May 19, 2010, 12:42 PM // 12:42
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#41
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Desert Nomad
Join Date: Apr 2009
Guild: FaZ
Profession: D/
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Problem is, Elementalists don't have anything worth doing except ER. notice that Anet is only making this FC change now that they are finally buffing the class?
Energy Storage itself though, isn't really a good attribute. It's just ER that is great.
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May 19, 2010, 01:12 PM // 13:12
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#42
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Forge Runner
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Quote:
Originally Posted by Skyy High
Troll thread say whaaaaaat?
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it took 17 reply for someone to say it?
This is not a suggestion thread, but a ill conceiled QQ thread.
I guess someone who play a lot of AP discord caller don't like the upcomming chance in fast casting even if its a HUGE buff.
Last edited by lishi; May 19, 2010 at 01:22 PM // 13:22..
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May 19, 2010, 05:37 PM // 17:37
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#43
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Quote:
Originally Posted by lishi
I guess someone who play a lot of AP discord caller don't like the upcomming chance in fast casting even if its a HUGE buff.
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The nerf isn't exclusive to AP, so enough with the assumptions.
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May 19, 2010, 05:38 PM // 17:38
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#44
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Dancing Gnome got it. Primary attributes and their skills should primary be used for skills within that class. ER is great because people have found a way to abuse it (both infuse and for racway). Make it that it only gives HP and energy when you use an el spell and then you'll be fine. I was just purusing the wiki and it seems like SoLS is abused on an N/Rt (sabway healer) and N/Mk build.
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May 19, 2010, 06:20 PM // 18:20
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#45
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Ascalonian Squire
Join Date: Jan 2007
Guild: Night Watchers Hun [NWH]
Profession: N/
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So what you want is to discourage people to use the dual class system, one of the things that make GW what it is....
/notsigned
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May 19, 2010, 10:28 PM // 22:28
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#46
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Krytan Explorer
Join Date: Mar 2008
Location: England
Profession: Me/
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That's not what I want at all, but it's the way ANet is pushing the mesmer if this change to FC goes ahead. Why should mesmer be changed to be primary profession only, when eles and necros aren't? BTW idea for change to energy returned on deaths from soul reaping: your rank in SR minus 1e for each non-necro skill on your bar - should about cover it.
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May 19, 2010, 10:37 PM // 22:37
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#47
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Quote:
Originally Posted by Ul70r
So what you want is to discourage people to use the dual class system, one of the things that make GW what it is....
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GW2 is not going to have dual classes so I can see Anet trying to minimize that aspect in GW as GW2 gets closer to release.
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May 19, 2010, 11:17 PM // 23:17
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#48
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Jungle Guide
Join Date: Jun 2008
Location: Australia, what you want my home address?
Guild: [CAT]
Profession: Mo/
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Quote:
Originally Posted by Winterclaw
GW2 is not going to have dual classes so I can see Anet trying to minimize that aspect in GW as GW2 gets closer to release.
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How to respond? Oh, I know...
Quote:
Originally Posted by Winterclaw
Except GW is a totally different game than GW2... So trying to make it be like GW2 is a bad idea.
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May 19, 2010, 11:24 PM // 23:24
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#49
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Quote:
Originally Posted by Nerel
How to respond? Oh, I know...
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Poor way to respond when the reasoning behind the removal of secondary professions is because of balance problems. You also quote him/her on a totally different issue.
Last edited by Cuilan; May 19, 2010 at 11:31 PM // 23:31..
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May 20, 2010, 12:07 AM // 00:07
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#50
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Jungle Guide
Join Date: Jun 2008
Location: Australia, what you want my home address?
Guild: [CAT]
Profession: Mo/
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Quote:
Originally Posted by Cuilan
Poor way to respond when the reasoning behind the removal of secondary professions is because of balance problems. You also quote him/her on a totally different issue.
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The point was... GW and GW 2 are very different games, seemingly a factual observation...
Trying to make Guild Wars (where the secondary profession and the range of build options it opened up is a major point of gameplay) like GW2 (Where there is NO secondary profession) is a bad idea, and actually contrary to the game mechanics and original concept of Guild Wars.
Wake me when you have a meaningful response.
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May 20, 2010, 12:43 AM // 00:43
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#51
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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So if some professions start to lose that part of gameplay, we should maintain it only for necromancers and elementalists?
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May 20, 2010, 02:15 AM // 02:15
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#52
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Jungle Guide
Join Date: Jun 2008
Location: Australia, what you want my home address?
Guild: [CAT]
Profession: Mo/
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Quote:
Originally Posted by Cuilan
So if some professions start to lose that part of gameplay, we should maintain it only for necromancers and elementalists?
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Maintain? As opposed to remove? Removing something is NEVER 'rebalancing'.
Removing something is failing to rebalance it.
Gosh, you're full of fail today. How does Energy Storage or Soul Reaping even pertain to Fast Casting? This thread started on that faulty premise... just because something that you like gets nerfed in a certain way doesn't mean that ALL professions need to be nerfed along the same lines...
Warrior's AP only applies to attack skills, and not attacks or other skills... Boohoo. Monks Divine Favor only triggers on monk spells... they don't all need to apply only to the same set of circumstances because the utility and relative power of each primary attribute differs...
Next you're going to complain that it's unfair that certain professions have more armor then others
When I said "a meaningful response" I meant you had a meaningful point to make and not just a pointless remark that looks like you're posting for the sake of being an antagonistic troll.
