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Old May 31, 2009, 05:54 AM // 05:54   #1
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Default June Skill Update Discussion (PvP)

Kinda sad that I have to call this a PvP thread in order to keep away the "nerf roj" crew.

Oh well.

New month, mAT over (grats Cry), still some problems in game.

Since my suggestions have gotten flamed in the past, I'm not posting a proposal. However, those who believe their suggesstions will help balance the game, post to your content.

Some issues in the game still:

-Abundance of MB eles (AoR being the root problem)
-LC not nerfed enough to justify PnH nerf
-etc.
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Old May 31, 2009, 07:00 AM // 07:00   #2
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Divert Hexes -> reduce cast time to 3/4
Weaken Knees -> reduce duration by about 3 seconds
Aura of Restoration -> 1 energy at 10 Energy Storage
Lingering Curse -> duration reduced by 7 seconds
Word of Healing -> reduce healing by 10 on conditional, 10 on unconditional
Mind Blast -> energy gain reduced to 7 energy at 14 spec.
Life stealing has been changed to dark damage with a heal. (e.g. Life steal 50 would become 50 dark damage + 50 heal). This does not apply to vampiric weapons.
Power Block -> actually does what the description says: "That foe is interrupted regardless of any effects that prevent interrupts."
Psychic Instability-> knocks down even if someone is under resolve.
Signet of Humility -> All spirits within your range die, and then your death penalty is set to 60% and you sacrifice 200% of your maximum health. All resurrection spells on you fail, and spirits and ashes cannot be dropped or cast within radar range of you. You cannot gain morale boosts. 25 energy, 10 second cast time, 90 second recharge

European players playing on European servers when faced with an American opponent have a 150 ms delay to all skills and actions.
American players playing on American servers when faced with a European opponent have a 150 ms delay to all skills and actions.

Ladder: K value of ladder changed to 12.

Maps:

Druid's Isle: perch on the home side can now reach the Guild Lord and Bodyguard as well.
Burning Isle: backside of the home side (Bodyguard and Guild Lord) can now be reached by a ranger.
Isle of Solitude: Bodyguard is now in casting range of a player on the steps on the home side.
Warrior's Isle, Hunter's Isle, Wizard's Isle: Fixed catapault.
Frozen Isle: away side Guild Lord can now be reached by a ranger without aggroing Knights.
Nomad's Isle: fighting area at flag stand has been expanded.

Things to be addressed in the future:
Best-of-3 tournaments with skill sideboards (match length? tournament length?)
% chance to do anything important needs to be looked at/changed (% chance to block, % chance to miss, Arcane Thievery, Arcane Larceny) - of course, Gale, Well of Profane (% chance to fail under _____ spec) should probably be left alone

Last edited by lutz; May 31, 2009 at 07:31 AM // 07:31..
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Old May 31, 2009, 07:33 AM // 07:33   #3
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Originally Posted by lutz View Post
Signet of Humility -> All spirits within your range die, and then your death penalty is set to 60% and you sacrifice 200% of your maximum health. All resurrection spells on you fail, and spirits and ashes cannot be dropped or cast within radar range of you. You cannot gain morale boosts. 25 energy, 10 second cast time, 90 second recharge.
You forgot, Guild Wars uninstalls.
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Old May 31, 2009, 08:12 AM // 08:12   #4
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Since it takes 8-12 months for problems to get fixed, I think it would be more fun from now on to guess what the random useless buff would be every month.

FF nerf at least put condition pressure back into the game. Only took a damn year.

Current problems: Mind Blast, hexes too strong, hex removal too weak. Bloodspike still gay.
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Old May 31, 2009, 08:34 AM // 08:34   #5
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Major Problems:
Weaken knees --> Revert, in any shape or form this skill is just bad for play.
VoR --> VoR stacked with LC is another lame stack.
Other problems that are bad for play:
Patient Spirit
Power Block --> Change it to watch Mitch said last month

Until we see more forms of split play introduced MB eles need to stay, yes eventually they need to get nerfed but being the only split play atm they should stay for a while.
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Old May 31, 2009, 11:42 AM // 11:42   #6
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Quote:
Originally Posted by Apok Omen View Post
Kinda sad that I have to call this a PvP thread in order to keep away the "nerf roj" crew.
RoJ Needs a nerf for JQ, I couldn't care less about its PvE usage.

