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Old Apr 06, 2012, 10:29 PM // 22:29   #21
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Why I do completely agree that having one skill on one profession be ridiculous overpowered to the point that it's required in every Speed Clear in the game, I don't think they will change it. To much of GW economy depends Speed Clears setting prices and availability of ectos. Ectos in turn set the price for most other items in the game. Not to mention the mass Exodus if all the but hurt people that would leave the game. No simply nerfing the skill would literally kill this game. Arena Net would be forced to possibly shut down there servers, do to lack of interest.

The better solution would be allow other professions to run OP skills too. I know what your thinking ...OMG.. you want to make an all ready easy game more broken and easy.
But think of the alternative.... plus they could always adjust the AI to compensate for any changes.

My only hope is the knowledge that people will most likely influx into GW1 when they realize how big GW2 is. It's happened too many games in the past. Ever Quest is a great example of this phenomena. If this does not happen.. chances are the servers are going to be shutdown eventually anyway.

No..making Vow of Silence, Spell Breaker, Obsidian Flesh...and other such skills a viable option; clearly is a better choice. More by default than any other reason, why these skills should be reverted to once again be useable. I would argue that these skills should only be maintainable under Essence of Cellerty (BU). Mainly as an incentive to get more people to buy Con sets..thus fueling the in-game economy.

Examples:

Vow OF Silence 10e 1/4 Activation 15 recharge
Elite Enchantment Spell. For 5...8...11 seconds, All spells that are not Flash enchantments cast against you fail. Vow of Silence renews when recast.

Spell Breaker 10 or 15 Energy 1 Activation time 30 Recharge time
Elite Enchantment Spell. (12....17.....22 seconds.) Target ally cannot be the target of enemy spells. Gain 1 damage reduction for every 2 points in Divine Favor.

Obsidian Flesh 15 Energy 1 Activation time 30 Recharge time
Elite Enchantment Spell. (12...18...24 seconds.) You have +30 armor against physical damage and enemy spells cannot target you. You lose 4 energy every time you cast a spell.


Gladiator's Defense 5 Energy 20 Recharge time (moved to Strength)
Elite Stance. (5...10...15 seconds.) You have 75% chance to block. All Spells that target you Fail.
(this one might be to powerful)

Amity 5 Energy ΒΌ Activation time 30 Recharge time
Elite Enchantment Spell. (8...18...20 seconds.) Foes in the area of you cannot attack or cast spells. Ends is your health drops below 75% (this of course only if spell breaker is kept the same)

Last edited by Not New; Apr 06, 2012 at 10:51 PM // 22:51..
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Old Apr 06, 2012, 10:46 PM // 22:46   #22
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Spell Breaker 10 or 15 Energy 1 Activation time 30 Recharge time Elite Enchantment Spell. (12....17.....22 seconds.) Target ally cannot be the target of enemy spells. Gain 1 damage reduction for every 2 points in energy storage.
May wanna take another look at Spell Breaker. Divine Favor =/= Energy Storage.

If you mean Divine Favor, I still don't like this. I would much rather see spell prevention not be possible to maintain, give it a more strategic use, like Seed of Life for example. It is still useable if it isn't maintainable.
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Old Apr 06, 2012, 10:49 PM // 22:49   #23
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Making the game worse isn't the solution.

If after fixing those skills by removing or preventing the maintainment of the anti-spell fuctionality the price of ecto rises to much and getting obsidian armor becomes much harder than intended, there's always the possibility of increasing the drop rate.
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Old Apr 06, 2012, 11:51 PM // 23:51   #24
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May wanna take another look at Spell Breaker. Divine Favor =/= Energy Storage.

If you mean Divine Favor, I still don't like this. I would much rather see spell prevention not be possible to maintain, give it a more strategic use, like Seed of Life for example. It is still useable if it isn't maintainable.

Yeah..i saw that 5 minutes after I posted and was like WTF brain....

The simple fact is...that spell breaker and SF and these types of skills serve no purpose in regular play. If not maintainable to farm or play Terra rolls they would not be used at all. They would be another useless skill no one would ever use. There are all ready so many useless skills in this game, that i simply can not support making more skills this way.

Quote:
If after fixing those skills by removing or preventing the maintainment of the anti-spell fuctionality the price of ecto rises to much and getting obsidian armor becomes much harder than intended, there's always the possibility of increasing the drop rate.
This is spot on..not that i think harder to obtain Obbi Armor is a bad thing, cause it wouldn't be. But because at this late stage in the game, the economy depends on the influx ectos and rare skinned weapons and the like, to keep people paying into the system. That in turn keeps people playing. Which enables me to keep playing...so on so forth...

