Nov 14, 2007, 08:18 PM // 20:18
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#601
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Quote:
Originally Posted by DDL
That's not the main complaint, as far as I can tell.
The main complaint is it's ugly and stupid and makes no sense within the context of the game.
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Because it doesn't make sense? Really....
Ok - upon charming an animal you in actuality extracting the essence of that animal and manifesting it into the "real world". It only exists because you (the ranger) believe it to exist. When you believe it has taken damage that would kill it - it "dies" but you can create it back into existence. In effect your "charmed" pet is a construct based upon an animal that you killed to extract its being.
So there is no death for a pet - merely the passing away of a thought.
How's that work for you? or do you wish to take the blue pill instead?
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Nov 14, 2007, 08:21 PM // 20:21
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#602
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Lion's Arch Merchant
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Can I OD on red pills?
Just give me the bottle plz.
Why won't they give a reason as to why Korean accounts are being banned?
tbh that gives me a whole new "wtf" perspective.
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Nov 14, 2007, 08:22 PM // 20:22
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#603
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Frost Gate Guardian
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Quote:
Originally Posted by Ec]-[oMaN
When has anything in a game made sense? All the pet whiners make no sense.
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So..."giant robots with lazors" to prevent SpiritWay builds would be fine in your book? After all, giant robots make no sense, but nothing does, right?
Makes sense in this context = consistency.
Sure, we have a world where people fling spells around, but in this world you expect things to be INTERNALLY CONSISTENT.
And something that breaks that consistency in such a ham-fisted manner, which clearly was only to nerf a specific PvP loophole, and which can easily be restricted JUST to PvP to close said loophole....is really grating, to be honest.
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Nov 14, 2007, 08:22 PM // 20:22
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#604
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Wilds Pathfinder
Join Date: Apr 2007
Guild: Shards of a Broken Crown
Profession: R/
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I can't stand the Black Lotus nerf any longer, that skill was awesome, but now its a worthless piece of $hit
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Nov 14, 2007, 08:26 PM // 20:26
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#605
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Wilds Pathfinder
Join Date: Aug 2007
Location: In my peanut brain
Guild: Zomg Zombies [OMG]
Profession: Mo/E
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Korean accounts are banned because of the insane amount of bots that are being run out of there selling gold online for real money. Plus, you guys are really good at GW... and anet deemed you suitable for a nerfing! I said good day Korea... nerfed!
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Nov 14, 2007, 08:28 PM // 20:28
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#606
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Krytan Explorer
Join Date: Sep 2006
Location: USA
Guild: SSW
Profession: E/
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Quote:
Originally Posted by Hott Bill
I can't stand the Black Lotus nerf any longer, that skill was awesome, but now its a worthless piece of $hit
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I haven't used this skill since the update. Is it still hex-dependant?
And I'm sure someone will come up with a way to make it work. People have amazing creativity at times.
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Nov 14, 2007, 08:31 PM // 20:31
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#607
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Ascalonian Squire
Join Date: Jul 2007
Location: Nebraska
Guild: Jawa Corps [JC]
Profession: Mo/
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OMG, never knew my fellow PvEers could be such cry babies.
Ineptitude does not hurt one bit. Actually, as has been mentioned, what really makes the typical Ineptitude build so great is Clumsiness (which, like RoF is one of the best non-elites in the game and probably needs to be toned down a bit). If the recharge is that much of a problem, use a 20/20 HCT/HSR wand and a 20/20 HCT/HSR offhand when casting it.
Sin changes had to be made. The inta-"I pwned you in 3 secs" nature of the chain was highly overpowered.
SR is still the best e-management in the game. If you, as a necro, find yourself with energy problems, then you should stop spamming your skills and use them more strategically. Look at the monks...they are forced to go outside their primary for e-management (In the arenas I like GoLE, which is still broken, in PvE, I equip my heroes with Power Drain). Now, if only they'd tone down Angorodon's Gaze.
Having tested Megabane Shot after the change, I can say it is definately broken in AB, RA and TA (although I don't think the game should be balanced around these arenas, since they only 4 person teams). I cannot say about GvG or HA because I do not play those enough.
