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Old Jun 12, 2008, 09:36 PM // 21:36   #1
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Default June 12, 2008 skillbalance

It's here, also updated the interface. Merged general and pvp-only updates together, those are the only relevant ones.

Quote:
Skill Updates

Elementalist
Rust: increased Energy cost to 10; decreased casting time to 1 second; functionality changed to: "Deals 10..70 cold damage. For 5..20 seconds, target foe and all adjacent foes take twice as long to activate signets."
Lightning Touch: functionality changed to: "Target touched foe and all adjacent foes are struck for 10..60 lightning damage. Foes suffering from a Water Magic hex are Blinded for 3..8 seconds. This skill has 25% armor penetration."
Arc Lightning: increased conditional damage to 15..75.

Mesmer
Drain Enchantment: increased Energy gained to 8..17.
Drain Delusions: increased multiplier for Energy gained to 4; increased recharge to 12 seconds.
Wastrel's Worry: increased damage to 20..100.
Mantra of Inscriptions: decreased the recharge of signets to 5..35% faster.

Monk
Strength of Honor: increased recharge to 15 seconds.
Holy Wrath: increased recharge to 10 seconds.
Aura of Stability: decreased duration to 3..8 seconds.
Balthazar’s Pendulum: decreased duration to 5..10 seconds.

Necromancer
Fetid Ground: decreased Energy cost to 5.
Suffering: increased Health degeneration to -1..3.
Vile Miasma: increased Health degeneration to -1..5.
Soul Bind: decreased casting time to 1 second; functionality changed to: "For 30 seconds, every time target foe is healed, the healer takes 20..80 damage. This hex ends if target is suffering from a Smiting Prayers hex."

Paragon
"Can't Touch This!": decreased Energy cost to 5.
Barbed Spear: increased Bleeding duration to 5..20 seconds.

Ranger
Antidote Signet: functionality changed to: "Cleanse yourself of Poison, Disease, Blindness, and one additional condition."
Barbed Arrows: increased duration to 24 seconds; removed easily interruptible; you now have -40 armor while activating this skill.

Warrior
Bull's Charge: increased movement speed to +33%.
"Charge!": increased duration to 5..13 seconds.
Symbolic Strike: increased conditional damage to 12.
"For Great Justice!": functionality changed to: "For 20 seconds, when you hit with an attack, you gain 1 additional strike of adrenaline."

Ritualist
Ancestors' Rage: increased duration to 2 seconds; decreased damage to 5..50; functionality changed to: "For 2 seconds all foes adjacent to target ally are struck for 5..50 lightning damage each second."
Splinter Weapon: decreased damage to 5..30.

Important notes
- nerf on ritrunners
- nerf on mantra of inscriptions
- dervish untouched
- slight nerf on upkeep enchantments.
- random buffs again for possibly overpowered crap.


I wonder whether the rit nerf was a good idea. It might cause people to run monk runners and that is the least thing we want. Nerfing something without a good (or fun) alternative is dangerous.

Last edited by Kaon; Jun 12, 2008 at 10:07 PM // 22:07..
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Old Jun 12, 2008, 09:37 PM // 21:37   #2
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Pretty shitty. A few half assed fixes and a bunch of random crap.
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Old Jun 12, 2008, 09:43 PM // 21:43   #3
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WAT?

12charslol
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Old Jun 12, 2008, 09:46 PM // 21:46   #4
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Quote:
Originally Posted by Tab
Pretty shitty. A few half assed fixes and a bunch of random crap.
QFT. these updates barely affect anything
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Old Jun 12, 2008, 09:46 PM // 21:46   #5
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splinter takes a hit... I'm not quite sure it loses its
Strength of honor is a really really stupid change. really. Isn't there like 1 minute til the match starts in GvG?
Dervishes are untouched, tho we knew Isaiah didn't think they were a problem...
Soul bind may increase ladder farming with hexway, meh. I love how the descriptions become more and more complex to avoid duplicate effects, it shows how weird the changes are.

Overall, see you next month
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Old Jun 12, 2008, 09:51 PM // 21:51   #6
has 3 pips of HP regen.
 
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The nerfs to smite and MoI indirectly hurt Dervsmite since the two are largely synergistic. Regardless, yet another half-ass balance which fails to address what it needs to address and tries to....

