Jan 22, 2006, 10:01 AM // 10:01
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#41
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Jungle Guide
Join Date: May 2005
Profession: W/Mo
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I think the best way to fix these skills is to give them an amount of time that they have to be in effective, so that the other team has a chance to actually shatter/drain/etc the enchantment.
Becuase even is you shatter or Drain it the enchantment still goes off.Same goes for Shadow Step, I nailed an A/W who was using with WildBlow and he went right back to the place where he had used it.
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Jan 22, 2006, 10:17 AM // 10:17
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#42
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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I'm going to refrain from commenting on the power of this particular skill, but I will say this:
Why are people clamoring for an increased recharge on the skill as if that actually matters? Are you actually worried about people *spamming* Recall? All of the 'broken' scenarios that have been mentioned so far have significant prep and execution times, and none of them, AFAIK, involve recasting Recall, ever. How does increasing the recharge solve your concerns in the slightest?
I would propose that this is the sort of skill that, if it is problematic (and I'm not saying it is), the problem would be fundamental and the skill will be abusive at *any* energy cost, cast time, or recharge.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jan 22, 2006, 01:30 PM // 13:30
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#44
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Wilds Pathfinder
Join Date: Aug 2005
Location: London, UK
Guild: Powerpuff Boys [PUFF]
Profession: R/
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There IS a skill called recall.
http://www.guildwarsguru.com/skill/548-recall
I would have said the only way to deal with this is switch the maintain around so you may cast it on an ally and teleport to them so it may be shattered and they do NOT teleport back or just to rid GW of it.
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Jan 22, 2006, 01:34 PM // 13:34
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#45
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Frost Gate Guardian
Join Date: Apr 2005
Location: Behind the black shroud.
Guild: FFF
Profession: R/Me
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*Teleports back to post 1 in this thread*
*bamf*
"hmm did someone say something?"
lol
was gonna post, but i think i'll just wait for another weekend event/gw2 release
Didn't get a hella lot of time in for the weekend event but it was fun.
:::End Transmission:::
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Jan 22, 2006, 01:39 PM // 13:39
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#46
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Wilds Pathfinder
Join Date: Aug 2005
Location: London, UK
Guild: Powerpuff Boys [PUFF]
Profession: R/
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...guuuhhhhhhh
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Jan 22, 2006, 03:00 PM // 15:00
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#47
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Krytan Explorer
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
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Can't you have half the team dash past them and murder the monk?
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Jan 22, 2006, 03:01 PM // 15:01
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#48
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Academy Page
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I don't know wether or nor this skill or shadow step skills in general is overpowered...but I can certainly see them as being annoying...
I think the main problem is lack of a proper counter...short of interupting the skill while used(which I'm guessing quite often happens outside the reach of the enemy) or removing the enchant, which unfortunately simply triggers the skill before it was intended to.(isn't there something about that you need to use the enchant removal on the the person recall was used on, not the person using it?)
as for the lore of the skill, shadow stepping could be seen as:
1) the character actually teleports by the use of magic
or
2) the character gain superhuman speed, he still moves in "conventional"(e.g. one foot infront of the other) ways, but the speed at wich he does it makes it seem as if he is "teleporting" around...the effect is basically the same, but in this way you can justify my suggested counter lore-wise... and the counter is "you cannot shadow step if crippled"...add that to the end of every shadow step skill, then what would happen?
this would make rangers traps highly valuable for trapping those pesky little assassins aswell as warriors cripple effect(and cripple effect in general). what do you think?
naturally Assassins should also have a skill or skills to counter this such as: you cannot be crippled for x secs, removes the effects of crippled etc.
Last edited by Agild Greenfinger; Jan 22, 2006 at 03:03 PM // 15:03..
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Jan 22, 2006, 03:07 PM // 15:07
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#49
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Its already been said and Ill say it again, there are new skills being introduced to all the core classes, and they will have counters to these things. Its not just recall... ritualists have a variety of new concept effects which dont have obvious counters. Their abuse is just slightly more hidden than recall. The counters will be there.
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Jan 22, 2006, 03:53 PM // 15:53
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#50
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Krytan Explorer
Join Date: Mar 2005
Guild: Sisters of Mercy
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Quote:
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.
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Factions is to be a viable package unto itself, and as such is going to need new, effective, interesting skills of its own, and not rehashes of existing ones. As such, the play styles of the game are inevitably going to change for awhile, and the balance will seem to change for awhile, until players learn to go with it.
The fact is, the counters are what we should be looking at. Perhaps some tweaking will be necessary, but innovation will be more crucial to game balance. The existing professions are also going to be getting 20-25 new skills... your specially-designed counter or interrupt may already have been thought of.
Be patient. And have fun with it.
Keep in mind that if the assassin keeps Recall-ing himself to the hiding monk, it's just begging to draw the team onto their hiding monk. Or stripping Recall may be a way of teleporting him out of the battlefield before he's ready.
We've only had it in the game for two days.
