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Old Oct 31, 2007, 04:18 PM // 16:18   #21
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Quote:
Originally Posted by DIH49
So, I will restate my previous question:

Please expand in great detail on why this is bad for the game.
Whereby stated that Glyph of Lesser Energy is bad for the skill level of the game,

1. Glyph Ownzz.
2. Glyph Ownzzzz.
3. Glyph Ownzzzzzzz.

Therefore, glyph OWNZZZZZZZZZZZ.

I agree with OP that glyph in its current form takes thoughtful casting, time consideration, and energy management largely out of the game.
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Old Oct 31, 2007, 07:28 PM // 19:28   #22
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The problem isn't with weak ED. The problem is that glyph is retardedly strong on non-ele primaries right now. Make it so that glyph only gives back 5 energy with 0 spec but recharge faster and scale more with more spec in E storage.
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Old Oct 31, 2007, 07:36 PM // 19:36   #23
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Quote:
Originally Posted by Vaga
He want's to nerf glyph lesser and buff e-management that actually requires some thought to use, pressing glyph lesser doesn't take any skill at all and in addition to it being probably the best e-management around it also lets you cancel 10 energy skills at no cost.
That is very nice, but it doesn't adress any of my concerns in the slightest. I do not care if GoLE is bad. That's very nice to know, I guess, but it doesn't tell me anything about why we should buff up other energy skills. Yes, buffing more conditional energy skills would perhaps make people switch to skills besides GoLE (not that GoLE is all that prevalent really), but so what? That is not a virtue in and of itself, and I see no particular reason to strive for it. If you think GoLE is bad, make a proposal for changing GoLE. It seems to me people are trying to attack GoLE by ignoring it and focusing on non-issues which is a particularly silly way to go about things.

Quote:
You can argue energy denial is still prevalent through power leak, although really power leak probably needs to be nerfed quite a bit.
What does this have to do with buffing emanagement options?

Quote:
Basically more micro is good for the game, so the more thought it takes to manage your energy the better the competitive game will be.
I do not see any compelling reason to believe that more micro is good for the game. More micro would make it more like other games, certainly, but I hardly see why that constitutes "better." A certain level of conditionality on skills is a good thing because it makes for setting up neat plays and windows, but strict micro seems like a tedius excuse for compelling gameplay, where you try to get people to minmax minutiae instead of focusing on the cool aspects of team coordination.
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Old Oct 31, 2007, 10:19 PM // 22:19   #24
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Micro adds another level off skill to the game. For example, take a monk. He has to do a lot of Micro-ing at the same time. Next, take a sin. He doesn't have to do shit. Which class is harder to play?

If you make a skill require micro-ing instead of blatant skill-clicking, it makes it harder for bad players to play on an equal level to good players. And it will allow bad players to grow into good players, instead of staying bad because there's no reason to get better.
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Old Oct 31, 2007, 10:46 PM // 22:46   #25
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The only Inspiration energy management skill that requires a decent amount of microing is Power Drain. Drain Enchantment and E-drain involve pressing C, then tabbing to an appropriate target (which is obvious and easy to find.) The plays you can make with them don't tend to be very significant. For a mesmer who's always watching enemy casts to begin with, even Power Drain isn't hard.
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Old Oct 31, 2007, 10:56 PM // 22:56   #26
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I didn't read a few of the walls of text in this thread so this might have been already been said.

Energy is no longer balanced around e-denial like it was before with the boon prot essentially having infinite healing capability, yet not having the energy to do so. Energy is now balanced around damage, and the fact that there are more ways to kill things that are popular than running the enemy monks out of energy, namely skill denial (while diversioning+ stripping divine boon was used before, there never has been one skill on a monks bar that dominates play like LoD, or as many ways to disable it). This isn't to say that things like power leak are not super-important to the flow of a game, just that the game is no longer balanced around it.

