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Old Feb 26, 2010, 08:21 PM // 20:21   #1
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This skill is OP in PvP. Just as a note, I am horrible at PvP, yet was able to spank everyone I came across in RA. I also noticed, just about everyone and their brother that is using a sin in PvP, is exploiting this like I did. Hope to see it revised to at least make it fair.
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Old Feb 26, 2010, 08:44 PM // 20:44   #2
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Nerf this shit already.
Thanks.
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Old Feb 26, 2010, 09:10 PM // 21:10   #3
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Yeah just to see how op it was i ran A/R with pin down and hunters shot and went on a 25 streak with a mediocre monk and a wammo...that's wrong.
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Old Feb 26, 2010, 09:13 PM // 21:13   #4
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Sleeping Wound? Is that some kind of pun?
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Old Feb 26, 2010, 09:13 PM // 21:13   #5
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Originally Posted by Terrible Surgeon View Post
Yeah just to see how op it was i ran A/R with pin down and hunters shot and went on a 25 streak with a mediocre monk and a wammo...that's wrong.
-30 damage a second = 15 degen

We need confirmation on how over powered this is because Illusion of Pain was 30 damage a second also with the healing side effect.

Is this over powered? Any researchers on this skill yet?
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Old Feb 26, 2010, 09:19 PM // 21:19   #6
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Originally Posted by Zodiac Meteor View Post
-30 damage a second = 15 degen

We need confirmation on how over powered this is because Illusion of Pain was 30 damage a second also with the healing side effect.

Is this over powered? Any researchers on this skill yet?
It is overpowered because of the synchronization with other skills. Illusion of pain heals when it ends and is harder to successfully cast.

Seeping Wound does 30 damage a second, snares, and provides a hex with which an assassin can trigger the effects of black lotus/mantis/spider strike, leaving the possibilities wide open. Remember Shadow Prison, and how everybody wanted it nerfed? Chaining snares with more snares that transfer into an almost unconditional knockdown+condition spam and assloads of armor ignoring damage seems OP to me, especially when its recharge is 10 and there's little to no penalty for using it badly.

Last edited by AndroBubbles; Feb 26, 2010 at 09:22 PM // 21:22..
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Old Feb 26, 2010, 09:27 PM // 21:27   #7
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Originally Posted by AndroBubbles View Post
It is overpowered because of the synchronization with other skills. Illusion of pain heals when it ends and is harder to successfully cast.

Seeping Wound does 30 damage a second, snares, and provides a hex with which an assassin can trigger the effects of black lotus/mantis/spider strike, leaving the possibilities wide open. Remember Shadow Prison, and how everybody wanted it nerfed? Chaining snares with more snares that transfer into an almost unconditional knockdown+condition spam and assloads of armor ignoring damage seems OP to me, especially when its recharge is 10 and there's little to no penalty for using it badly.


Can we get a Guild Wars team member look at this? Shadow Prison was bad enough, but hexes chained attacks and +30 damage per a second is extremely over powered...
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Old Feb 26, 2010, 09:28 PM // 21:28   #8
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In actuality, this is a good buff for the Assassin because the builds they can run in PvP are pretty dated and its been a long time since a positive change has been made to any assassin skills. Up until now they have been nerfed to death. Plus SeepinG WounD is easily countered by removing the condition/s and or hex..with no conditions its just a snare. So i think a lot of people are running this elite skill right now just to see what they think of it and that's why you see an influx in the number of people running it. Also, seeping wound cant be compared to Illusion of Pain because it requires a condition to do any damage unlike illusion of pain that can be cast and recast on a target b4 it expires thus negating any healing that may have occurred after it expires.
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Old Feb 26, 2010, 09:46 PM // 21:46   #9
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Quote:
Originally Posted by Zodiac Meteor View Post


Can we get a Guild Wars team member look at this? Shadow Prison was bad enough, but hexes chained attacks and +30 damage per a second is extremely over powered...
yes i do agree with you..seeping wound is way over powered..worse than shadow prison since it does armor ignoring dmg

and also..this has been addressed

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Originally Posted by Martin Kerstein View Post
In the aftermath of a new build we always keep an eye on how those changes play out and what new builds players are coming up with. We agree that Seeping Wound is too powerful, and we will tone it down later today.

Last edited by Twin Blade Warriror; Feb 26, 2010 at 09:50 PM // 21:50..
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Old Feb 26, 2010, 09:55 PM // 21:55   #10
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Originally Posted by Terrible Surgeon View Post
In actuality, this is a good buff for the Assassin because the builds they can run in PvP are pretty dated and its been a long time since a positive change has been made to any assassin skills. Up until now they have been nerfed to death. Plus SeepinG WounD is easily countered by removing the condition/s and or hex..with no conditions its just a snare. So i think a lot of people are running this elite skill right now just to see what they think of it and that's why you see an influx in the number of people running it. Also, seeping wound cant be compared to Illusion of Pain because it requires a condition to do any damage unlike illusion of pain that can be cast and recast on a target b4 it expires thus negating any healing that may have occurred after it expires.
Seeping Would synchronizes with at least three different condition applying attacks. Find me a monk that can self remove three conditions with one skill and I'll concede. Also, take into account that the hex itself is a snare, with or without the chained cripple, it has a 1/4 second cast, and its recharge is 10. If that's not a ridiculous number of side effects, I don't know what is.
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Old Feb 26, 2010, 09:58 PM // 21:58   #11
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Quote:
Originally Posted by Terrible Surgeon View Post
In actuality, this is a good buff for the Assassin because the builds they can run in PvP are pretty dated and its been a long time since a positive change has been made to any assassin skills. Up until now they have been nerfed to death. Plus SeepinG WounD is easily countered by removing the condition/s and or hex..with no conditions its just a snare. So i think a lot of people are running this elite skill right now just to see what they think of it and that's why you see an influx in the number of people running it. Also, seeping wound cant be compared to Illusion of Pain because it requires a condition to do any damage unlike illusion of pain that can be cast and recast on a target b4 it expires thus negating any healing that may have occurred after it expires.
Um, hello?
Seeping Wound, 1/4th casting time, 10 recharge
Enduring Toxin, 1/4th casting time, 10 recharge
2 cover hexes.
Black Mantis Strike = Cripple Condition, 1/2 casting time.
Jungle Strike = 1/2 casting time, +40-45 bonus damage.
Horns of the OX = Knockdown
Falling Spider= Poison
Twisting Fangs = 2 conditions

