Jan 23, 2006, 02:41 AM // 02:41
|
#61
|
Lion's Arch Merchant
|
Quote:
Originally Posted by BBoy_Manchild
i have been having a good laugh when people use the assassin speed buff that makes them go back to where they first used the skill, they try to run away and my teammates and I sit down and wait for the assassin to show back up in the worse ambush that assassin has ever seen
|
Yeah that one was easy to figure out and take care of quite quickly. But, some of the other ones are quite good and I can definitely see abuses here of the shadow stepping skills to wreck havoc on other teams in GvG and HoH, in 4x4's it's not very effective, but, large groups of them can be. I also noticed a bunch using the AI ranger trappers setups as I started to observe more and more of the battles in HoH that was quite funny also.
|
|
|
Jan 23, 2006, 03:48 AM // 03:48
|
#62
|
Banned
Join Date: Oct 2005
Location: Singapore
Profession: Mo/Me
|
Assassin is not like overpower or wat of you guys like to say godly ...theres always a way to counter ..dust trap ftw
|
|
|
Jan 23, 2006, 04:24 AM // 04:24
|
#63
|
Pre-Searing Cadet
Join Date: Aug 2005
Guild: TPB
Profession: R/Me
|
Hmmm, how about this?
Now shadowstepping to a foe is not bad, I think the concensus is that it has great tactical usage. Probably same with shadowstep to a random location. I think the problem here is the teleportation to an ally using enchantments.
Here is my solution:
How about we make a "casting time" required to teleport to yourally? For example, you can't double click the enchantment icon to make it expire instantly, instead, you must in a way "cast it".
What this means:
This can be interrupted, or classes with counters to shadowstepping can use their skills on them, or they can get damaged in this time. Therefore, things like spikes can't be countered using this "shadow-stepping".
Here's how I see it:
Group leader: Alright guys, everyone come back to monk.
Team begins the casting.
2 players shadow steps get interrupted.
Whole team is near monk, while the others have been isolated and are getting massive damage.
Sorry for the long post, but do you guys think this might fix the problem with recall and return?
|
|
|
Jan 23, 2006, 09:33 AM // 09:33
|
#64
|
Frost Gate Guardian
Join Date: Jul 2005
Guild: Requiem Lords
Profession: R/Me
|
No changes to any of these so called 'overpowered' skills until the full game has been in circulation for at LEAST a month. Honestly, how can you call for a nerf after playing the new classes for 2 1/2 days?
Some people really have such a knee-jerk reaction to some skills, make sure you never have your reflexes tested guys else you'll end up kicking your own head in.
|
|
|
Jan 23, 2006, 01:40 PM // 13:40
|
#65
|
Wilds Pathfinder
Join Date: May 2005
Location: United States
Profession: Me/
|
Quote:
Originally Posted by Mysterial
Only thing I think might be beneficial to change is to make the teleport skills not do the teleporting if they end due to enemy removal. Then running a tactic like that has risk because if they remove it, you're stuck in no man's land.
|
A perfect fix for this. Shatter enchants and bam, they're stuck. They just need the skill not to trigger on enchant removal by an enemy.
I can see this being a bigger problem if two ele's begin a casting of meteor shower or another big aoe and the sin warps home to his team/monk. Now the team/monk is caught in some nasty AoE damage thanks to the sin(s). Casting does NOT stop for the eles or fail because the sin warps home (see below).
Quote:
Originally Posted by antialias02
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.
|
So yeah, this skill isn't overpowered, it's a new way to play, and once ANet includes the enchant removal fix (if they do), it'll be like anything else, just another interesting strategy. Which is RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing GOOOOD. More strategy is fun. Hell, thanks to the new classes, I think I'm hooked on pvp now.