Energy is and should be based on skill efficiency, the more powerful physical damage is, it dictates how powerful and efficient things like aegis and guardian and spirit bond are, and therefore how powerful gole is to power those skills.

I'm not quite sure if I actually made any sense there, but who really cares?

Last edited by assassin of the god; Oct 31, 2007 at 11:03 PM // 23:03..
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Old Oct 31, 2007, 11:02 PM // 23:02   #27
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Quote:
Originally Posted by Bankai
Micro adds another level off skill to the game. For example, take a monk. He has to do a lot of Micro-ing at the same time. Next, take a sin. He doesn't have to do shit. Which class is harder to play?
Providing me with silly and supergeneralized examples is not going to convince me of very much. There are enormous differences between the sin concept and the monk concept, and almost none of it has to do with microing weaponsets et cetera.

Quote:
If you make a skill require micro-ing instead of blatant skill-clicking, it makes it harder for bad players to play on an equal level to good players. And it will allow bad players to grow into good players, instead of staying bad because there's no reason to get better.
If you make everything require micro, what you end up with is minmax gamers who superspecialize in micro. See any of the RTS competitive fields for myriad good examples. Some people really like that sort of thing, and I'm sure that's very nice, but GW is not one of those games and I see no benefit in it becoming one. GW is a team game based around, for the most part, team coordination. You want skills that take this into effect. For example, we have Guardian. Guardian is not a skill that has many conditionals built in. You click it, target gets some block, and that's it. The cool part comes from deciding who to put it on, and that rewards awareness and communication- both aspects of team coordination. What I want to know is how the buffed emanagement skill options being proposed are going to take this into account to override the many problems we've had in the past with such tools.
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Old Oct 31, 2007, 11:19 PM // 23:19   #28
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I have refrained from posting in this thread for a while, but there's a lot of unwarranted exaggeration going on, and I'd like to interject.

Quote:
Originally Posted by Byron
I agree with OP that glyph in its current form takes thoughtful casting, time consideration, and energy management largely out of the game.
Quote:
Originally Posted by Vaga
He want's to nerf glyph lesser and buff e-management that actually requires some thought to use, pressing glyph lesser doesn't take any skill at all and in addition to it being probably the best e-management around it also lets you cancel 10 energy skills at no cost. It would be more interesting if energy management took at least some skill to use or had more of a risk/reward aspect to it. OoB, MoRecall, Energy drain, and P-Drain just to name a few, are all more interesting than glyph is.
Quote:
Originally Posted by IMMORTAlMITCH
I think essentially removing energy denial from the metagame was bad for the game because to an extent it made 'energy levels' irrelevant, instead of having to hide your energy to avoid being denied (=micro = good for the game) you just wait for your glyph to get back if you're somehow 'pressed for energy'.
It seems that the consistent argument against Glyph of Lesser Energy is that it takes no skill to use efficiently, promotes degenerate builds, and actually removes skill from the game.

But it seems that you're arguing more for the sake of argument than for a legitimate cause; it seems that none of you bear any particular love for the skill, and just want things to go back to the way they were.

I'll agree that having multiple options for energy management is a good thing, and Glyph shouldn't be the only option; but the fact remains that Glyph of Lesser Energy is currently the best of the bad lot when it comes to Energy management Skills.

It is good for the following reasons:

1. It enables a skill-centric play style, in which you can utilize an expensive skill, for instance: Aegis, with no detriment to your overall build.

2. It's cost efficient and nets you up to 15 energy every thirty seconds when used by a non-primary elementalist.

3. Offers internal energy management with no conditional prerequisites.

Sounds like a winner to me.

But let's look at the presented arguments against it:
  • Reduces Skill Level of the Game

Since when have energy gaining skills EVER required intensive player skill? Take a look at any energy gain spell that has ever been popular:

Big List of Energy Gaining Skills

Tell me, of all these skills, how hard is it to meet the required conditions and then press a button?

