Jun 25, 2009, 06:17 AM // 06:17
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#481
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by shoyon456
Please tell me you are applying to the live Krewe test team. And i pray you get accepted.
It seems your ideas and IQ are higher than all of the live team's put together, seriously. If anet would listened to rational, intelligent people like yourself this game might not have gone the way it has.
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No offense to ManMadeGod, but all he's said is that he wants to make every class viable in GvG. Suggesting a concept is one thing, suggesting how to implement that concept is another. Not saying he can't do it, just saying he hasn't done the latter.
Now, I don't know what the live team want, but I'm sure they want all classes to be viable in GvG. The problem is, making them viable without being overpowered.
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Jun 25, 2009, 11:25 AM // 11:25
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#482
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Krytan Explorer
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Quote:
Originally Posted by ManMadeGod
The point is, they nerfed blood spells to stop life stealing spike.
(OG, AG, etc.) But didn't redesign them to something new/viable, simply reduce the amount of life stealing or increase the recharge. That made a boring attribute line even more boring.
For example, Mark of Subversion is mush less useful than Shame. Consider remake some skills' functions.
We don't want so many life stealing skills, give me something different.
There surely were some necro builds. But mostly LC and WN before nerfed.
If you are talking about N/As vamp spirit build, come on... it only works in limited maps and can be countered by most ballanced builds easily. If you can't, even after all gazes' nerf, there is nothing more to say.
And I am not a necros spike build lover, what I would like to see is more viability for all classes in GvG.
Bassically, dervs, sins and necros are relative uncommon in GvG (compared to war, ranger, ele, mes and monk).
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sorry if I am rude, but, do you even play gvg ?
bloodspam guilds are everywhere when you reach 1100+ points
this is really boring to play against, and won't allow any mistakes on your part, as they can wipe your team really fast
even top 20 gvg teams still lose to them, although the build is very well known
the build is retardedly easy to play (as long as you don't totally fail at gvg, and your caller knows what he has to do), crazy health regen + un-prottable armor ignoring damage that goes through guild lord's protection + aoe to wipe at rez + no energy issues
the problem could have been solved by allowing prot monks to prot life stealing, making it dark damage + heal, but Izzy seems to have abandoned one of the few good ideas he ever had
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Jun 27, 2009, 01:38 AM // 01:38
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#483
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by ManMadeGod
For example, Mark of Subversion is mush less useful than Shame. Consider remake some skills' functions.
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It should be. Necromancers step on Mesmer toes enough already and, to a lesser extent, vice versa. ANet needed to draw a clearer line between the capabilities of the two professions than they did.
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Jun 27, 2009, 02:47 AM // 02:47
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#484
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Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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Quote:
Originally Posted by draxynnic
It should be. Necromancers step on Mesmer toes enough already and, to a lesser extent, vice versa. ANet needed to draw a clearer line between the capabilities of the two professions than they did.
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Well necro's function is to support, you can spike w/ the blood magic line but you need a whole team to do it, and it's not hard to fight it.(not on a 1v1 sense, but a teamvteam) I doubt there is a clear function that necro is supposed to serve.
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