Jan 22, 2006, 02:39 AM // 02:39
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#21
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Banned
Join Date: Jan 2006
Guild: Hackers Xtreme [HaX]
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heres the counter, easy, all you do is use a shutdown mesmer, and an cancel there skills as often as you can and also drop there energy while having a battery necro to support you, someone to take care of warriors and a monk with his own battery necro alond with an SS.
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Jan 22, 2006, 02:54 AM // 02:54
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#22
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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I think people here are missing the point. You can name counters all day long that does not change the fact that its overpowered and will warp the game. That arguement has been used so many times and never holds water. It didn't then and it will not now.
Recall is going to have to be changed to keep gvg a tactical battle instead of "Did you bring recall?"
Its either you use it or you will lose to it. The point of a split build is force your foes to split and put them at a disadvantage. Recall is going to kill that. You can split then everyone can tele to which ever party needs help. One person can be an anchor and teleport back to the location you just left. There is no answer to a team that can teleport across the map at will with a little cordination.
I have thought of so many ways to abuse this skill its not even funny. The best thing about is I see nothing that is going to stop me from doing it. So you strip the enchantment and I tele or someone teles to me. That's not such a bad thing since you will always go to an ally that has recall on another ally. Recall can connect an entire team together across the map in an instant. This is disrupting the limits on moving around the map for gvg which is a key element to holding the flag stand and getting a moral boost. You can have 1 person hunting the foes flag runner then recall 2-3 mates to you and kill him return the flag while you have recall anchored on the mates you just teled from and whola you are back with your team and foes flag runner is dead.
This skill should not be left the way it is now.
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Jan 22, 2006, 03:34 AM // 03:34
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#23
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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recall's range is radar range, go out of radar range and you can't keep up recall. So it's not across the map, its across radar range. That means if you are fighting off a split build with it you need to fight them over a radar area...
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Jan 22, 2006, 03:46 AM // 03:46
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#24
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Iraqalypse Now
recall's range is radar range, go out of radar range and you can't keep up recall. So it's not across the map, its across radar range. That means if you are fighting off a split build with it you need to fight them over a radar area...
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Its not radar range. Its bigger than radar range but not by much. I play barrier monk every single day in multiple battles I know the range of maintained enchantments very well.
That does not hurt the skill at all. When you move out of range it will trigger a chain teleport instantly.
Recall is on you by another ally. Each party memeber cast recall on each other. You move out of range and recall ends teleporting you mate to you. Now you mate is out of range and triggers another tele....rinse and repeat.
Example: Warrior map
Everyone is recalled. You send one mate to gank to the left path while you party fights at stand. Soon as you get inside the fort through the door the recall will be out of range instantly teleporting your entire party to inside the base.
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Jan 22, 2006, 03:49 AM // 03:49
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#25
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Call me the telexpert.
All *Shadow steping* or teleporting spells drop items you hold in your hand (like a flag) when yo teleport. So you can go back and forth on the stand you can retreat and get another flag but thats about it.
If Recall acts like any other upkeep enchantment. It has the smae range of all the other and its enchantments can be removed at which time the person will teleport to there.
IF you begin a spell and your target teleports your attack still will get them.
Assassin: AAAA lightening orbs I'll cancel Recall
Eles begin lightening strike
Assassin teleports to base
Assassin: Ha ha you can't hurt me (lightening stikes) AA aAA AA (dies)
Yes I know air spike sucks but thats my best example.
However I do see that the skill Recall is a bit too strong. Prehaps increasing recharge time and decreasing energy cost would be the most fair thing.
