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Old Sep 01, 2009, 06:06 PM // 18:06   #1
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Default GvG today is um...

What, did NCSoft decide to turn GvG in to AB? Never thought I'd see GvG go so downhill
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Old Sep 01, 2009, 06:08 PM // 18:08   #2
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pretty sure the SV/insidious/SS 6 N/R with pets and spirits to solo the guild lord was much worse.

but yeah, it's pretty shit atm.
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Old Sep 01, 2009, 06:55 PM // 18:55   #3
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7/10 matches had some variant of 4+ R/As running around in casual play.

Getting ready to run 6 curse necros for srs.
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Old Sep 02, 2009, 12:30 AM // 00:30   #4
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Everyone is jumping on the bandwagon to get some R/A action before it gets nerfed. I guess that's the idea anyway.

Better get cracking myself then!
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Old Sep 02, 2009, 02:31 AM // 02:31   #5
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Originally Posted by JDRyder View Post
What, did NCSoft decide to turn GvG in to AB? Never thought I'd see GvG go so downhill

It basically comes down to one thing , lord damage.

Playing stall builds is the safest way to win - clear a path to the lord room have your fire ele sit there for the rest of the game , go watch some TV , come back in 20 minutes. It's the cause of all the problems such as R/A , E/Me , E/D , Me/Mo .. they all serve one purpose which is to inflict lord damage and/or clear the way to inflict lord damage.

I wish they would split the skills for euro and american.

Euros could have aegis back , fight 8v8 at the stand - someone lands a few lucky interrupts , one team wipes in 4 minutes game over.

Americans could be given a global inherent 66% block rate and could camp each others lord for 28 minutes.

This would make guildwars fun for everybody !
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Old Sep 02, 2009, 02:51 AM // 02:51   #6
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Originally Posted by I Ithorian I View Post
It basically comes down to one thing , lord damage.

Playing stall builds is the safest way to win - clear a path to the lord room have your fire ele sit there for the rest of the game , go watch some TV , come back in 20 minutes. It's the cause of all the problems such as R/A , E/Me , E/D , Me/Mo .. they all serve one purpose which is to inflict lord damage and/or clear the way to inflict lord damage.

I wish they would split the skills for euro and american.

Euros could have aegis back , fight 8v8 at the stand - someone lands a few lucky interrupts , one team wipes in 4 minutes game over.

Americans could be given a global inherent 66% block rate and could camp each others lord for 28 minutes.

This would make guildwars fun for everybody !
Or NCSoft could just set a age limit to get rid of these Xbox MLG wannabes, would fix everything imo. The game is so watered/dumbed down now its not even worth playing, its like WoWs PvP. They should just go ahead and add a flag.
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Old Sep 02, 2009, 09:43 AM // 09:43   #7
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Shame on people for playing what works. Truth is, ANet need to skill balance by buffing skills rather than nerfing X skills to oblivion.
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Old Sep 02, 2009, 10:14 AM // 10:14   #8
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Shame on people for playing what works. Truth is, ANet need to skill balance by buffing skills rather than nerfing X skills to oblivion.
Uhh they tried that, twice. It turned the meta into two of the worst metas the game has seen in a long time.
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Old Sep 02, 2009, 02:16 PM // 14:16   #9
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Originally Posted by I Ithorian I View Post
It's the cause of all the problems such as R/A , E/Me , E/D , Me/Mo .. they all serve one purpose which is to inflict lord damage and/or clear the way to inflict lord damage.
R/A are just as effective in 8v8 play btw. (See 5 R/A, 2-3 R/A + Hexes, etc.)
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Old Sep 02, 2009, 03:11 PM // 15:11   #10
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Uhh they tried that, twice. It turned the meta into two of the worst metas the game has seen in a long time.
hahah? when? no seriously when?
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Old Sep 02, 2009, 03:32 PM // 15:32   #11
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hahah? when? no seriously when?
Are you seriously that stupid? Buffing skills is what led to the retarded R/A meta we have currently.
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Old Sep 02, 2009, 04:29 PM // 16:29   #12
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hahah? when? no seriously when?
Warrior's Endurance
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Old Sep 03, 2009, 12:34 AM // 00:34   #13
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hahah? when? no seriously when?
Quote:
Originally Posted by December 2008 Update
Skill Updates

