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Old Oct 17, 2009, 10:51 AM // 10:51   #1
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Default Remove the decreased HM skill activation times.

I wish to propose the removal of the decreased HM skill activation times. The current speed promotes pretty much just the use of brute force, KDs and potentially daze.
Any sort of reactive shutdown isn't going to be worth it and that just leads to a severely dumbed-down game. Not only that, it really limits certain classes because reactive shutdown is what they do well, and in a game where this does not play a role, they are forced to run different options, which, if the game has a hint of balance, they do not excel at.

Yes, I am FULLY aware this would make the game easier. But then again, I really do not see why shitty team compositions and even shittier bars should be downplayed by breaking the basic game rules.
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Old Oct 17, 2009, 11:49 AM // 11:49   #2
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Totally agreed,it means we have to rely on gimmicky builds such as discordway. They already have levels (hp+attributes) as well as sometimes insane armour levels. An increase of like 11% would be much more reasonable. I'd also like to see a general armour debuff too, it wouldn't mean discordway what get even more powerful because it relies on armour ignoring stuff,it would mean more viable builds.

/signed
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Old Oct 17, 2009, 11:51 AM // 11:51   #3
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HM needs much to fix it, it really is awful in the state it is in.
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Old Oct 17, 2009, 12:58 PM // 12:58   #4
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I don't understand the point about pve at all. I pve'd furiously for 2-3 years then moved over to pvp. Did a little pve lately just to check it out and was extremely put down. All the places I went to had nothing in them but sins. Balance anyone?

We went to DoA with a strong army of heroes, but lo and behold this area is not meant to be played with a balanced party. The foes are lvl28-ish, carry pvp builds and come in sizes of 40 at a time. I don't think anyone is arguing that these can be handled by a balanced group. You're forced to run with a "tank", maybe a ridiculous concept of an invincible sin, herding the foes into a small pile and have the rest of your team hit their skills in order 1-2-3-4-5-6. I won't even get into the UWSC deal.

I thought Anet intended pve to be some training ground before moving into pvp? That idea seems totally scrapped. You learn absolutely nothing in pve, in fact you learn that all it takes is putting more powerful stuff on your bar and you win. If aggro breaks or someone makes a mistake it's over. Kite? What for? The enemy is attacking your "tank" and all is good. Remove hexes and conditions? What for? Either the enemy is dying or the hexes come in two columns and you're already screwed.

Then HM makes it all worse. Now the mobs move faster than you can ever hope to do, attack faster, have ridiculous armor and can't be interrupted by someone with a human reaction time. This just makes it harder for any balanced team to deal with, if you run your "permasin" and "pve skill nuker" bars it's as easy as ever. Pve and HM is a pretty dumb concept if you ask me.

I remember pve used to be loads of fun back in the days of sorrows furnace and before that. Thunderhead keep was a real bitch, but of course we didn't run an invincible tank to "round up" the foes back then. You pugged people and the best moments were when people messed up, said something stupid/funny or got into big arguments. Now it seems the only cooperation is making the group then running off in different directions with your solobuild.

So.. /end rant and /signed.
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Old Oct 17, 2009, 03:18 PM // 15:18   #5
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Originally Posted by Sankt Hallvard View Post
All the places I went to had nothing in them but sins. Balance anyone?
So...you automatically assume everything sucks and has no balance because a bunch of retards from PvX wiki run cookiecutterassassins? You need to get out there more my friend.
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Old Oct 17, 2009, 03:22 PM // 15:22   #6
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/signed, would rather they dumb down HM itself than overpower more skills.
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Old Oct 17, 2009, 04:25 PM // 16:25   #7
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You want to turn Hard Mode into 'Slightly More Diffictul Mode'? No thanks. I agree they could have done things better for HM, but it is way to far from implementation to fix those mistakes, and although 'poor', HM is done fine. I'd have prefered them giving ALL monsters a secondary and more useful builds, along with more hard rezes. Something they did for GW:EN, but I know that won't happen as it takes a LOT of work to change builds and test them.
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Old Oct 17, 2009, 04:31 PM // 16:31   #8
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/not signed. HM is already pretty easy, no need to make it easier. If they were to change it, we'd basically have another version of NM, except that eles would be crappy damage dealers. In many areas HM is still pretty much NM anyway, especially because the healer builds are pretty much crap. Without the increased cast time for enemy monks, we'd be able to bulldoze through even faster.
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Old Oct 17, 2009, 04:42 PM // 16:42   #9
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/signed

Woud make things slightly easier, so maybe a small rebalancing. But it would allow interupt to be potentially useful.

How about monks still get half casting time?
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Old Oct 17, 2009, 04:44 PM // 16:44   #10
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I would be all for making pve more challenging (as in challenging) and promoting balanced teams but I don't see that happening now. Maybe in GW3.