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Jan 22, 2006, 04:08 AM // 04:08
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#26
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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This is not "overpowered" at all, you just have to learn some new tactics because they are completely new skills. Now i'll explain WHY their build/tactic wasn't overpowered; Recalling does not get rid of degens, I suppose the monk could have cured that for them, but if you were a spike group, as you were, placing degens on one and then tearing them about would screw them over anyway. Recalling would stop the direct damage just before they die, like you said was happening, but they'll probably die moments later, before the monk cures them (maybe). That one wasn't an entirely good reason, but also, While most of the team was messing with the assassins, you could have had 1-2 people look for the monk and remove the enchantment, instantly teleporting all of the assassins to him. This would work very well, not only because it costs a decently large amount of energy to cast recall, and has a casting time of a few seconds, but the thing that really makes this great is that i've heard that once you get too far away from the person you have the maintained enchantment on, it goes away. Therefore, the monk they were constantly teleporting back too was, and this is pretty funny in my oppinion, very close to your team, I think the distance it goes away at is just outside of the radar. So when you remove the enchantment and bring the assassins back, then the rest of your team can just rush to your location and take them out. in my oppinion though, Recall probably should have a longer cast time or energy cost for this very reason.
Also, i'm sure there are much better ways to avoid this situation than what i've just mentioned.
Ah damn.. I contradicted myself with the whole "it's not overpowered" thing. I'll clarify, although this may not have even been the intention of the origional poster to say, but -assassins- are not overpowered, Recall might be.
Last edited by Rikimaru; Jan 22, 2006 at 04:15 AM // 04:15..
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Jan 22, 2006, 04:59 AM // 04:59
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#28
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by BigTru
I say they slap Recall with a 45-60 second recharge. That would balance it out nicely, imo.
It would give you enough time to push an offensive toward their base (or monk).
Cornering them makes Recall useless. Atleast that's how I see it. I've never battled a team like the one he described, so it's all theoretical.
If it were up to me, though, the skill wouldn't be in the game.
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I can see it taking over flag running. Cast it on the closest npc to the stand and run the flag as normal. Soon as you cap remove it and get another flag.
I do agree with you it wouldn't be in the game too many ways to abuse it. I'll see how it plays out when the core classes skills are released.
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Jan 22, 2006, 05:05 AM // 05:05
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#29
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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I don't think it works on NPC's.
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Jan 22, 2006, 05:08 AM // 05:08
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#30
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Yeah, dont forget that the core classes are getting new skills. They may have some counters to this.
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Jan 22, 2006, 05:09 AM // 05:09
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#31
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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hey I notice something. Recall is a lot like a skill I thought up of.
Quote:
Trojan Human {E}
Energy Upkeep: 1
Energy Cost: 10
Casting Time: 5
Recharge: 25
Enchantment You disappear from the map and can't be targeted by all sources and can't attack, move, or use skills. Target Other Ally is enchanted with this. When Trojan Human ends you appear on the map Ajcent to the ally enchanted with this spell. If Ally Enchanted with this dies you appear in the location that he/she died. While Casting this Skill you are easily intrupted
In short you hide in an ally's armor and pop and and attack. Might be a bit buggy to work with
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I put this in the Ideas for the Assassin Thread
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Jan 22, 2006, 05:30 AM // 05:30
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#32
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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MANY of our ideas were actually used, Gaurdian. It rules
I had suggested the caltrops, multy dagger throw spell, I think deep wound + bleed double attack, and somthing else i've now forgot.... They also used ACtion Jack's idea for the Mirror Stance, and 1 or 2 poeple suggested the blinding powder.
-Edit- yeah, caltrops was pretty much a given that it'd be implemented, and more poeple than myself had suggested it, but it works in almost exactly the same way I had suggested.
-Edit- I checked back and figured out that other skill I suggested and forgot. I had suggested a skill that teleports you to your target foe. I like my name better though, "Dark Shift".
Last edited by Rikimaru; Jan 22, 2006 at 06:18 AM // 06:18..
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Jan 22, 2006, 05:34 AM // 05:34
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#33
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Frost Gate Guardian
Join Date: May 2005
Guild: I Used Charm Animal On Your [MOM]
Profession: Me/R
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Oh, recall I need to stop skimming over the long posts
I guess a change SHOULD be made, like if it currently does the effect after the enchantment is destroyed by a spell and such, then the best thing to do would probably just make it so enchantment removal negate the effect.
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Jan 22, 2006, 05:44 AM // 05:44
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#34
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Jungle Guide
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Don't forget Enchantments can't be maintained over long distances, so I don't think NPC capping is a big deal... UNLESS you have 2 people work together; One runs and grabs the flag, the A/* or */A meets the runner half way. The runner gives the flag to the Recaller and the Recaller goes back to the flag stand. Seems like more effort than it's worth, but yes, it does work on NPCs.
