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Old Feb 20, 2009, 05:55 PM // 17:55   #61
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Primal Rage
Stance: For 0...12 seconds you attck 33% faster, move 33% faster, and deal 33% more damage.

Word of Healing
Heal target ally for 100...300 health, if that target was below 50% they hold a weapon of healing for 10...30 seconds gaining 1...4 health regen and 50% chance to block attacks.

Read The Wind
5e 1/4c 5r
Preparation For 24 seconds your arrows move twice as fast, deal an extra 9...24 damage, recharge 50% faster you have +4 expertise, +4 marksmanship, and attack 33% faster.

Diversion
10e 5c 30r
For 4 seconds target is hexed with diversion. If that target uses a skill diversion ends and that skill takes an extra 1...5 seconds to recharge.

Pblock
15e 1/4c 20 recharge
If target foe is casting a spell or chant, that skill is interrupted.

Shame
10e 2c 30r
For 6 seconds target foe is hexed with shame. If that foe casts a spell that targets an ally, shame ends and they receive a whisper that says "shame on you."
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Old Feb 20, 2009, 06:05 PM // 18:05   #62
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Originally Posted by Reverend Dr View Post
Shame
10e 2c 30r
For 6 seconds target foe is hexed with shame. If that foe casts a spell that targets an ally, shame ends and they receive a whisper that says "shame on you."
I like this

Tease
5e 1/4c 10r
Interrupts a skill. Interruption effect: also interrupts all foes in earshot and you steal 0...10 Energy from each foe in earshot. If a hero uses this skill, all interrupted foes receive a whisper that says "loltombz."
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Old Feb 20, 2009, 06:07 PM // 18:07   #63
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Quote:
Originally Posted by Reverend Dr View Post
Pblock
15e 1/4c 20 recharge
If target foe is casting a spell or chant, that skill is interrupted.
1/4 sec cast time seems rather fast, go for 1 sec.

Quote:
Originally Posted by Reverend Dr View Post
Shame
10e 2c 30r
For 6 seconds target foe is hexed with shame. If that foe casts a spell that targets an ally, shame ends and they receive a whisper that says "shame on you."
Looks good.
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Old Feb 23, 2009, 08:36 AM // 08:36   #64
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I agree all PvP unlocks and entry requirements should go. It's not like they mean anything anyhow. Playing in a large Guild we have alot of players going the PvE->PvX->PvP route. We lose good PvPers to other more PvP focused Guilds and good luck to them. But we also lose potentially good players to the frustrations inherent in the GWs PvP scene...unlocks, wait times, rank etc... We have a very open policy to PvP, basically....your welcome whatever skill level you are. Only exception is Sat afternoon team GvG games. Waiting while new folks cap an elite, run Zaishen etc... is silly.

As for PvP enjoyment and balance in the current meta, our GvG team run's a VoR mes, turret, caltrops rit flagger, shackles water ele (yes ele o.O), rigor hammer and PR war. All the L33T overpowered skills LOL, we only rank about 1000 so are not L33T by any stretch, but we have a ball. The meta shifts and this gets nerfed or we start to lose alot, we will switch to something else. This morning we ran into blood spike once, 3-4 lingering hex teams, quite a bit of balanced, some sin thing, RAWR spike etc.... Quite varied and we had loads of fun figuring the best way to approach each build. We got smurfs (Jatt Kittenstomper and co.). Certainly no single build dominated and we had a blast. Went 11-4 this morning .

I don't see GvG or the game as dead. The biggest boredom would be for the meta to be stale, I like that it changes regularly, I like the skill buff's as a newish player, I would love to see the updates come more often. I don't care if Izzy buffs something to semi silly levels, I am free to play it or counter build it if I can. I think the game is still alot of fun and very challenging for new folks, just get rid of the impediments and make PvP more accessible. The fun and art in PvP (GvG particularly) is putting together a puzzle (build) and implementing it (skill) and responding to the situation (strat). That remains the core of this game. So for April I want to see more stuff mucked about with, it's a game, a big puzzle and should be kept as fresh as possible. I don't think it's possible to perfectly "balance " (whatever the heck that is) a deck of 1500+ skills with all the configurations possible. I think Izzy's only responsibility is to try and keep the game interesting and fun to play. If you get out built by folks running an OP build and lose, your getting outplayed by another facet of the game, stop whining and press enter. Something different is probably around the corner . At all levels it is Build Wars, Skill Wars and sometimes just dumb luck Wars, they are all just fun aspects of the game....yeah game.

