to better defend against various enemies in simple ways, shifting from an offensive chant to a defensive one as the tide of the battle shifts.
Pros: Paragons become more versatile and useful in situations other than playing imbagon. They become real support instead of a profession which is only under- or overpowered, never just equal. They don't have to compete with monks for support, since they can take on offensive and defensive roles to simply shift the battle as necessary while still providing offensive support with spear attacks (maybe).
Cons: If chants still end up stacking, overpowered-ness in PvP could be an issue. Balancing these skills properly could be a chore, though probably no more of a chore than balancing skills as they are now.
For example, Chorus of Restoration would look something like:
Chorus of Restoration: Chant. Each time an ally within earshot uses a skill, that ally is healed for 5...17...20. Ends after healing 3...9...10 times.
Just a rough example, of course, and the numbers will probably have to be adjusted. I'm not sure about energy costs for these; energy degeneration might be enough considering the intended use on a Paragon, but secondaries might also consider using these, and that needs to be taken into account somehow. I'm also not sure about using party member vs. ally when stating the range of effect, and I've stated ally for all of them for now. I'll be working on my suggestions for changes and posting them here as I think of them. Feel free to post critique or additional ideas on the talk page.
Anthem of Disruption: Chant. Each time an ally in earshot interrupts a skill being used by a foe, that skill is also disabled for an additional 0...2...3 seconds. Ends after 2...8...10 interrupts.
Anthem of Envy: Chant. Each ally within earshot deals +5...11...12 damage with attacks. Ends if an ally attacks a foe with less than 50% health.
Aria of Zeal: Chant. Each time an ally within earshot casts a spell targeting a foe, that ally gains 0...2...2 energy. No effect on enchanted allies. Ends after granting energy 2...8...10 times.
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Zealous Anthem: Chant. Each time an ally within earshot hits with an attack skill, that ally gains 0...2...2 energy. No effect unless attacked foe is above 50% health.
Lyric of Zeal: Chant. Each time an ally within earshot uses a signet, that ally gains 0...2...2 energy. No effect on enchanted allies or allies under the effect of another chant.
Hexbreaker Aria: Chant. Hexes last 95...83...80% of their full duration on allies within earshot. Enchantments last 85...89...90% of their full duration on allies within earshot.
Ballad of Restoration: Chant. Allies within earshot gain 5...17...20 health each time they take damage from a foe. No effect on enchanted allies or allies affected by another chant.
Aria of Restoration: Chant. Allies within Earshot gain 10...22...25 health each time they cast a spell. No effect on enchanted allies.
Anthem of Flame: Chant. Allies within Earshot inflict burning (1...2...2 seconds) with each successful attack skill.
Energizing Chorus: (changed to Shout). You gain 3...6...7 energy if you are maintaining a Chant. No effect unless you have
Song of Power: Chant. Allies within earshot gain +1 energy regeneration and +1 health regeneration. No effect on enchanted allies or allies under the effect of another chant.
- OR
Song of Power: Chant. Every 4...2...2 seconds, each ally within earshot not using a skill gains 1 energy.
Lyric of Purification: Chant. For each 4...2...2 shouts you use, each ally within earshot loses one condition.
Anthem of Weariness: Chant. Allies in earshot inflict weakness (2...12...14 seconds) with each successful attack skill. Enchanted allies in earshot are weakened (2...7...8 seconds) whenever they use an attack skill.
Crippling Anthem: Chant. Allies in earshot inflict the crippled condition (0...4...5 seconds) with each successful attack skill. No effect on enchanted allies or allies under the effects of another chant.
Anthem of Guidance: Chant. Allies in earshot are unblockable with their attacks. Allies in earshot deal 50...30...25% less damage with attack skills and cannot inflict conditions with attacks.
Anthem of Fury: Chant. Allies in earshot gain 25% more adrenaline with attacks. Adrenal skills cost 5...3...2 energy in addition to adrenal costs for allies in earshot. End effect: allies in earshot lose half of their accumulated adrenaline.
Song of Restoration: Chant. Allies in earshot gain 15...23...25 health each time they use a skill costing at least 15 energy or at least 5 strikes of adrenaline.
- ^ Cost calculated after effects such as glyphs and attunements.
Song of Purification: Chant. Allies in earshot lose 1 condition with each skill costing at least 15 energy or at least 5 strikes of adrenaline.
- ^ Same as above, not quite sure about this one.
Defensive Anthem: Chant. Allies in earshot have a 1...12...15% chance to block attack skills. No effect on enchanted allies.
(More to come)