Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Jun 19, 2007, 12:50 PM // 12:50   #181
Frost Gate Guardian
 
Join Date: Feb 2006
Advertisement

Disable Ads
Default

About the only thing i'll use intensity for now is to buff my conjure weapon

Sigh - oh well
D8tura is offline   Reply With Quote
Old Jun 19, 2007, 12:59 PM // 12:59   #182
Gli
Forge Runner
 
Join Date: Nov 2005
Default

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.
Except, when they turned out to be too powerful in the hands of non-primary professions, they bound to the primary attribute as well. I wish they'd tied them to NON-primary attributes. That way, other classes could still use them, provided they invest some points. More viable build options is always better than less. It doesn't have to be a freebie like they were before the nerf.

I'd like that a lot more than what we got now: the majority of these skills being usable to any profession without any point investment, and a few being useless to other professions, no matter what. There's no middle ground, and no symmetry.

"There's Nothing to Fear!" could be bound to motivation instead of Leadership, for example.
Gli is offline   Reply With Quote
Old Jun 19, 2007, 12:59 PM // 12:59   #183
Lion's Arch Merchant
 
Join Date: Jun 2005
Profession: Mo/Me
Default

Intensity as it was worked great on other classes like mesmers. But oh no's it gave ele's a boast in damage and made them the best damage dealers in the game. Um... Isn't that point of ele's? In all games? Heavy damage at the price of self protection most of the time?

And sure at max damage these skills were powerful. But how many will max all there characters, more so in luxon areas, to get them at max? These were not hey I am level 20, I can now tune them up to 16.

With all these problems in this game, what makes us have any faith that GW2 will be any different? Moreso they are going in the WoW direction?

And the skills should not be linked to prime atts, as if that was the case, why not just make them normal skills and not something you need to really work to level up?

Whatever, the devs only seem to consider carebear's views anyway or whoever they got on the alpha team who are just as bad now if they are supposed to test these skills first.

Last edited by Engel the Fallen; Jun 19, 2007 at 01:02 PM // 13:02..
Engel the Fallen is offline   Reply With Quote
Old Jun 19, 2007, 01:04 PM // 13:04   #184
Wilds Pathfinder
 
seut's Avatar
 
Join Date: Jun 2005
Location: Europa
Default

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.
Crit Barragers wouldn't like such a move..
seut is offline   Reply With Quote
Old Jun 19, 2007, 01:07 PM // 13:07   #185
Lion's Arch Merchant
 
Join Date: Jun 2005
Profession: Mo/Me
Default

Another thing to take into consideration with t hese "overpowered" skills is GW:EN is odds are gonna be all players verses super overpowered enemies. So why not just let the crap stay as we all know when GW:EN releases we can pretty much kiss updates good bye as then GW will be a dead game.
Engel the Fallen is offline   Reply With Quote
Old Jun 19, 2007, 01:25 PM // 13:25   #186
Desert Nomad
 
GloryFox's Avatar
 
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
Default

What the heck is wrong with most of you people? The changes to the Assassin and Paragon skill was needed to fortify a desire for those classes as a whole.

As it was the Assassin for the last year was hated and never let into Groups because of low armor and a lack of a good IAS specific for them alone. I personally had to beat both Factions and Nightfall ALONE because no one wanted a SIN in the Group. It did not matter if I could solo Shiro in under 7 minutes I was still hated by everybody.

What about the player who only plays a SIN?

This skill was exactly what the SIN needed to survive for the next chapter. Armor buffering and IAS makes the SIN truly deadly in PvE without upsetting the need for a PvP skill that would eventually become nerfed anyways. There is more to these skills then "balance" since "balance" should not exist in PvE anyways unless in comparison to roles. There is the experience of playing your class and finding a role to play on a team that is different than everybody else.

Paragons were nerfed into almost oblivion thanks to good synergy in PvP teams. As it was the Paragons primary function was too powerful for PvP so they suffered in PvE. With this skill tied to Leadership it assures that the roles of Paragons as PARTY BUFFERS will not be forgotten in the PvE game experience.

Now the Paragon and the Assassin can excel at what they were meant to excel at without upsetting the precious & delicate balance of PvP. Buffing the party vs. unbalanced foes and Killing overpowered creatures fast and living to tell the tale.
GloryFox is offline   Reply With Quote
Old Jun 19, 2007, 01:40 PM // 13:40   #187
Banned
 
Join Date: Aug 2006
Default

Quote:
Originally Posted by GloryFox
What the heck is wrong with most of you people?
I'm gonna put my money on the unwillingness to listen to logic. I notice that no matter how many thought out posts from skilled players are made that explain why the adjustments were necessary to make PvE not into a joke, the next 50 posts are whining that they want to be overpowered (at least they come out and say it). Let us hope Anet stands its ground and does what is beneficial for the game, not a few people's e-peen.
Series is offline   Reply With Quote
Old Jun 19, 2007, 01:44 PM // 13:44   #188
Forge Runner
 
