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Old Oct 30, 2009, 05:54 PM // 17:54   #41
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Originally Posted by Winstar View Post
I was thinking the about something like this for ele. Perhaps attunements should be standard as well. Maybe its too much, but they get no play.
No viable ele bars for 7 days and today we get almost the whole Mindblast template as well as WoH for monks, almost seems not random!
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Old Oct 30, 2009, 06:31 PM // 18:31   #42
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Originally Posted by CrypticFear View Post
Atm CA has no tactical aspect at all, which makes it pretty boring imo.
So the RA/TA-maps need to get replaced by the HB maps.
That's actually the solution to every problem CA has. It's not "I've got the most blinding, I win" anymore. We'd have a format that needs coordination and in which the better team wins.
And the tactical element of HB has always been great, only the four skills recall, meld, soh and shadow walk, which you can simply remove from the skill pool for CA, have abused it.
I would say simply add the HB maps to the current maps, that way teams need to be prepared for capping and killing. When teams only have to build for a single style of play it gets boring fast.
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Old Oct 31, 2009, 05:20 AM // 05:20   #43
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Codex in its current form, I hate to say it, has been seriously exposed as an inbalanced and somewhat boring arena.

I agree with pretty much everything OP said. The title has to redone to a fame style system. The skills have to be rebalanced in terms of how often they show up in the pool. EDA has to be nerfed. Casters (especially eles) are almost never usable unless they get extremely lucky. New/more maps need to be added because for some reason I get the beach map 80% of the time. There needs to be a ranking/tournaments. Etc etc.

Overall...it needs a lot of fixes in the same way HB did. And we know how fixing HB went. I think the arena has potential, but I'm not convinced it will ever reach it. Today during American afternoon hours we were already down to 2 districts total...one full and the other nearly empty. Frown.
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Old Oct 31, 2009, 07:50 AM // 07:50   #44
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Part of sealed working as well as it did was that each class wasn't garunteed a set number of skills. While that meant there were less "viable" options, it also meant that every class gets a timeout when hit with few skills, and a day in the sun when you got a glut. (Albeit eles still felt weak on average... but mez, necs, etc. were fine.) Right now with every class being garunteed X skills, the balance between the classes becomes an issue.
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Old Oct 31, 2009, 09:08 AM // 09:08   #45
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CA isn't really working out as people imagined because in those people's imaginations, they have this perfect picture of this random set of skills being chosen and all those skills are equally useful and powerful and they can then go out and play and have fun with those skills.

Errr... wait what? This is GW remember? There is a reason only about 20% of skills in this game are ever really used on a regular basis everywhere and CA is a perfect reminder of just that. Some skills are just plain better and more powerful than others and others are just plain useless. Having this random skill selection system serves nothing but to remind you of that fact.

Added to the fact that some classes are and have always been, because of design, more powerful than others and you have the current CA you see now. Physical domination. Somehow CA just feels like TA with gimped bars.
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Old Oct 31, 2009, 09:38 AM // 09:38   #46
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Originally Posted by trialist View Post
Somehow CA just feels like TA with gimped bars.
and that's just what it is too.

@DreamWind, sorry, EDA shall not receive a nerf because it hasn't received one for about 2 years while it was equally broken in TA.
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Old Oct 31, 2009, 09:39 AM // 09:39   #47
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I approve of the OP.
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Old Oct 31, 2009, 12:45 PM // 12:45   #48
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Originally Posted by urania View Post
and that's just what it is too.
Well if it feels like TA but with "gimped bars" you should be happier .
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Old Oct 31, 2009, 01:23 PM // 13:23   #49
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And it should be TA with gimped bars. I love(d) TA, the only reason it went bad was because of the game balance. Sealed deck gets around that problem if properly implemented.
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Old Oct 31, 2009, 01:59 PM // 13:59   #50
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I think that a lot of skills that have PvP versions should be reverted for codex. Things like smiter's boon and read the wind only become degenerate when they can easily be combined with many other skills.

And gale. Bring back gale.
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Old Oct 31, 2009, 03:34 PM // 15:34   #51
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Originally Posted by trialist View Post
CA isn't really working out as people imagined because in those people's imaginations, they have this perfect picture of this random set of skills being chosen and all those skills are equally useful and powerful and they can then go out and play and have fun with those skills.

