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Old Jun 13, 2007, 02:56 AM // 02:56   #261
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Quote:
Originally Posted by Evilsod
Are you kidding? Anet do nothing but nerf because of PvP. The same with buffing. The armour cap is because of PvP, not PvE. SR was because of PvP. Spirit Bond was because of PvE, but was nerfed to not effect PvP in the slightest. Ether Renewal was nerfed because of PvP to set a new standard for completely overdoing it. The list goes on.
Little confused at that. Clarify please?
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Old Jun 13, 2007, 02:56 AM // 02:56   #262
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Quote:
Originally Posted by Despozblehero
my bad you edited it and it made more sense afterwards thought you were talking like pve is the only thing that matters
Nah as I posted in another thread, I think both deserve equal respect and attention from anet... though it does appear anet mainly cares about PvP as of late, ever since they came up with their ATS idea...
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Old Jun 13, 2007, 02:57 AM // 02:57   #263
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Quote:
Originally Posted by XvArchonvX
I don't think I'd be that quick to disregard Cripshot for the following reasons:

Advantages of using Grenths/Harriers:
- Allows the use of Called Shot, which is more accurate at long ranges
- If used frequently enough, Grenth's + Called can be cheaper than a Cripshot spam.

Disadvantages:
- Takes up 2 skill slots to use derv enchants
- Enchantment reliance
- Harrier's is energy heavy and can't be kept up all the time
- Lose out on the ability to bring secondary utility like Mending Touch
- Restricted to use an Icy Bow String if you use Grenth's

Personally, I'll probably stick with Cripshot, but I have a feeling I'll end up going back to Burning Arrow eventually.
And when you think about it in terms of the areas such a build would actually be run.

2 slots means nothing when you turn all your attack skills, interrupts included, into crippling arrows.
AB/RA have lots of enchant removal? Plus it only costs 5e...
I haven't used HG so can't really comment.
Loss of mending touch is about the only real downside.
Doesn't really matter.
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Old Jun 13, 2007, 02:58 AM // 02:58   #264
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Quote:
Originally Posted by Chicken Ftw
Originally Posted by Evilsod
Are you kidding? Anet do nothing but nerf because of PvP. The same with buffing. The armour cap is because of PvP, not PvE. SR was because of PvP. Spirit Bond was because of PvE, but was nerfed to not effect PvP in the slightest. Ether Renewal was nerfed because of PvP to set a new standard for completely overdoing it. The list goes on.


Little confused at that. Clarify please?
the emphasis was on what I put in bold there. I'll reword it for you: Anet does nothing but nerf and buff because of PVP, not PvE. PvE constantly suffers from PvP changes, while PvE changes are made in a way to not affect PvP.

Last edited by Miral; Jun 13, 2007 at 03:00 AM // 03:00..
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Old Jun 13, 2007, 03:02 AM // 03:02   #265
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Quote:
Originally Posted by Evilsod
Loss of mending touch is about the only real downside.
Doesn't really matter.
In a gvg split, a ranger loses a ton of survivability without mend touch.
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Old Jun 13, 2007, 03:03 AM // 03:03   #266
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I loved the update
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Old Jun 13, 2007, 03:03 AM // 03:03   #267
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I wish the armor cap was only implemented in PvP.

It wasn't too long ago that hard mode was released, with its mobs that do ridiculous amounts of damage. Having some defence, especially party-wide defence, is very helpful in such a situation.

But good defence prolongs PvP fights and makes them boring. So it has to be nerfed, which we've seen time and time again.

It would seem that this sort of nerf would only make people less likely to want to play through hard mode, when really anet needs to encourage more people to play through it (not just farm it).

I really hope at least some of these PvE sunspear skills are good defensive skills... (offence is more than good enough as it is).
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Old Jun 13, 2007, 03:04 AM // 03:04   #268
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I hate complaining, because honestly, I like getting updates. Good or bad, change is nice, and if the skills remained the same, the game would get old. I like this update more than others, since some nice things happened to mesmers. Did not live up to expectations though.

We were promised a buff to make mesmers useful in PvE. I love my mesmer, and its the only one I really use in PvE but whenever I play anything else, I realize how weak he is. His strength is that he has well built heros. Honestly, I kill enemies almost as quickly if I don't do anything. Sometimes, my mesmer is nothing more than a guide, telling the heros and henchmen where to go.

These skill changes are not going to help mesmers in PvE. Signets, no help. Arcane Conundrum, very little help. Clumsiness, slightly more. Power line, helpful on 1 class (out of ten) in one campaign (out of 3). MoP makes things a lot less useful, more things so I think my mesmer is probably weaker now,

My biggest problem is this:

Quote:
Originally Posted by Gaile Gray
These are just a few changes, we really hope the PvE Skills will better address the problem with the Mesmer finding teams.


