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Old Jan 11, 2009, 06:21 AM // 06:21   #41
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I dunno
Pissing monks off in RA?
thats my personal fav with wastrel's collapse.

but ps wasn't nerfed at all. Sure no more 8 man cripple but the spammy chain's still there. why dont they just double the recharge and be good,
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Old Jan 11, 2009, 11:04 AM // 11:04   #42
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Nerfed? Nooo can barely call this a nerf less damage but it goes under [spirit bond] now...PALM STRIKE IS STILL ALIVE!
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Old Jan 14, 2009, 04:09 AM // 04:09   #43
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They nerfed the recharge too much.

It's easily interrupt-able, it is a tell for a knockdown, and it's easily diversion-ed.

With shadowsteps like Death's Charge, which have an aftercast, any monk should be able to deal.

It should be 6 at 10 att points and 7 sec at 14 att points.
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Old Jan 14, 2009, 06:05 AM // 06:05   #44
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They nerfed the recharge too much.
What nerf are you talking about? The recharge is still 4 seconds.
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Old Jan 14, 2009, 06:44 AM // 06:44   #45
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Originally Posted by petrorabbit View Post
What nerf are you talking about? The recharge is still 4 seconds.
The nerf to the cripple effect. It's now at 4 second duration at 10-13 crit strikes. It's pretty useless as a utility skill now. They should bump it up to a nice 6 at 10 crit strikes and 7 at 14.
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Old Jan 14, 2009, 07:03 AM // 07:03   #46
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Originally Posted by Proud Elitist View Post
The nerf to the cripple effect. It's now at 4 second duration at 10-13 crit strikes. It's pretty useless as a utility skill now. They should bump it up to a nice 6 at 10 crit strikes and 7 at 14.

Uhm. You do know that the cripple effect is basically one of the few reasons people use the skill, right? It just means they can go with Trampling Ox, then Falling Spider, use PS again, other dual attack, PS and 3rd dual attack.
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Old Jan 14, 2009, 07:27 AM // 07:27   #47
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Originally Posted by Proud Elitist View Post
They nerfed the recharge too much.
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Originally Posted by Proud Elitist View Post
The nerf to the cripple effect.
Hmm, ok.

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Old Jan 14, 2009, 07:35 AM // 07:35   #48
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Originally Posted by Abedeus View Post
Uhm. You do know that the cripple effect is basically one of the few reasons people use the skill, right? It just means they can go with Trampling Ox, then Falling Spider, use PS again, other dual attack, PS and 3rd dual attack.
All good and great to a person who plays like a retard.

I'd rather have the option of a utility skill with it as well. Hit a Warrior with PS skill and dash away. Or hit them with PS and cover the cripple with Viper's defense.

Right now, even with 33% cripple, you're only looking at a max of 5 second cripple, that's pathetic to try to control any movement with.

Since PS is so spammable, it's an easy target for Diversion or an interrupt so I see no problem with bumping the duration to 6 seconds at 10 crit strikes, and 7 at 14. That's something to at least work with.
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Old Jan 14, 2009, 07:51 AM // 07:51   #49
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*Sigh* Repeat after me: PS is fine.

Get [Recovery] up if you can't kite PS sins, then get cripple rune and cripple shield. Then just stand there unless your opponent is smart enough to kill the spirit first.
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Old Jan 14, 2009, 08:06 AM // 08:06   #50
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I don't know what nerf are you guys talking about. Now it's hitting through SB. Nerf? I would call it a frickin' buff.

Oh yeah, sorry. 2 PS sins can't cripple a whole team now. You guys are right about the cripple duration nerf. (not)
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Old Jan 14, 2009, 08:52 AM // 08:52   #51
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*Sigh* Repeat after me: PS is fine.

Get [Recovery] up if you can't kite PS sins, then get cripple rune and cripple shield. Then just stand there unless your opponent is smart enough to kill the spirit first.
Just because something has a counter doesn't mean it's balanced.

PS is almost as bad as SP pre-nerf. It doesn't teleport, but it deals damage, can be used every 4 seconds, slows down only by 16% less, you can immediately use a Dual Attack after PS...

Oh, and since you can't Protective Spirit against it, it makes it kinda... buffed now.

And what's Cripple good if you are going to get knocked down over and over? Or if single-target Cripple was getting removed so fast only bad teams couldn't deal with the condition.

