Jun 08, 2007, 12:12 AM // 00:12
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#41
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Wilds Pathfinder
Join Date: Aug 2005
Location: Sorrow's Furnace Hot Tub
Guild: RoS
Profession: Mo/Me
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Quote:
Originally Posted by RSGashapon
Energy every 5 seconds is NOT acceptable.
Energy 3 times every 15 seconds is NOT acceptable.
Energy from creatures dying, with no time restriction, but none from spirits and half from your own minions IS acceptable.
Make SR work the way it should work, not the way that PvP'ers want it to work. Are they purposely trying to kill Necromancers?
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For the life of me I can't understand how any PvE Necro would have any energy problems whatsoever.
Before the nerf I was swimming in energy and never had to look at my bar. After the nerf the only time I have to look at my bar is when I'm playing a MM, and that's only to time my spellcasting. No more spamming 25 point spells I guess. Boo hoo.
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Jun 08, 2007, 12:15 AM // 00:15
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#42
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Lion's Arch Merchant
Join Date: Apr 2005
Guild: Nova Alliance [Nova]
Profession: R/
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Ok, yea, leave soul reaping the way it bloody is... I'd rather have energy every five seconds then energy three times every 15...
I mean, come on, go in a party with a nuker and get three things dieing at once, bam, no energy for 15 seconds. Yea, thats so much better. It's like they are trying to piss us off, I actually checked to be sure today wasen't April first >.<
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Jun 08, 2007, 12:16 AM // 00:16
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#43
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Krytan Explorer
Join Date: May 2007
Location: Australia
Guild: [Lawl]
Profession: Mo/
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Quote:
Originally Posted by w00t!
For the life of me I can't understand how any PvE Necro would have any energy problems whatsoever.
Before the nerf I was swimming in energy and never had to look at my bar. After the nerf the only time I have to look at my bar is when I'm playing a MM, and that's only to time my spellcasting. No more spamming 25 point spells I guess. Boo hoo.
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Thats besides the point, no more minion masters now, espically in Ab.
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Jun 08, 2007, 12:20 AM // 00:20
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#44
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Ascalonian Squire
Join Date: Oct 2006
Profession: E/Me
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Quote:
Originally Posted by Miral
the people who see one thing that seems slightly overpowered and immediately demand a nerf before looking into it.
PvPers, but not all PvPers.
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Ummm how about there was a gimmick of 5/6 n/rts, 1 ranger spirit spammer and a n/mo or two that dominated GvG for a month or more. 7 necros running off an army of spirits and minions dying meant infinate energy for them. Wash machine was the most infamous guild who reached r5 i think until the SR nerf when they had to change builds and promptly dropped out of the GvG scene altogether.
If you dont know anything about PvP then don't comment on it.
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Jun 08, 2007, 12:21 AM // 00:21
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#45
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by RSGashapon
Who, among the player base, asked for SR to be changed in the first place?
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SR was retarded, it shouldn't work on spirits period and only on minions you control.
People ran 8 necros with icy veins as their only necro skill and a million of spirits and had infinite energy from spirits dying..
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Jun 08, 2007, 12:24 AM // 00:24
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#46
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Lion's Arch Merchant
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Quote:
Originally Posted by w00t!
Before the nerf I was swimming in energy and never had to look at my bar. After the nerf the only time I have to look at my bar is when I'm playing a MM, and that's only to time my spellcasting. No more spamming 25 point spells I guess. Boo hoo.
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I think most people are less upset about the energy nerf, and more upset about the way they implemented it, i.e. stupid timer. I quote myself, from another thread:
Quote:
I also remember seeing the timer described by some ANet peep as less than elegant, so I am completley baffled as to why they left it in. VERY unimpressed that it took this long to implement this 'fix', and actually I think they just left the timer in so it doesn't look like they royally messed up the last SR update. I havn't seen one good reason to keep the timer. Trash it, now.
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Regarding the mesmer changes, the ones I have seen so far are less than impressive. Seems very odd that the reduction rate for spells and signets is different under fast casting, and I don't see how the changes to far will help PvE mesmers.
Don't know about SR changes, but I tested activation times of signets and they have been decreased. Just compare the casting animations of a 1 second or 2 second skill with the casting animation of a 1 second or 2 second signet. Skills are unnaffected by FC, so you can easily see the difference.
Last edited by Miss Persephone; Jun 08, 2007 at 12:30 AM // 00:30..
