Nov 16, 2010, 09:23 PM // 21:23
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#201
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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Quote:
Originally Posted by ErrantVenture
Enraging charge was nerfed to slow adrenaline gain on hammer warriors. The ability to quickly gain adrenaline has increased exponentially since the game started (spears, flail, and countless other skills added to the game facilitate adren building) which means hammer wars can now spit out skills at a much higher rate than they were ever meant to. In GvG where trip melee builds featuring two hammer wars are very common, this represented a big problem. Therefore, the enraging charge change was both relevant, and necessary.
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THIS. If you asked me to keep a 3/4 second, 8 adrenal shout up 100% of the time years ago, I would have laughed right in your face.
I'm not saying it wassn't necessary though. the adrenal-building creep was kind of necessary for warriors and such to deal decent damage.
However it does come at a price
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Nov 17, 2010, 01:16 AM // 01:16
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#203
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Frost Gate Guardian
Join Date: Sep 2010
Profession: W/Mo
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http://www.guildwars.com/gameplay/de...l_balances.php
At the bottom it says, "Mirror of Ice Elementalists have been a staple of pressure teams for a while because of their ability to add damage to strong utility hexes like Blurred Vision and Freezing Gust. By increasing the recharge to be in line with their attunement, we hope to provide slightly longer windows of decreased pressure for a successful strip."
This proves how little balancing team knows about pressure builds. The two main pressure builds, hexway and triple warrior, do not carry an MoI. The best spike team, dual ele, carries an MoI. The best split team, triple ele, carries an MoI. The damage from the MoIs is tiny when compared to other midline casters such as an LC, blood spam, ranger, etc. It really only shines in movement control. Staple of pressure teams... WTF
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Nov 17, 2010, 05:50 AM // 05:50
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#204
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Furnace Stoker
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With hexes being just a little less powerful, and heal party being completely destroyed, hexway will actually be even stronger now.
I cant really see the new healing burst helping much. What would be taken off to allow its use? WoH? Doing that mean no more anti spike heal.
MoI on its own isnt even a powerful skill, it just adds a tiny amount of damage on top of already expensive hexes. Spiteful Spirit, VoR, and Spoil Victor are all several times more powerful than MoI is. The only reason why MoI is used as the water ellys elite is because it makes a better choice than the other water elites do.
Last edited by bhavv; Nov 17, 2010 at 05:53 AM // 05:53..
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Nov 17, 2010, 06:26 AM // 06:26
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#205
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Quote:
Originally Posted by bhavv
MoI on its own isnt even a powerful skill
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It actually was.
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Nov 17, 2010, 06:35 AM // 06:35
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#206
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Furnace Stoker
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Quote:
Originally Posted by lemming
It actually was.
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Its approximately 30 cold damage, which gets further reduced by armor. Its really not that strong for an elementalist elite. It also only affects the target of your skills, not anyone else hit by any AoE. Its about half as powerful as flare is, even less so because flare is more spammable.
Last edited by bhavv; Nov 17, 2010 at 07:04 AM // 07:04..
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Nov 17, 2010, 07:50 AM // 07:50
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#207
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Quote:
Originally Posted by bhavv
Its approximately 30 cold damage, which gets further reduced by armor. Its really not that strong for an elementalist elite. It also only affects the target of your skills, not anyone else hit by any AoE. Its about half as powerful as flare is, even less so because flare is more spammable.
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I'm not sure you're capable of appreciating how ridiculous 66 armor-ignoring damage on a spike is.
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Nov 17, 2010, 08:25 AM // 08:25
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#208
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Forge Runner
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Quote:
Originally Posted by bhavv
Its approximately 30 cold damage, which gets further reduced by armor. Its really not that strong for an elementalist elite. It also only affects the target of your skills, not anyone else hit by any AoE. Its about half as powerful as flare is, even less so because flare is more spammable.
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MoI isn't reduced by armour.
@lemming - plus you snare while spiking ...
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Nov 17, 2010, 06:12 PM // 18:12
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#209
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Forge Runner
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Quote:
Originally Posted by bhavv
Its approximately 30 cold damage, which gets further reduced by armor. Its really not that strong for an elementalist elite. It also only affects the target of your skills, not anyone else hit by any AoE. Its about half as powerful as flare is, even less so because flare is more spammable.
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For starters, as said before, it's armor ignoring damage, the skill has been gliched ever since they updated it to it's current version.
Second, any form of stacking in GW resulted in some kind of OP gimmick.
Conjure warriors (now they're alright, but remember when it was a different packet of dmg), armor stacking, ranger spike (3 arrows hitting at the same time), enchant stacking (SoMW), Spirit Rift + other spell hit at same time (Riftspike) ...
Truth is that stacking damage on top of eachother results in spikes which the game wasn't designed for. The pressure from MoI is barely meh, even compared to regular skills.
It's the fact that it, once again increases the spike potential of a certain character in your team. Most of all, it increases the spike potential on a character which has a redicilous amount of utility, which can only result in an imbalanced bar...
