Jun 12, 2007, 10:11 PM // 22:11
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#121
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by blackbane
how are u going to interrupt chants with power block, we are freaking humans not robots.
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Chants are one second+ casting time.
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Jun 12, 2007, 10:13 PM // 22:13
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#122
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Lion's Arch Merchant
Join Date: Aug 2006
Location: bish
Guild: The Carebear Club [care]
Profession: N/
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Quote:
Originally Posted by DeBron
Lol. Nerf their healing? Why would A-NET nerf restoration before nerfing something like healing prayers? Restoration, although effective, still isn't a completely solid replacement for healing prayers; so why would it be nerfed first? (Not saying that healing prayers should be nerfed at all, just making a point.)
Oh, and I don't think a weapon spell removal will ever come into play, seeing as weapon spells aren't even stackable.
Ritualists have had a tough time as a primary class since the communing nerf. It seems like whenever they get a buff everyone jumps on the hate train.
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The problem most people have with rits is that anet has rounded them basically into a spike only class. 95% (I'm being generous) of rits used in pvp play are based SOLELY on spiking. This is a problem cause it creates a very boring, and stale class which could have been made into something fun. Channeling Magic should be Renamed to 3..2..1 Magic to better suit its purpose atm -.-
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Jun 12, 2007, 10:17 PM // 22:17
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#123
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Krytan Explorer
Join Date: Jun 2005
Profession: N/R
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here's a stupid question .... when are we actually geting the changes? not realy looking forward to the SR "fix", but it is the lesser of two evils.
__________________________________________________
(check out mouse's zodiac clearence sale http://www.guildwarsguru.com/forum/s...03#post2893103)
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Jun 12, 2007, 10:17 PM // 22:17
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#124
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Frost Gate Guardian
Join Date: Jan 2006
Profession: Me/
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Quote:
Originally Posted by Nebuchadnezzer
The problem most people have with rits is that anet has rounded them basically into a spike only class. 95% (I'm being generous) of rits used in pvp play are based SOLELY on spiking. This is a problem cause it creates a very boring, and stale class which could have been made into something fun. Channeling Magic should be Renamed to 3..2..1 Magic to better suit its purpose atm -.-
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everything he said /agree and i was so hoping for the balance to address this
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Jun 12, 2007, 10:22 PM // 22:22
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#126
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Krytan Explorer
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Quote:
Originally Posted by Gaile Gray
The Main reason we nerfed Soul Reaping was because it was so insane, you could run 8 15e skills on your bar and not even bat an eye as your energy bar would barley notice, a lot of people would use +15 energy sets because they didn’t care about 4 pips of energy regen,
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How many people is "a lot of people" exactly? I never ran this...nor did I run a bar with 8 15e skills on it, which would not be viable under any circumstances. You'll have to excuse me for saying so but this sounds like tremendous exaggeration. Why not just remove the +15 sets if its such a huge issue?
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Jun 12, 2007, 10:22 PM // 22:22
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#127
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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The only thing Im not happy about is no nerfs to rit spike. The build is WAY overused. Seeing rit spike after rit spike is a bit boring. And basically it got buffed in this update with longer duration of vital weapon. Just a few recharge and/or energy changes and the build goes to crap. No need to ruin rits to rid of rit spike. A few changes would do it, but nothing was done to the most overused build since iway.
There are a few other changes I'd like to see, but smaller changes at a time are better than huge changes at once. Hopefully they keep up with the updates better and we dont have to wait another 3 months for another update.
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Jun 12, 2007, 10:23 PM // 22:23
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#128
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Hot Springs, AR
Guild: Dei Victorae [dV]
Profession: R/W
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Thanks for the prompt reply. Now we can only hope it will be included in a later one.
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Jun 12, 2007, 10:29 PM // 22:29
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#129
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Frost Gate Guardian
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I have two thoughts. I heard that the armor de-buff was mainly because of e/d in ra, but can u just remove enchants? unless theyre runnin obby flesh, in which case jsut wait it out cuz if u have a monk stone daggers wont kill u in 20 seconds. now its ruined the ele for pve unless ur runnin fire if u wanna farm with an earth ele now u cnt unless u run a sup earth rune to let stoneflesh last long enough to recast it. MY second though is about the mesmers. i think anet is tryin to make mesmers more pve-able???? anyone agree? of course by doing this they have just buffed the hell out of them even more for pvp but i dont mind =)
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Jun 12, 2007, 10:29 PM // 22:29
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#130
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Servite Nostrum Animus [SNA]
Profession: E/Me
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I know you guys didn't get the participation you wanted out of the ATs but removing both minimum required # and days restrictions is just shouting, "MORE SMURFING PLZ"
sorta takes the whole point out of the ATs.