Yobs...oh that turned out longer than I intended sry...
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Old Feb 23, 2009, 09:09 AM // 09:09   #65
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Originally Posted by Yobs View Post
I agree all PvP unlocks and entry requirements should go. It's not like they mean anything anyhow. Playing in a large Guild we have alot of players going the PvE->PvX->PvP route. We lose good PvPers to other more PvP focused Guilds and good luck to them. But we also lose potentially good players to the frustrations inherent in the GWs PvP scene...unlocks, wait times, rank etc... We have a very open policy to PvP, basically....your welcome whatever skill level you are. Only exception is Sat afternoon team GvG games. Waiting while new folks cap an elite, run Zaishen etc... is silly.

As for PvP enjoyment and balance in the current meta, our GvG team run's a VoR mes, turret, caltrops rit flagger, shackles water ele (yes ele o.O), rigor hammer and PR war. All the L33T overpowered skills LOL, we only rank about 1000 so are not L33T by any stretch, but we have a ball. The meta shifts and this gets nerfed or we start to lose alot, we will switch to something else. This morning we ran into blood spike once, 3-4 lingering hex teams, quite a bit of balanced, some sin thing, RAWR spike etc.... Quite varied and we had loads of fun figuring the best way to approach each build. We got smurfs (Jatt Kittenstomper and co.). Certainly no single build dominated and we had a blast. Went 11-4 this morning .

I don't see GvG or the game as dead. The biggest boredom would be for the meta to be stale, I like that it changes regularly, I like the skill buff's as a newish player, I would love to see the updates come more often. I don't care if Izzy buffs something to semi silly levels, I am free to play it or counter build it if I can. I think the game is still alot of fun and very challenging for new folks, just get rid of the impediments and make PvP more accessible. The fun and art in PvP (GvG particularly) is putting together a puzzle (build) and implementing it (skill) and responding to the situation (strat). That remains the core of this game. So for April I want to see more stuff mucked about with, it's a game, a big puzzle and should be kept as fresh as possible. I don't think it's possible to perfectly "balance " (whatever the heck that is) a deck of 1500+ skills with all the configurations possible. I think Izzy's only responsibility is to try and keep the game interesting and fun to play. If you get out built by folks running an OP build and lose, your getting outplayed by another facet of the game, stop whining and press enter. Something different is probably around the corner . At all levels it is Build Wars, Skill Wars and sometimes just dumb luck Wars, they are all just fun aspects of the game....yeah game.

Yobs...oh that turned out longer than I intended sry...
Clueless people run random shit, doesn't matter what the meta is.
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Old Feb 25, 2009, 11:48 AM // 11:48   #66
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Quote:
Originally Posted by Reverend Dr View Post
Primal Rage
Stance: For 0...12 seconds you attck 33% faster, move 33% faster, and deal 33% more damage.

Word of Healing
Heal target ally for 100...300 health, if that target was below 50% they hold a weapon of healing for 10...30 seconds gaining 1...4 health regen and 50% chance to block attacks.

Read The Wind
5e 1/4c 5r
Preparation For 24 seconds your arrows move twice as fast, deal an extra 9...24 damage, recharge 50% faster you have +4 expertise, +4 marksmanship, and attack 33% faster.

Diversion
10e 5c 30r
For 4 seconds target is hexed with diversion. If that target uses a skill diversion ends and that skill takes an extra 1...5 seconds to recharge.

Pblock
15e 1/4c 20 recharge
If target foe is casting a spell or chant, that skill is interrupted.

Shame
10e 2c 30r
For 6 seconds target foe is hexed with shame. If that foe casts a spell that targets an ally, shame ends and they receive a whisper that says "shame on you."
Reverend you could break the game better than IZZY

Joe
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Old Feb 25, 2009, 10:20 PM // 22:20   #67
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Originally Posted by pah01 View Post
Reverend you could break the game better than IZZY

Joe
No Izzy got pretty close with P&H.

Death to BA Turrets.
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Old Feb 26, 2009, 03:17 AM // 03:17   #68
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Quote:
Originally Posted by Reverend Dr View Post
Primal Rage
Stance: For 0...12 seconds you attck 33% faster, move 33% faster, and deal 33% more damage.

Word of Healing
Heal target ally for 100...300 health, if that target was below 50% they hold a weapon of healing for 10...30 seconds gaining 1...4 health regen and 50% chance to block attacks.

Read The Wind
5e 1/4c 5r
Preparation For 24 seconds your arrows move twice as fast, deal an extra 9...24 damage, recharge 50% faster you have +4 expertise, +4 marksmanship, and attack 33% faster.

