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Old Mar 06, 2008, 10:44 PM // 22:44   #21
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All sins need is a nerf on moebius and death blossom and then Sins will officially be extinct. What sins were meant to (go in kill get out to safety rinse and repeat) do couldn't possibly exist in the game and still be balanced.
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Old Mar 06, 2008, 10:46 PM // 22:46   #22
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Quote:
Originally Posted by Regulus X
It seems Izzy (anet's skills-editor) no longer has any love for them due to the history of demeaning updates targeted at the most versatile of professions.
he buffs them then killz them with his nerf hammer most of us are used to this abuse by now. But since he actually nerfed dervs for the first time since the original AoG nerf i'm somewat content
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Old Mar 06, 2008, 10:51 PM // 22:51   #23
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lol finally dervish get the nerfs they deserv
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Old Mar 06, 2008, 11:00 PM // 23:00   #24
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Originally Posted by Sir Pandra Pierva
i got a build that sins can't be in scrimming

mes/mo

pacifism, inteptidude, clumsiness, the big energy return skill, conjure nightmere, then a couple of general interupts. never been beaten yet
SoJ sin. Yes slightly nerfed, but their energy will last long enough to kill that.
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Old Mar 06, 2008, 11:33 PM // 23:33   #25
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If there wasnt 12 chars limit i would have just simply said no.
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Old Mar 06, 2008, 11:37 PM // 23:37   #26
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the main reason they were nerfed imo was just bc of sinsplits in every automated tourney gvg match. gg to all the rest of us who us sp or sos for ab, ra, ect. as long as gvg is "balanced" anet doesn't care...
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Old Mar 06, 2008, 11:48 PM // 23:48   #27
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Retards with Searing Flames win in RA/AB. I don't see sins having any issues there.

I think sins will be to PvP what Mesmers are to PvE. As mesmers were weakened by the changing meta of PvE, sins will be nerfed to a party favor in PvP to make it more of a challenge and less of "1-2-3-4-5-6-ur ded."
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Old Mar 06, 2008, 11:56 PM // 23:56   #28
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Boohoo...sins are taking over the battle arenas with their ganking. They're too powerful. They can kill way too fast.
(RESULT~Sin Nerf)

Boohoo...dervs are way too overpowered. They're taking over everything.
(RESULT~Derv Nerf)

Boohoo...monks are too strong, everyone is using them for solo'ing.
(RESULT~Monk Nerf) Though thanks to dedicated people, the solo'ing continues with new builds. Though I am rather pissed off that the heal party skills got trashed.

Boohoo...rits are taking over PvP with their spike teams. We can't beat them *no you just suck*
(RESULT~Rit Nerf)


Anyone else seeing a pattern here? So what if people come up with builds to do certain things. I feel that A.Net should not have the right to nerf these skills as badly as they do, for the sake of a few whingers. Every skill has a counter of some sort. There are ALWAYS ways to get around these supposed 'Overpowered' characters, it's just a matter of time and effort. A.Net is simply making things easier on PvP by nerfing these skills and forcing these 'elite groups' into creating new builds. By them doing this, it's just making a more lazy PvP community with no imagination.
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Old Mar 07, 2008, 12:00 AM // 00:00   #29
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Um, Sins are far from useless now. With the exception of one skill in one arena, this does not affect me at all.

The z0mg wiki SP sin build was annoying at best. Honestly.

I'll be on my Assassin later today and doing fine.
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Old Mar 07, 2008, 12:06 AM // 00:06   #30
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Quote:
I feel that A.Net should not have the right to nerf these skills as badly as they do, for the sake of a few whingers. Every skill has a counter of some sort. There are ALWAYS ways to get around these supposed 'Overpowered' characters, it's just a matter of time and effort. A.Net is simply making things easier on PvP by nerfing these skills and forcing these 'elite groups' into creating new builds. By them doing this, it's just making a more lazy PvP community with no imagination.
It's whiners, not whingers.

Every skill might have a counter, but if you combine the right mix of skills, they can be deadly and nearly insurmountable given the right team. Most nerfs hit just one skill to weaken such a mixture.

Is it just me, or does that bolded part contradict itself?
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Old Mar 07, 2008, 12:17 AM // 00:17   #31
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Quote:
Originally Posted by Clarissa F
It's whiners, not whingers.

Every skill might have a counter, but if you combine the right mix of skills, they can be deadly and nearly insurmountable given the right team. Most nerfs hit just one skill to weaken such a mixture.

