Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Oct 02, 2007, 05:10 AM // 05:10   #1
Krytan Explorer
 
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
Advertisement

Disable Ads
Default October Nerf Wishlist

Hi all,

This list includes some buffs as well

Dervish.

Avatar of Melandru. Changed to lose all conditions when hit with an attack skill.

Why? Being immune to blind in particular is very very bad for game balance. It is also bad for play in general,---> Melandru is up lets push, avatars down lets play defensive again.

Lose all conditions keeps some usefullness for the skill without making it really really bad as it is now - health bonus is meaningless really.

I dont really think that there is anything else that is really annoying about this class right now. Id love to nerf the base weapon damage so it couldnt have a higher crit than a hammer but that isnt gonna happen.

Paragon.

Defensive Anthem. Move to Motivation (Lose passive defence/emanagement or dps). Nerf Recharge to 30 seconds. Try with duration left alone.

Aggresive Refrain. Not reapplied when echos and chants end on you. No reason to give a para an unstrippaple, unstoppable ias at all to be honest.

I actually think that the paragon with aggresive and DA is almost as bad as the air of enchant smiter when factions came out (Before the nerf). Huge defence if needed with lots of damage.

Warrior.

Shields up. No longer blocks attacks, Duration uped to ...15 secs at 11 tactics, armour bonus against projectiles left at 24. Reduces Paragon damage a bit to 78% of base but doesnt ruin it while at the same time it will no longer add another layer of blockway so that skills can be interrupted by rangers.

Flail, Tiger stance. Duration 2 seconds at 0 strength.

Obvious why really.

Mesmer.

Mantra of recovery. Only effects mesmer skills. No more wards for you biatch.

Blackout. Duration increased to 6 seconds at 10 domination. I think it is time some more shutdown came back - blackout lasts for 7 secs at 14 dom.

Elementalist.

Glyph of lesser energy. Changed to 5-25(at 14 energy storage) I want it to be a bit better for eles that they can power out two rodgorts or a deep freez or something.

Gale. Changed to .25 sec cast, now that it is no longer a 3 second knockdown. I'm also considering giving a 3 second kd at 14 air to give air eles a bit more punch but not sure :/

Ward Melee. Recharge to 30 secs.

Ranger.

Rampage as One. No longer an attack speed increase. Energy reduced to 15.

Nature's Renewal. Create a level 1...8 Spirit. For 30...56 seconds, Enchantments and Hexes take twice as long to cast. This Spirit dies after 15...51 seconds.

This spirit no longer effects maintained enchantments.

Barbed Arrows. For 24 seconds, your arrows cause Bleeding for 3...13 seconds. This Skill is no longer easily interrupted.

Melandrus Arrows. For 24 seconds, your arrows deal 3...9 extra damage and cause bleeding for 3-21 seconds, and if they hit a target who is under an Enchantment, they do +8...19 damage.

Giving melandrus some gauranteed damage and reducing against enchanted targets slightly is a buff IMO.

Monk.

I want to buff small prots a bit to cope with the nerfing of passive defence.

Shield of Absorbtion. Cast time changed to 3/4 sec cast - to help avoid interruption.

Shielding Hands. Duration reduced to 3-7, recharge buffed to 10 seconds.

Shield Gaurdian. Recharge increased to 8 seconds, energy reduced to 5, Chance of blocking reduced to 50%, party members in the area healed for 15-55 health when attack blocked and gaudian ends. Duration reduced to 5 seconds. I dont want this to be near as good as LOD for healing but at the same time I want it to be good eneogh to be run on a bar - I want this there to compensate for the pressure that is increased by having much less passive defence.

Necromancer.

Iv had eneogh of 7/8 necros running around spikingand for preprot not to work either. Im quite happy for the spike to be a threat just not that infuse health is the only real counter.

Lifebane Strike, Shadow Strike.Target foe takes 25...70 shadow damage. If target foe is weakend steal up to 30 health from one other adjacent foe.

Oppresive Gaze. Target foe takes 25...70 shadow damage. If that foe's is suffering from weakness, you steal up to 12...25 Health from from foes adjacent to the target.

Ritualist.

