Feb 06, 2008, 05:11 PM // 17:11
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#181
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Jungle Guide
Join Date: Nov 2005
Guild: Hoser Down[HD]
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LoD.... take that away and we have to run what paragons? -_- rits life/kaoli isn't simply enough and the old e/mo hp bots happen to work not so many wonders in a split nowadays.
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Feb 06, 2008, 05:58 PM // 17:58
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#182
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Quote:
Originally Posted by Fay Vert
Though not as bad as removing Evade.
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Still won't give that up? I'm still failing to see how the removal of Evade has cost the game so dearly. Every balanced team still has a ranger in it with Natural Stride. Despite the prevalence of blocking in the metagame, no one is running Griffon's Sweep. Literally the only thing that came out of that was Lightning Reflexes getting buffed to being usable. So...what's the problem?
To the actual question, the worst nerf in the history of the game, by which I mean, the most ill thought-out nerf, was the nonsensical addition of exhaustion to some rit spells and spirits.
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Mar 29, 2008, 09:01 PM // 21:01
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#183
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Wilds Pathfinder
Join Date: May 2006
Location: Netherlands
Guild: Scouts of Tyria
Profession: P/
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Quote:
Originally Posted by Alleji
Nature's Renewal
...remember when it stripped all enchantments and hexes in spirit range when cast? Yeah, that.
I can see the case for ER, LoD or prot bond being called "worst nerf ever". Anything other than that just doesn't compare and it means you don't remember or haven't felt the full impact of those :P
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Aaaaah the good times:
http://gw.gamewikis.org/index.php?ti...t& oldid=3348
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Mar 29, 2008, 09:03 PM // 21:03
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#184
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Forge Runner
Join Date: Dec 2007
Profession: E/
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Lod definitly
also ward against melee was a bad thing to me
hated it
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Mar 29, 2008, 09:16 PM // 21:16
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#185
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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1) Blood Song move to Channeling
2) Ritual Lord build Nerf, All skills involved. There are plenty of counters now in the game for this fun build, bring it back.
3) EoE nerf (ah the good ol days of farming) No wonder there are so many poor people in the game. All the good skills were nerfed to death so no more easy to farm builds.
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Mar 29, 2008, 09:25 PM // 21:25
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#186
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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There's only been one actually bad skill nerf, and that was when the mesmer energy stealing line was completely destroyed.
It's been partly compensated now by shorter recharge & lower cost on spells, but immediately following the nerf mesmer was pretty much up the creek without a paddle.
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Mar 29, 2008, 09:26 PM // 21:26
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#187
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Desert Nomad
Join Date: Oct 2006
Location: Ireland
Guild: Currently LF Active HA Guild, Glad 2, Comm.3, R2
Profession: E/
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Easily the biggest nerf was the dragon festival redux, where the presents were assigned as opposed to jsut dropping made it an afk fest and i was dissapointed
i know the reason why lag issues but maybe if they could brign it back to unassigned and giveeveryone 5 assigned but the majority unassigned?
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Mar 29, 2008, 09:52 PM // 21:52
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#188
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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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Any nerf to any Elementalist skill is bad.
Any nerf to any other profession is good.
I'm telling this from an absolutely objective point of view, eh? Nothing to do with me being mainly an Elementalist...
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Mar 31, 2008, 03:02 AM // 03:02
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#189
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Frost Gate Guardian
Join Date: Jul 2006
Guild: the mooninites
Profession: E/Mo
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i would have to say the worst nerf for me was the 2 days that nearly every skill in channeling magic had gave exhaustion, with no way of controlling it. man am i glad they realized how stupid that was.
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Mar 31, 2008, 03:35 AM // 03:35
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#190
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Academy Page
Join Date: Oct 2007
Profession: R/
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Anything with mesmers, Loot Scaling (the farmer's nerf), and finally Deadly Paradox,
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Mar 31, 2008, 03:50 AM // 03:50
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#191
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Raged Out
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Paragons are a fragile class...
