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Old Apr 08, 2010, 01:05 PM // 13:05   #61
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Some changes to the derv. WS is nice but since its silly half the time to bring anything else but WS, I'd say some changes are needed.

I would like Vow of Strength changed back the most. It was useful now its completely useless.

And do something with the avatars. They are great but once again, in a pvp game pointless.

The changes to the rit and P, I saw a increase those classes and different bars.

I'd like to see derv that doesn't use WS.
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Old Apr 08, 2010, 02:45 PM // 14:45   #62
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I agree that dervs could use a buff. I was thinking something like changing mysticism to 1 energy per 2 ranks. Since D/A is a decent runner, change Avatar of Balth to 33% IAS instead of IMS. Make Heart of Fury almost maintainable. And change Aura of Holy Might to have a duration tied to Mysticism so only dervs can use it. Hopefully that would make a derv as good with a scythe as a war or sin in PvE. Its only fair if sins and wars get viable IAS a derv should have them too.

Paragons could use a motivation buff. There are so many underused skills there Anet can take thier pick on what to buff. Preferably work on the ability to spot heal and counter hexes. Im not saying they should be able to out heal a monk but at least get close to it in PvE. Give us a viable Paragon Hero to synergize with an Imbagon.

Mesmer is probably my most unused character. I agree with most people when they ask for more AoE capability here. Any buff would be appreciated.

Getting back to the thread topic. I have no idea what to expect. I wouldnt put money on a skill update and a content update. Im hoping we will get one by the middle of may like last year.
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Old Apr 08, 2010, 03:14 PM // 15:14   #63
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Originally Posted by NerfHerder View Post
And change Aura of Holy Might to have a duration tied to Mysticism so only dervs can use it. Hopefully that would make a derv as good with a scythe as a war or sin in PvE.
No it would make sins and wars as bad with a scythe as dervs .
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Old Apr 08, 2010, 03:35 PM // 15:35   #64
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Stagnation and balance are quite different. What anet has done is remove some of the most animated parts of the game (farming/runs).
I was referring to PvP.

As for the supposed "stagnation": look at all the builds people have put out in the past couple of weeks to revive UWSC. Before the SF change (and the Dhuum update too) there was precisely one build that was indisputably the best for UWSC. How is that not stagnation? SF changed, builds changed, the farm remained possible, but difficult. How is that not exactly what the high-end PvE-ers want: challenging farms that require you to come up with good builds rather than running the same thing for, literally, over a year.
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Old Apr 08, 2010, 05:00 PM // 17:00   #65
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For a long while I was always open to there being attempts at balance. So with that said I'll just put what I expect.

Mesmer nerfs that included longer recharge times, higher energy costs, shorter durations, less effect, and longer casting times.

Dervish and paragon...nothing. Maybe one or two minor nerfs for PvP that spill into PvE.

Shorter recharge, higher effect, more synergy, less energy costs, and shorter casting times for necromancers, ritualists, assassins, and warriors. Mark of Pain will also hex adjacent foes, Jagged Bones will be reverted to enchant more or all minions, etc.
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Old Apr 08, 2010, 07:07 PM // 19:07   #66
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Originally Posted by SkateFreek View Post
Some changes to the derv. WS is nice but since its silly half the time to bring anything else but WS, I'd say some changes are needed.

I would like Vow of Strength changed back the most. It was useful now its completely useless.

And do something with the avatars. They are great but once again, in a pvp game pointless.

The changes to the rit and P, I saw a increase those classes and different bars.

I'd like to see derv that doesn't use WS.
The avatars are actually more useless in PvE than they are in PvP, because PvE is simpler. If it doesn't deal damage or prevent damage, it is usually not useful. And the avatars in PvE that do one of these two things do them less effectively than other options.

Reverting VoStr wouldn't help, sadly (at least not on it's own). The current zealous vow builds already beat what the old one could put out (as well as what the current one can do against enemies with no conditions).

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Originally Posted by NerfHerder View Post
I agree that dervs could use a buff. I was thinking something like changing mysticism to 1 energy per 2 ranks. Since D/A is a decent runner, change Avatar of Balth to 33% IAS instead of IMS. Make Heart of Fury almost maintainable. And change Aura of Holy Might to have a duration tied to Mysticism so only dervs can use it. Hopefully that would make a derv as good with a scythe as a war or sin in PvE. Its only fair if sins and wars get viable IAS a derv should have them too.

Paragons could use a motivation buff. There are so many underused skills there Anet can take thier pick on what to buff. Preferably work on the ability to spot heal and counter hexes. Im not saying they should be able to out heal a monk but at least get close to it in PvE. Give us a viable Paragon Hero to synergize with an Imbagon.

Mesmer is probably my most unused character. I agree with most people when they ask for more AoE capability here. Any buff would be appreciated.

