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Old Jul 05, 2005, 07:04 PM // 19:04   #1
Wilds Pathfinder
 
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Default Res Sig Nerf

I think the Res Signet needs some sort of small nerf. From what I can tell, it has more range than a Longbow. That just seems like too much. There's no way to watch a corpse and know that you'll see the person using it. I'll give you an example.

I was fighting on the fort arena with the two small wood bridges (lion's Arch arena). I had a monk targetted on top of the bridge with my shortbow at max range and my side against a wall. I took the monk down and targetted the enemy that was closest to the downed monk. This target was beside me, no closer to the monk than me. He didn't revive the monk; didn't even try. No it was someone else even farther away from the monk, about half the range again of my bow.

It just seems silly that you can be about 1/3 of that map away from someone and still res them with the signet.
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Old Jul 05, 2005, 07:06 PM // 19:06   #2
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Yes it does...

I'm an interruption ranger...

Hard to interrupt if the person's about 200 feet away...
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Old Jul 05, 2005, 07:09 PM // 19:09   #3
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I agree. I'll take out a warrior, and then be in the process of exploiting his body when he stands up- i get no benefit and then the warrior chops me down. Of course, this has worked the other way around too. Once, there was one man left on my team, and like three on the other. The survivor rezzed one, who rezzed another, and we ended up winning.
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Old Jul 05, 2005, 07:12 PM // 19:12   #4
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The only nerf the Res Signet needs is range
Other then that, it is fine. But i agree, it is kinda annoying as people can revive from far away. Maybe another nerf would be the requirement of a line of sight and keep the old range. But no more reviving through wall then with the Signet.
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Old Jul 05, 2005, 08:09 PM // 20:09   #5
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i agree, i think all res' should make you stand on the corpse to res, but of course im not a developer
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Old Jul 05, 2005, 08:28 PM // 20:28   #6
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I don't think any change is necessary. The rez signet serves to ensure that teams who can adapt their tactics on the fly will win out over teams that scored a lucky kill due to lag spike, etc.

-Ancient
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Old Jul 05, 2005, 08:38 PM // 20:38   #7
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wow, i never thought I'd see the day...
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Old Jul 05, 2005, 08:39 PM // 20:39   #8
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So chuck, you don't think that a team that planned ahead enough to bring a full res deserves to win against a team they owned, but had a res sig and can run faster? Thats a load of crap. If anything, res sig needs to be spell range only, and rebirth needs to have an absurdly long range, especially for its cost. Res sig...I didn't know that its range was that long, but since I know now, it should be the same range as the basic res, which is spell range only.

I support Rajamic
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Old Jul 05, 2005, 08:41 PM // 20:41   #9
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I see it this way: If you're truly the better team, and you've already killed them once, you will be able to kill them again, and again, and again until they run out of Signets. That's how it works out for us anyhow. /shrug.
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Old Jul 05, 2005, 08:43 PM // 20:43   #10
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[QUOTE=Chuck Wagon]I don't think any change is necessary. The rez signet serves to ensure that teams who can adapt their tactics on the fly will win out over teams that scored a lucky kill due to lag spike, etc.

Teams that can adapt may or may not win. The rez signet really does not affect adaptability as much as the grey matter between ones ears does.

Not all kills and subsequent rezes are a result of a lucky kill or lag.

Why not allow rangers to shoot through walls? Why even have walls?

I agree that the range of a rez signet should be limited.
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Old Jul 05, 2005, 08:53 PM // 20:53   #11
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Quote:
Originally Posted by Meat Ball
Not all kills and subsequent rezes are a result of a lucky kill or lag.
Nope. But some are, and I'm just saying that -in my opinion- the rez signet reduces their impact. It's like an Undo button. If you're better than the team that just screwed up or got unlucky, it shouldn't make a difference. If you can't kill them twice, ....


Bah, I'm wasting my time. Rez signet works the same for you as it does for everyone else. It's part of the game. Use it if you like it. Don't use it if you dislike it. Believe it or not, we don't run builds where OMGEVERYONE has to bring a rez signet, and we do just fine.
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Old Jul 05, 2005, 09:35 PM // 21:35   #12
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I agree with Chuck, I don't see any problem with res signet. Neither do most of the people I've played with in the gladiatorial arenas as far as I can tell, considering how ticked off they get when they end up with people who don't have it equipped. Plus it already comes nerfed; you only get to use it once. If you killed the other guy once, you can do it again, and if you can't....why didn't your group bring res signets?
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Old Jul 05, 2005, 09:56 PM // 21:56   #13
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Rez signet is certainly not twice shortbow range. If anything, its more like the equivalent of short bow range.