Warmongers weapon. Duration reduced to 4-9 seconds

I dont think the necromancer should be a rit healer by profession just so that soul reaping can power his heals.

All Ritualist spirits have their damage, healing , level, durations in fact everything about them nerfed by 30%. To compensate 12 spawning power increases the power of rit spirits by 30% on top of the current bonus.

Assasin.

All shadowsteps reduced to just beyond earshot range. 1 1/2 will do.

Shadow Prison. Recharge nerf to 30 seconds, Casting time increased to 1 second.

Entangling asp. No longer kds the target

I just want to nerf some of the more annoying shit while at the same time buffing some active prot to compensate for changes to passive defence.

Joe

Last edited by pah01; Oct 02, 2007 at 05:14 AM // 05:14..
pah01 is offline   Reply With Quote
Old Oct 02, 2007, 05:48 AM // 05:48   #2
has 3 pips of HP regen.
 
Riotgear's Avatar
 
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
Default

Quote:
Originally Posted by pah01
Shields up. No longer blocks attacks, Duration uped to ...15 secs at 11 tactics, armour bonus against projectiles left at 24. Reduces Paragon damage a bit to 78% of base but doesnt ruin it while at the same time it will no longer add another layer of blockway so that skills can be interrupted by rangers.
I see Shields Up as being broken by Leadership, personally, and I'm largely in favor of a Leadership rework because of it and other reasons. Shields Up used to be expensive and hard to put on a midliner, with Paragons, it's cheap and easy to put on a midliner.

Quote:
Flail, Tiger stance. Duration 2 seconds at 0 strength.

Obvious why really.
Or fix Black Lotus Strike, or fix the disparity between duals and other attacks that makes Blades of Steel do such stupid amounts of damage, or nerf Shadow Prison, or fix any of the real problems with the SP bar instead of playing whack-a-mole with IAS.

Quote:
Mantra of recovery. Only effects mesmer skills. No more wards for you biatch.
Mantra of Recovery already made Diversion take a hit, which is a sign it needs to get the Mantra of Persistence treatment and take a nerf so that it stops breaking other skills. It needs to be either less-powerful (i.e. 33% reduction) to allow better pacing without outright spam, or shorter to allow tactical use of it.

Quote:
Gale. Changed to .25 sec cast, now that it is no longer a 3 second knockdown. I'm also considering giving a 3 second kd at 14 air to give air eles a bit more punch but not sure :/
Something about a .25-sec KD hurts to think about. I'd rather see it brought back to 3 sec, but then they have to nerf damage-compression crap like Conjure and Agonizing Chop that forced it to 2 seconds in the first place.

Quote:
Rampage as One. No longer an attack speed increase. Energy reduced to 15.
Reduce to 25% IAS.

Quote:
I dont think the necromancer should be a rit healer by profession just so that soul reaping can power his heals.
Soul Reaping effectively gives N/Rt a non-elite Mantra of Recall and is kind of broken in itself.

Quote:
Shadow Prison. Recharge nerf to 30 seconds, Casting time increased to 1 second.

Entangling asp. No longer kds the target
Entangling Asp is broken by Deadly Paradox. Without DP it's crap, almost regrettably so. Deadly Paradox is at the core of the entire DD/SoJ spam builds, making it hard to interrupt and making it possible to jackhammer everything. Deadly Paradox is the skill to fix, it already damaged Feigned, and a bunch of stuff like Asp is impossible to make decent without DP because it would be too good with it.

Shadow Prison needs to die for the same reason Rampage as One and Avatar of Melandru do: Because removing half of the counters to playing a class with a single button-push is retarded.

Last edited by Riotgear; Oct 02, 2007 at 05:56 AM // 05:56..
Riotgear is offline   Reply With Quote
Old Oct 02, 2007, 06:08 AM // 06:08   #3
Div
I like yumy food!
 
