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Old Nov 13, 2010, 03:31 PM // 15:31   #101
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Originally Posted by Lishy View Post
What are people's thoughts on Enraging Charge? Maybe they'll revert it?
Why? It's perfectly fine, get yourself a furious hammer.
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Old Nov 13, 2010, 03:32 PM // 15:32   #102
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Given the skill's name, it was pretty silly to be able to build your adrenaline with it by chuckling a spear.
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Old Nov 13, 2010, 04:37 PM // 16:37   #103
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Originally Posted by lemming View Post
Yeah, because nerfing MoI was a big deal in the delicate balance of elementalists as DPS in PvE.
You're missing the point: they "fixed" something in PvE that was not broken. This is one way balance issues spawn in the first place.
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Old Nov 13, 2010, 04:45 PM // 16:45   #104
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the ele suffers from high armor levels in pve. so the best way to solve the issue would be some sort of armor penetration or a general reduction of armor levels while increasing the health of mobs, but not skill damage buffs which hurt the most in pvp.

using an increased enchantment duration weapon just negates the nerf in pve.
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Old Nov 13, 2010, 05:14 PM // 17:14   #105
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Originally Posted by Lishy View Post
What are people's thoughts on Enraging Charge? Maybe they'll revert it?
It's a pretty dumb skill. It should be 1...2...2 (or not exist). Couple that with a flail nerf and Aura Stabil can also be hit.

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You're missing the point: they "fixed" something in PvE that was not broken. This is one way balance issues spawn in the first place.
Just because it's less broken doesn't mean it's not broken. This could be the start of ANet nerfing all the excessively overpowered crap in the game. It won't be, but we can still hope.

To the people complaining about fire eles in Tombs: Ward Elements (or Harm), interrupts, and KDs, and strips are your friends. Or just wait to drop your AoE until the other people do, so everyone has to scatter/die at the same time.

Also, the lack of a nerf on Jagged will turn out poorly.
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Old Nov 13, 2010, 05:25 PM // 17:25   #106
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Originally Posted by IrishX View Post
It's a pretty dumb skill. It should be 1...2...2 (or not exist). Couple that with a flail nerf and Aura Stabil can also be hit.



Just because it's less broken doesn't mean it's not broken. This could be the start of ANet nerfing all the excessively overpowered crap in the game. It won't be, but we can still hope.

To the people complaining about fire eles in Tombs: Ward Elements (or Harm), interrupts, and KDs, and strips are your friends. Or just wait to drop your AoE until the other people do, so everyone has to scatter/die at the same time.

Also, the lack of a nerf on Jagged will turn out poorly.

All those alternatives you posted makes me believe you haven't played HA in a long time
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Old Nov 13, 2010, 05:49 PM // 17:49   #107
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Originally Posted by Killed u man View Post
All those alternatives you posted makes me believe you haven't played HA in a long time
I have not in any serious manner. I fail to see how that makes my theorycrafting any less sound in this case. If your team is balled on the alter (which is the only time fire is a problem), shit out a ward that makes one heal pot fix the damage. Fire AoEs are 2s casts, so if you can't interupt/kd them, you're terrible. SoC is hardly an excuse since you can do the same to that. Also, PBlock bypasses anti-interrupt skills, as disabling the skill also interrupts it.
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Old Nov 13, 2010, 05:57 PM // 17:57   #108
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Originally Posted by Xiaquin View Post
You're missing the point: they "fixed" something in PvE that was not broken. This is one way balance issues spawn in the first place.
I don't think they intended to fix anything about it for PvE, they just observed that the nerf wouldn't make a difference in PvE anyway.
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Old Nov 13, 2010, 06:05 PM // 18:05   #109
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Originally Posted by IrishX View Post
I have not in any serious manner. I fail to see how that makes my theorycrafting any less sound in this case. If your team is balled on the alter (which is the only time fire is a problem), shit out a ward that makes one heal pot fix the damage. Fire AoEs are 2s casts, so if you can't interupt/kd them, you're terrible. SoC is hardly an excuse since you can do the same to that. Also, PBlock bypasses anti-interrupt skills, as disabling the skill also interrupts it.
usually in capture points theres multiple eles(2-4)=you cant rupt all with a mesmer, altar=auto ball even if you spread out perfectly, 1heat can still hit 4ppl. also in balanced, ranger sometimes cant rupt ele due to blocks.
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Old Nov 13, 2010, 06:44 PM // 18:44   #110
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I don't play GvG nor HA (regularly, anyway). All I can say is that I'm happy with the changes to Necs and Mezzies, kind of glad to see Leaping Mantis gets some love, a bit meh on Enraging Charge.

