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Old Nov 20, 2007, 01:14 PM // 13:14   #41
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Quote:
Originally Posted by Winterclaw
They can always get worse.
What we need are Hamburger Earmuffs.
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Old Nov 20, 2007, 04:01 PM // 16:01   #42
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Originally Posted by Longasc
Right how, the difference between 14 and 16 in an attribute is considered "not worthwhile to sacrifice 75 HP for". The usual PvP experts here told me. Two superior runes makes one suspicious of suicidal tendencies. So much about variety. It sounds similar to the "variety" of inscriptions on weapons, where 15^50 or +5 energy are being used over the ton of others.

What balance would be destroyed if everyone would have ONE superior rune? PvP, PvE? It would add to the power creep, but that was it.
Including/excluding Superior Vigor would also make things quite different.

Critical hits would go up with higher weapon mastery, but healing would also improve and would allow a 15/11/11 attribute spread on monks.

That 55 HP farming would be gone would be a side effect. People could still use other farming builds, "600 HP" being the most obvious alternative. Or farming with another class.


Seems I have hit a nerve with this suggestion, people quitting because they can no longer 55 HP farm or the final nail to the coffin of GW PvP sounds quite dramatic. Of course there is no immediate need to change this now, hence the GW2 tag. It is just food for thought, not food for rants like that:
You're right, -75hp is not worth the extra attributes. It's fine like that, so why change it? I don't understand why you feel the need to change something that's fine as it is to cause trouble to other players.

As it is, you either run all minors and have 600+ health or run 1 sup and have your health in the 500's. If you take of the -hp from sups, people will be running builds with 16 weapon mastery/magic line with 600+ health. Why should it be changed?

As you said, offence will go up but so will defence. Tbh I donb't really see the point in this. A warrior runs 14 axe mastery and a monk runs 14 prot. Make this change and a warrior will run 16 axe and a monk will run 16 prot. Not making a big difference in the gameplay really. The only thing this will majorly change is farming, which is already dead, so theres no reason to nerf it.

People have quit because skills have been nerfed. If one of the most popular farming builds is nerfed, how do you think the whiny players are going to react? Saying people will quit because a 55 monk got nerfed is not dramatic at all.

Overall, it's not broken, stop trying to change it.
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Old Nov 20, 2007, 04:35 PM // 16:35   #43
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Right how, the difference between 14 and 16 in an attribute is considered "not worthwhile to sacrifice 75 HP for". The usual PvP experts here told me. Two superior runes makes one suspicious of suicidal tendencies.
This is far from truth.

In some PvP, using only minor runes can be more beneficial than using major or superiors.

In some PvE, same holds true.

Elsewhere, one, two or three superiors will be more beneficial, despite the loss in health. In PvE for example, backline can run lower health with little problem as long as the group is organized. It's not really the 1 extra damage that matters, it's more about reaching a breakpoint or two.

Some people are strongly opposed to penalties. This is the WoW vs. GW argument. In WoW, everything is single-dimensional, everything is measured on a linear scale, also known as strict ordering. If you have two items, you can always compare them and know which is better.

The core concept behind GW is opposite - everything is a trade-off. Want more attributes, lose health. Want more energy, you can't have as much health. Want more health, your weapons can't have casting time bonuses. Want enchant removal? Lost one damage attack. And so on.

Arguing about penalties being bad is off-topic discussion at best. Premise behind GW is about balance, and balance comes from trade-offs.

GW2 will "fix" that. As such, many of current GW fans will not care for it.

But overall, it's a completely pointless ramble, especially about 55s. 55s don't matter. They are the "war on terror" and "global warming" of GW. Just a topic everyone likes to throw around, but cannot really do anything useful with.

Which is better? Chess or go? Football or basketball? Would NASCAR be improved if they removed all restrictions? Would basketball be better if played with 9 players per team?

The premise of GW is trade-offs. That cannot be changed. There are other trade-offs, such as energy cost and exhaustion for skills and spells. Let's remove those two, it won't matter. And 8 skills. Why not just use all of them. And classes - why restrict ranger to using ranger skills only? And why the increasing cost of attributes. Let's keep 250 of them, and just have the cost remain at 1, no matter how high. It would be so much cooler to have 250 axe mastery.

Wouldn't all that improve gameplay? Using 1000 no energy skills from any profession while having 125 in two attributes. Would it?

For some, yes. And their opinion is irrelevant in this context.
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Old Nov 21, 2007, 05:21 PM // 17:21   #44
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OMFG KILL 55 GRRRRRRRRRRR lol i am lmao over here. 55 monks are so limited its not even worth mentioning.

now on to op /notsigned, the health loss makes you sit and think "does my sh really need to do an addtional 8 dmg and make me really soft..... hum..." i do use sups in pvp, ra mostly where you will not get spiked.

without the health loss there would be no reason for minors and majors to exist as someone stated earlier. "what i can get +3 with no penalties.....hum.... no thanks ill stick with my +1" yea right no happening.
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