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Old Mar 01, 2007, 08:57 PM // 20:57   #61
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Quote:
Originally Posted by Thomas.knbk
You're forgetting the damage comes in two packages, making it much better against enemies using protective spirit. The opposite is true for Shield of Absorption and Shielding Hands, but those are hardly relevant.
This is not to say it's a bad idea, because it isn't. It's just something to point out.
So according to your logic because the skill bypasses Protective Spirit by dishing out damage in 2 waves it shouldn't be done? Thats like saying Sun and Moon Slash, Dual Shot, Forked Arrow and all Assassin *DUAL* Attacks should be nerfed. Yet all are effected quite alot by Shield of Absorption and Shielding Hands... like you said, but this effect should be ignored because obviously nobody uses Shield of Absorption...

There was really no point in pointing it out because it was completely worthless. As far as PvP is concerned the chances of you hitting more than 1 foe with 100 Blades are almost non-existant outside of piled up spirits. I can hardly see top guilds running this skill if it got buffed with a slight damage bonus to make it slightly more than completely worthless outside of solo farming.
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Old Mar 01, 2007, 09:05 PM // 21:05   #62
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I've been saying this skill needed a buff for a while now.

Though in my opinion it doesn't need a dmg increase. All I've ever wanted was that it causes bleeding... thats it.

/signed for causes bleeding, no dmg increase
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Old Mar 01, 2007, 09:43 PM // 21:43   #63
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Quote:
Originally Posted by Evilsod
So according to your logic because the skill bypasses Protective Spirit by dishing out damage in 2 waves it shouldn't be done?
No, I'm saying Protective Spirit is a common protection spell against Adrenaline Spikes, which is likely where this skill in its buffed form would be used, if it were used at all. Much more common than Shielding Hands and Shield of Absorption.
Why is that the same as saying dual attacks, dual shot etc. should be nerfed? I say it's something to consider when you're balancing this skill, like they obviouly did when creating Dual Shot, with its 25% penalty, Forked arrow with its conditional, and the relatively low damage on Dual Attacks, outside of Blades of Steel.
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Old Mar 01, 2007, 10:46 PM // 22:46   #64
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I don't think Hundred Blades should cause bleeding. Because seriously, reading Hundred should imply damage increase or just a hell of a lot of hits.
Hundred Blades does not read Bleeding Hundred Blades.
And don't compare this to Dismember and Eviscerate because the definition of those are basically chopping something up.
Instead of adding conditions to the skill which seems beyond ridiculous power wise, why not just have it be a stance ender with a little bit of power?

Example
Hit Target foe and others in front of you and deal 1...17 more damage twice, and target foe's stance ends. This attack cannot be "blocked" or "evaded".

If you think about it, a hundred blades is basically un-blockable and un-evadable. Also if you were to think about it, wouldn't a hundred blades kind of end any stance?

Or you can try to achieve a hundred blades, or at least, closer than two...

Example
Hit target foe and foes in front of you 2...4 times. Each sword attack deals 15% less damage.

Of course this is like the ultimate adrenaline builder, maybe better than "To the Limit!"

Then there's always the option of completely changing the attack into a skill, I'll use the example I posted earlier.

Example
Skill. For 1...10 seconds, each attack you do hits all foes in front of you twice. This skill takes 7...5 seconds longer to recharge for each attack skill used and also deals 30% less damage when an attack skill is used.

Of course this isn't an attack anymore and people may not like that...

Then people have suggested it hits everybody adjacent to you.

Example
Hit target foe and all adjacent foes twice.

But that may not be such a big improvement. For in things like PvP, heh, when was the last time in the arena you were completely surrounded by a billion guys? Well, four people aren't a billion.

But now, come to think of it. Since people have complained about this skill for such a long time, why hasn't it been changed yet? It's like Quick Shot, everybody says it sucks, but ANET never improved it.
Is it because Hundred Blades actually has more ups and downs and people just like saying downs because they're way easier to find? I bet ANET has a good reason why they've never improved it even after so many people hate it currently as seen here.
If ANET has chosen not to change this skill, there probably is a really good way to use this skill therefore it not being needed to be buffed. I would put some money down on the adrenaline build up you can do with this attack a part of the reason why they haven't buffed this skill.
But yeah, if no buff ever happened yet, there'll probably be none.
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Old Mar 02, 2007, 03:16 PM // 15:16   #65
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@ gameshoes... I dont think I want another stance elite... the sword line is suffering from un-use in most pv (and pve)... I dont think another stance would help that.... what we need are some worth while attack skills...



does anyone here observe pvp battles? the trend has been for some time to see warrior hammer and axe builds (spike)... but even when the guild takes a pressure build the sword warrior is nowhere to be found....after 2 hrs of GVG observing last night..... nothing

Last edited by clawofcrimson; Mar 02, 2007 at 03:28 PM // 15:28..
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Old Mar 02, 2007, 03:28 PM // 15:28   #66
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Hundred blades need buff, yes...just make the AoE a little bigger.

