You're talking about shadow strike & vamp gaze not *only* Dark pact.
I don't agree with a skill that causes you to lose 1/10+ your health and deals maximum 40 damage. Sure it passes armor, sure you can do it often...But it's just no practical in my eyes.
Dark Pact does 51+ damage at 18 Blood. Minor point.
Two builds use DP: Blood Smiters and Dark Aura builds.
For Blood Smiters, it's meant to fill in the gaps so there is something to cast when VG and SS are recharging. The 10% sacrifice amounts to 45 health (for me). Even if you have AtB on, the sacrifice is just 68 health. VG alone steals 63 health back, so the sacrifice is irrelevant.
For Dark Aura builds, the sacrifice is even less of an issue since they typically use AotL.
If the Devs want to make an unused skill more useful, lower the recharge on Mark of Subversion to 10-15 seconds.
If only it were true. Seems kinda 2 faced to say "we dont want to punish players for being inventive", yet they do it anyways. lmfao
There's a difference between being inventive and a skill/build that's just so blatantly effective that a large number of people start abusing the living crap out of it.
Things need to be rebalanced when infamous skills/net builds start degrading the game environment. Inventiveness and diversity are stiffled when everyone is doing the same freaking thing.
And the deal with interrupts is the fact that Punishing Shot is basically Power Shot that can interrupt and the fact that all 3 (punishing, savage, and distracting) can be chained in less than a second. Combine this with kindle and you have a potent combo. Use this in a chain RIGHT after you fired dual shot and you've got yourself a rather stupid powerful combo.
And the fact that this can be countered is moot, all damage can be countered, and all forms of direct damage is more or less "easy" to counter (warrior, ranger, elementalist, blood necromancer). Either is an evasion/dodge skill/enchantment (Aegis) or a damage capper (prot spirit) or the combination of the two.
Of course, punishing is an elite, and should be. The other interrupts you get the pleasure of a 10 sec recharge, so after a quick thwip thwip thwip there's a dramatic delay in interrupting abilities. Sure, you get the quick spurt, then you wait...
Besides, if you flip out the interrupts as fast as you can, you will be doing it faster than spell casters cast, therefore not interrupting squat. That negates the damage bonus for savage, and distracting gives you that mighty 1-13...
Of course, punishing is an elite, and should be. The other interrupts you get the pleasure of a 10 sec recharge, so after a quick thwip thwip thwip there's a dramatic delay in interrupting abilities. Sure, you get the quick spurt, then you wait...
Besides, if you flip out the interrupts as fast as you can, you will be doing it faster than spell casters cast, therefore not interrupting squat. That negates the damage bonus for savage, and distracting gives you that mighty 1-13...
I think you miss the point. Add the bonus from Conjure Flame, Kindle Arrows, a Vamp Bow, Favorible Winds, and Winnowing and your ranger is putting out an impressive amount of damage in under 2 seconds. Get 2 rangers on a single target and that target can do nothing but die. The imbalance isn't in the fact that the interrupts aren't interupting if you fire them off that quickly(nobody is using the build to interrupt anyway)...The inbalance is that there's no reason to use damage skills when interrupt skills(using this build) deal more damage in a shorter amount of time.
Screw it, take away all spells, all interrupts, all stances, make everyone's weapons a pea shooter and your shield is a jelly donut and you would still have people bitching about what flavor the jelly donut was.
Everyone whining "about oh this skill is just too powerful" well learn a way around it, life won't come to you on a silver platter, if a build is not working hit the delete button and try out a new one until it does.
Learn to adapt and overcome it or just make every skill do exactly the same amount of damage or healing that way there should be no one able to complain that "well this person used this skill and it had +/- 1 more hp than mine"
GAWD FORBID someone figure out a build that worked for them and you have the little kid down the street that gets mad, grabs his ball and runs home to mommy.
As for people that solo, why do YOU care. If I can go into an area that is harder and survive on my own, why do you care about what I do?
Worry about yourself and leave me alone. If I can do this, I deserve every drop without having to share it with 7 other people.
If you want to drive people away from this game then just keep on nerfing things, I ENJOY soloing, it means I only have to worry about healing 1 person, ME.
Or you can learn to adapt to balance changes, mm00re. It'd drive even more people away from the game if Anet ignored balance problems than pissing off people who can't be arsed to try out different builds or skills.