Div's Avatar
 
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
Default

Get rid of dancing dagger sins, melandrus dervishes, and paragons, and I'll be happy. I'll come up with a more complete list when my head doesn't hurt so much...
Div is offline   Reply With Quote
Old Oct 02, 2007, 09:43 AM // 09:43   #4
Frost Gate Guardian
 
Join Date: Feb 2006
Location: Out of my mind.
Guild: The Next Best Thing [qft]
Default

Quote:
Originally Posted by Riotgear

Or fix Black Lotus Strike, or fix the disparity between duals and other attacks that makes Blades of Steel do such stupid amounts of damage, or nerf Shadow Prison, or fix any of the real problems with the SP bar instead of playing whack-a-mole with IAS.
AMEN, I'm so tired of assassins in 1v1 even 2v2 situations being TURN ON GOD MODE KILL SWITCH.


Quote:
Originally Posted by Riotgear
Shadow Prison needs to die...
I'll leave it at that.
Sinful Doom is offline   Reply With Quote
Old Oct 02, 2007, 10:09 AM // 10:09   #5
Forge Runner
 
bungusmaximus's Avatar
 
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
Default

Hmm not hard what I would like nerfed:
-Melandru's dervishes
-Deadly arts sins
-Paragons AL
-Assassin teleports

Pretty obvious and I'm surely not the only one who thinks this.
Not sure about RaO, there are many pretty general counters to it, but the build is still a no brainer and I don't like no-brainers.

Last edited by bungusmaximus; Oct 02, 2007 at 10:11 AM // 10:11..
bungusmaximus is offline   Reply With Quote
Old Oct 02, 2007, 10:54 AM // 10:54   #6
Wilds Pathfinder
 
Join Date: May 2005
Guild: The Black Dye Cartel
Default

My advice remains unchanged from the last round, nerf offensive things until Shock Axe warriors are the best offensive choice in the game.

I'll add an adendum: nerf defensive things until Ether Prod runners are good again.
Dzan is offline   Reply With Quote
Old Oct 02, 2007, 11:14 AM // 11:14   #7
Forge Runner
 
Aera's Avatar
 
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
Default

Wow I can't believe you didn't mention a nerf for Deadly Paradox, Augury of Death, and Dancing Daggers :/

So here's my list:

Assassin

Deadly Paradox: Stance. All your attack skills are disabled for 10 seconds. For 1...7 seconds your Assassin skills recharge and cast25% faster.

Augury of Death: Duration to a lot less donno what

Dancing Daggers: Turn it into an attack skill that is blockable and missable, and every dagger needs to hit to be able to follow up with an Offhand attack.

Smoke Powder Defense: just fix it, the blind duration doesn't scale.

Warrior

Fear me: foe loses 1...2...3 energy

Belly Smash: 20 recharge

Pulverizing Smash: won't fail if target is not knocked down

Ranger

Broad Head Arrow: reduce daze duration to 2...11...15

Rampage As One: no increase on attack speed OR no increase on movement speed

Monk

Amity: 30 recharge

Balthazar's Pendulum: add a 10...40...70 dmg to a foe when knocked down.

Boon Signet: heal for 20...50...70 health

Cure Hex: make it work under Healer's Boon ( it doesn't give the extra hp )

Shield of Deflection: duration reduces to 1...3....5

more will follow once I get home
Aera is offline   Reply With Quote
Old Oct 02, 2007, 11:53 AM // 11:53   #8
Wilds Pathfinder
 
Join Date: Apr 2006
Default

My nerf lists are getting shorter and shorter. Which i think is a good sign.

Mantra of Recovery

- the problem with this skill is that it allows the mesmer to break limitations on skills imposed by their recharges. Recharges are a balancing mechanism which prevents potentially overpowered skills from becoming overpowered. Diversion is a potentially overpowered skill but its recharge is meant to balance its effectiveness to allow monks time enough to absorb and counter it. Imagine diversion with a 5 second recharge, holy veil cannot protect a monk against a mesmer spamming diversion every 5 seconds. Thankfully the natural recharge or diversion is in line with the recharge of holy veil. However, things chance with a Mantra of Recovery mesmer because they can 'break' the balance achieved by the setting of recharges.

