Mar 02, 2010, 12:04 PM // 12:04
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#1
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Lion's Arch Merchant
Join Date: Jun 2005
Location: In Cartman's Brain, Directing.
Guild: Lazy Dominus Legatus [LaZy]
Profession: W/E
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Time to Un-Nerf Deadly Paradox?
I was very surprised and pleased by how Anet handled Shadow Form, if only they could be so reasonable will all of the skills they feel the need to nerf. They even reduced the recharge, so now Shadow Form can be maintained using only Glyph of Swiftness, or Deadly Paradox if you want to run a different secondary than /E. So, now that Deadly Paradox is no longer the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO of SF, could Anet reduce the energy cost down to 5? I seem to remember that early on, Deadly Paradox cost much less energy, but then it was nerfed to restrain SF, which in turn almost killed Dancing Daggers-based builds with the exception of using Lyssa's Aura for E-management. Even so, Deadly Paradox would be much nicer if it cost 5 energy (again?)
Sound off.
/sign
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Mar 02, 2010, 12:37 PM // 12:37
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#2
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Deadly paradox nerf had nothing to do with shadow form and everything to do with annoying assacasters. /notsigned.
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Mar 02, 2010, 02:14 PM // 14:14
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#3
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Forge Runner
Join Date: Apr 2007
Guild: DMFC
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Im a sin user for last 2 yrs almost and never had any problems or thoughts about deadly paradox`s cost.Even using sf pre nerf it never gave me any issues.
/notsigned
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Mar 02, 2010, 04:52 PM // 16:52
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#4
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Krytan Explorer
Join Date: Oct 2009
Guild: hopper
Profession: A/
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Would be awesome if they reduced energy cost to 5 for deadly paradox but will never happen. You would have so many people running around casting dancing daggers and entangling asp that anet would just nerf it again.... on the other hand Deadly Haste works great for the casting sin "Enchantment Spell. (10...30...35 seconds.) Your half-ranged spells cast 5...41...50% faster and recharge 5...41...50% faster." So if you like running a casting sin this skill is fine to use instead of deadly paradox.
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Mar 02, 2010, 06:04 PM // 18:04
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#5
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Assacasters deserved to suffer, /notsigned
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Mar 02, 2010, 07:45 PM // 19:45
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#6
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Okay think about this: every skill in the shadow arts/deadly art line will either have too low of a recharge without deadly paradox or far too fast of a recharge with deadly paradox. How is deadly paradox ever going to be a good skill for the game?
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Mar 02, 2010, 09:28 PM // 21:28
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#7
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Imma Firin Mah Rojway!
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
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Assacasters were way to powerful, probably a PvE/PvP split but I want my monk to live in PvP.
/notsigned
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Mar 02, 2010, 11:53 PM // 23:53
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#8
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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Either Split for PvE or /notsigned, for the above reasons
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Mar 03, 2010, 12:29 AM // 00:29
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#9
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Lion's Arch Merchant
Join Date: Jun 2005
Location: In Cartman's Brain, Directing.
Guild: Lazy Dominus Legatus [LaZy]
Profession: W/E
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I meant PvE/PvP split. For that matter, why isn't every skill in this game split for PvE/PvP. And Assacasters are still alive with the Lyssa's Assacaster on pvxwiki. Un-nerfing Deadly Paradox would just make it so that all characters could cap SF and keep it up for running. It would be nice to use SF to run with my monk instead of trying to use Spell Breaker.
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Mar 03, 2010, 02:38 AM // 02:38
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#10
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Quote:
Originally Posted by Dagoth Umbra
I meant PvE/PvP split.
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My point still stands. By design, the skill itself is mandatory for any build with a number of shadow art/deadly art skills. Now I don't mean a skill that is effectively mandatory with respect to overpowered skills vs less powerful options, I mean a skill that by design is always going to be used. GW is a game where skill slots are very high real estate and a skill that by its design must take up one of those slots is a skill so poorly designed it shouldn't exist.
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Mar 03, 2010, 08:42 PM // 20:42
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#11
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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The further question is why you'd want to use any kind of assacaster in PvE anyway. Anet has largely been reserving splits for skills that are half decent in PvE.
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Mar 08, 2010, 04:14 PM // 16:14
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#12
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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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Runes should have their use.
If you need a +3 rune to make something parmanent-able, so be it. Don't you have to use runes in order to maintain Vow of Silence all the time?
This is a similar case.
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Mar 08, 2010, 05:36 PM // 17:36
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#13
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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It was only ever used for gimmicky bullshit, namely that one A/Mo spike build.
Leave it dead. Good assassins use daggers anyways.
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Mar 08, 2010, 11:57 PM // 23:57
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#14
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Desert Nomad
Join Date: Aug 2006
Guild: Guernsey Milking Coalition[MiLk]
Profession: E/Me
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OP: DP wasn't for what you think it was for lol.
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Mar 09, 2010, 03:18 AM // 03:18
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#15
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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If pve/pvp split then yes, otherwise hell no.
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