I think you miss the point. Add the bonus from Conjure Flame, Kindle Arrows, a Vamp Bow, Favorible Winds, and Winnowing and your ranger is putting out an impressive amount of damage in under 2 seconds.
How many skill slots are you giving rangers credit for having anyhow?
However, with the quick spikes come considerable down time, considering recharges as well as having to recast kindle, et.al. If you spread the damage out over more than just the 2 second thwipping, ...
Of course, punishing is an elite, and should be. The other interrupts you get the pleasure of a 10 sec recharge, so after a quick thwip thwip thwip there's a dramatic delay in interrupting abilities. Sure, you get the quick spurt, then you wait...
Besides, if you flip out the interrupts as fast as you can, you will be doing it faster than spell casters cast, therefore not interrupting squat. That negates the damage bonus for savage, and distracting gives you that mighty 1-13...
You really need to play the build and see how it works before you say something. Savage has a recharge time of 5s. Distracting has the recharge of 10s. Punishing is 8s. Add in Serpents Quickness to decrease recharge and Kindle for damage, Favourable Winds as well if you'd like, and you have a very damaging, very fast build. Have a friend or 3 run the same build but with a slightly different skillset that synergize with yours, like adding Winnowing, and it's gg.
However, with the quick spikes come considerable down time, considering recharges as well as having to recast kindle, et.al. If you spread the damage out over more than just the 2 second thwipping, ...
Energizing Winds + Quickening Zephyr solves your recharge problems..short of that there is always Serpents Quickness
I don't ever hear of a stone summit heretic complaining, or the aatxes or any other of the creatures.
I have adapted, several times at that it is just frustrating when everytime there is a call for nerfs from the pvp side it always has to flow over to pve.
Don't make me call out the flying monkeys, it will not be a pretty sight
One thing to remember guys, this is a game of counters no matter where you play. PvE may be a challenge in certain areas, but remember the monsters are using the same skills that are available to you. Some PvE missions can almost be made easier knowing what your getting into. Its like going up against a team in GvG when you know their build.
Most people in PvE get comfortable with the same 8 skills. But the trick is to be constantly changing your build to counter whatever types of monsters your expecting.
If the game is balanced for PvP then PvE monster skill balance will come naturally. Its just a matter of time for the public to figure out the proper builds to beat each area.
savage shot is slowed down, along with other ranger interrupts
What exactly would you interupt if it was slowed down?
Quote:
Originally Posted by User Name
Add the bonus from Conjure Flame, Kindle Arrows, a Vamp Bow, Favorible Winds, and Winnowing and your ranger is putting out an impressive amount of damage in under 2 seconds. Get 2 rangers on a single target and that target can do nothing but die.
You cant use conjure flame with a vamp bow. You have to use a fire weapon.
Things will be balanced, which is good, balance is always good. This game is supposed to be about skill, not how many hours you've tested and found out which skills work well together make an overpowering combo. I salute those who ACTUALLY came up with these combo's, because it does show creativity. As for the people complaining because they cant use the skills that someone posted on here, or that kicked their ass once in tombs, I have no sympathy for them. I dont blame them for using them, but its like getting free cable, you know its not going to last forever.
Prior to the October 1 ladder reset, we will be updating Guild Wars with a comprehensive set of skill balance changes to refresh the competitive landscape.
I hope this will include:
- buffed elementalist stuff, including swirling aura
- massivly nerfed ether renewal
- a bow-attack-refire-delay "after cast" to Ranger interrupts
- buffed enchantment / hex removal
- buffed memser interrupts (to match Ranger interrupts) and ether feast
- slight nerf to the smiting line, esp balthazar's aura
- buff to Holy Wrath, move Sourage Healing to Necro Curses line
- Fragility should not trigger if a condition is removed
- Make Protective Spirt/Bond's 5/10% of max health apply to unadjusted health (before runes and before buffs like symbosis).
Arena fixes:
- armour for Ascelon arena is max 30
- armour for Yak's arena is max (what ever you can get at Yak's)
- no elite skills in Yak's or Ascelon arenas
- for every minute past 10, a lvl 20 lion gets released into the arenas to help "speed" things up -- just like they did in Rome
Last edited by IxChel; Sep 28, 2005 at 08:12 PM // 20:12..
I hope this will include:
- for every minute past 10, a lvl 20 lion gets released into the arenas to help "speed" things up -- just like they did in Rome
HA! nah realease a few aatxes and heretics to liven things up!