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Old Jun 02, 2009, 10:19 PM // 22:19   #81
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Originally Posted by Lonesamurai View Post
then you have perma, but at the cost of a skill slot
That skill would just go where Deadly Paradox is now, aka no change at all. Permanent invulnerability should not exist in a game like this.
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Old Jun 02, 2009, 10:21 PM // 22:21   #82
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Originally Posted by Lonesamurai View Post
How about stopping perma Shadowform, but adding a similar PvE skill to Eternal Aura for the Sin's that recharges all sin skills... then you have perma, but at the cost of a skill slot
Kind of pointless as the skill has already been split into pve/pvp versions.

No to permanent invincibility, its a lame mechanic that should never have been allowed. Revert to the old shadowform, which was still used to effectively farm in certain circumstances, just not to the extent of the current crap. It was balanced by the short burst of invincibility followed by the loss of health.

inb4 wah its fun and you can still take dmg hurr durr
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Old Jun 02, 2009, 10:24 PM // 22:24   #83
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ok, fair point and i forgot about Deadly Paradox...
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Old Jun 02, 2009, 10:28 PM // 22:28   #84
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ok, lets make it old sform again, can use in gvg again then :d:d
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Old Jun 02, 2009, 10:31 PM // 22:31   #85
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ok, lets make it old sform again, can use in gvg again then :d:d
As the other team runs directly past you and kills your lord.
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Old Jun 02, 2009, 10:37 PM // 22:37   #86
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Why not just touch SF and leave the people who enjoy it to enjoy it?
Honestly, people complaining need to learn to shut up and play the game if you seriously have such beliefs and are not a troll.
Nothing is truly balanced. Every game will always have one "1337" exploit that gives you an advantage. But it's that advantage that makes surroundings things stand out. Namely the assassin, in this case.
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Old Jun 02, 2009, 10:57 PM // 22:57   #87
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Why not just nerf SF and ignore those who enjoy easy mode'ing their way through every area?

I can make stupid arguments too, whee~
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Old Jun 02, 2009, 11:30 PM // 23:30   #88
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Why not just nerf SF and ignore those who enjoy easy mode'ing their way through every area?

I can make stupid arguments too, whee~
FYI my argument is actually pretty valid. But let these images do the talking of the so called "Balance" we have in video games these days though.







That said, balance should be an aim. But too much balance ruins the game.

Last edited by Lishy; Jun 02, 2009 at 11:32 PM // 23:32..
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Old Jun 02, 2009, 11:36 PM // 23:36   #89
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You folks are so spoiled, lol.
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Old Jun 03, 2009, 12:19 AM // 00:19   #90
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Originally Posted by Kain Fz View Post
FYI my argument is actually pretty valid. But let these images do the talking of the so called "Balance" we have in video games these days though.


That said, balance should be an aim. But too much balance ruins the game.
+1

But a Shadow Form "revert" to original form, 21s, 60s recharge would be okay too. Still maintainable for people who aren't idiots (before or after the buff).
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Old Jun 03, 2009, 12:28 AM // 00:28   #91
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Nobody wants a buff to Mysticism?
or atleast a Dervish buff, atm it seems other classes are better at being a dervish then the dervish.
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Old Jun 03, 2009, 12:33 AM // 00:33   #92
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Nobody wants a buff to Mysticism?
or atleast a Dervish buff, atm it seems other classes are better at being a dervish then the dervish.
I agree, but I think that the thing to change would be the skills linked to Mysticism rather than Mysticism itself. The Avatars are the real highest point of the Dervish and only 2 of them are really even usable in general PvE outside of niche situations... even then, Lyssa and Grenth are often left off the skillbar in favor of Wounding Strike. I think they should revamp the avatars. Give Balthazar a 33% IAS, give Dwayna some condition removal and energy gain/regen, make Grenth function properly with Conjure Frost (you still have to take an Icy Scythe with you for Conjure to activate last time I checked) and maybe even just immune to block at all, give Lyssa +5...15 damage against foes not activating skills, and give Melandru some offensive capabilities.

Overpowered, perhaps, but it sure would help put Scythes back in Dervish hands instead of Critscythe Sins and Enduring Strength Wars.
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Old Jun 03, 2009, 01:00 AM // 01:00   #93
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Originally Posted by Kain Fz View Post
FYI my argument is actually pretty valid. But let these images do the talking of the so called "Balance" we have in video games these days though.

But too much balance ruins the game.
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Old Jun 03, 2009, 01:28 AM // 01:28   #94
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This month we have been listening to players and have totally ignored them. What we have done instead was something quite unheard of, this month we have started introducing more synergy between skills. Assassins have had this synergy since factions and now we thought we would introduce more of it to all the professions.