Quote:
Symbolic Strike: increased conditional damage to 12.
.... spawn more stupid gimmicks via random buffs.
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Old Jun 12, 2008, 09:52 PM // 21:52   #7
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terrible shitter update
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Old Jun 12, 2008, 09:56 PM // 21:56   #8
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The recharge nerfs are an attempt to make enchant removal a more viable counter, so you can't just reapply them instantly. (Too bad there's hardly any good enchant removal eh?)
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Old Jun 12, 2008, 10:00 PM // 22:00   #9
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Quote:
Originally Posted by Tab
Pretty shitty. A few half assed fixes and a bunch of random crap.
QFT. You also did a rhyme, which makes it double QFT.
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Old Jun 12, 2008, 10:06 PM // 22:06   #10
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I got shit for bashing Izzy in irc a few days ago, but my opinion of him has only worsened. I have asked him if he reads GW forums and he said every day. How he could missed some many problems is beyond me. I almost feel worse for the HA players in fact, when was the last time any update actually fixed problems there?


YAY at least cry recharges faster than sig humility!
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Old Jun 12, 2008, 10:07 PM // 22:07   #11
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About what I have learned to expect to be honest. Some nerfs that completely miss the point and don't solve anything. Combined with the random buff generator that either has no effect or encourages some gimmick that will need to be nerfed next month. Looks like the "no effect" this time.

So, with no nerfs that do anything and no buffs I think will have an effect, that makes this update a decent one. At least it didn't break the game more then it already is.
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Old Jun 12, 2008, 10:07 PM // 22:07   #12
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- Drain Enchantment buff is love.
- But, *Sniff* old Soul Bind, I loved you, you were the misunderstood novelty act.
- Antidote Signet, lol wut?
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Old Jun 12, 2008, 10:17 PM // 22:17   #13
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a-rage nerf - not needed, last one was enough
Splinter nerf - nerf ok..this one too much, -15 dmg per attack X 4 attacks X 3 targets is a 180 pt nerf, that too much
derv nerfs- needed, good stuff..oh wait..wtf no derv nerf?
me/mo- nerf good start..needs more nerfage
symbolic? ok whatever
elly - nothing of value, rust is better but if you kill the stupid sig mes then it would not be needed at all
soul bind - looks like could add a great deal..to another round of gimickway
paragon -- yay buff..but to skills that need no buffing still teh suxors
ranger -- yay barbed..-40 a little harsh but getting closer to apply poision...antidote, make it cast as fast as mend touch and someone may use it
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Old Jun 12, 2008, 10:20 PM // 22:20   #14
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so can we start seeing ranger with a diff secondary? lolz. guessing not. not bad though bad still not as strong as mend touch. Barbed Arrows got buffed but since poison still give one more pip of hp loss i odnt see that with any use.
no touch to dervs. no touch to escape rangers or foul feast necros. izzy miss again big suprise.

room. 2 chairs, let me have him! F izzy

/fail.
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Old Jun 12, 2008, 10:23 PM // 22:23   #15
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Actually, they just put Antidote signet on my bar, it's finally worth using.
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Old Jun 12, 2008, 10:33 PM // 22:33   #16
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Soul Bind is going to be imba.

~Z
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Old Jun 12, 2008, 10:34 PM // 22:34   #17
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Still think M-touch will get the nod in most cases. Cast time and the ability to remove others on a split are pretty big factors imo.
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Old Jun 12, 2008, 10:50 PM // 22:50   #18
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Quote:
Originally Posted by aznhalf
Still think M-touch will get the nod in most cases. Cast time and the ability to remove others on a split are pretty big factors imo.
oh i know i forget about something. removing daze from your monk is gg. if izzy want to see more play to ranger with sec monk, nerf mend touch, as ppl said before, remove 2 condition at 8 prot. until then buff random skills as Antidote signet will have little effect or no effect what so ever.
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Old Jun 12, 2008, 10:51 PM // 22:51   #19
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Quote:
Originally Posted by Zuranthium
Soul Bind is going to be imba.

~Z
It's Scourge Healing, except it's an elite.
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Old Jun 12, 2008, 10:53 PM // 22:53   #20
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Quote:
Originally Posted by Moloch Vein
It's Scourge Healing, except it's an elite.
And its in an attribute line where you can actually have a useful skillbar.
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