Overall I'm quite content. I just hope the next update won't be too long in the waiting, and it shouldn't have to - there are quite a few clear problem skills/synergies still not addressed.
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Old Nov 13, 2010, 06:47 PM // 18:47   #111
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Originally Posted by diabiosx View Post
to all people that dont play HA, you do know there is this thing called altar points that u must stand in, right?
Jesus, when are people gonna get a brain before commenting?
The altar is somewhat large enough to handle positioning to move around the altar and negate damage.

There are also forms of interupts you can use to negate that sort of damage.

If these two options aren't viable then there is probably a reason you are running a gimmick.

Of course there are situations of multiple fire eles, but then again you are speaking of Heroes Ascent. Isn't that the clusterfck that it has turned into anyhow? You're kidding yourself if you expect any of the skill balances to revolve around Heroes Ascent.

Seriously, just look at how that new Hall of Heroes map turned out.
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Old Nov 13, 2010, 07:02 PM // 19:02   #112
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Originally Posted by cantalus View Post
party i'm in now are thinking perhaps anet want to make sure people stop playing HA completly
Given the current state of HA, I'd probably begin quietly killing it like they did Hero Battles.

They need to either put it out of it's misery, start a ladder system like GvG, or heap upon ungodly generous awards that will flood HA with noobs and PuGs, effectively bringing in fresh blood and letting come-latelys work on their Hero Track.

Before the hate rains, I do not specifically endorse any of these ideas; it just seems to be the only three options on the table other than letting it fester and take up server capacity and CPU clock cycles better spent elsewhere.
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Old Nov 13, 2010, 07:06 PM // 19:06   #113
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I don't think they intended to fix anything about it for PvE, they just observed that the nerf wouldn't make a difference in PvE anyway.
They fixed empathy. There is much rejoicing in Mudville.
It was bullcrap when H/H 6 man areas in Tyria, and it was exquisite bullcrap in RA and CA.

Was it overpowered like some previous skills back in the day, no; but I am glad it's gone.
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Old Nov 13, 2010, 07:07 PM // 19:07   #114
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Originally Posted by diabiosx View Post
barbed signet with scribes insight is a joke. you gain about +2.5ish pip of energy regen. Also scribes can be striped.
OMG someone actually used Scribe's at some point?
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Old Nov 13, 2010, 07:08 PM // 19:08   #115
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Kind of underwhelmed. Oh well, not that I expected much.
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Old Nov 13, 2010, 07:42 PM // 19:42   #116
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Originally Posted by IrishX View Post
Just because [MoI is] less broken doesn't mean it's not broken. This could be the start of ANet nerfing all the excessively overpowered crap in the game. It won't be, but we can still hope.
Er, what was overpowered by MoI in PvE? I wouldn't even put that on a hero, and now it's worse.

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Originally Posted by Aljasha View Post
using an increased enchantment duration weapon just negates the nerf in pve.
That will be fun until you get it stripped outright. Enjoy your 45 second wait for mediocrity.

I know this all seems pointless, but if it was a skill more people used, there would be rage. A bad nerf is a bad nerf, and I think they made a mistake.
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Old Nov 13, 2010, 08:06 PM // 20:06   #117
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Originally Posted by Xiaquin View Post
Er, what was overpowered by MoI in PvE? I wouldn't even put that on a hero, and now it's worse.



That will be fun until you get it stripped outright. Enjoy your 45 second wait for mediocrity.

I know this all seems pointless, but if it was a skill more people used, there would be rage. A bad nerf is a bad nerf, and I think they made a mistake.
The point is that no one in their right mind would use it in pve, so they didnt bother splitting it. Note that this was a pvp focused update
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Old Nov 13, 2010, 08:09 PM // 20:09   #118
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Originally Posted by chuckles79 View Post
They fixed empathy. There is much rejoicing in Mudville.
It was bullcrap when H/H 6 man areas in Tyria, and it was exquisite bullcrap in RA and CA.

Was it overpowered like some previous skills back in the day, no; but I am glad it's gone.
I was talking about MoI, a skill that was completely useless in PvE but didn't get any more useless because you barely have to deal with enchantment removal in PvE anyway. Why you brought up Empathy is completely beyond me.
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Old Nov 13, 2010, 08:41 PM // 20:41   #119
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Originally Posted by Life Bringing View Post
The point is that no one in their right mind would use it in pve, so they didnt bother splitting it. Note that this was a pvp focused update
I addressed every one of your points in my post, but people are sitting here excusing a poor excuse for balance. I guess people only care when it directly affects them, personally. Figures. You don't deserve a balanced game if you won't fight for it everywhere.
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Old Nov 13, 2010, 09:19 PM // 21:19   #120
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Sad by seeing Coward! take a hit. Recently became my favourite low-end pvp playtoy, it's not too bad of a nerf but it makes the job A LOT more difficult to keep someone knock-locked since by the time the skill becomes active, the enemy is already beginning to run and denies us the short adrenaline build-up moment.
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