Secondly, bringing a full rezz should not gurantee you anything, especially since all of the full rezzes are very prone to disruption. Rez signet is good because a) it is fast and b) it revives people at full health. Its already got a counterweight to balancing it out; Its a one shot deal.


Thirdly, if you want to stop rez signet, especially if you're an interrupter, awareness of your surroundings goes a long way. Start cycling through targets, and watch for the skill indicator under your opponent's name. Better yet, look at the characters themselves and assume anyone in that crouching 'ready' stance is using a rezz and interrupt them/knock them down, etc.

Learning to deal with these situations is part of being a good PvP player (especially an interrupter).
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Old Jul 06, 2005, 03:57 PM // 15:57   #14
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The res sig has a 2 seccond cast time and can only be used once in an areana (Unless there is a morale boost.)
there are plenty of ways to foil the sig if you hate it so much. Rust, Ignorance, primal Echos, Distracting shot, Frozen Soil.
The real issue here is that this is NOT a class restriced item. Everybody can bring it. So if it's sooooo powerful why doesn't everyone bring it?
Because alot of people don't want to give up a slot for an ability that works on someone else and not themselves.
Despite the fact that rasing the teams monk can mean the difference between your life and death alot of players still refuse to give up the skill slot.
My advice is stop compliang that its too powerful and bring it yourself. And remeber that a cahracter that is raised has DB too so will be easier to kill this time. And another palyer has to drop what they are doing and the the sig.
I think the issue here is that you want it nerfed so that it's no longer such a key part of the stratagy and you'll have that extra skill slot to spend on whatever you like.
If the sig was restriced to a monk class though then i woiuld be defintly calling for a nerf. But as things stand it's an important part of the strategy that is guild wars.
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Old Jul 06, 2005, 04:00 PM // 16:00   #15
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3 second.
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Old Jul 06, 2005, 08:26 PM // 20:26   #16
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The sig is fine the way it is. If you can put them down once, you can take them down again. Give up a slot to carry a sig. It's worth it, even if you can only use it once.

Also, learn to carry Frozen Soil.
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Old Jul 12, 2005, 01:07 PM // 13:07   #17
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The problem w/ rez sig is that it gives an advantage to the combat-based classes over spellcasters.
Example:
An ele and a Warrior on opposing sides are taken down next to each other. They both get rezzed simultaneously. Watch as the warrior cuts down the ele while he struggles to get some energy.
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Old Jul 12, 2005, 01:35 PM // 13:35   #18
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Quote:
Originally Posted by The One True Mango
An ele and a Warrior on opposing sides are taken down next to each other. They both get rezzed simultaneously. Watch as the warrior cuts down the ele while he struggles to get some energy.
Watch an Ele stand next to a Warrior and see the Ele die.

Sorry, an Ele can't stand against a shutdown Warrior if the warrior can get near enough... (at least, only if the ele is specced for killing warriors, I thinking about obsidian flame, ward against melee, armor of earth,...)

You get 25% energy, for a warrior who does not rely on energy, this is no problem. But a warrior who does not rely on energy has other problems - for example he need to hit to be able to use his skills. So, just prevent him from doing that.

I don't think it's unfair. But if the range is really that big, it should be changed.
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Old Jul 12, 2005, 02:14 PM // 14:14   #19
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The range seems a little excessive but his is why I bring vengance. Quick cast with full Health and Energy, heart attack after 30 seconds though.... This allows those casters to be effectie upon being ressed and fo them to run to a better spot to be ressed reguarly.
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Old Jul 12, 2005, 02:22 PM // 14:22   #20
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Res signet is just Fine. Its range is the same as your standard spell range. When you said all ressurrects should make you stand on top of the corpse to ressurect they would have to remove every ressurect besides Restore life as well. Als to let you know a Short bow attack range on a lvl area is smaller than your aggro circle. I think the res signet is just fine but hey thats my opinion.


On another note back in the old beta days all ressurects had a4 scond cast time =).
-=machine King=-

Last edited by MachineKing; Jul 12, 2005 at 02:25 PM // 14:25..
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