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Nov 17, 2010, 06:25 PM // 18:25
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#210
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Krytan Explorer
Join Date: Nov 2006
Location: PA, USA
Guild: [COPY]
Profession: D/
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No more E-Charge + Insta-Flail spear chucking
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Nov 17, 2010, 07:00 PM // 19:00
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#211
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Academy Page
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RIP Echarge (QQ)
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Nov 17, 2010, 07:13 PM // 19:13
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#212
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Enraging Charge is still perfectly fine. The only usable template it killed off is the Stunning Strike Warrior.
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Nov 17, 2010, 09:06 PM // 21:06
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#213
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Frost Gate Guardian
Join Date: Jul 2005
Location: Austin, Tx
Guild: The Furies
Profession: Me/Mo
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Quote:
Originally Posted by Ensign
I'd love to see Mirror of Ice get the Smiter's Boon treatment.
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I'd rather see a complete rework of the skill to open up new ways to play the Water Elementalist, or make it more efficient at doing the job it is intended to do; rather than it's intended job of defense + snares and then throw in good damage on top of it.
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Nov 17, 2010, 09:23 PM // 21:23
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#214
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by Deviant
I'd rather see a complete rework of the skill to open up new ways to play the Water Elementalist, or make it more efficient at doing the job it is intended to do; rather than it's intended job of defense + snares and then throw in good damage on top of it.
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Well sure, that would be ideal. But Smiter's Booning it takes 5 minutes and solves a problem, while re-working it takes time and there are higher priorities.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Nov 18, 2010, 12:06 AM // 00:06
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#215
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Frost Gate Guardian
Join Date: Jul 2005
Location: Austin, Tx
Guild: The Furies
Profession: Me/Mo
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Quote:
Originally Posted by Ensign
Well sure, that would be ideal. But Smiter's Booning it takes 5 minutes and solves a problem, while re-working it takes time and there are higher priorities.
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The increased recharge is obviously a band-aid, which is fine, but it still needs to be addressed. Sure, there are other priorities, but that doesn't mean this shouldn't be part of it.
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Nov 18, 2010, 01:23 AM // 01:23
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#216
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Lower damage and make it adjacent AoE. I'm guessing their attempt all along was to make water do something in PvE, that would be better for that purpose.
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Nov 18, 2010, 01:28 AM // 01:28
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#217
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Lion's Arch Merchant
Join Date: Feb 2008
Guild: Variable Speed Farmers[VsF]
Profession: Mo/
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I'd rather see other water elites buffed instead of so much attention at MoI. I'd like to see Water Trident again, it's such an adorable skill.
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Nov 18, 2010, 01:53 AM // 01:53
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#218
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Wilds Pathfinder
Join Date: Jun 2008
Profession: W/
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Quote:
Originally Posted by Deviant
The increased recharge is obviously a band-aid, which is fine, but it still needs to be addressed. Sure, there are other priorities, but that doesn't mean this shouldn't be part of it.
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But do you really trust A.Net to give Mirror of Ice a new mechanic that is actually usable but not overpowered? After their 5 year history of skill balances, I certainly don't. Ideally Smiter's Boon should have also been redesigned. But just like Mirror of Ice, the chances of A.Net redesigning it into something actually interesting that isn't OP isn't very good. I'd rather have it Smiter's Booned and not be a problem then left alone, or reworked into a whole different problem.
Quote:
Originally Posted by Boogz
I'd rather see other water elites buffed instead of so much attention at MoI. I'd like to see Water Trident again, it's such an adorable skill.
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So you'd rather see more ridiculously OP Water Elites damaging the game even more rather then actually fixing the game? The key to stopping OP skills isn't to make more skills OP. It is to make the skill itself not OP. You don't fix problems by making more problems.
Last edited by Still Number One; Nov 18, 2010 at 01:58 AM // 01:58..
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Nov 18, 2010, 02:03 AM // 02:03
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#219
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Frost Gate Guardian
Join Date: Sep 2010
Profession: W/Mo
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Is it better to use AoR instead of attunement? If the other team is any good its just going to be stripped and then your sitting with an exposed MoI with a 45 second recharge and a 2 second casting time.
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Nov 18, 2010, 02:21 AM // 02:21
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#220
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Frost Gate Guardian
Join Date: Jul 2005
Location: Austin, Tx
Guild: The Furies
Profession: Me/Mo
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Quote:
Originally Posted by Still Number One
But do you really trust A.Net to give Mirror of Ice a new mechanic that is actually usable but not overpowered?
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I was thinking something like having it reduce the Energy cost of non-Hex Water Magic spells and increase the duration of Water Magic Hexes by 0..30%. The goal would be to strengthen the existing Water Hexes used, but also introduce an interesting new aspect of encouraging players to take non-Hex Water Magic skills.
Quote:
Originally Posted by galactic
Is it better to use AoR instead of attunement? If the other team is any good its just going to be stripped and then your sitting with an exposed MoI with a 45 second recharge and a 2 second casting time.
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Not on a Water Elementalist. Their skills are almost all 10e. The Air Elementalist it's a good option for, because it uses some 5e skills.
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