I know the mesmer class was designed to be able to break the rules, but Mantra of recovery allows the mesmer class access to imbalances that really should not be allowed. A class that can break the rules is ok as a concept as long as its ability to break the rules has limitations and does not throw out balance in general.

suggestion 1

Mantra of Recovery: Enchantment spell. Target self becomes enchanted and for x seconds all spells you use recharge 50% faster. 5e 1s cast 20s recharge. 18 seconds duration at 14 fast cast.

suggestion 2


Mantra of Recovery: Stance. For x seconds all mesmer spells you cast recharge 50% faster but cost 25% more energy. All non-mesmer spells you cast recharge 25/33% faster but cost 25/33/50% more energy. 5e 20s recharge.
18 seconds duration at 14 fast cast.

suggestion 3

Mantra of Recovery: Stance. For x seconds all spells you cast recharge 50% faster. This stance ends prematurely when you use a non-mesmer spell. 5e 20s recharge.
18 seconds duration at 14 fast cast.

Deadly Paradox

This is another example of allowing a class to break the rules. And in this case, the assassin can break the balance inherent in its skills due to their recharge.

suggestion

remove skill from game AND lower recharge times of other skills that were meant to be used in conjunction with DP. Dancing daggers...disrupting dagger, crippling dagger, iron palm, entangling asp, mantis touch, mark of death, siphon speed. Otherwise those skills just dont and wont see any real use.

Signet of toxic shock, expunge enchantments, shadow prison and augury of death are the skills that cause the most problems in combination with DP, however, outside the combination they really arent as problematic. No amount of tweaking to DP will prevent this, short of ether renewalling it. Which is why i say take it out of the game. Or you could just increase its energy cost to 10 energy, increase the attribute requirement for longer durations, reduce recharge buff to 25% and maybe turn it into an enchantment with a 1-2 second casting time. Im not sure exactly what can be done, but from the complaints ive heard about DP/SoJ sins in TA something might need to be done.

Rampage as One

I have mixed feelings about this skill now. The introduction of aura of stability has made fighting RaO teams even more easy than it was before. Dont forget, RaO costs 25 energy and requires at least 9 BM to be kept up 24/7. But using a 25e cost skill every 10 seconds is not easy, even for rangers with their expertise (it still costs from 13-12 energy). With aura of stability analysing the RaO skill is not even necessary, AoS prevents them from KDing, so even if they have +50% IAS and +50% Speed buff, the amount of pressure they inflict will never be as good as the pressure they inflict when they can constantly KD, daze and deep wound their targets. Of course +50% is an exaggeration and would never happen but it serves to make my point, RaO thumpers who cannot KD, are like dogs with no teeth, a whole load of barking but no bite.

Shadow Prison Sins

I dont believe SP sins are in need of any more nerfs. They are still great at skirmish/solo situations away from the stand, but i think that ties in well with the concept of the assassin. It really is not my fault that people are not running blind in their defense, since blind is generally the best way to counter a sin who is out on its own. A sin backed up with a monk is a different matter of course, but i think the inability of teams to deal with dedicated split builds is more a symptom of guilds running builds built for 8vs8 encounters rather than splits. You no longer see mendtouch heal sig gank warriors for example.

It is a great shame that ever since the introduction of Shadow prison and the offhand skills that allow sins to skip the need for lead attacks, we rarely see other sin builds in use (apart from DP sins but they really go against the whole concept of the sin i think). There are other builds available but for some reason noone is yet to use them effectively or regularly. Anti-block combos are now possible and Death blossom/Moebius strike/fear me has always been a great pressure machine. i think that most guilds have a preference of running warriors (due to high armour) and melandrus dervishes (due to immunity to conditions and wearying strike spam), the frontline flag stand sin just doesnt get a look in (due to low armour and limited ability to 'tank' at vod)

Paragons

I am not entirely convinced that the paragon needs the nerfs that some people cry out for. In the current meta, i think the major defensive wall that teams face is the MoR+ward against melee mesmer. The additional defense provided by Defensive Anthem+Shields up i think is just an additional layer that becomes all the more effective because of the other layers already in place. DA can be interrupted. Easily. Shields up only lasts 9 seconds in most cases. 9 out of 30. And it only works against projectiles so its not like in those 9 seconds you are unable to do ANY dmg at all.