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May 20, 2010, 02:53 AM // 02:53
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#53
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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If you read this thread, you'd likely have answers to some of your questions and more to why it should be weakened a bit.
You're also contradicting yourself with many things in your above reply.
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May 20, 2010, 04:03 AM // 04:03
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#54
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Jungle Guide
Join Date: Jun 2008
Location: Australia, what you want my home address?
Guild: [CAT]
Profession: Mo/
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Quote:
Originally Posted by Cuilan
If you read this thread, you'd likely have answers to some of your questions and more to why it should be weakened a bit.
You're also contradicting yourself with many things in your above reply.
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The point wasn't about 'weakening it a bit' or 'rebalancing' it was about removing a feature, or down playing it to the point that it won't be used... just because that's how GW 2 is. If you didn't realize that then you didn't read what was being replied to, and you shouldn't have replied yourself... unless you felt the need to troll.
Contradicting myself? <OWl>Orly?</OWL>
Go ahead, quote some of these contradictions?
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May 20, 2010, 04:19 AM // 04:19
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#55
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Quote:
Originally Posted by Nerel
The point was... GW and GW 2 are very different games, seemingly a factual observation...
Trying to make Guild Wars (where the secondary profession and the range of build options it opened up is a major point of gameplay) like GW2 (Where there is NO secondary profession) is a bad idea, and actually contrary to the game mechanics and original concept of Guild Wars.
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A couple things.
1. Thanks for taking me out of context. When I said what you misquoted, Shayne was talking about them not using quests in GW2 in lieu of dynamic events. AFAIK, that isn't possible in GW so trying to force GW to be like GW2, in that respect, is a bad idea.
2. I can see anet trying to change GW into a game more like GW2 in the respect of reduced emphasis on secondary professions in order to get players more used to the idea and to get rid of some of the balancing issues, which was the reason they dumped secondaries in GW2 to begin with. It would make the game more maintainable for them and it would also get people used to the idea of no secondaries when they switch over to GW2 by weening them off of it here.
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May 20, 2010, 04:42 AM // 04:42
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#56
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Jungle Guide
Join Date: Jun 2008
Location: Australia, what you want my home address?
Guild: [CAT]
Profession: Mo/
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Quote:
Originally Posted by Winterclaw
A couple things.
1. Thanks for taking me out of context. When I said what you misquoted, Shayne was talking about them not using quests in GW2 in lieu of dynamic events. AFAIK, that isn't possible in GW so trying to force GW to be like GW2, in that respect, is a bad idea.
2. I can see anet trying to change GW into a game more like GW2 in the respect of reduced emphasis on secondary professions in order to get players more used to the idea and to get rid of some of the balancing issues, which was the reason they dumped secondaries in GW2 to begin with. It would make the game more maintainable for them and it would also get people used to the idea of no secondaries when they switch over to GW2 by weening them off of it here.
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Firstly, I didn't misquote you... I quoted two of your sentences in their entirety without alteration. Yes, I realize you were talking about some other element of GW, so I used them for a different context, but the sentiment that those sentences state was kept intact as I intended...
GW isn't GW2, they are totally different games.
Trying to make it (GW1) like GW2 is a bad idea.
I agree with both of those points, two points that you made in a different thread on a different subject.
I agree with them, and I quoted (not misquoted) them here for they seem just as relevant and serve to illustrate my opinion on the matter.
If you meant something other than "Except GW is a totally different game than GW2." or "So trying to make it be like GW2 is a bad idea." Then perhaps you could have USED DIFFERENT WORDS or maybe even include the context in those sentences...
GW either is, or isn't a totally different game from GW2... make up your mind. It's a pretty clear statement, and clear and understandable without any context, no?
Yes, I understand that you think changing GW1 to remove the emphasis of secondary professions might be something Anet would do, and seemingly something you approve of... I disagree and I quoted your text to show why.
RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO it, forget it... you're not worth the time.
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May 20, 2010, 06:43 AM // 06:43
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#57
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The Greatest
Join Date: Feb 2006
Profession: W/
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I'd hardly call this a nerf. A few subpar fast casting builds get nerfed, and all mesmer skills get faster recharges. It's a buff more than a nerf.
Also, just because fast casting with non-mesmer skills gets toned down, ANet should completely kill soul reaping and make a bunch of ele builds useless? That's a terrible suggestion, sorry.
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May 20, 2010, 07:25 AM // 07:25
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#58
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Forge Runner
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Btw, there is no need of some continuity between primary attribute, just because for a class the benefict is limited their own skill don't mean it have to be so for other classes as well.
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May 21, 2010, 08:08 AM // 08:08
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#59
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Krytan Explorer
Join Date: Oct 2009
Guild: hopper
Profession: A/
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QQ Thread if i have ever seen one. How is soul reaping related to fast casting other than it is an exclusive class attribute? Are you say every exclusive class attribute needs nerfed? If not, this is a qq thread.
/notsigned
Also, talking about GW2...does this need moved to the GW2 forums?
Last edited by Terrible Surgeon; May 21, 2010 at 08:10 AM // 08:10..
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May 21, 2010, 09:02 AM // 09:02
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#60
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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guess I haven't been keeping up with Guild wars. I can't find where Anet stated they would be doing this to FC anywhere.
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