As some have said, they still need to work on trees and bunny thumpers.
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Nov 14, 2007, 08:38 PM // 20:38
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#608
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Krytan Explorer
Join Date: Feb 2007
Guild: Aatxe Pirates [YaRR]
Profession: A/
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Tombs still works...
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Nov 14, 2007, 08:40 PM // 20:40
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#609
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by DDL
So..."giant robots with lazors" to prevent SpiritWay builds would be fine in your book? After all, giant robots make no sense, but nothing does, right?
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http://gw.gamewikis.org/wiki/Iron_Forgeman
Nope. Sry, GW doesn't have to make sense OR be consistant.
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Nov 14, 2007, 08:49 PM // 20:49
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#610
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Desert Nomad
Join Date: Apr 2006
Profession: W/
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Quote:
Ineptitude does not hurt one bit.
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Really? Because I use it in a mesmer pressure build against sins, rangers, warriors, and dervishes all the time in AB and I never lose 1v1 against any of those professions.
Boy, I'm glad someone told me it doesn't work.... I'd have never known...
I have absolutely no problems completely shutting down individual melee characters - sins included - with my mesmer:
Arcane Echo
Auspicious Incantation
Conjure Nightmare
Phantom Pain
Ineptitude
Toss in three more skills of your choosing. I like to use CoF to further agitate the melee professions, but if you're uneasy about the lack of anti-caster pressure, use backfire instead. I also like to take Drain Enchantment since it's very effective against the types of sins and Warriors you see in AB, and, of course, a "skill" interrupt is also nice. Lately, though, I've been taking Verata's Aura because, apparently, 99% of people in AB don't know how to fight a minion master and I get tired of being surrounded by a dozen minions while my bonehead teammates try to kill each one instead of attacking the master....
Spreading Ineptitude around can be the difference between life and death for a group. It's an excellent way to take pressure off a monk, generally, and, more specifically, it can save a backline character's rear end if a sin makes it to them.
Last edited by Ctb; Nov 14, 2007 at 08:55 PM // 20:55..
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Nov 14, 2007, 08:52 PM // 20:52
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#611
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Krytan Explorer
Join Date: Sep 2007
Guild: [Yeti]
Profession: E/
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Quote:
Originally Posted by The Way Out
Fried Tech.... jking?
Pets... are still a Ranger skill (whether primary or secondary)
And EW killed the solo Ranger trapper build
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Uber nerfed rangers
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yes joking......
But really why wont they nerf sins OMFG!!!!
I CANT TAKE IT ANYMORE
/ragequit
.........another jk. just so you know
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Nov 14, 2007, 09:08 PM // 21:08
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#612
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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PVP, you need to stop flaming PVE.
Just because they like what they do,doesn't mean you have to give them the cold shoulder. Pet's have let exploitable corpses forever And a half, so if there being exploited in pvp >.> find the exploit instead. This would be easier on the pve community and less headache for the pvp community when pve'rs get sad.
Still waiting for that horns of the ox..revert
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Nov 14, 2007, 09:10 PM // 21:10
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#613
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Academy Page
Join Date: Jun 2006
Profession: R/Mo
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You want to know how this nerf has affected the game.. Log on and check out Tombs, check out Kamaden, LA and see that the amount of districts is WAY down..
Again GG Anet GG
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Nov 14, 2007, 09:12 PM // 21:12
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#614
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by HawkofStorms
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The Iron Forgeman makes sense in context to the game. Even though its weird.
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Nov 14, 2007, 09:13 PM // 21:13
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#615
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Jungle Guide
Join Date: Sep 2006
Location: Europe
Profession: W/
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Oh, is this B/P nerf really that bad this thread's already on Page 62... geez. Tombs of the Primeval Kings is easy enough, even without pets, I don't know what people are complaining about, it's not like it's the end of the world or whatever.
Oh... Energizing Wind, ruins UnderWorld farm. Well, there are like 1.001 other farming builds somewhere on the net, or you could try making a new one...
