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Old Jun 20, 2007, 08:23 AM // 08:23   #81
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Excellent update.
Definitively a step in the good direction.
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Old Jun 20, 2007, 08:23 AM // 08:23   #82
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Quote:
Originally Posted by pork soldier
You couldn't have explained the reasoning better - you could adrenal spike without any build time. Enraging, strike, spike. That was too strong.
Yeah, but we're taking a low adrenaline skill here, none of the big shots. With the recharge time, it was the only thing making the skill worthwhile. It gave you that good start at the beginning of a fight, now its not really worth the effort.
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Old Jun 20, 2007, 08:29 AM // 08:29   #83
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Quote:
Originally Posted by Miral
please, take the time and give skills a pve function and a pvp function. otherwise these pvp-based balance changes are going to kill any hope for guild wars 2 in a lot of people
I have 8 accounts with all three campaigns on them and my boyfriend has the exact same plus all the extra character slots we've purchased and we are only getting one copy of GW:EN each and ignoring GW2 because of how things are going and keep going with the game(s) and the community relations rants and lies(them stating 3.5 million players rather than copies sold) to attempt to fuel their rants. The update on 06/19/2007 was ok but there is much more needed for all the skills in the game. The Devs are keeping the game "Build Wars" by controlling which few skills are viable to use and not use and changing it as they see fit rather than making the majority of skill viable to use.
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Old Jun 20, 2007, 08:35 AM // 08:35   #84
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Quote:
Originally Posted by Surena
Good one. Hexes were too strong and some still are. Gheyheartedness had a very long duration.

The "Crippling Slash" change was needed, it was too good, too easy to apply.


A "miss cap" is needed. Price of Failure + Spirit of Failure + Reckless Haste=idiocy - or scale the miss percentage with the attribute.
How can things be to easy to apply? That is what i am wondering. Isn't this game about fun, not about making everything more difficult? I've used the e-charge + crip slash a lot in hm, and it's perfect for those freaking annoying kiting monks. Now either it will take longer to take out that group, or get's my group killed faster
And yes offcourse I could switch out a skill for "For Great Justice!" or any other adrenaline increase skill. But that beats the purpose doesn't it? Crip Slah is an Elite for a reason, imo uncalled for nerf.
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Old Jun 20, 2007, 08:43 AM // 08:43   #85
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Quote:
Originally Posted by Ferret
Yeah, but we're taking a low adrenaline skill here, none of the big shots. With the recharge time, it was the only thing making the skill worthwhile. It gave you that good start at the beginning of a fight, now its not really worth the effort.
Uh.. This skill still kicks sprint in the nuts, explain to me how that's bad. The breakpoints are lower AND you get adrenaline. What's wrong, it's not as IMBA as it was?

Quote:
Originally Posted by mr_groovy
How can things be to easy to apply? That is what i am wondering. Isn't this game about fun, not about making everything more difficult? I've used the e-charge + crip slash a lot in hm, and it's perfect for those freaking annoying kiting monks. Now either it will take longer to take out that group, or get's my group killed faster
Bring a cripshot ranger or an ele or mes with snares, problem solved.

Last edited by pork soldier; Jun 20, 2007 at 08:47 AM // 08:47..
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Old Jun 20, 2007, 09:06 AM // 09:06   #86
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good se of nerfs, everything seems balanced here rather than the usualhack and slash with alot of builds suffering "Colaterial Damage".

as much as i like SF it needed to be nerfed, now add shadow prison to your list - Those 2 skills mainly served as "Buy NF" skills, i think we can agree that age is over...nerf block please
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Old Jun 20, 2007, 09:40 AM // 09:40   #87
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Wow, this was actually an alright update, i'm pleasantly surprised.
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Old Jun 20, 2007, 10:02 AM // 10:02   #88
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MMm, now if we can see some of the water ele lesser skills changed.
And sin lead attack buffs.
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Old Jun 20, 2007, 10:09 AM // 10:09   #89
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Hmm, not bad. Nothing drastic... The only real change is that my warrior will now run 10 Strength
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Old Jun 20, 2007, 10:33 AM // 10:33   #90
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with 13 strength enraged charge gives 3 adrenaline instead of the 4 it used to give. was that one extra strike of adrenaline really that over powered? considering it can only be gained every 20 seconds at max, and cancels your stance to obtain?
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Old Jun 20, 2007, 11:07 AM // 11:07   #91
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Well the update is awful, my main character is an elementalist and now two of my favourite skills have gone under the nerf hammer, searing flames and mark of rotgort. Searing flames is an elite skill for a reason and is needed in high end pve areas where enemies are levels 24-30. With having higher armour and health high damage skill are needed to help combat them.