Errr... wait what? This is GW remember? There is a reason only about 20% of skills in this game are ever really used on a regular basis everywhere and CA is a perfect reminder of just that. Some skills are just plain better and more powerful than others and others are just plain useless. Having this random skill selection system serves nothing but to remind you of that fact.

Added to the fact that some classes are and have always been, because of design, more powerful than others and you have the current CA you see now. Physical domination. Somehow CA just feels like TA with gimped bars.
Agreed, in people's rainbow and bubblegum imagination, CB was going to be perfect. Then the reality of playing it makes some people bitter. I still think it is perfect for what it is. It could use some fixes, but it isn't as bad as people say. Plus, I mean it is Halloween. Tough to judge somethings popularity when so many people are siphoned off on raptor farming and CB.
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Old Oct 31, 2009, 04:41 PM // 16:41   #52
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Originally Posted by trialist View Post
Added to the fact that some classes are and have always been, because of design, more powerful than others and you have the current CA you see now. Physical domination. Somehow CA just feels like TA with gimped bars.
When I first started playing TA there were basically two different builds, dual warrior or condition pressure (not with hexes). I don't really see a problem with physical pressure being the dominant meta. At the very least hex and condition pressure, which were always way too easy to run, are effectively not possible in CA unless there is a lucky skill drawing.
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Old Oct 31, 2009, 04:52 PM // 16:52   #53
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and then there were guardian, boon and mantra of recall.
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Old Oct 31, 2009, 05:08 PM // 17:08   #54
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Originally Posted by Krill View Post
When I first started playing TA there were basically two different builds, dual warrior or condition pressure (not with hexes). I don't really see a problem with physical pressure being the dominant meta. At the very least hex and condition pressure, which were always way too easy to run, are effectively not possible in CA unless there is a lucky skill drawing.
The problem is how boring it is. Playing CA, by the time i reach 20 wins, i'm stifling a yawn. By the time i hit about 35+ wins i'm actually wishing to lose. Maybe it's just me but knowing that you are going to be going up against one physical team after another and that you are not going to be hit with any surprises since the skill selection of the day doesn't allow it, kinda makes the format kinda bland. In TA, at least there is the option to break the monotony of a physical meta. In CA, that option isn't even a possibility except, as you said, on really lucky skill selection days.
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Old Oct 31, 2009, 07:08 PM // 19:08   #55
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Originally Posted by trialist View Post
The problem is how boring it is. Playing CA, by the time i reach 20 wins, i'm stifling a yawn. By the time i hit about 35+ wins i'm actually wishing to lose. Maybe it's just me but knowing that you are going to be going up against one physical team after another and that you are not going to be hit with any surprises since the skill selection of the day doesn't allow it, kinda makes the format kinda bland. In TA, at least there is the option to break the monotony of a physical meta. In CA, that option isn't even a possibility except, as you said, on really lucky skill selection days.
Which is why you shouldn't really be playing more than an hour of CA a day. But then you won't get the title and will let your teammates down.

Or in a ladder system you'd keep facing good opponents as well and suddenly the game is a matter of skill and you'll be on your toes.
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Old Oct 31, 2009, 07:14 PM // 19:14   #56
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Protector's defense :/
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Old Oct 31, 2009, 08:03 PM // 20:03   #57
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i agree that they should make the amount of skills per profession in the deck relative to the total amount of skills available to that profession

however I think I might consider making an exception to warrior skills, as they might become too godly if you can make a decent warrior bar every day
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Old Oct 31, 2009, 08:11 PM // 20:11   #58
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Originally Posted by IMMORTAlMITCH View Post
Protector's defense :/
yeah, this would be a pretty fun deck if this skill was not in it
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Old Oct 31, 2009, 08:29 PM // 20:29   #59
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Protector's defense :/

20 wins with 3 copies of protdefence balling ftw :/
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Old Oct 31, 2009, 09:12 PM // 21:12   #60
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Getting a bunch of decent elementalist skills and not getting the attunement kinda screws the whole attribute over. Some skills have synergies that make them overpowered which is what SD is trying to get away from, but other synergies are needed, like attunements, lead->offhand->dual, charm animal+pet attack, and others. Anet needs to have a bigger list of 'always included' skills.

Rotations should be staggered so every timezone can experience getting first hands on the new deck (maybe every 33h or 45h instead of 24h). Because rotations will occur at a different time of the day, AT's will also. When the AT starts, the new deck appears (but tourney participants will still be using the old deck for their matches). This way, tourney matches will be visible on observer mode but teams will not be able copy their builds.
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