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Old Nov 14, 2007, 01:22 PM // 13:22   #461
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Quote:
Originally Posted by Divinus Stella

I don't understand the people complaining about their tombs farming build being nerfed, tombs is utterly pointless to farm, the greens are all merchant junk and the ecto drop rate is really poor.

If you are that reatarded you need to use cookie cutter builds to play pve then do what all the other degenerates do and use Ursan Blessing along with a load of consumables, but if all your doing is grinding cash then farming isnt the way to go.
Farming is not the only purpose of PvE ppl, some of us just want to have fun. And, in some places, if your guild doesn't have enough people who wants to play a given map, you have to PUG, and PUGing is practically impossible without those builds in such places, as no one wants to try something new.

My last word about PvE.

About the update, I think that necro SR nerf was adequate, but not the best solution at the moment. Bring back to the original SR and remove energy from spirits and maybe minions. Let ranger's pet live in peace, and die in their corpse, don't treat them as a stone golem, they don't deserve it.
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Old Nov 14, 2007, 01:26 PM // 13:26   #462
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Quote:
Originally Posted by Divinus Stella
I don't understand the people complaining about their tombs farming build being nerfed, tombs is utterly pointless to farm, the greens are all merchant junk and the ecto drop rate is really poor.
Because B/P works in more places then just tombs. Heroes kinda rule at playing it too. Greens are for heroes, not for sale. People are just surprised because pets leaving corpses wasn't exactly game breaking. Spirits were the real problem.
Quote:
Originally Posted by Divinus Stella
If you are that reatarded you need to use cookie cutter builds to play pve then do what all the other degenerates do and use Ursan Blessing along with a load of consumables, but if all your doing is grinding cash then farming isnt the way to go.
Retarded, degenerate, thank you sir, you are being too kind. I just like numb farming runs for fun, some people actually LIKE pve :P.
Quote:
Originally Posted by Divinus Stella
The only skill they missed killing is RaO, but the rest of the skill changes were brilliant.
They also missed melandru's avatar and lolcaster sins.
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Old Nov 14, 2007, 01:29 PM // 13:29   #463
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Quote:
Originally Posted by Hyper Cutter
Because then they'll just move on to the next IAS, and when that gets nerfed on to the next one.
Assassin's wouldn't need...they Dont need an IAS.
But a-net puts this silly crap

Repost of what I would like to see

BLS is currently bugged,

Horns- revert.Now.

Shadow Prison - Keep duration lower snare to 50%. Target Foe takes 40....20 less damage from attacks. If you crit that foe takes +15 more damage.

Shadow of haste - Original Form.

Jungle strike- increase conditional damage, Damage is not increased if target is hexed.

Recall: You cannot end recall if you have taken damage within the past 10 seconds. If recall is forcefully removed (enchant removal) you take 50 damage.

Swap: You and target foe switch places. If target is a spirit, you switch places and spirit takes 100 damage.

Repeating strike: 25% armor penetration.

Deadly paradox: Affects Spells only. When it ends your spells are disabled for 10 seconds, while deadly paradox is on you attack 60!% slower.

Shadow refuge Heal 20....80 hp, for 4 seconds you have 2....9 regeneration, if your are attacking a foe when shadow refuge ends. Gain an additional 20...70 hp.

Death blossom: If you are under 20% hp you deal an additional +5 damage.

HEart of shadow: Target Ally.

Siphon strength: target foe can not critical.
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Old Nov 14, 2007, 01:35 PM // 13:35   #464
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Points I'd like to make since actually playing my ranger after the update..

I HATE HATE HATE the ranger changes. The Barrage buff does not impress me. I rarely saw any increase in my damage, and what I did see was less that with FW which I rarely use anymore these days.

The pet corpse thing still has me pissed off, not only did they take minion fodder, they are still disabling my skills for no good reason.


My whole point of my first post about I need to give up on my fave type of games (ie GW) is that every time we adapt to anets stupidity, they just nerf again. Over and over they nerf skills with the cry of balance..only to destroy character classes again and again.

What I see happening here is a slow death to GW in a mission to drive play to GW2 and and secondedly driving folks away from GW means that when GW2 arrives they only have to focus on one game instead of two.

GG Anet, your plan is working in part with me. I AM loosing my drive to play GW, but wont be buying GW2

Last edited by B/P_Ranger; Nov 14, 2007 at 01:39 PM // 13:39..
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Old Nov 14, 2007, 01:40 PM // 13:40   #465
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i can just... JUST be happy that spirits got nerfed. But deleting sins from the game was harsh
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Old Nov 14, 2007, 01:44 PM // 13:44   #466
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Quote:
Originally Posted by B/P_Ranger
No there you are wrong. I can still smoke tombs.. now sit down and shut up. Unless you have something usefull to add to the convo.
Mokone may put it a bit harsh, but I'm afraid she's right. This is no way to talk to someone anyways, moko > you.

wtb manners lololol

Last edited by bungusmaximus; Nov 14, 2007 at 01:46 PM // 13:46..
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Old Nov 14, 2007, 01:51 PM // 13:51   #467
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Worst Nerf Ever.

