Jun 01, 2011, 05:36 AM // 05:36
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#1
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Flux - June 2011
Unyielding Spirit: For every 2 points of death penalty you have, you deal 1% more damage.
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Jun 01, 2011, 05:50 AM // 05:50
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#2
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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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flag pushing is far less important now besides recharging rez sigs. Should be interesting to see.
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Jun 01, 2011, 05:58 AM // 05:58
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#3
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Flag pushing is good because it creates 8v7 engagements. The last flux had very little effect on that, and I don't see this one doing so either.
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Jun 01, 2011, 06:00 AM // 06:00
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#4
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Frost Gate Guardian
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I see this Flux Capacitor being either very worthless or kinda gimmicky.
But what do I know?
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Jun 01, 2011, 06:07 AM // 06:07
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#5
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Krytan Explorer
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Wait, so I get penalized for killing someone?? Meh
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Jun 01, 2011, 06:07 AM // 06:07
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#6
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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 one seems to affect flag pushing even more than the previous flux though. Even with the flag stand a team engaging the opposing team at their guild lord will have to be even more careful since the other team most likely will have DP and supercharged damage. Could turn the whole fight around.
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Jun 01, 2011, 06:17 AM // 06:17
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#7
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Thought there was something about fluxes being valid in all forms of PvP, guess that's out the window. Half of them don't even give death penalty, including the relevant maps of HA.
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Jun 01, 2011, 06:45 AM // 06:45
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#8
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Krytan Explorer
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Quote:
Originally Posted by FoxBat
Thought there was something about fluxes being valid in all forms of PvP, guess that's out the window. Half of them don't even give death penalty, including the relevant maps of HA.
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Well, why don't they add death penalty to all maps for this month only? It could be even a reduced death penalty max of 30 or 20.
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Jun 01, 2011, 06:46 AM // 06:46
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#9
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Academy Page
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@2up you still don't get its all about GvG nowadays?
kinda silly flux, "don't over-dp/spike the war or he'll chop you down"
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Jun 01, 2011, 07:01 AM // 07:01
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#10
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Wilds Pathfinder
Join Date: May 2007
Guild: Free Wind
Profession: R/
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I like it. It's always been way harder for a spike to make a comeback than a pressure or split build so I think this is a really interesting flux. We might see some spike builds make big turn-arounds on obs, like in the three dervish mAT.
Last edited by Artisan Archer; Jun 01, 2011 at 07:04 AM // 07:04..
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Jun 01, 2011, 07:08 AM // 07:08
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#11
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Forge Runner
Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
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Quote:
Originally Posted by melissa b
Wait, so I get penalized for killing someone?? Meh
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Yeah, this game gets less and less similar to RL as time goes by.
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Jun 01, 2011, 07:15 AM // 07:15
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#12
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Desert Nomad
Join Date: Mar 2010
Guild: Anna
Profession: A/
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Quote:
Originally Posted by FoxBat
Thought there was something about fluxes being valid in all forms of PvP, guess that's out the window. Half of them don't even give death penalty, including the relevant maps of HA.
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Yes i swear it concerned more all formats.... Last flux could eventually be used everywhere , but this one is pretty much " only GvG " , considering you end up losing 95% of time after having some deaths in HA...
And even , i wonder if this flux is really useful or was coded as intended... i'm pretty sure they made this to stop overlinebacking , or to help people who can't cap flag at all( so you'll have choice between more damage or more health/energy)... but i don't think such a low damage addition will be a very interesting substitute
I guess people won't run suicide spikes , like they keep suiciding at begin to get 20-30% damage and sf or nec spikes could be fun, but once again i don't believe dealing 30% more damage when at 50% health will do much , especially if you consider you will die faster after you killed targets...
Last edited by Missing HB; Jun 01, 2011 at 07:18 AM // 07:18..
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Jun 01, 2011, 07:25 AM // 07:25
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#13
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Academy Page
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I guess its aimed against pure spike builds, which happen to be turtles, and by the time they apply some DP over opposite team they are likely unbeatable unless outplayed tactically.
This flux provides opportunity to pressure harder while being spiked out one by one.
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Jun 01, 2011, 08:07 AM // 08:07
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#14
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Just throwing this out there. Morale boosts now lower damage.
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Jun 01, 2011, 08:08 AM // 08:08
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#15
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Lion's Arch Merchant
Join Date: Mar 2008
Location: England
Guild: Activity Can Be An Issue [afk] / Queen And Country [QC]
Profession: Mo/W
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i actually really like this flux. Should make for some interesting games, as its going to be far more possible to turn around the tide of a match now. You get pumped, pick up 30DP, then turn around and smash ur opponent. They get DP and now they deal more damage, and since u worked off some DP, u deal less damage. Should be really back and forth tbh.
For once im actually impressed with something anet did, this genuinely seems like something cool.
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Jun 01, 2011, 08:52 AM // 08:52
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#16
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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wrack up DP by saccing out with Blood Ritual and make things go boom with a By Ural's-style buffer! nuke nuke!
Also, won't people just target monks first, to prevent the damage clause? (apart from epic wandspikes ofc)
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Jun 01, 2011, 09:42 AM // 09:42
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#17
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Monks are kind of hard to kill.
Also, do morale boosts actually decrease damage? That seems really bizarre.
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Jun 01, 2011, 09:48 AM // 09:48
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#18
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Academy Page
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as long as you loose DP by morale boost, yeah it does decrease damage.
+10 boost wont lower the damage output any further i suppose.
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Jun 01, 2011, 09:49 AM // 09:49
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#19
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Lion's Arch Merchant
Join Date: Mar 2008
Location: England
Guild: Activity Can Be An Issue [afk] / Queen And Country [QC]
Profession: Mo/W
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Quote:
Originally Posted by lemming
Monks are kind of hard to kill.
Also, do morale boosts actually decrease damage? That seems really bizarre.
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Makes sense when just removing death penalty. If you do less damage going from no morale to +10% then yeah thats a joke.
Im hopeful morale boosts dont do that though, the way its worded would suggest it is only Death Penalty, and not morale. But then, the number of errors with skill descriptions over the years is alarming.
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Jun 01, 2011, 10:10 AM // 10:10
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#20
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Wilds Pathfinder
Join Date: May 2007
Guild: Free Wind
Profession: R/
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Quote:
Originally Posted by floor
Makes sense when just removing death penalty. If you do less damage going from no morale to +10% then yeah thats a joke.
Im hopeful morale boosts dont do that though, the way its worded would suggest it is only Death Penalty, and not morale. But then, the number of errors with skill descriptions over the years is alarming.
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I just tried it in a scrim. You deal the same amount of damage at 0% morale as at 10% morale.
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