Aug 20, 2011, 03:42 PM // 15:42
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#21
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Jungle Guide
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Quote:
Originally Posted by Missing HB
The only thing dhuum and skeletons did in UW was making it harder for normal teams however... it's not like it did anything for SC teams...
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Here's the problem and the same exact thing will happen if they revamp FoW. It deserves an update, but I have zero confidence they can update spawns/bars down there without punishing normal teams more than the target groups. You want to make some progress with SC teams? Try nerfing pcons first and see where that goes.
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Aug 20, 2011, 06:21 PM // 18:21
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#22
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Desert Nomad
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
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I agree that the way to fix the SCing problem is to nerf what is being used to SC as opposed to buffing the FoW. All the UW update did was make the UW tougher for normal groups - it is still SCable at a fairly fast pace. Rather than doing something like this to the FoW, cons should be nerfed, spell immunity should be toned down, and I would also argue that splinter and MoP should be changed so that there is a "limit" on how many times they can activate within a given time period.
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Aug 20, 2011, 06:50 PM // 18:50
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#23
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD倧]
Profession: E/
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Lol, all the QQing about UW is so annoying... FoW is meant to be an elite area, and it's just laughable. You can clear it in about 1h if you want, with Heroes, in HM. It should be made harder imo, because what was hard back in '05 isn't anymore now. Powercreep says hi.
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Aug 20, 2011, 11:48 PM // 23:48
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#24
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Frost Gate Guardian
Join Date: May 2010
Location: Unda da Sea
Guild: Club of a Thousand Pandas[LOD倧]
Profession: E/Mo
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What FoW needs is an epic battle with Menzies.
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Aug 22, 2011, 02:33 AM // 02:33
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#25
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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Quote:
Originally Posted by Swingline
remove spell immunity from the game please
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Don't remove it, just make it unmaintainable. Basically, with how much spell protection is abused, why do the foes have spells on their skill bars anyway?
To target specifically FoWSC, add Menzies, yes, and give him a skill, with any skill type other than spell, that removes enchantments.
On a similar note, in UW, make Judgment of Dhuum remove one enchantment with each damage pulse.
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Aug 22, 2011, 02:58 AM // 02:58
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#26
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by WarcryOfTruth
Don't remove it, just make it unmaintainable. Basically, with how much spell protection is abused, why do the foes have spells on their skill bars anyway?
To target specifically FoWSC, add Menzies, yes, and give him a skill, with any skill type other than spell, that removes enchantments.
On a similar note, in UW, make Judgment of Dhuum remove one enchantment with each damage pulse.
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Spell immunity is a broken mechanic. Put it in a rocket and shoot it strait into the sun.
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Aug 22, 2011, 03:04 AM // 03:04
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#27
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Lion's Arch Merchant
Join Date: Jul 2007
Location: GMT-5
Guild: Liars, Cheats and Thieves [Liar]
Profession: Mo/
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Menzies, Menzies, Menzies!
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Aug 22, 2011, 03:14 AM // 03:14
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#28
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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Quote:
Originally Posted by Swingline
Spell immunity is a broken mechanic. Put it in a rocket and shoot it strait into the sun.
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Well yes, but people want to use it, but not make the game easy mode, allow them to, just make it be unmaintainable, so when its down, they pay for it
Last edited by WarcryOfTruth; Aug 22, 2011 at 03:16 AM // 03:16..
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Aug 22, 2011, 05:18 AM // 05:18
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#29
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Frost Gate Guardian
Join Date: May 2010
Location: Unda da Sea
Guild: Club of a Thousand Pandas[LOD倧]
Profession: E/Mo
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If spell immunity is removed totally from the game, a lot of people would quit. People quitting means less people buying things from the cash shop, and probably people not buying gw2.
Anyways, gw is 6 years old, changing anything that drastic really wouldn't be a brilliant idea.
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Aug 22, 2011, 08:44 AM // 08:44
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#30
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Wilds Pathfinder
Join Date: May 2008
Location: In a house
Guild: Proof Of A Nets Laziness[HB]
Profession: A/W
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Menzies would be nice but an unconditional enchantment removal won't be enough I think. I'm sure there are ways around that. Just nerfing the problem skills would be much easier though.
Quote:
Originally Posted by PurpleFission
If spell immunity is removed totally from the game, a lot of people would quit. People quitting means less people buying things from the cash shop, and probably people not buying gw2.
Anyways, gw is 6 years old, changing anything that drastic really wouldn't be a brilliant idea.
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Anet has never cared about their playerbase. Period. Sometimes I think that's a good thing.
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Aug 22, 2011, 09:13 PM // 21:13
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#31
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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why would you want to remove the reason 70% of the population plays for?