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Mar 31, 2008, 04:38 AM // 04:38
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#192
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Desert Nomad
Join Date: Jul 2007
Location: Cuba
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i liked the old otyughs cry
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Mar 31, 2008, 04:56 AM // 04:56
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#193
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Krytan Explorer
Join Date: May 2007
Location: Varna,Bulgaria
Guild: Glob Of Ectospasm [GoE]
Profession: W/
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Fear Me
Watch Yourself
....
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Mar 31, 2008, 06:22 AM // 06:22
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#194
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The Fallen One
Join Date: Dec 2005
Location: Oblivion
Guild: Irrelevant
Profession: Mo/Me
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Quote:
Originally Posted by Celestial Beaver
"Incomming!".
It wasn't nerfed. It was removed from the game.
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Yes, because Incoming chains were fun to go against.... oh wait.
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Mar 31, 2008, 07:13 AM // 07:13
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#195
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Jungle Guide
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Quote:
Originally Posted by Rahja the Thief
Yes, because Incoming chains were fun to go against.... oh wait.
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The problem is not Incoming, Wath yourself or armor stacking, but the unremovability of shouts and chants. I personally have not problem with enchantment removal removing chants and shouts too.
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Mar 31, 2008, 07:23 AM // 07:23
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#196
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The Fallen One
Join Date: Dec 2005
Location: Oblivion
Guild: Irrelevant
Profession: Mo/Me
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Quote:
Originally Posted by Kashrlyyk
The problem is not Incoming, Wath yourself or armor stacking, but the unremovability of shouts and chants. I personally have not problem with enchantment removal removing chants and shouts too.
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\
Paragons broke GWs. They should have never been brought into being, at least in their current form. But that is a discussion for PvP forums.
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Mar 31, 2008, 07:25 AM // 07:25
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#197
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by Rahja the Thief
Yes, because Incoming chains were fun to go against.... oh wait.
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I wasn't complaining that the nerf needed to happen, I'm sure it was perfectly Justified, but I am sure that they went about it the wrong way. A skill functionality change would have worked far better than completely destroying it, for a class who only had 15 elites to begin with.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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Mar 31, 2008, 07:51 AM // 07:51
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#198
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Federated Communist Uber Korps
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Quote:
Originally Posted by Nanood
Protective Bond at 17 !
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I'd just made my first 55 then. omgnoooo!
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Mar 31, 2008, 07:57 AM // 07:57
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#199
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Wilds Pathfinder
Join Date: May 2005
Location: Take me where I cannot stand.
Guild: The Better Part of Valor
Profession: W/N
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Verata's Sacrifice. It got hit so hard with the nerf bat that no one uses it anymore. Really, the only way it even can be used is in conjunction with Glyph of Renewal. That not only forces the necro to be a secondary Elementalist, but it also takes up their elite slot. And even if a necro does decide to use Glyph of Renewal with Verata's Sacrifice, the combo is still inferior to Blood of the Master because minion degen will eventually overpower the regen and all of the minions will die. Not to mention the fact that the combo costs 3 times as much energy to maintain.
They should reword how Verata's Sacrifice works so that it's an enchantment that affects the caster. Whenever the caster summons a minion under the effects of the enchantment, that minion won't suffer from natural minion degeneration. After a certain number of seconds, dependant on the death magic attribute, that minion will die. And of course, the enchantment will still have a health sacrifice when cast, and should have a fixed duration, say 10 seconds, so the caster still has to cast it often. Any problems with a buff like this?
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Mar 31, 2008, 08:03 AM // 08:03
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#200
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Wilds Pathfinder
Join Date: May 2005
Location: Take me where I cannot stand.
Guild: The Better Part of Valor
Profession: W/N
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Quote:
Originally Posted by Nanood
Protective Bond at 17 !
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Prot Bond still works for 55's if you can get your attribute up to 18 (with Golden Eggs or Res Shrine Blessings). Just use Balthazar's Spirit and Essence Bond with Blessed Signet and Mantra of Inscriptions for energy.
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