Getting back to the thread topic. I have no idea what to expect. I wouldnt put money on a skill update and a content update. Im hoping we will get one by the middle of may like last year.
A buff to mysticism that doesn't outright overpower it until it becomes SR for enchantments wouldn't help. Zealous Vow offers enough energy for the dervish to do anything it needs to. Hence, the only way a flat mysticism buff could help is if it was changed to offer so much energy zealous vow was no longer necessary (opening up the possibility for VoStr or WS). And that's just a crappy way to "fix" things. A rework of the attribute or a buff to the skills in mysticism would be preferable. HoF in particular needs a skill split, with the PvE version being maintainable. After all, Flail has no real downside in PvE (since monsters won't be running from you if your party is doing it's job right, and in HM monsters can outrun you regardless), and is linked to a great attribute. So why does HoF have to be linked to a crappy attribute AND be unmaintainable?

Sorry, already tried the AoHM thing. No one went for it.

Mesmers are the toughest class to buff, because it requires either a rework of PvE or a lot of skill splits to rework certain aspects of the class to be more damage-oriented.

Don't know anything about motivation, so, no comments there.
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Old Apr 08, 2010, 09:25 PM // 21:25   #67
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Ive used scythes on my Ranger, Warrior, and Assassin. While I admit its fun all I really want is some BALANCE in regard to profession specific weaponry. A Sin is best with daggers and a Warrior is the best with his weapons, all the while having a balanced build(offense and defense). The Dervish SHOULD BE best with a scythe. A change to Aura of Holy Might is just one way of doing this. I really dont care how it gets done. Otherwise, everyone should be able to maintain Critical Agility

I have nothing against using secondaries. I use them all the time. I just dont think your secondary profession should be the primary focus of your build. Its silly. I realize this makes me a hipocrite because i use N/Rt healer all the time But ill also admit that it doesnt make sense if you want things to be balanced.
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Old Apr 09, 2010, 10:53 AM // 10:53   #68
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Sigh with all the cries to nerf everything, haven't you ruined enough? I literally log into guru, find the usual whining to do and log off again. Bring intelligence back :/
There, fixed it for you.

Boy, there's some serious institutional knowledge being lost round here. Have you all forgotten that the Live Team have said they'll do updates when priorities permit, not on the "every 2 months" schedule which is about 2 years out of date. Geez, keep up with the program people.
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Old Apr 09, 2010, 12:37 PM // 12:37   #69
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i like it now we dont get a new build every thursday it was a pain having a good build for a week then a nerf,new build nerf
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Old Apr 09, 2010, 07:42 PM // 19:42   #70
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Don't worry, folks. Live Team is working on a play balance update. As before, we will give you all a preview before the changes are in the game. We plan to have this preview ready for you to check out relatively soon (TM)--i.e. in the next week or two. But just to give you a small teaser, we're working on some changes to Mesmers in PvE. So stay tuned.
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Old Apr 09, 2010, 07:49 PM // 19:49   #71
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Originally Posted by Regina Buenaobra View Post
Don't worry, folks. Live Team is working on a play balance update. As before, we will give you all a preview before the changes are in the game. We plan to have this preview ready for you to check out relatively soon (TM)--i.e. in the next week or two. But just to give you a small teaser, we're working on some changes to Mesmers in PvE. So stay tuned.
OMG Armageddon!
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Old Apr 09, 2010, 07:53 PM // 19:53   #72
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But just to give you a small teaser, we're working on some changes to Mesmers in PvE.
WTB heart smiley especially for you and the Live Team! *crosses fingers and hopes that the changes are for the better*
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Old Apr 09, 2010, 08:08 PM // 20:08   #73
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I smell more nerfs to elementalists, because obsidian flesh is so overpowered when compared to shadowform!
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Old Apr 09, 2010, 08:11 PM // 20:11   #74
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Mesmer Love?
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Old Apr 09, 2010, 08:23 PM // 20:23   #75
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So much complaining from you guys - time to eat your words!

Curious about the update... I haven't played my mesmer in a while... (Ok, I deleted her ).
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Old Apr 09, 2010, 08:44 PM // 20:44   #76
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I see people laughing at the guy who's saying GW is balanced after the last update. Um...why?
Seeping Wound. Blood magic. People who miss such obvious things tend to get laughed at.
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Old Apr 09, 2010, 11:59 PM // 23:59   #77
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Seeping wound is a hell of a lot more balanced than anything in the real hexway era, which persisted for, what, 6 months? It got toned down already, and I expect it to get tapped again. Blood magic: what's the big deal? Spikes aren't so bad, and it has some new functionality that at least makes it a bit interesting.