Energy gaining skills require just about as much player ability as breathing, and if they don't, those skills don't get used. In fact, Energy skills haven't required any considerable effort on behalf of the player since the days of CoP-Mantra of Recall. Energy gain has always been about getting the best possible energy return as fast as possible (i.e. efficiency), so that you can get back in the game and support the rest of your bar! Player skill only comes into the equation when you consider how to put the energy you gained to best use! All the energy in the world won't make you a better player if you can't manage your casting effectively.

Furthermore, just about every change that has been proposed has been downright hypocritical in the sense that you want to nerf Glyph of Lesser energy, while at the same time buffing other skills that achieve the same result in different ways! Its like trading ice cream for donuts: both are still fattening.
  • "Other Forms of Energy Management are More Interesting"

Let's look at a brief history of Energy Management (and by energy management, what you really mean is the Inspiration line, given that all the skills, OoB nonwithstanding, that have been listed thus far are in Inspiration)

Here are some of the formerly popular energy management skills:

Drain Enchantment, Energy Tap, Energy Drain, Inspired/Revealed Hex, Mantra of Recall, Power Drain, Offering of Blood

All these skills were once powerful and viable energy management choices for several classes, especially monks. I'd go as far as to say that each and every one received some sort of nerf because of their effectiveness on Monk skillbars. Monks learned that they couldn't keep their hands in the cookie jar, because it seemed that Anet simply didn't want monks to have efficient, self sustaining energy management.

But at the same time, they nerfed Inspiration as energy management for all other secondary mesmers, not just monk/mesmers!

I really do think it's sad that Inspiration was subject to so many nerfs over the past two years, solely because it was the choice energy management of Monks. If there's a lesson to be learned here, its that Anet wants a faster paced game (as they've said on numerous occasions, and what with the numerous reductions to the gvg time limits, you'd have to be downright ignorant not to believe this).

Anet, more specifically: Izzy, wants people to die in this game; they want to see teams win faster, and more explosively. Indirectly nerfing Inspiration as a Monk's energy management was a way to keep battles from being prolonged.

Energy Management through inspiration has been nerfed to the point where it's almost entirely unusable by anything but Mesmers, and subsequently, Monk energy management has been reduced to skills like Signet of Devotion, ore more effectively, Zealous Benediction. I personally think this is ludicrous, but, this is the state we're in.

So how does this relate to Glyph of Lesser Energy? Well, I'll tell you:

Monk-friendly energy management is few and far between, ever since Anet nerfed the hell out of everything the class has ever used in order to recover energy or lighten their casting load. As a result, the monk community has favored skills that not only mitigate damage, but also prevent people from getting hit (AEGIS), because you don't have to heal what doesn't hit in the first place.

Therefore, skills such as Aegis, Guardian, and Shield of Deflection become energy efficient in themselves, because of the sheer amount of damage they can prevent, and the potential strain of which they relieve the monk. At the same time, these skills are fairly expensive for a monk to manage by himself and regularly cast; and this is where Glyph comes in. On a monk bar, there's no room for jank, and Glyph is currently the best of the bad lot in terms of energy management. Glyph is the linchpin that allows many successful monk builds to function to their full potential.

Here's the kicker though: monks aren't the only classes relying on Glyph for great energy management, a lot of other builds depend on this skill to function smoothly. Glyph enables skills that would otherwise be unusable, and contrary to what people think, actually adds build diversity to what would otherwise be a very stale environment (and think of what would happen if this metagame became any MORE stale!)

While making additional methods of energy management viable would increase build diversity even further, Glyph's viability is not the reason for the rest of the energy management skills being terrible! People use it because there's nothing better.

  • Energy Denial

Energy Denial peaked when builds were regularly running 2x Surge/Burn Mesmers to annihilate the opposing monks and steamroll people with warriors. Nowadays, warriors can steamroll things just fine, and don't really need to wear down a backline before they can kill things, which opens build slots for other, better things. This isn't a problem with Glyph of Lesser Energy AT ALL, it's a problem with the Nightfall power creep, and the reluctance of Anet to address the consequential problems.