3 Conditions, 2 hexes and and a knockdown. If you manage to cure Enduring Toxin your going to be destroyed from the rest of the chain and the 30 damage per a second.

Lets face it, this is better than the buff to Palm Strike (4 seconds)
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Old Feb 26, 2010, 09:58 PM // 21:58   #12
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Quote:
Originally Posted by Twin Blade Warriror View Post
yes i do agree with you..seeping wound is way over powered..worse than shadow prison since it does armor ignoring dmg

and also..this has been addressed
Illusion Of Pain is also armor ignoring..and Seeping Wound is nothing like shadow prison because that was all about the SHADOW STEP. Face it, Assassins have had no good hex to use that was in either critical strikes or the dagger mastery categories to utilize up until yesterday. Hell why not just make Illusion of pain the same a Seeping wound or vise versa so you all stop crying...would that make you happy?
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Old Feb 26, 2010, 10:06 PM // 22:06   #13
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bahahahah this is so funny

They said they're going to look at it in the update thread so have fun while u can
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Old Feb 26, 2010, 10:09 PM // 22:09   #14
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Quote:
Originally Posted by Terrible Surgeon View Post
Illusion Of Pain is also armor ignoring..and Seeping Wound is nothing like shadow prison because that was all about the SHADOW STEP. Face it, Assassins have had no good hex to use that was in either critical strikes or the dagger mastery categories to utilize up until yesterday. Hell why not just make Illusion of pain the same a Seeping wound or vise versa so you all stop crying...would that make you happy?
Illusion of Pain had the heal, get rid of that fast and you will survive. It had a strong negative effect and a okay positive effect.

Seeping Wound has no effect until a condition. Which in the assassins arsenal is a lot of attacks that has conditions. It would be like Hundred blades got buff to 50 damage per a swing but does nothing unless the target is under a condition. The 2 prime noobie skills are gash and sever artery. Both give negative effects.

It doesn't matter if the effect doesn't take place, eventually your going to be hit with a condition.
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Old Feb 26, 2010, 10:10 PM // 22:10   #15
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Quote:
Originally Posted by Terrible Surgeon View Post
Illusion Of Pain is also armor ignoring..and Seeping Wound is nothing like shadow prison because that was all about the SHADOW STEP. Face it, Assassins have had no good hex to use that was in either critical strikes or the dagger mastery categories to utilize up until yesterday. Hell why not just make Illusion of pain the same a Seeping wound or vise versa so you all stop crying...would that make you happy?
No, what was truly OP about Shadow Prison was the snare chaining into another snare, providing the catalyst for knockdown and further condition spam at little to no cost to the user. It also had a recharge that made it very much able to perform strong spikes very often. If people only cared about the shadow step, dark prison would be used, except for the fact that its recharge sucks. This snare is an almost instant cast, has half-range casting, costs less energy, is easy to cover, and is spammable. Very few monks have the hex removing capability to deal with this hex appropriately, especially with the upcoming hex meta due to the necro update. Extremely OP.

Last edited by AndroBubbles; Feb 26, 2010 at 10:12 PM // 22:12..
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Old Feb 26, 2010, 10:16 PM // 22:16   #16
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Why am I not surprised...

They spend 6 months on an update. And something this OP manages to slip by the Devs AND the Test Krewe. GG
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Old Feb 26, 2010, 10:17 PM // 22:17   #17
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The last thing i have to say about seeping wound is that it was changed in a positive way because of all the anti-melee casters that have been making places like RA miserable for anyone wanting to run a warrior, ranger, or assassin.
If you have ever run melee in codex, HA, GvG, and especially RA you know that the biggest pain in the butt is a elemental spamming blind (BLINDING SURGE)or the mesmer spamming blind+empathy and those builds require NO skill to run in any shape or form.
So my argument is that melee has to be able to kill faster to compensate for the 7 out of 10 minutes in a RA match where they were PERMABLIND and or covered with insidious or empathy...seems like things are just balanced now and assassins might be more useful because they have more than 2 good builds to run in PvP.
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Old Feb 26, 2010, 10:41 PM // 22:41   #18
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Yeh tbh I think the balance team failed there. I'm abusing it tho >.>
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Old Feb 26, 2010, 10:47 PM // 22:47   #19
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Make PvP version and adjust it. Don't mess with PvE'rs.
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Old Feb 26, 2010, 11:00 PM // 23:00   #20
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Originally Posted by Bob Slydell View Post
Make PvP version and adjust it. Don't mess with PvE'rs.
Because PvEers can obviously be trusted not to abuse skills. Instead of making something that has to be split into two versions, make something that is balanced in the first place.
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