There's my discussion.
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Old May 31, 2009, 12:04 PM // 12:04   #7
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wait, there's gonna be June skill update? =O
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Old May 31, 2009, 01:11 PM // 13:11   #8
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Quote:
Originally Posted by urania View Post
wait, there's gonna be June skill update? =O
yes, june 2010
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Old May 31, 2009, 01:31 PM // 13:31   #9
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All I have to say is that they should start buffing skills rather than nerf for more statagy and skill revivals.
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Old May 31, 2009, 01:47 PM // 13:47   #10
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Quote:
Originally Posted by s t e e View Post
All I have to say is that they should start buffing skills rather than nerf for more statagy and skill revivals.
if you can't figure out why that strategy does not work, then maybe you shouldn't be discussing balancing issues just yet.
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Old May 31, 2009, 04:29 PM // 16:29   #11
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Withdraw Hexes... Remove 0...2 hexes from all allies within earshot. For each hex removed you gain 5...15 health. If more then 8 hexes were removed you lose 5 energy.

^ Would get rid of Suffering/LC faggotry. Could be used on a healer bar for the health gain for a possible infuse. The 8 hex lose 5 energy thing is just so it doesn't get retardedly abuseed.
10e, 15r, 1scast.
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Old May 31, 2009, 04:49 PM // 16:49   #12
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Originally Posted by Aera View Post
yes, june 2010
GW2 won't be published that early. So no hopes for skillbalance then
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Old May 31, 2009, 04:55 PM // 16:55   #13
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Weaken Knees in its current form shouldn't even exist. It punishes players for retreats/kiting/pushes/general movement. On a split, a weaken knees necro can reactively split to counter a warrior or ranger, which is retarded.

No skill should exist in such a strong form to punish movement.
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Old May 31, 2009, 05:04 PM // 17:04   #14
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Originally Posted by Snow Bunny View Post
Weaken Knees in its current form shouldn't even exist. It punishes players for retreats/kiting/pushes/general movement. On a split, a weaken knees necro can reactively split to counter a warrior or ranger, which is retarded.

No skill should exist in such a strong form to punish movement.
Completely agree, 100%.

Also, buff Paragons. I've noticed that they almost never get changes to their skills, which is kinda sad, cause a lot of their skills suck.
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Old May 31, 2009, 05:20 PM // 17:20   #15
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Just some random bitching

1. WK way too good for preventing / punishing splits.
2. LC still a tad too good.
3. Faint still last too long.
4. The VoR bar. I like that dom has a pressure build but...again it seems a little too strong.
5. Mind Blast. In light of the aura buff the 3s recharge would probably be more reasonable.
6. Ether Prism. It should have a drawback like OoS / OoB instead of an incredible bonus effect?

I don't want to see any of these skills absolutely maimed...please just balance them.
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Old May 31, 2009, 07:27 PM // 19:27   #16
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i wouldnt mind if they started buffing some stuff like ward against melee and energy denial skills as well as stuff like splinter weapon that were only a problem because of VoD
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Old Jun 01, 2009, 01:46 AM // 01:46   #17
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Quote:
Originally Posted by scruffy View Post
energy denial skills
Teams would be wiping because monks would run out of energy. Feanor, are you completely out of your mind?

With LC in its current form, along with a nerfed PnH, strong fire damage, and a nerfed WoH, it's difficult enough to keep a team up 7v7 if the runner's not there.

With a mesmer e-denying the shit out of you it'd be pretty hard to keep a team up.
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Old Jun 01, 2009, 02:02 AM // 02:02   #18
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Originally Posted by Snow Bunny View Post
Teams would be wiping because monks would run out of energy. Feanor, are you completely out of your mind?

With LC in its current form, along with a nerfed PnH, strong fire damage, and a nerfed WoH, it's difficult enough to keep a team up 7v7 if the runner's not there.

With a mesmer e-denying the shit out of you it'd be pretty hard to keep a team up.
Good. It'll teach teams how to deal with energy denial.
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Old Jun 01, 2009, 02:11 AM // 02:11   #19
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WK is pretty annoyingly overpowered, mainly because of its 20sec+ duration and 5e cost.

It's been annoying me for months.
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Old Jun 01, 2009, 02:30 AM // 02:30   #20
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Originally Posted by lutz View Post
Good. It'll teach teams how to deal with energy denial.
It will lead to more defense. With this much offense currently, you can't just "deal" with energy denial. Unless you want people running stand Necros with bip and PwK.
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