Mar 31, 2010, 12:55 PM // 12:55
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#1
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Revert Holy Wrath and Spell Breaker
I feel that 600/smite was a positive element in the game, offering a fun way to complete content and fill in things like vanquisher titles.
I don't believe its presence was the cause of any harm, and I definitely don't believe that nerfing it has improved the game at all. For me, personally, I haven't really played much at all since it was nerfed. Maybe this is what ArenaNet wants, as some argue, to clear us out of their servers, but I don't quite think that's the case.
Let me say it again: nerfing 600/smite has not improved the game, and if anything it's only harmed it more. All it's done is taken away a lot of the fun for those of us who were using it to vanquish (instead of sitting there posting on 4chan, tabbing occasionally to Guild Wars to move the heroes to the next mob).
I don't even care about its applications for farming. 600/smite was a tool for completing content in a fun way.
Now can we have it back? Just a simple revert.
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Mar 31, 2010, 01:55 PM // 13:55
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#2
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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90% of the people using 600/Smite used it to farm or run dungeons. And I'm being generous with only listing it as 90%. Fun is a relative term. I assume you were using a hero smiter, because anyone who though playing th smiter was fun I have trouble believing. Yes, it is a relative term, and some may have found it fun, but when all you do is follow at a safe distance, and MAYBE remove a stack of conditions/hexes (Purge Signet) or Rebirth when the 600 died, there isn't much people would find fun in that.
I gathered from the nerfs they made that they wanted to encourage team play, and less solo play. 600/Smite was mainly done solo, as few places NEEDED a human smiter.
I'd like to see evidence that it harmed the game, or that it didn't improve it. I think making people play themselves (not buy a 600/Smite run) is an improvement.
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Mar 31, 2010, 02:28 PM // 14:28
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#3
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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It's only fun because it was vastly faster than 8-manning the place. It's still viable most places, just you know, at a rate you'd actually expect from 2 players clearing 8-man zones.
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Mar 31, 2010, 02:29 PM // 14:29
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#4
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Krytan Explorer
Join Date: May 2008
Location: Aberdeen, Scotland
Guild: We Gat Dis [HRUU]
Profession: E/
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QQ Moar.
600/smite was used far too often to do things such as DoA/Dungeons much easier than they are meant to be.
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Mar 31, 2010, 02:35 PM // 14:35
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#5
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Last edited by upier; May 10, 2010 at 04:16 PM // 16:16..
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Mar 31, 2010, 02:52 PM // 14:52
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#6
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by MagmaRed
I gathered from the nerfs they made that they wanted to encourage team play, and less solo play.
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If players are playing with heroes and henchmen anyways... what's it matter?
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Mar 31, 2010, 02:57 PM // 14:57
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#7
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Jungle Guide
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Never used a 600 but it was fun from time to time to get a casual dungeon run and just bs with friends. The issue with trio in the foundry irked me when the gems were selling for 100k+e but it's a double edged sword. Because of dedicated farmers prices dropped rapidly and in the end everyone was happy. Same could be said of all farms and farming techniques really. I don't see the sense in eliminating a play style so many seemed to enjoy especially this late in GW's life. Just let farmers have their fun...who cares...
/signed
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Mar 31, 2010, 03:10 PM // 15:10
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#8
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Lion's Arch Merchant
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You noticed the faction rapidly dropping from the top alliances in the game.
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Mar 31, 2010, 03:30 PM // 15:30
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#9
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Pre-Searing Cadet
Join Date: Feb 2010
Profession: Mo/Me
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wouldn't bother me to see the return of 600/smite. really enjoyed the fun of it. with that said, i prob would not go back to it, as i have made more money post nerf with my sin solo then i ever did farming with my monk
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Mar 31, 2010, 03:38 PM // 15:38
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#10
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: The Zodiac Elites [TZE]
Profession: Mo/
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As one who used to 600 waaaay to much, I do kinda miss it.
However. A change is always refreshing, it has re-engaged the brain into coming up with new builds (which admittedly I haven't really had to do in ages).
And the new ones I run for 600ing (albeit with 1 extra hero) are just as quick as the old 2 man variation. If not a little faster. Just means drops are less.