The OPness of the skill is the skillbar compression. It's like adding a Poison condition to [Crippling Shot] or [Burning Arrow]. Sure you can remove Poison, it's only -4. But you don't need Apply Poison then.
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Old Jan 14, 2009, 09:22 AM // 09:22   #52
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Cripple duration on PS has been nerfed too, that's what I'm talking about. It should have been, but not so severely. I'm saying that it should be buffed to 6 sec at 10 crit strikes and 7 at 14.
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Old Jan 14, 2009, 03:22 PM // 15:22   #53
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though it does alright as it is, i wouldnt mind palm strike's cripple being buffed the way "Proud Elitist" (lol) says. so it becomes semi-decent snaring and not just a spammy combo starter.

btw arent you that guy from incgamer? i cant believe you want a sin buff!

Last edited by X Cytherea X; Jan 14, 2009 at 03:25 PM // 15:25..
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Old Jan 14, 2009, 04:37 PM // 16:37   #54
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Originally Posted by Abedeus View Post
Just because something has a counter doesn't mean it's balanced.

PS is almost as bad as SP pre-nerf. It doesn't teleport, but it deals damage, can be used every 4 seconds, slows down only by 16% less, you can immediately use a Dual Attack after PS...

Oh, and since you can't Spirit Bond against it, it makes it kinda... buffed now.

And what's Cripple good if you are going to get knocked down over and over? Or if single-target Cripple was getting removed so fast only bad teams couldn't deal with the condition.

The OPness of the skill is the skillbar compression. It's like adding a Poison condition to [Crippling Shot] or [Burning Arrow]. Sure you can remove Poison, it's only -4. But you don't need Apply Poison then.
I fixed it for you Ab.

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Originally Posted by Proud Elitist View Post
Cripple duration on PS has been nerfed too, that's what I'm talking about. It should have been, but not so severely. I'm saying that it should be buffed to 6 sec at 10 crit strikes and 7 at 14.
Who in this game runs 10 or 14 Critical Strikes on a dagger sin dude what are you talking about?! oO

Last edited by Super Igor; Jan 14, 2009 at 04:43 PM // 16:43..
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Old Jan 14, 2009, 05:06 PM // 17:06   #55
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Who in this game runs 10 or 14 Critical Strikes on a dagger sin dude what are you talking about?! oO
i run 10 in crit on my dagger sin.

Last edited by moriz; Jan 14, 2009 at 05:08 PM // 17:08..
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Old Jan 14, 2009, 07:10 PM // 19:10   #56
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Originally Posted by moriz View Post
i run 10 in crit on my dagger sin.
Only 9 Tactics? Damn, Weakness hurts enough as it is. My version has 9 Crit (and that's just because I'm not going to remove the rune for 10HP).
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Old Jan 14, 2009, 08:53 PM // 20:53   #57
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Originally Posted by Abedeus View Post
Just because something has a counter doesn't mean it's balanced.
Counters is what the game is about. If you want purely damage vs healing, then remove everything but warriors auto-attacking and monks with only healing prayers.

If you have only one specific counter, then yes. But it is not the case here.

Last edited by Dmitri3; Jan 14, 2009 at 08:55 PM // 20:55..
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Old Jan 14, 2009, 09:27 PM // 21:27   #58
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Oh the wailing and the gnashing of the teeth over one skill roflmao
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Old Jan 15, 2009, 12:02 AM // 00:02   #59
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Originally Posted by petrorabbit View Post
I don't now how you got "spamming spells" from my post. I was commenting more on ANET's approach to this skill.
Because this isn't a compromise, it is a nerf, period. (Don't get me wrong, idk about the change, palm sins really isn't THAT powerful)
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Old Jan 15, 2009, 01:30 AM // 01:30   #60
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Originally Posted by petrorabbit View Post
This is actually more of an appeasement to both sides of the Palm Strike fence.

Nerf it slightly so people can't complain about it being too good anymore, but not enough to bring it back down to useless status. It may not be a perfect compromise but it is one of the more fair ones in recent months.
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But remember: spamming spells(well in this case a off-hand skill but w/e) on an assassin = suicide, you will run out of gas long before you can kill your target.
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Originally Posted by petrorabbit
I don't now how you got "spamming spells" from my post. I was commenting more on ANET's approach to this skill.
Quote:
Originally Posted by AKB48
Because this isn't a compromise, it is a nerf, period. (Don't get me wrong, idk about the change, palm sins really isn't THAT powerful)
mi hed jus asplodud
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