May 24, 2011, 12:22 AM // 00:22
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#21
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Desert Nomad
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Quote:
Originally Posted by -Makai-
I love how they split Aura of Thorns, a skill that barely does anything in PvE, yet didn't split Avatar of Balthazar. Silly, silly, silly.
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It was already split before, actually. And hey, I loved my AoE snare on my teleporting dervish with VoS for insta ballnrape. Though it still works, I just can't get heroes to use it well
AoB nerf should be minor for PvE. 25% vs 33% is a negligable difference when you consider how much adrenaline you get from multi-hitting and taking damage. The burning duration is completely unnerfed as long as you are using mysticism >= 12, which I'm sure everyone was already doing anyways.
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May 24, 2011, 12:25 AM // 00:25
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#22
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Furnace Stoker
Join Date: Sep 2008
Location: orlando,florida
Guild: Society of Souls [Argh]
Profession: Rt/E
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Quote:
Originally Posted by cosyfiep
uhm,, yeah....so when is the war in cantha going to start??? of do we have to wait for the anniversary stuff to no longer be on sale in the store?? (eg middle june)....
dervish? mines a mule.
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yeah..i came back from afk saw the new build thing got it and was thinking woot! finally WoC..then went oh look MORE derv skill changes..how nice..NOT! my derv is a mule i only use derv heros until they level up then they become weapon holders. wtb update other then for derv. xD
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May 24, 2011, 12:32 AM // 00:32
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#23
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Quote:
While the last few skill updates have been centered around the Dervish, we'd like you to know that we are continuing to work on future skill balances for other professions. -Developer Updates
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Quote:
Originally Posted by NerfHerder
Dear Anet,
Define "other professions" please.
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They are just going to keep going around doing class buffs like they have been. Immediately after the buff there are going to be 2-3 of those classes in every build, then slowly over the course of agonizingly long months bring the game back to a state almost as good as before the buff. You see this promotes diversity because
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May 24, 2011, 12:54 AM // 00:54
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#24
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Ascalonian Squire
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Least ANet is getting some stuff out of the way in fixing the damage dealt with the Derv update. It really doesn't hinder Dervs as much as it probably should in a few skill's cases however, which is disappointing.
Quote:
Originally Posted by Reverend Dr
They are just going to keep going around doing class buffs like they have been. Immediately after the buff there are going to be 2-3 of those classes in every build, then slowly over the course of agonizingly long months bring the game back to a state almost as good as before the buff. You see this promotes diversity because
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Please tell me the cut off was intentional.
That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least. Let's hope that the majority of skills get PvP splits if the skill balance will be as catastrophic on the PvP side of things otherwise, much like the Derv update.
We'll probably just see dartboard buffs for a while though.
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May 24, 2011, 02:42 AM // 02:42
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#25
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Wilds Pathfinder
Join Date: Sep 2006
Location: Oklahoma City
Guild: Forgotten Realms [FR]
Profession: W/
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Quote:
Originally Posted by Destrudo
That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least. Let's hope that the majority of skills get PvP splits if the skill balance will be as catastrophic on the PvP side of things otherwise, much like the Derv update.
We'll probably just see dartboard buffs for a while though.
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IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.
Then cut the recharge and cast time for Ray of Judgment in half.
As to the update, meh.
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May 24, 2011, 04:12 AM // 04:12
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#26
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Frost Gate Guardian
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Quote:
Originally Posted by Absolute Destiny
IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.
Then cut the recharge and cast time for Ray of Judgment in half.
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Yes, because Smiting Monks definitely need a reason to do more damage...
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May 24, 2011, 04:25 AM // 04:25
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#27
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Desert Nomad
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Quote:
Originally Posted by Absolute Destiny
IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.
Then cut the recharge and cast time for Ray of Judgment in half.
As to the update, meh.
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You forgot to mention that Ray of Judgment needs to be in the area AoE, smite hex/condition need to apply to all party members, and smiter's boon needs to be double reverse smiter's booned.
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May 24, 2011, 05:03 AM // 05:03
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#28
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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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Quote:
Originally Posted by Absolute Destiny
IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.
Then cut the recharge and cast time for Ray of Judgment in half.
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Why not just give monks an I win button. If smiting monks get a buff it has to be very subtle to not break the game. Also if RoJ gets a casting and recharge buff then arcane echo has to be nerfed as well.
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May 24, 2011, 05:07 AM // 05:07
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#29
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Wilds Pathfinder
Join Date: Sep 2006
Location: Oklahoma City
Guild: Forgotten Realms [FR]
Profession: W/
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Quote:
Originally Posted by Swingline
Why not just give monks an I win button. If smiting monks get a buff it has to be very subtle to not break the game. Also if RoJ gets a casting and recharge buff then arcane echo has to be nerfed as well.
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The insinuation in my post is that Smiting Monks always have been substandard to other profession's damage ability, and always will be because ANet never meant Monks to be an aggressive profession, judging by the fact that Divine Favor in no way aids Smiting as a whole.
Every other damage dealing profession gets some kind of buff from its primary attribute, while Smiters have to completely ditch theirs.
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May 24, 2011, 05:12 AM // 05:12
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#30
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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What anet means is smite players don't want to run the stuff that makes their bar strong, like smite hex/condi, strength of honor, etc. (where incidentally DF matters.) They just want more RoJ-type skills on their bar to c-space big numbers. How to do this without ruining PvP or splitting every skill is the trick.
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May 24, 2011, 05:12 AM // 05:12
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#31
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Frost Gate Guardian
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Quote:
Originally Posted by Absolute Destiny
The insinuation in my post is that Smiting Monks always have been substandard to other profession's damage ability, and always will be because ANet never meant Monks to be an aggressive profession, judging by the fact that Divine Favor in no way aids Smiting as a whole.