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Jan 22, 2006, 07:25 AM // 07:25
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#35
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Forge Runner
Join Date: May 2005
Location: Alaska
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oh you poor PvP people... crying "NERF!!!" on skills that might actually be very usefull in their current condition. For example... snatching an item dropped in battle or a required piece for a mission stashed in the middle of a group. You have an assassin who darts in and recalls out before you know it. Oh but my god lets only think of the PvP who always get what they want crying "NERF!!!" on everything they can't possbly figure out how to beat when it might actually be a cool thing for the rest of us PvE people.
Anet... you gotta think about the other half of this game... the PvE aspect for a change when it comes to skills. We like some skills just the way they are thankyou very much.
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Jan 22, 2006, 08:36 AM // 08:36
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#36
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Ascalonian Squire
Join Date: Jan 2006
Profession: Mo/W
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Okay, I will humbly agree with the whole "teleporting whenever you want" thing. But can't the Mage class in World of Warcraft do that too? Was it nerfed there? As far as I know, it wasn't. Now, I've never played WoW, so if I'm wrong about the Mage and the teleporting thing, plz don't scream at me.
In a post I made before about the Assassin being overpowered, I don't believe it at all. I said the Ritualist was, but you'll have to read my post. For now, I'll explain my view on the Assassin.
In the post I just replied to, they were talking about the Assassin being overpowered, and exactly the same thing here... Except they started to go into how it may be more effective than a Warrior. But my question is this: Assassin comes with the understanding that a certain "stealth" element is involved. I mean, look at how he walks .
So yeah, that whole "ninja stealth" thing comes to my mind when I hear Assassin. This build totally fits that. Ninjas do that thing where they run fast like that... they also throw that dust down and randomly teleport / dissapear. I think A-Net might've been going for that type of Gamestyle with this new character. And this test thing isn't solely for testing out the characters, it's for advertisment of the new game to come out as well... you know, get people hooked on GW 2.
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Jan 22, 2006, 08:57 AM // 08:57
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#37
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Desert Nomad
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Quote:
Originally Posted by Cologne
Okay, I will humbly agree with the whole "teleporting whenever you want" thing. But can't the Mage class in World of Warcraft do that too? Was it nerfed there? As far as I know, it wasn't. Now, I've never played WoW, so if I'm wrong about the Mage and the teleporting thing, plz don't scream at me.
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WoW mages can teleport about 20 feet forward in whatever direction they're facing. It's useful for kiting, but it's nothing like Recall. More like Dash, really.
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Jan 22, 2006, 08:58 AM // 08:58
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#38
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Eastern Iowa
Guild: Forsaken Wanderers [FW]
Profession: Me/E
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I have yet to see someone who can use the assassin to the best of their ability. In one instance, I began casting Meteor Shower on an Assassin - who, subsequently, jumped back into where he started from...
....right in the middle of the rest of his team. Go-go LOTS OF DAMAGE.
I think that the Assassin, just like any other class, is powerful when played well. And not at all when it's played like the suck.
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Jan 22, 2006, 09:31 AM // 09:31
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#39
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Wilds Pathfinder
Join Date: Aug 2005
Location: London, UK
Guild: Powerpuff Boys [PUFF]
Profession: R/
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Some people have said shatter the enchant... etc. Well, what happens when your own rogue mesmer/whatever shatters it? An assassin who has just had his upkept recall on him monk has just appeared from nowhere to save his monks hide. What to do? But of course, recall out of there. This is not the gameplay or the abuse of skills that i would have liked to see in the factions weekend and has put me off buying chapter 2 as a result of such obvious flaws in some of the skills.
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Jan 22, 2006, 09:43 AM // 09:43
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#40
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Banned
Join Date: Dec 2005
Location: You want see?
Guild: True Gods of War [True]
Profession: Mo/W
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Theres no skill called recall . . i think u mean return.
EDIT: And If it is . . its not an enchantment.
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