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Old Apr 23, 2011, 05:36 PM // 17:36   #41
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Quote:
Originally Posted by chuckles79 View Post
There is nothing under the blue sky I want more, but remember that little note Mr. Stuume left after the dervish update. Something to the effect of "never again".
He said no more massive profession overhauls like the derv one. Paragons don't need a 9 month profession overhaul, they just need a nice 3 month skill update (similar to what mesmers got).
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Old Apr 23, 2011, 06:48 PM // 18:48   #42
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Quote:
Originally Posted by Lanier View Post
He said no more massive profession overhauls like the derv one. Paragons don't need a 9 month profession overhaul, they just need a nice 3 month skill update (similar to what mesmers got).
Yeah I'm not sure how you get that a 3-month update that changed as many mesmer skills as it did, was anything short of "massive." Paras might get thrown a bone, but we can't expect their primary and scores of skills totally reworked.
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Old Apr 23, 2011, 07:12 PM // 19:12   #43
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I'm pretty sure that if they wanted to actually fix HA, a nerf to Grasping Earth wouldn't be anywhere near the agenda. Fixing relic runs by nerfing one of the snares commonly run for that purpose would be an Anet kind of move, though, I suppose.

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Originally Posted by Lanier View Post
He said no more massive profession overhauls like the derv one. Paragons don't need a 9 month profession overhaul, they just need a nice 3 month skill update (similar to what mesmers got).
Keep in mind how many subsequent updates it took to properly nerf just one build (mesmer spike) that wrecked the ladder metagame for three months and was so obvious that everyone foresaw being run as soon as they looked at the initial patch notes.
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Old Apr 23, 2011, 08:52 PM // 20:52   #44
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crap update... cant believe they buffed b-flash. what a joke.
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Old Apr 24, 2011, 12:32 AM // 00:32   #45
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Originally Posted by lemming View Post
properly nerf just one build (mesmer spike) that wrecked the ladder metagame for three months and was so obvious that everyone foresaw being run as soon as they looked at the initial patch notes.
Actually, it took a week orso before people started running mesmerspike. After mesmers got updated, everyone ran Esurge and such, and it wasn't untill me and Nick formed it in HA, people started running it. Yeah, people were running it in a balanced spike build to support warriors, but as a 6 man stand-alone, noone even thought of using wastrel's as a followup, and figured Unnatural and Spiritual alone x6 would be insufficient to kill.

So ye, it pretty much was after we held HoH [VIP] copied us and started GvG'ing with it, which roughly was a week after the skill update.

Just saying, people nowadays are barely capable of estimating skill impacts on the game. Heck, look at the arguement I was having a couple of days ago with some cool kids on QQ claiming a mesmer with only IoP and a deepwound is the "best splitbar ever, zomg".

People have completely lost touch with Guild Wars and it's underlying mechanics. By definition, IoP splits insanely well, dervs pump a shitton of damage and flagging is the most important thing in GvG.

Last edited by Killed u man; Apr 24, 2011 at 12:35 AM // 00:35..
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Old Apr 24, 2011, 03:47 AM // 03:47   #46
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there are some skill changes they could do for paragons and rangers to make them much more viable and diverse

preporations could have reduced cast time/extended length, nature rituals could have much quicker cast time and recharge. if you ran favourable winds, winnowing and a prep thats 12seconds of casting before you can shoot a damn arrow.

paragons could have motivation buffed, and a few command skills and spear attacks. could change one/two skills to have a aoe effect somehow

mighty throw - 2sec cast, throw spear that hits for +20damage, shatters on impact and does 20-40 damage to adject foes.

shift the numbers about for balance.

they could role it out for pve only if theres big concerns over pvp balance (or mostly pve)
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Old Apr 25, 2011, 02:34 AM // 02:34   #47
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I just ran Air build in RA, with spammable blinding, weakness, cracking armor and strong damage output.
And with attunement buff and 40/40 set, enchantment strip is not a big problem actually.

25 wins without skill required imo.
Got a lot of pm "you fu*king blinder, noob!" It's the first time I feel shame lol.

5 en (10-4-1) for 8 seconds blind every 6 seconds is way too cheap.

TBH, revert Blinding Flash FGS.

Last edited by ManMadeGod; Apr 25, 2011 at 02:48 AM // 02:48.. Reason: typo
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Old Apr 25, 2011, 03:16 AM // 03:16   #48
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Quote:
Originally Posted by NiloN View Post
Aura of Thorns: energy cost won't affect this skill what so ever, recharge or duration should have been increased/decreased, instead of energy, 5 energy is nothing to a dervish, pointless change
Aura of thorns was too good for EVERY class, not only Dervish.
It's instant cripple, good tear down and a perfect cover enchantment because its 30 sec duration.

It also impacts my hammer war that runs Thorns->Devastating->Flail->Crushing->Twin moon->Yeti. (usually kills everything if it's not stance'd or prot'ed)

And other classes use it as a utility and cover enchantment.
That's why it should be 10 en imo.

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Originally Posted by NiloN View Post
Blinding Flash: Quite a bad update, it was balanced at 15e, it was already annoying having an ele sit on you all game till they ran out of energy stripped, this just means 50% more blinds when there stripped, make matches much longer.
With Attunements buff and 40/40 set, enchantment stripping is not such a big problem as it was.
Blinding Flash was 15en for a reason, Anet should revert it and fire who made this decision.

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Originally Posted by NiloN View Post
Fragility: 8 seconds is not good enough, we have 40/40s for a reason, should be 12 recharge or at least 10 seconds.
Fragility was 10 en(long time ago tho) for a reason.
It's an elite-like skill imo.
High damage and pressure, long duration, cheap and can be served as a cover hex. It's simply way too good.
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