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Jun 08, 2007, 12:29 AM // 00:29
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#47
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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SR was overpowered in PvE and in PvP. The fix was dumb. A better fix is needed, sure.
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Jun 08, 2007, 12:29 AM // 00:29
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#48
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Ascalonian Squire
Join Date: Oct 2006
Profession: E/Me
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On another note, although practically all PvPers wanted an SR nerf, the most commonly requested one was that they dont recieve energy from spirits. The recieving it only every 5s came out of nowhere. Them changing it to three times every 15s is probably because in PvE usually big groups die all in quick succession so this will help the energy management in most cases.
I cant understand anyone who complains about SR every 5s anyway. I MM and SS all the time without any difficulty at all. Just dont spam all your spells expecting to have infinate energy.
On the mesmer update, looks very good. Sure it wont affect PvE but then mesmers have always been the worst profession in PvE - It is a PvP update. Will have to wait to see just how much it affects the effectiveness of paragons in pvp, but it will certainly counter them. M/P with signet of return going to be popular too.
Last edited by KebabVan; Jun 08, 2007 at 12:32 AM // 00:32..
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Jun 08, 2007, 12:32 AM // 00:32
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#49
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Lion's Arch Merchant
Join Date: May 2006
Guild: Err7
Profession: Me/
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Interesting stuff. Text and small changes from upcoming updates have leaked into earlier updates before, so I wouldn't be surprised if some or all of this is coming soon. Sounds like good stuff in general, though it's hard to say without seeing a full list and seeing it in action.
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Jun 08, 2007, 12:32 AM // 00:32
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#50
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Banned
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This. Is. Ridiculous.
This is the worst thing Anet has ever done.
I don't think a single person can support this "fix" to soul reaping. This is just retarded. Did Izzy just learn his multiplication tables or something? Bah. Words can't express how disappointed I am. Hopefully Anet will NOT let this go live.
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Jun 08, 2007, 12:33 AM // 00:33
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#51
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Krytan Explorer
Join Date: Dec 2005
Profession: N/
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Quote:
Originally Posted by RSGashapon
Make SR work the way it should work, not the way that PvP'ers want it to work. Are they purposely trying to kill Necromancers?
Nice little nerf for the challenge missions too, there goes the LB/SS farm run out of Sahlahja. That was something I really enjoyed doing. Thank you Anet!
I swear this game gets worse every week.
Edit: OK, seems the challenge mission thing is a bug or whatever, HM will be re-added to those locations. But I am still not pleased with SR...
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"Should" huh? According to you? So you don't want it to be the way PvPers want it, but the way YOU want it is ok? Alrighty.
It's -still- (using MM Heroes as a test) very easy to maintain the little globs of undeath. It's still easy to run SS builds. Any Necro build is doable, so long as the original intent does not involve "And I use my unlimited energy to..."
And yes, the Challenge mission was a decision, not a bug. According to Alex, they switched it off because they didn't seem to understand why a person would want to HINDER themselves by doing the CM in hard mode and not normal. They are going to switch it back after learning that people farm there.
And that's another nail in the coffin for those who say ANet doesn't like farming.
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Jun 08, 2007, 12:34 AM // 00:34
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#52
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Krytan Explorer
Join Date: May 2007
Location: Australia
Guild: [Lawl]
Profession: Mo/
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Anet really hates pragon.
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Jun 08, 2007, 12:35 AM // 00:35
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#53
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Jungle Guide
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Quote:
Originally Posted by Shanaeri Rynale
Hmm the description of Soul reaping has changed I think..
For Each point in SR, you gain 1 energy whenever a creature near you dies. You may only gain energy in this way 3 times every 15 seconds, You only gain energy from Spirits you control..
Be interesting to see how it plays out. For example if 3 things die within 5 seconds, you'll have 10 seconds to go before getting any more.
Seem to help SS Necs in PvE maybe
And hot news Some mesmer interupts now affect Shouts and chants. Power block is now super evil. Power leak, return and spike all seem to do the same thing.
FC now also affects signets.
Still Going thru the list tho..
Thats Us fixed in PvE then.
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According to wiki, the mechanics have not yet changed, just the text. The mesmer thing is kind of overpowered, and I doubt that will stay. As for the soul reaping nerf, that is just RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing retarded as it would only apply to n/rt spamming spirits...? Sure, nerf it for PvP, but not for everyone else... They seriously better not apply these changes.