Instead of balancing sins and sway, you just totally destroyed it.

Everybody is FORCED to get a 3(some 2) monk backline in HA now. This is a really bad thing, everything is based around spike, spike and spike now.

Before 3 BM=54 sec
After 16 BM=33 sec

GG?
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Old Nov 14, 2007, 01:52 PM // 13:52   #468
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Is it worth pointing out that while pets don't get DP in PvE, they also don't get morale boosts from killing bosses? So the two kinda cancel out. So if they did add DP to pets, they could at least add morale boosts, too.

Anyway, for the most part, it's not that everyone wants to use their pets as minion/well fodder, it's just that

A) it's nice to be able to, in a pinch ("Flamigo's revenge" and so on), and

B) it makes no sense from a 'story' perspective that charmed pets are magically non-fleshy after death. It's a minor change from a mechanics perspective, but a major change from an immersion pespective.

And it clearly CAN be a change solely restricted to the area where it actually WAS being exploited, so...it should.
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Old Nov 14, 2007, 01:54 PM // 13:54   #469
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Monks took another hit, not needed after nerf to LoD

Pets not leaving corpse..that's just stupid

Yay kill the sins a while and leave the paragons alone

Spirits no longer affect soul reaping...well that is fine, now revert the earlier change to soul reaping (since the spirit fix is what everyone always wanted anyway)
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Old Nov 14, 2007, 01:57 PM // 13:57   #470
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Mesmer: inept - 15 sec recharge was fitting - nobody was complaining that its too powerful

Necro: nice with the no spirits but why then is there still time restrictions on the soul reaping?

pets: Wow no bodies that sux...
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Old Nov 14, 2007, 02:03 PM // 14:03   #471
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The purpose of your pet is as an aid to help you fight. If you bring a pet just to let it die, get a corpse to exploit, resurrect and start over was not the intention of having a pet. My main character is a ranger and I have no problem with this change.
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Old Nov 14, 2007, 02:06 PM // 14:06   #472
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SP sins = bye!
Woh = rly necessary
Soul Reaping, EW = bb sway

im afraid all those SP sins in HB will run soj now... i think dancing daggers should be blockable...

Good one izzy
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Old Nov 14, 2007, 02:07 PM // 14:07   #473
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Many already see how to bypass this SP nerf.

All they did is kill Horns of the ox.
And if any pvp'er says that Horns Deserved! this death.
I want to see proof that they haven't been in a head injury recently >.>
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Old Nov 14, 2007, 02:15 PM // 14:15   #474
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EW+SR = bye sway Time for some REAL builds.
I dont like the SP build nerf :s

~Prof.
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Old Nov 14, 2007, 02:18 PM // 14:18   #475
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Look, the fact that you CAN go through the game with an empty skill bar and just direct henchies...is irrelevant. You could do the same in heroes ascent, and just direct heroes. Would it be dull, unnecessarily difficult and basically pointless? Yes.

It doesn't ask if you want to make a "PvP character or a HenchMaster character": skills are an intimate part of the PvE experience, just as they are to PvP.

Fixes for one aspect can hurt in the other, and insulting people because they're not happy about this DOES NOT HELP.
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Old Nov 14, 2007, 02:24 PM // 14:24   #476
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Quote:
Originally Posted by DDL
Is it worth pointing out that while pets don't get DP in PvE, they also don't get morale boosts from killing bosses? So the two kinda cancel out.
But they do get morale from something at least:
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Old Nov 14, 2007, 02:28 PM // 14:28   #477
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Quote:
Originally Posted by DDL
it makes no sense from a 'story' perspective that charmed pets are magically non-fleshy after death. It's a minor change from a mechanics perspective, but a major change from an immersion pespective.

And it clearly CAN be a change solely restricted to the area where it actually WAS being exploited, so...it should.
Soo very much signed.

Pet should leave corpses period. Stop ruining the story to please your game mechanics.
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Old Nov 14, 2007, 02:37 PM // 14:37   #478
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Quote:
Originally Posted by ensoriki
Assassin's wouldn't need...they Dont need an IAS.
But a-net puts this silly crap

Repost of what I would like to see

BLS is currently bugged,

Horns- revert.Now.

