Sep 26, 2009, 02:55 PM // 14:55
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#21
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Jungle Guide
Join Date: Feb 2007
Location: Philippines
Guild: [Glad]
Profession: Mo/
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Quote:
Originally Posted by caballo_oscuro
deepwound isn't imbalanced. If you're not able to maintain your health at or near the breakpoint, maybe you deserve the DP you're getting... I like Deep Wound. Combined with bleeding... now stop qq'ing and learn to overcome your inadequacies.
As for OP, there's an effect from Madness darts which already causes this image distortion
http://wiki.guildwars.com/wiki/Madness_Dart
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Stop being bad. Deep Wound is the only reason people are able to get clean spikes off. Otherwise our PvP would be lame the crap out of everyone with energy denial and hexway.
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Sep 26, 2009, 03:00 PM // 15:00
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#22
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Desert Nomad
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Quote:
Originally Posted by Shadow Sin
Stop being bad. Deep Wound is the only reason people are able to get clean spikes off. Otherwise our PvP would be lame the crap out of everyone with energy denial and hexway.
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have to agree with Ari. deepwound not OP? what you on DW is the most important condition in game
ps ari. gobacktoaion
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Sep 26, 2009, 04:14 PM // 16:14
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#23
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Jungle Guide
Join Date: Feb 2007
Location: Philippines
Guild: [Glad]
Profession: Mo/
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No. Shut Up boo. DW is definitely OP. 20% maximum of HP, 20% reduced healing. You're mad if you think DW isn't OPed, especially if it's covered by 2-3 other conditions.
EDIT: Thanks for correction
Last edited by Shadow Sin; Sep 26, 2009 at 04:30 PM // 16:30..
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Sep 26, 2009, 04:24 PM // 16:24
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#24
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Krytan Explorer
Join Date: Dec 2006
Location: far far away
Profession: W/
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Quote:
Originally Posted by Shadow Sin
33% chunk of HP, 33% reduced healing.
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AFAIK, it'¡s 20% "chunk of HP" and 20% reduced healing.
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Sep 26, 2009, 04:30 PM // 16:30
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#25
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Jungle Guide
Join Date: Feb 2007
Location: Philippines
Guild: [Glad]
Profession: Mo/
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Thanks for the correction. Eitherway, DW is still overpowered, and is the main reason why spikes are able to get off.
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Sep 26, 2009, 10:17 PM // 22:17
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#26
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Krytan Explorer
Join Date: Sep 2006
Location: Treehouse #1
Profession: W/
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Quote:
Originally Posted by subarucar
Why not give Blackout a more realistic effect aswell while we are at it.
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This is better than the OP's suggestion.
In fact I love it!
/signed
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Sep 27, 2009, 02:39 AM // 02:39
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#27
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Administrator
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Quote:
Originally Posted by Shadow Sin
Thanks for the correction. Eitherway, DW is still overpowered, and is the main reason why spikes are able to get off.
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You seem to have the idea that spiking is bad. Care to explain?
__________________
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Sep 27, 2009, 02:08 PM // 14:08
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#28
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Lion's Arch Merchant
Join Date: Jun 2009
Guild: Protectors of Fate [GoF]
Profession: N/Me
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My computer doesn't support drunk effects, so go for it. Doesn't affect me.
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Sep 27, 2009, 02:37 PM // 14:37
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#29
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by Shadow Sin
Thanks for the correction. Eitherway, DW is still overpowered, and is the main reason why spikes are able to get off.
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ArenaNet considers spikes a valid part of PvP gameplay.
Except when they don't, of course.
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Sep 27, 2009, 07:36 PM // 19:36
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#30
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Atra esterní ono thelduin
Join Date: Jan 2008
Location: Madness Incarnate
Guild: [Duo]
Profession: W/P
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lol, a forced drunkeness effect? no thank you
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Sep 27, 2009, 11:14 PM // 23:14
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#31
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Jungle Guide
Join Date: Feb 2007
Location: Philippines
Guild: [Glad]
Profession: Mo/
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Quote:
Originally Posted by Marty Silverblade
You seem to have the idea that spiking is bad. Care to explain?
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Spiking, is NOT bad. Deep Wound is overpowered by itself, because of its ability to be manipulated for pressure and spikes. However, spikes in Guild Wars would be extremely hard to maneuver correctly because it is already very hard to spike down a target in a meta of ~600hp on a 60 al target with 16 (or 8) armor shield set and a +5 armor spear.
Edit: Think of it this way.
Deepwound = 20% heal reduction, 20% reduction of maximum HP
Blind = Melee attacks miss, no health or heal reduction
Burning, Poison = Damage per second, however, it does not reduce heal potential
Cracked Armor = Lowers the target's AL, but it does not cause heal reduction or health reduction
Daze = Spells have a longer cast time and are easily interruptable, but do not have health reduction
Crippled = Reduction in movement speed, but no health reduction
Last edited by Shadow Sin; Sep 27, 2009 at 11:18 PM // 23:18..
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