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Old Oct 23, 2005, 07:02 PM // 19:02   #1
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Default Thunderclap is broken and now needs to be nerfed.

If you've been to the arenas at all lately, then you know that Thunderclap is a broken skill and ANet needs to make it's nerfage a top priority. It's retarded that you can't even play arenas anymore without running into this crap. /signed for Thunderclap ruining my day.

edit: This should probably be in Sardelac, feel free to move.

Last edited by Commodore_Mcawesome; Oct 23, 2005 at 07:04 PM // 19:04..
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Old Oct 23, 2005, 07:04 PM // 19:04   #2
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oh. so thats what keeps knocking me down over and over.

/signed thunderclap needs fixing NOW
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Old Oct 23, 2005, 07:05 PM // 19:05   #3
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Bring hex removal and ruin their day. You are bringing hex removal, right?
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Old Oct 23, 2005, 07:06 PM // 19:06   #4
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You don't understand - Thunderclap continues to function even if the caster has 0 energy left. This is contrary to the skill description - thus broken skill. They can keep you on the ground for the entire duration of the spell.

Edit: For clarification, although Thunderclap reads:

For 8...18 seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose 15...9 Energy or Thunderclap ends.

It functions as if it read:

For 8...18 seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose 15...9 Energy.

Last edited by Commodore_Mcawesome; Oct 23, 2005 at 07:27 PM // 19:27..
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Old Oct 23, 2005, 07:09 PM // 19:09   #5
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Once thunderclap is on a monk, he can do nothing. Period. I saw a sword warrior using this thing, he would hit, monk gets knocked down. He hit again while the monk is down, then hit when the monk stood up. That is 30+ energy gone right there. Even if he was using warriors endurance, he should not have had the energy to keep that up for 7-8 knockdowns. Hex removal of any kind, besides hex breaker beforehand and hope they don't have a trash hex to use first, or a maintained holy veil before going in, is not going to be anywhere near fast enough to take it off.
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Old Oct 23, 2005, 07:51 PM // 19:51   #6
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The point is, Thunderclap isn't working the way it's skill description is worded. It is supposed to end when the target it knocked down and you can't pay the energy. I just tested it in comp arenas and it doesn't end on that condition. I have 0 energy (or 1 or 2 when I actually hit, meaning I do lose some energy in the process, just not nearly the required ammount) and the target is knocked down, I swing again, knocked down again.

The skill isn't broken in the sense that it's too good and needs to be nerfed, it's broken in the sense that it's not working the right way and needs to be fixed.
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Old Oct 23, 2005, 07:58 PM // 19:58   #7
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Quote:
Originally Posted by Fenix
The skill isn't broken in the sense that it's too good and needs to be nerfed, it's broken in the sense that it's not working the right way and needs to be fixed.
Well, this may be just me, but an 18-20 second constant knocklock on a character (or group of characters - Thunderclap is AoE) seems to me to be at least slightly "too good".
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Old Oct 23, 2005, 08:00 PM // 20:00   #8
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...add stonefist gauntlets and you have super long knockdowns too.

i think its broken
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Old Oct 23, 2005, 08:01 PM // 20:01   #9
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Yeah I've been farming faction in arenas with it. It's quite fun. Stonefist gauntlets actually screw up the rhythm. Go E/W for double energy recharge to get thunderclap back on faster once it ends.
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Old Oct 23, 2005, 08:01 PM // 20:01   #10
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Quote:
Originally Posted by Commodore_Mcawesome
Well, this may be just me, but an 18-20 second constant knocklock on a character (or group of characters - Thunderclap is AoE) seems to me to be at least slightly "too good".
Yes, but it wouldn't be too good if it wasn't for the bug.
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Old Oct 23, 2005, 08:36 PM // 20:36   #11
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Quote:
Originally Posted by Align
Yes, but it wouldn't be too good if it wasn't for the bug.
Ah, I see what he means now. And for the people that are exploiting this bug to get faction, please die in a fire. I'm trying to have fun in arenas and it's people like you that are screwing it up for people like me.
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Old Oct 23, 2005, 09:18 PM // 21:18   #12
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I'm positive this is a bug, as it affects all other skills with similiar descriptions, for example Spinal Shivers. Already sent it to the support website.
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Old Oct 24, 2005, 12:14 AM // 00:14   #13
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/notsigned

About time Ele's had some evil ass counter to IWAY and Trappers.
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Old Oct 24, 2005, 12:24 AM // 00:24   #14
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Uhm, its broken. Sister Rosette's comment is equivalent to people who thought Ranger Interrupts were fine when they were broken.
/signed
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Old Oct 24, 2005, 12:27 AM // 00:27   #15
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its just a bug, no need to nerf. all you need to do is... fix the bug
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Old Oct 24, 2005, 01:01 AM // 01:01   #16
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In my experience, Shivers acts the same as this 'bugged' skill. If I have shivers on someone and I have 1 or 2 energy left, I will get that last interrupt in. It basically doesn't end until I have 0 energy AND I get a hit in while they're casting. Which sometimes means that I get a couple extra interrupts in since I will hit them while they are NOT casting and gain 1 or 2 energy during that. Then, when they DO cast, I get another interrupt in.

Should you be able to get that last knock down in if you can't pay the price, or should the skill end and you just keep your energy? Not sure what it's supposed to do, but described above is how it works now.
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Old Oct 24, 2005, 01:12 AM // 01:12   #17
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The new information is ALL "energy burn or this ends" skills are effected.

They no longer end if you dont have the energy to pay, they end when your energy goes down into the "negative" range (it shows as 0, but you get what I mean).

So it is quite simple for a smart person to keep this up for the entire time listed in the skill description by just timing attacks and regen times.
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Old Oct 24, 2005, 01:26 AM // 01:26   #18
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Quote:
Originally Posted by funkho
In my experience, Shivers acts the same as this 'bugged' skill. If I have shivers on someone and I have 1 or 2 energy left, I will get that last interrupt in. It basically doesn't end until I have 0 energy AND I get a hit in while they're casting. Which sometimes means that I get a couple extra interrupts in since I will hit them while they are NOT casting and gain 1 or 2 energy during that. Then, when they DO cast, I get another interrupt in.

Should you be able to get that last knock down in if you can't pay the price, or should the skill end and you just keep your energy? Not sure what it's supposed to do, but described above is how it works now.

shivers takes energy ONLY when your interuppted... thunderclap uses energy immediatly on hit regardless if they're knocked down or not. Seemed the other day it worked fine, once your energy was gone so was thunderclap.
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Old Oct 24, 2005, 01:33 AM // 01:33   #19
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/notsigned i think this skill being broken could make for some new builds in tombs
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Old Oct 24, 2005, 01:54 AM // 01:54   #20
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You mean NEW Uberleet team of 8 E/W's??? You have got to be kidding me. This skill is worse than etherenewal and spirit spams lol. Its not that its impossible to beat its the fact that its bugged. Bugged skills should not be anywhere. Thunderclap needs a buff but this isn't it.
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