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Old Jan 10, 2007, 04:33 AM // 04:33   #61
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the cast time is my personal opinion. and yes i understand what a 2 sec cast times does in PvP. I also dont want to see SV teams doing 20 less dmg with 1sec or less cast times due to the ever popular Fastcast ME/X builds.

If you noticed i also said the duration is rather broken atm. I also suggested adding a few seconds on the recharge so that it can't be reapplied so quickly.

I thank you for taking the time to write a very professional post and reading completely without picking it apart for minor details.

But also understand that these patch suggestions mostly built around casting times are suggestions that stipulate the criteria upon which the Metagame is played around.

So are these crys for a nerf to the skill or for conformation to current playing styles?

So i see your point but being active in the game i feel enough is enough and its time for people to stop crying so much and adapt a bit.

ATM these crys for nerf on SV, SP, RoA, SF are worse then the crys from the AoE and rend enchant update to UW from the farmers.

Yes Most of you sound like PvEers.

let be reasonable and balance the skills not kill the skills.
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Old Jan 10, 2007, 04:46 AM // 04:46   #62
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When people see Necro Hexes, they still do their role then yell when they take damage, then cry for a nerf because they cannot play like they have to.

When I see Necro Hexes put on me, I go to the bathroom, watch some MAD TV, grab a Dr.Pepper, get back on the computer, and the only thing that happened was my life degenerated to half health.

Guess what? Spoil Victor, like every other Necro Hex, only does real damage when you do something. Yes, I know that I still have to heal, attack, etc. but once I see the green at the top-left corner, I take things slow. If anyone goes fast because they want to finish it quickly, they will take alot more pressure.

Spoil Victor is fine. It has been buffed to recieve PvP usage, and its task was accomplished. No skill is overpowered, it just requires knowledge and experience to counter it, not the right skills. If you see SV on you, then let your health degen at little, switch to a non-HP modded weapon set if you have one, THEN do as you please.
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Old Jan 10, 2007, 02:42 PM // 14:42   #63
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Quote:
Originally Posted by suiraCLAW
Exactly, that's why Spoil Victor is an elite skill...
We already have a generel counter, it's called spiteful spirit. Now compare SV and SS.
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Old Jan 10, 2007, 05:50 PM // 17:50   #64
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Quote:
Originally Posted by Apok Omen
When people see Necro Hexes, they still do their role then yell when they take damage, then cry for a nerf because they cannot play like they have to.

When I see Necro Hexes put on me, I go to the bathroom, watch some MAD TV, grab a Dr.Pepper, get back on the computer, and the only thing that happened was my life degenerated to half health.

Guess what? Spoil Victor, like every other Necro Hex, only does real damage when you do something. Yes, I know that I still have to heal, attack, etc. but once I see the green at the top-left corner, I take things slow. If anyone goes fast because they want to finish it quickly, they will take alot more pressure.

Spoil Victor is fine. It has been buffed to recieve PvP usage, and its task was accomplished. No skill is overpowered, it just requires knowledge and experience to counter it, not the right skills. If you see SV on you, then let your health degen at little, switch to a non-HP modded weapon set if you have one, THEN do as you please.
It's fine to take things slow and be careful with hexes. People do that with Empathy, Backfire, Spiteful Spirit, etc.

The difference with them and Spoil Victor is that Spoil Victor lasts 35+s and has 10s recharge, low cast time and low energy cost. 1 necro can have it covered on your full team if you don't have Divert/Expel. And you can't do very well when your full team has to take things very slowly. Their team won't.

Change to duration/recharge so that it can be kept on around 2 person by 1 Necro without hurting the effect makes it a lot more balanced overall while still keeping it threatening and very potent.
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Old Jan 10, 2007, 08:10 PM // 20:10   #65
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hmm, it does sound like it could get hit just a tad by the nerph bat, duration lowered a bit maybe, but mainly something should be done about the GL dying at mach 9, maybe take cyclone axe off him or something, but ack, its deal-with-able
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Old Jan 10, 2007, 10:02 PM // 22:02   #66
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I'm glad to see some people view the skill from boths side pointing out the aspect that makes it slightly unbalanced.
I'm still stuck on the 10e/1sec/12sec recharge/20 sec duration.

Also comparing SS to SV isn't a fair comparison. they are both hexes however spoil victor is conditional, Spiteful spirit is not so there is totally different criteria for triggering each.

SS is a PvE/AB skill for the most part, SV is a boarderline spike.
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Old Jan 10, 2007, 11:35 PM // 23:35   #67
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Quote:
Originally Posted by Saider maul
I'm still stuck on the 10e/1sec/12sec recharge/20 sec duration.
/signed

This seems like the optimal balance for this skill.
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Old Jan 19, 2007, 09:36 PM // 21:36   #68
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screw that just make it
Spoil victor ends prematurely if the target cast an enchant on themself
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Old Jan 19, 2007, 09:42 PM // 21:42   #69
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Quote:
Originally Posted by ensoriki
screw that just make it
Spoil victor ends prematurely if the target cast an enchant on themself
That would entirely kill the skill. Toning it down to a reasonable level is far better than killing the skill. I'm pretty sure they buffed it because they wanted Necromancers to see play, killing it entirely because the buff was too strong would be fairly stupid.
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Old Jan 19, 2007, 10:06 PM // 22:06   #70
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Quote:
Originally Posted by Saider maul
how high ya want? i'll have them post. lol very few high ranks got there by skill. most got their jump long ago with IWAY and ViMways Farms so dont even start throwing rank around.