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Jun 12, 2007, 10:32 PM // 22:32
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#131
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Desert Nomad
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Quote:
Originally Posted by icymanipulator
How many people is "a lot of people" exactly? I never ran this...nor did I run a bar with 8 15e skills on it, which would not be viable under any circumstances. You'll have to excuse me for saying so but this sounds like tremendous exaggeration. Why not just remove the +15 sets if its such a huge issue?
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Well lets see.
[skill]spiteful spirit[/skill][skill]Arcane Echo[/skill][skill]enfeebling blood[/skill][skill]Insidious Parasite[/skill][skill]Chilblains[/skill][skill]plague sending[/skill][skill]reckless haste[/skill][skill]resurrection signet[/skill]
That is a build that you could use before the SR nerf and because you can kill enemeis, especially grouped up enemies, very easily with this and a half way decent group, you would still have no energy problems even though it is very energy heavy.
Last edited by wetsparks; Jun 12, 2007 at 10:34 PM // 22:34..
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Jun 12, 2007, 10:34 PM // 22:34
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#132
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by icymanipulator
How many people is "a lot of people" exactly? I never ran this...nor did I run a bar with 8 15e skills on it, which would not be viable under any circumstances. You'll have to excuse me for saying so but this sounds like tremendous exaggeration. Why not just remove the +15 sets if its such a huge issue?
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I did for one. My pve necro used a +15/-1 energy weapon which gave me about 70 max energy. Soul reaping gave me so much energy I didnt care how many pips of regen I had. I probably could have used another +15/-1 offhand for even more energy without having to worry. Back with the old SR anyway. The issue isnt the weapon/offhand its that you can use these all the time without even caring. The +15/-1 sets are designed to give you energy in a pinch when you really need it and dont have the energy, not to keep active all the time which I and I'm sure many others did.
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Jun 12, 2007, 10:37 PM // 22:37
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#133
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Krytan Explorer
Join Date: Aug 2005
Location: New Zealand
Guild: Retired :)
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Quote:
Originally Posted by Nebuchadnezzer
I dont see how you can balance random things like Ash blast, and then totally ignore things that cause so many problems. I know TA isnt the main focus of most your updates (thanks hero battles.) But things like Warmonger's Weapon, Broadhead Arrow, Fear Me (Steady stance BS), have totally ruined TA. These skills make TA totally skilless. People have been running builds with Fear Me and Broadhead arrow, and they dont even need a monk anymore because of the retarded amount of pressure and shutdown -_-
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Steady stance & fear me is a problem not just in TA also HA from reading numerous postings in Ensign's thread in the gladiators arena, it really needs to be addressed. So brainless dealing massive pressure & conditions and huge e-denial at the same time, its pretty much an idiot proof build and its all you see from teams in TA.
Want to beat 99% of teams in TA --> play fear me.
Want to beat fear me in TA --> play necro spirit/hex spammers.
The spirit spam hex builds have hopefully been fixed with a hit to unlimited energy in this update, thank you Now time to address the other sort of garbage play, steady stance and fear me combo...
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Jun 12, 2007, 10:39 PM // 22:39
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#134
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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Quote:
Originally Posted by makosi
Does new the new fast-cast signets change affect Resurrection Signet?
/ponder
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Of course not. Why would Resurrection Signet be classified as a signet.
Did you think that through at all?
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Jun 12, 2007, 10:40 PM // 22:40
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#135
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Wilds Pathfinder
Join Date: Nov 2005
Location: London, UK
Guild: Rite Of Passage [RP]
Profession: E/Mo
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Ok I want to focus on the elementalists. The whole list could have been a little bigger. Especially since it's only a 'test' (unless of course you plan for another one shortly afterwards, regardless...)
Elementalist adjustments:
I adore earth magic. I really am fond of it. To be honest however, I use it in casual pvp only out of love. A fools love for sure.
As you mention yourself, condition removal has become far easier (in all honesty it always has been). Yet all the the really neat Earth stuff is locked behind the condition door of weakness. The class has only 2 methods of dolling out weakness. One (Enervating Charge) is in another line making things very, very expensive. In fact I'd go as far as to say the line becomes even more expensive than water when you want to use the cool secondary effects, yet water gets it's slow/miss hexes straight away without having to jump through silly hoops (and water is exceptionally well balanced).
The other (Ebon Hawk) is so conditional, it's completely unreliable. Especially when you finally land the thing, weakness just gets removed on a whim anyway. The fact that it's a projectile and has a 2 second cast kills it. If you guys want this skill to be used as a source of weakness, remove all the silly conditions for application. The 2 second cast and 'projectile' status is bad enough as it is. A damage increase doesn't make this any more attractive than it is already.
Ash Blast: A great idea for a skill but suffers tremendously from the duality of it's condition. When you have assassins running around the place with hideous more or less insta-kill chains, you then go and buff the stupidly dangerous Beguiling Haze in the worst way possible.