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Jun 08, 2007, 12:37 AM // 00:37
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#54
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Krytan Explorer
Join Date: Nov 2006
Profession: Rt/
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lol @ soul reaping. just lol...
however, this...
Quote:
Spawning Power states that it increases weapon spell duration by 2% per rank.
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is cool. primary attributes should indeed be useful all-around for a profession, and spawning power was rather weak. not useful at all unless you needed to use a spawning power skill or were built to spam spirits. and weapon spells have always been at a disadvantage since they're not enchantments and there's no way to increase their duration, and only beneficial because they can't be removed.
mesmer updates look good, however it seems to have buffed them more for PvP rather than PvE. these can't be all the PvE updates planned for the mesmer. if so...ugh.
Last edited by rohara; Jun 08, 2007 at 12:39 AM // 00:39..
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Jun 08, 2007, 12:39 AM // 00:39
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#55
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Krytan Explorer
Join Date: May 2007
Location: Australia
Guild: [Lawl]
Profession: Mo/
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Quote:
Originally Posted by rohara
lol @ soul reaping. just lol...
however, this...
is cool. primary attributes should indeed be useful all-around for a profession, and spawning power was rather weak. not useful at all unless you needed to use a spawning power skill or were built to spam spirits.
mesmer updates look good, however it seems to have buffed them more for PvP rather than PvE. these can't be all the PvE updates planned for the mesmer. if so...ugh.
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O we'll, let them rot
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Jun 08, 2007, 12:40 AM // 00:40
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#56
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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Ritualist Spawning power buff is greatly appreciated!!!
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Jun 08, 2007, 12:41 AM // 00:41
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#57
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Forge Runner
Join Date: Nov 2005
Profession: R/
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...And so begins another chapter of mindless complaining about soul reaping...*sigh*
Despite all those that think this SR change is part of some large conspiracy to make players unhappy for no apparent reason, I think that their reasoning behind this was to make the gain from soul reaping flow more in line with how enemies died, rather than on some 5 second timer. Is this the right fix? I doubt it, but I think it was at least done with good intentions. Unfortunately I think this is only going to fuel the fire of those who cry and pout about quitting just because they don't like what A-net did. Oh well, hopefully this will weed out all the childish brats that seem to plague pugs.
Last edited by XvArchonvX; Jun 08, 2007 at 12:44 AM // 00:44..
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Jun 08, 2007, 12:41 AM // 00:41
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#58
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Krytan Explorer
Join Date: Jan 2006
Location: Aussie land
Profession: Me/E
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Bah!
I used to like necros ...... All these changes/nerfings start to get to me!
May be it's time for me to find another game, pity tho!
/Angelica
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Jun 08, 2007, 12:47 AM // 00:47
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#59
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Forge Runner
Join Date: Dec 2005
Guild: [PHNX]
Profession: Mo/
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ArenaNet may have implemented the SR change based on PvP, but it made them realize how overpowered it was everywhere else. No other caster can simply ignore their energy and spam skills endlessly without energy management. I play Necro, he's now my main character (after deleting my monk) and I have no problem managing energy (I played monk for nearly two years, I always had my eye on my energy and brought energy management skills).
If you can spam 10-25e skills constantly (without e-management skills) and still have max energy after a battle (and, if you are an MM, a small army of minions), you know something is wrong. You need to accept the fact that it will not go back to the way it was, without energy gain from spirits/only gain from your minions. I used to play Necro the most, until I began getting bored; it was too easy. Before the cap on Minions, you could build a huge army and walk through almost every area.
People cried over the AoE nerf, hell I did too, that wasn't changed until just recently and it wasn't even changed back. Guess what, AoE is still very powerful in PvE. I think the community will get through this, just like the AoE nerf.
Oh, and Anet: I hope these are not your changes to change SR and make Mesmers better in PvE, they don't really help anything.
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Jun 08, 2007, 12:48 AM // 00:48
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#60
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Krytan Explorer
Join Date: May 2007
Location: Australia
Guild: [Lawl]
Profession: Mo/
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Quote:
Originally Posted by Angelica
Bah!
I used to like necros ...... All these changes/nerfings start to get to me!
May be it's time for me to find another game, pity tho!
/Angelica
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Same.... so many missions in hardmode here I need to spilt my party now that a minion master ill be counting down every 1 seconds till energy to support himself really annoys me
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