Apr 11, 2007, 02:39 AM // 02:39
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#41
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Frost Gate Guardian
Join Date: Nov 2006
Location: Washington, D.C.
Profession: Me/
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SS cheaper is kind of fun, be able to spam more quickly while farming. Are the fiends the last animated creatures left that still cost their original energy? I think the SR nerf isn't all that bad, but only if there are enough skills buffed (e-cost wise, whatever) to balance it out.
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Apr 11, 2007, 02:41 AM // 02:41
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#42
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Jungle Guide
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Ok. From now on, I'm just going to skip reading past the first post in any skill update threads. The amount of stupidity and complaining that comes afterwards is just too annoying.
A person can only handle so much "WFTOMG the (insert profession here) is now useless!!!11!!!!!"
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Apr 11, 2007, 02:42 AM // 02:42
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#43
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by ensoriki
Omfg.....That NERF ...IS ABSURD
5.20 damage?
I didnt even use BOA and they nerf it.
A-net hates assassins, hate em, hate em, hate em T_T.
Just making BoA ends if you attack a hexed foe would make everyone happy.
Since a frenzy sin is suicide and a flail sin is not nearly as potent.
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What the hell are you talking about? That skill was should've been about the poison, the poison barely ever got to see play if you weren't trying to spike a Warrior. As for BoA, because you didn't use it they shouldn't have nerfed it? Great logic.
How the hell can you say they hate them, Assassins got a list of buffs about a mile long previously increasing plenty of skills to a stupidly high value. And BoA ending on a hexed foe is moronic, its a warrior skill, losing all adren because you hit some guys hex is idiotic.
Tbh i can see where most of these changes came from. Natural Stride was begging for it really, an extra 2 seconds sounds fine to me. Brutal Weapon was a little too strong damage wise. SS was a random change. As for no Paragon changes, isn't that a good thing? It means they might finally have finished nerfing the class.
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Apr 11, 2007, 02:42 AM // 02:42
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#44
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Banned
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Quote:
Originally Posted by Pwny Ride
..Why did they nerf mirror of disenchantment?
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Maybe because some mobs in DoA complained?
Quote:
Originally Posted by selber
Or someone who understands why Anet did it in this way and why it is alot better than the "0 energy from spirits" solution.
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If only someone from A.Net convinces everybody that the change is good for pvp and pve so there won't be another forum thread about SR?
Last edited by tomcruisejr; Apr 11, 2007 at 02:49 AM // 02:49..
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Apr 11, 2007, 02:43 AM // 02:43
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#45
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Although Zinger and I sometimes do not see eye to eye on this one I have to agree that the buff to SS in the form of energy reduction is the best we can hope for in the current situation. Arena net made it clear that the changes to SR were going to be permanent,i.e. it doesn't matter how many people hate it they are going to stick to their guns. The nerf did affect SS and made it much less viable, now they fixed that. It is viable once again since the base energy cost for the chain has been brought in line with the expected energy gain from SR as it stands now. Though I'm not a fan of the active e managment at the necro's disposal I'm assuming this will be addressed in GW:EN. Right now though the only real change anyone will have to make to the SS playstyle is to slightly offset the casting of the SS 2.0 so as to try to limit the number of simultaneous deaths and maximize the potential gain from SR as it stands now. In light of Anet's stance on the SR change this is a good step. Blood still needs help to remain competitive but since almost everyone using a curse necro was SS this isn't so bad. Personally I'm going to explore less expensive Curse builds but at least I can still use my SS without it feeling woefully inadequate.
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Apr 11, 2007, 02:44 AM // 02:44
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#46
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Banned
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Quote:
Originally Posted by selber
Or someone who understands why Anet did it in this way and why it is alot better than the "0 energy from spirits" solution.
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Not even Anet can justify it and anybody who thinks that obviously has no idea how the game works. Have you played any PvP lately? Seen the spirit teams? gg @ you
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Apr 11, 2007, 02:46 AM // 02:46
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#47
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Wilds Pathfinder
Join Date: Sep 2005
Location: Indiana
Guild: Gui1d War스 P01ic트 [Pr으]
Profession: Mo/
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Quote:
Originally Posted by Series
Sorry for having to know every single forum member's life story to make a post. I know God probably thinks less of me now and that I'm a failure at life for not knowing the life of some geek on a forum. Forgive me oh great ones!
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If you've been around this forum for more than 5 minutes, you know Zinger. The fact that you come in here and act all big and bad and know-it-all, when you obviously don't, is the problem.
Go take a pill, kiddo.
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Apr 11, 2007, 02:47 AM // 02:47
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#48
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Frost Gate Guardian
Join Date: Oct 2005
Guild: www.peace-and-harmony.de
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Quote:
Originally Posted by Series
Not even Anet can justify it and anybody who thinks that obviously has no idea how the game works. Have you played any PvP lately? Seen the spirit teams? gg @ you
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The intention of balance updates is not to kill strategies, classes or whole mechanics. The intention is to achieve balance in PvP. The build is still playable? Yes. Good! Is it overpowered anymore? No.
