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Old Feb 10, 2007, 03:30 AM // 03:30   #61
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Weee! The guru trolls are really out in force tonight! WOO HOO!!

The re-balancing of paragons in this update seems to be a bit harsh, yes. However, the changes were not that severe to the spear skills. Angelic Bond got hit very VERY VERY hard, it is lifebond now that can't be removed, but without the dmg reduction of the dmg taken from it, and with an elite status. Seems pretty crappy to me. Incoming... I haven't seen that run nearly as much since they got it the first time, and I live in halls. Poor Incoming, RIP.

Avatar of Grenth was incorrectly balanced. It should have a different effect, not a different recharge then the other avatars. So are they going to increase the duration of the other avatars again to 78 seconds? Hope they do. Grenth should cause 10 energy loss per enchantment stripped or it doesn't remove that enchant if the dervish doesn't have it. Or, personally, my favorite idea has been!

Avatar of Grenth: For the next 10...70 seconds you become the Avatar of Grenth. Your next 1...5 attack skills remove an enchantment from target foe. If any nearby foe dies while in this form, your enchantment removal amount is renewed. You deal cold damage. This skill is disabled for an 120 seconds after it is activated. (the wording sucks, hopefully you get the idea)
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Old Feb 10, 2007, 03:41 AM // 03:41   #62
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Wow stop crying, grenth was never great in pve in the first place, it was just abused in gvg, angelic bond didnt see much light outside of pure paragon builds, never seen a paragon in pve using that skill.

Nerfing 3 spear attacks hardly made them useless in pve, if you were playing paragon just for spear attacks then you sucked in the first place, rangers do a much better job of launching sharp things if thats all you wish for.
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Old Feb 10, 2007, 03:43 AM // 03:43   #63
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The paragon nerfs were uncalled for. Because of the 5% of Paragons that abuse builds, the other 95% suffer. I am getting tired of Anets constant "Nerfing fixes everything" ideals. Seriously... last time I was in HA, there were about 2 international districts. They are basing a change that completely screws over thousands and thousands of players based on those 2 districts. How about making a change to HA, not the Paragon? Make a limit of 2 of any profession on a team. Bam, all those annoying FOTM builds have been instantly destroyed, forcing the unheard of "Balanced Party" mechanism to come back. No more R-spike, B-spike, IWAY, Paraway, etc. Just good, old, balanced parties.
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Old Feb 10, 2007, 03:46 AM // 03:46   #64
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ANet doesn't randomly change skills, so I'm not going to freak out on the paragon issue until it's had some time to go through the wash cycle. It probably won't end up as bad and develop into a profession that requires thought and skill to use (much like the beloved Mesmer).
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Old Feb 10, 2007, 04:00 AM // 04:00   #65
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hmm...I'm honestly very dissapointed in this update. To an extent I could understand the nerfs on Paragon defensive skills, but nerfing their attack skill leaves them very crippled, especially for anyone that wants to use the class in PvE.
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Old Feb 10, 2007, 04:04 AM // 04:04   #66
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Angelic bond was used more than you think in PvE. We use paragons to do elite mission (yes we did). We were first using incoming before the big nerf. When they nerfed it, we used angelic bond. It was a really good damage disher but now... Wow... can't even counter a spike or anything...

Paragon are killed since they reduce everything... They're no more enjoyable as PvE or PvP char...