Last edited by toastgodsupreme; Jan 23, 2006 at 02:01 PM // 14:01..
|
|
|
Jan 23, 2006, 01:54 PM // 13:54
|
#66
|
Lion's Arch Merchant
|
While we're at it let's nerf Necro SS and Ranger Interupts these are overpowering as well. In fact anything that causes me harm or takes away my ability to kill anyone an everyone with ease and/or win every battle is overpowering and I would like to have it nerfed Anet...thank you. (smile)
|
|
|
Jan 23, 2006, 02:47 PM // 14:47
|
#67
|
Purveyor of Useless Info
Join Date: Oct 2005
Guild: Perpetual Motion Squad [PMS]
Profession: Mo/
|
I am not going to make a judgment on either profession, as I really don't fell I had enough time to get the complete feel for them. However, I was very disappointed that this weekend coincided so closely with the unfreezing of the gvg ladder. Our team was doing a wonderful job moving up in rank when BAM we were hit with a full team of essentially just monks and assassins, and I think one ritualists.
I think it would have been better suited to find a way to eliminate their usage from typical GvG while in Beta, or hold off on the ladder a bit longer. Sure we could have done the same thing....but we were a bit put off by battling with characters we felt inexperienced in. Likewise, as many have said, we had no viable timeframe to adequately include skills in our build to counter the new ones.
That being said, running both necro and mesmer builds against them, I found it easy to maintain them from a distance, (especially with mesmer), but if they got to me, which happened quite often, and I was unable to interrupt or drain I was put down in a matter of seconds.
Last edited by Loralai; Jan 23, 2006 at 02:50 PM // 14:50..
|
|
|
Jan 23, 2006, 03:14 PM // 15:14
|
#68
|
Lion's Arch Merchant
|
Mesmers are always put down in a matter of seconds. (smile)
|
|
|
Jan 23, 2006, 03:22 PM // 15:22
|
#69
|
Frost Gate Guardian
|
Quote:
A perfect fix for this. Shatter enchants and bam, they're stuck. They just need the skill not to trigger on enchant removal by an enemy.
|
No, I disagree, and that isn't because I like playing assassin.
It's a good class, but essentially it's another form of a warrior, and can easily be countered. I disagree about 'shadow step should not work if enchant removal' because it would make the assassins not take shadow steps. They don't have an abudence of energy like casters do, so they can't spare a lost spell. If the assassin ports back to the player, who cares. This is how you shut down an assassin's portation ability: By pushing him back.
It just sounds like a lot of players here just don't wish for a new challenge or new tactics, and really want to stick to plain vanilla PvP. The factions weekend, the PvP fights were much more unpredictable, tactical, and it required other things to worry about then "TEH MONK" The assassin's quick kills and mobility will be a threat (and can be attacked due to low armor) while the Ritualist's spirits will start playing a new role in terms of target calling. I can see "spirit killer" builds being used on the battlefield for mainly getting rid of any spirit with the uses of the spirit walk.
Plus there is supposed to be more skills for the core classes, and we haven't seen them yet. I just hope they don't change the assassin at all, especially temple strike. If you are letting the Assassin even TOUCH you, it's your own fault.
|
|
|
Jan 23, 2006, 06:04 PM // 18:04
|
#70
|
Wilds Pathfinder
Join Date: Aug 2005
Guild: Servants of Fortuna
Profession: E/Me
|
Quote:
Originally Posted by MarkyX
It's a good class, but essentially it's another form of a warrior, and can easily be countered. I disagree about 'shadow step should not work if enchant removal' because it would make the assassins not take shadow steps. They don't have an abudence of energy like casters do, so they can't spare a lost spell. If the assassin ports back to the player, who cares. This is how you shut down an assassin's portation ability: By pushing him back.
|
I think more people are worried about possible abuse by Assassin secondaries, not primaries. In any case, I'm not convinced it's overpowered, but if it was found to be it seems like changing it to not work if the enemy removes it is a good way to deal with it without breaking the skills.