Shadow Prison - Keep duration lower snare to 50%. Target Foe takes 40....20 less damage from attacks. If you crit that foe takes +15 more damage.

Shadow of haste - Original Form.

Jungle strike- increase conditional damage, Damage is not increased if target is hexed.

Recall: You cannot end recall if you have taken damage within the past 10 seconds. If recall is forcefully removed (enchant removal) you take 50 damage.

Shadow refuge Heal 20....80 hp, for 4 seconds you have 2....9 regeneration, if your are attacking a foe when shadow refuge ends. Gain an additional 20...70 hp.

Death blossom: If you are under 20% hp you deal an additional +5 damage.

HEart of shadow: Target Ally.

Siphon strength: target foe can not critical.
Shadow Prison changing anymore would make it useless. If I wanted a useless teleport, I'd use Dark Prison. Before the change to where you needed even higher Deadly Arts, I would use this skill on my Warrior when she uses a hammer, however, now that I have to put in around 8 or 9 attribute levels into Deadly Arts, either makes my strength or hammer mastery, completely useless.

If they really want to solve the Tiger Prison, just say you'll ban them! And let us use the old skills.

Shadow's Refuge, NO. It has a 4 second cool down, do you realize how easily you'll stay alive? I have almost no difficulty staying alive with how it is, NOW.

Death Blossom, be changed to 33% rather than 20%, honestly, how will this be worth anything to you if you're at 20%? You'll be able to pull off 1/2 of the attacks from the dual, and die.

Heart of Shadow, no.

BLS, fix it.

Horns, go back.

Recall, no. It was a decent skill, now it sucks.

Shadow of Haste, yes, let's go back.

Jungle Strike, I actually like the look of that, but the extra conditional may find it's abuse.

Siphon Strength, it's great already.
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Old Nov 14, 2007, 02:39 PM // 14:39   #479
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To anyone saying "Quit QQing. PvE is easy" or "Theres Ursaway" need to realize that even if PvE is easy, or there is alternatives, it doesn't take away from the annoyance of having things changed around on you.

Thats the grievance, and its a legimate grievance, so stop belittle-ing the other players. -.- And that includes some of you mods here.
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Old Nov 14, 2007, 02:40 PM // 14:40   #480
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Assassin
Black Lotus Strike: decreased Energy gain to 5..18; this skill now counts as a lead attack.
Exposed Defenses: decreased duration to 1..11 seconds.
Horns of the Ox: decreased damage to 1..11.
Impale: increased casting time to 1 second.
Trampling Ox: decreased damage to 5..20.
================

Uhm..

1 nice little tweak imo
2. bad nerf
3. damage nerfs..hmm, can#t say something about it, must test it



Mesmer
Ineptitude: increased recharge time to 20 seconds.
==================
Why ? What was it before ?


Monk
Word of Healing: decreased unconditional heal amount to 5..130.
===============
first they buff it...then they nerf it -.- lol


Necromancer
Soul Reaping: no longer gains any benefit from Spirits.
===============

Stop nerfing the SR !!!!, otherwise you can start thinking off soon for a new primary attribute for Necros, because SR wont be it worth anymore to be called a primary attribute (not to mention, HOW LESS SKILLS PRIMARIES HAVE LIKE SR AND FAST CASSTING...two attributes which cold really need more skills compared to the other attributes of necros/mesmer



Ranger
Barrage: increased damage to 5..20 damage.
Energizing Winds: decreased duration to 1..31 seconds.
Magebane Shot: increased disable time to 10 seconds; decreased recharge time to 5 seconds.
Player Pets: no longer leave exploitable corpses.
====================
WTF ..change this back ...pets are LIVING CREATURES, thus meaning, they give corpses ... U can't change this simple, activate your brain and think on an other nerf way, then to take away pet corpses...
or what will happen next, that players also won#t give anymore corpses ..then GOOD BYE MM -.- well made...fools

A slight hooray for barrage buff/magebane ...


Miscellaneous
Changed the elite skill used by the henchman Mhenlo in Eye of the North to Word of Healing.

lol, clear, where you made now the successful deathnerf of LoD Monks, couldn't you just remove only the annoying 80% limit and let the heal ammount in peace ? , imo LoD isnt worth it anymore to be called an Elite ..
tooo long cast time, when used alone, and theoverall heal is crap, there the player can just use the normal group heal skill that heals now through the buff better


but what is really annoying ..AGAIN no ele or dervish buffs/nerfs ....especially some dervish attack skills need a big nerf and no i dont mean with that melandrus avatar -.-, i mean the scythe attack skills, there are some in, which are overpowered and that does any player see in HM, when fighting versus dervish enemies, that use lots of scythe attacks, other then skills of other attributes.

