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Old Feb 21, 2010, 01:14 AM // 01:14   #241
Ugh
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Originally Posted by LazyLink View Post
No. also cripple + kiting.
wat?
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Originally Posted by Arduin
Because you aren't able to SC an elite area anymore, the influx of rare weapons to the game will stagger, making them more valuable, thus providing an incentive for the farmers to play those elite areas.
Yea, I thought about that. But if the drop rate is still .000002, people will quickly find that the chance for profit isn't worth the several hours spent completing an area with a balanced team.
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Originally Posted by Turbo Ginsu
In fact, it was double-slapped by nerfing CoP alongside it, rather than simply changing it to rely on the FC attribute, which would have ended any cross-class abuse right there and then.
It still would've been pretty OP even if it was only used by mesmers. Personally, I would've liked to have seen it changed to something like

Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage. If a skill was interrupted, they take an additional 25...50 damage.
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Old Feb 21, 2010, 01:49 AM // 01:49   #242
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Originally Posted by Velgre View Post
Mysticism should be buffed, even if it's just a bit. And for the cracked armor or armor penalty - I mean that paragons got the short stick of IAS skills. Why can`t they - even in pve - get a normal ias?
every maintainable IAS has a drawback. every. single. maintainable. IAS. frenzy- double damage, p rage- double damage, flurry, reduced dps, flail, reduced movement.
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Old Feb 21, 2010, 01:52 AM // 01:52   #243
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Originally Posted by Del View Post
nothing wrong with mysticism in itself, the problem is more the cause of the poor synergy between skills.
I must agree with this. Many skills may seem nice by themselves, but not in the same build. Some skills seem like they're in the wrong attribute, too. I don't think the primary attribute needs any sort of buff at all. Another player and I were discussing how neat it would be to have more attributes that weren't based on giving energy.
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Old Feb 21, 2010, 02:09 AM // 02:09   #244
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Originally Posted by Shriketalon View Post
Or they could do the same thing the blood magic and rit changes did, and make more combinations and synergy.

Give Mesmers more skills that are triggered by "every time you interrupt...", "your next hex...", "whenever you steal energy...", etc. Make them rewards for doing what a mesmer is supposed to do, thus keeping the tactics and specialties, but give adequate incentive to use those strategies in high end play. And the more of these that are tied to Fast Casting, the more viable a primary mesmer is in these roles.

A single interrupt is nearly worthless, but if the interrupt was also a vector for another effect, your mesmerizing skills would be rewarded with more power without being simple HURR, DAMAGE!
This is a good idea. Instead of changing what mesmers are meant to do and homogenizing them with other classes, just make more skills reward the interupts, e-denial, etc.

But really, this was a good update. I only wish it hadnt taken 5 months to get out. Arnt skill updates supposed to come out every 2 months?
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Old Feb 21, 2010, 02:25 AM // 02:25   #245
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Originally Posted by Lanier View Post
I only wish it hadnt taken 5 months to get out. Arnt skill updates supposed to come out every 2 months?
I would like to remind some that getting the Test Krewe fully in place and involved with the update process took up a chunk of that time, but I doubt that it could account for all three or so months' lateness.
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Old Feb 21, 2010, 02:40 AM // 02:40   #246
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Originally Posted by fenix View Post
they realised it needs nerfing too. 600 Smite is just as bad. It allows you to 2 man LOTS of areas in the game. Not as many as SF, but that's why SF is getting nerfed too. 600 Smite needs it because it's too strong as well.

Guild Wars is a team game, as hinted by the name, NOT a solo/2 man game.
Guild Wars is named after an era in the lore of GW's history. It has NOTHING to do with hinting you need to play as a team or in guilds.

And what if you can play areas in a 2 man setup? It's still co-op play. Just like two people bringing 6 heroes, except that drops suck in full group play.

Farming was part of pve endgame content. But instead of adding new content to the game, they take out existing content.

In conclusion: good for the masochists and purists, bad for the fun factor and replayability.
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Old Feb 21, 2010, 02:48 AM // 02:48   #247
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Originally Posted by Del View Post
every maintainable IAS has a drawback. every. single. maintainable. IAS. frenzy- double damage, p rage- double damage, flurry, reduced dps, flail, reduced movement.
*Ahem*
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Old Feb 21, 2010, 02:52 AM // 02:52   #248
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In all honesty, the only thing I'm looking forward to is abusing the new Dwarven Battle Stance.