Is it just me, or does that bolded part contradict itself?
Yes it does. I lost my train of thought. Hey I just woke up like an hour ago
Thanks for pointing it out though.
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Old Mar 07, 2008, 05:12 AM // 05:12   #32
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Quote:
Originally Posted by anonymous
SoJ sin. Yes slightly nerfed, but their energy will last long enough to kill that.
meh
if i thats why i run interupts. try to get the first or second spell and boom the soj sin spike is dead. I have beaten them before.

still

mes>sin
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Old Mar 07, 2008, 06:49 AM // 06:49   #33
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Assassins are still the same in PvE, and I could careless if they took them out of the game for PvP.
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Old Mar 07, 2008, 08:38 AM // 08:38   #34
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Biggest gripe with sins are &*^*&!!! teleports, assassins don't necessarily ruin the game, teleports do.
I'm glad aNet acknowledged the lameness and killed teleports.
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Old Mar 07, 2008, 10:22 AM // 10:22   #35
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Quote:
Originally Posted by bungusmaximus
Biggest gripe with sins are &*^*&!!! teleports, assassins don't necessarily ruin the game, teleports do.
I'm glad aNet acknowledged the lameness and killed teleports.
But they didn't >_<
I'm all for changing shadow steps to something 'normal', like stances. But they toy with duration, cost, recharge and are not adressing the real problem with SP. That it snares target, hexes him and brings you in meele range so you can destroy his face with stabbity-stab akshun.
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Old Mar 07, 2008, 10:34 AM // 10:34   #36
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Originally Posted by BlackSephir
But they didn't >_<
I'm all for changing shadow steps to something 'normal', like stances. But they toy with duration, cost, recharge and are not adressing the real problem with SP. That it snares target, hexes him and brings you in meele range so you can destroy his face with stabbity-stab akshun.
Shadowsteps are something normal, they are spells that target foes. Hexes like Guilt, Mistrust, and Mark of Subversion stop it. Its even interruptible, however, interrupting 1/4 cast time requires either 1) lucky spam or 2) great anticipation.

SP and Dark Prison are hexes, Hex Breaker stops them.

Shadowsteps are stoppable in PvP. The problem in GvG, though, is the NPCs have no way of stopping a shadowstep if they are about to receive it.
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Old Mar 07, 2008, 10:41 AM // 10:41   #37
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Learn what are you talking about. Hex Breaker doesn't stop SP completely, you still move in an instant to your target. The difference is that the foe isn't hexed, but hey, what are other hexes for? *coughexposedefensescough*
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Old Mar 07, 2008, 03:19 PM // 15:19   #38
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Quote:
Originally Posted by C2K
Shadowsteps are something normal, they are spells that target foes. Hexes like Guilt, Mistrust, and Mark of Subversion stop it. Its even interruptible, however, interrupting 1/4 cast time requires either 1) lucky spam or 2) great anticipation.

SP and Dark Prison are hexes, Hex Breaker stops them.

Shadowsteps are stoppable in PvP. The problem in GvG, though, is the NPCs have no way of stopping a shadowstep if they are about to receive it.
The hexes have to be cast within range of the sin, take 2 seconds to cast and last 6 seconds. Countering SP's 1/4 second activation with a ~1.3 second activation skill (assuming 9 Fast Casting) doesn't quite work.

Personally I wouldn't mind if Anet used a suggestion someone posted a few months ago to change shadowsteps to stances (DP and SP would be test subjects to see if this approach works). Or perhaps remove the shadowstep of SP and make it an elite Siphon Speed?

Last edited by Celeborn10; Mar 07, 2008 at 03:23 PM // 15:23..
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Old Mar 07, 2008, 03:47 PM // 15:47   #39
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Quote:
Originally Posted by BlackSephir
Learn what are you talking about. Hex Breaker doesn't stop SP completely, you still move in an instant to your target. The difference is that the foe isn't hexed, but hey, what are other hexes for? *coughexposedefensescough*
Sephir, stop living in the past... since BLS got nerfed no-one has the room for Expose.

On top of that there's a little thing called [skill]rigor mortis[/skill]...

Overall I'm glad PvE Sins remained untouched. Siphon Speed was haaarsh though. Both the Prison nerfs are irrelevant since one should follow up with Black Mantis Thrust or Iron Palm anyway. I won't grieve Shroud at all, and I'm very happy about Augury (and thus Assacasters) getting hit.

The main issue here is that I have to find a new, quickly reapplicable Hex to annoy people with in AB.
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Old Mar 07, 2008, 03:55 PM // 15:55   #40
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On a small basis, yes.

Quote:
Originally Posted by Regulus X
It seems Izzy (anet's skills-editor) no longer has any love for them due to the history of demeaning updates targeted at the most versatile of professions.
Actually, Ranger is the most versatile profession.
How much I like playing 'Sins, they have to be too good to be any good, and are a one-dimensional class.
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