The currect "adjacent to foe" is just way too small. Note, it is "adjacent to foe" and not "adjacent to target foe". The area is actually smaller than [skill=Death's Blossom]

Heck...we should remove "adjacent to foe" all together.
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Old Mar 02, 2007, 03:50 PM // 15:50   #67
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It could ude a small buff...maybe more damage or something but I use it all the time for nothing more than to help build adrenaline for my more powerful attacks..if you use enraging charge and 100 blades and use them at the correct times you can have like 4 adrenaline skills that take 8 hits to build up and keep them up almost all the time
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Old Mar 02, 2007, 06:08 PM // 18:08   #68
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Alright. Everyone back on topic. If you don't like what someone says, then use the report button to get a moderator's attention.
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Old Mar 02, 2007, 07:21 PM // 19:21   #69
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I would still like to see the skill add a few more hits per target. Afterall, it is ONE HUNDRED blades, not TWOBLADESPERADJACENTFOE. :]

Or... what if the skill was changed to be a stance or skill (as opposed to an attack skill) that made all of your regular hits attack twice for a period of time? If this seems too strong, just add a cooldown time inbetween possible restances/reskills.
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Old Mar 02, 2007, 07:32 PM // 19:32   #70
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Why not really have it be "hundred" blades. Have it hit an additional time for each recharging attack skill. It would make it unique (only skill that gives more than 2 hits in one attack) and make it more usable. Only problem is that adrenal skills don't have a recharge, but you get my idea. MORE HITS!
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Old Mar 02, 2007, 10:28 PM // 22:28   #71
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Come on... you can't give it more hits. Giving it more hits just means it'll get abused with massive buffs to get a ridiculous amount of damage from it. Its either extra damage, bleeding or both.
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Old Mar 03, 2007, 08:18 AM // 08:18   #72
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Quote:
Originally Posted by Evilsod
Come on... you can't give it more hits. Giving it more hits just means it'll get abused with massive buffs to get a ridiculous amount of damage from it. Its either extra damage, bleeding or both.
Agreed with that. Even if you gave it 10 hits who would all hit for 5 on average, people would just take a vamp sword and order of pain/the vampire for massive dmg.
To anyone who was offended by my previous post, and appearantly people were because it was deleted, I apologize.
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Old Mar 03, 2007, 08:52 AM // 08:52   #73
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Indeed. Apologies to anyone who was offended.


On a side note an 'extra hit' mechanic might be interesting. Perhaps not 10 or anything insane like that but maybe something like 4? Like you say, more hits will mean abuse of damage mods right..?

4 inherent AD gain
20 life-steal from vamp
4 energy from zealous
8 potential AD from furious

That's from the inherent weapon mods. I guess the bigger picture is the additional mods.

Nightmare Weapon is probably the biggest threat. Potentially 159 life-steal on top of anything else you add.

Splinter Weapon isn't that much of a big deal (unless people/mobs bunch) though the damage is raw, al ignoring.

Brutal Weapon is a potential +64 raw damage.

Mark of Pain falls into the same boat as Splinter but would result in a potential 168 raw damage to adjacent foes.

Cunjure skills a potential 88 elemental damage.


I'm sure there are others I'm not thinking of. Dunno how big a deal this would be or if it's even worth it, but it might be interesting.

I think the reason people are trying to come up with other things to do with it besides +damage is because that's the easiest thing to do with it to make it better. The easiest thing for people to factor into their builds. However with a number of skills that already do that it's not the most interesting thing you could do, and it certainly wouldn't be unique.
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Old Mar 03, 2007, 02:48 PM // 14:48   #74
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You can make the skill do not trigger some effects, so number of hits is not really a problem.
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Old Mar 13, 2007, 06:35 AM // 06:35   #75
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Quote:
Originally Posted by Evilsod
Giving it deep wound would be too strong and would be completely overpowering. Could you imagine the spike... get an OoP (or not), 100Blades an opponent then Final Thrust him.

The only condition it should cause is bleeding. Any bonus damage... *shrugs*
I fully agree.. causing bleeding would be great with a % chance of bonus damage. A nice mob would net n strikes of adren for Sever Artery and within another slash or two be ready for Final Thrust. Regaurdless of all of our opinions, they definately need to improve the meek-leet skill HB..

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Old Mar 13, 2007, 06:42 AM // 06:42   #76
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why not simply change to all adjacent foes instead of foes adjacent to target foe.
still hits twice.
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Old Mar 13, 2007, 03:34 PM // 15:34   #77
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Hundred Blades [E]
E: 5
R: 8
Swing twice at target foe and foes adjacent to your target. The first attack causes Bleeding and the second causes Deep Wound.
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Old Mar 13, 2007, 04:13 PM // 16:13   #78
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Lower the cool down to 5 or 6. The current can often take a bit longer than 8 seconds to recover, despite it saying it takes 8. This has been reported as a bug and still has not been fixed.

Allow it to hit 360 degrees, much like Cyclone Axe or Triple Chop. After all, watching the animation for Hundred Blades, you clearly spin around 360 degrees in a clockwise motion.

Swinging twice at a target foe and foes adjacent to your target are fine.

This would be a very minor buff and doesn't screw around with the elite any by adding any effects like Bleeding, Deep Wound, etc.
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Old Mar 13, 2007, 04:25 PM // 16:25   #79
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I agree with Tarun, I think the recharge should be reduced to 4 of 5 seconds, and hit all foes around you twice.
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Old Mar 13, 2007, 04:40 PM // 16:40   #80
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That would just Buff the skill for some intense farming. We should aim more for PvP, since that is what the skill balancing is (mostly) based around.

I think adding more hits is a great idea. Sure, the effects of other skills stack with it, but that requires teamwork and may even break some of the common warrior secondary professions we see now. Plus, instead of adding extra damage to the skill, the skill would be more of a secondary "utility" attack skill just to power some adrenaline. I feel it would add a nice variety to the common (axe mastery esp.) skills of "QuickAddMoreDamage!"
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