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Apr 11, 2007, 02:49 AM // 02:49
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#49
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Frost Gate Guardian
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I think reducing boa to 2 secs with 0 str was necessary. But increase the increament for duration with more str not decrease the duration.
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Apr 11, 2007, 02:49 AM // 02:49
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#50
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Australia
Guild: []
Profession: N/
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Quote:
Originally Posted by selber
Or someone who understands why Anet did it in this way and why it is alot better than the "0 energy from spirits" solution.
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Care to explain it, then? Please? I'm being serious... I've read through the vast majority of the prominent threads on the SR topic over the last few days, and I have yet to come across a compelling argument as to why an arbitrary (and fun-depleting) timer makes more sense than the spirit/minion zero energy option (or any of the other reasonable alternatives that have been put forth).
And no, my complaint has nothing to do with "ZOMG you nerfed necros!!" or the "learn to manage your energy" arguments... I actually tend to agree that SR was a bit overpowered. I simply think that the timer "solution" is ugly.
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Apr 11, 2007, 02:50 AM // 02:50
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#51
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Banned
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Quote:
Originally Posted by selber
The intention of balance updates is not to kill strategies, classes or whole mechanics. The intention is to achieve balance in PvP. The build is still playable? Yes. Good! Is it overpowered anymore? No.
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Is the build still playable? yes. Is it overpowered? Yeah. Basically. You can still exploit soul reaping in a way obviously not intended. Still limitless energy, especially now that necromancers are IMO now more powerful than they were BEFORE the SR update.
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Apr 11, 2007, 02:51 AM // 02:51
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#52
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Banned
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Quote:
Originally Posted by Bekkr
Care to explain it, then? Please? I'm being serious... I've read through the vast majority of the prominent threads on the SR topic over the last few days, and I have yet to come across a compelling argument as to why an arbitrary (and fun-depleting) timer makes more sense than the spirit/minion zero energy option (or any of the other reasonable alternatives that have been put forth).
And no, my complaint has nothing to do with "ZOMG you nerfed necros!!" or the "learn to manage your energy" arguments... I actually tend to agree that SR was a bit overpowered. I simply think that the timer "solution" is ugly.
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Exactly my views. At least necros got a huge buff out of the whole thing
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Apr 11, 2007, 02:54 AM // 02:54
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#53
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Likes naked dance offs
Join Date: Aug 2005
Guild: The Older Gamers [TOG]
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Maybe if I hold my breath and stamp my foot long enough I'll get a 5e Empathy too.
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Apr 11, 2007, 02:55 AM // 02:55
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#54
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Frost Gate Guardian
Join Date: Oct 2005
Guild: www.peace-and-harmony.de
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Quote:
Originally Posted by Bekkr
Care to explain it, then? Please? I'm being serious...
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I did it here in this long SR-thread, but can't search even for my own posts (hence the bad search-funtion on GWG). Here is a link to another thread where I tried to explain it to some extend.
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Apr 11, 2007, 02:56 AM // 02:56
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#55
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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great.... yet another mesmer nerf.... If they nerf my class one more time I'm going to rage quit life... >_<
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Apr 11, 2007, 02:56 AM // 02:56
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#56
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Lion's Arch Merchant
Join Date: Mar 2006
Location: new york
Guild: Korean Gawd Mode
Profession: Mo/A
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mirror of disenchant was key from removing aegis chains for GvG, so to say no one plays mesmer anymore, learn ur facts first.
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Apr 11, 2007, 03:02 AM // 03:02
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#57
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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No one used Mind Blast before the update, so now after the second update, people will continue to not use it.
However, what Anet will probably do is: In order to get people to use Mind Blast, they will nerf SF! SF isn't overpowered, the other elem elites are underpowered.
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Apr 11, 2007, 03:04 AM // 03:04
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#58
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Wilds Pathfinder
Join Date: Nov 2006
Location: Nottingham, England
Guild: The Venerable Truth [TvT] The Venerable Alliance [TvH] [TvL]
Profession: R/
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After trying out my various necro builds I really haven't had too much trouble adapting my play for this change. I'll get used to it.
Last edited by Mercury Angel; Apr 11, 2007 at 06:26 PM // 18:26..
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Apr 11, 2007, 03:04 AM // 03:04
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#59
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Wilds Pathfinder
Join Date: Jun 2005
Location: Europa
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Anet, sorry for being grumpy in my previous posts, but i don't want to get pressed into boring echo SS cookie cutter builds again... please, look into the energy costs of these skills:
- Feast of Corrution
- Well of Suffering
- Well of Silence
(i also like to use Suffering & Insidious Parasite, but i don't mind when those stay at 15energy)
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Apr 11, 2007, 03:06 AM // 03:06
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#60
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Frost Gate Guardian
Join Date: Mar 2006
Location: Singapore
Guild: POEA
Profession: Mo/N
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i don't understand... they rather nerf mirror of disenchant compared to ageis.
3 monks with 10 sec ageis can keep it up indefinitely.
instead of nerfing the skill like what they did to ritualist's displacement spirit, or paragon's incoming, they prefer to downgrade another mesmer skill.
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