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Old Aug 31, 2007, 09:52 PM // 21:52   #161
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Originally Posted by Thomas.knbk
Wait, could the fact that it was bloody impossible to die with two copies of this thrown on a bonder have something to do with it?
No, of course not! Shh, you're doing that thinking thing again. This is PvE, it's obviously not allowed here, only the love of horribly broken skills is permitted. Take that using your brain shit back to Glad's Arena. Seriously.

Edit: No need to pretend, tomorrow is caturday... although really, everyday is caturday.

Last edited by Chicken Ftw; Aug 31, 2007 at 10:32 PM // 22:32..
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Old Aug 31, 2007, 10:08 PM // 22:08   #162
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Quote:
Originally Posted by Chicken Ftw
No, of course not! Shh, you're doing that thinking thing again. This is PvE, it's obviously not allowed here, only the love of horribly broken skills is permitted. Take that using your brain shit back to Glad's Arena. Seriously.
You, sir, made my day!
... Alas, my kitty pictures have disappeared... you can pretend, right?
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Old Aug 31, 2007, 10:40 PM // 22:40   #163
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Originally Posted by GloryFox
Avarre your argument comes from a PvP point of view of the game, if the skills were meant to be on par with other skills then they
The point of view doesn't not matter. Whether a player takes part in the PvE or PvP aspect of the game doesn't change the fact that both skills were overpowered..

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PvE is about the Experience not the balance for crying out loud.
Yes, lets introduce skills that allow players to steamroll through the game. Good idea! The less thinking the better!

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The paragon nerf now only reinforces the stereo type of Bonder, Nuker, Tank mentality unless you have two paragons willing to work together. Then the Nerf does not matter.
Really? Now we need two Paragons? Is there an unwritten rule somewhere that states TNTF must be up at all times? Because I'm certain that one Paragon works just fine. If your team can't handle the window in which TNTF is not active they should learn how to play then try again.
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Old Sep 01, 2007, 01:54 AM // 01:54   #164
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All I have to wonder is, if balancing the PvE only skills is such a priority, why are they PvE only? Many PvE only skills WOULD be balanced for PvP, and those that aren't could easily be nerfed to bring them down to balanced level... TNTF was overpowered, but it was because Paragons can't get in groups without it. While I don't care too much about the nerfs, I just don't understand the point in introducing PvE skills so that PvE players wont cry over every nerf, then nerfing those skills... makes NO sense at all.
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Old Sep 01, 2007, 02:06 AM // 02:06   #165
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Great. More PVE skills are nerfed to uselessness like my Intesity.

At least monks got a lot more time to have fun with seed of life. I dont use PVE only skills anyway cos my heroes..... well, you know.
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Old Sep 01, 2007, 02:10 AM // 02:10   #166
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Skill Changes
Rebel Yell: armor bonus is now received when taking damage from Charr instead of fire.
Seed of Life: reduced Energy cost to 5; reduced casting time to .25 seconds.

Did someone say GG? How about making it 1...8 second duration for each SS rank (scaling).

Last edited by Ecomancer; Sep 01, 2007 at 02:17 AM // 02:17..
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Old Sep 01, 2007, 02:36 AM // 02:36   #167
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Seed of life has been changed to 5 energy but TNTF goes untouched.....sigh........
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Old Sep 01, 2007, 03:07 AM // 03:07   #168
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TNTF needed a recharge adjustment , that's for sure , however ....being situated in leadership , it forced the paragon to split his / her attributes over 3 areas to be effective .

X Spear Mastery
X Command or Motivation ( X = at least 9 req for a max armor shield )
12 Leadership (req for complete coverage of TNTF pre nerf)

Post nerf ...

To allow the paragon to come close to complete TNTF coverage for his / her party would require 16 points in leadership and adding the skill "enduring harmony". In effect , slightly reducing the the damage output of the paragon and having a 2 second gap in TNTF.

Not so bad , but since it requires another skill to be added to the paragons bar and maxing out an attribute that isn't required for a shield or weapon , I think an 18 second recharge time for TNTF would be more appropriate.
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Old Sep 01, 2007, 05:01 AM // 05:01   #169
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Too many of the posts defending the nerf are doing it by suggesting that monks should stop being lazy, get to work, not have everything handed on a one-skill platter. These arguments are valid, but they are vague.

Seed of Life is a specific case. Perhaps it was overpowered before; now it is not useful at all. The question is, "How can we take what was a good idea, and make it useful, but not overpowered?" The answer, "Get to work monks" is a non-sequitur.