Quote:
/not signed. HM is already pretty easy
That is the point. It's easy because ANet went with lazy design. Instead of working on mobs AI and skillbars they just made them faster and tougher.
That kind of design is equivalent to making a boss which poses no threat but has 390000000000000 hit points.

Last edited by BlackSephir; Oct 17, 2009 at 04:46 PM // 16:46..
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Old Oct 17, 2009, 04:57 PM // 16:57   #11
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Originally Posted by Captain Bulldozer View Post
/not signed. HM is already pretty easy, no need to make it easier. If they were to change it, we'd basically have another version of NM, except that eles would be crappy damage dealers. In many areas HM is still pretty much NM anyway, especially because the healer builds are pretty much crap. Without the increased cast time for enemy monks, we'd be able to bulldoze through even faster.
In my PvE - enemy monks spend 4+ secs on their asses and then they die.
Because I know there is no chance of me interrupting them I don't even try.
It doesn't get easier than this.
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Old Oct 17, 2009, 05:04 PM // 17:04   #12
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Quote:
Originally Posted by MagmaRed View Post
You want to turn Hard Mode into 'Slightly More Diffictul Mode'? No thanks. I agree they could have done things better for HM, but it is way to far from implementation to fix those mistakes, and although 'poor', HM is done fine. I'd have prefered them giving ALL monsters a secondary and more useful builds, along with more hard rezes. Something they did for GW:EN, but I know that won't happen as it takes a LOT of work to change builds and test them.
So, you'd rather they turned it into "Annoying Mode"?
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Old Oct 17, 2009, 05:07 PM // 17:07   #13
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Hard mode should be hard. It's interruption and disruption that needs to be buffed or rethought.
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Old Oct 17, 2009, 05:09 PM // 17:09   #14
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If the AI actually learned from past battles... there wouldn't be a need for any monster buffs in HM, unless you want an uber HM that is.
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Old Oct 17, 2009, 06:11 PM // 18:11   #15
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Quote:
It's interruption and disruption that needs to be buffed or rethought.
+1
it's sins that have to be remade and rebalanced. it's discordway that has to be rebalanced - or just don't run it.

Quote:
Totally agreed,it means we have to rely on gimmicky builds such as discordway.
statements such as this one make me laugh. you have to do nothing here, you can play the game the way you like. i only run discord for certain areas because i'm bored with them, while i'm playing a balanced team designed solely by me, punish/shutdown pve mesmer. and i'm fine with it as it is.
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Old Oct 17, 2009, 06:13 PM // 18:13   #16
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Hmmm.... /signed.

Completely removing reactive interruption as a viable game mechanic just isn't good design, especially when you have 2 core classes designed around it.

If you really can't live with HM becoming a tiny bit easier, then
1. Give monsters HCT only for skills with cast time >=2sec.
2. Turn up the difficulty elsewhere to make up for it.
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Old Oct 17, 2009, 07:13 PM // 19:13   #17
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/not signed. Wanna interrupt/shutdown the heavy hitting baddies? Set Gwen (or Norgu) up with the right build and lock her on. Easy peasy!

Or, Dazed is a wonderful effect to use on those super-heal spamming monks (and I think there's a skill called "epidemic" that will spread the love around.)

Bottom line is that there are more ways to win in HM than Sabway or Discordway. Spread your wings and FLY, little one.
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Old Oct 17, 2009, 07:23 PM // 19:23   #18
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this is a bad idea, people have beaten it already in that mode suck it up and do some research, then go do it H/H

/not signed
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Old Oct 17, 2009, 07:55 PM // 19:55   #19
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The point of this idea is that even if you dare to try interruption in HM, you are f**ked. The fast activation is good for punishment builds, but that is the least fun way to use a mesmer (I think they are the real concern here, as they have the most interrupt skills).

I think i know Upier enough to say that the biggest concern here is the lack of ways of having fun. Perfectly interrupting something is fun. Perfectly interrupting something that has 1/2sec cast time is even greater satisfaction. That is if being lucky satisfies you.

True its humanly impossible to go out in HM without any cast-time reducer skills in the hope of running an interrupt build. Should have more ways to be successful, have fun and get satisfaction in what we do. /signed on that part

But even if its a fantasy world, its not perfect. HM would be less hard. Beside that, in my experience the further and harder places you get, your choices of gameplay are deminishing. Everybody learns that when a party is looking for a SS or MM or 600 or 55hp or whatever kind of builds are most common at the time. Every game has that. You wont get to lvl99 in Diablo2 if you dont make the right chices and develop your character the right way. In GW no choice is permanent thnx heavens, but that stubborness to use the best ways remains.
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Old Oct 17, 2009, 09:29 PM // 21:29   #20
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i like it the way it is, it's the only effective way to practice 0.5 interrupts on my mes, master of healing is just a pain in the ass lol.
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