The only way I can see Anet wants us to play paragon are like ranger... condition spreader... well if you want us to play paragon like that, give us a barrage spear skill.

if you read this ANet well just to tell you one thing. If you continue with those nerf that kills certain class and that concentrate the abuse on another class and nerf again and so on, you'll lose player. I know a game can't be perfect but come on... everything in this game have a counter. Let the players learn how to oRED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOer other build, but don't nerf them so that we won't need counter and only see 2 or 3 build.

and also, 8vs8 is fun for a weekend to see IWAY and bloodspike back, but hard as hell to get a group and that won't quit. There's almost no teamplay, free for all. in 6vs6 you needed coordination, communication and skills.
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Old Feb 10, 2007, 04:08 AM // 04:08   #67
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Quote:
Originally Posted by Pete_Lefeu
if you read this ANet well just to tell you one thing. If you continue with those nerf that kills certain class and that concentrate the abuse on another class and nerf again and so on, you'll lose player. I know a game can't be perfect but come on... everything in this game have a counter. Let the players learn how to oRED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOer other build, but don't nerf them so that we won't need counter and only see 2 or 3 build.
All I know is, I am sick of Anet nerfing so many people's builds because they can't design a balanced game. Anet needs to face it... HA is always going to have gimmick builds... if that is what the players want, let them have it, so that the fun can stop being ruined for all the people who don't play HA religiously (which is by far the majority of players). Or make changes to HA itself so that it doesn't allow gimmick builds somehow, instead of nerfing everybody who plays the game.
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Old Feb 10, 2007, 04:40 AM // 04:40   #68
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Um no there slowly killing the paragon line, look at the nerfs, how can you say that they are improving the paragon line? Um no, nerf bat has hit hard on the paragon class. I realy dont see any reason now to take a paragon over almost any other class, I would love to see the limited number of one class in the game for gvg, and or ha, would make things more interesting then nerfin one class to death.
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Old Feb 10, 2007, 04:46 AM // 04:46   #69
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Well they finally nerfed my favourite "Theyre on Fire" build but I can see why they did it. It was too good. But am I going to cry about it? No, I'll move on to other things.
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Old Feb 10, 2007, 04:54 AM // 04:54   #70
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Quote:
Originally Posted by The Ernada
Well they finally nerfed my favourite "Theyre on Fire" build but I can see why they did it. It was too good. But am I going to cry about it? No, I'll move on to other things.
That's the problem. They should be making "overpowered" builds BALANCED, not USELESS. That is a concept Anet does not seem to understand. At least let me trade in "Incoming" for a new Sig of Cap so I can get something worth having.
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Old Feb 10, 2007, 04:58 AM // 04:58   #71
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I think Incoming! should be 5 energy now, there's no reason to leave it at 10, AT ALL.
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Old Feb 10, 2007, 04:59 AM // 04:59   #72
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Quote:
Originally Posted by Shanaeri Rynale
Surely the best way to stop these OP team builds is to limit the max number of a class you can take in a team in PvP.
Quote:
Originally Posted by LifeInfusion
seconded. No reason to have more than 3 of ANY class. The exception is MAYBE elementalists, assuming they run different elements.
Quote:
Originally Posted by Zaganher Deathbane
I agree with Shanaeri. I think limiting the number of class in a team is the way to go for PVP. This way the PVEr's would still get the same or almost the same skill they were comfortable using and the PVP aspect would still be balanced without hampering the skills effect too much for PVE use. So everybody or the majority will be happy
Quote:
Originally Posted by baddog992
Ya im in favor of the the limit of classes in the pvp game of gvg and Ha great idea no more gimicky stuff just great skills vs great skills bar.
Interesting. I'd make it across the board though, PvP and PvE. I think that PvE teams of 3-monks 3-elementalists, etc. are quite... well, unfair to players of other classes that don't want to run the build de jour. Perhaps you could do it via skills.... only permit 2 copies of a given skill across all 8 players.
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Old Feb 10, 2007, 05:00 AM // 05:00   #73
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Hey the Paragon still good for something; a good mule!!!
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Old Feb 10, 2007, 05:10 AM // 05:10   #74
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more killing of the paragon, they obviously see something we dont.
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Old Feb 10, 2007, 05:23 AM // 05:23   #75
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I'm just glad they made this update before I bought my 15k paragon armor... literally, the next area I was gonna get to had my armor. Now I am gonna think twice.
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Old Feb 10, 2007, 05:25 AM // 05:25   #76
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Quote:
Originally Posted by Shadow_7
Hey the Paragon still good for something; a good mule!!!
Exactly. That's what I'm turning mine into. Now I need to sell my Wandalz and other paragon shields. *sigh*
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Old Feb 10, 2007, 05:28 AM // 05:28   #77
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Originally Posted by Feminist Terrorist
Exactly. That's what I'm turning mine into. Now I need to sell my Wandalz and other paragon shields. *sigh*
I'll pay you 5k for the Wandalz... I figure that is probably what it's worth after this update.
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Old Feb 10, 2007, 05:36 AM // 05:36   #78
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Quote:
Originally Posted by Rakeman
The paragon nerfs were uncalled for. Because of the 5% of Paragons that abuse builds, the other 95% suffer. I am getting tired of Anets constant "Nerfing fixes everything" ideals. Seriously... last time I was in HA, there were about 2 international districts. They are basing a change that completely screws over thousands and thousands of players based on those 2 districts. How about making a change to HA, not the Paragon? Make a limit of 2 of any profession on a team. Bam, all those annoying FOTM builds have been instantly destroyed, forcing the unheard of "Balanced Party" mechanism to come back. No more R-spike, B-spike, IWAY, Paraway, etc. Just good, old, balanced parties.
/signed