Last edited by Not New; Apr 07, 2012 at 12:13 AM // 00:13..
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Old Apr 07, 2012, 12:16 AM // 00:16   #25
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Yeah..i saw that 5 minutes after I posted and was like WTF brain....

The simple fact is...that spell breaker and SF and these types of skills serve no purpose in regular play. If not maintainable to farm or play Terra rolls they would not be used at all. They would be another useless skill no one would ever use. There are all ready so many useless skills in this game, that i simply can not support making more skills this way.
They would still have use. At least to me. Not allowing them to be maintained generally causes the tank to, for lack of a better term, have a time limit. If he isn't quick to do what he needs to do, then he'll die, but so what? That should be the risk of using the skill, make them high risk, high reward skills essentially.
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Old Apr 07, 2012, 12:27 AM // 00:27   #26
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What should go is the immunity to spells effect.

Immunities of any kind are way too game-breaking.
This is really all that ever needs or needed to be said.
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Old Apr 07, 2012, 01:17 AM // 01:17   #27
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They would still have use. At least to me. Not allowing them to be maintained generally causes the tank to, for lack of a better term, have a time limit. If he isn't quick to do what he needs to do, then he'll die, but so what? That should be the risk of using the skill, make them high risk, high reward skills essentially.

I'm fairly certain that most people would revert to using Defy pain tanks again, rater than use any non maintainable skills. All though a Dev can still out tank a Defy Pain tank any day.

Now that I think about it one simple change could fix allot of problems.. hear me out.. program all melee AI monsters to never attack the first person they see if others are available to fight instead. . Tanking would be almost obsolete then. Of course I have no idea how something that game changing could happen without Arena Net and NCsoft devoting allot of time and resource to developing it. Which is say it will never happen....
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Old Apr 07, 2012, 05:04 AM // 05:04   #28
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Or how about this they just make PvE skill that one shots everything but you need to pay 100g every time you use it.....
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Old Apr 07, 2012, 11:42 AM // 11:42   #29
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Originally Posted by Not New View Post
The simple fact is...that spell breaker and SF and these types of skills serve no purpose in regular play. If not maintainable to farm or play Terra rolls they would not be used at all. They would be another useless skill no one would ever use.
And how's that a bad thing?
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Old Apr 07, 2012, 10:38 PM // 22:38   #30
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And how's that a bad thing?

How is a bad thing to make skills worthless in a game where 80% of all the the skills are all ready worthless? ummm..ok then
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Old Apr 08, 2012, 02:19 AM // 02:19   #31
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Not all skills have to be usable in both PvE and PvP.

And if they get extremely underused when not maintained, they could be changed to other effects.

For example, just for spell interruption prevention.
That always comes in handy without turning all other enemy spells useless.
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Old Apr 08, 2012, 02:23 AM // 02:23   #32
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I think you forget that gw is a dying game waiting to be put down. A large majority of the gw community simply play the game for the elite speed clear aspect, including me. Remove that and they have no reason to play.

Not too mention the numerous amounts of guilds build around speed clear using sf, almost all of them simply dismantle into nothing if sf is removed.
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Old Apr 08, 2012, 03:26 AM // 03:26   #33
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I think you forget that gw is a dying game waiting to be put down. A large majority of the gw community simply play the game for the elite speed clear aspect, including me. Remove that and they have no reason to play.

Not too mention the numerous amounts of guilds build around speed clear using sf, almost all of them simply dismantle into nothing if sf is removed.
Then this is the fault of the guilds for forming a guild built around one aspect of the game. I highly doubt any change will occur, but if it does, and these guilds do "dismantle into nothing" as you say, then it's sad. It's like they don't even play Guild Wars they play "Speed Clear". All a speed clear is, is going through elite areas very quickly, there is no challenge to them, thus, something needs to be done. There should always be a challenge to them. =(
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Old Apr 08, 2012, 05:01 AM // 05:01   #34
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everything is faster and has become easier because of the new sf the only reason uw is longer is because uw itself has been updated the changes sf had little effect on it so if you put it back to how it was before it will slow people down again.
Yes, we have heard the concerns about SF many times in the past already.

When you have a concrete idea of what you would like to see SF changed to that is less vague than "an older version" and you have good reasons in support of your proposed change, we can talk. Until then,

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