And now the list is at two, possibly three things (if we include BS) that people feel are OP-ed. Tell me that isn't good compared to, oh, I don't know, any time I can think of in the past 3 years at least. Compare to any of the ridiculously OP-ed team builds of the past (spirits, hexes, paragons, sineptitude, SF spike, blood spike, R-spike, any of the multitude of spammy lame R/X melee builds and sin instagib spikes, etc etc etc), today's meta is pretty frickin balanced. Not perfect, just not worth going "OMG THE GAME IS SO UNBALANCED FIX NAO!"

Looking forward to some mesmer love in PvE. Throw in some dervish updates and maybe some changes to nature rituals (a la what you did to binding rituals) and I'm sure a lot of people would be pleased.
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Old Apr 10, 2010, 04:29 AM // 04:29   #78
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Quote:
Originally Posted by Regina Buenaobra View Post
Don't worry, folks. Live Team is working on a play balance update. As before, we will give you all a preview before the changes are in the game. We plan to have this preview ready for you to check out relatively soon (TM)--i.e. in the next week or two. But just to give you a small teaser, we're working on some changes to Mesmers in PvE. So stay tuned.
Unholy Crap! You posted in my thread!

Seriously, I appreciate that, because it must have taken a lot of courage, since I'm sure you were aware of what the consequences would be.

Quote:
Originally Posted by Skyy High View Post
Seeping wound is a hell of a lot more balanced than anything in the real hexway era, which persisted for, what, 6 months? It got toned down already, and I expect it to get tapped again. Blood magic: what's the big deal? Spikes aren't so bad, and it has some new functionality that at least makes it a bit interesting.

And now the list is at two, possibly three things (if we include BS) that people feel are OP-ed. Tell me that isn't good compared to, oh, I don't know, any time I can think of in the past 3 years at least. Compare to any of the ridiculously OP-ed team builds of the past (spirits, hexes, paragons, sineptitude, SF spike, blood spike, R-spike, any of the multitude of spammy lame R/X melee builds and sin instagib spikes, etc etc etc), today's meta is pretty frickin balanced. Not perfect, just not worth going "OMG THE GAME IS SO UNBALANCED FIX NAO!"

Looking forward to some mesmer love in PvE. Throw in some dervish updates and maybe some changes to nature rituals (a la what you did to binding rituals) and I'm sure a lot of people would be pleased.
More balanced != balanced.
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Old Apr 10, 2010, 04:37 AM // 04:37   #79
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Originally Posted by Regina Buenaobra View Post
Don't worry, folks. Live Team is working on a play balance update. As before, we will give you all a preview before the changes are in the game. We plan to have this preview ready for you to check out relatively soon (TM)--i.e. in the next week or two. But just to give you a small teaser, we're working on some changes to Mesmers in PvE. So stay tuned.
Mesmer love will almost always be accepted by us mesmer players as long as the changes cant be abused by other professions using mesmer secondaries.
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Old Apr 10, 2010, 05:33 AM // 05:33   #80
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Originally Posted by Regina Buenaobra View Post
Don't worry, folks. Live Team is working on a play balance update. As before, we will give you all a preview before the changes are in the game. We plan to have this preview ready for you to check out relatively soon (TM)--i.e. in the next week or two. But just to give you a small teaser, we're working on some changes to Mesmers in PvE. So stay tuned.
Awesome! Mind if I make a few suggestions (for PvP)? The following:

Blinding Surge: 10e 1c 6r *or* 10e 3/4 4r (remove aoe effect and duration to 5-6s)

Empathetic Removal: 5e 3/4s 6 - removes 1 hex and 2 conditions from target ally; if removed, heals for 50 hp. [this would make it an elite M.Touch + Remove Hex , enabling melee to effectively counter hexes and conditions because the meta is currently condition/hex-heavy].

Locusts' Fury: 5e 1/4s 10r (add IMS, adjust duration as you see fit, and keep the current functionality as is). [this would free up a skill slot for sins in the IMS dept.]

Foxes Promise: 5e 3/4c 30r (remove miss condition, fixed duration of 10s, refreshes with every critical hit).

Bulls Charge: 5a 20r (remove "skill ending stance", keep IMS, and make it give 33% IAS *for next attack skill ONLY*) [a rush with a hint of p.rage; this would make using bull's strike and disrupting chop a bit more effective as a warrior]

Gash: (remove bleeding requirement for deep wound, but make it apply to the bonus damage instead) [this makes using sever artery still remain a staple while enabling sword warriors to have more pressure]

Savage Slash: 6a - (remove quick-activation) interrupts action. if foe is suffering from bleeding, disables skill for 20 seconds. [similar to disrupting chop, but more conditional; this makes swords able to compete with the axe class]

These are just a couple ideas I'm throwing out there. They seem interesting to me, and it'd be exciting for players to try them out.

Last edited by Regulus X; Apr 10, 2010 at 05:53 AM // 05:53.. Reason: spelling
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