I bought this game for pve and I am sick and tiered of the pve game getting ruined because of pvp. Just keep the two game types separate. Agreed 6 eles with searing flames all hitting a monk at once is bad but in pve they hit lvl 28-30 torment creatures and powerful skills are needed.

If it’s a reaction to the new ele luxon/kurzik and sunspear skills, then so what there pve only.

In any case this game is getting worse and worse, which is such a shame
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Old Jun 20, 2007, 11:51 AM // 11:51   #92
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Quote:
Originally Posted by TyrianFury
Well the update is awful, my main character is an elementalist and now two of my favourite skills have gone under the nerf hammer, searing flames and mark of rotgort. Searing flames is an elite skill for a reason and is needed in high end pve areas where enemies are levels 24-30. With having higher armour and health high damage skill are needed to help combat them.

I bought this game for pve and I am sick and tiered of the pve game getting ruined because of pvp. Just keep the two game types separate. Agreed 6 eles with searing flames all hitting a monk at once is bad but in pve they hit lvl 28-30 torment creatures and powerful skills are needed.
Searing flames itself wasn't overpowered. 5 eles running searing flames was overpowered.

And so they nerf Searing Flames, unstead of having a cap on PvP...

16 damage doesn't "Ruin" PvE. It will make a difference in PvP though. that's a good 90 damage. that hurts in PvP.

I'd bet if in RoT there was a SF-HA team there, you'd complain your ass off.

And unless your in HM, torment creatures arn't level 30...

MoR was way too powerful. You could use it, if it got stripped, no problem, it can be put on again! Like parasitic bond yeah, but parasitic bond cannot cause a constant 14 damage a second...
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Old Jun 20, 2007, 11:57 AM // 11:57   #93
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Just use Savannah heat or something. More then enough options to do some damage.
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Old Jun 20, 2007, 12:13 PM // 12:13   #94
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nice touch on Hex Eater Signet..

now if its big brother Hex Eater Vortex could be changed into an whirling vortex of hex eating...

Last edited by seut; Jun 20, 2007 at 12:16 PM // 12:16..
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Old Jun 20, 2007, 12:13 PM // 12:13   #95
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Quote:
Originally Posted by TyrianFury
Well the update is awful, my main character is an elementalist and now two of my favourite skills have gone under the nerf hammer, searing flames and mark of rotgort. Searing flames is an elite skill for a reason and is needed in high end pve areas where enemies are levels 24-30. With having higher armour and health high damage skill are needed to help combat them.

I bought this game for pve and I am sick and tiered of the pve game getting ruined because of pvp. Just keep the two game types separate. Agreed 6 eles with searing flames all hitting a monk at once is bad but in pve they hit lvl 28-30 torment creatures and powerful skills are needed.

If it’s a reaction to the new ele luxon/kurzik and sunspear skills, then so what there pve only.

In any case this game is getting worse and worse, which is such a shame
I was waiting for the end of the world posts with regards to Searing Flames... Its an elite because its better than other fire skills. Elementalists didn't just pop into existance in Nightfall, they have actually been doing quite well for themselves these past 2 years BEFORE Searing Flames.
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Old Jun 20, 2007, 12:17 PM // 12:17   #96
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Before searing flames? Surely there was no such time?
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Old Jun 20, 2007, 12:18 PM // 12:18   #97
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I was refering to hardmode by the way, I agree about the pvp side but I think Guild Wars as come to the point where PvP and PvE are no longer the same game and skills for each should be separated. So there should be a PvE version of searing flames and a PvP version, not to mention many other skills.

This will please both communities, I don't see why PvE players should suffer PvP balance changes.
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Old Jun 20, 2007, 12:26 PM // 12:26   #98
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Quote:
Originally Posted by qazwersder
Before searing flames? Surely there was no such time?
There was, also a time before Domain of Anguish and Hard Mode. My point is there are powerfull skills in the game for reseaon and they are more then helpfull in the tougher areas of the game.
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Old Jun 20, 2007, 12:28 PM // 12:28   #99
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Searing Flames in PvE is still perfectly viable. I was doing some free treasure trips and sure didn't notice any difference from before with same team set-up. My Zhed still burned the heck of the mobs with his SF build, even in Tormentland.

A lot of requested changes here, should please a lot of people. I'm still hoping for some mesmer and ranger buffs, though.
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Old Jun 20, 2007, 12:30 PM // 12:30   #100
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Great update. Slowly but surely so you can see how your changes affect the game. If that doesn't make sense to anyone, you need your head examined....
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