View Full Version : Need more removals....
STINGER
11-16-2006, 10:48 AM
We need Chant, Echo and even Weapon Spell removals.
It makes no sense to be able to remove/shatter/inspire every enchant in the game and you cant remove these.
Right now Paragons have made energy management for many builds not needed. I thought about this in Factions with the Rits but since they really werent a big impact on things I never got vocal about it.
Now sure one might say "There are a couple of skills to stop them" but they are hexes and the only way hexes work in this game is if you bring covers and then in order to get enuff covers you have to start thinking more at a Hex build which closes you to some other options of building.
It is also pretty easy to pick on one guy using a skill like Vocal Minority and make his life hell so he doesnt get it off much.
We need removals for these things........not just hex prevention type stuff that doesnt even work for anything else but that.
Grim Daddy
11-16-2006, 05:50 PM
My contention with your suggestion is not with the shouts and chants, but rather with the suggestions on weapon spells.
Like glyphs, it’s impossible to stack weapon spells but they cannot be stripped once they are activated, which seems to be the trade off between using enchantment/hexes and using weapon spells/glyphs. Overall, this means that weapon spells need to be looked at upon on an individual basis.
And as far as I can tell, there doesn’t seem to be a problem with weapon spells, so long as ArenaNet doesn’t decide to make them stackable. Typically, if a weapon has a low cool-down time, low casting time, and/or low energy cost, then the weapon typically is not as potent when compared to its enchantment counterparts. Or if a weapon spell is on par with an enchantment or shout, then it will usually have a higher cool-down time, longer casting time, and/or higher energy cost than its enchantment counterparts.
By the way, I do remember a time when something of the Ritualist stacked fairly easily. They were called Communing Spirits. So I do see where your concerns stem from with skill types that are stackable, like shouts. However, I do not see any reason to be so concerned about skill types that cannot be stacked, like weapon spells.
ellioto_elementalist
11-25-2006, 07:32 PM
I like to think Weapon Spells as the weaker version of Enchantments. I mean compare Weapon of Warding and Healing Breeze. The same is for shouts, they arn't as strong as abilities that can be removed. I hope thought that there will be more removal skills of them though... I mean how about inventing a new condition:
Silence
You cannot use chants, echoes, shouts, ect.
or perhaps
Deafness
You cannot be affected by chants, echoes, shouts, ect.
and for a bit of a joke :D
Butterfingers!
Your fingers are slippy so you can't hold wep spells. :)
Just a few thoughts.
Grim Daddy
11-28-2006, 02:11 AM
I’ve discussed this with several other people on an individual basis. And each of the conversations ended with an agreement that Well of Silence should remove shouts, chants, and echoes currently on the foes in the area; even if it meant removing the health degeneration from the skill.
Feel free to chime in, since I seem to have run out of ideas for this subject at the moment.
Crimson Ilia
12-10-2006, 01:12 PM
The problem is that it's a bit too specialized without the minor health degen.
If there's no paragon or warrior in the area, then it's completely useless. Lots of classes use hexes and enchantments, so busting those is very general, but, and excuse me if I'm wrong, I cannot think of any classes that use shouts, chants and songs except for warriors and paragons. And for warriors it's pretty limited.
Grim Daddy
12-12-2006, 04:20 AM
Two days after I'd written my last response, ArenaNet made a couple of notable changes to the game:
Aria of Zeal: Increased casting time to 2 seconds.
Energizing Finale: Increased the Energy cost to 10 and reduced the amount of energy gained per shout or chant to 1.
"Incoming!": Increased Energy cost to 10 and decreased duration to 1..5 seconds.
"Stand Your Ground!": Increased energy cost to 10.
"Watch Yourself!": Changed armor gain to 5..25, based on the Tactics attribute.
In case you're wondering what builds those adjusted skills were associated with, see for yourself:
http://gw.gamewikis.org/wiki/Build:P/W_Battery_Finale
http://gw.gamewikis.org/wiki/Build:P/W_Paramedic
With both builds, a team could protect against elemental (Elementalist, Ritualist, & Necromancer) and physical attacks (from classes such as the: Paragon, Dervish, Warrior, Ranger, & Assassin), through the use of armor boosts and damage reduction. Even then, I may have missed something about "Incoming!" effecting solid damage, which would mean that the Paramedic Build would also affect Mesmers and Monks as well. What little damage got through; could be negated through replenishing health and giving out energy boosts to make up for the energy lost. On top of which, the damage buffs made certain that extra damage was dished out by allies. The only weakness was that the builds simply needed a team build that it could support, which could be just about anything. The question then becomes: Should one Primary Profession with a specific Secondary Profession be able to dominate over at least seven (if not nine) other Professions, as well as its own profession?
When I saw "Watch Yourself!" appearing on some of the builds that other players were making for the Paragon, I thought that the shout was going to be adjusted into oblivion. But I had underestimated how much ArenaNet wanted to keep the skill in use for Warrior primaries.
With a limited skill-bar, it's a risk taking just about any skill for any given build or for any profession for that matter. It's just a matter of balancing the risks versus the benefits of what skills one wants to take. Personally, I wouldn't take such proposed skills, since it's not how I like to fight.
Arenanet did address the issue for the time being. Though, I can't help but feel that this fix will only last until the next big shout comes along.
Additional Note: Considering that ArenaNet would have to adjust all the shouts and chants if removal such skills were made for those skills, it may not (most likely wouldn’t be) be worth the effort it would take versus simply adjusting shouts and chants causing a game imbalance.
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