It also has taken focus away nicely from "runs" to "group participation". Forgotten how much more interesting it is to run 8 man teams again (even if it is annoying when others don't listen lol). Prime example Rragars. Always was asked to run it because people hated with a passion doing it team-way. Now though, people enjoy.
Amazing what happens when people realise the easy option is no longer available
Therefore keep as is /unsigned
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Mar 31, 2010, 04:11 PM // 16:11
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#11
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Furnace Stoker
Join Date: Jan 2008
Profession: Mo/
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Keep as is. No longer have any desire to play GW2 now. Keeping 600 nerf while leaving all the SF speedclears viable is going to save me real life money when I do not buy GW2 due to Anet imcompetance.
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Mar 31, 2010, 04:13 PM // 16:13
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#12
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Jungle Guide
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I sort of agree. Problem is the nerfs were WAY too late (years...) and the economy got built up around it,now all that's left are various ' 'ways that organised groups can pull off.
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Mar 31, 2010, 04:22 PM // 16:22
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#13
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Academy Page
Join Date: Jan 2006
Location: Underworld
Guild: The Order of Kume
Profession: R/Mo
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I agree with Coverticus.
MQSC was fun pre-nerf, but the smiters had nothing to do but bond, pick up drops and res when the wallows bit too hard, or a tank sucked on one of the other routes. But I really do miss the 100 blades wallow tank, but i've moved on
Why reverse SmellBreaker? The only major ramification is you need to take melee to monks to blow them up with a visage/famine.
/notsigned
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Mar 31, 2010, 04:48 PM // 16:48
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#14
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Krytan Explorer
Join Date: Jan 2007
Guild: KURZ
Profession: W/Mo
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I would love 600/smite back..... if they don't want it running dungeons, DoA, or farming ectos then make changes to those to make it not possible.... change the AI to not attack when they are under spellbreaker.... or somthing i dont now havent really thought about it.... I only really used it for feather farms, and DTSC.... which now I am stuck at 7 mill for the rest of my GW 1 life.... cause there is no way I am doing 5 mill worth of JQ or fort....
why o why Anet do you hate making faction so hard to get..... I do not like playin PvE, but you want to make me to it a billion times.... just make the rewards for quest(such as the one that used to be used in HFFF) have no money, just faction....
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Mar 31, 2010, 05:36 PM // 17:36
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#15
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Forge Runner
Join Date: Jan 2008
Location: Rubbing Potassium on water fountains.
Guild: LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)
Profession: N/A
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Quote:
Originally Posted by dsielschott
I would love 600/smite back..... if they don't want it running dungeons, DoA, or farming ectos then make changes to those to make it not possible.... change the AI to not attack when they are under spellbreaker.... or somthing i dont now havent really thought about it.... I only really used it for feather farms, and DTSC.... which now I am stuck at 7 mill for the rest of my GW 1 life.... cause there is no way I am doing 5 mill worth of JQ or fort....
why o why Anet do you hate making faction so hard to get..... I do not like playin PvE, but you want to make me to it a billion times.... just make the rewards for quest(such as the one that used to be used in HFFF) have no money, just faction....
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See you were part of the problem
more really the DTSC...the feather farming anything can do and I find it quite a waste to do with more then 1 person ...
I know it was fun to do just for VQ's....and I am also pissed that SF didn't go the way of Smiters Boon...But...I'd rather not have dungeon running back making the value of items that were supposed to be hard to get drop down to low prices....It's to easily abused and therefore deserved what it got...now if only they'd get rid of Shadow Form...and possibly revert OF (on an ele it's more powerful then it was in the first place :\ even though I use it I find it OP now and think it needs a nerf :\ )
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Mar 31, 2010, 05:47 PM // 17:47
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#16
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Ascalonian Squire
Join Date: Mar 2010
Location: Serenity Temple
Guild: The Obscure Monks [MonK]
Profession: Mo/
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/agree
QUOTE "Problem is the nerfs were WAY too late (years...)
Agreed, "Better late than never does NOT aplly here". Makes me wonder how many of the "decision makers" are just burnt out from overfaming with the 600/ smite build themselfs... Im sure they are gw gamers (I would think)
either way, regardles of your view on it, I think this nerf is a slap in the face to farmers... That being said. Its still a fun game, and there are still some great ways to earn! Have fun.. ~Temp
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Mar 31, 2010, 07:19 PM // 19:19
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#17
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by The Template
That being said. Its still a fun game, and there are still some great ways to earn!
