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Old Oct 01, 2005, 04:30 AM // 04:30   #1
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Default Anet please stop these senseless nerfs

No seriously. I was tripping about it but after checking what was changed Im really finding this game going downhill if it keeps nerfing things for every little whine out there. For example Balthazar's Aura costs 25 energy. Symbol of Wrath costs 5. For the amount being paid in Aura it was worth it because it was faster and more efficient. But you was spending a lot of energy. Along came the elmo's smiters and with Ether Renewal they could spam these things. THERE WAS a counter for it but noooo people whined and Aura got nerfed bad. And in fact it was Ether Renewal which was the real source of power because normally the high cost of Aura makes it rather hard to spam for any other class other then an elmo.

OoB is now officially superior to E Drain. At least both where useful and had their cons. Now OoB recharges faster whereas E Drain recharges slower. Denial Healer Mo/Me are fubbered now

Aegis is also now a lot slower. Not only did it cost 15 e but it had quite a long recharge time compared to the time it lasts. Now I find it hard that it can actually get pulled out considering the many interruptions in game lately.

How the heck are we supposed to fight in the end? If everything gets nerfed because of possible combinations what's the use of doing profession combinations instead?

I find my Mo/Me Denial HEaler less useful due to E Drain. I also find it harder to be a monk smiter in those occasions I have to play one. Why? Because they nerfed skills based on what an Elementalist could do with them?

Yet I didnt see IWAY getting nerfed. And this has been running on Tombs for quite a while. How come IWAY didn't get nerfed? But El/Mo Smiters did? Now all I see are IWAY Fights in Tombs. So much I decided to hit arenas instead.

Note: My profession is that of Denial Healer and its the only viable profession I play in Tombs.
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Old Oct 01, 2005, 01:05 PM // 13:05   #2
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Well, about smiting. First off, the official handbook says that monks "Don't specialize in damage", yet they did more damage than an Elementalist. Why?

And why was it that the E/Mo could smite 10 times better than a primary monk who gets smiting as an attribute? Because Ether Renewal was overpowered, plain and simple.

Energy Denial... well, you got me there. For lack of better words... I feel this was just plain... retarded.

IWAYs don't deserve to be nerfed. They are easily countered, moreso than smiting monks. Your average team usually has a counter around for this, and it only takes 1 or 2 skills to shutdown an IWAY warrior (because they have no condition or hex removal). They also changed the capped attack speed and made it so that the necro who is spamming order's will die VERY quickly.

I don't think it's so much of Smiting being overpowered as much as them wanting to carrry out their vision of the game. Warrior's were meant to do high damage and be able to last a long time, yet be easily countered. Monks weren't meant to be high end damage dealers, just read the descritpion in the book.

Last edited by BigTru; Oct 01, 2005 at 01:08 PM // 13:08..
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Old Oct 01, 2005, 01:21 PM // 13:21   #3
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Quote:
Originally Posted by Zhou Feng
No seriously. I was tripping about it but after checking what was changed Im really finding this game going downhill if it keeps nerfing things for every little whine out there. For example Balthazar's Aura costs 25 energy. Symbol of Wrath costs 5. For the amount being paid in Aura it was worth it because it was faster and more efficient. But you was spending a lot of energy. Along came the elmo's smiters and with Ether Renewal they could spam these things. THERE WAS a counter for it but noooo people whined and Aura got nerfed bad. And in fact it was Ether Renewal which was the real source of power because normally the high cost of Aura makes it rather hard to spam for any other class other then an elmo.

OoB is now officially superior to E Drain. At least both where useful and had their cons. Now OoB recharges faster whereas E Drain recharges slower. Denial Healer Mo/Me are fubbered now

Aegis is also now a lot slower. Not only did it cost 15 e but it had quite a long recharge time compared to the time it lasts. Now I find it hard that it can actually get pulled out considering the many interruptions in game lately.

How the heck are we supposed to fight in the end? If everything gets nerfed because of possible combinations what's the use of doing profession combinations instead?

