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Old Apr 06, 2007, 02:48 AM // 02:48   #401
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Originally Posted by The Ernada
Most of the PVE complaints are ridiculous. When some of you are crying about how Soul Reaping is now destroyed for your Rt/N (SR broken for a rit? No kidding?)
I stopped reading your post after this, since I found that part hilarious. The inability to notice that someone was making a joke (which was then admitted by the poster a few posts later) really touched my funny bone, especially when it was made by someone generalizing a large group of people as "ridiculous".

Edit (working my way through the pages):
Quote:
Originally Posted by Seut
A primary attribute is supposed to be the backbone of a profession. You broke it because of exploiting gimmicks. Necros roll around in wheelchairs through pve now. (yes this is e-drama, but apparently Anet needs another "vocal minority" incident to wake up. Thus: ANET you <insert insult that put you in jail, if you say it to a police officer>)
Since I mainly play a Rt, I can really only talk about Spawning Power (although, from what I've heard, Strength is similar). Since when has Spawning ever been the backbone of a rit? Yes, it has the best energy management skills for rits, but nobody uses Spawning Power because "TEH EXTRE HEALT FOR MI SPIRTS IS SO PWNZOR!!!". If a Rit isn't using any skills in Spawning, he generally doesn't bring it. Yes, some classes have useful primary attributes, but join the rest of us.

Last edited by VegJed; Apr 06, 2007 at 03:03 AM // 03:03..
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Old Apr 06, 2007, 03:44 AM // 03:44   #402
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Sprit of Failure has always been one of my favorite skills. I've never thought of it as overpowered, of course, given its energy cost, it isn't something you spam either -- it usually goes on 2-3 targets you need to shutdown. The 4en break was enough to make it worth one's time, over the course of a stupid warrior's action, you'd get 4en every 8-10s, making it just about break even around 20s. The 10s recharge made it not so spammable. In the end, it was a good balance.

I guess due to MoR, this became spammable, but what I don't understand is the hit to the energy return. At 3en, it isn't break even (and with 5en hex removal, a net loss). I don't mind the 20s increase in cast time, but what I do mind is the energy break-even nature. If it's not going to be a net-zero energy return skill (while having a good side effect), then perhaps it could be reduced to 5en instead?

I've got some other feedback on the 5s duration in PvE; my "turnover" for guilt and mistrust has dropped by about 50%. I'd have about an 80% success rate with these skills before the nerf when casting on random PvE elementalists, etc. After this nerf, it's dropped *significantly* to about 50% or so. Most PvE elementalists have a good built-in pause between skills that makes these one quite hard given the cast time.... I think they could be fixed by making the penalty higher. For example guilt could do the 2-for-1 deal like energy tap, draining a bout twice as much energy. Hence, it'd be a nasty penalty, but, alas, only a short time window.

In general, energy management for a mesmer is horrible. When the game opened, mesmers were very good at energy management... if not the best. You could find ways to keep up your casting so that you had enough energy to cast rather routinely. This was our advantage over Elementalists (who were simply energy batteries that dumped, but needed to recharge). Elementalists were about spike, not constant pressure.

Somehow about 1 year ago, GoLE became *the* energy management skill, far outstripping even Energy Drain [E]. This lasted for months. Now GoLE is still just as good for Elementalists as it always was (making them less like batteries and more like constant pressure), but much less useful for the rest of us. Why not make Inspiration line actually useful for Mesmers again? Just double the cast time! This will make them still usable by Mesmers, but, less abusable by monks.

I just don't get this buff to Keystone Signet. What is that all about? Mesmer's primary attribute... is *casting* not invoking signets.

Could the devs actually look at the primary attribute of a Mesmer again and start to think about how Mesmer skills can have some synergy with their primary attribute. Other classes should be able to use mesmer skills, but at a decent reduction in effectiveness (divine favor, makes monk spells about 10% more effective? expertise is similar, most ranger skills are useless without it... try running a elementalist w/o storage and the huge energy management skills it comes with).

Perhaps what we need is a few more fast casting skills that actually have to do with .... er, fast casting? and now that GoLE is gone (imagine a mesmer going /el just for energy management!) a few more energy management tricks that are _on par_ with what other classes have?
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Old Apr 06, 2007, 04:18 AM // 04:18   #403
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Quote:
Originally Posted by VegJed
Yes, some classes have useful primary attributes, but join the rest of us.
Why should i?

I fully agree that skills need to be balanced around PvP, but Soul Reaping isn't a skill. It's the class defining primary attribute of a core class that was created the same time or even before the PvP modes.

