Jun 19, 2007, 08:04 AM // 08:04
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#141
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Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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Either Glyph of Renewal disappeared. Or people are mainly moaning how they can't use intensity with their powerful damage elites. It is usable, just not with powerful elites. I think it's well balanced since you can still use it effectively. I'm also very glad they made the other skills profession specific.
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Jun 19, 2007, 08:18 AM // 08:18
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#142
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Lion's Arch Merchant
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Quote:
Originally Posted by -Loki-
This is ridiculous. If they are going to balance these PvE only skills the way they balance normal skills, there's no point making them PvE only.
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QFT, I'm OK with this update except intensity and elemental lord both of them suck now and useless to waste slot on them.
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Jun 19, 2007, 08:18 AM // 08:18
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#143
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Divine Beings
Profession: R/
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Not all skills linked to their primary attributes, seems a bit illogical.
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Jun 19, 2007, 08:18 AM // 08:18
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#144
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Desert Nomad
Join Date: Nov 2005
Location: US
Profession: R/Mo
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Quote:
Either Glyph of Renewal disappeared. Or people are mainly moaning how they can't use intensity with their powerful damage elites. It is usable, just not with powerful elites. I think it's well balanced since you can still use it effectively. I'm also very glad they made the other skills profession specific.
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Why Glyph of Renewal when Searing Flames recharges in two seconds?
I goshdarned liked Critical Agility on my Dervish. Good reason to run /A instead of /W or go pure D. Now, I've lost a slot, having to take Conviction + Heart of Fury to do what Critical Agility did. How's that for opening up new builds?
Quote:
Ah well, good skills come along that have NO effect of PvP and they skill get nerfed 5 secs later.
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If Intensity and Cry of Pain weren't so spiky, they'd actually be pretty nifty as normal skills. What's the bet a couple of these were EotN suggestions pulled from the cutting room floor and randomly buffed for PvE?
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Jun 19, 2007, 08:24 AM // 08:24
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#145
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Desert Nomad
Join Date: Aug 2006
Profession: Mo/N
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Lets see:
Assassin: Good change since it makes assassins more wanted in pve. It's no longer imba for wamma's but they were strong enough on their own.
Ele: I always tought this skill was meant to spike a vip enemy into sub atomic particles, no to permanently make ele's godlyer. Good change too.
Paragon: TNTF changed into what it should have been in the first place. Now even the n00best mending pug can no longer deny the usefullness of this class.
And about the Ranger beast skill: This one is to promote real beast mastery intead of using your pet as fuel to spawn minions. Archers and trappers didn't need a buff, since there already was nothing they couldn't handle.
Derwish needed a buff in pve since it was pretty hard for them to find a pug if they wanted one. So keping up your avatar is fine for me. (in pve only)
Mezmers simply became better at what they do. They will still have problems finding a party, but that's because your average pugger can't understand what makes them good.
Ritualist do exactly what they need to do. Vampirism is something to make secondary Rit's happyer i guess.
All in all, this update is sound. Of course people whine because they cant pwn anymore, but i harbor no illusion of the average mmo crowd.
Good update.
Last edited by EPO Bot; Jun 19, 2007 at 08:26 AM // 08:26..
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Jun 19, 2007, 08:27 AM // 08:27
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#146
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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The elementalist nerf is bad. I propose this balance.
Intensity:
5 1c 10r
For 10 seconds, the damage of your spells is increased by 5..10...15%.
Just lower the buffs itself instead of making it just plain unusable without any recharge buff (which compress again the so small skillbar of the elementalists, which is devoted for half of it to e-management and utility).
Anet seriously, stop giving killing drawbacks on a skill because you made an overpowered effect. Just lower the overpowered effect.
You know, like Ensign proposed for SF, or for discord ,etc...
Elemental lord
10 2c 20r
Skill. For 10...30 sec, your elemental attributes are boosted by 2. You loose 1 energy each time you successfully cast an elemental spell.
Works a little like Zealot's fire now. Elemental lord would know increase damage at the expense of energy, which is what elementalists are made for, no?
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Jun 19, 2007, 08:30 AM // 08:30
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#147
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Forge Runner
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Good Update.
This addresses the potential abuse of many skills with non-primaries. For Assassins and Paragons, within the usual parameters/builds they even got a buff.
I still think some skills need to be nerfed. The Paragon skill needs no healing e.g. - it is still an awesome must have, 35% less damage, even without it.
I think the Ele changes are okay, too. They were too good, now they are questionable: Worth the slot or not. Not sure about that, but a nerf was needed.
I would have liked some other skill for Eles, like some kind of universal nuke for Air/Water/Earth eles, not a damage amplifier.
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Jun 19, 2007, 08:31 AM // 08:31
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#148
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Wilds Pathfinder
Join Date: Jul 2005
Location: Finland
Guild: League of Extraordinary Explorers [LOST] (my one man guild)
Profession: Me/
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I think everyone can agree that some of the skills were overpowered, but I still would've liked to see a buff on the more worse ones, especially when it was said that mesmers would get a PvE buff with their sunspear skill. We have been told that these skills (and the last update in general) is still in evaluation period, so to speak, so I expect to see additional buffs too and just not always further nerfs!
Last edited by Traveller; Jun 19, 2007 at 08:36 AM // 08:36..
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Jun 19, 2007, 08:44 AM // 08:44
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#149
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Jungle Guide
Join Date: Sep 2006
Location: Europe
Profession: W/
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Don't care much about the update, saw it coming; the Critical Agility skill was nice on my Warrior, but I can still kick ass without it.
The Elementalist skills got nerfed most, and look pretty bad now, especially when comparing them to pre-nerf.