In terms of the high armour and the DPS of the paragon. I can see where this might need a little tweaking. The great thing about the paragon is that it can almost match the DPS of a warrior, but without the drawbacks of needing to be in melee range or using frenzy stance. At least with warriors you have the opportunity to spike them or punish them if they extend out of the range of their monks or if they spam frenzy without cancel. Those 2 alone help keep warriors DPS in line. The paragon generally cannot be spiked. Since they usually are well within range of their monks, and have such high armour. If anything needs to be done, its to make it possible to spike a paragon. Reduce their armour somehow, maybe by adding -armour condition to aggressive refrain. Or adding the following to the primary attribute.

leadership suggestion

For every 1 point of energy gained through leadership you lose 2.5 armour for 1 second. So at 12 leadership, you gain 6 energy if you reach 6 allies with your shout. You also lose 6x2.5 =15 armour for 6 seconds everytime you use a shout.

defensive meta

I want to see what happens when ward against melee no longer dominates. We might see dual Defensive Anthems (which can be interrupted by a mesmer easily). Shields up will still be used. But as long as teams are not benefitting from constant 50% block i think the defensive meta will not be as boring as it is now.

I just hope there isnt something else that can replace fast cast wards.

*Fast cast aegis? (can be removed)
*Multiple blinders? (can be diverted, drawn on spikes, but in general 2 blinders is a pain to fight against)
*Warder with anti-interrupt skills like mantra conc/glyph conc/mantra resolve? (would require dedicated warder builds with little to no flexibility go go split against them).
*Multiple warders - keep ward on mesmer for emergencies and have ward on flag stand ele (means flag stand team is very limited on utility again, dedicating build to ward camping limits mobility).

anyone else can think of another form of passive defense that can replace fast cast ward melee like it replaced the aegis chains before it?

if so, we need those nerfed too otherwise this defensive meta will just go on forever.

Ward against Melee


suggestion above^ - increase recharge to 30 seconds.

I dont like the fact MoR mesmers are better at using wards than Elementalists are. I like the previous suggestion to increase its recharge to 30 seconds. But if this is done i hope elementalists still have the ability to keep it up 24/7 at high attributes like 15-16. At least an MoR mes with 9 earth will only be able to have the ward up on recharge (every 15 seconds) which may make it easier to diversion and easier to predict for a ranger, but interrupting the cast on reflex will still be pretty impossible.

i dont think increasing recharge to 30 seconds will be enough, but i wouldnt mind testing this out to see what happens. I wonder if Anet would.

Glyph of lesser energy


i cant see how this needs changing. I think Gole currently acts and is meant to act like an enabling skill. It enables elementalists the ability to use their high energy skills easier than they would without. Perhaps it could be buffed so that elementalists could access 25e skills like deep freeze and rodgorts invocation more often without relying on dual attunements. In the case of eles i would think it needed buffing rather than nerfing. In the case of other primaries taking advantage of Gole i dont really see how gole is at the center of any overpowered builds. The necro hexers still use gole but their hexes are no longer as effective as they were before. Mes/eles with wards use gole but the gole is not the culprit behind the problems with that build. SoD monks use gole but even they struggle for energy when the other layers of passive defense have been stripped away. The SoD prot bar with gole still rewards highly experienced/skilled monks and in the hands of inexperienced monks, even gole will not be enough, an experienced frontline team will make it extremely hard for your average SoD monk even powered with Gole to keep energy levels up while protting. What else uses gole in the current meta that demands a nerf of gole? i honestly cannot find them.

If what you are saying is that the SoD bar with Gole is extremely effective in the hands of an extremely good prot monk... i dont see the problem. Its not like having that bar will automatically make any monk a good prot monk.

i think we need to see what happens to the meta, how GvGs pan out if ward against melee is dealt with. If passive defense gets hit where it needs to be hit without being ether renewaled, i think hitting other forms of defense will be too much. We will shift from an overly defensive meta to an overly offensive one. Without some form of reliable defense, people will just start complaining that we cannot stay alive anymore.

Its like the complaints over RA. First people compained about leaving in RA, now they complain that they cant leave.

Anet needs to find the middleground when it deals with these problems. It needs to stop doing things in extremes.

