Sep 15, 2009, 11:09 PM // 23:09
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#201
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Frost Gate Guardian
Join Date: Nov 2005
Location: Staring At my computer
Guild: Knights an Heroes
Profession: Mo/
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I have no desire to participate in the UWSC, I don't care that others do. Great keep driving down the prices of ecto and valuable drops, more in the market equals more availability for the masses.
If it needs to be nerfed, a simple method to at least limit the viability of the current SC team by increasing the number of dying nightmares and giving them Soulrending Shriek.
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Sep 16, 2009, 10:02 AM // 10:02
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#202
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Wilds Pathfinder
Join Date: Nov 2006
Location: Hellsace
Guild: F*ck Yeah Ion Cannons [dBal]
Profession: W/
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Easy way : you do no damage under SF (including degen of course).
1) still exists for tanking
2) kills every solo farm (with sliver mostly)
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Sep 16, 2009, 01:32 PM // 13:32
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#203
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Desert Nomad
Join Date: Aug 2007
Guild: Primeval Warlords[wuw]
Profession: R/
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Quote:
Originally Posted by BulletStopper
I have no desire to participate in the UWSC, I don't care that others do. Great keep driving down the prices of ecto and valuable drops, more in the market equals more availability for the masses.
If it needs to be nerfed, a simple method to at least limit the viability of the current SC team by increasing the number of dying nightmares and giving them Soulrending Shriek.
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Even better...
http://guildwars.wikia.com/wiki/Tranquility
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Sep 16, 2009, 04:37 PM // 16:37
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#204
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Older Than God (1)
Join Date: Aug 2006
Guild: Clan Dethryche [dth]
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Quote:
Originally Posted by Targren
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1) Stand at the edge of Tranq's range. Refresh.
2) Wand Tranq down.
3) Disrupting Dagger the new Tranq.
Problem solved. You've made players waste a skill slot that previously contained damage, assuming they cannot just wand down a new Tranq in time to refresh SF (which may obtain if only one critter in the mob has Tranq). This slows players down. It does not stop them.
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Sep 16, 2009, 04:42 PM // 16:42
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#205
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Krytan Explorer
Join Date: Feb 2008
Location: Denver, Colorado
Guild: Reign of Judgment [RoJ]
Profession: Me/A
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Quote:
Originally Posted by Martin Alvito
Problem solved. You've made players waste a skill slot that previously contained damage, assuming they cannot just wand down a new Tranq in time to refresh SF (which may obtain if only one critter in the mob has Tranq). This slows players down. It does not stop them.
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Isn't slowing them down the point? I don't have any problem with 7 perma-sins+Necro clearing UW, I just have a problem with them doing it in 10 minutes. Things like Tranquility make the job harder and longer, albeit not impossible, and I think if this caused a significant enough delay (long enough to permit other desirable builds), maybe it's worth it. Not saying Tranquility is the hard and fast answer, but I like where the post was going.
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Sep 16, 2009, 05:08 PM // 17:08
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#206
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Older Than God (1)
Join Date: Aug 2006
Guild: Clan Dethryche [dth]
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Yes, slowing them down is the objective. But this works like a latent logit preference function - there's a tipping point at which it ceases to make sense to farm with SF, and we don't know exactly where that tipping point is. We know that it exists when it becomes more efficient to use something else to farm, but we aren't completely informed about the speed of the alternatives or the precise impact of any given change.
Yes, adding Tranquility would slow players down and may solve the problem. Or it may be as effective as nerfing Prot Bond was. People simply substituted to Prot Spirit and kept right on chugging along at little efficiency loss.
This isn't a situation where half measures are likely to work. The creative mechanics used in the Frostmaw run (let the SF die taking an aggro to open a kill window for the 605) should be sufficient to convince you that an SF's ability to bypass mobs is worth making numerous sacrifices to retain.
The mechanic is overpowered and needs to be addressed directly.
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Sep 16, 2009, 08:05 PM // 20:05
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#207
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Quote:
Originally Posted by Martin Alvito
1) Stand at the edge of Tranq's range. Refresh.
2) Wand Tranq down.
3) Disrupting Dagger the new Tranq.
Problem solved. You've made players waste a skill slot that previously contained damage, assuming they cannot just wand down a new Tranq in time to refresh SF (which may obtain if only one critter in the mob has Tranq). This slows players down. It does not stop them.
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Doubt you'd be able to do this in mountains, try and ddagger 10 if you wish.
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Sep 17, 2009, 03:11 AM // 03:11
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#208
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Lion's Arch Merchant
Join Date: Jul 2007
Location: GMT+8
Guild: The Elite Guard of Tyria (TEGO)
Profession: Mo/
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to answer topic : make SF end if the player attack or use attack skill. honestly it should have been for escaping purpose only....
