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Old Jun 19, 2007, 10:37 AM // 10:37   #161
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Quote:
Originally Posted by Z'HA'DUM
i dont feel like playing gw anymore...
._____________. I know you will keep playing GW lol.....

man the problem is that as the (for example) ele skills were so good, they became skills that every elementalist had in their skill bars; Man I saw eles doing 800+ dmg with the combo elemental lord->glyph of elemental power-> intensity. That was just too much. Now intensity can be used to farm (sin/ele for fast high aoe dmg) and elemental lord...well I don't know about that xD Anyway good they fixed the faction exploit so fast (I knew the would have rised the minimum level of the character to get skills)....they didn't nerf or buff warrior skills; the skill "save yourself" is kinda good; 5 seconds 8 adrenaline +100 armor to all team is kinda fair, while the other skill just sucks lol. I think that a fair lasting time for intensity is 10 seconds and the fair recharge is 30 seconds; well let's see what happens.
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Old Jun 19, 2007, 10:42 AM // 10:42   #162
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So after the update on the 15th - the only skills they figured that still needed rebalancing were pve ones... riiiight.

In other news hexes are pretty rampant in ATs >_>
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Old Jun 19, 2007, 10:46 AM // 10:46   #163
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"Save Yourselves!" so sounds like an aggro control skill more than anything. Think about it - 100 armor to everyone but you? That means mobs are going to think you are the easiest to kill and all attack you, since they seem to be able to find the lowest armored party member.
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Old Jun 19, 2007, 10:59 AM // 10:59   #164
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Ele skills suck big time now...
same goes for the para sunspear skill
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Old Jun 19, 2007, 11:34 AM // 11:34   #165
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Quote:
Originally Posted by yesitsrob
So after the update on the 15th - the only skills they figured that still needed rebalancing were pve ones... riiiight.

In other news hexes are pretty rampant in ATs >_>
It's interesting, isn't it? This is the first time I've ever seen PvE balance take bigger priority over PvP balance. Not a good sign.

Quote:
Originally Posted by arcanemacabre
"Save Yourselves!" so sounds like an aggro control skill more than anything. Think about it - 100 armor to everyone but you? That means mobs are going to think you are the easiest to kill and all attack you, since they seem to be able to find the lowest armored party member.
Hm...I didn't think the AI was that smart. Have you tried it out? If so, this could be hella useful.

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Originally Posted by the Puppeteer
same goes for the para sunspear skill
Lol, not if you're a Paragon.
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Old Jun 19, 2007, 11:40 AM // 11:40   #166
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my question is as a warrior....if i use Watch Yourself before I happen to use Save yourself....

How much armor does the team have ?

22 from WY and with the cap of +25 is Save Yourself wasted and only giving +3?

Or does it blank out the WY and give the total 100?
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Old Jun 19, 2007, 11:44 AM // 11:44   #167
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Thank you ANET.

I'm glad to see sanity has prevailed.

The Ele skills as they were, were ludicrous and I'm glad to see the nerf.

For those of you complaining about the Ele nerf - don't you think Eles can do enough damage already in PvE??? C'mon they are already the biggest damage dealers in the game, why make them even more godlike?

Faith has been restored somewhat for me. It seemed that unless these skills were made Hard Mode only (which I still think would be an interesting way to encourage HM parties), they needed some serious application of teh nerf bat.

So, GG...for the moment at least anyway.

(PS: Never Rampage Alone still needs a buff ^_~)
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Old Jun 19, 2007, 11:48 AM // 11:48   #168
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Quote:
Originally Posted by Bryant Again
Hm...I didn't think the AI was that smart. Have you tried it out? If so, this could be hella useful.
It's not that the AI is smart, it's that it cheats. The game engine always knows how much health and armor you have at any given point in time. Technically, it knows all, sees all. The AI is a part of this game engine, and although it should act like an ignorant opponent, it cheats and knows what the game engine knows. Now, I believe it has been proven (no links to show, sorry) that the AI does act on these things when determining targets. Specifically armor and health numbers.

You can see this when someone gets high DP and the AI continues to gun for them over and over. You should be able to test this by taking your armor off and standing in the middle of an armored team - the AI should put you on priority (not necessarily attacking only you, but definitely moreso than the rest of the party). Supposedly there are other factors, such as health regen, that can cause a loss of aggro.

This is an easy way to program the AI to "take out the weakest". It's a relatively good idea for code, but can be "exploited" by giving the monks high health and armor, they will be targeted less often. A skill like this may be designed with that in mind, specifically "exploit" the way the AI "cheats". I don't have the first level of either faction title track, so I can't try this out. It's just a theory of mine.
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Old Jun 19, 2007, 11:56 AM // 11:56   #169
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Quote:
Originally Posted by Kinn
Thank you ANET.

I'm glad to see sanity has prevailed.

The Ele skills as they were, were ludicrous and I'm glad to see the nerf.

For those of you complaining about the Ele nerf - don't you think Eles can do enough damage already in PvE??? C'mon they are already the biggest damage dealers in the game, why make them even more godlike?

Faith has been restored somewhat for me. It seemed that unless these skills were made Hard Mode only (which I still think would be an interesting way to encourage HM parties), they needed some serious application of teh nerf bat.

So, GG...for the moment at least anyway.

(PS: Never Rampage Alone still needs a buff ^_~)
but then why we have these skills? to make our skill list longer? or what?
yes right, the eles can do the biggest damage, than give them something that is not damage, just like energy managment or something

this was the worst option: make a very useful very overpowered skill, woohoo
than the next they nerf it --> now they are very crap and useless..
gg
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Old Jun 19, 2007, 12:06 PM // 12:06   #170
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Quote:
Originally Posted by Celestial Beaver
I notice however the Dervish enchantment, Eternal Aura, remains unchanged...I felt that was one the most overpowered of them all.
Nooooo...We don't want anymore nerfs. It's called 'Eternal' for a reason. Besides it's only useful for the five avatars and HoF imo anyway.