Defense is not inherently BAD. Its bad when it becomes almost impossible to counter directly (ie fast cast wards, aegis chains cast on other side of compass, SoR kept on 3 people etc etc). Defense is fine as long as there are viable ways to counter it (ie interrupt DA, interrupt wards, remove enchants).

Leaving is not inherently a BAD thing. Its bad when people leave for the wrong reasons (ie needing a 'perfect' RA team to farm glad points). Its fine if you have legitimate reasons (ie emergency at home, stalemates with multiple monks on both teams, other people leaving team already etc etc).

Lorekeeper

Last edited by Lorekeeper; Oct 02, 2007 at 12:00 PM // 12:00..
Lorekeeper is offline   Reply With Quote
Old Oct 02, 2007, 12:16 PM // 12:16   #9
Ascalonian Squire
 
Join Date: Mar 2006
Default

idk if it still does, golden fang strike still do deep wound even if it does not strike. if it does, would like to see that fixed.
riddik darksky is offline   Reply With Quote
Old Oct 02, 2007, 12:20 PM // 12:20   #10
Krytan Explorer
 
iriyabran's Avatar
 
Join Date: Feb 2007
Guild: [Lord]
Profession: E/
Default

angorodon's gaze reduce energy gained back
mor definetely needs a nerf
i don't like the fact the mesmer use wards better in recharge AND cast aspect either
i like the idea about melandru dervs

Last edited by iriyabran; Oct 02, 2007 at 12:35 PM // 12:35..
iriyabran is offline   Reply With Quote
Old Oct 02, 2007, 12:22 PM // 12:22   #11
Grotto Attendant
 
makosi's Avatar
 
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
Default

Quote:
Originally Posted by Pah01
Dervish.


Avatar of Melandru. Changed to lose all conditions when hit with an attack skill.

Why? Being immune to blind in particular is very very bad for game balance. It is also bad for play in general,---> Melandru is up lets push, avatars down lets play defensive again.

Lose all conditions keeps some usefullness for the skill without making it really really bad as it is now - health bonus is meaningless really.
I like where you're going with this because I think that they need to take a more active approach to coping with conditons - everyone else does.

My suggestion would be that you lose a condition every time you attack or use a skill so that they can suffer the way everyone else does whilst retaining the inherent benefit of the Form. The +100 Health is reasonable.

Rampage as One has to go. It's not viable with a bow because of the cost of bow attack skills and it only encourages thumping. It's a gimmick and it's too strong and shutting down a single target especially when hexes took such a big hit at the last balance. Yes, 25 Energy is a lot but expertise brings it down to 13~ energy and Hammer Bash costs nothing, Crushing Blow costs 3 energy or so and you pet nibbles away some nasty DPS at no energy cost at all. All from one player.


-:On a different topic, I think Divine Favor could be applied to signets, too. Divine favor is already strictly limited to monk spells which is comparatively unfair.

Expertise works on all attack skills for every profession, Fast Casting works on every spell and signet, Mysticism works on all enchantments and Critical Strikes works on all weapons [Scythe = pain]. I don't see why Divine Favor covers such a narrow scope of skills.

Quote:
Originally Posted by iriyabran
angorodon's gaze reduce energy gained back
I think there have been suggestions about returning the energy cost from 15 -> 12 on the official wiki. I'll have to check it out to be certain, though.

Last edited by makosi; Oct 02, 2007 at 12:27 PM // 12:27..
makosi is offline   Reply With Quote
Old Oct 02, 2007, 12:42 PM // 12:42   #12
Lion's Arch Merchant
 
Join Date: Jul 2007
Default

make ew only work on spells so thumpers cant use it to keep there roa up 24/7?
tyrant rex is offline   Reply With Quote
Old Oct 02, 2007, 12:55 PM // 12:55   #13
Wilds Pathfinder
 
Join Date: Apr 2006
Default

Quote:
Originally Posted by makosi
Rampage as One has to go. It's not viable with a bow because of the cost of bow attack skills and it only encourages thumping. It's a gimmick and it's too strong and shutting down a single target especially when hexes took such a big hit at the last balance. Yes, 25 Energy is a lot but expertise brings it down to 13~ energy and Hammer Bash costs nothing, Crushing Blow costs 3 energy or so and you pet nibbles away some nasty DPS at no energy cost at all. All from one player.
Just because you cannot defeat RaO does not mean it has to go. Its not too strong and it cannot easily shut down a single target. Hammer bash does not cost 'nothing'. You need 6 adrenaline, you need to hit to gain adrenaline. No hit = no adrenaline. Crushing blow is useless unless target is KD'ed. No KD = No Deep wound. Brutal Mauling requires KD'ed target. No KD = No Daze.