Furthermore, Glyph doesn't actually help with energy denial problems because it doesn't actually give you energy! If you're getting edenial thrown at you, you can use glyph to cast two spells, then you're on your own. It is by no means a great solution, and if anything, can worsen the problem when you're not running on fumes (when you're low on energy, Glyph can be somewhat beneficial by keeping your energy low when you're on your negative set).


Quote:
Originally Posted by Bankai
Micro adds another level off skill to the game. For example, take a monk. He has to do a lot of Micro-ing at the same time. Next, take a sin. He doesn't have to do shit. Which class is harder to play?

If you make a skill require micro-ing instead of blatant skill-clicking, it makes it harder for bad players to play on an equal level to good players. And it will allow bad players to grow into good players, instead of staying bad because there's no reason to get better.
This is a design flaw, and a glaring one, at that. Assassins used to require skill to play, before Nightfall that is.

Quote:
Originally Posted by assassin of the god
I didn't read a few of the walls of text in this thread so this might have been already been said.
In summary:

Glyph of Lesser Energy is not degenerate. It promotes build diversity by enabling the use of skills that would otherwise not see play. It does not take any less skill to use than other energy gaining spells, because energy gaining spells do not require a high degree of player skill to use effectively, whereas managing your energy with reserved and concentrated casting DOES require skill.

If anything, buff Inspiration back to what it used to be; Glyph shouldn't be the the only energy management skill in the game. But don't lose sight of what a balanced skill looks like just because everything else like it has been nerfed into oblivion; Glyph is popular because it's better than everything else, and the only reason its better is because everything else just sucks!

Also, DIH49 has the right idea, 100%.

Last edited by Captain Robo; Oct 31, 2007 at 11:49 PM // 23:49..
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Old Nov 01, 2007, 12:26 AM // 00:26   #29
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A problem i have with glyph is being able to cancel 10 to 15 energy skills until you get a fast cast. Glyph should count once a skill is activated and not completed. Glyph faking wars do not promote skillful play or interesting play. If you want to fake once or twice for free that seems fine to me but being able to do so indefinately is retarded.

Inspiration has many skills that have been nerfed and kept out of play. Drain Enchantment has gone through some bizarre changes. Its current version is garbage. It, more than some of the other skills should receive a playable buff. I don't see why mesmers can't have an enchant removal skill that has a modest energy return. It seems to fall perfectly within the mesmer's abilities. Why it returns health i don't know. I think its a good contribution to current mesmers bars, then i'd suggest some viable elites and i'd think mesmers were quite balanced for GvG.

Not sure how to improve mesmer elites, as many of the skills are beyond repair. Poor design overall in this category.
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Old Nov 01, 2007, 06:50 AM // 06:50   #30
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I think essentially removing energy denial from the metagame was bad for the game because to an extent it made 'energy levels' irrelevant, instead of having to hide your energy to avoid being denied (=micro = good for the game) you just wait for your glyph to get back if you're somehow 'pressed for energy.'
I still believe good monks hide their energy. Maybe not as much now, but they still do. Power Leak, and to a lesser extent Energy Surge, are still common on mesmer bars and provide serious energy denial. With Power Leak and its abundance you can't afford to have monks that don't hide their energy effectively (am I the only one afraid of Deviant on my monks' nuts with Power Leak?).

I do see why monks don't hide their energy as much because of the nerfs to energy denial and energy manegment skills. The practicing of hiding energy was removed from common play because of changes in the meta game, not GoLe.

The problem you have with glyph is that it isn't an energy gain, so much as it is free skill costs? You can't deny something that was never there and that is your problem with the skill? While using GoLe monks will still be on their low set, and I don't see a game changing difference between casting glyph and two skills and casting OoB, switching to a lower set, and casting three.