I'm a little weary of the change of Ancestor's Rage to armor ignoring. Mobs of multiple rits will be hitting a lot harder now, possible party wipe situations in HM.

But I will say I am interested on running Ancestor's Rage on a Rt/Me possibly echo chaining it off a beefed up warrior. Just for the lulz.
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Old Feb 21, 2010, 03:12 AM // 03:12   #249
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Originally Posted by Gun Pierson View Post
And what if you can play areas in a 2 man setup? It's still co-op play.
2-man setups usually just involve casting four enchantments on yourself by microing a hero and then soloing everything while flagging your hero behind you.

It's just soloing with two skillbars.

Quote:
In conclusion: good for the masochists and purists, bad for the fun factor and replayability.
Everyone has the same idea of fun as you do.
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Old Feb 21, 2010, 03:34 AM // 03:34   #250
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Default Rangers are getting a major update, so stop the QQ!

And I'm not even joking. Demonic Flesh + Barrage looks very overpowered, perma life-stealing splinter weapon much? Sure, it's an indirect update but by the looks of it, still gamebreakingly overpowered.
Too bad you can't break something that's already broken.

On another note,
Quote:
"None Shall Pass!" will have its energy cost reduced to 5. Its recharge is being increased to 45 seconds...
Makes me wonder if the live crew actually plays their own game, considering the recharge time is already 45 seconds.
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Old Feb 21, 2010, 03:41 AM // 03:41   #251
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Originally Posted by Jensy View Post
We test what's given to us to test.
I remember the last update that allowed Precision Shot to end stances even though it wasn't supposed to.

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We don't have some all-consuming power over anet to get them to ask how high when we say jump.
I remember the TK was introduced to as mediators between the developers and the community? I thought the whole point of the TK was to relate feedback from the community to the Live Team, to let them know of main issues and concerns, to discuss what should and what shouldn't be done for future updates? If all the TK is doing is just being given a bunch of dart boarded skills to test, then what is their own QA team for?

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The main issue is that you're stuck on "my often used builds" and... so you want us to not look out for ourselves (We're not) but we're to have your personal interests in mind for balance. How, exactly, does that work?
Read the forums and the Wiki? Anyone who's been remotely following those should be aware that the general consensus is that the main issue they should have looked at were the much needed Mesmer, Paragon, and Dervish buffs.
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Old Feb 21, 2010, 03:42 AM // 03:42   #252
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Originally Posted by Dont Nerf The Perma View Post
  • The enchantment reapplies on critical hits, and if I remember correctly, that means it will almost always be considered the first and frontmost enchantment on you to be removed.
  • You don't get criticals? You lose your IAS and have to wait maybe ten to fifteen or so seconds to put it back on.

Quote:
Originally Posted by Buns United
Demonic Flesh + Barrage looks very overpowered, perma life-stealing splinter weapon much?
I wouldn't think that each single target of Barrage would be considered a target for Demonic Flesh, but I guess that's something that I'd have to test when I get back to my computer.

Quote:
Makes me wonder if the live crew actually plays their own game, considering the recharge time is already 45 seconds.
It seems that a couple of skills were mentioned to have changes to them with respect to some of our previous proposals and ideas for those skills, rather than what the current skills do. I see now that a similar mistake was made for Fierce Blow.
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Old Feb 21, 2010, 04:06 AM // 04:06   #253
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Originally Posted by Giga_Gaia View Post
Read the forums and the Wiki? Anyone who's been remotely following those should be aware that the general consensus is that the main issue they should have looked at were the much needed Mesmer, Paragon, and Dervish buffs.
I am kind of confused as to why Anet chose to focus on three classes (warriors, necros, and rits) that were already probably the most powerful classes in the game. I mean I know hammer mastery and blood magic werent used much but they belong to some very powerful professions and they are at least better than motivation and wind prayers are in pve
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Old Feb 21, 2010, 04:26 AM // 04:26   #254
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Originally Posted by Shayne Hawke View Post
I wouldn't think that each single target of Barrage would be considered a target for Demonic Flesh, but I guess that's something that I'd have to test when I get back to my computer.
I'm very curious to hear if it syngergizes with Barrage, just to see how dedicated this Test Krewe really is. I came up with that combination in about 15 minutes of looking through the preliminary skill update notes.

So if it really works as I think it does, I've all the reason to finally give up on this game and move on.

