Feb 22, 2010, 06:20 AM // 06:20
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#1
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Codex is less popular than TA. Bring back TA.
Title sums it up.
Also, here are some TA balances I posted a long time ago.
================================================== ============
Foul Feast: 0...1...2 energy. Max 5 energy gained. ( Would also help HA and GvG )
Plague sending: 5E, 12R
-ALL No att/unlinked shadow step skills- : Move to critical strikes, 50% failure with CS 4 or less. ( Would also Help pretty much every pvp format there is )
Shove: Fails if you are enchanted.
Visions of regret: Conditional damage negation applied to all hexes, not just Mesmer ones. ( Would also Help HA and GvG )
Distortion: Duration based on illusion, energy loss based on Fast casting. ( or some similar nerf that causes the skill to be only usable by Me/ ) ( Would also Help HA and GvG)
Mind blast: 0...3...6 energy. ( Would also Help HA and GvG )
Shield Bash: 3 sec duration @ 0 strength. ( Would also Help HA and GvG )
================================================== ============
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Feb 22, 2010, 07:10 AM // 07:10
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#2
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Agree on all but shove/plague sending.
It would make shove even more useless in other formats, it needs a change, but not one where the use goes from none to less.
VoR...maybe..I'd just up recharge so it can't be chained so easily.
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Feb 22, 2010, 07:12 AM // 07:12
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#3
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Lion's Arch Merchant
Join Date: Feb 2009
Profession: R/
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Hasn't it been said constantly that TA isn't coming back?
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Feb 22, 2010, 08:05 AM // 08:05
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#4
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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I think the point is that their replacement for TA is worse then the original TA.
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Feb 22, 2010, 08:17 AM // 08:17
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#5
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Frost Gate Guardian
Join Date: Jul 2009
Location: Angry Marine Fortress
Guild: [ZoS]
Profession: W/D
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/notsigned. At least codex arena is balanced.
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Feb 22, 2010, 09:57 AM // 09:57
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#6
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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What if they had both?
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Feb 22, 2010, 12:55 PM // 12:55
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#7
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Forge Runner
Join Date: Feb 2007
Location: Las Vegas
Guild: Enraged Whiny Carebears [oR]
Profession: W/E
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I think both are exceptionally shitty, in their own ways respectively.
For some reason i don't feel any obligation to input an on-topic opinion just because of how many of these threads i've seen on here before. Sorry.
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Feb 22, 2010, 12:58 PM // 12:58
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#8
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EXCESSIVE FLUTTERCUSSING
Join Date: Mar 2007
Guild: SMS (lolgw2placeholder)
Profession: Me/
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Quote:
Originally Posted by Saph
Hasn't it been said constantly that TA isn't coming back?
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Yes, but it has a better chance of making some kind of return than HB does. Since, you know, TA wasn't fundamentally broken. Mostly.
That aside, I'd like to see some hard data that indicates Codex is less popular than TA.
__________________
All seems lost now, but still we must fight on.
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Feb 22, 2010, 01:03 PM // 13:03
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#9
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Ascalonian Squire
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nah, just make codex playable.
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Feb 22, 2010, 01:08 PM // 13:08
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#10
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Frost Gate Guardian
Join Date: Jun 2008
Location: Bangladesh
Guild: [SOUL]
Profession: W/D
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I like codex arena
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Feb 22, 2010, 01:11 PM // 13:11
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#11
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Krytan Explorer
Join Date: Nov 2007
Location: The Netherlands, Noord-Brabant
Guild: Mu-Tants [MU]
Profession: Me/
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Codex Arena requires way more skills then TA, thats why it is less popular. There arent much Skillfull PvP player who actually play Codex
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Feb 22, 2010, 01:20 PM // 13:20
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#12
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Frost Gate Guardian
Join Date: Jul 2009
Location: Angry Marine Fortress
Guild: [ZoS]
Profession: W/D
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Maybe they should change Codex Arena to this:
You cant arange your build. When you enter the arena you get a random secondary profession and a random pre-aranged build. Anet change the builds every -enter period of time- . After every match the build changes again. For each profession combination you can get around -enter number below 10- builds each time.
What do you guys think? Wouldnt that make it more fun?