Paragon is still good, I think, just linked to the primary attribute which is a good thing, wish they did with all of the new skills.=P
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Jun 19, 2007, 09:06 AM // 09:06
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#150
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Desert Nomad
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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I think its a great update, most of the new skils were seriously overpowered and were usable on any profession, they deserved a tweaking to be fair. And the faction exchange buff is great Less grinding, Thanks Anet
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Jun 19, 2007, 09:27 AM // 09:27
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#151
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Forge Runner
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Quote:
Originally Posted by Celestial Beaver
I was always under the impression PvE skills were supposed to augment your current skills...not "look at target foe and PWNZORZ all the foes on the map"
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Lightbringers Gaze and every Celestial skill disagree with you. Rebirth Signet isn't overpowered, but it's better than resurrection signet, with the same cast time. PvE doesn't require balance. This is one of the things people bitched about - balance got in the way of having fun, overpowered PvE skills. They make PvE only skills, and have a perfect opportunity to give the community some fun, overpowered skills, and decided to balance them like PvP skills. Very disappointing.
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Jun 19, 2007, 09:43 AM // 09:43
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#152
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Frost Gate Guardian
Join Date: Jan 2007
Location: Australia, Crikey!
Guild: PwnD, plesure wreckin noob donors
Profession: E/Me
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i find it realy sad that they nerf the sin skill so wars cant use em.... im mean wth i get a stupid adrenalin cyclone axe that doesnt evn charge its self either they make the sin skill usable by wars or they buff the realy lame war skill
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Jun 19, 2007, 09:44 AM // 09:44
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#153
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Forge Runner
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Quote:
Originally Posted by EPO Bot
Lets see:
Assassin: Good change since it makes assassins more wanted in pve. It's no longer imba for wamma's but they were strong enough on their own.
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A single skill that's so good it singlehandedly makes Assassin a viable class, so good it has to be tied to the primary attribute.
Quote:
Originally Posted by EPO Bot
Paragon: TNTF changed into what it should have been in the first place. Now even the n00best mending pug can no longer deny the usefullness of this class.
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A single skill that's so good it singlehandedly makes Paragon a viable class, so good it has to be tied to the primary attribute.
Oh, and apparantly the one skill wasn't enough, the Paragon also got a sweet sweet skill in the form of the Warrior's "Save Yourselves!"
Take away the Warrior's access to another profession's skills and give the Warrior's skill to another class. Brilliant.
The whole thing smells of bad design. Either tie every PvE skill to the primary attribute or none.
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Jun 19, 2007, 09:57 AM // 09:57
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#154
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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I agree with Loki in a way that PvE skills ofc shouldn't be balanced as PvP skills. However, where's the line? Everyone expected these PvE skills to be stronger than normal ones in PvE -but- the initial skills (some of them) were seriously blatantly overpowered to the point where it didn't matter anymore if you play assassin or a warrior.
But it's true, PvE isnt about balance. PvErs always biatch at balance. Look at SS nerf to 15e (after it was buffed). People STILL complained! And the truth is, this skill at 25e would still be overpowered in PvE.
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Jun 19, 2007, 10:05 AM // 10:05
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#155
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Forge Runner
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I'm not saying they should be as powerful as celestial skills, which were, quite simply, ridiculous (1 skill, all members are on 100%hp, and lose all hexes and conditions...). However, they need to be more powerful than normal skills, otherwise, aside from it being stupid that they are limited to PvE only when skills for PvP do the same job better, but they simply won't get used (for that very reason).
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Jun 19, 2007, 10:10 AM // 10:10
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#156
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by -Loki-
I'm not saying they should be as powerful as celestial skills, which were, quite simply, ridiculous (1 skill, all members are on 100%hp, and lose all hexes and conditions...). However, they need to be more powerful than normal skills, otherwise, aside from it being stupid that they are limited to PvE only when skills for PvP do the same job better, but they simply won't get used (for that very reason).
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Seriously, the skills shouldn't be better, just unique. Like I said in a Mesmer thread, Mesmers should have gotten a skill (or both) that deal with mind control of enemy mobs. It fits the style of the Mesmer, and is something you just can't have in PvP (for obvious reasons). The Warriors could have been a shout that makes all the nearby enemies' next attack/skill focus on them instead of their intended targets. Stuff like that.
They don't have to be overpowered, just unique enough to be used in a PvE situation. Really dumb the way they did it.
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Jun 19, 2007, 10:10 AM // 10:10
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#157
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Krytan Explorer
Join Date: Nov 2006
Profession: Rt/
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bummer on the ele skills. they were a little too powerful, but now they're rather useless
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Jun 19, 2007, 10:11 AM // 10:11
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#158
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Wilds Pathfinder
Join Date: Jan 2006
Location: The Netherlands
Guild: The Lore Enforcers
Profession: Me/A
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Darn why did they have to make that para shout leaderschip related.
I've seen it work wonders on a primary ranger with expertise.
And both ele skills are useless now good job Anet (/sarcasm)
Sin skill was overpowerd i agree on that, but it's pve only why nerf it this bad When we have kanaxai aspects in pve that deal 180 dmg in a single attack (not to mention they got 100% double strike with that ench)....
Mesmer recharge got lowerd that's decent maybe i'll consider em now.
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Jun 19, 2007, 10:23 AM // 10:23
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#159
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Wilds Pathfinder
Join Date: Jul 2005
Location: Belgium
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"Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000. "
I like
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Jun 19, 2007, 10:31 AM // 10:31
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#160
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Frost Gate Guardian
Join Date: Jan 2006
Profession: E/Me
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i dont feel like playing gw anymore...
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