Edit: Meh, who am I kidding. No matter how broken this game is in its' current state, I still enjoy playing it every once in awhile.

Last edited by Buns United; Feb 21, 2010 at 04:29 AM // 04:29..
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Old Feb 21, 2010, 04:27 AM // 04:27   #255
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Originally Posted by Voice of Reason View Post
2-man setups usually just involve casting four enchantments on yourself by microing a hero and then soloing everything while flagging your hero behind you.

It's just soloing with two skillbars.


Everyone has the same idea of fun as you do.
I don't see what you'll gain in taking away the fun for people like me who duo with a bunch of old timer friends and not with a hero like you think. Wtf are we gonna do, play everything for the 10th time again 'balanced'? Or waste 4 hours to get a titan gem in foundry if you're lucky? Sounds fun yeah. Been there, done that. To each their own I guess.

Last edited by Gun Pierson; Feb 21, 2010 at 04:35 AM // 04:35..
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Old Feb 21, 2010, 04:31 AM // 04:31   #256
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Originally Posted by Shayne Hawke View Post
  • The enchantment reapplies on critical hits, and if I remember correctly, that means it will almost always be considered the first and frontmost enchantment on you to be removed.
  • You don't get criticals? You lose your IAS and have to wait maybe ten to fifteen or so seconds to put it back on.
The point it, its maintainable and has no negative effects.
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Old Feb 21, 2010, 04:48 AM // 04:48   #257
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Originally Posted by Del View Post
every maintainable IAS has a drawback. every. single. maintainable. IAS. frenzy- double damage, p rage- double damage, flurry, reduced dps, flail, reduced movement.
Well you're wrong there check out the Ritualist skill "Weapon of Aggression". It's not a stance either.
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Old Feb 21, 2010, 04:54 AM // 04:54   #258
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Originally Posted by QueenofDeath View Post
Well you're wrong there check out the Ritualist skill "Weapon of Aggression". It's not a stance either.
Oh, and don't forget to rub WotA, RaO, Heart of Fury, Lightning Reflexes, etc... in his face while you're at it.
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Old Feb 21, 2010, 05:00 AM // 05:00   #259
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Well you're wrong there check out the Ritualist skill "Weapon of Aggression". It's not a stance either.
doesn't matter, it's only maintainable with a huge stat investment, and is used on a class that performs poorly in melee, and when used on a warrior, isn't maintainable without being forced to use zealous.


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Originally Posted by Regulus X View Post
Oh, and don't forget to rub WotA, RaO, Heart of Fury, Lightning Reflexes, etc... in his face while you're at it.
WotA and RaO sure, but a key word in my post was MAINTAINABLE, which pretty much nullifies the rest of your examples.

Last edited by Del; Feb 21, 2010 at 05:05 AM // 05:05..
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Old Feb 21, 2010, 05:12 AM // 05:12   #260
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Originally Posted by Buns United View Post
And I'm not even joking. Demonic Flesh + Barrage looks very overpowered, perma life-stealing splinter weapon much? Sure, it's an indirect update but by the looks of it, still gamebreakingly overpowered.
I don't think it would work that way with Barrage since you're only actually using one skill that's targeting one foe. The other arrows are just AoE.

But if it does, I'll appreciate the buff.

Quote:
Originally Posted by QueenofDeath
Well you're wrong there check out the Ritualist skill "Weapon of Aggression". It's not a stance either.
It has a pretty high energy cost. It also limits the use of defensive weapon spells like Weapon of Warding and offensive ones like Splinter Weapon and GDW. No splinter or GDW is a big deal in PvE.

Quote:
Originally Posted by Regulus X
Oh, and don't forget to rub WotA, RaO, Heart of Fury, Lightning Reflexes, etc... in his face while you're at it.
WoTA only works with daggers, can only be used effectively by assassins, provides a pretty low speed increase, and it's elite.
RaO has a short duration, requires a pet, has a huge energy cost, and it's elite.
Heart of Fury isn't maintainable, has a high energy cost, and has a 3/4 casting time.
Lightning Reflexes can only be used by rangers and can only be upkept about 1/4 of the time in PvP.
Quote:
I was referring more towards the "no drawbacks" aspect of that arguement, but thanks for trying to rub that point in my face.
What's with you and rubbing faces?

Last edited by Ugh; Feb 21, 2010 at 05:15 AM // 05:15..
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