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Originally Posted by EPO Bot
This one is to promote real beast mastery intead of using your pet as fuel to spawn minions.
Nope, for me, the pet is still fuel, I just res it when Never Rampage Alone expires. But seriously the energy cost should be lowered and the attack speed should be +33%.

Quote:
Originally Posted by Chrono Re delle Ere
Man I saw eles doing 800+ dmg with the combo elemental lord->glyph of elemental power-> intensity.
What were they hitting?

I'm not sure about the ele nerfs because some non-ele players love crying about eles doing more damage. Perhaps they should've thought of other skills. I really wanted an enchantment that prevents exhaustion. I've always wanted to spam Mind Burn, Mind Freeze, and Mind Shock.

Quote:
Originally Posted by Coridan
Or does it blank out the WY and give the total 100?
Yes. The highest armor buff overrides the rest. So in your example, you would get +22 armor, while your party gets +100.

Last edited by Perfected Shadow; Jun 19, 2007 at 12:24 PM // 12:24..
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Old Jun 19, 2007, 12:07 PM // 12:07   #171
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Personally I think that the update is great thus far, having it so that it's linked to the primary att makes perfect sense. By the end the week the skills should be in a decent shape and size and I'll be happy
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Old Jun 19, 2007, 12:07 PM // 12:07   #172
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bah move crit to dagger mastery, that basically nerfed the ONE pve skill my rit could use...
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Old Jun 19, 2007, 12:17 PM // 12:17   #173
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Originally Posted by Mr. G
bah move crit to dagger mastery, that basically nerfed the ONE pve skill my rit could use...
Or how about leave it as it was before, but make it usable only when wielding daggers? Just so sins won't necessarily have to spec into Crit strikes. Although I'd be happier if it went completely back to the way it was.
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Old Jun 19, 2007, 12:21 PM // 12:21   #174
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Quote:
Originally Posted by Perfected Shadow
Or how about leave it as it was before, but make it usable only when wielding daggers? Just so sins won't necessarily have to spec into Crit strikes. Although I'd be happier if it went completely back to the way it was.
This is a great idea. This is how Aura of Holy Might works (sythe only), so why not implement it here?
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Old Jun 19, 2007, 12:26 PM // 12:26   #175
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If these skills were supposedly two months in the making, and I assume testing, how could they get it so wrong?

Introduce skills on the Friday and change them on the Monday?

I’m lost words!!!!!!
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Old Jun 19, 2007, 12:33 PM // 12:33   #176
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Quote:
Originally Posted by keli
but then why we have these skills? to make our skill list longer? or what?
yes right, the eles can do the biggest damage, than give them something that is not damage, just like energy managment or something

this was the worst option: make a very useful very overpowered skill, woohoo
than the next they nerf it --> now they are very crap and useless..
gg
Why give us these skills? To give us more options and variety when making builds - NOT to give us uber-elite god skills that never leave your bar and encourage everyone to run the same builds.

The power here is that tying them into titles, it gives loads of flexibilty to including these in all sorts of builds. That is a massive power and shouldn't be considered lightly. We don't need them to be free elites on top of that.
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Old Jun 19, 2007, 12:37 PM // 12:37   #177
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Quote:
Originally Posted by Cacheelma
What are you crying about? As some wisemen around here said on some other threads when people think the grind for these skills are too much, YOU DON'T NEED THESE SKILLS TO BEAT THE GAME. Don't like them? Don't use them.

They got nerfed? Deal with it.

p.s. Don't get angry. This isn't aimed at you personally. It's actually for EVERYONE who said such stuff on the other threads.
Yeah i know i can just get back to my old builds....But what is the point to wait 2 months for ''PvE only skills'' and then they nerf them to praticaly useless for some of them.Title is now useless for those skills that are not anymore ''sunspear'' skills.Kurzick/luxon skill still kurzick/luxon skill because they work whit the title but i think they will get nerfed anyway.
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Old Jun 19, 2007, 12:40 PM // 12:40   #178
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It took them 2 months to make these skills and one weekend to nerf them beyond the use of the primary profession?

At first I thought it was the whole idea to have extremely powerful skills working for both the primary and secondary profession.

But apparently they just didn't realise people would, I don't know, USE THEM?




What the hell is going on in Bellevue, Washington?
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Old Jun 19, 2007, 12:41 PM // 12:41   #179
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Quote:
Originally Posted by Kinn
The power here is that tying them into titles, it gives loads of flexibilty to including these in all sorts of builds. That is a massive power and shouldn't be considered lightly. We don't need them to be free elites on top of that.
Except now it doesn't, because so many are getting linked to class attributes, completely negating the entire point of having title-linked skills.

What once was built-in flexibility is now just another limitation on using the skill.

Limiting their usefulness to secondaries is sensible, tying them to specific attributes is simply moronic.
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Old Jun 19, 2007, 12:45 PM // 12:45   #180
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Quote:
Originally Posted by The Chimpster
Personally I think that the update is great thus far, having it so that it's linked to the primary att makes perfect sense. By the end the week the skills should be in a decent shape and size and I'll be happy
Except that for some seemingly random reason, some skills are linked to the primary attribute and others are not.

Why is it that my Warrior can no longer use "There's Nothing to Fear!" (I had worked out a pure adrenaline build with a Zealous Axe that provided just enough energy to keep it up constantly) but any other melee profession can use Whirlwind Attack or "Save Yourselves!" with no penalties?
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