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Old Jul 11, 2008, 02:34 PM // 14:34   #101
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Originally Posted by romeus petrus
Assassin
Aura of Displacement: now has a .75 aftercast.
Dark Prison: now has a .75 aftercast.
Death's Charge: now has a .75 aftercast.
Shadow Prison: now has a .75 aftercast.
Shadow Walk: now disables your attack skills for 1 second.
This nerf is a complete load of BS, I can monk just fine against shadow step assassins. Good going Anerf, you just killed an entire class and I hope you're happy now.

Don't tell me to "l2adapt" because you CAN'T adapt to this kind of nerf. It's basically destroying what an assassin is supposed to be - get in, do damage, get out fast. Assassins are now "run in, do weak damage, and die before you escape."

If I want to be extremely fragile and do gimped melee damage, I'm just going to get on my ele and run a meleementalist or something.

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Miscellaneous
Chant and shout effects are no longer applied to allied Guild Battle NPCs.
You're really on a nerf roll aren't you Anerf?

My copy of Heroes of Might and Magic 3&4 Complete arrived at quite a nice time.
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Old Jul 11, 2008, 02:37 PM // 14:37   #102
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Quote:
Originally Posted by EndlessDivination
Not sure if anybody mentioned this but what a total logical inconsistency here: (Dev Update notes, 7/10) "Because teleportation and movement do not play the same role in PvE as in PvP, we did not create separate PvP versions of these skills."

As opposed to what makes sense and should be done: "because they do not play the same roles in pve versus pvp, we WILL create separate pvp versions of these skills." I'd hate to flame the devolopers of the game.. but for this i'll make an exception...
Nerds like you should be smarter than that! lol
Actually ... not.

Anet has already stated that they wanted to keep the number of skills with PvP/PvE versions to an absolute minimum. So new/casual players don't get more confused than they already are.

And since this nerf does not effect the PvE-functionality of the teleports in a meaningful way ... then there is no compelling reason to have separate versions.


Quote:
Originally Posted by Taurucis
Don't tell me to "l2adapt" because you CAN'T adapt to this kind of nerf. It's basically destroying what an assassin is supposed to be - get in, do damage, get out fast. Assassins are now "run in, do weak damage, and die before you escape."
Yes, Anet is 'destroying' what an assassin is supposed to be ... becasue after two years they are finally realizing that 'what an assassin is supposed to be' is REALLY bad for a competitive game. Kudos to them for admitting to their mistake.

Can they make asassins viable in some other way? Maybe. But its better (in a competitive sense) to have no assassins than to have assassins in their 'original' form.

Last edited by Frank Dudenstein; Jul 11, 2008 at 02:41 PM // 14:41..
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Old Jul 11, 2008, 02:37 PM // 14:37   #103
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Originally Posted by DarkNecrid
The only thing that really needs to be done is have the condition order swapped.
Make WS the next Ether renewal? Great. /not
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Old Jul 11, 2008, 02:39 PM // 14:39   #104
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Originally Posted by Kassad
Make WS the next Ether renewal? Great. /not
You do realize it is an anomaly as being the only skill that doesn't apply conditions in the correct order (ie: the order listed on the skill)

Also you are completely dumb if you think swapping condition order (and that is it) on a skill that recharges in 3 seconds anyways would Ether Renewal it.

What the hell are you smokin', I want some.
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Old Jul 11, 2008, 02:41 PM // 14:41   #105
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Quote:
Originally Posted by EndlessDivination
Not sure if anybody mentioned this but what a total logical inconsistency here: (Dev Update notes, 7/10) "Because teleportation and movement do not play the same role in PvE as in PvP, we did not create separate PvP versions of these skills."
I read this and thought the same thing; glad someone else realized it haha. Oh poor devs ...
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Old Jul 11, 2008, 02:43 PM // 14:43   #106
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Originally Posted by Tyla
Yeah, but that depends on the retardation level of your assassination target.
Guild Wars is really getting dumbed down. Just because of a bunch of idiots who can't react to an assassin decide to cry, a whole class gets killed.

WS is not the new Ether Renewal, the entire assassin class is.
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Old Jul 11, 2008, 02:48 PM // 14:48   #107
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Also just read the part about the useless elites and pve grinding. Reducing grind for those who just want the skills is nice. Also maybe skills like [Shatter Storm] , [Recurring Insecurity] , [Power Flux] , [Withdraw Hexes] , etc. will shift from extremely useless to remotely useful.
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Old Jul 11, 2008, 02:48 PM // 14:48   #108
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Quote:
Originally Posted by Taurucis
Guild Wars is really getting dumbed down. Just because of a bunch of idiots who can't react to an assassin decide to cry, a whole class gets killed.

WS is not the new Ether Renewal, the entire assassin class is.
Shadowsteps minimize kiting ability.

Kiting and movement power is what makes Guild Wars PvP great.

alright then.

btw you can still kill people with this, you just need *gasp* teamwork now.
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Old Jul 11, 2008, 02:53 PM // 14:53   #109
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Quote:
Originally Posted by DarkNecrid
Shadowsteps minimize kiting ability.

Kiting and movement power is what makes Guild Wars PvP great.

alright then.

btw you can still kill people with this, you just need *gasp* teamwork now.
I can still kite when people shadow stepped to me before the nerf. Not my problem if no one else can.

I don't see how I can have teamwork when the other 3 in my party are on the other side of the map, one of the other teams is constantly dead, and the last team in the group doesn't speak English.

Forcing people to rely on a team is the same as forcing a car owner to wait for someone to take locks off his car's wheels before he can drive.