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Feb 22, 2010, 01:47 PM // 13:47
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#13
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Wilds Pathfinder
Join Date: Jun 2006
Guild: N/A
Profession: N/
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I'd prefer them add a random arena version of codex where the ta outpost is. This would make the format more pick up and play friendly. Just use the same rules of the old ra/ta, 10 random codex wins puts you in codex arena.
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Feb 22, 2010, 01:53 PM // 13:53
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#14
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Academy Page
Join Date: Feb 2010
Guild: Away from game
Profession: N/Me
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Quote:
Originally Posted by Fap
nah, just make codex playable.
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agreed. Some ideas I've made for it (which have yet to be commented on ) are here
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Feb 22, 2010, 02:11 PM // 14:11
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#15
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Furnace Stoker
Join Date: Aug 2008
Location: Ign: Miniature Julia
Guild: Teh Academy[PhD]
Profession: W/
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why cant mods just close this thread? we get like 2-5 each week, ppl who QQ about that Codex is hard, and they cant do RA, cause their friends cant carry them anymore in TA, so they have to go somewhere.
TA&HB is NOT comming back!
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Feb 22, 2010, 02:55 PM // 14:55
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#16
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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No, no, and no.
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Feb 22, 2010, 03:18 PM // 15:18
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#18
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Frost Gate Guardian
Join Date: Jun 2009
Profession: A/D
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You just make codex random, then its fixed. It only died because it became like HA with all the rank discrimination.
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Feb 22, 2010, 03:57 PM // 15:57
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#19
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Lion's Arch Merchant
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Agreed, Codex fails because of the teams and the people.
It is supposed to be a "Go there, view the skills, construct a build" arena. Unfortunately, it is currently "go there, see three professions actually being used, wait around trying to find a team, only get in a team once I conform to the exact build favored by the daily meta that everyone is yelling about".
At least randomization would allow custom builds to show up, thus providing people with the chance to test things out and experiment.
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Feb 22, 2010, 03:57 PM // 15:57
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#20
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Wilds Pathfinder
Join Date: Nov 2009
Location: The Netherlands
Guild: Not going to keep up with that anymore
Profession: R/
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Quote:
Originally Posted by Master Ketsu
Title sums it up.
Also, here are some TA balances I posted a long time ago.
================================================== ============
Foul Feast: 0...1...2 energy. Max 5 energy gained. ( Would also help HA and GvG )
Plague sending: 5E, 12R
-ALL No att/unlinked shadow step skills- : Move to critical strikes, 50% failure with CS 4 or less. ( Would also Help pretty much every pvp format there is )
Shove: Fails if you are enchanted.
Visions of regret: Conditional damage negation applied to all hexes, not just Mesmer ones. ( Would also Help HA and GvG )
Distortion: Duration based on illusion, energy loss based on Fast casting. ( or some similar nerf that causes the skill to be only usable by Me/ ) ( Would also Help HA and GvG)
Mind blast: 0...3...6 energy. ( Would also Help HA and GvG )
Shield Bash: 3 sec duration @ 0 strength. ( Would also Help HA and GvG )
================================================== ============
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Now that's something I can react to:
Foul Feast: Decrease recharge to 2, remove energy gain, move to Blood Magic. This suggested skill is still a free Draw that requires no speccing for the Necromancer as it is in his primary attribute anyway. Besides that, 0...1...2 scaling doesn't exist. It goes 0...2...2.
Plague Sending: Fair enough.
Shadow Step skills: Shadow Steps being limited to Assassins makes it possible to balance them around that profession. Shadow Steps are impossible to balance for secondary use, so this is a good change.
Shove: I presume to stop Shovespike? I think there are more subtle ways to do that.
VoR: Needs a rework or needs to get nuked, but that's a fair enough nerf that probably needs to happen anyway.
Distortion: The problem with Distortion wasn't the skill itself, it was the Mind Blast ele giving himself infinite energy to maintain it.
Mind Blast: Impossible scaling (it would go 0...5...6 in normal situations). I would rather replace the damage with Burning, which would be counterproductive with most of the Fire Magic attribute, making it more effective when split to other attributes. It would severely weaken the DPS done by Immolate+this skill.
Shield Bash: That would make it easier to dodge when paying attention without invalidating it. Sounds like a good idea to me.
TA was fixable, HB wasn't. Dunno why Anet decided to remove it, probably laziness.
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