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Old Jul 24, 2005, 05:45 PM // 17:45   #21
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Originally Posted by Sagius Truthbarron
Take into consideration that not everyone can just sit down and play the same 7-14 maps over and over again for 2 months. The current PvE conent takes around a month to finish the first time. PvP, while adictive, doesn't captivate the mainstream person in such a manner that they would stick to that everyday for years
I'm sorry, but many people -do- play the same 7-14 maps over and over again for two months. In fact, in the case of a game like Starcraft, they've been at it for many years now, and Temple is still being fiercely played.
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Originally Posted by Sagius Truthbarron
I'm sure people who overplayed the Battlefield 1942 (A game that only had around 9 maps) wouldn't really understand that not everyone likes to "Grind" "Fun". Not everyone one wants to do the same thing over and over again for the rest of their lives.

The average person wants new and better content.
Ah, so now your side is the good, average player, and those on the other end are easily dismissable fanboys. You can speak for yourself, not for some imaginary majority. And really, are you arguing that ArenaNet should cater to people who are just entertained with their product for a month or two, then whine for more content, or try to cater to people who are willing to try to be entertained for years?

'more addictive' and 'easier to win experience' directly contradict themselves. Something that's easy to win is cheesy and will grow boring faster, hence be less addictive. You make terribly little sense in your arguments.

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Originally Posted by Sagius Truthbarron
Why balances instead of updates? Why repackage the same content? It's a long winding process, balanaces.
Because fixing balance improves both the current game and any content they may add lateron, at a whole lot less effort.
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Old Jul 24, 2005, 06:13 PM // 18:13   #22
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Originally Posted by Morganas
Anyone who thinks non air skills are bad simply hasn't tried them. Earth eles outclass them in every way, and water eles have their place. Fire also has its place in the "king of the hill" hoh map, and incidental dmg is great for overloading healers.

To Odd Sock: You'd have to be pretty narrow minded to not see the use in some of those skills. Rust makes signet rings pracitcally unusable, especially rez signet (ever heard of a signet healer?). Eruption is an awesome pve ability, and pretty useful to drive a group of warriors away from your monk in pve, as long as he knows not to run. And rodgorts, yeah, it's costly, but it its the only spell in its class that doesn't cause exhaustion, and if you have a means of restoring energy, or use glyphs, it's great.

Swirling does suck, I was thinking of mist form when I said that.
I wouldn't exactly call him narrow-minded, although sometimes he can be a scrub . What he was trying to say is that many skills, such as the ones he mentioned, really serve no use in competitive pvp, and many of the ones that do, and that many builds are based around, get utterly ruined by nature's renewal.

I agree with him though, as I would never even consider running rust, or any of the other skills he mentioned. And no, I've never heard of a "signet healer". If you're refering to Signet of Devotion then I don't really see your point. Also, eruption might be useful in pve, but we're not talking about pve. People aren't going to stand in an eruption so that they can be blinded.
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Old Jul 24, 2005, 06:14 PM // 18:14   #23
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Personally I have the suspicion that the 6 bosses in Sorrow's Furnace and Grenth's Footprint will each feature a new skill for each class. Certainly they'll have an elite to capture, and since you can already capture all existing elites off of existing bosses.... and since they are holding contests to name new bosses... Just makes sense. I wouldn't be surprised at all.
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Old Jul 24, 2005, 07:10 PM // 19:10   #24
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No more elites or just maybe 2 of them.You would get them all in quests .
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Old Jul 24, 2005, 07:57 PM // 19:57   #25
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Quote:
Originally Posted by Eonwe
I agree with him though, as I would never even consider running rust, or any of the other skills he mentioned. And no, I've never heard of a "signet healer". If you're refering to Signet of Devotion then I don't really see your point. Also, eruption might be useful in pve, but we're not talking about pve. People aren't going to stand in an eruption so that they can be blinded.
A signet healer is a healer with divine favor, inspiration, and protection. He uses life bond on everyone else, balthazaars spirit on himself, signet of devotion, blessed signet, and those two mesmer signet stances. It's extremely powerful and hard to shutdown.

Also, rust's effect on rez signets alone is good enough to justify it being in the game unchanged.

And my point about eruption was specifically that people would walk out of it, it can save your monk. And expecting all skills to be useful in pvp and pve both is asking too much, they're too different, so there's really no point in critizing pve skills.
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Old Jul 24, 2005, 08:11 PM // 20:11   #26
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Quote:
Originally Posted by Morganas
A signet healer is a healer with divine favor, inspiration, and protection. He uses life bond on everyone else, balthazaars spirit on himself, signet of devotion, blessed signet, and those two mesmer signet stances. It's extremely powerful and hard to shutdown.
How about getting hit by, let's say, Nature's Renewal, which will instantly wipe your entire setup and make reapplying it a pain open to spell interrupts on all sides.
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Old Jul 24, 2005, 08:19 PM // 20:19   #27
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Quote:
A signet healer is a healer with divine favor, inspiration, and protection. He uses life bond on everyone else, balthazaars spirit on himself, signet of devotion, blessed signet, and those two mesmer signet stances. It's extremely powerful and hard to shutdown.
I have been playing tombs since the WPE probably on average a couple hours a day. I have NEVER seen this build EVER and if I did I'd get up and do my victory jig cause it'd be gg for whoever had this guy as their monk.