How can the lovable earth elementalist be required to jump through 2 hoops (weakness, for the knockdown, to finally get to the blind) just to put blind on the guy? Ash Blast isn't used because the damage is undesirable, it's not used because the only reason to use it (Blind) is too awkward to pull off. No amount of 'reasonable' damage can make up for that. Physicals hit hard in Guild Wars. A skill like this just can't keep up. Weakness should be the only required condition.
Ride The lightning: A good change. Becomes an elementalist mobility skill of sorts with damage. Not terribly useful in higher end pvp (and anywhere in pve for that matter) but it should provide hours of fun for the more casual pvp players. I'm glad the exhaustion was kept. The thought of axe or worse still, hammer warriors abusing this with Shock was a little unsettling.
Shockwave: Point-blank-range spells are just not that good a concept for 'relative' softies' like elementalists. Area of effect spells are also a little vitamin challenged. The fact that Earth is plagued with so many elite examples of these skills (ie. wasted opportunities) is really quite annoying...
Stoneflesh Aura: A good change. While farmers the world over are in tears, I think we can all live with this one. However the armour stacking thing is a little rough. This is far too brute force a fix.
The only real +armour offenders were the shouty' shouty' guys who passively added this stuff to everyone around them more or less for free.
The hit to Watch Yourself! a while ago because of them was bad enough, even though I do agree that something needs to be done about the synergy of certain stacking shouts. No need to ruin other skill synergies just because of it. Especially those that are removable....
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Jun 12, 2007, 10:41 PM // 22:41
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#136
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by WarKaster
thats the same thing i was thinking if you read the skill its says:
For 5...17 seconds, damage you receive is reduced by 1...25 and you are immune to critical attacks.
no where does it stay it increases armor to do so. I think it was mainly a shot the Cross buffing Paragon groups in PvP and not the Earth Tanks
As far as the rest of the changes the only one that really affects me is Crip Shot - and even then most of the time I use Pin Down and leave my elite slot open.
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Go back and read the update. Stoneflesh Aura is getting it's duration decreased. Even if it can still be kept up constantly, there's a lot more chances to catch a 2 second cast with an interupt. Even as the skill is, I always get a good laugh when I catch an E/D tank when I am playing my Burning Arrow ranger. If you are wielding scissors, it's gonna be hard to crack their rock, but grab a piece of paper and watch them crumble.
Quote:
Originally Posted by Gaile Gray
Several members of the Design Team are actively reading the forums, and you may see further responses in the next day or two.
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Woot! Hopefully they'll see my desparate plea to have Keen Arrow fixed. I've wanted to use the skill since Nightfall came out, but it's just really not worth taking if you are likely to spend energy and time on an attack skill that does absolutely nothing when you don't critical.
http://www.guildwarsguru.com/forum/s...php?t=10125394
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Jun 12, 2007, 10:43 PM // 22:43
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#137
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Underworld Spelunker
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[QUOTE]
Quote:
Originally Posted by icymanipulator
How many people is "a lot of people" exactly? I never ran this...nor did I run a bar with 8 15e skills on it, which would not be viable under any circumstances. You'll have to excuse me for saying so but this sounds like tremendous exaggeration. Why not just remove the +15 sets if its such a huge issue?
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you missed this little detail
Quote:
Here are some additional thoughts from Isaiah (our skill balancer, as you know) on your comments and questions:
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that was his answer not Gailes.
where do you get the idea that you are such a big shot to demand that they give you every little detail anyway?
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Jun 12, 2007, 10:44 PM // 22:44
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#138
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Academy Page
Join Date: Jun 2005
Location: Dallas TX
Guild: Error Seven Operators [Call]
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I agree... wasn't one of the main reasons behind AT's to stop smurfing? I think a better way to boost participation would be to LOWER the 14 day requirement (to 7 or maybe even 3 days), not do away with it entirely. Expect to see iQ and its smurf guilds to finish 1st, 2nd, 3rd, 4th, and 5th in a daily tournament.
Most of the skill updates are pretty good, but I'm against fast casting effecting signets. This is a HUGE buff to signet of humility, and hexes already force teams to bring ridiculous hex removal in gvg.
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Jun 12, 2007, 10:45 PM // 22:45
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#139
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Wilds Pathfinder
Join Date: Aug 2006
Location: Buffalo, NY
Guild: [TTBH]
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Quote:
Originally Posted by ACreator
a tip to A-NET
if u want to solve the spam problems, I sugest u created the promised (and now canceled) auction house.
And Thx Again Anet
if mesmers coulnt "solo" nearly anything, u have just made it worse
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another note: why tha hell u made archane conundrum AOE and not the elite migraine??? smart move..
clumsiness 4sec recharge and 10 mana cost..... is it suposed to be spammable?
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A-Net NEVER promised an auction house, they said trade improvements are coming.
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Jun 12, 2007, 10:45 PM // 22:45
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#140
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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Quote:
Originally Posted by VitisVinifera
I don't think I've used a single skill that got buffed
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i dont mean to be a smart ass but.....
THAT IS WHY THEY BUFFED IT
to make it appear on more bars
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