I find my Mo/Me Denial HEaler less useful due to E Drain. I also find it harder to be a monk smiter in those occasions I have to play one. Why? Because they nerfed skills based on what an Elementalist could do with them?

Yet I didnt see IWAY getting nerfed. And this has been running on Tombs for quite a while. How come IWAY didn't get nerfed? But El/Mo Smiters did? Now all I see are IWAY Fights in Tombs. So much I decided to hit arenas instead.

Note: My profession is that of Denial Healer and its the only viable profession I play in Tombs.
Stupid crying little baby. A "denial healer" isn't going to be less usefull with the update. Sorry, but no.

Smiting is still workable, in fact, i use a mo/w smiter in pvp sometimes... It works fine.

Aegis... You're just finding reasons to be a brat aren't you? I still pull this off plenty, as i use a protection monk in tombs.

The game isn't going "downhill" at all. Perhaps you should play some other mmorpg (Not saying this is one entirely). Then you'll see that a game which has been out for 4-5 years still has incredibly bad balancing issues, and still nerfs things.

Just wait for the new expansion, if there's new proffessions, i guarantee people will find more exploitable cookie cutter builds. It's bound to happen. But, with anet being as good as they are, we the player don't have to worry.

Each update has been a great show of care for their game, and with these great changes, people will actually want to try different combo's! Oh no!

Last edited by Perishiko ReLLiK; Oct 01, 2005 at 01:23 PM // 13:23..
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Old Oct 01, 2005, 01:29 PM // 13:29   #4
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/anti-signed.

ANet, please keep developing & balancing the game.
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Old Oct 01, 2005, 02:22 PM // 14:22   #5
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They only really nerfed the AoE 'farming' smite skills.The actually improved the single-target, ranged attacks. If I have to gripe at all, that progress bar for enemy skills is gonna make interrupting WAY too easy.
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Old Oct 01, 2005, 02:23 PM // 14:23   #6
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Anet, as much as I dislike your constant efforts to stop monk UW farming,
I love a good challenge. Bring it on, and great work so far.

~Rosette
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Old Oct 01, 2005, 02:40 PM // 14:40   #7
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Quote:
Originally Posted by Perishiko ReLLiK
Stupid crying little baby. A "denial healer" isn't going to be less usefull with the update. Sorry, but no.

Smiting is still workable, in fact, i use a mo/w smiter in pvp sometimes... It works fine.

Aegis... You're just finding reasons to be a brat aren't you? I still pull this off plenty, as i use a protection monk in tombs.

The game isn't going "downhill" at all. Perhaps you should play some other mmorpg (Not saying this is one entirely). Then you'll see that a game which has been out for 4-5 years still has incredibly bad balancing issues, and still nerfs things.

Just wait for the new expansion, if there's new proffessions, i guarantee people will find more exploitable cookie cutter builds. It's bound to happen. But, with anet being as good as they are, we the player don't have to worry.

Each update has been a great show of care for their game, and with these great changes, people will actually want to try different combo's! Oh no!
I advocate nerfing if its neccesary like a build has no counter to it at all. But elmo Smiters where counterable. The only thing that was a bot too much was Ether Renewal. But the rest of the build was counterable.

Monk Smiters can't deal as much damage as an Elemntalist in the long run. And they aren't terribly efficient anyone knows that.

Your use of terms to insult me are amusing because you do not know me and because you could have explained things rationally without need of resorting to them.
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Old Oct 01, 2005, 02:51 PM // 14:51   #8
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My only problem with the update was the nerfing of Energy Tap and Drain. And I mean, they got SERIOUS nerfing. Diversion? Sure, fine, whatever. It needed less spamability. But come on, were Tap and Drain really necessary to modify?

Mind Wrack has been considered crap because getting a decent player down to 0 energy, then keeping them there, was considered too much effort with too little effect. Now, two of the prospective energy denial player's tools have been cut in effectiveness by 50%. More so, actually, as with 11 inspiration (the amount my mesmer has), Drain used to take 17 energy. Now, it takes 8 and gives me 16. Not to mention the unneccesarily slow recharge time.

