User:Lilondra/commentmorphy
Ok morphy.Dit is mijn mening over jouw balance xD
Warrior[edit]
- No quick fixes needed
Ranger[edit]
- Melandru's Shot: Decreased Cripple duration to 2...6...7 seconds and Bleeding duration to 5...13...15.
I don't rly believe this will "fix" melandru's shot.Most of the time the conditions get RC'd off now anyway.So This change will only effect low lvl pvp.As your update is supposed to help gvg I suggest you nerf it in another way.Anyhow nothing super terrible here I just don't believe it will be enough.
Elementalist[edit]
- Mind Blast: Increased recharge to 3 seconds. Decreased energy gain to 1...6...7
- Ether Prism:
25 ¾ 8 , changed functionality to: Gain 0...2...2 energy and 0...1...1 health for every point of energy you have (maximum 50 energy).
- Freezing Gust: Increased energy cost to 15.
- Steam: Revert to old functionality, decreased Blind duration to 1...4...5.
- Searing Flames: Changed functionality to: "Elite Spell. Also effects nearby foes. Those foes suffer from Burning (1...6...7 seconds) and take 10...82...100 damage."
I realise all these skills need changes.However I don't know if any of these skills are viable or fixed.Mind blast you destroyed (you just did yes it needs a nerf but not like this.Perhaps a rework would be better anyway).Ether prism you pretty much nuked but anything better then it is now.Freezing gust I wouldnt nerf it by upping energy cost,It just doesn't feel right.Why keep the high dommage ? Its exactly what made it so versatile.I don't know about SF.
Mesmer[edit]
- Empathy: Changed functionality to: "Hex Spell. For 2 seconds, the next time target foe attacks, it fails and that foe is Knocked Down and takes 5...41...50 damage."
- Backfire: Changed functionality to: "Hex Spell. For 3 seconds, the next time target foe uses a spell targetting an ally of yours, it fails and that foe is Knocked Down and takes 5...41...50 damage."
- Visions of Regret: Changed functionality to: "Elite Hex Spell. For 5 seconds, whenever target foe hits with an attack that foe's attack skills are disabled for 1...4...5 and this hex is re-applied."
I like your backfire and empathy (Might rly fit the empathy description but w/e).However like I already said,despite VoR being cool aswell,I'm afraid that Adrenal denial can get to powerfull.It proly is best to avoid it.None the less some nice ideas.
Necromancer[edit]
- Faintheartedness: Decreased duration to 3...9...10, increased cast time to 2.
- Lingering Curse: Changed functionality to: "Elite Hex Spell. Remove an enchantment from target foe. If an enchantment was removed, that foe benefits 50% less from healing for 2...8...10 seconds and suffers from 1...3...3 health degeneration."
- Defile Defenses: Changed functionality to: "Hex Spell. For 1...5...6 seconds, whenever target foe blocks, that foe takes 5...23...28 damage."
- Parasitic Bond: Increased recharge to 10 seconds, increased degeneration to -2.
- Soul Bind: Changed functionality to: "Elite Hex Spell. For 3 seconds, the next time target foe uses an attack skill, that skill fails and is disabled for 5...9...10 seconds and that foe is Knocked Down."
- Weaken Knees: Changed functionality to: "Elite Hex Spell. For 1...7...8 seconds, target foe moves and attacks 33% slower."
- Rend Enchantments: Reduced amount of removed enchantments to 1...3...3.
- Cacophony: Changed functionality to: "Spell. Interrupt target foe's action. If that action was a Spell or Chant, that foe is Dazed for 1...4...5 seconds."
- Wail of Doom: Changed functionality to: "Elite Hex Spell. For 2 seconds, the next time target foe uses an attack skill, that foe's attack skills are disabled for 5...17...20 seconds."
I Don't think you rly have a problem with invoking OP skills.It looks like you are pretty much afraid of creating a skill OP.Enough to make you turn some skills into massacres that is.Faint needed a nerf,I will be the first one to admit it as I HATE the skill.However you just nuked it.I guess the point is to keep things viable aswell.
Same remark on some other buffs.I don't like more adrenaline denial (WoD) and I prefer to reduce the amount of ints a party has each minute but give the ints a bigger effect.However giving necro's Int's doesn't rly sound super.Then again it won't start gw armageddon.
Monk[edit]
- Ray of Judgment: Changed functionality to: "Elite Spell. Target foe and nearby foes take 26...50...56 damage. For every foe, that foe is knocked down and suffers from burning for 1...3...3 seconds if that foe was attacking."
- Withdraw Hexes: Increased recharge to 10 seconds, decreased energy cost to 5, you now lose 10...6...5 energy for every hex removed. This skill is no longer disabled when hexes are removed. Moved to Divine Favor.
No comment.Don't like,Don't hate.
Assassin[edit]
- Palm Strike: Now counts as a Lead Attack, increased damage to 10...68...82.
Might work.You think lead attacks and skills that function as lead attack can be viable this way ? I can't rly tell.