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Old Nov 29, 2007, 03:31 PM // 15:31   #241
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it will be a dead issue when Anet FIXES it.
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Old Nov 29, 2007, 04:01 PM // 16:01   #242
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Originally Posted by mortis corpus
Removing the Soul Reaping timer yes yes /signed now that SR gains nothing in spirits and why should necros be the only one with a unique attribute with a TIMER?!?!?!?! common anet
Strength is teh only attriboot dat gives armor penetraition!!!11!!11
GIVE SOUL REAPING SUM AP 2!!
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Old Nov 29, 2007, 04:02 PM // 16:02   #243
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lol, yes it is.

/signed.
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Old Nov 29, 2007, 04:19 PM // 16:19   #244
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/signed

It aint infinite energy. You've got an energy cap at about 50. If SR triggered energy gain above the maximum, well, that would be a little worrysome...

I think removing the timer is fine. It's not like Necros spew out massive damage spells like Elementalists and their MSes and SFs... they mostly use Hexes, which can be removed, or even blocked (Hex Breaker anyone?) and you can't use Hex Breaker against most commonly used Ele skills...

One thing I wonder however is why SR was nerfed for PvP. I think more players play PvE, so why should the loud few overrule the quiet many?
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Old Nov 29, 2007, 04:28 PM // 16:28   #245
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Originally Posted by Taurucis
One thing I wonder however is why SR was nerfed for PvP. I think more players play PvE, so why should the loud few overrule the quiet many?
That is now. The nerf was then. There was apparently an uber-awesome necro/rit build where killing spirits caused unlimited energy for the necros and a virtually unbeatable team - or so I understand it. I never got into PvP and probably never will now.

Then Anet so totally nerfed SR that everybody stopped playing Necro, even in PvE. I know I didn't play necro for months, from having quite a powerful character and build I had someone who died at the drop of a hat. It was easier to play secondary necro, even with a primary, you needed so many energy management spells. In fact I hardly played at all that time, dusted off my assassin and had a bash at mastering that unloved profession.

Everybody was crying for Anet to just remove the energy from spirits and restore SR. They compromised and gave us a timer. Now they've finally removed the energy from the spirits, but guess what, we still have a timer.

So, for me
/signed

I want my original character back.
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Old Nov 29, 2007, 04:29 PM // 16:29   #246
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Originally Posted by Taurucis
One thing I wonder however is why SR was nerfed for PvP. I think more players play PvE, so why should the loud few overrule the quiet many?
Because it was an imbalanced mechanic in its previous form. With the game balanced around PvP, it there is an imbalanced or broken mechanic in PvP, it will be adressed. End of story.
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Old Nov 29, 2007, 04:35 PM // 16:35   #247
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/signed

Remove the timer from SR, the reason behind introducing it no longer exists.
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Old Nov 29, 2007, 04:36 PM // 16:36   #248
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Well then, why would a game be balanced for a PvP few, instead of a PvE many? It just seems a little odd o.0

I mean, there's quite a few funky things in PvE... but I don't really see those getting addressed.
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Old Nov 29, 2007, 04:37 PM // 16:37   #249
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With the game balanced around PvP, if there is an imbalanced or broken mechanic in PvP, it will be adressed. End of story.
Meanwhile the game continues to loose more and more players over a broken balance mechanic. The Community looses a little more of the player base each day.

Separate PvP from PvE and rebuild the community, breath new life into the game. In this way you can allow Necro's to use Soul Reaping as it should be and Aggressive Refrain as it was intended for Paragon High DPS.
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Old Nov 29, 2007, 04:55 PM // 16:55   #250
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/Signed

Nerfing a proffession's PRIMARY attribute was not a good solution to the problem. Now that they seem to have found a better solution, it's time for that attribute to be restored to its original state.
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Old Nov 29, 2007, 05:18 PM // 17:18   #251
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I can see why it was nerfed..... but I didn't complain because it didn't hinder my MM when it happened, I still had loads of energy. 5 seconds (or whatever)does seem rather arbitary and is senseless from a role-playing/mechanic/any perspective, and in principle I'm in favour of reverting it, but I'm not sure what skill combos it's currently damaging. Can someone explain how their lives are going to be better if SR returns to normal? Other than being less angry, that is.
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Old Nov 29, 2007, 09:06 PM // 21:06   #252
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i just feel that if they corrected the issue by removing the bennifit from spirits and still keep the timer to mean that necros have to live with double nerf, i can deal with the no gain from spirits however find one other class that there primary attribute suffers as much
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Old Nov 29, 2007, 09:17 PM // 21:17   #253
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Quote:
Originally Posted by Taurucis
Well then, why would a game be balanced for a PvP few, instead of a PvE many? It just seems a little odd o.0