Diversion
10e 5c 30r
For 4 seconds target is hexed with diversion. If that target uses a skill diversion ends and that skill takes an extra 1...5 seconds to recharge.

Pblock
15e 1/4c 20 recharge
If target foe is casting a spell or chant, that skill is interrupted.

Shame
10e 2c 30r
For 6 seconds target foe is hexed with shame. If that foe casts a spell that targets an ally, shame ends and they receive a whisper that says "shame on you."
Joke post ? Seriously what the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing shit.




Honestly I would like to see at least one of these in Aprils update-

-Hero battles needs some love. Shrines need to be nerfed just a tad more, ( lv 24 NPC shrines - Lv 20. Health shrine bonus reduced by 33%. Morale meter speed reduced again...ect. ect. )


-Buffs to old dead skills in similar ways to the buffs towards old dead elites. Nerfs to skills which are too easy to use effectively.


-New HA maps or rotation or SOMETHING TO CHANGE THE GODAMN RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOING META THAT HAS BEEN PRACTICALLY THE RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOING SAME RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOING SHIT FOR THE PAST RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOING YEAR

-Buffs to alternatives to damage from melee for GvG. Nerfs to retard buttonmash bars. ( Can wounding strike finally die now, please ? )


-"Sealed Deck" play.

-Tome or Weapon upgrade storage\trader.
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Old Feb 26, 2009, 06:25 AM // 06:25   #69
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Quote:
Originally Posted by Aera View Post
Foul Feast: Increase recharge to 8 seconds. 3 Energy gain at 14 SR instead of 13.

And pretty much what Mitch said.

Also, some random dartboard buffs. I seem to be the only one who likes them.
I like em for PVE, pvp they're deperessing. I wish they would take more care not to hit skills that are fun to use.
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Old Mar 04, 2009, 10:11 AM // 10:11   #70
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get your servers fixed or get new ones.
were tired of all the lagg spikes and dc's!
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Old Mar 04, 2009, 01:24 PM // 13:24   #71
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I'd like to see more "random" buffs that will force the meta to change .
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Old Mar 04, 2009, 02:07 PM // 14:07   #72
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Originally Posted by tigros View Post
I'd like to see more "random" buffs that will force the meta to change .
They're the worst kind of changes.

Random buffs lead to either nowhere (if the skill buffed is still unviable) or overpowered skills (just about every skill buffed in the elite changes that actually got used).

Buffing skills is fine but there need to be thought put into it, nerfing a skill is a much less complex process as either it becomes useless or it becomes less useful than before, both cases limit the extent to which the skill can be abused.
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Old Mar 04, 2009, 03:59 PM // 15:59   #73
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If only we could hit that sweet spot where a skill that gets buffed sees use, but not everyone all at once, eh?

Which brings to the forefront the very fact that you can never look at skills in a vacuum; there's always circumstance and metagame to consider; you can nerf a skill and it can be replaced with another skill which then influences the bar in a certain way which then displaces some responsibilities elsewhere, which ends up bringing into being templates which are far more obnoxious than what you worked so hard to get rid of.

Not foreshadowing anything here, but just saying that it's possible.
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Old Mar 04, 2009, 04:24 PM // 16:24   #74
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Originally Posted by reverend dr View Post
word of healing
heal target ally for 100...300 health, if that target was below 50% they hold a weapon of healing for 10...30 seconds gaining 1...4 health regen and 50% chance to block attacks.
gogo most overpowered skill ever - even over ursan
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Old Mar 31, 2009, 08:44 PM // 20:44   #75
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[Warrior's Endurance] (stance) let it fill niche builds/roles again


[Recuperation] 25e, dies after 20 seconds, even here it's still a potential 960HP heal across 8 players if spirit lasts 20 seconds, probably just better to kill it off


[Protective Was Kaolai] 2 second cast


[Rip Enchantment] 15 recharge


[Lingering Curse] 10 energy/25% less healing, duration 20 [email protected] curses


[Foul Feast] 3/4 cast +remove health gain. Having the skill do both is rather retarded, draw pales in comparison and is limited to going monk secondary at least limiting the use of stances unless on a primary monk.


[Plague Sending] 17% sac/3 condi's or leave at 10%sac 2 [email protected] curse


[Weaken Armor] 10e

[Peace And Harmony] removes 4 [email protected], for x seconds condi's/hexes expire 45% faster


[Draw Conditions] 3/4 cast

[Melandru's Shot] remove +dmg


[Hunters Shot] 10e, 8 second recharge. It's a 1 second activation with+dmg+condi, low recharge, low e cost. Comparing it to screaming it's just way out of whack.