I'm with you on this one. Limit the number of people per class per team and many of the balance issues go away. Almost every PvE team i use has at most 1 or 2 paragons (or monks, or rangers, or ele's), when was the last time anyone ran an 8 man PvE (non-farming) build that all use the same class?

Continually nerfing viable builds that work very well when run in a balanced team build, with at most 2 or 3 of any one class, demonstrates a fundamental problem with the mechanics of PvP. It's the number of players on a team running a build and the impact that has on skill balance that is the exploit, not the skillbars of the individual players.

Nerf the numbers of each class allowed per team, leave the skillbars usable for the rest of us.

Last edited by Antithesis; Feb 10, 2007 at 11:53 AM // 11:53..
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Old Feb 10, 2007, 05:56 AM // 05:56   #79
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I'm almost regretting that I actually made a paragon now. Good thing I didn't spend TOO much time on him, he'll still be a good mule.
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Old Feb 10, 2007, 06:05 AM // 06:05   #80
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Aparently several players do not know that NC-Soft is the makers of the game and not Arena -Net. Look at the box players not at teh logo's. Areana-Net only hosted the game when it first came out it never made it, they only stream the content to us even now, they have no say in what is or isn't done with the game except for which servers are used. Dont say things that you do not know. For the OP and the rest who do know this I am sorry about this but some players need a wake up call. Also to our very patient webmasters whom I probably have poed with this post.
As far as the Nerf bat I do believe like I have said in teh past that it needs retired before it ruins the game further.
A little more on this rant: Who do we go to whenever we have any problems with the game? Not A-Net but NC-Soft the makers of the game.

Here is the link to the support site for you disbelievers: http://www.plaync.com/us/support/prod_48.html

Taken straight from Arenanet.coms website :
Located in Bellevue, Washington, ArenaNet is a wholly-owned subsidiary of Korea-based NCsoft Corporation. The studio was formed in the spring of 2000 with the goal of creating a state-of-the-art interactive game network, and of developing premier multiplayer, online games. Having built such a network, ArenaNet continues to improve upon it, keeping stride with current technology and offering new and innovative approaches, such as a subscription-free business model, instanced missions, and streaming updates, which eliminate the need for patching.

ArenaNet's diverse staff has come together from many different countries and cultures. The team members speak a variety of languages, which—with the common bond of a love for games—helps them understand the needs of the global gaming community, and allows them to listen and respond to feedback from fans around the world. In keeping with the spirit of bringing people together, ArenaNet designs and operates servers that allow gamers to play with anyone, anytime, anywhere in the world.

.




Mega Mouse

Last edited by MegaMouse; Feb 10, 2007 at 06:13 AM // 06:13..
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