We have also noticed that by nerfing overpowered builds we have been introducing too many trash builds into the game and we thought we would like to invoke more thought producing skilful play by buffing seemingly random skills. In fact, what we have done is introduce some specific builds into the game that are specificially able to shutdown other types of builds and professions. we thought that this scenario will lead players to think more tactically about how they play the game and should lead to some pretty interesting game play.

This month we have also introduced a secret OP uber-build. each month we will buff certain "random" skills to create one uber build and a counter build to the completely overpowered build. we thought that all the theory crafters would enjoy hunting out new skills and builds to try out. amongst these uber builds, we will also introduce two new FoTM GVG builds that will have some form of synergy with regards to the MaT Rotations. We thought that this will revive buildwars on a new level trying to out-think other top guilds similar to the way that Hero Battles players are able to build-wars against other players.

One thing that many of our users have wanted is a revival of smiting that is not too overpowered in all situations. Similar to the way that minions and undead take double damage from holy magic, all necromancers now take double damage from holy magic as well. We feel that this will provide a direct shutdown and mitigation between necromancers and monks, however, this is very situational and does not make smiting overpowered against other professions. to balance this new functionality, we have modified some necromancer insignias that will add armour against holy damage. we thought that this would be a trade off to health or energy insignias and would make necromancers think about their armour a lot more. at the same time, we have started introducing off hand items that increase armour vs holy magic. we thought that this would revive the economy a little as well.

Finally, in order to revive GvG, the final each month will take place between two outposts in the PVE environment. Monsters and NPC's will be present at the start of the battle so that each team also has to kill creatures in order to get to the flagstand, that will be located somewhere in the middle of the map. We thought that creating a larger play field and introducing the need to have a better PVE understanding might spice the game up a little. Each base will be located in an unknown area and it is up to each team to find the opposite guildhall and take out the guild leader. as well as this, monsters will also randomly drop items that can be used and elite skills can be captured from the bosses, potentially allowing players to have 2 elite skills (just like PVE) for the remainder of the match. each team will have 1 hour to research and build a team and strategise before the grand final of the monthly MaT.

Last edited by Trinity Fire Angel; Jun 03, 2009 at 02:15 AM // 02:15..
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Old Jun 03, 2009, 07:10 AM // 07:10   #95
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Nooooo don't kill my RoJ :'(
Which part, the damage nerf or the NPC scatter?
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Old Jun 03, 2009, 07:37 AM // 07:37   #96
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But is there a way that we have a skill (hope) balance for june?
I've seen any official word from regina or anyother that confirm or negate that.
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Old Jun 03, 2009, 12:20 PM // 12:20   #97
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In PvE, you don't balance.

You can't balance two sides with different maximums in attributes, different sets of skills, different numbers of parties and that is supposed to let win one of the sides 100% of the time, if they know what they are doing.
Have you seen Mallyx's skills? They are just insane, and yet people can beat him.

In PvE you don't balance. You just nerf extreme situations, like they did with Ursan.
Now, the next extreme situation is Shadow Form, which prevents being the target of attacks and spells and has a downside that means nothing if you can maintain the form 100% of the time.

But if you don't maintain it 100% of the time, it would not be used in PvE, were most players don't hit and run, but try to keep aggro in the smaller amount of characters as possible and the monsters busy and gathered in one point as much as possible.

In PvP, hit and run is really good. But in PvE that may work too, but is undesired because it's too slow.

So, Shadow Form must be changed to be something that do not prevents to be a target completely, but something different, that let's an assassin to be in the middle of the battle for a lot of time suffering little damage and recharge much later. That is, less strong effect, working for all types of skills, and with the only downside of a very long recharge time: A Form.
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Old Jun 03, 2009, 09:51 PM // 21:51   #98
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Shadowform can still be affected. Wells, shouts, signets, touch skills, ect. Plenty of Mountains in UWSC die because of CB's. Just put a few touch skills on other profs and SF has serious danger.
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Old Jun 03, 2009, 10:14 PM // 22:14   #99
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Helix, I think we have ample evidence that the sort of update you propose just doesn't work. Skilled players find a solution to the problem and eventually that answer disseminates throughout the community.

Eg: Mindblade update to Sig of Disenchant, Dying Nightmares, Prot Bond nerf.

It's silly for the devs to try to fix a broken mechanic by targeting its weaknesses. These efforts usually fail and require more coding work than fixing the broken mechanic.

Perma-SF needs to go.
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Old Jun 03, 2009, 10:37 PM // 22:37   #100
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The entire concept of "holding aggro" needs to go.

@Martin: that kind of update does work, actually, and it doesn't even require nerfing any skills into oblivion; Anet just never went far enough with it. If you want to quash the abuse of a skill, you make sure every monster group in the target area carries hard counters to that skill. The player can't ever win this arms race, because they simply don't have enough skill slots.
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