The PvE only skills were the mesmer upgrade?

Firstly, that only helps mesmers in one campaign (out of three) so no love for mesmers who didn't buy nightfall.

Secondly, there are ten skills, presumably one for each profession. There are two scenarios possible. 1) One skill is not enough to make mesmers useful -or- 2) one skill is enough, and now you're forced into using it.

Please, tell me I'm missing something or that GW:EN will have some major mesmer love in it, so I at least have some hope. I'd take that.
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Old Jun 13, 2007, 03:05 AM // 03:05   #269
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Quote:
Originally Posted by Andisa Kalorn
I wish the armor cap was only implemented in PvP.

It wasn't too long ago that hard mode was released, with its mobs that do ridiculous amounts of damage. Having some defence, especially party-wide defence, is very helpful in such a situation.

But good defence prolongs PvP fights and makes them boring. So it has to be nerfed, which we've seen time and time again.

It would seem that this sort of nerf would only make people less likely to want to play through hard mode, when really anet needs to encourage more people to play through it (not just farm it).

I really hope at least some of these PvE sunspear skills are good defensive skills... (offence is more than good enough as it is).
well if these changes stay after the trial week, hopefully we can see hardmode reworked a bit in the next update to be more in line with current skillsets...
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Old Jun 13, 2007, 03:06 AM // 03:06   #270
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Quote:
Originally Posted by Miral
Nah as I posted in another thread, I think both deserve equal respect and attention from anet... though it does appear anet mainly cares about PvP as of late, ever since they came up with their ATS idea...
Well HA has been getting none since the 8v8 was implemented it needed a major skill balance then and even after this skill "balance" it will need it, since none of its skill related problems have been addressed (not many earth eles stacking armor in HA )
. Im not much into ATS, HA was my 1st PvP ,<3. I see this update more for PvE than anything PvP. I also think ANET's trying to be too soft handed with rits goodness knows why? There is no "skill balanced" reason to not have done SOMETHING to it by now other than theyre trying to cater to that class PvE wise, which i understand dont want to make the class useless, but if its hurting PvP? I could just as easily argue that PvE is tearing apart PvP. Not picking on you Miral just saying how it can easily be percieved as opposite, and i supppose your game perspective is everything here.
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Old Jun 13, 2007, 03:06 AM // 03:06   #271
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Quote:
Originally Posted by Miral
the emphasis was on what I put in bold there. I'll reword it for you: Anet does nothing but nerf and buff because of PVP, not PvE. PvE constantly suffers from PvP changes, while PvE changes are made in a way to not affect PvP.
Oh. Thanks for clearing it up. I'd post what I think of that, but it'd create a PvP vs PvE war and derail the thread, so I'll refrain from it.
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Old Jun 13, 2007, 03:08 AM // 03:08   #272
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Quote:
Originally Posted by Master Mxyzptlk
Please, tell me I'm missing something or that GW:EN will have some major mesmer love in it, so I at least have some hope. I'd take that.
well theres only 100 total new profession-specific skills in GW:EN, thats ~10 skills per class, with one or two likely being elites... So I wouldn't hold my breath, hehehe
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Old Jun 13, 2007, 03:17 AM // 03:17   #273
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Quote:
Originally Posted by Despozblehero
Well HA has been getting none since the 8v8 was implemented it needed a major skill balance then and even after this skill "balance" it will need it, since none of its skill related problems have been addressed (not many earth eles stacking armor in HA )
. Im not much into ATS, HA was my 1st PvP ,<3. I see this update more for PvE than anything PvP. I also think ANET's trying to be too soft handed with rits goodness knows why? There is no "skill balanced" reason to not have done SOMETHING to it by now other than theyre trying to cater to that class PvE wise, which i understand dont want to make the class useless, but if its hurting PvP? I could just as easily argue that PvE is tearing apart PvP. Not picking on you Miral just saying how it can easily be percieved as opposite, and i supppose your game perspective is everything here.
this particular update does have a bit of PvE attention, with also lots of PvP... But most of the updates this year have been mostly PvP-centric, with the exception of hardmode (which most people find a joke and only use for easy farming) and increased storage (which with new tournament rewards, can also end up used by PvP players as time goes on and people get more and more rewards).
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Old Jun 13, 2007, 03:19 AM // 03:19   #274
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The Soul Reaping change solved one of two problems with the old 5 seconds timer, the "random spirit dead taking half of ur energy gain". That problem is solved.