There is a difference between needing things balanced because you are bad at the game and things needing balancing because they are imbalanced/broken.
Lorekeeper is offline   Reply With Quote
Old Oct 02, 2007, 12:56 PM // 12:56   #14
has 3 pips of HP regen.
 
Riotgear's Avatar
 
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
Default

Quote:
Originally Posted by Darko_UK
RaO functions as it should
If that function is to let bad players mash buttons and avoid half of the drawbacks of playing a melee class, then it can GTFO.

And yes, 25 energy is a lot, but not when everything else on your bar costs 5e or costs adrenaline instead.

Quote:
Just because you cannot defeat RaO does not mean it has to go. Its not too strong and it cannot easily shut down a single target. Hammer bash does not cost 'nothing'. You need 6 adrenaline, you need to hit to gain adrenaline. No hit = no adrenaline. Crushing blow is useless unless target is KD'ed. No KD = No Deep wound. Brutal Mauling requires KD'ed target. No KD = No Daze.
Because thumpers are obviously having a very difficult time hitting their targets.

Last edited by Riotgear; Oct 02, 2007 at 01:01 PM // 13:01..
Riotgear is offline   Reply With Quote
Old Oct 02, 2007, 01:08 PM // 13:08   #15
Forge Runner
 
bungusmaximus's Avatar
 
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
Default

I think a hammer warrior should always be a better choice then a thumper, if aNet could achieve that in some way I think we're getting somewhere.
bungusmaximus is offline   Reply With Quote
Old Oct 02, 2007, 01:10 PM // 13:10   #16
Grotto Attendant
 
makosi's Avatar
 
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
Default

Quote:
Originally Posted by Lorekeeper
Just because you cannot defeat RaO does not mean it has to go. Its not too strong and it cannot easily shut down a single target. Hammer bash does not cost 'nothing'. You need 6 adrenaline, you need to hit to gain adrenaline. No hit = no adrenaline. Crushing blow is useless unless target is KD'ed. No KD = No Deep wound. Brutal Mauling requires KD'ed target. No KD = No Daze.

There is a difference between needing things balanced because you are bad at the game and things needing balancing because they are imbalanced/broken.

I never said I couldn't defeat it but I know when too much pressure is too much pressure.
makosi is offline   Reply With Quote
Old Oct 02, 2007, 01:28 PM // 13:28   #17
Forge Runner
 
kvndoom's Avatar
 
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
Default

Quote:
Originally Posted by bungusmaximus
I think a hammer warrior should always be a better choice then a thumper, if aNet could achieve that in some way I think we're getting somewhere.
Since warriors are the only physical class with no form of energy management whatsoever, we'll never see that day. This is one of the reasons Paragons are so broken. Their e-management far outweighs the drawback of having 2 pips.

Skill-wise--

MoRecovery, maybe not end on non-Messie spell use but just not affect non-Mesmer spells? That would fix the Ward problem, but I think about it, and that makes it exactly eqivalent in use to Deadly Paradox, which isn't an elite. So maybe: Affect all spells, all spells recharge 50% faster but you lose 7 energy when you cast a spell (5 may be more reasonable). This will defeat GoLE better than just adding a % to the cost. When a skill doesn't require any thought or strategy to use, when it has no drawbacks whatsoever, it has become broken. Guaranteed energy loss, Glyph or no Glyph, will force more conservative usage.

GoLE needs to benefit ele's more and everyone else less. Some agree, some don't, but many spells in Guild Wars have been prohibitively expensive for a reason. This Glyph defeats that type of balance. Make it scale 7-20 less energy.