Quote:
It just sounds like a lot of players here just don't wish for a new challenge or new tactics, and really want to stick to plain vanilla PvP. The factions weekend, the PvP fights were much more unpredictable, tactical, and it required other things to worry about then "TEH MONK" The assassin's quick kills and mobility will be a threat (and can be attacked due to low armor) while the Ritualist's spirits will start playing a new role in terms of target calling. I can see "spirit killer" builds being used on the battlefield for mainly getting rid of any spirit with the uses of the spirit walk.
|
Maybe, or maybe they think that some of the new tactics are simply not fun. Especially the Ritualist spirit spam. What about the Ranger spirit spam era was so incredibly fun that they though it would be a great idea to introduce it as a standard game mechanic? I'd sure like to know, because personally I'd much rather be attacking real people who are in turn trying to attack me rather than hacking at stationary spirits that the enemy is spamming as fast as they can cast them.
|
|
|
Jan 23, 2006, 07:01 PM // 19:01
|
#71
|
Wilds Pathfinder
Join Date: Apr 2005
Guild: I forget. Really. I don't know.
Profession: Mo/
|
Quote:
Originally Posted by Littzain
Yeah, I agree mostly.
I feel as though the teleport skills are going to be abused like crazy once everyone realizes their potential.
|
Here's what you guys are missing: each of the "core professions" will have get 25 NEW skills for Factions. Perhaps these skillz are designed to counter the new professions.
|
|
|
Jan 23, 2006, 09:22 PM // 21:22
|
#72
|
Wilds Pathfinder
Join Date: Aug 2005
Location: London, UK
Guild: Powerpuff Boys [PUFF]
Profession: R/
|
Quote:
Originally Posted by funbun
Here's what you guys are missing: each of the "core professions" will have get 25 NEW skills for Factions. Perhaps these skillz are designed to counter the new professions.
|
Maybe "perhaps" isnt the word some people here are looking for. I'd really like to see somehting done to the assassins about recall. I have no objections to shadow stepping at all, the only thing i dont like is the fact that they dont even need to be within casting range to teleport to some place. When the assassin teleports to you you can do something about it, when they teleport out of cast range theres NOTHING you can do apart from try to run to them which might turn out fairly bad for you anyways.
|
|
|
Jan 23, 2006, 09:34 PM // 21:34
|
#73
|
Wilds Pathfinder
Join Date: Apr 2005
Guild: I forget. Really. I don't know.
Profession: Mo/
|
Yeah, I see your point. At any rate, we still have at least 3 months, at least 1 or 2 more event weekends, plus 150 skills that we know nothing about. There's too much left in the open to get all bent out of shape. And given that Anet is the King of Nerfs, I don't think you have anything to worry about.
Last edited by funbun; Jan 23, 2006 at 10:36 PM // 22:36..
|
|
|
Jan 24, 2006, 02:51 AM // 02:51
|
#74
|
Ascalonian Squire
Join Date: Dec 2005
Profession: Mo/Me
|
wtf.. it gvies -1 energy and takes a spot on the bar, you guys know that right? It's fine
|
|
|
Jan 24, 2006, 07:10 AM // 07:10
|
#75
|
Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
|
Quote:
Originally Posted by Xia
wtf.. it gvies -1 energy and takes a spot on the bar, you guys know that right? It's fine
|
You know what I'll agree with everyone here. Leave the skill as is so I may abuse the hell out of it when factions comes out
|
|
|
Jan 24, 2006, 08:51 AM // 08:51
|
#76
|
Frost Gate Guardian
Join Date: Jul 2005
Guild: Requiem Lords
Profession: R/Me
|
You are free to abuse the skill - until a counter is found to it. With the increased number of skills available and some as-yet unknown ones, a counter is very probable. Calling for nerfs before even knowing the full skill list available is nothing short of foolish.
|
|
|
Jan 24, 2006, 01:35 PM // 13:35
|
#77
|
(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
|
Quote:
Originally Posted by MarkyX
No, I disagree, and that isn't because I like playing assassin.
