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Old Dec 19, 2008, 08:27 AM // 08:27   #21
Frost Gate Guardian
 
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So scruffy just wants mesmers to be rangers without the survivability but don't have obstruction troubles? Mesmers should be better shutdown characters, that's what they were meant to. If this change would happen other the game would have more serious issues than it has now, because the whole game is 'balanced' around the mechanics. Same thing I said about random chances to you.
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Old Dec 19, 2008, 12:03 PM // 12:03   #22
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Lets divide them into two categories-

Active Debilitating Skills = good for the game, as long as they are balanced
Passive Debilitating Skills = bad for the game

Examples from the first category-
interrupts
guardian
spirit bond
diversion (if used correctly, which means not randomly casting it upon recharge)
blackout (if used correctly, which means not randomly casting it upon recharge)
bsurge (though that's where "as long as they are balanced" pops up)
gale

Examples from the second category-
Faintheartedness
Empathy
Visions of Regret
Any other fire&forget hexes
Ebon Dust Aura
Dwarven Battle Stance
Defensive Anthem
Ward Against Melee
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Old Dec 19, 2008, 12:26 PM // 12:26   #23
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Quote:
Originally Posted by scruffy View Post
5 energy, 5 recharge, 1/4 casting time. If target foe is casting a spell or chant, it is interupted.
Power Return

Quote:
Originally Posted by scruffy View Post
10 energy, 10 recharge, 1/4 casting time. If target foe is casting a spell or chant, it and all nearby enemies are interupted.
Cry of Frustration (except cry is ALL skills)

k...

To keep mesmer interuppts balanced they need downsides such as the energy return and the higher recharge on cry then what you suggest because mesmers interuppts cannot be blocked, you cannot put anti melee hexes such as faint or blurred to stop them hitting/hitting in time (yes they have mistrust and guilt however those are rarely seen), you do NOT need line of sight while a ranger does and finally ranger has the bow type to deal with and arrows moving, again mesmers dont have this (I know that isnt much but its still has a point for flight time)... think that covers it?
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Old Dec 19, 2008, 01:18 PM // 13:18   #24
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^Rangers do damage.
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Old Dec 19, 2008, 01:20 PM // 13:20   #25
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And mesmers shutdown way better.
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Old Dec 19, 2008, 01:41 PM // 13:41   #26
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Quote:
Originally Posted by Marxon Aurion View Post
So scruffy just wants mesmers to be rangers without the survivability but don't have obstruction troubles? Mesmers should be better shutdown characters, that's what they were meant to. If this change would happen other the game would have more serious issues than it has now, because the whole game is 'balanced' around the mechanics. Same thing I said about random chances to you.
All I'm saying is I want less value to be put on interupts and more value to be put on regular shutdown spells, so in the end you have the same amount of shut down but a much better game. If I was anet I probably would have just given the mesmer 2 interupt spells, the 2 ones I said earlier in the thread and then just focused almost entirely on the other shutdown spells which in my mind, are much more interesting when used correctly.

Less emphasis on ability to interupt well, more emphasis on ability to actively shut people down. If mesmers were designed like this shit builds like fast cast water mesmers wouldnt even be a problem because you wouldnt be relying on your mesmers reflexes to get the job done, and it would be more about timing and execution than ping.
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Old Dec 19, 2008, 03:14 PM // 15:14   #27
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Quote:
Originally Posted by scruffy View Post
All I'm saying is I want less value to be put on interupts and more value to be put on regular shutdown spells, so in the end you have the same amount of shut down but a much better game. If I was anet I probably would have just given the mesmer 2 interupt spells, the 2 ones I said earlier in the thread and then just focused almost entirely on the other shutdown spells which in my mind, are much more interesting when used correctly.

Less emphasis on ability to interupt well, more emphasis on ability to actively shut people down. If mesmers were designed like this shit builds like fast cast water mesmers wouldnt even be a problem because you wouldnt be relying on your mesmers reflexes to get the job done, and it would be more about timing and execution than ping.
I'd like this too, but it would most likely lead from this dual or triple interrupt + diversion & shame bar to bar with 5 disabling skills spammed on recharge resulting in kills.
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Old Dec 19, 2008, 03:46 PM // 15:46   #28
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Quote:
Originally Posted by scruffy View Post
All I'm saying is I want less value to be put on interupts and more value to be put on regular shutdown spells, so in the end you have the same amount of shut down but a much better game. If I was anet I probably would have just given the mesmer 2 interupt spells, the 2 ones I said earlier in the thread and then just focused almost entirely on the other shutdown spells which in my mind, are much more interesting when used correctly.

