Jul 01, 2011, 03:18 AM // 03:18
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#21
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Wilds Pathfinder
Join Date: May 2007
Guild: Free Wind
Profession: R/
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Looooool 30%. That's 1/3rd. This really needs to go down to like 5 or 10% percent. Previous flux was only 30% more damage on the cost of being 60'ed (aka you die in 3 hits and stay dead). Realistically it came down to +7-15% dmg before you start being useless. The one before that was +21% damage under very specific circumstances, usually it was 10% damage This is just 30% more damage for free. What the ****???
Were they angry when they realised nobody cared about the flux and decided to go haha-we-got-your-attention-now-didn't-we?
This flux just means whoever has more dervishes wins.
Last edited by Artisan Archer; Jul 01, 2011 at 03:22 AM // 03:22..
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Jul 01, 2011, 03:18 AM // 03:18
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#22
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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I want them to either change this Flux, or give PvE "By Ural's Hammer!" back.
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Jul 01, 2011, 03:41 AM // 03:41
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#23
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Frost Gate Guardian
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so incoming meta of dervishes linebacking dervishes all game. gee gee
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Jul 01, 2011, 03:44 AM // 03:44
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#24
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Jungle Guide
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They probably introduced this Flux in response to consensus that previous Fluxes had no meaningful effect. It's also fairly obvious that Flux is dumb when it has any meaningful effect. This Flux probably seemed kind of niche since the only situation in which it becomes problematic is frontline versus frontline. The problem is that is arguably the most frustrating situation to be problematic.
The best response is probably to sigh in exasperation, because it's not like this is any worse than the other 59,235 previous debacles that Arena-Net has done in terms of competitive play.
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Jul 01, 2011, 03:50 AM // 03:50
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#25
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Krytan Explorer
Join Date: Sep 2007
Profession: Rt/
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This flux seems terrible for FA where luxons have to focus on killing npc's while kurzicks fire away at the luxon players with 30% damage-bonus in certain cases.
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Jul 01, 2011, 06:20 AM // 06:20
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#26
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Desert Nomad
Join Date: Mar 2010
Guild: Anna
Profession: A/
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Quote:
Originally Posted by UnicornStampede
so incoming meta of dervishes linebacking dervishes all game. gee gee
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The main problem too is that there is nothing for you if you don't run dervishs...., it's basically either 25mn linebacking if mirror match , either facerolled in 5mn if you run sins ( considering dervishs also like linebacking sins whole game anyway...)
Maybe people will go back to warriors , but then , same problem if everyone starts running warriors....
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Jul 01, 2011, 06:27 AM // 06:27
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#27
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Lion's Arch Merchant
Join Date: Jul 2006
Profession: Me/Mo
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This flux just goes to show that the devs still have a sense of humour. As a connoisseur of trolls, I wholeheartedly applaud this flux.
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Jul 01, 2011, 06:52 AM // 06:52
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#28
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Jungle Guide
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
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Quote:
Originally Posted by lemming
There Can Only Be One
Your attacks deal an additional 30% damage to foes of the same primary profession.
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O.M.G.
There's anything else to say?
Apart: wth, 30%? Same primary prof can apply to NPCs(like ranger/mes/ele in JQ shrines,etc.)? Spells or attacks only(aka: +30% only in frontline vs. frontline)?
And...who had this "sparkle of genius" in the Anet team?
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Jul 01, 2011, 07:23 AM // 07:23
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#29
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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This is a clear sign the devs are smoking crack on their lunch break.
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Jul 01, 2011, 07:28 AM // 07:28
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#30
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Frost Gate Guardian
Join Date: Aug 2005
Profession: W/
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I think it was just a way to make players setting up balanced team with various professions. Imagine your team only have 1 D against a 3D team -> your dervish will be able to spike way more easily.
BUT of course people will abuse this in the other way.
5 smiters + 3 healers = knockdown 1 monk with signet, spike the infuse
Last edited by poppu16; Jul 01, 2011 at 07:45 AM // 07:45..
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Jul 01, 2011, 08:06 AM // 08:06
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#31
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Lion's Arch Merchant
Join Date: Feb 2007
Location: Australia
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Does this affect enemy NPC's? We might see more rangers or warriors this meta.
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Jul 01, 2011, 08:21 AM // 08:21
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#32
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Frost Gate Guardian
Join Date: Jan 2011
Profession: W/
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Hmm, looks like these things gets stronger and stronger... on purpose I would guess. Maybe we will manage to stop them with those new Lunatic Court-quests and these are just for testing out random stuff?
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Jul 01, 2011, 08:41 AM // 08:41
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#33
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Frost Gate Guardian
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I hope everyone realizes that this might encourage more Dervs in the meta. But, at least the Monks will be safer for about 3 days until people realize just how worthless a Derv linebacking another Derv is. Might see Prot Spirit/ Spirit Bond back into people's bars, but other than that, the only true counter to this Flux is to not run the offense that the other team will most likely have.