If you had your way it seems like, to me, that GoLe would act like Power Drain and other energy manegment that gives a return of energy which can be lost through energy denial skills.

I feel like I regurgitated a lot of what you said, but I hope I made my perspective clear.
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Old Nov 01, 2007, 07:10 AM // 07:10   #31
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While GolE promotes diversion, it's just a lame skill. As said before, to run an enrgy-intense bar, you had to spec in some other line just to keep up with the energy. Now, if you don't specifically need a secondary and you've got one 10 energy skill, and you need the emanagement, you just take GolE.

Also, DIH49, you're confusing different types of Micro-ing. In an RTS, you have to pay attention to individual units. With the proposed changes to esurge for example, you just have to pay attention from your last esurge at about which energy level he is- if he's been casting a lot you'll be wasting your esurge, if your pressure sucks and he's at full energy you can use it. This is a completely different type of Micro-ing that's not hard to learn.
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Old Nov 01, 2007, 07:33 AM // 07:33   #32
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Quote:
Originally Posted by DIH49
I do not see any compelling reason to believe that more micro is good for the game. More micro would make it more like other games, certainly, but I hardly see why that constitutes "better." A certain level of conditionality on skills is a good thing because it makes for setting up neat plays and windows, but strict micro seems like a tedius excuse for compelling gameplay, where you try to get people to minmax minutiae instead of focusing on the cool aspects of team coordination.
So how is anyone going to win this argument? It's pretty clearly a difference in opinion as to what makes a game better (or what makes for "good", "cool", "compelling gameplay"). I imagine that as a suggestion thread, this would be mitch's opinion as to what would be good for the game, introducing more micro skill to stretch the playing field to show more relative differences in player skill that may not be apparent if only build & coordination are more magnified. And I'd dare say there has been a lot of traction with similar ideas in the community as of late, which probably prompted mitch to post a more defined suggestion (along with the healing thread).

So if you disagree with the general ideas, by all means make your own opinions known so others can consider them (as you have finally done), but spamming the topic asking people for proof that a suggestion makes the game better objectively is a bit off the mark.
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Old Nov 01, 2007, 09:20 AM // 09:20   #33
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Quote:
Originally Posted by Guillaume De Sonoma
I still believe good monks hide their energy. Maybe not as much now, but they still do. Power Leak, and to a lesser extent Energy Surge, are still common on mesmer bars and provide serious energy denial. With Power Leak and its abundance you can't afford to have monks that don't hide their energy effectively (am I the only one afraid of Deviant on my monks' nuts with Power Leak?).
Energy Surge/Burn are almost exclusively spike tools nowadays, the recent buff to them only enforces this, pleak is a pretty effective way of draining someone energy pool but glyph sort of bypasses this as it doesn't require energy to use (you can always swap up and glyph up with pretty much no risk of losing more energy) or timing/skill to use.

Quote:
I do see why monks don't hide their energy as much because of the nerfs to energy denial and energy manegment skills. The practicing of hiding energy was removed from common play because of changes in the meta game, not GoLe.
Monks don't really hide their energy because there is no reason to, there is not really energy denial skills to worry about and they don't have energy management skills that require and give energy. In fact, from what I'm seeing most monks don't even weapon swap much, but just sit in their 'main' set (40/40 for LoD or some sort of enchanting staff, usually 40% HCT, for SoD/RC/ZB) or in their shield set. Tommy is pretty much the only monk that really uses weapon sets effectively by swapping for nearly every cast as well as swapping back to his 'low' set afterwards.

Part of the reason for this, I believe, is that there has become more of a need to run HCT/HSR sets than back in boon prot/BL days (due to both power creep as well as a shift to spells with longer cast times and the appearance of more interrupts on mesmer bars) another reason is the dissappearance of (active) energy management and energy denial.
Which in turn was caused by both nerfs to skills that accomplish this as well as the buff GolE received.

