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Old Jun 19, 2007, 12:26 PM // 12:26   #21
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And as drops are scaled to party size this affects what?
how can people STILL not get how loot scaling works...sometimes i wonder if 1/2 these people even try out what they whine about...

Im sure i saw someone moan about how SR sucked when the messed up the skill descriptions....
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Old Jun 19, 2007, 12:40 PM // 12:40   #22
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i have tried it and i get same average number of drops solo as with 3 heroes

but it has been a week since i got a gold from a chest so i think i just have really bad luck in GW
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Old Jun 19, 2007, 02:00 PM // 14:00   #23
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/signed, I think this is a good Idea, but to keep it you have to pay the skill point.
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Old Jun 19, 2007, 02:31 PM // 14:31   #24
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Lets just make a new elite signet in which it kills any monster upon casting. That's kickass right? To keep it from being overpowered, we'll add in a really HUGE recharge time, right?

Okay, now what you have is a team with this class as primary or secondary carrying this skill with mesmer signet recharge reduce time as well so they can kill all monsters this way...

It doesn't make it better to add such things. Balance is more important than having any 'super-duper' elite.

/not signed
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Old Jun 19, 2007, 03:38 PM // 15:38   #25
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/not signed. Sorry, a little too overpowered. However, a celestial toned down version would be better. Maybe something like lightbringer's gaze, which isn't ridiculously overpowered but almost necessary in areas like Realm of Torment.
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Old Jun 19, 2007, 07:12 PM // 19:12   #26
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It's funny everyone is notsigning when twice I said they needed to be nerfed a little for use in the game at large and gave an RP reason why.
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Old Jun 20, 2007, 01:27 PM // 13:27   #27
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Yup... I won't disagree with a 'less poerfull' version of the celestial skills.

First, make the 'permanent' copies Signets instead of skills, to make them affecteted by, then, like the resurrection signet, recharge only in morale boosts (like they currently are), and finally, make them less powerfull... something like half power or so.

And of course, add Paragon and Dervish unique celestial skills!! >_<
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Old Jun 21, 2007, 09:41 AM // 09:41   #28
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"nerfed a little"...umm, they would have to be nerfed a lot. Celestial storm would have to resemble firestorm for it to be not overpowered. Storm of swords would have to become something like Hundred Blades. Pve is easy enough as it is, there is no point in adding overpowered skills or nerfing them to become duplicates of current skills.

/not signed
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Old Jun 21, 2007, 12:56 PM // 12:56   #29
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Firestorm deals Fire damage. Celestial storm deals hts of different damage types.
Hundred blades deals two hits. Storm of Swords deals hits depending on the number of adjacent allies...

But... anyhow, they'll be PvE and balanced separately, and of course, since they recharge only in morale boosts, they will never be too much overpowered unless you are inside a certain Mission, and you can always disable them in those, like in Abbadon's Gate.
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Old Jun 21, 2007, 01:22 PM // 13:22   #30
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/signed

I am all for it. As long as it is for PvE only, I don't see why anyone would have a problem with that. If you don't like them don't use them, its as easy as that.
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Old Jun 21, 2007, 01:40 PM // 13:40   #31
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Umm, when I compared them to hundred blades and fire storm, I was talking about how they would have to be nerfed to be comparable to hundred blades and fire storm in order for it to be implemented fairly into pve. I wasn't saying that those celestial skills were the same as hundred blades and fire storm...you should read more carefully. Anyway, even if it was only pve only, could you imagine the farming builds that would result from those skills?

Spellsword, obviously many people have a problem with implementing the celestial skills based on how many /not signed posts there are in this thread. And your last argument about how "if you don't like them don't use them" is a very poor argument. If your gonna use that as your main argument, then why don't we just implement the celestial skills into pvp too lol, like you said "if you don't like them don't use them" in pvp (no, I'm not saying that we should implement them into pvp)
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Old Jun 21, 2007, 02:55 PM // 14:55   #32
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I said I don't see why anyone would have a problem with them, not that noone does. And the difference between PvE and PvP should be apparent. In PvP you are fighting against real players, so even if you wouldn't use them, they might use them against you which would clearly be overpowered. On the other hand, using those skills against the AI mobs wouldn't affect anyone else but you.
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Old Jun 21, 2007, 11:03 PM // 23:03   #33
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Using them in pve for farming would affect the economy which would then affect everyone else. Using them in pve would also make certain titles much easier such as protector, guardian, and vanquisher titles which would affect those that already worked hard to get those titles. Pve is already kind of easy, I see absolutely no reason to make it even easier. Guild Wars is supposed to be somewhat challenging.
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