If PvP too FUBAR, then the mechanics of serious PvP should be in question as well. Regular changing sealed decks could be a solutions for the pvp gimmick problem.

Yes some primaries of other professions suck, but do you really think the solution is to MAKE THEM ALL SUCK?

I'm playing this game since E34E and played my share of pvp. Since the pre-release day of prophecies, when the obvious beta-only UAX button disappeared as expected, the pvp community whines and cries and sometimes even threatens the devs. Alex Weekes was right, when he called that bunch of babies a VOCAL MINORITY! Still those people dictate the holy gospel of META. Pvp'ers: ADAPT or go play your precious vaporware Fury.
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Old Apr 06, 2007, 04:28 AM // 04:28   #404
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Quote:
Originally Posted by VegJed
I stopped reading your post after this, since I found that part hilarious. The inability to notice that someone was making a joke (which was then admitted by the poster a few posts later) really touched my funny bone, especially when it was made by someone generalizing a large group of people as "ridiculous".
Yes. Because it's always clear that someone is making a joke on the internet, especially when there's so many idiots saying idiotic things. Which brings me to your post...

And no I did not generalize a large group of people. I also play PVE. I said that MOST of the PVE complaints were ridiculous. It wasnt even directed at the type of players themselves, just their complaints. So, learn some reading comprehension. Thanks.
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Old Apr 06, 2007, 06:47 AM // 06:47   #405
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Originally Posted by Iolo Fletcher
...Why not find a different way to accomplish "balance" (which I think is a myth anyway)?...
QFT

Consider for a moment two sayings, which while old and often used, are still quite true:

Those who fail to learn history are doomed to repeat it.

A wise man learns from his mistakes. A truly wise man learns from others' mistakes.

With those in mind, I just want to take a moment to tell a little story: there was once a widely popular game, who shall remain nameless (but whose initials are SWG). This game essentially decimated itself and alienated its playerbase by sacrificing the Joy of Playing the Game upon the Altar of PvP Balance. In the end, they lost many formerly dedicated players and still had no "balance." Anet should think very, very hard about this each time they attempt a "skill balance."

I find that "balance" in these games is a vague, undefinable situation, and everyone has a different idea of what it means. As such, it is something that while constantly sought, is never achieved. Much harm is done to games in the name of balance, but what good comes from seeking a nonexistent goal? Usually it comes down to the more complex parts of a game being lost for the simpler, direct parts, such as straight damage over manipulation and control. Raw damage is something easy to measure in these games, but other techniques can be more difficult to quantify for comparison. So when balance is sought, the result is that all methods of direct damage become mirrors of each other, and any indirect methods end up losing any viability at all. I've seen it happen in other games, and unfortunately, I believe it is happening here.

Last edited by blackbird71; Apr 06, 2007 at 06:54 AM // 06:54..
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Old Apr 06, 2007, 06:48 AM // 06:48   #406
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Originally Posted by Rakeman
Gaile, I have a big question: If the true reason for the Paragon skills effecting only party members is so that it does not effect spirits, why didn't it just be changed to "all non-spirit allies"? There are a ton of skills like that currently.
exactly what i was going to say.

Gaile, nerfing PvE players due to PvP skill use is just WRONG. Don't do it, and we'll all get along nicely.

on another note.... buff the trappers? what, trapping underworld and basically killing a dangerous mob before it even gets near you wasn't enough?
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Old Apr 06, 2007, 07:18 AM // 07:18   #407
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Well the SR nerf sucks royally.

Bye bye bone fiends. I could live with it if they reduced bone fiend cost to 15 maybe to compensate, but as it stands, the bone fiends are just too expensive now :'(

why oh why not go with the no energy from spirits. I liked my necro, we've already had one attribute nerfed with minion numbers and also had verata's and jagged bones nerfed. Why now nerf our primary attribute when there are other options that are more workable and would help both pvp and pve not just pvp.

