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Old Jan 09, 2009, 09:23 AM // 09:23   #21
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Quote:
Originally Posted by PyrAnkh View Post
I don't think palm strike sins were running around crippling everyone anyway, that'd be a huge waste of the rest of your skillbar.
They do if the rest is shut down, and its ***** annoying.
As for the rest, they should at the least fix that bug that makes patient spirit fail when MoI is on a target.

Last edited by bungusmaximus; Jan 09, 2009 at 09:25 AM // 09:25..
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Old Jan 09, 2009, 10:06 AM // 10:06   #22
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Erm.....what the hell is anet playing at? people in PVP were whining about this, I was happy with it with PVE! especially in hm...what's the sodding point of the two seperate rule systems nowdays?..jeez.
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Old Jan 09, 2009, 10:25 AM // 10:25   #23
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Originally Posted by Hyaon View Post
Erm.....what the hell is anet playing at? people in PVP were whining about this, I was happy with it with PVE! especially in hm...what's the sodding point of the two seperate rule systems nowdays?..jeez.
PVE fails, it doesn't need balancing, just faceroll on keyboard and you win PVE.

On Topic: This is a nice balance, to be fair id like to have seen it smiter's booned (play monk, perma cripple ftl) But now at least the cripple is very manageable
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Old Jan 09, 2009, 10:31 AM // 10:31   #24
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Lol that's a blunt way to put it, try faceroll your keyboard in hard mode lol. As far as I know the pve/pvp split only applies to skills that are staple on PvE bars (watch yourself, FGJ, Mantra of inscriptions). Palm strike isn't used particularly much in PvE so I guess anet just didn't bother.

Last edited by bungusmaximus; Jan 09, 2009 at 10:34 AM // 10:34..
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Old Jan 09, 2009, 11:11 AM // 11:11   #25
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wait and see how the meta evolves after balancing this...

but where are the nerfs to rend, mark of insecurity, lingering curse... ?

is it that hard to give lingering curse a 50...15% life sac scaled on soul reaping and lower duration a little ? kill those damn fast casting spamers
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Old Jan 09, 2009, 11:15 AM // 11:15   #26
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It was nerfed in a good way , they didn't kill it completely. But I would have lowered the damage a bit more.
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Old Jan 09, 2009, 03:56 PM // 15:56   #27
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Someone Clueless: "So what's the reason Palm Strike is so overpowered?"
Someone Intelligent: "The recharge."
Izzy: "Ok, let's nerf everything else about it."

ANet still fail at balance.
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Old Jan 09, 2009, 04:04 PM // 16:04   #28
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uh yea so now spirit bond dosnt trigger it. thats a nerf? i heard thats a buff
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Old Jan 09, 2009, 04:05 PM // 16:05   #29
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Originally Posted by What Now View Post
failure
OMG GAIZ Y NERF IT CAN BE C\OUNTERD WIT D-SHOTZ

In a decent wording, counterability doesn't stop it being overpowered. I could cancel Palm Strike if I wanted to - what then?
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Old Jan 09, 2009, 04:09 PM // 16:09   #30
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lol nice joke, palm strike buffed....


(for the people that think it is nerfed.... think off spirit bond)
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Old Jan 09, 2009, 04:21 PM // 16:21   #31
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Originally Posted by kostolomac View Post
It was nerfed in a good way , they didn't kill it completely. But I would have lowered the damage a bit more.
Actually it was nerfed in the worst way possible.

Lowered damage? Well no one used Palm Strike for the damage really. It's a nice damage boost sure, and it sometimes gets you kills at the end of a chain sure, but the lowered damage at the spec you run it in is VERY LITTLE and doesn't make a difference.
Lowered Cripple? This is actually a buff in-a-way because it means [Plague Touch] and [Plague Sending] and other such skills won't gimp you that much if it gets thrown back to you, plus it can still be maintaned nearly in the appropriate spec.

In fact, they didn't even nerf it at all for the reason it's OP. All it needed was a lower cripple duration and a little bit higher recharge and it'd be fine, but as of now it's pretty much the exact same skill.
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Old Jan 09, 2009, 04:27 PM // 16:27   #32
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Its still spammable so nothing new. we needed longer recharge but whatever. LC and tease are still out there. The guy who sacrificed 3 mins of his life to do this update might want to look at them too.
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Old Jan 09, 2009, 04:41 PM // 16:41   #33
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For once, I didn't cry out over seeing an Assassin nerf. In all technicalities, the nerf is one of the most accurately done:

- The cripple time was lowered, making it EXTREMELY HARD to use it solely for crip-spam.
- The damage was lowered, but not destroyed, making it act more like the off-hand it is.

I will admit, before the cripple duration was nuts for the simplicity of the attack (no lead attack required, hitting through blind, unblockable), and following up with...anything was nuts. Good job ANet, you managed to "balance" a skill for once instead of completely nerfing it.
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Old Jan 09, 2009, 04:44 PM // 16:44   #34
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Quote:
Originally Posted by kostolomac View Post
But I would have lowered the damage a bit more.
Coincidentally now the dmg is under spirit bond range, thanks Izzy.
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Old Jan 09, 2009, 06:27 PM // 18:27   #35
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one skill... thats it? A month well spent i guess...
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Old Jan 09, 2009, 06:27 PM // 18:27   #36
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Initially I thought there was a chance this would actually be balanced now...nope it's still retarded. Izzy may as well be filling bags of shit and lighting them on player's doorsteps rather than sending an update like this out the door. If I had a choice between keeping some of the skill buffs that I liked from the 3 big 2008 updates, hoping Izzy ever gets around to fixing the broken garbage, or undoing all of them I'd choose the later =/
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Old Jan 09, 2009, 07:22 PM // 19:22   #37
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It's apparent that Izzy can't balance skills. Why does he still have a job D:
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Old Jan 10, 2009, 01:30 AM // 01:30   #38
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Quote:
Originally Posted by Molock View Post
Interesting... a skill was actually "balanced" instead of ruined or over-buffed. I like the update

This is how anet is going to balance skills from now on. They will do one skill a month in order to at least get that one skill right.
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Old Jan 10, 2009, 01:39 AM // 01:39   #39
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too bad they didn't do it right and in turn buffed it in areas.

-PS now goes underneath spirit bond
-Cripple duration is long enough to pull off the chain but not enough to be able to foul feast/plague send it back to them, one of the viable counters in TA

It was neither the damage or the cripple duration that was the problem with PS, it was the recharge.A simple change to 6-8 recharge would have fully balanced this skill, yet Izzy once again shows his ability to find a problem skill and yet still fail to see where the problem lies within it
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Old Jan 10, 2009, 05:30 AM // 05:30   #40
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I think it is a good update. The fact that it is more kite-able than before is good enough. But yeah, everybody have their own opinion...
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