Also... Ether Feast. Come on. It ate up 5 energy. 5 is not a lot. Did it really need nerfing? Seriously? Was Ether Feast spam so much of an issue that it warranted two less energy eating?

I don't have a huge issue with any of the other updates. It's just those three skills (Ether Feast, Energy Tap, and Energy Drain) that I have a problem with. Energy Denial hasn't been an issue in PvP (to the best of my knowledge), so why the hate?
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Old Oct 01, 2005, 03:11 PM // 15:11   #9
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Quote:
Originally Posted by Zhou Feng
I advocate nerfing if its neccesary like a build has no counter to it at all. But elmo Smiters where counterable. The only thing that was a bot too much was Ether Renewal. But the rest of the build was counterable.
The problem with this is that just because a skill is counterable doesn't mean it can't ruin or stagnate a game. Counterable does not equal balanced. ANet's only caring about the balance aspect, as they should.

To other's comments on the Energy Denial, I don't completely understand it myself. However, others who are far better at PvP than myself have said that it was overpowered. Not abusively so, but still overpowered. The idea is that a good E-Denial person could drain two enemy casters very quickly and have plenty of skill slots left to shut down a third. One teammate being able to completely negate three enemies? Ah, I loved it myself, but I can see where it may have been unbalanced.
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Old Oct 01, 2005, 03:19 PM // 15:19   #10
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Quote:
Originally Posted by Numa Pompilius
/anti-signed.

ANet, please keep developing & balancing the game.
I 100% agree with this post.
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Old Oct 01, 2005, 03:29 PM // 15:29   #11
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Zhou Feng

they are making constant adjustments and if it was nerfed excessively they will reduce the nerf if necessary for balance.

patience is required though
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Old Oct 01, 2005, 03:34 PM // 15:34   #12
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/suck it up?

It's a MMORPG it's subject to change! You should be thankful cause other MMORPGS change more! I'm a monk myself and when I saw aeigs had a 2 second cast time I didn't give a care. It's a part of the game now. If you don't like something figure out something else. The game would be lame if one build was the ONLY build worth doing cause anet didn't change anything! It's INHUMAN to think they could make a perfect skill set up on release.
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Old Oct 01, 2005, 04:21 PM // 16:21   #13
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Constant changes require adaptation. They don't happen everyday. They happen when it's become clear that only a few builds are out there, because people can't bother to be creative and just mimick what works for someone else. Now all those people who couldn't be bothered to think, have to either

A) Think
B) Wait for someone to do it for them.

The changes are a good thing. If you want to always dominate as a certain class or whatever, go play some shitty MMORPG (there are countless out there).
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Old Oct 01, 2005, 04:40 PM // 16:40   #14
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I have no problem with change. Change is in fact a good thing.

It's just I don't understand any reason behind the changes made to the energy denial skills listed above. Energy Denial wasn't dominating (to the best of my knowledge, anyways), and yet they cut the effectiveness of those skills in half, if not more.

Due to these changes, I've switched over into a more mainline Shutdown build. If Anet is trying to promote diversity among skill sets, that move was counterproductive. I like the idea of having many different builds that can function at least somewhat equally. The nerf to energy denial did not do that, in my opinion.
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Old Oct 01, 2005, 05:30 PM // 17:30   #15
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energy denial could be almost totaly dominating with just arcane echo and drain.

now you need to use 4-5 skills to effectivly drain energy. not 2.

think about interrupts. you need about 5 of them to be effective. its only fitting that you need to specialise the same amount for energy denial.
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Old Oct 01, 2005, 07:48 PM // 19:48   #16
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Quote:
Originally Posted by Charcoal Ann
energy denial could be almost totaly dominating with just arcane echo and drain.

now you need to use 4-5 skills to effectivly drain energy. not 2.

think about interrupts. you need about 5 of them to be effective. its only fitting that you need to specialise the same amount for energy denial.

Thank you.

To benefit the point that you can still use energy denial, my monk could never get up 10 energy for one match where there was an energy denial mesmer on the other team. Seriously. It was hard enough to pull up the five-energy for remove hex to deal with ether lord (ewww, I know). Dear lord, it was a pain.
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