Less emphasis on ability to interupt well, more emphasis on ability to actively shut people down. If mesmers were designed like this shit builds like fast cast water mesmers wouldnt even be a problem because you wouldnt be relying on your mesmers reflexes to get the job done, and it would be more about timing and execution than ping.

So you want to move away from interrupts by making them recharge 2-4 times as fast?
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Old Dec 19, 2008, 04:03 PM // 16:03   #29
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Basically I think scruffy likes more skills which act as a wail of doom instead of interupts being a focal point ^^, cough!!!!!!!!! Which wouldn't make the game more interesting or healthy one bit because they would all be in the form of a hex.
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Old Dec 19, 2008, 04:27 PM // 16:27   #30
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Quote:
Originally Posted by IMMORTAlMITCH View Post
So you want to move away from interrupts by making them recharge 2-4 times as fast?
they wouldnt have any bonus effects to make them super strong at lower recharges/costs, it would leave room for other things on your bar instead of 3 20 second recharge interupts that either you nail or you are a useless character
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Old Dec 19, 2008, 04:31 PM // 16:31   #31
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example of a change

Power Block: Hex Spell: For 4 seconds if your target casts a spell, that spell and all other spells of the same attribute are disabled for 14 seconds
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Old Dec 19, 2008, 05:45 PM // 17:45   #32
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Quote:
Originally Posted by scruffy View Post
example of a change

Power Block: Hex Spell: For 4 seconds if your target casts a spell, that spell and all other spells of the same attribute are disabled for 14 seconds
Spammable elite diversion?
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Old Dec 19, 2008, 08:38 PM // 20:38   #33
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Quote:
Originally Posted by scruffy View Post
Power Block: Hex Spell: For 4 seconds if your target casts a spell, that spell and all other spells of the same attribute are disabled for 14 seconds
That type of shutdown is even more degenerative to the game than interrupts.

Cast Pblock wait 2, cast diversion, wait 4, cast shame, wait 2, cast diversion, wait 4, cast pblock. . .

What Echoman just said.

Yes most people are agreeing that there are some innate issues with interrupting skills and ping (mostly Anets servers and playing across oceans), but that idea would make things horribly worse.
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Old Dec 20, 2008, 12:26 AM // 00:26   #34
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Quote:
Originally Posted by shoogi View Post
Lets divide them into two categories-

Active Debilitating Skills = good for the game, as long as they are balanced
Passive Debilitating Skills = bad for the game

Examples from the first category-
interrupts
guardian
spirit bond
diversion (if used correctly, which means not randomly casting it upon recharge)
blackout (if used correctly, which means not randomly casting it upon recharge)
bsurge (though that's where "as long as they are balanced" pops up)
gale

Examples from the second category-
Faintheartedness
Empathy
Visions of Regret
Any other fire&forget hexes
Ebon Dust Aura
Dwarven Battle Stance
Defensive Anthem
Ward Against Melee
Someone gets it.

The problem with most skills that should be active shutdown now are spammed to hell. WOD is one.
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Old Dec 20, 2008, 12:54 AM // 00:54   #35
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So The shorter the duration of these, the better for the game they are correct?
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Old Dec 20, 2008, 04:00 AM // 04:00   #36
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Quote:
Originally Posted by shoogi View Post
Lets divide them into two categories-

Active Debilitating Skills = good for the game, as long as they are balanced
Passive Debilitating Skills = bad for the game

Examples from the first category-
interrupts
guardian
spirit bond
diversion (if used correctly, which means not randomly casting it upon recharge)
blackout (if used correctly, which means not randomly casting it upon recharge)
bsurge (though that's where "as long as they are balanced" pops up)
gale

Examples from the second category-
Faintheartedness
Empathy
Visions of Regret
Any other fire&forget hexes
Ebon Dust Aura
Dwarven Battle Stance
Defensive Anthem
Ward Against Melee
the game was balanced around both. nerfing the type you don't like just leads down the long road of...well you already have that game huh?
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Old Dec 20, 2008, 01:26 PM // 13:26   #37
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I am not saying second type shouldn't exist, but we have already experienced how fun a blockway meta is. First category should be more dominant than the second.

Lets fix it to "bad for the game if they are overused and outweigh active shutdown"
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