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Old Apr 20, 2005, 05:54 PM // 17:54   #21
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ah, I see...that would be a mess.

then a solution would be to not allow them in areas that overlap, get an interrupt when you cast it and one is active in your current area..
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Old Apr 20, 2005, 06:11 PM // 18:11   #22
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why not make a new skill for monk class that kills spirits summoned by rangers or make the spirit itself die easily and the skill take larger to recast. a recharge time of 120 seconds sounds nice but it makes sense that if you use a skill as strong as fertile season there sould be a down side to it.

Also i have a question.. do two fertile seasons boost each other? i dont think spirits should affect other spirits.

Last edited by Elonis; Apr 20, 2005 at 06:14 PM // 18:14..
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Old Apr 20, 2005, 07:20 PM // 19:20   #23
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I have mixed opinions on nerfing. I agree it should be a last resort, especially ins omething like this. after all, if i understand it correctly, the point of this game is to be skillful in building and manipulating your character. Tactics etc.

For example, I don't know how many of you have (if any) played Sacred. In the original version, the Wood Elf was told her skills of Multi Hit and Multi Shot were too powerful. So they got nerfed. Then the Dark Elf had a trap that basically stopped monsters attacking for a short duration. Someone complained, it got nerfed. Now the Battle mage is getting constantly told he is overpowered, whilst the wood elf has a new overpowered skill. The thing with this game is, the battle mage is overpowered if you build him well, otherwise he constantly dies. The wood elfs new 'godly' skill was never godly before, it just seems godly because her old skill got made worse. Nearly every character in Sacred has been told it was overpowered at some time or another. Why? Because people figure out a good build and post build guides that people follow.

Of course sometimes there are skills that are obviously overpowered, and anything in guild wars that can easily be used even if you have no skill in the game at all would be one of those, but you have to be careful about what you do.
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Old Apr 20, 2005, 07:46 PM // 19:46   #24
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This reminds me of SWG arguments about certain templates being to strong and SOE doing absolutly nothing about them and it cost them 70% of there player base (honestly dont see them making it) so doing nothing isnt the anser. The other side is DAoC and their NERF happy sledgehammer LOL the Ranger in there went from a great maybe over powered to being a worthless joke. So basicly what im saying is use baby nerfs to fix something.
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Old Apr 20, 2005, 09:12 PM // 21:12   #25
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How, then, will you rebalance a game other than nerfing things? Think about a game that has not had the slightest attempt to become balanced. One of the greatest things about Guild Wars is that it is the most balanced game that, to my knowledge, exists.
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Old Apr 20, 2005, 09:24 PM // 21:24   #26
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dont forget that all the nerfing to someone is game balance to another

also the retail buyer who has not played before will never know that x has been nerfed xx amount they will simply go what a nicely balanced game
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Old Apr 20, 2005, 11:21 PM // 23:21   #27
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If fertile season truly is unbalanced and being exploited, it will be changed by the alpha version. Betas all ways have problems, its no big deal, if you play a beta, expect it.

In alpha versions of games, truly unfair spells are gone (exept by incompetence of the programers, and the guys of GW are pros)

My problem is that, like Lunarhound was saying, Players get beaten by a strategy, but instead of finding a way to defeat it, they want it done away with. This ruins games.

Im sure fertile season is anoying, but let the noobies have there fun, heres a view for you: some people suck at gaming. Give them easy spells that offer them a chance, but make sure other strats that require skill can defeat them.
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Old Apr 20, 2005, 11:50 PM // 23:50   #28
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There was one skill that could remove the most recent Nature Ritual there was, But I don't remember what it was, and I do remember it took a lot of energy and a high recast time, I believe more energy and more of a recast time than Fertile Season takes.

Anyways, The skill was balanced before they removed the Death Penalty for Spirits. I'm not sure if it would've been balanced if that DP was still intact.
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Old Apr 20, 2005, 11:55 PM // 23:55   #29
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Quote:
Originally Posted by Auh
There was one skill that could remove the most recent Nature Ritual there was, But I don't remember what it was, and I do remember it took a lot of energy and a high recast time, I believe more energy and more of a recast time than Fertile Season takes.
Unnatural Signet. It has been removed from the game since the format of Nature Rituals has changed.
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Old Apr 21, 2005, 12:00 AM // 00:00   #30
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kill a spirit or the monk healing it

scourge healing and just start attacking it.

ive played against and with this spirit and no i ddint like it.
it was anoying but at the same time its helpful.
used near your guild lord or your preist is a good example of its use put to good.

but like everything, there are counters to get rid of them.
kill the rangers that are summoning these spirits.

bring a debuffing necro and he/she can really put a dent into that sprit for an easy killing.

just too many ways to get past it, i think it shoudl remaine the way it is becuase its one less skill that that ranger can "hurt" you with.
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Old Apr 21, 2005, 12:37 AM // 00:37   #31
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Quote:
Originally Posted by SuperJ24
kill a spirit or the monk healing it

scourge healing and just start attacking it.

ive played against and with this spirit and no i ddint like it.
it was anoying but at the same time its helpful.
used near your guild lord or your preist is a good example of its use put to good.

but like everything, there are counters to get rid of them.
kill the rangers that are summoning these spirits.

bring a debuffing necro and he/she can really put a dent into that sprit for an easy killing.

just too many ways to get past it, i think it shoudl remaine the way it is becuase its one less skill that that ranger can "hurt" you with.
Your arguments are moot as soon as Ranger becomes Rangers.
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Old Apr 21, 2005, 03:05 AM // 03:05   #32
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for the love of god get your definition of nerfing straight and stop using it improperly.

nerfing != balancing
balancing == balancing

nerfing is when you take something that was once useful and render it useless.

my two cents: higher energy costs 25 (concussion shot requires 25) and the inability to cast again until the spirit is gone and a 60 second recharge to re-cast if the spirit is killed prematurely (provides an incintive to protect the spirit).
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Old Apr 22, 2005, 02:33 AM // 02:33   #33
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Ok, good comments, but this thread isnt about fertile season, its about nerfing in general.

I seriosly think the nerfing/balancing should be extremly minimal, only in emergencies. (ie: a certain strat becomes unbeatable under all circumstances)

You can say you dont like nerfing, but are you completly behind the above mentioned? I just want to know if I'm alone in this or if others feel similar.

Please no more on fertile season or I'll ask to lock the thread.
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