I mean, there's quite a few funky things in PvE... but I don't really see those getting addressed.
I believe the argument is that PVP is a competition. You need a fair playing field in a competition or people won't want to play. Also remember that Anet offers large cash rewards for winning their tournaments.

But SR wasn't just nerfed for PVP dynamics. When this came out the developers said they've felt that SR was overpowered for a long time and have just now gotten to it.
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Old Nov 29, 2007, 09:21 PM // 21:21   #254
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Profoundly /notsigned

The mere fact that there's no reason to play the game with anything other than a 4 necro team (my main and 3 heroes) because of how insanely powerful it is pretty much tells the tale. Anyone not playing a necro because of the timer just isn't very bright, it's still easily the most powerful class in the game as a restult of SR still being by far the most powerful primary attribute in the game.
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Old Nov 29, 2007, 09:22 PM // 21:22   #255
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Before the SR nerf I didn't really see any threads stating that SR was overpowered... In fact I think a lot of people (especially necros) were fine with it, no one was complaining...

It's pretty strange, Anet's changing what seems to be fine and the stuff that needs to be changed hasn't been fixed. Shroud of Distress anyone?
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Old Nov 29, 2007, 09:37 PM // 21:37   #256
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Quote:
Originally Posted by Taurucis
Before the SR nerf I didn't really see any threads stating that SR was overpowered... In fact I think a lot of people (especially necros) were fine with it, no one was complaining...

It's pretty strange, Anet's changing what seems to be fine and the stuff that needs to be changed hasn't been fixed. Shroud of Distress anyone?
I'm sure that Anet's list of things that need attention is pretty long. They have to prioritize stuff and I imagine that often things will get done because they mesh well with another fix that needs to be made at the same time, or sometimes it probably just takes them a while to figure out how to address a problem.

No, generally you didn't see necros complaining about being given too much energy! I know I never did.

There has been a lot of arguing about whether SR was overpowered in other threads. Probably in this one too (I haven't read all the replies). To me it is pretty clear that it was overpowered before. But I didn't think it was so overpowered in PVE that it was game breaking either. Which may be why it took so long for a change to come...it just wasn't important enough to do sooner. That's just my opinion based on thousands of hours playing a necro since a bit after Factions came out though (just put this in for context, not to "prove" my point or anything.)

In any case, I don't have any real problems with the way things are now; it is unlikely that Anet will return SR to what it was before; I think it would be a pain to learn yet another new mechanic for SR; so I'm for leaving things as they are.
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Old Nov 29, 2007, 09:48 PM // 21:48   #257
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Take away the timer, and take away energy from minions. Problem solved, unexploitable but has better returns than the current situation.
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Old Nov 30, 2007, 12:32 AM // 00:32   #258
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Quote:
Originally Posted by Carinae Dragonblood
Take away the timer, and take away energy from minions. Problem solved, unexploitable but has better returns than the current situation.
Take away the timer, take away energy from minions, and drastically reduce the cost of all minion skills and maybe I could sign on to that idea.
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Old Nov 30, 2007, 12:38 AM // 00:38   #259
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Take away energy gain from minions is like taking away Divine from Monk spells and Strength to Warrior attack skills.
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Old Nov 30, 2007, 02:01 AM // 02:01   #260
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They nerffed so many necro skills because of soul reaping based build.
Icy Veins
Blood spike (OGaze is a joke now)... blood line is completely a joke.
FoC spike
Hex way
......

But those build require spirit spammer, now they are all dead.
SO remove the timer plz.
Someone said the timer is not important? lol
At least revert Icy Veins(10en -> 5en back), OGaze(remove < 50 condition) and FoC(15en ->10en back) plz.

/signed

Last edited by ManMadeGod; Nov 30, 2007 at 03:02 AM // 03:02..
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