Rending Touch- make it a skill and not a spell. (sorry, I'm sneaking in a buff in your nerf list. )

Buff Expel Hexes to 5 second recharge too.

Deadly Paradox- what else needs to be said? I used to be in the 30-second recharge camp, but now I'm thinking 45 seconds. Or 30 seconds and make it an enchantment.

Make Leadership affect Paragon skills only. The list of Warrior nerfs due to Paragons just keeps growing. Enough is enough. I'm not sure any class has seen more nerfs due to cross-class abuse than Warriors, with their pitiful 2 pips of energy and no e-management to speak of.

Mending Touch is one of those skills this game could have done without. Another "zero investment, full benefit" skill. I wouldn't mind seeing the number of conditions scale with attribute. Doubt that will ever happen though.
kvndoom is offline   Reply With Quote
Old Oct 02, 2007, 01:36 PM // 13:36   #18
Forge Runner
 
bungusmaximus's Avatar
 
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
Default

Quote:
Originally Posted by kvndoom
Since warriors are the only physical class with no form of energy management whatsoever, we'll never see that day. This is one of the reasons Paragons are so broken. Their e-management far outweighs the drawback of having 2 pips.
Don't quite follow you there, I usually don't run into very nasty energy troubles when I play a hammer build, they can still be pretty mean. Maybe fixing pulverizing smash could help here, make it stop failing when target isn't knocked down and you save 5 energy that would else be spent on crushing blow?
bungusmaximus is offline   Reply With Quote
Old Oct 02, 2007, 01:41 PM // 13:41   #19
Wilds Pathfinder
 
Join Date: Apr 2006
Default

Quote:
Originally Posted by Riotgear
Because thumpers are obviously having a very difficult time hitting their targets.
Because i am or i have a good prot monk in my team. I suggest everyone who collapses against RaO teams to seriously consider analysing their backline abilities.

Aura stability on LoD monk = no KD. Read my above post. No KD = No deep wound = No daze = No pressure.

Guardian buff (which wasnt even necessary) = 50% less dmg and 50% less KDs = Bye bye pressure.

take a look at the most popular ''balanced'' build in HA. Legoway. They have even more defensive options against RaO thumpers. Make haste+brace yourself+DA chains+water eles.

Thumpers are snared constantly with blurred vision. Monks have constant 50% block rate even before the use of guardian. Brace yourself negates 1 KD every 12 seconds.

like i said before, if RaO is a problem for you and your teams, i suggest you get better at the game before you cry for changes.

Before you tell me that these counters are not available in TA, i just need to say that the game is rarely balanced (if ever) because of what goes on in 4vs4 arenas. It is widely known that the game is balanced around the 8vs8 format. Yes i could understand why the RaO thumper might cause problems in 4vs4 arenas. You have very few defensive utility options available to you due to the decreased party size. However, i just dont think it would be right to balance the skill because its overpowered in TA and clearly not overpowerd in 8vs8 formats.

please stop crying about spiritway in HA. All you achieve is to make yourself look like a mediocre player. One thread was already closed in the HA section because of this unnecessary whining and it seems to be migrating here.
Lorekeeper is offline   Reply With Quote
Old Oct 02, 2007, 01:44 PM // 13:44   #20
Lion's Arch Merchant
 
Vl Vl D's Avatar
 
Join Date: Feb 2007
Location: Australia
Guild: [DVDF]
Default

Shields up. No longer blocks attacks, Duration uped to ...15 secs at 11 tactics, armour bonus against projectiles left at 24. Reduces Paragon damage a bit to 78% of base but doesnt ruin it while at the same time it will no longer add another layer of blockway so that skills can be interrupted by rangers.


wtf you want to nerf my wamo more o.0 why not nerf the dress wearing dervish with its bleeding, cripple, blind, buring, illusion of weakness copy , vigorous spirit copy, and if thats not bad enough the buggers can morph into lil wee gods.Na I dont want dervs nerfed realy.


I would love to see this build nerfed 1+2+3+4+5+6 yes you know what im taking about, Ass_assin caster.Yea the buid is lame but im just so over every assassin telling me its his own build and this is why it must be nerfed.
Vl Vl D is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:04 PM // 14:04.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("