About Assassins... well, I don't play one, and haven't ever used my Hero Assassins yet, so can't comment on that one.=p
Then the 2 buffs. Nice one for Barrage, have been using it on Margrid since I started vanquishing Elona. A little extra damage buff never hurts, right.;P
Magebane Shot buff looks good, I might want to test out that one on my Hero some other time.^^;
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Nov 14, 2007, 09:14 PM // 21:14
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#616
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by Ctb
Really? Because I use it in a mesmer pressure build against sins, rangers, warriors, and dervishes all the time in AB and I never lose 1v1 against any of those professions.
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Learn to read. What that post meant was that the change in ineptitude's recharge doesn't hurt (ie nerf) the SKILL that much. You based an enitre rant/troll thread on misreading a person's comment.
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Nov 14, 2007, 09:14 PM // 21:14
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#617
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by Moloch Vein
As well it should be. A class with no other function of their primary attribute than providing energy, with slow spells that cost a fortune, limited energy pool and almost no skills in their primary attribute should have the best energy management in the game.
The timer was added to stop the spiritway "exploit". The spiritway "exploit". is. removed.
A comparison: The energy management function of critical strikes is tied to the assassin hitting something. The energy management of a necromancer is tied to things dying. What is more likely?
Do assassins usually run out of energy? How about paragons, do they frequently get e-denied?
What amazes me the most is how people still clamor for more nerfs to the most nerfed primary in Guild Wars.
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Its the most nerfed, as it was 1 of the strongest classes.
A-net made the paragon very strong ,instead of making it somewhat weak and then buffing.
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Nov 14, 2007, 09:19 PM // 21:19
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#618
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Ascalonian Squire
Join Date: Jul 2007
Location: Nebraska
Guild: Jawa Corps [JC]
Profession: Mo/
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Megabane shot is still not comparable to crip shot in AB. But I doubt the change will stick.
Pets not leaving corpses I am indifferent about. Does not affect either my ranger, nor my necro in any way. And contrary to what one previous poster stated, MMing does not take that much skill at all. Minion bombing, while not as easy as MMing, is till fairly easy to do.
Now, if only they'd add the assacaster, in addition to the trees and bunny thumpers, to the nerf list, I will be one satisfied gal.
Last edited by kimfromhouston; Nov 14, 2007 at 10:41 PM // 22:41..
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Nov 14, 2007, 09:21 PM // 21:21
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#619
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Krytan Explorer
Join Date: Dec 2005
Location: Louisiana
Profession: E/Me
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Quote:
Originally Posted by Milennin
About Assassins... well, I don't play one, and haven't ever used my Hero Assassins yet, so can't comment on that one.=p
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You really need to take one of those sin heroes with you next time you go to the shards of orr. No, really, you'll thank me later.
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Nov 14, 2007, 09:25 PM // 21:25
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#620
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by Lady Raenef
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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I have no problem with banning assassin IAS's >.>
Siphon is good, but the no crit change, would truly just be for dervishes. Dervish's critical damage makes siphon strength look like crap, as a dervish would still hit about 50 damage with 13 deadly arts! Not using skills!
Yup we should go back with Shadow of haste.
Heart of shadow :yes
Heart of shadow is like a bad RoF, making it target ally, means a mo/A now has a new skill to play with, or an assassin can save themselves or Use as support to help a team mate.
The shadow prison nerf I suggested isn't bad.
What it does is mean, that they take Less damage, but they take a potent snare.
But if you critical you basically Negate that entire Damage reduction.
The damage reduce could be moderated, but if would mean normal assassin's cant just instagib.
Shadow Refuge: maybe.... nerf the unconditional heal... to like 10...30=P
Jungle strike: I dont think so, this stops black mantis Jungle rape, but using Leaping mantis and Jungle would be great. Leaping means your target has to be moving, this is good when you have a speed buff so you can easily keep up with there kiting and Cripple them. The attack would work good with caltrops /grenths grasps sins.
33% for Db sound's good, I just think a Death Blossom, should give a little more if your dying.
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