A single Power Leak is very likely to take all (or nearly) all of a monks energy, which means that every subsequent Power Leak does little more than just interrupt a single cast, while the monk rides almost completely off of energy regen and his glyph, and not at all from his energy reserve.


Quote:
The problem you have with glyph is that it isn't an energy gain, so much as it is free skill costs? You can't deny something that was never there and that is your problem with the skill?
My problem with gole is that its pretty much fire and forget, you use it on recharge and get 2 free, infinitely fakeable, casts that you could even cast while sitting in your 'low' set, glyph effectively gives 1.5 pips of energy regeneration for pressing a single button every 31 seconds thats pretty much impossible to stop and can't be 'e-denied' because it's 'virtual' energy .



Quote:
While using GoLe monks will still be on their low set, and I don't see a game changing difference between casting glyph and two skills and casting OoB, switching to a lower set, and casting three.
I don't think OoB is very interesting energy management either, but at least it comes at a cost (20% of your health) so you can't blindly use it on recharge.


Quote:
If you had your way it seems like, to me, that GoLe would act like Power Drain and other energy manegment that gives a return of energy which can be lost through energy denial skills.
No, if I had my way, glyph would make spells for non-eles 7 or 8 energy cheaper and more active energy management skills would receive minor buffs.

I think glyphs are fine for eles, because energy denial is still effective against them due to their large energy pool and the relative ease at which you can shut their only other energy management (attunements) down.
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Old Nov 01, 2007, 01:06 PM // 13:06   #34
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The biggest problem with nerfing GoLE is its rather needed for the elite spells to see any use. Without an elite energy management (which GoLE is equal to some of the best) many caster bars would be too energy extensive to use. GoLE allows us to bring elite spells while now sacrificing our e-management. On the flip side this is also fueled the power creep in the game. During Prophecies no caster even considered anything else but an energy skill for your elite. This will be basicly reverting the game back to Prophecies play style while leaving a lot of useless elites (like there isn't enough of them already).
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Old Nov 01, 2007, 02:35 PM // 14:35   #35
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The argument that GoLE isn't interesting energy management is downright retarded. NO energy management is interesting, and nobody wants to jump through hoops just to get their energy back. Stop complaining about nothing.
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Old Nov 01, 2007, 02:54 PM // 14:54   #36
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Quote:
Originally Posted by twicky_kid
The biggest problem with nerfing GoLE is its rather needed for the elite spells to see any use. Without an elite energy management (which GoLE is equal to some of the best) many caster bars would be too energy extensive to use. GoLE allows us to bring elite spells while now sacrificing our e-management. On the flip side this is also fueled the power creep in the game. During Prophecies no caster even considered anything else but an energy skill for your elite. This will be basicly reverting the game back to Prophecies play style while leaving a lot of useless elites (like there isn't enough of them already).
The only skill for which this sort of holds true is SoD.

Quote:
Originally Posted by Captain Robo
The argument that GoLE isn't interesting energy management is downright retarded. NO energy management is interesting, and nobody wants to jump through hoops just to get their energy back. Stop complaining about nothing.
There is no reason why GolE should give more energy than any other non elite energy management skill (save for PDrain), doesn't require any attribute investment and allows you to infinitely fake spells without losing energy.

Last edited by IMMORTAlMITCH; Nov 01, 2007 at 02:56 PM // 14:56..
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Old Nov 01, 2007, 04:03 PM // 16:03   #37
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There is no reason why GolE should give more energy than any other non elite energy management skill (save for PDrain), doesn't require any attribute investment
This is mostly true; but you have to realize that conditionless point-and-click energy gain skills like GoLE don't offer anything except energy gain. Drain Enchantment removes an enchantment and gives you energy back; Power Drain interrupts a skill and gives you lots of energy back; Drain Delusions/Ether Phantom is powerful edenial; Shame causes disruption; GoLE just gives you free casts.