Every other damage dealing profession gets some kind of buff from its primary attribute, while Smiters have to completely ditch theirs.
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Do, do we need to show you exactly why this is a good thing? I don't want to write up a whole history lesson, but if I can change one persons outlook on a subject, I will.
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May 24, 2011, 05:19 AM // 05:19
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#32
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Wilds Pathfinder
Join Date: Sep 2006
Location: Oklahoma City
Guild: Forgotten Realms [FR]
Profession: W/
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Quote:
Originally Posted by Apok
Do, do we need to show you exactly why this is a good thing? I don't want to write up a whole history lesson, but if I can change one persons outlook on a subject, I will.
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Given that I don't play PvP and hate playing as "support," it probably wouldn't be the best use of your time.
I'm on the verge of deleting my monk since the Mo/Me RoJ nuker build is the only one which has ever consistently worked on him, and I've never played him as anything but a direct damage dealer.
In that context, Smiting sucks.
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May 24, 2011, 05:29 AM // 05:29
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#33
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Desert Nomad
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
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I see no reason why banish, smite, and spear of light can't have reduced recharges in PvE. They would still probably be worse than reversal of damage, smite condition, and smite hex.
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May 24, 2011, 06:27 AM // 06:27
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#34
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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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Quote:
Originally Posted by Absolute Destiny
The insinuation in my post is that Smiting Monks always have been substandard to other profession's damage ability, and always will be because ANet never meant Monks to be an aggressive profession, judging by the fact that Divine Favor in no way aids Smiting as a whole.
Every other damage dealing profession gets some kind of buff from its primary attribute, while Smiters have to completely ditch theirs.
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Monks are supposed to be the main support class of the game. That is why ANet made smiting skills support allies and why most deal holy damage, which is armor ignoring.
Quote:
Originally Posted by Absolute Destiny
I'm on the verge of deleting my monk since the Mo/Me RoJ nuker build is the only one which has ever consistently worked on him, and I've never played him as anything but a direct damage dealer.
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If your not prepared to support allies on a monk then don't make one, its not the class for you.
Last edited by Swingline; May 24, 2011 at 06:30 AM // 06:30..
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May 24, 2011, 08:55 AM // 08:55
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#35
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Quote:
Originally Posted by Destrudo
Please tell me the cut off was intentional.
That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least.
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Yes the cut off was intentional. Nothing needs a buff. Not a single thing. Things are only underpowered when you compared them to the stuff that is horribly overpowered. The cut off was there because every time they do a buff for diversity it has the opposite intended effect, so there is nothing that could follow.
Last edited by Reverend Dr; May 24, 2011 at 08:57 AM // 08:57..
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May 24, 2011, 09:10 AM // 09:10
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#36
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Krytan Explorer
Join Date: May 2006
Location: Michigan, USA
Guild: Us Are Not [leet]
Profession: E/
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Smite monks are already hugely powerful but PvE players are just so incredibly stupid, they don't know what they already have. Strength of Honor in PvE is absurd. Couple that with RoJ, Smite Hex, Smite Condition, Judge's Insight, Smiter's Boon, Castigation Signet for e-management and Reversal of Damage and you have a ridiculously powerful bar that offers tons of party support that most fire and forget builds don't.
Smite monks have also been super-powered in the past and it was terrible for the game. Does anybody remember Air of Enchantment smiters with Zealots Fire? Apparently not. I don't want to go back to that kind of brainless damage dealing build.
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May 24, 2011, 09:18 AM // 09:18
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#37
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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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triple dervish still won the AT comfortably. Dervishes still too good, so lets expect another nerf next month then. This is becoming quite a waste of dev time, nerfing dervishes every single month a bit more, just delete them from the game and be done with it, they dont add anything positive or fun in PvP at least...
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May 24, 2011, 09:19 AM // 09:19
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#38
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Frost Gate Guardian
Join Date: Apr 2008
Guild: The Mirror of Reason [SNOW]
Profession: R/
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Quote:
Originally Posted by Brian the Gladiator
Smite monks are already hugely powerful but PvE players are just so incredibly stupid, they don't know what they already have. Strength of Honor in PvE is absurd. Couple that with RoJ, Smite Hex, Smite Condition, Judge's Insight, Smiter's Boon, Castigation Signet for e-management and Reversal of Damage and you have a ridiculously powerful bar that offers tons of party support that most fire and forget builds don't.
Smite monks have also been super-powered in the past and it was terrible for the game. Does anybody remember Air of Enchantment smiters with Zealots Fire? Apparently not. I don't want to go back to that kind of brainless damage dealing build.
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This.
Smiting monks are insanely powerful. They are undervalued.
They are also player unfriendly and incredibly tedious and boring to play as a human.
Also, RoJ is the best AoE nuke in the game in terms of damage per attribute point investment made and by aggregate sum.
There are also a ton of Smiting Prayers skills that are stupid and could be changed... but idk why they would take priority over Eles and Rangers which are obsolete. Paras need a rework too.
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May 24, 2011, 09:33 AM // 09:33
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#39
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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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Quote:
Originally Posted by floor
just delete them from the game and be done with it
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I have no idea why they even created Dervs. Dervs are a cool concept yet they were not made quite right and got even more screwed up after a rework. IMHO that child should have been aborted and Anet should have released 1 profession per campaign. Assassin for factions and Ritualist for NF. Screw paragons to.
Last edited by Swingline; May 24, 2011 at 09:35 AM // 09:35..
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May 24, 2011, 09:55 AM // 09:55
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#40
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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* Aura of Thorns: changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
* Aura of Thorns (PvP): changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
So, what's different? Or does it just scale differently?
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