The 3x trigger in 15 seconds do something to solve the "Leave the battlefield with scores of corpses and no energy" problem. But it will occasionaly make you lose a portion of ur allotted energy, when you have like 58/60 energy and a death trigers the gain. It would be better if instead of using a death, you would be alloted a max energy gain per time, like 39 (@ SR 13, wich is 3x13) energy max every 15 seconds if deaths occurs. Example, 1 death occured you gained 13, 2nd death occured, you only gained 6 energy since u were almost full, 3rd death u gained 13 again, 4th dead u gained 6, etc. I dont know, seems at least more predictable.

About the Armor cap. Sure armor makes PvP last longer and thats bad, and in RA its a pain, but really, is RA anything more than a way to get Balthazar Faction? You cant possibly plan for nor cover all scenarios in RA or when u make a PuG for AB. You dont even know if u going to get a damn healer in ur team! If u grab condition removal, hex removal, enchantment removal, stance removal, self healing + a rez, u already spent 6 slots. So its impossible.

But the problems the AL cap will create in PvE can be dire. Ofcourse the fact it will make farming harder (and God knows Anet will never pass a chance to nerf anything related to farming if it has even the tiniest of the reasons granted by PvP), will make it popular among the non-farming population, but overlooking how hardmode is played, especially the elite missions and high level areas, tsk!!! And be carefull with the farm nerfs, cause sup vigor is going up again.
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Old Jun 13, 2007, 03:29 AM // 03:29   #275
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like Rit spike but i wouldnt put my opinion like that(i would like anet to take me seriously afterall.) You attract more flys with Honey than Vinegar.

Last edited by Despozblehero; Jun 13, 2007 at 03:32 AM // 03:32..
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Old Jun 13, 2007, 03:42 AM // 03:42   #276
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Quote:
Originally Posted by icymanipulator
Heres a proposed tweak we worked up in the other thread to the new SR implementation:

"Soul Reaping: Energy gain now has a maximum return of 3 times your rank in Soul Reaping in a 15 second period. You now gain full Energy when a Spirit you control dies; you gain no Energy when other Spirits die."

The gain wouldn't count anything over your max on the bar. Say you are 1-2 energy off...then you still have a long ways to go before it tops out rather than wasting a whole hit. For example, SR @ 10, means 30 energy in a 15 second window. So if you are unlucky and have 1-2 left before it fills, you still have 28-29 left to go rather than consuming a whole "hit" on 1-2 energy.
QFT

I'm really not digging the +armor nerf after having read other posts and thinking about it myself.
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Old Jun 13, 2007, 03:50 AM // 03:50   #277
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I was hoping for some balancing of the terrible GvG meta.

You should reduce blocking/blinding and increase active healing.
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Old Jun 13, 2007, 03:56 AM // 03:56   #278
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Quote:
Originally Posted by Raising
it took anet all this time to come up with this BS ? what a joke.
here's to hoping the sunspear skills are well thought out and involve advanced coding to do something really cool.... hehehe ok well doesn't hurt to hope I guess...
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Old Jun 13, 2007, 03:57 AM // 03:57   #279
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The AL cap will have some annoying consequences even beyond totally breaking the old Kinetic Armor/Armor of Earth combo. E.g., Watch Yourself will be ineffectual on anybody who already has some other armor buff (sorry, Melonni!).
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Old Jun 13, 2007, 04:01 AM // 04:01   #280
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I really dont think that each class needs to be balanced to each other. A spell caster from far away can take out a warrior, but a warrior up close can take out the spell caster. There is no way to implement that in GW. But i feel that if i am a warrior, i should be able to dominate less physical classes up close, and if i am a spell caster, i should be able to dominate from afar.

Now as far as the trade goes, the economy is wreaked. Trade is out of hand, but noone wants to buy anymore. So everything is WTS. Gold drops, Greens, rare items need to have some sort of face value again. I know that people should not be millionaires in GW, but i should be able to have something to show for my hard long work in GW. If i spend 800 hours over the course of 5 months, i should have more to show for it than someone who just spend 40 - 80 hours. The PvE side is a game of loot, and my weapons and equipment should have more value than people who are "casual". I agree that spamming in local chat is irritating, but i also believe that is where 80% of all sells are actually made. Just like the reason they have the pharmacy in the back of the Wal-Mart, people who end up buying something from another player, did not intend to buy something in the first place. Maybe they saw a great deal or ect. There has to be a way to make a better trade system, but banning people for trying to sell the stuff "that you guys made crap" on local chat is just wrong.
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