.
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yeah ... you know you want to see my victory jig.
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Last edited by Sarus; Jul 24, 2005 at 08:26 PM // 20:26..
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Old Jul 24, 2005, 08:40 PM // 20:40   #28
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To whoever said Ward against Melee was hard to counter, I found Rigor Mortis to be successful.
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Old Jul 24, 2005, 08:53 PM // 20:53   #29
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I agree that natures renewal is to powerfull, mostly due to the fact that roughly 30% of the skills are either enchants or hexes. In contrast you have something like primal echoes or rust which affect 1% of skills.
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Old Jul 24, 2005, 09:40 PM // 21:40   #30
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Quote:
Originally Posted by TelMarine
To whoever said Ward against Melee was hard to counter, I found Rigor Mortis to be successful.
4 second cast, easy to remove, 30 sec recharge.
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Old Jul 24, 2005, 09:41 PM // 21:41   #31
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PvP does not need much new content to keep interest; it just needs good, balanced gameplay. I've played hundreds of games of Starcraft solely on Lost temple or one of it's billion remakes for six years now, even though there are a vast majority of decent other promaps out there. Even the scrubs are content to play bgh, fastest map ever, or zero clutter for years on end. It's like this because Starcrafts rts gameplay is unmatched by anything else out there that people are content with little variety; gameplay is what matters and GW's pvp, which is going to be the reason the core community stays, like it or not, is severely lacking at the moment.

On a side note, would it be useful for we (the community) to put together a list of skills that need balancing one way or another. Although it would probably be cluttered by idiots and scrubs who don't have a clue, it would be better than nothing. Or is anet aware of all these issues and just ignoring them?
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Old Jul 24, 2005, 09:47 PM // 21:47   #32
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Even if we put a list together Anet doesn't balance dynamically at the moment.
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Old Jul 24, 2005, 10:02 PM // 22:02   #33
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Quote:
Originally Posted by Linkie
4 second cast, easy to remove, 30 sec recharge.
For 4v4 at least, not a lot of people bring hex removal, unless you are talking about nature's renewal.
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Old Jul 24, 2005, 10:31 PM // 22:31   #34
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Quote:
Originally Posted by TelMarine
For 4v4 at least, not a lot of people bring hex removal, unless you are talking about nature's renewal.
Who the hell uses ward against melee in a 4v4? I'd be more worried about kiting than that in team arenas. Rigor Mortis blows; wars cunning is hardly better, which is why ward against melee, aegis, and guardian, are so good.

Quote:
Even if we put a list together Anet doesn't balance dynamically at the moment.
So..the future looks bleak?
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Old Jul 24, 2005, 10:31 PM // 22:31   #35
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All I seem to hear is NR is beyond powerful and crushes every build.

Just wondering, but is NR impossible to interrupt? It only removes everything when it is first cast, and it takes 5 seconds to cast. Is that not enough time for someone to interrupt it? Is it really that difficult. Can you not click on the enemy rangers and realize "Oh he is casting NR, get out of it's range" or "Quickly, run up and interrupt!". Surely by now everyone realizes that it may be used, so why not get your ranger to run distracting shot and SQ to get up there and stop him. There are plenty of ways for a mesmer to stop it are there not? 5 Seconds, you're telling me your party can't figure out how to counter it in 5 seconds? How about this, don't cast your enchantments right away? Kill the spirit, and watch the rangers for when it will be cast again.

Players counter my 1 second casting Healing Breeze, and you're telling me you can't stop a 5 second casting NR?

Last edited by Racthoh; Jul 24, 2005 at 10:34 PM // 22:34..
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Old Jul 24, 2005, 10:37 PM // 22:37   #36
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All Ranger interrupts lose to NR since the guy usually has some evade/block stance.

Mesmers have Cry of Frustration and Leech sig. Both of which lose to NR+Oath Shot. You cant kill the spirits due to Fertile affecting itself and other spirits, Rangers casting NR from the backlines screwing up Mesmers anyway, and the fact that the effect is immediate and powerful ending alot of builds once its dropped.

Im not sure whats going to happen with skill balance, but people have been leaving for a while now. No idea if thats a signal to Anet or not.
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Old Jul 24, 2005, 11:04 PM // 23:04   #37
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Quote:
Originally Posted by Zeru
Who the hell uses ward against melee in a 4v4? I'd be more worried about kiting than that in team arenas. Rigor Mortis blows; wars cunning is hardly better, which is why ward against melee, aegis, and guardian, are so good.
ive seen it used many times in 4v4 random and team, and I've found rigor to be a suitable counter.
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Old Jul 24, 2005, 11:11 PM // 23:11   #38
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Rigor cant counter it because of the long recharge time. So what teams will do is spike with Rigor Mortis asap and hope for the best. Which usually doesnt help since casting Rigor on a target just screams for them to get a bunch of stuff thrown onto them.
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Old Jul 24, 2005, 11:12 PM // 23:12   #39
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Oh he is casting NR, get out of it's range
It has a pretty big range. You'd be hard pressed to get out of its range in 5 seconds.
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Old Jul 24, 2005, 11:15 PM // 23:15   #40
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Quote:
Originally Posted by Blackace
Rigor cant counter it because of the long recharge time. So what teams will do is spike with Rigor Mortis asap and hope for the best. Which usually doesnt help since casting Rigor on a target just screams for them to get a bunch of stuff thrown onto them.
yeah i admit it doesn't completely counter it and yeah the recharge really sucks, but its way better than warrior's cunning and ive found it to be successful killing one target fast. Yeah it can easily be removed, but its the best "counter" ive seen so far.
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