For more information on these changes, please see the Developer Updates page.
PvE and PvP
Assassin

* Mark of Insecurity: functionality changed to: "For 5..25 seconds, target foe suffers from -1..3 Health degeneration, and enchantments and stances on that foe expire 90% faster."
* Palm Strike: recharge time reduced to 4 seconds. Functionality changed to: Target touched foe is struck for 10..85 damage and is Crippled for 5..15 seconds. This skill counts as an off hand attack.
* Seeping Wound: functionality changed to: "For 20 seconds, if target foe is suffering from Bleeding or Poison, that foe takes 5..15 damage per second."
* Wastrel's Collapse: functionality changed to: "Shadow Step to target foe. If that foe is not using a skill that foe is knocked down. All your non-dagger attack skills are disabled for 10 seconds."

Dervish

* Onslaught: Energy cost reduced to 5, casting time reduced to .25 second.
* Reaper's Sweep: functionality changed to: "If this attack hits, you deal +10..40 damage. If your target is below 50% Health, you also inflict a Deep Wound for 5..20 seconds, otherwise that foe loses one enchantment."

Elementalist

* Blinding Surge: functionality changed to: "Target foe is struck for 5..50 lightning damage. That foe and all adjacent foes are Blinded for '1..7 seconds. This spell has 25% armor penetration."
* Double Dragon: Energy cost reduced to 5, recharge time reduced to 15 seconds. Functionality changed to: "All nearby foes are struck for 7..112 fire damage. For 10..25 seconds, your Fire Magic attribute is increased by +0..2."
* Energy Boon: recharge time increased to 40 seconds, casting time removed. Functionality changed to: "For 20 seconds, you have +0..40 maximum Energy, and 5 Health regeneration. When Energy Boon ends you gain 0..20 Energy and 0..100 Health."
* Ether Prism: Energy cost reduced to 5, casting time removed. Functionality changed to: "For 3 seconds, all damage you take is reduced to 0. When this enchantment ends, you gain 5..20 Energy."

Mesmer

* Fevered Dreams: functionality changed to: "For 10..25 seconds, whenever target foe suffers from a new condition, all foes in the area suffer from that condition as well and if that foe has two or more conditions that foe is Dazed for 1..3 seconds."
* Power Leech: Energy cost reduced to 5, recharge time increased to 20 seconds, Energy stolen increased to 5..15.
* Recurring Insecurity: recharge time reduced to 10 seconds. Functionality changed to: "For 10 seconds, target foe suffers from -1..5 Health degeneration. If that foe has another hex when Recurring Insecurity would end, it is reapplied."
* Shared Burden: recharge time reduced to 20 seconds. Functionality changed to: "For 5..20 seconds, target foe and all nearby foes attack, cast spells, and move 33% slower.
* Symbols of Inspiration: Energy cost reduced to 5, recharge time decreased to 15 seconds. Functionality changed to: "For 1..31 seconds, this skill becomes the Elite of target foe. Elite spells you cast use your Fast Casting attribute instead of their normal attributes."

Monk

* Boon Signet: recharge time increased to 8 seconds. Functionality changed to: "Heal Target ally for 20..80 Health. Your next Healing Prayers or Protection Prayers spell that targets an ally heals for an additional 20..80 Health.
* Life Sheath: recharge reduced to 2 seconds, casting time reduced to .25 seconds. Functionality changed to: "Remove 0..2 conditions from target ally. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead (maximum 20..100)."
* Peace and Harmony: functionality changed to: "Target ally loses 0..9 conditions, and 0..9 hexes. For 1..5 seconds, conditions and hexes expire 90% faster on that ally. All your Smiting Prayers are disabled for 20 seconds."
* Ray of Judgment: Energy cost reduced to 10, casting time increased to 2 seconds, recharge time reduced to 20 seconds. Functionality changed to: "For 5 seconds, target foe and all foes adjacent to this location take 5..45 holy damage each second and begin Burning for 1..3 seconds."