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600/smite's strength was in providing an enjoyable way to complete content. It's not fun watching AI play the game. 600/smite provided an alternative. Presumably if you're vanquishing with 600/smite, as I was, then you have a monk. Playing as a monk is great with players, but with AI it's a massive pain in the ass; you're reduced to running gimmick builds such as AP smite or Mo/Rt spirit spam because AI react poorly to a support-based party leader.
600/smite opened up an alternative by allowing monk players, when vanquishing with H/H, to instead run 600/smite, something that's actually fun to do.
DTSC also vastly cut down on the time people needed to achieve r12 Kurzick. I never used DTSC myself but I can appreciate how people would want to use faster means to get past a ridiculously long title, particularly given that HFFF no longer exists.
Making money? A wide host of builds did that, many of them still intact, and no matter how much you farm, power traders are still making far more without needing to do any sort of gameplay. Farming cannot conceivably be a problem while power trading exists.
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Mar 31, 2010, 07:23 PM // 19:23
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#18
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Forge Runner
Join Date: Jan 2008
Location: Rubbing Potassium on water fountains.
Guild: LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)
Profession: N/A
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Quote:
Originally Posted by Zahr Dalsk
Making money? A wide host of builds did that, many of them still intact, and no matter how much you farm, power traders are still making far more without needing to do any sort of gameplay. Farming cannot conceivably be a problem while power trading exists.
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Farming is creating money (drops) where as power trading no money is created or lost just transferred...There's not enough of a goldsink in the game to support such rapid monetary gain...
Thus farming Decreases the rarity of gold making it worthless...
Think of how worthless a euro would be if they quadrupled the production without increasing how much was destroyed
As for the Speed clears for alliance rep...I can understand why people would use it...doesn't mean I think people should be able to... I would rather see *another* complete overhaul of the kurz/lux titles
Last edited by End; Mar 31, 2010 at 07:26 PM // 19:26..
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Mar 31, 2010, 07:36 PM // 19:36
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#19
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by End
Farming is creating money (drops) where as power trading no money is created or lost just transferred...There's not enough of a goldsink in the game to support such rapid monetary gain...
Thus farming Decreases the rarity of gold making it worthless...
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Decreasing the rarity of gold isn't a problem. I've more or less bought all the elite armour I'm ever going to, but there are likely still people who haven't. They'd have a much easier time if gold was more abundant, yes?
Devaluating gold isn't a bad thing. On the contrary, it's good.
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Mar 31, 2010, 07:45 PM // 19:45
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#20
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Forge Runner
Join Date: Jan 2008
Location: Rubbing Potassium on water fountains.
Guild: LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)
Profession: N/A
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Quote:
Originally Posted by Zahr Dalsk
Decreasing the rarity of gold isn't a problem. I've more or less bought all the elite armour I'm ever going to, but there are likely still people who haven't. They'd have a much easier time if gold was more abundant, yes?
Devaluating gold isn't a bad thing. On the contrary, it's good.
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...You sir...are incorrect...normally I agree with you...but here I can't...
De-valuating gold is bad...without value to gold there will be even less of an economy...it's broken enough already...
people complain about things like minis that cost 7 mill (random number)...well if your golds worthless then the price is just going to go up...making it so the people that don't use the overpowered builds can't afford them...forcing people to use the Overpowered builds to afford shiny things...
If things were balanced (lol) then in general everyone would have the same potential to get those items and it becomes more about who's willing to put the most work in to get them...or who want's them more...
On the other side it removes many high end items from the high end spectrum... look at Celestial Compasses...remember way back when they were worth something? They've been over farmed so now anyone can have one...but if anyone can have one the people who have wealth have no reason to buy one...
Basically Overpowered farming is bad...
I have no issue with little farming builds that only work here or there farming small bits of money that add up over time (read raptors)...The issue comes when people can rapidly obtain items intended to be high end...
Sorry if this is crappily thrown together...had to rush to get it in before I head out for an appointment...
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