[Mirror of Ice] Stacks the dmg instead of separate dmg source.

[Shell Shock] 10e
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Old Mar 31, 2009, 11:58 PM // 23:58   #76
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Quote:
Originally Posted by immortal mitch
Yet that's exactly what they achieved by brute-forcing skills into play with ridiculous buffs.
yea...im hurting by the op [onslaught] meta...or the ridiculously imba [archer's signet] meta.

Quote:
Originally Posted by jeydra
As Mitch pointed out buffing stuff tends to lead to unpredictable consequences
it doesn't take a genius to figure out skill buffs like [lingering curse] and [peace and harmony] would become meta, while skills like the ones mentioned earlier wouldn't. i agree that many times, it can be unpredictable...but most of the ones that have broken metas so far have been ridiculously obvious.
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Old Apr 01, 2009, 04:47 AM // 04:47   #77
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Quote:
Originally Posted by Ec]-[oMaN View Post
[Warrior's Endurance] (stance) let it fill niche builds/roles again


[Recuperation] 25e, dies after 20 seconds, even here it's still a potential 960HP heal across 8 players if spirit lasts 20 seconds, probably just better to kill it off


[Protective Was Kaolai] 2 second cast


[Rip Enchantment] 15 recharge


[Lingering Curse] 10 energy/25% less healing, duration 20 [email protected] curses


[Foul Feast] 3/4 cast +remove health gain. Having the skill do both is rather retarded, draw pales in comparison and is limited to going monk secondary at least limiting the use of stances unless on a primary monk.


[Plague Sending] 17% sac/3 condi's or leave at 10%sac 2 [email protected] curse


[Weaken Armor] 10e

[Peace And Harmony] removes 4 [email protected], for x seconds condi's/hexes expire 45% faster


[Draw Conditions] 3/4 cast

[Melandru's Shot] remove +dmg


[Hunters Shot] 10e, 8 second recharge. It's a 1 second activation with+dmg+condi, low recharge, low e cost. Comparing it to screaming it's just way out of whack.


[Mirror of Ice] Stacks the dmg instead of separate dmg source.

[Shell Shock] 10e

Agree with all this.

Only other thing I can think of is to add glyph immo to energy storage
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Old Apr 01, 2009, 07:53 AM // 07:53   #78
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@Echo's proposed changes:

Warrior's Endurance I agree is overpowered right now, but reverting it back to a stance kills it. I'd rather nerf it such that it's still an option but does not dominate Eviscerate (which I consider as a standard of balance for Warrior elites). So either increase cooldown to, say, 40s (= 10s downtime) or to decrease the energy gained per attack.

Protective Was Kaolai: I think that nerf will also remove it from play. Rend Enchantments has a powerful effect and was very common at 1s cast, but with 2s it's completely disappeared. It seems cast time is not something good to alter. Again I'd rather increase the cooldown, increase the energy cost or decrease the health healed.

Shell Shock and Weaken Armor - why touch these skills? Don't see a problem with them.

Peace and Harmony not nerfed enough in my opinion. It's still the death of a variety of hex and condition builds (eg. Crippling Anguish, BHA, Migraine ...). I say increase case time to 3/4s as well.

No problems with your other changes, although I'd like more dartboard buffs to a variety of skills - Lightning Hammer, Glimmering Mark, Corrupt Enchant, Glimmer of Light, Reckless Haste, Smiter's Boon, Zealous Benediction, etc. I wrote down a list earlier in the topic and still stand by it, here're a few more changes to go along ...

Word of Healing: This skill gives some insane healing: 216 + Divine Favour if target is below 50%, and costs 5e, and even if you miss the conditional bonus it's still 122 health. Therefore: decrease conditional heal by 50%.

Restore Condition: Removes all conditions, which makes it impossible to keep a condition there no matter how much you cover it. Therefore: cap conditions removed at 3. Should not affect the skill much, since you normally don't have 3+ conditions to remove.

Foul Feast: In addition to Echo's changes above, cap conditions removed at 3 ala RC above.

Draw Conditions: See above. Cap conditions removed at 3.

Flurry: With Flail nerfed Assassins have even less IAS'es to rely upon now. Since Assassin damage is primarily based on +damage from skills I think it's safe to buff Flurry. Turrets still can't use it as well since lots of their damage is based on attacks. Only other build I can think of that will be affected is the IW Mesmer, which needs a buff anyway. Duration increased to 8s, recharge decreased to 4s. Same as Frenzy.