Necromancer

* Aura of the Lich: recharge time increased to 45 seconds. Functionality changed to: "All corpses within earshot are exploited and you animate a level 1..17 bone horror plus one for each corpse exploited in this way. For 5..45 seconds, your Death Magic attribute is increased by +1."
* Cultist's Fervor: recharge time reduced to 15 seconds. functionality changed to: "For 20 seconds, your Necromancer spells cost -1..7 Energy to cast but you suffer from bleeding for 10 seconds each time you cast a spell."
* Lingering Curse: Energy cost reduced to 5, Health sacrifice removed, casting time reduced to 1 second. Functionality changed to: "For 6..30 seconds, target foe and all nearby foes suffer -1..3 Health degeneration, and gain 33% less benefit from healing."
* Weaken Knees: recharge time increased to 10 seconds. Functionality changed to: "For 5..20 seconds, target foe suffers -5 Health degeneration, and takes 5..15 damage while moving."

Paragon

* "Incoming!": Recharge time increased to 25 seconds. Functionality changed to: "For 4..10 seconds, all allies within earshot move 33% faster, and gain 5..15 Health while moving."
* "It's just a flesh wound.": functionality changed to: "Target other ally loses all conditions. If a condition was removed in this way, that ally moves 25% faster for 1..10 seconds.
* Angelic Bond: recharge time increased to 30 seconds. Functionality changed to: "For 10 seconds, the next time an ally within earshot would take fatal damage, that damage is negated and that ally is healed for 20..200 Health. Angelic Bond ends on all other allies."

Ranger

* Archer's Signet: recharge time reduced to 12 seconds, casting time reduced to 1 second. Functionality changed to: "For 0..24 seconds, conditions you apply while wielding a bow last 100% longer."
* Spike Trap: functionality changed to: "When Spike Trap is triggered, every second (for 2 seconds), all nearby foes are struck for 10..40 piercing damage, become Crippled for 3..25 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted."
* Strike as One: functionality changed to: "The next time you hit with an attack, your target is Crippled for 5..15 seconds and your animal companion instantly moves to your target, and causes Bleeding for 5..15 seconds the next time it attacks."
* Trapper's Focus: recharge time reduced to 12 seconds. Functionality changed to: "For 12..24 seconds, your trap skills are not easily interruptible and your Wilderness Survival attribute is increased by +0..2."

Ritualist

* Clamor of Souls: recharge time reduced to 8 seconds. Functionality changed to: "Target foe and all adjacent foes take 10..65 lightning damage. If you are within earshot of a spirit or holding a bundle item, you gain 10 Energy."
* Destructive was Glaive: functionality changed to: "Hold Glaive's ashes for up to 30..60 seconds. While you hold her ashes, all Ritualist skills have 10% armor penetration. When you drop her ashes, all foes in the area are struck for 10..100 lightning damage."

Warrior

* Enraged Smash: functionality changed to: "If Enraged Smash hits, you gain 1..4 strikes of adrenaline. If you hit a moving foe, you strike for +10..40 damage, and your target is knocked down."
* Hundred Blades: recharge time increased to 25 seconds. Functionality changed to: "For 15 seconds, whenever you attack with a sword, all adjacent foes take 10..25 slashing damage."
* Primal Rage: functionality changed to: "For 1..15 seconds, you attack and move 33% faster, but you take double damage."
* Whirling Axe: adrenaline cost increased to 4 strikes. Functionality changed to: "If this attack hits, you strike for +5..20 damage and any stance being used by your target ends. This attack cannot be blocked."

PvE Changes
Assassin

* Shadow Form: recharge reduced to 45 seconds, duration reduced to 5..21 seconds.