sighs....
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Old Apr 06, 2007, 07:21 AM // 07:21   #408
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Quote:
Originally Posted by Abarra
why oh why not go with the no energy from spirits.
Because they won't fire Izzy, period.
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Old Apr 06, 2007, 08:12 AM // 08:12   #409
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Spirit of failure was never overpowered as it takes a long time to cast and your usually lucky to get it off.
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Old Apr 06, 2007, 09:39 AM // 09:39   #410
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Quote:
Originally Posted by blackbird71
I find that "balance" in these games is a vague, undefinable situation, and everyone has a different idea of what it means. As such, it is something that while constantly sought, is never achieved. Much harm is done to games in the name of balance, but what good comes from seeking a nonexistent goal? Usually it comes down to the more complex parts of a game being lost for the simpler, direct parts, such as straight damage over manipulation and control. Raw damage is something easy to measure in these games, but other techniques can be more difficult to quantify for comparison. So when balance is sought, the result is that all methods of direct damage become mirrors of each other, and any indirect methods end up losing any viability at all. I've seen it happen in other games, and unfortunately, I believe it is happening here.
That was freaking deep man...The sad truth is, the manic seeking of "balance" has ruined alot of MMO's so I couldn't agree with you more...
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Old Apr 06, 2007, 09:59 AM // 09:59   #411
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Split PvE and PvP skills and get over it. Its so frustrating for a PvE player that skills get nerved all because in PvP its causing unbalance.
We have a Priest of Balthazar we have a difference between PvP chars and PvE chars, then why is it so goddamn hard to make a split between PvP skills and PvE skills. And it is true that when skills are getting nerved or buffed all the time people will get very annoyed by this and eventually quit the game.
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Old Apr 06, 2007, 10:29 AM // 10:29   #412
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I didn't take the time to read through 21 pages of this thread. But I wanted to wait to test the update before talking.
My point is on the mesmer's nerf. Maybe it has already adressed.
I really don't like the nerfs. Yes, now diversion, guilt and mistrust and all that become less powerful in combination with Mantra of Recovery. But the issue is, now you can only use them in combination with Mantra of recovery. They become underpowered without.
Why didn't you nerf Mantra of recovery instead of these spells? Not be nerfing to Oblivion, like you seem to love it, just decrease the recharge boost from 50% always to, say 0%(0 FC)....36% (12 FC)...48% (16FC) and increase duration so at 12FC the duration exceed the recharge.
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Old Apr 06, 2007, 10:39 AM // 10:39   #413
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May I remind everyone that in GW: Eye of the North we will be getting 50 (read it carefully: 50) PvE only (!!!) skills.


Thank you for listening.
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Old Apr 06, 2007, 10:47 AM // 10:47   #414
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Quote:
Originally Posted by MasterPatricko
May I remind everyone that in GW: Eye of the North we will be getting 50 (read it carefully: 50) PvE only (!!!) skills.
May I remind Anet, that killing the PvE fun, isn't really going to make people more inclined to give them any more money for an expansion.
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Old Apr 06, 2007, 11:14 AM // 11:14   #415
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May I remind Anet, that killing the PvE fun, isn't really going to make people more inclined to give them any more money for an expansion.
QFT - It could be ‘make these three chapters a bit crap’ so we have to buy the new one., but that would be far to cynical , wouldn’t it?
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Old Apr 06, 2007, 11:17 AM // 11:17   #416
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QFT - It could be ‘make these three chapters a bit crap’ so we have to buy the new one., but that would be far to cynical , wouldn’t it?
Not in my book and thats probably the memo that the Devs got
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Old Apr 06, 2007, 11:19 AM // 11:19   #417
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Quote:
Originally Posted by MasterPatricko
May I remind everyone that in GW: Eye of the North we will be getting 50 (read it carefully: 50) PvE only (!!!) skills.


Thank you for listening.
they're also increasing the maximum rank of sunspear title. wonder if theres any correlation there? like sunspear rebirth, for instance...

There is, of course, also a good chance that a lot if not all of those pve-only skills will be one-use mission-specific things, like the celestials in factions or "disarm trap" in nightfall...
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Old Apr 06, 2007, 11:48 AM // 11:48   #418
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What has happened to Obs mode? I miss you obs mode *Sniff*
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Old Apr 06, 2007, 12:01 PM // 12:01   #419
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Well I for one will be disinclined to buy eyes of north. I'm fed up with pve nerfing created from complaints from pvpers who are being owned by yet another new build that exploits some skill or other. I'm also fed up of anets inability to address this issue in a way that's fair to both sides. I understand that skill exploitation can be a pain in pvp, but nerfing the skills in pve as well is not the answer. Waiting for a future expansion is not the answer either. I have paid for all three campaigns, and I enjoy them for pve. The SR nerf on top of the verata's nerf and the minion number nerf is just ridiculous. Separate pve and pvp skills if necessary, but fix them now, a future promise of skills is not going to salve the anger of the current nerfs in pve.
If this continues I'll be moving on, no more GW for me... and it's not just this nerf it's the repeated dictation from pvpers of what skills I'm allowed to use in pve, because it doesn't upset their game, and what skills I should have nerfed because it does.
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Old Apr 06, 2007, 12:37 PM // 12:37   #420
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Soul reaping sucks. The rest I suppose I'm fine with.
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