XvArchonvX's Avatar
 
Join Date: Nov 2005
Profession: R/
Default

For all the people complaining about Intensity and Elemental Lord, let me ask you this:


SINCE WHEN DID ELES NEED A BUFF IN PVE?
XvArchonvX is offline   Reply With Quote
Old Jun 19, 2007, 01:48 PM // 13:48   #189
Banned
 
Join Date: Aug 2006
Default

Quote:
Originally Posted by XvArchonvX
For all the people complaining about Intensity and Elemental Lord, let me ask you this:


SINCE WHEN DID ELES NEED A BUFF IN PVE?
I'll tell you when. Ever since players decided that the game would be more fun with an auto-kill button that instantly clears the map of all mobs, all of them dropping a stack of ectos each, so that they can spend all day dancing in town and waiting for Gaile to log in to join in a conga.
Series is offline   Reply With Quote
Old Jun 19, 2007, 01:51 PM // 13:51   #190
Hell's Protector
 
Jetdoc's Avatar
 
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
Default

Quote:
Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1


[skill]Glyph of Elemental Power[/skill]


Please tell me, what is the point?
Use both? :dunno:
Jetdoc is offline   Reply With Quote
Old Jun 19, 2007, 01:53 PM // 13:53   #191
Desert Nomad
 
GloryFox's Avatar
 
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
Default

Quote:
Originally Posted by XvArchonvX
For all the people complaining about Intensity and Elemental Lord, let me ask you this:


SINCE WHEN DID ELES NEED A BUFF IN PVE?
Quote:
posted by Series
I'll tell you when. Ever since players decided that the game would be more fun with an auto-kill button that instantly clears the map of all mobs, all of them dropping a stack of ectos each, so that they can spend all day dancing in town and waiting for Gaile to log in to join in a conga.
DING DING DING!

We have a winner! Hand the man a plushy toy.

Quote:
Originally Posted by baz777
Elemental Lord: For 30...54 seconds, your elemental attributes are boosted by 1





Please tell me, what is the point?
It Stacks?

Last edited by GloryFox; Jun 19, 2007 at 01:55 PM // 13:55..
GloryFox is offline   Reply With Quote
Old Jun 19, 2007, 01:56 PM // 13:56   #192
Furnace Stoker
 
Diddy bow's Avatar
 
Join Date: Oct 2006
Location: Jawsome!!!!!!!!!!!
Guild: looking for one :p
Profession: A/D
Default

I like this updadte using sin and para skills to thier full effect on other classes was silly anyway.

And looks like ill be donating unless amber suddenly has worth again XD
Diddy bow is offline   Reply With Quote
Old Jun 19, 2007, 01:57 PM // 13:57   #193
Krytan Explorer
 
Join Date: Sep 2006
Location: Budapest
Profession: E/
Default

Quote:
Originally Posted by Kinn
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.

stop.. i agree with the itensity nerf but, this is too much, now its really worthless, just like swirling aura, its a joke now and it doesnt give you flexibility..
keli is offline   Reply With Quote
Old Jun 19, 2007, 01:57 PM // 13:57   #194
Desert Nomad
 
Sophitia Leafblade's Avatar
 
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
Default

Quote:
Originally Posted by GloryFox
What the heck is wrong with most of you people? The changes to the Assassin and Paragon skill was needed to fortify a desire for those classes as a whole.

As it was the Assassin for the last year was hated and never let into Groups because of low armor and a lack of a good IAS specific for them alone. I personally had to beat both Factions and Nightfall ALONE because no one wanted a SIN in the Group. It did not matter if I could solo Shiro in under 7 minutes I was still hated by everybody.

What about the player who only plays a SIN?

This skill was exactly what the SIN needed to survive for the next chapter. Armor buffering and IAS makes the SIN truly deadly in PvE without upsetting the need for a PvP skill that would eventually become nerfed anyways. There is more to these skills then "balance" since "balance" should not exist in PvE anyways unless in comparison to roles. There is the experience of playing your class and finding a role to play on a team that is different than everybody else.

Paragons were nerfed into almost oblivion thanks to good synergy in PvP teams. As it was the Paragons primary function was too powerful for PvP so they suffered in PvE. With this skill tied to Leadership it assures that the roles of Paragons as PARTY BUFFERS will not be forgotten in the PvE game experience.

Now the Paragon and the Assassin can excel at what they were meant to excel at without upsetting the precious & delicate balance of PvP. Buffing the party vs. unbalanced foes and Killing overpowered creatures fast and living to tell the tale.
Oh so very true
Sophitia Leafblade is offline   Reply With Quote
Old Jun 19, 2007, 01:58 PM // 13:58   #195
Gli
Forge Runner
 
Join Date: Nov 2005
Default

Quote:
Originally Posted by GloryFox
What the heck is wrong with most of you people? The changes to the Assassin and Paragon skill was needed to fortify a desire for those classes as a whole.

As it was the Assassin for the last year was hated and never let into Groups because of low armor and a lack of a good IAS specific for them alone. I personally had to beat both Factions and Nightfall ALONE because no one wanted a SIN in the Group. It did not matter if I could solo Shiro in under 7 minutes I was still hated by everybody.