i don't find monsters in HM funny, that do withing less seconds with like 2 attacks 300 damage to anything, what they hit of the party with their attacks
Any dervish monster groups in HM are H/H terminators and kill your h/Hs away within less hits, when your not able to kill them quick enough, before they hit your group too often with their scythe attacks, where good groups heals are neccessary to survive long enough to have a chance versus them.
Not to mention that the standard weapon damage output of scythes is imo overpowered with 9-41...it should be more like 10-36 and therfore the attackspeed is very slightly better

Also mesmer skills could need more buffs in reload times or energy costs
Ritualist ghosts need level buffs and need to become multiple cast able, also rits need ghosts, which follow them, for example as elite ghosts
Rangers need to become able to have more then only 1 pet at once so that they can become real beast masters with maximum 3 pets around them, therfore max level of pets should be decreased to 15 and pets dont receive anymore these buffs through making them either dire or whatever
===============

this post will be edited for following Ele example skils, that could be nerv/buff'ed

Ele:

Breath of Fire: reduce Reload to 15s, reduce damage to 10...25, reduce cast time to 1s

Chain Lightning: make this an Elite Skill, raise effect to "up to 4 foes adjacent to target"
lower damage to 10-70, take away exhaustion, raise energy cost to 15 and raise reload to 20s, reduce cast time to 2s

Crystal Wave: remove the condition remove of enemies and change it to condition remove of nearby allies, reduce energy cost to 10, raise cast time to 1s, reduce recharge to 15s

Deep freese: reduce energy cost to 15, skill will cause now exhaustion

Double Dragon. skill will have no range limit anymore, skill will hit twice without this 2 seconds phrace, damage gets reduced to 15- 80

Dragons Stomp/Earthquake: energy cost gets reduced to 15, recharge raised to 25

Ebon Hawk: reduce cast time to 1

Elemental Flame: change it, that enemy will burn, whenever hitted by a hex spell and when this spells gets cast on enemies, that are buring, then they will suffer on 15-25 damage for every second, they burn., raise energy cost to 10

Eruption: raise seconds of effect to 10, lower blindign to 5s, reduce energy cost to 10

Ether Prodigy: take away the hp loss, after skill end, change it into a skill disable form, like:
Whewn this skill ends, for every remaining energy point this skill will get disabled for 1 second
take away exhaustion, raise energy cost to 10, raise recharge to 10

Ether Renewal: raise duration to 20 seconds for the next 1-5 spells, raise energy cost to 25, make it a Ward Skill and rename it to Ward of Ether Renewal

Elemental Attunement Skills: raise energy gain to 1-3 Energy + 40% of Skill Cost, raise cast time to 3s, raise reload time to 60

Freezing Gust: raise slowering duration of that hex to 1-10s

Frigid Armor: make skill buffable for partymembers, not only self buff, raise e cost to 10, reduce reload to 15s

Frozen Burst, raise reload to 15s, reduce energy cost to 10, raise cast time to 1s

Gale: take away exhaustion and miss chance, raise reload to 10s

Glowing Gaze: make it hex spell and ele receives 1-5 energy for every second the hexed foe burns.
this hex lasts for 5 seconds, raise energy cost to 10, reduce cast time to 1/4, reduce recharge to 5s

Glowign Ice, same changes like above, change water hex condition trigger to Slow Down trigger, means enemies must be slowed down

Glowstone : again same changes ... and correct especially here the recharge, when nothign gets changed about these skills, glowstoen gets quicker recharged, then the other 2 skills oO whats imo a failure

Note: where is the similar skill for air magic > Glowing Sparks for example

Ice prison: reduce duration to max 15s, reduce recharge to 15s

Inferno: increase range to all enemies in location, give skill exhaustion, raise recharge to 20s, reduce damage to 30-110, raise cast time to 2s

Kinetic Armor: reduce energy cost to 10, raise duration to 10s, cast spells give 5s plus, recharege deduced to 45s

Lightning Hammer: reduce energy cost to 15, raise recharge to 8, raise damage to target and up to 3 adjacent foes, suffer half damage of the main target

Lightning Orb: reduce energy cost to 10, raise recharge to 10, skill will become an elite and all enemies that stand in the line of lightning orb will receive damage
skill will cause exhaustion

Maelstrom: reduce energy cost to 15

magnetic Aura: reduce block chance to 66%, player has to be enchanted with an air element enchant, reduce recharge to 30s, reduce duration to 15s

Meteor: reduce recharge to 20s, reduce cast time to 2s

this would end in a huge novel, if I write now further, because these 2 classes have so much skills, which could need buff/nerfs

Last edited by Phoenix Tears; Nov 14, 2007 at 03:43 PM // 15:43..
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