I never once said it was done regularly. you asume.
Preferably top 20, but top 50 will do.
You said 'In PvP most high end PvP team/Guilds can interupt 1/4 sec cast times'.
Using the simple present implies a habit or a repeating activity, so you did say it was done regularily.
Grammar ftw.
Quote:
Originally Posted by ensoriki
screw that just make it
Spoil victor ends prematurely if the target cast an enchant on themself
Are you kidding me?
Oh wait! you're the same guy who said Avatar of Grenth is fine, and Wild Blow could be used by sins to keep up Critical Defenses
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Old Jan 20, 2007, 12:14 PM // 12:14   #71
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SV guild lord cuddle rings are just the coolest thing ever imo.

Cyclone axe ftw
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Old Jan 25, 2007, 12:16 AM // 00:16   #72
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Thomas your playing off a twist of words. Be mature about this.

anyway weekends over. I was close to calling the balance right. disguessing this further is pointless.
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Old Jan 25, 2007, 03:40 AM // 03:40   #73
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hex removal anyone? learning not to spam skills without look at target's health?

Just for a laugh:
Quote:
Originally Posted by ensoriki
screw that just make it
Spoil victor ends prematurely if the target cast an enchant on themself
wait, that'll make sv completely useless! how about let's make sv 25 energy, 120 recharge, 5 sec duration, and only deal 10 dmg every time it activates. ohhhhh, if they cast on a target with more health, sv is gone and they are healed for 500 health. that'll be an awesome solution!


p.s.: if you don't sense the sarcasm, then you're a noob like ensoriki

Last edited by Div; Jan 25, 2007 at 03:44 AM // 03:44..
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Old Jan 25, 2007, 05:34 PM // 17:34   #74
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Quote:
Originally Posted by TMWNN
SV guild lord cuddle rings are just the coolest thing ever imo.

Cyclone axe ftw
This with the potential buff to Price of Failure is reason enough to get rid of Cyclone axe on the guild lord.

Someone mentioned that an SV necro could keep it up on everyone. The duration should be tempered but i'd say it is usually on 2-3 people tops. The weekend event had it more in balance. 20 seconds seems fine to me, keep damage the same otherwise it will become useless, as a hex has to be truly punishing to merit Elite status, otherwise energy managing elites will be used instead.
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Old Jan 26, 2007, 02:29 PM // 14:29   #75
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Quote:
Originally Posted by Saider maul
Thomas your playing off a twist of words. Be mature about this.
Dude, I'm just saying you shouldn't say 'people can interrupt 1/4 sec casts' and then be surprised if people disagree with you, or assume you mean they can do it regularily.
Sure they can. I can. I interrupted an infuse in HA yesterday (with Distracting Shot! oh boy did that guy get pwned). Was I aiming for it? most certainly not. If you interrupt a 1/4 sec cast it's luck more than anything, so I think it's out of place to say that high ranked people can interrupt 1/4 sec casts.
If you're annoyed by the 'twist of words' I'm sorry, but that was my point
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Old Jan 27, 2007, 12:44 AM // 00:44   #76
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For 1...25..31 second, whenever a foe attacks or casts a spell on a creature with less health, that foes loses 5...17..20% of their current life total.

Could scale the percentages up, the idea being that it'd be very strong pressure on people at high health, but not insta-gib people at low health as is often done. Longer duration because this now functions as added pressure, not total shutdown.
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Old Jan 27, 2007, 10:54 PM // 22:54   #77
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Quote:
Originally Posted by swordfisher
For 1...25..31 second, whenever a foe attacks or casts a spell on a creature with less health, that foes loses 5...17..20% of their current life total.

Could scale the percentages up, the idea being that it'd be very strong pressure on people at high health, but not insta-gib people at low health as is often done. Longer duration because this now functions as added pressure, not total shutdown.
I havent put much thought into the negative effects of this type of change but it seems like a good idea to me. I however would still reduce the duration on SV.
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Old Jan 28, 2007, 01:13 AM // 01:13   #78
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Maybe it's been suggested, but I had an "in-flavor" thought for a nerf.

Change it so the hex only triggers when attacking or using spells against a foe of the hexed player. Basically, this means it has no effect on healers (monks). It's more "in flavor" because the skill is about spoiling a victory... and a monk casting heals on people with less health than himself doesn't relate to that. This just makes the skill a bit less of the super versatile shutdown that it is... maybe not enough of a nerf, but it's a thought.
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Old Jan 28, 2007, 01:42 AM // 01:42   #79
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How much i love this skill..it needs a nerf :P less dmg id say.

i was in AB 2day, trying out new builds, i was using Spoil V + Empathy..
i seen a Barrager..Spoil V + empathy..he casts Barrage BANG 105 ..105..105..105..105..105..35..35...35..35...35..3 5, lmao i couldnt stop laughing!
840dmg!
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Old Jan 28, 2007, 03:25 AM // 03:25   #80
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I wouldn't like the effect to change. But I would like to see the effort put in to cause this effect to increase. I'd like to see the cast time up to 2. Lower the duration and recharge by half (so same # of targets possible as it is currently). Leave the cost the same.

This would mean if not countered half way decently, it would still remain just as effective as it is now (the skill itself), but would cost the necro more energy and a lot more cast time, and that's what I think it needs. Right now with the cost, duration, and cast time.. the necro is able to do too much beyond this one skill and I think that's where it becomes imbalanced.

While ideally I'd rather see like 1.5 cast time, that isn't going to happen so I think it's better at 2, than at 1. And with half the recharge and no cost increase, interupting it once wouldn't be that harmful to the necro.

Comparing it to other hexes isn't really fair. Spells like backfire and empathy are just trash and need buffs and shouldn't be used in any balance point.

Deny hexes isn't a balance point either, that needs a wacking more than this skill does.
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