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Old Jul 23, 2005, 04:01 PM // 16:01   #61
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Quote:
Originally Posted by Kishin
You have other conditions to fulfill to do damage with Grenth's Balance, and it only does several hundred points of damage against things with ridiculously high HP. The two primary targets for it are in PvP, Guild Lords, and in PvE, Glint.
Good luck trying to use it on an actual player, wherein it will only do good damage if you're on the verge of death. PANK's tactic is perfectly legitimate, and now that everyone has seen the video, as Ensign said, well...its only your fault if you lose to it. The only lame part of it is that farming faction makes the ladder an even more worthless feature than it already is.
When the enemy has full health and you have near zero health, you deal about 50% of the enemies health as damage! With a lot of enemies going as high as Lvl 28, this 50% are several hundreds points of damage more than your maximum health!

I never lost to ganking! But still I don´t believe that this amount of damage was intended! They didn´t correct Grenth´s Balance for nothing in the last patch! It shows that this spell wasn´t intended to work the way it did!

There were people banned for exploiting a bug, that didn´t hurt the fun of other players, but with this exploit they did hurt the fun of others and nothing should happen?

Last edited by Kashrlyyk; Jul 23, 2005 at 04:07 PM // 16:07..
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Old Jul 23, 2005, 04:17 PM // 16:17   #62
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great video!
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Old Jul 23, 2005, 04:27 PM // 16:27   #63
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Zerg rushes are so easy and predictable I'm surprised people fall for them. I say fall for them because it's more of a joke tactic than a real battle. All you need is a protection monk that can cast a couple simple spells on your Guild Lord, and watch the side rout for rushes. At which point, you're opponents fail miserably, get 15% death penalties, and resurect back at their halls with their tails between their legs. The real losers even quit, not wasting their time with losing. Free faction for me, I say.
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Old Jul 23, 2005, 04:36 PM // 16:36   #64
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Quote:
Originally Posted by Kashrlyyk
When the enemy has full health and you have near zero health, you deal about 50% of the enemies health as damage! With a lot of enemies going as high as Lvl 28, this 50% are several hundreds points of damage more than your maximum health!

I never lost to ganking! But still I don´t believe that this amount of damage was intended! They didn´t correct Grenth´s Balance for nothing in the last patch! It shows that this spell wasn´t intended to work the way it did!

There were people banned for exploiting a bug, that didn´t hurt the fun of other players, but with this exploit they did hurt the fun of others and nothing should happen?
Yeah, they corrected it slightly. It can still do around 500 or so damage, just not 600-700. Thats still pretty significant, and the fact that it isn't reduced further shows that they have no problem with Grenth's Balance doing exactly what its supposed to.

Also, you need to not end every sentence with an exclamation mark. It's not only grammatically incorrect, it makes reading anything you write really frustrating.
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Old Jul 23, 2005, 08:44 PM // 20:44   #65
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Quote:
Originally Posted by Kishin
Yeah, they corrected it slightly. It can still do around 500 or so damage, just not 600-700. Thats still pretty significant, and the fact that it isn't reduced further shows that they have no problem with Grenth's Balance doing exactly what its supposed to.

Also, you need to not end every sentence with an exclamation mark. It's not only grammatically incorrect, it makes reading anything you write really frustrating.
As you said, NOW it is doing what it is supposed to. But back then it wasn´t! And therefore they were using an exploit to gank the lord back then.
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Old Jul 24, 2005, 12:55 AM // 00:55   #66
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I don't have any problems with Grenth's Balance working as it does, or gank tactics. The only real problem I have with this is the mechanics of the druids map- even if you stay back away from the flagstand, the attackers can get to your guild lord several seconds before your team can. The one time that SoW has lost to a gank was in that video- we had people back at the top of the hill, a considerable distance from the stand- yet they couldn't get back within casting range of the guild lord before he died. This isn't an issue on any other map- if you're watching for a gank, you can always get back to defend before the other team can kill your Lord.

Still, no hard feelings at PANK- they made a good build and good strategy. Knowing that the druids hall is abuseable like that has changed our tactics on that map, but overall, it was just a good strategy, and we legitemately lost to it.
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Old Jul 24, 2005, 03:46 AM // 03:46   #67
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Quote:
Originally Posted by Kashrlyyk
As you said, NOW it is doing what it is supposed to. But back then it wasn´t! And therefore they were using an exploit to gank the lord back then.
No, they were not. They can still gank the Lord just as efficiently with it now as they did then. It was always doing what it was supposed to, it just did it marginally better before (At that level of damage, an extra 100 is pretty marginal to me).

And yes, I agree entirely with the statement that Druid's is better disposed toward ganking than other maps, as are a few other halls.

Last edited by Kishin; Jul 24, 2005 at 03:49 AM // 03:49..
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Old Jul 24, 2005, 07:29 AM // 07:29   #68
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This is a tad off-topic, but I love the interface set-up the mes had, with the vertical health/energy bars and all that.
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Old Jul 24, 2005, 07:50 AM // 07:50   #69
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Why is it that everything turns into a flamefest once given enough time?
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