Quote:
Originally Posted by distilledwill
at which point it will become hideously overpowered.
P&H will become hideously overpowered because every other elite has been nerfed so bad, P&H looks wonderful in comparison.
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Old Jul 11, 2008, 02:54 PM // 14:54   #110
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Originally Posted by Taurucis
You're really on a nerf roll aren't you Anerf?
No really having 10 NPCs affected by that weakness shout was a bit too much. That one is good.
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Old Jul 11, 2008, 02:56 PM // 14:56   #111
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Quote:
Originally Posted by Turbobusa
No really having 10 NPCs affected by that weakness shout was a bit too much. That one is good.
So, nerf a whole line of skills because of just one way to abuse them. I see. That's exactly what they did to shadow stepping.
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Old Jul 11, 2008, 02:58 PM // 14:58   #112
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Quote:
Originally Posted by Taurucis
I don't see how I can have teamwork when the other 3 in my party are on the other side of the map, one of the other teams is constantly dead, and the last team in the group doesn't speak English.
Skills in GW are balanced based on competitive PvP (ie GvG and to a lesser extent HA). AB is only taken into consideration (if ever) after GvG issues have been resolved. Sorry, but what you are suggesting is like making a chessboard bigger to make checkers better.



Quote:
Originally Posted by Taurucis
P&H will become hideously overpowered because every other elite has been nerfed so bad, P&H looks wonderful in comparison.
Actually, teams will run monks with 8 non-elite skills before they run with P&H.
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Old Jul 11, 2008, 02:59 PM // 14:59   #113
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I can still kite when people shadow stepped to me before the nerf. Not my problem if no one else can.
Yes, but instead of having to walk up to you, he appears right there. It doesn't matter if you can move away a bit, what matters is is that no matter where you kite, he can always catch up to you and close the distance in less than a second. That minimizes kiting.

Quote:
I don't see how I can have teamwork when the other 3 in my party are on the other side of the map, one of the other teams is constantly dead, and the last team in the group doesn't speak English.
lol AB? All you need is 1 guy on your own team. Stick with them. Split (do a 2 2). Do something.

Quote:
Forcing people to rely on a team is the same as forcing a car owner to wait for someone to take locks off his car's wheels before he can drive.
in shit modes of play, sure. AB has plenty of room for teamwork, you're just not tapping into it. You form a party for a reason. Stick with em as much as you can. Do a guild group or all get on vent. srsly.

EDIT:
Quote:
Skills in GW are balanced based on competitive PvP (ie GvG and to a lesser extent HA). AB is only taken into consideration (if ever) after GvG issues have been resolved. Sorry, but what you are suggesting is like making a chessboard bigger to make checkers better.
yeah, basically this. well said.

Last edited by DarkNecrid; Jul 11, 2008 at 03:03 PM // 15:03..
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Old Jul 11, 2008, 03:00 PM // 15:00   #114
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Originally Posted by odly
/just dreaming.

Windriders with Cry of Pain, *chuckles*
Ouch, man, ouch. That species is bad enough when you're not prepared for them as it is!

(Wimpy once you do know how to deal with them, but that's beside the point)

Still, I would support some introduction of PvE skills into monster bars, as long as it's done in a limited fashion rather than across the board. I'd love to see how the "If you don't like Ursan, don't use it" crowd would react to having Ursan coming right back at them...
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Old Jul 11, 2008, 03:02 PM // 15:02   #115
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Originally Posted by chfanfiction
I really liked what I saw in the developer notes about changing the power of UB and PvE-only skills, as well as combatting grind with them. Nobody has mentioned that.
Me, too!

But, just wait for all the pro-Ursan QQing that will follow.

"Wait! You just nerfed my group's God-mode! WTF??!"
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Old Jul 11, 2008, 03:02 PM // 15:02   #116
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Quote:
Originally Posted by Taurucis
Forcing people to rely on a team is the same as forcing a car owner to wait for someone to take locks off his car's wheels before he can drive.
Wow. Guild Wars is an entirely team focused game.
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Old Jul 11, 2008, 03:03 PM // 15:03   #117
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I wonder what Izzy wants us to do with our sins now...
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Old Jul 11, 2008, 03:04 PM // 15:04   #118
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Maybe instead of an aftercast, Shadow Stepping should give you an armor subtraction penalty for a few moments after using it.

Yes you can shadowstep then spike, but you put yourself in a precarious position to do so.
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Old Jul 11, 2008, 03:07 PM // 15:07   #119
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Originally Posted by Tau guy
I can still kite when people shadow stepped to me before the nerf. Not my problem if no one else can.
The point is you can jump towards any enemy with a spike prepared, and basically screw the guy up. No game should defy positioning like that.

And no, the Assassin class isn't dead yet.

[shattering assault]

Either way, the only additional profession out of the 4 that was worth being implimented was the Ritualist. It didn't add mechanics that screw things up completely and had to be killed.

Last edited by Tyla; Jul 11, 2008 at 03:11 PM // 15:11..
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Old Jul 11, 2008, 03:09 PM // 15:09   #120
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Originally Posted by Diddy bow
I wonder what Izzy wants us to do with our sins now...
Use team work and use them smarter?

[Shattering Assault]?

but that obviously means they suckkkk i can't one hit kill everything 100% for sure now ;-;.

Get a knockdown. Get an interrupt on them before you SS. Use it as they rez. Use it as they are busy doing something else.

Do something.

If you're going to remove one of the most fundamental aspects of the game's power (kiting), then you should at least need to use the ability smartly rather than just rather mindlessly using it without worry.
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