Dervish

* Avatar of Grenth: functionality changed to: "For 5..90 seconds, you cannot be blocked by enchanted foes, and your attacks deal cold damage and steal 5..20 life. This skill is disabled for 120 seconds."

Ritualist

* Signet of Ghostly Might: functionality changed to: "For 5..20 seconds, all spirits you control within earshot attack 33% faster and deal 5..10 additional damage."
* Signet of Spirits: functionality changed to: "All spirits within earshot gain 50..200 Health."
Quote:
Originally Posted by August 2008 Update
PvE and PvP
Assassin

* Flashing Blades: functionality changed to: "(5...25...30 seconds.) You have 75% chance to block while attacking. Block effect: 5...17...20 damage to your attacker."
* Golden Skull Strike: this skill no longer requires a lead attack; reduced Dazed duration to 1...4...5 seconds.
* Hidden Caltrops: increased recharge to 12 seconds. Functionality changed to: "(10 seconds.) Causes 50% slower movement. End effect: inflicts Crippled condition (3...13...15 seconds)."
* Shadow Form: reduced the damage penalty to 33%.
* Way of the Assassin: functionality changed to: "(20 seconds.) You attack 5...29...35% faster and have +5...29...35% chance to land a critical hit."

Dervish

* Onslaught: increased Energy cost to 10. Functionality changed to: "(5...17...20 seconds.) You attack and move 25% faster."
* Vow of Strength: functionality changed to: "(20 seconds.) Adds +5...29...35% damage to your attacks against foes not suffering from any conditions."
* Zealous Vow: increased Energy gained per hit to 1...6...7; decreased to -3 Energy degeneration.

Elementalist

* Glimmering Mark: decreased casting time to 1 second; increased recharge time to 10 seconds. Functionality changed to: "(10 seconds.) Deals 5...21...25 lightning damage per second. Ends if you cast a spell that targets this foe."
* Master of Magic: decreased Energy cost to 5; decreased recharge to 20 seconds. Functionality changed to: "(1...49...61 seconds.) Your elemental attributes are set to 12 and you gain +0...2...2 Energy regeneration."
* Mirror of Ice: increased casting time to 1 second; increased recharge to 30 seconds. Functionality changed to: "(60 seconds.) You deal 5...29...35 cold damage whenever you cast a Water Magic hex."
* Thunderclap: decreased casting time to 1 second; increased recharge to 20 seconds. Functionality changed to: "Deals 15...63...75 damage. After 3 seconds, inflicts Dazed condition (1...8...10 seconds) to target and adjacent foes. 25% armor penetration."

Mesmer

* Air of Disenchantment: functionality changed to: "Also hexes foes near your target (5...17...20 seconds). Remove one enchantment from target and nearby foes. Enchantments expire 150..300% faster on those foes."
* Extend Conditions: functionality changed to: "Spread all conditions from target foe to all foes near your target. The durations of those conditions are increased by 5...81...100% (maximum 30 seconds)."
* Lyssa's Aura: increased recharge to 30 seconds. Functionality changed to: "(10 seconds.) You have 0...3...4 [sic] Energy regeneration. Renewal: every time you cast a spell on an enemy."
* Signet of Midnight: increased casting time to 2 seconds.
* Tease: decreased casting time to .25 seconds. Functionality changed to: "Interrupts a skill. Interruption effect: also interrupts all foes in the area and you steal 0...4...5 Energy from each interrupted foe."
* Visions of Regret: functionality changed to: "Also hexes foes adjacent to target (10 seconds). These foes take 15...75...90 damage whenever they use a skill."

Monk

* Aura of Faith: this skill is now in the Protection Prayers attribute line; decreased Energy cost to 5; decreased casting time to .25; decreased recharge time to 8 seconds. Functionality changed to: "(3 seconds.) Target ally gains 50...90...100% more Health when healed and takes 5...41...50% less damage."
* Empathic Removal: functionality changed to: "Removes one condition and hex from target ally and yourself, and heals for 50. Cannot self-target."
* Healing Burst: decreased recharge time to 4 seconds. Functionality changed to: "Heals for 5...105...130. Also heals party members for 5...17...20 in area of your target."
* Signet of Rage: increased non-conditional damage to 5...41...50; decreased conditional damage to 5...9...10.