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Oct 01, 2009, 12:10 PM // 12:10
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#209
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Frost Gate Guardian
Join Date: Feb 2006
Guild: Desolation Lords
Profession: A/
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hey al you ppl living of uwsc ever think that if it gets nerfed the price of ectos will sky rocket making your ecto stacks worth more?
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Oct 01, 2009, 12:18 PM // 12:18
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#210
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Krytan Explorer
Join Date: Nov 2008
Guild: adblockplus.or
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add a nasty environmental effect in HM.
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Oct 01, 2009, 01:41 PM // 13:41
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#212
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Jungle Guide
Join Date: Sep 2007
Location: 55° 57' 0" N / 3° 12' 0" W
Profession: N/Me
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Quote:
I know whole guilds and alliances of people who would /uninstall if they nerfed perma. xD
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Thats kinda sad, they'd quit bcause they couldn't cheat anymore?
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Oct 01, 2009, 07:52 PM // 19:52
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#214
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Frost Gate Guardian
Join Date: May 2007
Guild: Screw guilds.
Profession: Me/
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Pull a Smiter's Boon on SF already. Because it's already been shown in the past that if balancing a skill is really really hard, there's still the lazy option of pretending it doesn't exist.
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Oct 01, 2009, 08:03 PM // 20:03
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#215
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Frost Gate Guardian
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People who say they'll quit are complete liars. They probably think saying this over the internet (of all things) affects ANet and actually doing it even moreso, but it doesn't. There's more to PvE than farming, and they've already payed for the game. Not like it affects ANet in the slightest if people quit now, also, see liars.
every time a meta has been nerfed/deemed ineffective, there has been another after it. Move on.
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Oct 01, 2009, 08:07 PM // 20:07
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#216
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Give Fingers of Chaos effects against all 10 professions, and drop Graps of Insanity here and there.
Against assassins, Fingers of Chaos would work like Illusionary Weaponry, for example.
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Oct 01, 2009, 08:20 PM // 20:20
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#217
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Lion's Arch Merchant
Join Date: Jun 2009
Guild: Protectors of Fate [GoF]
Profession: N/Me
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Quote:
Originally Posted by QueenofDeath
The game was more enjoyable when they were worth more and didn't drop like candy from a Pinyata. Ahhh I loved the days of 30k +30hp mods and of course 80k to 100k Superior Vigor and Superior Absorbsion runes. 20k-30k for all the Superior Monk runes as the 55 was pretty much the sole soloing character at that time before the SF sin and the cheating 6 hero gamers. All things had good value in the good ole days. Today there's nothing of value left except torment and destroyer weapons and silly mini pets. You can get +30hp mods for 1k lol 1 silly farking k. Hilts and inscriptions are a dime a dozen except for a handful like that HSR mod for the offhand. Anet has built a childs toy of a game now. Everything drops from the ceiling of the game like candy from a Pinyata and the children gleefully charge in and greedily take advantage of it (playing SF sins and other solo gimmick builds). They turned what was suppose to be a skillful game into a romper room of diaper laden boys and girls going goo goo and gah gah and MINE! MINE! MINE! )
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1. Don't use the same metaphor twice.
2. WALL OF TEXT.
3. Destroyer Weapons are worth like 25-35k.
4. This game is about skill, yes SF takes away some of that, but predominantly you are simply whining about people being able to buy what they want.
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Oct 01, 2009, 08:48 PM // 20:48
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#218
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Jungle Guide
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The solution is simple.
Disable the skill upon use like derv forms are disabled.
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Oct 01, 2009, 08:57 PM // 20:57
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#219
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Lion's Arch Merchant
Join Date: Jun 2009
Guild: Protectors of Fate [GoF]
Profession: N/Me
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Quote:
Originally Posted by Kumu Honua
The solution is simple.
Disable the skill upon use like derv forms are disabled.
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NO. The solution is to get rid of cons. You people are thick. Yes SF could do with a nerf but it does no harm as a tank/runner so why nerf it as them as well? Just make it not possible to deal damage when in it. They are outsped by Derv Runners and make fine tanks that can still be quite vulnerable in some areas.
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Oct 01, 2009, 09:22 PM // 21:22
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#220
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Frost Gate Guardian
Join Date: Jun 2009
Guild: [Pro]
Profession: N/
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Quote:
Originally Posted by Short
1. Don't use the same metaphor twice.
2. WALL OF TEXT.
3. Destroyer Weapons are worth like 25-35k.
4. This game is about skill, yes SF takes away some of that, but predominantly you are simply whining about people being able to buy what they want. Stfu tbh.
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1. stop trolling
2. stop trolling
3. 20-25k lol
4. stop troling & he/she isnt really whining about buying stuff they want ... he/she is saying that things used to actually have value instead of being practically threw away like toilet paper ... ive merched so many +30 mods its crazy ... i mean yeah i can sell for like for sitting in kamadan for a little or i can sell for like 200-400g to merch instantly
... they are just sayin when things dropped you actually made money ... instead of farming ecto for days for cash
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