In many cases, what you consider to be energy management skills really only have their energy gain as an added bonus to their primary effect.

But with respect to skills that ONLY gain energy, you're right in the sense that GoLE shouldn't be as powerful as it is. GoLE is an energy 'gain' of up to 15 energy with no investment. Energy Drain requires 12 points in inspiration to exceed that value. That needs to be looked at; but a nerf to GoLE would be much more harmful than a general buff to the other energy management skills.


Quote:
and allows you to infinitely fake spells without losing energy.
That is just plain stupid. This just screams "Hit me with axes!" if someone consistently does this in a match.

I agree, GoLE should only work for the next two skill activations, but seriously, anyone wasting time waiting for a fastcast proc is playing the game wrong and deserves to lose. You'd be better off just casting the spell anyway.
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Old Nov 01, 2007, 04:47 PM // 16:47   #38
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Quote:
Originally Posted by Captain Robo
That is just plain stupid. This just screams "Hit me with axes!" if someone consistently does this in a match.
When was the last time you played vs a decent ranger or mesmer who doesn't try to interupt/diversion your skills as a caster?? cancelling skills is an important part of the game. cancelling a LoD as diversion hit is good, drawing interupts from the ranger when cancelling LOrbs is good... your "hit me with axes" statement makes no sense.
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Old Nov 01, 2007, 05:39 PM // 17:39   #39
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Quote:
Originally Posted by lordelg
When was the last time you played vs a decent ranger or mesmer who doesn't try to interupt/diversion your skills as a caster?? cancelling skills is an important part of the game. cancelling a LoD as diversion hit is good,
Drawing interrupts is an extremely important part of the game, but sitting in one spot masturbating a glyphed Aegis just sounds retarded. If you're a monk, why waste time faking an Aegis to get the fast cast? By the time you get it off, an interrupt will probably recharged, or a warrior just came over and knocked your ass down. That's a bad play mistake, and if my ranger sees a monk doing this, I want to get a warrior in that monk's face ASAP. No monk is going to try some fancy faking when their survival depends on dealing with the warrior on them.

Besides, who the hell is faking casts in a blockway meta?

Quote:
drawing interupts from the ranger when cancelling LOrbs is good... your "hit me with axes" statement makes no sense.
Any interrupt that doesn't target the monks is an interrupt worth taking for the team. At least nobody on your team is going to die if Lightning Orb gets interrupted.

Which is besides the point, because if you're packing lightning orb, chances are you're playing Blinding Surge, so you should throw some blinds at the interrupter from time to time. Playing Blinding Surge is more than just being a "blind bitch," a good blinder with field awareness can mitigate loads of spike damage.

Last edited by Captain Robo; Nov 01, 2007 at 05:42 PM // 17:42..
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Old Nov 01, 2007, 06:32 PM // 18:32   #40
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Quote:
Originally Posted by Captain Robo
Drawing interrupts is an extremely important part of the game, but sitting in one spot masturbating a glyphed Aegis just sounds retarded. If you're a monk, why waste time faking an Aegis to get the fast cast? By the time you get it off, an interrupt will probably recharged, or a warrior just came over and knocked your ass down. That's a bad play mistake, and if my ranger sees a monk doing this, I want to get a warrior in that monk's face ASAP. No monk is going to try some fancy faking when their survival depends on dealing with the warrior on them.

Besides, who the hell is faking casts in a blockway meta?



Any interrupt that doesn't target the monks is an interrupt worth taking for the team. At least nobody on your team is going to die if Lightning Orb gets interrupted.

Which is besides the point, because if you're packing lightning orb, chances are you're playing Blinding Surge, so you should throw some blinds at the interrupter from time to time. Playing Blinding Surge is more than just being a "blind bitch," a good blinder with field awareness can mitigate loads of spike damage.
u know, also a mesmer can interrupt
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