Necromancer

* Life Transfer: decreased recharge to 20 seconds. Functionality changed to: "Also hexes foes adjacent to target (6...11...12 second [sic]). Causes -3...7...8 Health degeneration. You have +3..8 Health regeneration."
* Order of Undeath: increased recharge to 15; decreased Energy cost to 5. Functionality changed to: "All but one of your minions die. If that minion is non-Elite, it deals +5...25...30 more damage, has +5...17...20 Health regeneration, and attacks 33% faster (20 seconds)."
* Pain of Disenchantment: decreased casting time to 1 second; increased recharge time to 15 seconds. Functionality changed to: "Target foe loses 1...3...3 enchantments. Removal effect: that foe and all adjacent foes lose 10...82...100 Health."
* Vampiric Spirit: functionality changed to: "Steal 5...41...50 Health from target foe. You have +5...9...10 Health regeneration (10 seconds)."

Paragon

* "It's just a flesh wound.": functionality changed to: "Remove all conditions from target ally. This skill fails if you have a Deep Wound. Cannot self-target."
* "The Power Is Yours!": decreased recharge time to 0; decreased Energy cost to 0; increased adrenaline cost to 4 strikes. Functionality changed to: "(3 seconds.) Allies within earshot gain 0...1...1 Energy regeneration."
* Soldier's Fury: functionality changed to: "(10...30...35 seconds.) You attack 33% faster and gain 33% more adrenaline if under the effects of a shout or chant."

Ranger

* Expert's Dexterity: this skill is now a stance; decreased activation time to 0; increased recharge time to 20 seconds. Functionality changed to: "(5...17...20 seconds.) You attack 33% faster and you gain +2 to your Marksmanship attribute."
* Incendiary Arrows: changed skill to an attack skill; removed activation time; decreased recharge time to 3 seconds. Functionality changed to: "Hits 2 foes near your target and inflicts Burning (1...3...3 seconds)."
* Melandru's Shot: decreased Energy cost to 5; decreased activation time to 1 second; increased recharge time to 10 seconds. Functionality changed to: "Deals +10...22...25 damage. Inflicts Bleeding (5...21...25 seconds) and Crippled (3...13...15 seconds) if target foe was moving or knocked down."
* Scavenger's Focus: this skill is no longer a preparation; decreased Energy cost to 5; decreased activation time to 0; increased recharge time to 20 seconds. Functionality changed to: "(10 seconds.) You gain 3...10...12 Energy if you strike a foe who has condition."
* Scavenger Strike: decreased Energy cost to 5; increased recharge time to 10 seconds. Functionality changed to: "Deals 10...22...25 damage. You gain 3...13...15 Energy if target foe has a condition."

Ritualist

* Consume Soul: increased casting time to 1 second; increased recharge time to 5 seconds. Functionality changed to: "Steal 5...49...60 Health. If target foe was a summoned creature, you steal all of that foe's life."
* Defiant Was Xinrae: this skill is now in the Restoration Magic attribute line; decreased Energy cost to 5; increased casting time to 1 second; increased recharge time to 20 seconds. Functionality changed to: "(15...51...60 seconds.) You cannot lose more than 20% of your max Health from a single hit. Drop effect: steal 30...78...90 [sic] Health from nearby foes."
* Reclaim Essence: functionality changed to: "All your Spirits die. If a Spirit dies in this way, you gain 5...17...20 Energy and all of your Binding Rituals are recharged."
* Xinrae's Weapon: this skill is now in the Restoration Magic attribute line; decreased Energy cost to 5; decreased recharge time to 3 seconds. Functionality changed to: "(8 seconds.) The next time target ally takes damage from a foe, that damage is limited to 5% of target ally's max Health and that ally steals up to 20...68...80 Health from that foe."