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Jan 22, 2006, 06:06 PM // 18:06
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#51
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Ascalonian Squire
Join Date: Dec 2005
Guild: The Ka-Tet of Ascalon (kt)
Profession: Me/N
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I deffinately don't think that either of the new classes is really overpowered, they're just totally different. Assassins are not tanks, they can't take damage very well, teleporting back to the monk is probably exactly what recall was made for. Defeating powerful enchantments is exactly what shatter enchantment was made for. If they wait until they're down below (well, my dom mes does 94 with SE so i'll stick with that for ease of conversation) 94 hp, then they'll be DOA when they reach the monk. I know this because I was playing an assassin with Aura of Displacement and when it was shattered I still took the the damage. It is simply not that overpowered, it's just new.
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Jan 22, 2006, 06:13 PM // 18:13
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#52
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Lion's Arch Merchant
Join Date: May 2005
Guild: WOR
Profession: Mo/
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I'd just like to point out that the most effective counter to the Assassin's mobility is due to hit the game at exactly the same time the Assassins do - the Ritualist.
The Ritualist gives a level of zone control that Trappers, Warders and Spirit Spammers could previously only dream of. If you have watched any of the GWWC play-offs, you will realise how important positioning is to high-end gameplay. Within the same expansion we are getting a class that adds a huge degree of positional tactical options, and a class with the manouverability to abuse any weakness in defensive positioning (no longer can you leave your order necro hiding alone). Sure there may be some fine tuning to do, why let us have a go early otherwise, but the general principles are sound, and a fabulous prospect for the future of GW PvP.
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Jan 22, 2006, 07:28 PM // 19:28
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#53
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Banned
Join Date: Jul 2005
Location: Tampico, Mexico
Guild: Blood Eagle [BE]
Profession: W/Mo
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Hmm im not too experienced on assasing, but why not make recall to target a friend, but it can be sttripped from you, and when it does, you stay at current position, not returning to your friend's side?
I think this might be good, bring 1 enchant stripper/rend enchantment = GG assasin
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Jan 22, 2006, 08:31 PM // 20:31
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#54
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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I know lets reindroduce Light of all seeing. That was a skill I indroduced to balanced invisibility but lets use it for shadow stepping.
Light of All Seeing
Divine Favor
For X Seconds anyone in the radar Sceen can not Shadow Step.
Shadow stepping in general is all teleportation skills.
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Jan 22, 2006, 10:32 PM // 22:32
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#55
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Wilds Pathfinder
Join Date: Aug 2005
Location: London, UK
Guild: Powerpuff Boys [PUFF]
Profession: R/
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Quote:
Originally Posted by Guardian of the Light
I know lets reindroduce Light of all seeing. That was a skill I indroduced to balanced invisibility but lets use it for shadow stepping.
Light of All Seeing
Divine Favor
For X Seconds anyone in the radar Sceen can not Shadow Step.
Shadow stepping in general is all teleportation skills.
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I think this is going a bit too far. However, i like the cripple idea and the idea that you do not teleport, but you simply move very fast. This enables bodyblocking and gives a fair way for the other team to counteract your teleportation.
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Jan 22, 2006, 10:40 PM // 22:40
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#56
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Wilds Pathfinder
Join Date: Jul 2005
Location: in exile
Profession: W/
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A-Net should make Recall like every other maintained enchant: if the person your maintaining it on goes off your radar, the enchantment is canceled
easy as that problem solved
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Jan 22, 2006, 10:48 PM // 22:48
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#57
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Krytan Explorer
Join Date: May 2005
Location: Somewhere
Guild: C A K E[YuM]
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Sorry if this is mentioned before, but I have no time to read 3 pages.
You guys are saying that the A. Recall skill is overpowered and whatnot, but dont forget, the old professions are getting new skills too, and in those new skills might be a way to stop telelporting.
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Jan 22, 2006, 10:48 PM // 22:48
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#58
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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There isnt any reason to nerf shadow stepping, it's completely fine as it is, the only thing that MIGHT have a problem teleportation wise is Return. Personally I don't care if they remove Return from the game completely, i'd probably never use it anyway. But there is no reason to mess with shadow stepping in general.
Last edited by Rikimaru; Jan 22, 2006 at 11:22 PM // 23:22..
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Jan 22, 2006, 11:46 PM // 23:46
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#59
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Servants of Fortuna
Profession: E/Me
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Quote:
Originally Posted by Ventius Hozza
I think this is going a bit too far. However, i like the cripple idea and the idea that you do not teleport, but you simply move very fast. This enables bodyblocking and gives a fair way for the other team to counteract your teleportation.
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I haven't confirmed this myself, but supposedly if you're unable to reach the area you're Shadow Stepping to due to bodyblocking or whatever, then you teleport right next to the thing that's blocking you instead.
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Jan 23, 2006, 02:27 AM // 02:27
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#60
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Pre-Searing Cadet
Join Date: Dec 2005
Profession: Mo/Me
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Sorry guys but this is a little ridiculous.
Instead of being mad about being beaten by something you are not used to, figure a strategy that can beat it instead of whining about it. Just because no one has figured it out for you yet (like people did Iway, and ranger spike for example) doesn't mean that there isn't an adequate way to beat it.
The way you guys sound we might as well just get rid of assassin altogether . Classes have their originalities and their strengths, along with their weaknesses.
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