Wastrel's Collapse, Beguiling Haze and Shadow Prison: Since these skills cost heavy energy + since they are elite, it might be fairer to remove aftercast. If this isn't enough then perhaps set a flat 15e for all three skills. Would still be hard to use on a Warrior, might make Sin chains that do not involve Palm Strike more viable.

Shadow Fang: Since this skill can be powered by Warrior's Endurance, allowing a Warrior to run it, it might be fairer to add aftercast, or to add the 'disable all attack skills' that ANet is so fond of.

Coward!: This skill lives on the fringes. It's almost, but not quite, good enough to see play ... don't know what to do with it to be honest, maybe decrease adrenaline cost 4 -> 3 or make it an energy based shout with something like 5 energy, 5s recharge. Recharge might need work but can't make it too long, since 10s is the recharge on "You're All Alone!", which isn't seeing play either (except on flaggers).

Frenzy: This is one of my ideas from some time ago, it still looks interesting to me. Change to a universal skill all professions can use (like Res Signet), and change functionality to "For 8 seconds you attack 33% faster and cast spells 50% faster. While in this stance, you take double damage." Might resurrect casterspikes while not being way overpowered since double damage on AL60 characters is going to hurt big time. Would have some problems to work out though (eg. what happens if you cancel Frenzy halfway into a cast?). I have no doubt this will be a massive change if implemented and will seriously shake up the meta, so it might not be a good idea.

Just a few more random ideas.

Last edited by Jeydra; Apr 01, 2009 at 01:04 PM // 13:04..
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Old Apr 01, 2009, 11:41 AM // 11:41   #79
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Originally Posted by Jeydra View Post
Protective Was Kaolai: I think that nerf will also remove it from play. Rend Enchantments has a powerful effect and was very common at 1s cast, but with 2s it's completely disappeared. It seems cast time is not something good to alter. Again I'd rather increase the cooldown, increase the energy cost or decrease the health healed.
It would probably still be used on flaggers, the only alternative is heal party which is less efficient, but cast time hardly matters if no-one is around you. This may destroy midliner use, and it would also complicate reliance on soothing memories on the split and caretaker's in general. The skill could be toned down slightly in other ways, but it will continue to be used on midliners until it's made so weak that either A) spirits become more viable or B) rits leave play entirely. Excessively stacking party healing is a problem we need something else than mere number tweaks to fix.

Also note that Mitch used Life on a midline PoD in the finals - while life is easy to interrupt, it's not the centerpiece of a build the way Rend is. Spike builds relying on rend to negate preprots do nothing if it gets interrupted, while the game continues if a party heal gets lost. Another advantage of these rit heals is that they can be cast in advance of when they are needed, so you have the time to retreat away from rangers and set this stuff up before you party bars are low.

Quote:
Wastrel's Collapse, Beguiling Haze and Shadow Prison: Since these skills cost heavy energy + since they are elite, it might be fairer to remove aftercast.
Removing aftercast will bring bring SP-style sins back near 100%. We have the same off-dual-off-dual combos thanks to falling lotus. I don't think nuetering the offhand skips is the way to go here.

I'd reconsider buffing these steps in a different way. Palm strike has aftercast but it still "works" because you can fake out defenses with it's spammability. Similarly we might try reducing the recharges of a bunch of aftercast-steps so that they too don't have to be used solely to combo out. That also makes the skills more versatile than "1-2-3-4-5-6" and can open up other advantages.

Last edited by FoxBat; Apr 01, 2009 at 11:48 AM // 11:48..
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Old Apr 01, 2009, 11:58 AM // 11:58   #80
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Quote:
Originally Posted by Jeydra;4560491[b
Coward![/b]: This skill lives on the fringes. It's almost, but not quite, good enough to see play ... don't know what to do with it to be honest, maybe decrease adrenaline cost 4 -> 3 or make it an energy based shout with something like 5 energy, 5s recharge. Recharge might need work but can't make it too long, since 10s is the recharge on "You're All Alone!", which isn't seeing play either (except on flaggers).
I probably wouldnt mind too much about the other changes but changing coward to 3 adrenaline would make Coward Sins in HB pretty much unstoppable. Even through Guardian they would probably work up enough adren to use it fairly quickly and then its just spamety spam spam.
Both Coward! and You're all Alone! are heavily used in HB.
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