Plus, although Seed of Life can be an amazing skill - watching those blue numbers floating in the air in the deep can be pretty impressive - it is nonetheless strongly conditional: it requires a good tank to work well. If you can't focus the damage on one character, then you get no return. Good tanks are hard to come by, and (personally) I have a hard time getting my heroes to tank properly.
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Old Sep 01, 2007, 05:43 AM // 05:43   #170
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Just finished GW:EN with my Paragon, post TNTF nerf. It is surprising, because my build is actually EASIER to use now that energy isn't ever a problem.
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Old Sep 01, 2007, 08:38 AM // 08:38   #171
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Quote:
Originally Posted by Chicken Ftw
....not relying on broken skills.
So you don´t use Protective Spirit?

How is relying on PS different from relying on SoL?? They are both broken.
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Old Sep 01, 2007, 09:26 AM // 09:26   #172
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Well paragons make good eye candy, thats what I use them for (the guys too!)
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Old Sep 01, 2007, 11:14 AM // 11:14   #173
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Quote:
Originally Posted by bhavv
Great. More PVE skills are nerfed to uselessness like my Intesity.

At least monks got a lot more time to have fun with seed of life. I dont use PVE only skills anyway cos my heroes..... well, you know.
You think these skills are now as bad as Intensity? Did you leave your sense on the bus or something... Or should i remind you just how incredibly shit Incoming is so you can compare it to TNTF?
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Old Sep 01, 2007, 11:16 AM // 11:16   #174
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Quote:
Originally Posted by Evilsod
You think these skills are now as bad as Intensity? Did you leave your sense on the bus or something... Or should i remind you just how incredibly shit Incoming is so you can compare it to TNTF?
Bhavv is talking about Seed of Life.
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Old Sep 01, 2007, 11:16 AM // 11:16   #175
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/Jebump

Thanks ANet for balancing the skill cost to 5 energy on SoL. Much better.

ANet does listen... Sometimes.

EDIT: Though I'd still lower the recharge time from 25 to 20.

Last edited by FelixCarter; Sep 01, 2007 at 11:19 AM // 11:19..
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Old Sep 01, 2007, 11:23 AM // 11:23   #176
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So what? Its a PARTY WIDE heal for casting it on 1 person. It lasts 6 seconds (assuming your using 20% enchantments at least with it unless your a moron), 8 seconds if your using it along with Blessed Aura. Sorry but 5e, 25 recharge, with an almost complete party wide heal is in no way weak, if you can't pick a target thats been pressured then thats your problem.

Those who take Healing Seed? Why? Not only is it actually linked to a stat, by the time you've cast the frigging thing the enemies are either dead, killed your target, or moved on and its no longer needed. The skill now actually requires a little thought as to where your casting it... not just a brainless invincibility skill pretty much no matter where you put it.
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Old Sep 01, 2007, 11:31 AM // 11:31   #177
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Quote:
Originally Posted by Evilsod
So what? Its a PARTY WIDE heal for casting it on 1 person. It lasts 6 seconds (assuming your using 20% enchantments at least with it unless your a moron)
I didn't/don't use a 20% enchant with it.
Don't you think that's a little harsh to say people are morons for not using a certain mod/build/skill?
5 seconds with an energy cost of 5 is okay. 25 seconds might still be too long, but at least it's usable again.
I also still think they should have just raised the recharge time and kept the thing at 10 seconds.
Nerf how often it's used, but keep how well it works.
Still, like I said, it's at least workable now.
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Old Sep 01, 2007, 11:40 AM // 11:40   #178
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No i don't. At least if your complaining thats its duration is too short you are. If your not willing to take very simple steps towards increasing its duration you lose all right to complain about it. Its the same with complaining that the chests in GWEN give crappy drops (which was very true during the preview) and all the time your paying 1500 for them... not 1250.

Its duration was so easily abusable. 2 skills. Blessed Aura, Glyph of Renewal. A 16 second Seed of Life, with recharge + cast time it has no downtime. Even if you weren't abusing it that way... a 12-16 second Seed of Life pretty much stopped all pressure.
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Old Sep 01, 2007, 11:44 AM // 11:44   #179
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Quote:
Originally Posted by Evilsod
So what? Its a PARTY WIDE heal for casting it on 1 person. It lasts 6 seconds (assuming your using 20% enchantments at least with it unless your a moron), 8 seconds if your using it along with Blessed Aura. Sorry but 5e, 25 recharge, with an almost complete party wide heal is in no way weak, if you can't pick a target thats been pressured then thats your problem.

Those who take Healing Seed? Why? Not only is it actually linked to a stat, by the time you've cast the frigging thing the enemies are either dead, killed your target, or moved on and its no longer needed. The skill now actually requires a little thought as to where your casting it... not just a brainless invincibility skill pretty much no matter where you put it.
its 10 mana right now which makes this skill medicore
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Old Sep 01, 2007, 11:47 AM // 11:47   #180
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Quote:
Originally Posted by acidic
its 10 mana right now which makes this skill medicore
Game Updates
Costs 5 now.
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