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Aug 23, 2011, 12:25 AM // 00:25
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#32
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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You have no clue what the Guild Wars population does. Being in an alliance or two that have similar interest to you doesn't give you much to go by.
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Aug 23, 2011, 02:12 AM // 02:12
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#33
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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70% of the active population is filling their HoMs, and not everyone does it by farming and buying the stuff as you may think.
An Elite area should be something people get together to do a few times per week to have foon and get nice drops, because it's hard and takes some time, not to repeat constantly and mechanically until it becomes meaningless and all that matters is the loot.
Quote:
Originally Posted by PurpleFission
If spell immunity is removed totally from the game, a lot of people would quit. People quitting means less people buying things from the cash shop, and probably people not buying gw2.
Anyways, gw is 6 years old, changing anything that drastic really wouldn't be a brilliant idea.
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Skills like mist form and shadow form are already in GW2.
Of course, they are what they should have been in GW1: Downed skills, meant to survive so allies can revive you instead just being defeated right away.
Like that they work as they should: Survival.
But when they are available as normal skills, they get overused for excessively effective farming.
That's to be fixed, sooner or later.
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Aug 23, 2011, 02:39 AM // 02:39
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#34
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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come to TOA and look in party matching and white chat if you dont believe me.
Anyone can still make balanced groups with no SF tanks and SC builds and play their hearth out
Anyone who is intersted in FOW is there, rest of the people dont seem so. If there will be a change the uninterested ones will do it once or twice and go back to do whatever they like doing.
edit in: those SC groups are driving the price of ectos and shards down so people who are not so much into this can at least consider getting Obby armor
They also drive the price of cons (materials) up so casual gamers who play with no cons can make more money out of getting materials and con sets
Everybody profits.
Last edited by Maria The Princess; Aug 23, 2011 at 02:47 AM // 02:47..
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Aug 23, 2011, 03:31 AM // 03:31
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#35
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Lion's Arch Merchant
Join Date: Jul 2006
Profession: Me/Mo
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Damn, never knew 70% of GW's population was in ToA. The more you know...
I find it funny how often the issue of balance is side-stepped with excuses of people quitting or how much "good" the skill/mechanic/glitch/bug/issue in question does for the economy. Oh yes, won't someone please think of the children.
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Aug 23, 2011, 05:16 AM // 05:16
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#36
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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there's no need to split hairs on posts, we both know exactly what i am saying, and if you don't you should read my post again and think of it.
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Aug 23, 2011, 06:13 AM // 06:13
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#37
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Lion's Arch Merchant
Join Date: Jul 2006
Profession: Me/Mo
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Splitting hairs? Try again deary.
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Aug 23, 2011, 03:39 PM // 15:39
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#38
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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It's not splitting hairs.
Everyone who is interested imn ToA, or certain WiK quests, or Vanquishes around there would be there, logically, WHEN they are interested in ToA, or certain WiK quests, or Vanquishes around there.
That doesn't mean that anyone interested in ToA won't be anywhere else some other time, or that everyone that is there is interested in ToA.
That would be flawed logic.
And ToA is a pretty empty outpost compared with the most crowed ones. That's far for 70% of the population, no matter how you look at it.
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Aug 23, 2011, 05:01 PM // 17:01
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#39
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Desert Nomad
Join Date: Mar 2010
Guild: Anna
Profession: A/
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Quote:
Originally Posted by PurpleFission
Anyways, gw is 6 years old, changing anything that drastic really wouldn't be a brilliant idea.
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They did it for PvP so why not for PvE ? But i agree with MithranArkenere for once, everyone in PvE is just doing the same over and over, only the loot mattering( people getting mad when it takes 32 mn instead of 30 to finish an area....)...
But can we really blame players for doing the only thing available :
- new content added ( people find it good/crap that's not the problem) is usually really short... Even EotN ( which was in 2008) was finished by many in one or two days...
- PvP is dead ( and considered as elitist area by many anyway...)
- after 5-6-xx years, many people achieved their r5-6 max title
Considering those 3 points, what you want people to do....
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Aug 23, 2011, 07:42 PM // 19:42
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#40
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Wilds Pathfinder
Join Date: Mar 2009
Guild: FILA
Profession: P/
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TL;DR: make SF users not be able to deal dmg, make spells cast against it again.
What I want to know, is why ANet, and the Live Team especially, has made such a mess of SF.
What they should have done in the beginning, and could still do now for all I care is reinstitute the old functionality where the enemies could drain their energy casting spells that failed, but keep the current ability to take damage from physical attacks
Then make SF end if you cause any damage.
That would shake up the SC meta, but still make SF part of SC teams. They would be a non-damage dealing tank.
I never had beef with the invulnerability aspect, just that they could be invulnerable and still cause damage (aka God Mode activated).
This would force more team play, more diversity, yet still make SF sins an integral part of end game teams.
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