No one will bring damage rangers to GvG because Archers already drop pretty fast. Bringing an Ele to autoattack the bodyguard is just dumb (even if it's double the attack damage). Knights are the only thing that are going to be really effected by the Flux, really (if GL is also affected, then that will welcome split warriors even more)
Let it put it to you this way: Warriors are now way more viable options for ganking bases. Before, they were still very powerful (KD's, Deepwound/Weakness, high-armored) Now that they can dish out 30% more damage to the only 2 NPCs that actually pose a threat, plus maybe the 1 NPC that needs to actually get hurt for the other team to win, we might just see more Warriors in the metagame, which I am all for. Mix that with split tactics, and we could actually see an interesting, Derv-free month.
That is, if people plan to abuse the Flux. Which would be smart this time.
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Jul 01, 2011, 08:55 AM // 08:55
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#34
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Wilds Pathfinder
Join Date: May 2007
Guild: Free Wind
Profession: R/
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Quote:
Originally Posted by Apok
I hope everyone realizes that this might encourage more Dervs in the meta. But, at least the Monks will be safer for about 3 days until people realize just how worthless a Derv linebacking another Derv is. Might see Prot Spirit/ Spirit Bond back into people's bars, but other than that, the only true counter to this Flux is to not run the offense that the other team will most likely have.
No one will bring damage rangers to GvG because Archers already drop pretty fast. Bringing an Ele to autoattack the bodyguard is just dumb (even if it's double the attack damage). Knights are the only thing that are going to be really effected by the Flux, really (if GL is also affected, then that will welcome split warriors even more)
Let it put it to you this way: Warriors are now way more viable options for ganking bases. Before, they were still very powerful (KD's, Deepwound/Weakness, high-armored) Now that they can dish out 30% more damage to the only 2 NPCs that actually pose a threat, plus maybe the 1 NPC that needs to actually get hurt for the other team to win, we might just see more Warriors in the metagame, which I am all for. Mix that with split tactics, and we could actually see an interesting, Derv-free month.
That is, if people plan to abuse the Flux. Which would be smart this time.
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Gothspike. 5 Dervishes. 5 Hammers. All are more effective than split warriors. This Flux is not gonna make for a derv free month, quite the opposite really.
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Jul 01, 2011, 09:12 AM // 09:12
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#35
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Testing earlier today appeared to indicate that Warriors do not do bonus damage to either Footmen or Knights, although the Flux triggers on the Guild Lord.
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Jul 01, 2011, 09:15 AM // 09:15
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#36
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Academy Page
Join Date: Aug 2007
Location: Weegieville
Guild: No Goats No Glory [BAAA]
Profession: W/
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Just realised this means i get to play EDA again. Awesome
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Jul 01, 2011, 09:27 AM // 09:27
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#37
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Lion's Arch Merchant
Join Date: Jul 2008
Guild: [DVDF]
Profession: P/
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Sounds like a really interesting flux to me, probably the first one that will actually mean anything. As far as places like RA and CA are concerned, it might mean we'll see more classes that aren't suppose to heal (or are supposed to heal but simply aren't very good at it) playing the role of party healer, which is no bad thing. Variety is good, and will give a chance to make certain totally unthinkable builds more viable...not that the much of the Meta-obsessed player base will see it that way. Unless something new becomes Meta as a result. Heh, typical.
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Jul 01, 2011, 09:51 AM // 09:51
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#38
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Frost Gate Guardian
Join Date: Jan 2011
Profession: W/
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Ah yeah, I am absolutly sure the live team thinks this is a good change, I mean that is the reason for them to adding it permanently
Oh wait..
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Jul 01, 2011, 09:54 AM // 09:54
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#39
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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Quote:
Originally Posted by lemming
There Can Only Be One
Your attacks deal an additional 30% damage to foes of the same primary profession.
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I guess that's anet's way of saying 'Yes it can!' just when you thought the pvp cant get much worse than it already is.
how i wish it was just a troll.
Last edited by urania; Jul 01, 2011 at 09:58 AM // 09:58..
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Jul 01, 2011, 09:57 AM // 09:57
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#40
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Wilds Pathfinder
Join Date: May 2008
Location: In a house
Guild: Proof Of A Nets Laziness[HB]
Profession: A/W
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Quote:
Originally Posted by lemming
Testing earlier today appeared to indicate that Warriors do not do bonus damage to either Footmen or Knights, although the Flux triggers on the Guild Lord.
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Are you sure? I tested with a warrior and an ele, both using ride the lightning (at 10 in air magic), and the ele did 59 damage to the footmen, while the warrior's damage was mainly 77 (sometimes the warrior did 73, 75 and 78 damage, don't know why). Both did 70 damage to the archers. The ele did well over 100 damage to the bodyguard, while the warrior dealt the expected 92. Warrior dealt more damage to the lord as you have said.
Both the warrior and ele had no armor and no weapons equipped. No points in any other attributes, other than 10 in air magic.
Was there something I did wrong in my testing?
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