Quote:
Originally Posted by Lanier
For the most part, I agree with most of what is on the list. These are some really good recommendations. I like the second option for both of the "never..." shouts. Command shouts really need to be less conditional and the second option removes the conditionality without overpowering it. I might suggest reducing the health regeneration by 1 pip. Anthem of Guidance, however, would still be very much underpowered in PvE. In my opinion, it should be a party damage buff like OoP. Maybe increase the adrenaline cost to 8ish and give it a 5ish second recharge and then make it last like 10 seconds at 10-12ish command.
|
The final balancing is up to Anet, of course, but hopefully we can give them suggestions on what the community thinks is appropriate. I'm trying hard not to suggest anything too radical so that the changes have a better chance of being accepted and implemented.
re: Anthem of Guidance... as written in the suggestion, this is basically Order of Unblockability, and it can be maintained 100% given enough adrenaline. I thought that the effect was quite strong enough to justify the elite skill, especially compared to its earlier incarnation. It's worth noting that this skill has always done what it does now, and it was too weak to prevent "turtling" in GvG and HA with heavy defense like Aegis, Ward against Melee, Weapon of Warding, Defensive Anthem, etc. This version will cut through all of that making for more interesting and less defensive play. In PvE it will cut through all of the blocking spam you see in Kourna and the Realm of Torment. And besides, making attacks unblockable is what the skill was meant to do.
Quote:
Originally Posted by Lanier
Like your recommendation states, Anthem of Envy would be good as a miniture version of OoP (less of a positive effect but cheaper to use as well). I would recommend lowering the attack bonus a little though.
|
I've already suggested that Anthem of Envy become a rough equivalent to Order of Pain, and Anthem of Fury is the same thing plus adrenaline, so having yet another +damage "order" skill might be a little redundant?
As far as damage goes, it is a direct copy of Order of Pain so I don't think it is imbalanced at all.
Quote:
Originally Posted by Lanier
As for Godspeed, I really think it needs a different function altogether. Paragons already have a good party movement buff with fall back and a good single target one with make haste/hasty refrain. Maybe, in order to stay in line with the name, have it affect attack speed in some way (maybe make it a very expensive party wide attack speed buff.)
|
I like this idea a lot! Except for the "very expensive" part. If the cost is too high it is simply never going to be used. What about a party-wide +25% IAS that only works on allies who are not enchanted. This goes with the original theme of the skill, and it prevents abuse by gimmick teams full of shadowform assassins and the like. However this variant would also prevent it from working on dervishes at all in most cases.
Quote:
Originally Posted by Lanier
I would go ahead and recommend lowering AR's energy cost to 5 in PvE. The energy cost already doesn't matter since it's maintainable, so lowering the energy cost to 5 would not provide a buff but it would remove an annoyance.
|
Fine with me, but this seems unlikely to happen. I have tried not to change the numbers too drastically so that they stand a chance of being accepted. 5e is probably not going to be accepted given AR's history, and even getting 15e without the armor penalty is possibly too much to hope for.
Quote:
Originally Posted by Lanier
Angelic Bond is the one skill that I am really going to have to disagree with you on. In my opinion, it should return to its original functionality but should cost 5 energy and cause a slight damage reduction (that scales with leadership) to the damage redirected to the paragon.
|
I can sense that you have some nostalgia for the original Angelic Bond. :-)
It was nice, but looking back on it from 2010 it seems to me that it was just an inferior version of the monk's Life Bond skill. Life Bond halved the damage but only passed a fraction of that damage on to you, while Angelic Bond made you take half of the damage without reduction. Angelic Bond could not be stripped but in my mind that hardly made it elite-worthy or even equivalent to Life Bond. Given Angelic Bond's history (and the unstrippability that led to its abuse in PvP) I think this one is unlikely to be reverted as well.
Quote:
Originally Posted by Lanier
So, I looked at the rest of the list. When I saw anthem of fury, it reminded me of my suggestion for anthem of guidance. I guess they could both be made into similar skills but with one costing energy while the other costs adrenaline and one boosting adrenal gain while the other provides unblockability. These would both, however, be pretty powerful effects for an unstrippable chant. Their costs would have to be adjusted so that the skills would be balanced.
|
Yeah, final balancing is clearly up to Anet, but I want to caution against making the cost too high. Because the Orders have a very short duration the cost of the skill must be paid frequently, especially if multiple "orders" style skills are used. This can be a heavy energy cost even for the necromancer which usually has energy to burn. The cost for the paragon is higher because he doesn't have as much energy to start with, and his energy renewal depends on turning adrenaline back into energy, which takes time. If he is spending all his time activating Orders, there is no time to attack. And if he spends all his time attacking to gain energy and deal damage, he doesn't have time to activate the anthems. The necromancer doesn't have this problem because he can just sit there and gain energy as things die. I made these new Anthems have a similar duration to Orders + 20% enchanting mod which would be standard practice on any character with Orders. Even at 1s activation time (plus aftercast) that means you are losing up to 2 attacks because you chose to activate the anthem instead. Making the activation time too long will make it unusable.
Quote:
Originally Posted by Lanier
On the motivation skills: Honestly, I don't think that the suggestions you made for the healing skills were enough. Their were previously two problems with these chants: their recharges were very long and their effects were too conditional for a balanced party when the effects can only be activated by the other party members. What I would like to see is both the decrease in recharge (that you already suggested) and a way for either the conditionality of the skills to be erased/eased up drastically or for the conditions to be activatable by the paragon. For example, rits have a pretty good healing ability. Although many of their skills have condition for the skill to take full effect, the rit is the one who meets the condition by providing the spirits/weapon spells. The rit doesn't have to wait for their target to fulfill the conditions.
|
You're probably right about this, let me explain though. The suggestions were made with the idea of not changing the skills very much so that there would be less resistance to getting the updates in place. Therefore changing recharge times, skill cost, etc. is easier than changing functionality. Motivation could probably use some functionality changes though, since Anet has stated that the Motivation nerfs were due to PvP abuse with shout stacking and chaining. What if we changed some of the motivation chants to deliver healing over time (e.g. Vigorous Spirit, Spirit Light Weapon) rather than a large packet of healing? This would allow the healing to trigger more often, have a long duration (which is beneficial for some skills and Centurion Insignia), and prevent chaining. For example, Aria of Restoration heals for 15..90 when affected allies cast a spell and then it ends on them. Instead, we can make this a chant with a fixed duration (10s? 15?) and have it deliver smaller packets of healing throughout the duration. If it is X healing per spell, that clearly favors short-activation-time spells that can be spammed, whereas long cast time spells will gain less benefit from it. Perhaps this should be changed so that it heals for +X% of the cost of the spell, similar to Aura of Restoration, that way it would have a more balanced benefit for all casters. For Inspirational Speech we can change it to work like a mass Vigorous Spirit where targets heal whenever they attack. If it lasts for 10s and we assume that characters can attack once per second they will get about 10 healing packets out of this. Based on the numbers we have in existing skills, we should expect up to 90 healing from one of these chants, perhaps more because it is spread out over time. So healing of 5...12..15 per attack might be reasonable.
Quote:
Originally Posted by Lanier
Also, as I have previously stated, I really don't think paragons need or should have AoE options beyond the AoE through party buff options they already have (blazing finale and the use of any attack buff on a physical with AoE).
|
Okay fair enough, everyone has a right to their opinion. However I believe that balance dictates that paragons must be given some form of AoE damage and/or multi-attack capability since *ALL* of the other professions have it. Even the so-called healers. The changes I suggested will not infringe on the superiority of the melee professions in this regard, they will still be dealing more damage.