It's a good class, but essentially it's another form of a warrior, and can easily be countered. I disagree about 'shadow step should not work if enchant removal' because it would make the assassins not take shadow steps. They don't have an abudence of energy like casters do, so they can't spare a lost spell. If the assassin ports back to the player, who cares. This is how you shut down an assassin's portation ability: By pushing him back.
It just sounds like a lot of players here just don't wish for a new challenge or new tactics, and really want to stick to plain vanilla PvP. The factions weekend, the PvP fights were much more unpredictable, tactical, and it required other things to worry about then "TEH MONK" The assassin's quick kills and mobility will be a threat (and can be attacked due to low armor) while the Ritualist's spirits will start playing a new role in terms of target calling. I can see "spirit killer" builds being used on the battlefield for mainly getting rid of any spirit with the uses of the spirit walk.
Plus there is supposed to be more skills for the core classes, and we haven't seen them yet. I just hope they don't change the assassin at all, especially temple strike. If you are letting the Assassin even TOUCH you, it's your own fault.
|
I'm just pointing out some wrong points. I agree on the whole.
The Assassin is not "essentially another form of warrior". Don't you go insulting me
And the Assassin has a 30 Energy pool, I believe, and 4 pips of energy regen, like casters.
They can't tank like Warriors. However, I think they should still be left as last/second-last target.
|
|
|
Jan 24, 2006, 04:47 PM // 16:47
|
#78
|
Frost Gate Guardian
|
Quote:
Maybe, or maybe they think that some of the new tactics are simply not fun. Especially the Ritualist spirit spam. What about the Ranger spirit spam era was so incredibly fun that they though it would be a great idea to introduce it as a standard game mechanic? I'd sure like to know, because personally I'd much rather be attacking real people who are in turn trying to attack me rather than hacking at stationary spirits that the enemy is spamming as fast as they can cast them.
|
One thing I do agree is that spirits need to be INCORPORAL. You should be able to walk through them. No one should be creating a wall of spirits or "bodyblocK" the hero, because they are GHOSTS.
That being said, the ritaulists' role is to control the pace and battlefield, as well as provide some mild protection for his members. Spirits are NOT that tough to take down (highest level is 10..SCARY) and I believe there is Spirit Walk and a ritualist spell that instantly destroys a spirit and heals those party members in the area.
If you can't handle the what factions is going to bring, in terms of change of tactics and how PvP will work, then maybe you should quit when the expansions come out. Otherwise, get used to it.
I for one like the new content with open arms. I really enjoy the assassin, he is like the new warrior except without being complete crap and the ritualist can really turn hte tides of battle.
Now only if the land take over would be good. Because Heroes' Ascent, thanks ot IWAY and other FOTM, is stopping me from enjoying the game. If they can make the PvE area very accessible with no "rank check" or IWAY bullshit, I would pre-order the expansions right now.
Last edited by MarkyX; Jan 24, 2006 at 04:49 PM // 16:49..
|
|
|
Jan 24, 2006, 05:40 PM // 17:40
|
#79
|
Wilds Pathfinder
Join Date: Dec 2005
Guild: Drunken Rangers [DR], Sig of Ultimate Doom [SiG]
Profession: W/
|
This may have been said, but even if it is shattered, they still recall back. That skill=UBER N3WB
|
|
|
Jan 24, 2006, 06:16 PM // 18:16
|
#80
|
Academy Page
|
Recall/Shadow Step isn't going to ruin GvG...
The Assassin class is going to help what makes it so great. Same with the Ritualist. Both are STRATEGIC classes. The Assassin is a hit and run class that I believe can do a lot of damage on anybody 1v1. It's the perfect flag runner/pick off character. The Ritualist can make a pathway absurdly difficult to attack, and give a strong defensive boost.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 05:31 AM // 05:31.
|