What about the player who only plays a SIN?

This skill was exactly what the SIN needed to survive for the next chapter. Armor buffering and IAS makes the SIN truly deadly in PvE without upsetting the need for a PvP skill that would eventually become nerfed anyways. There is more to these skills then "balance" since "balance" should not exist in PvE anyways unless in comparison to roles. There is the experience of playing your class and finding a role to play on a team that is different than everybody else.

Paragons were nerfed into almost oblivion thanks to good synergy in PvP teams. As it was the Paragons primary function was too powerful for PvP so they suffered in PvE. With this skill tied to Leadership it assures that the roles of Paragons as PARTY BUFFERS will not be forgotten in the PvE game experience.

Now the Paragon and the Assassin can excel at what they were meant to excel at without upsetting the precious & delicate balance of PvP. Buffing the party vs. unbalanced foes and Killing overpowered creatures fast and living to tell the tale.
If 2 skills can 'rescue' a class, that class is actually better off dead if you ask me. Why don't we just give Paragons one less slot on the skillbar and put "There's Nothing to Fear!" in a fixed position?

This is game design at its worst. There are sarcastic posts all over the forums because of this situation, asking if we want auto-win skills or whatever. Apparently, we can have our auto-win skill but only if we have a Paragon in our party. Rubbish, rubbish, rubbish.
Gli is offline   Reply With Quote
Old Jun 19, 2007, 01:59 PM // 13:59   #196
Forge Runner
 
-Loki-'s Avatar
 
Join Date: Oct 2005
Default

Quote:
Originally Posted by baz777
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!!!!!!
Not just wrong, but so unfinished. They had all this time, and apparently, according to Gaile, they were undergoing testing. We get them, and they are preliminary and subject to change very soon. Seriously, I wonder what the testers were testing. Maybe if the skills could be put in a skillbar? I'm sure it would take their testers months to test that.
-Loki- is offline   Reply With Quote
Old Jun 19, 2007, 02:03 PM // 14:03   #197
Krytan Explorer
 
Join Date: Sep 2006
Location: Budapest
Profession: E/
Default

Quote:
Originally Posted by Series
I'll tell you when. Ever since players decided that the game would be more fun with an auto-kill button that instantly clears the map of all mobs, all of them dropping a stack of ectos each, so that they can spend all day dancing in town and waiting for Gaile to log in to join in a conga.
I agree, but when they promise "us" some kind of good skill for pve, and yes they give us one wich is so powerful. But 8 hours later they "delete" this skill. (ye and they tested these skills for 2 months ye ye) --> big big disappointment

so it wolud be better if they add a non-damage buff spell just like no exhaustion or E-management skill, or faster casting without penalty or idk what, but this is a joke .. (btw intensity gave the eles ~+60dmg yeah its really OMGONEKILLCOMPASSRANGERSTACKECTOS SUCH skill yeah really)

and pls pvpgurus try to avoid from this topic ty..

Last edited by keli; Jun 19, 2007 at 02:09 PM // 14:09..
keli is offline   Reply With Quote
Old Jun 19, 2007, 02:08 PM // 14:08   #198
Desert Nomad
 
GloryFox's Avatar
 
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
Default

Quote:
posted by Gli
If 2 skills can 'rescue' a class, that class is actually better off dead if you ask me. Why don't we just give Paragons one less slot on the skillbar and put "There's Nothing to Fear!" in a fixed position?
You don't get it... these skills rescue these classes from public scrutiny and opinion. If you ask a good Paragon or Assassin player the class obviously lived for them without these new skills. Thats why I still have my PvE Assassin after one year of Factions release despite hatred. Its true I don't need these skills to show how good of a player I am but it helps when looking for a PuG for some missions.

When GW:EN comes out my ability to find a Group will dramatically increase.
GloryFox is offline   Reply With Quote
Old Jun 19, 2007, 02:08 PM // 14:08   #199
Frost Gate Guardian
 
Xeeron's Avatar
 
Join Date: Feb 2006
Guild: Strike Force
Default

The initial PvE skills looked quite out of balance (given which classes needed a boost and which did not), but ANet has again managed to convince me that they listen to their customers. The skill changes do exactly what was needed:

*Ele's did not need a huge boost - the overpowered skills were toned down

*Critical Agility was just to good for warriors and rangers - this was fixed by making it defacto assassin only

*Same for There is nothing to fear! - This is the huge boost that paragons needed now, and no cheap damage reduction for MMs

The only minor fact which remains is that ritualists still lose out when compared to monks and assassins, despite needing a little encouragement. Apart from that, the update does very well.

- Xeeron
Xeeron is offline   Reply With Quote
Old Jun 19, 2007, 02:12 PM // 14:12   #200
Forge Runner
 
-Loki-'s Avatar
 
Join Date: Oct 2005
Default

Elementalists didn't need a huge boost, but making their skills trash wasn't the answer.
-Loki- is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:04 AM // 10:04.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("