Warrior

* Battle Rage: functionality changed to: "(5...17...20 seconds.) You move 33% faster and gain double adrenaline from your attacks. End if you use any non-adrenal skills. "
* Defy Pain: decreased adrenaline cost to 5 strikes. Functionality changed to: "(20 seconds.) You have +90...258...300 maximum Health, +20 armor, and take -1...8...10 damage."
* Quivering Blade: increased adrenaline cost to 5 strikes. Functionality changed to: "Deals +10...34...40 damage. Inflicts Dazed condition (5 seconds) if target foe was moving."
* Warrior's Endurance: this skill is no longer a stance.

PvP Changes
Monk

* Spirit Bond: increased recharge time to 5 seconds.

Ritualist

* Weapon of Warding: increased recharge time to 8 seconds.
That is anet trying to balance by buffing and not nerfing.

The result of that, is extremely overpowered builds take over from the already overpowered builds making the game worse than it already is and us spending the next 4 months complaining about the balance and reverting the problem skills back to a state where they are no longer a problem, and every other skill still not being used making it a complete waste of an update that did nothing good for the game and a whole lot bad for it.

Any other stupid questions?
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Old Sep 06, 2009, 11:18 PM // 23:18   #14
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GvG today is um...

like the WNBA.

/thread
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Old Sep 07, 2009, 05:46 PM // 17:46   #15
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Im not saying buff a shitload of new skills, im saying buff counters... theres nothing wrong with power creep if its done right. Nerfing skills so that they cannot be used anymore is stupid and it makes for an increasingly boring game. more frequent updates would help the state of the game - but seeing as people only care about GW2 it wont happen
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Old Sep 07, 2009, 06:08 PM // 18:08   #16
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Originally Posted by also rans View Post
im saying buff counters...
You want to turn the game further towards paper, scissors, rock than it already is? Good idea.
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Old Sep 07, 2009, 06:36 PM // 18:36   #17
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There's everything wrong with power creep.
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Old Sep 08, 2009, 12:32 AM // 00:32   #18
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"Buff counters" is one of those code phrases for don't listen to me...

I kinda agree with Polly from rawr that many players, including myself at times, tend to blame individual skills for losing or not having fun rather than scrutinizing the meta and playing to win. However, as a long term strategy for game balance I don't see the harm in slowly winding down the power creep we've seen from skill buffs in the last two years. It would have the same effect as buffing (meta shifts) without the insanity of the buff / nerf game and new overpowered gimmick of the month metas that most players don't like.
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Old Sep 08, 2009, 02:58 AM // 02:58   #19
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Originally Posted by JDRyder View Post
Or NCSoft could just set a age limit to get rid of these Xbox MLG wannabes, would fix everything imo. The game is so watered/dumbed down now its not even worth playing, its like WoWs PvP. They should just go ahead and add a flag.
lol because everybody follows to age limits, amirite?
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Old Sep 08, 2009, 04:06 PM // 16:06   #20
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Originally Posted by also rans View Post
Im not saying buff a shitload of new skills, im saying buff counters... theres nothing wrong with power creep if its done right. Nerfing skills so that they cannot be used anymore is stupid and it makes for an increasingly boring game. more frequent updates would help the state of the game - but seeing as people only care about GW2 it wont happen
No one is saying nerf stuff so that it can't be used anymore, you can tap stuff and still have it be useful, you just have to nerf it properly. Buffing counters is the wrong way to go, because then you will inevitably have to buff those counter's counters, and those counter's counter's counters, and then...you see, that's just power creep, and you never solved anything by doing such.

Nerfing is almost always a better option, simply because it's easier to control the power level of something by weakening it directly than making the things that can make it weaker stronger. Doing the latter just makes you force people to either take those things or lose, which "makes for an increasingly boring game", as you put it.

Last edited by DarkNecrid; Sep 08, 2009 at 04:13 PM // 16:13..
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