Sep 22, 2009, 09:43 PM // 21:43
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#41
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Wilds Pathfinder
Join Date: Nov 2007
Guild: Still looking
Profession: Rt/
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Quote:
Originally Posted by shadeleaper
I really couldn't give a damn about GvG or HA. I played in HA up until the introduction of IWAY, got my deer and quit. HA is primarily elitists playing, and GvG is much of the same.
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You're excluding half of pvp and ironically enough, the modes you play with are mostly factions-related.
If you can't acknowledge the other side of the coin, then this topic will just turn into a flame-fest rather than a place to give suggestions to Anet
I will say again that I think Anet needs to rework spirits to make them more conditional, yet keep a strong buff. One example I can think of is for bloodsong- all party members within range steal 3...7 health when they attack and this spirits takes that many points in dmg.
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Sep 22, 2009, 10:45 PM // 22:45
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#42
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Academy Page
Join Date: Dec 2007
Guild: Evil Association of Trollers (EAT)
Profession: Me/Mo
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Quote:
Originally Posted by The Drunkard
You're excluding half of pvp and ironically enough, the modes you play with are mostly factions-related.
If you can't acknowledge the other side of the coin, then this topic will just turn into a flame-fest rather than a place to give suggestions to Anet
I will say again that I think Anet needs to rework spirits to make them more conditional, yet keep a strong buff. One example I can think of is for bloodsong- all party members within range steal 3...7 health when they attack and this spirits takes that many points in dmg.
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Yes GVG is definitely player vs player, and shadwhatever is ignoring a large portion. Previously he said he thought his build would work in pvp and when it didnt work in pvp he got enRAGED. So here we are in this forum. If every time i found out a build didnt work in pvp that i thought would i just said "HEY lets change the skills for mE!" the skills would change daily. Find away to work out a good build sometimes this takes hours.
BTW i like the idea for this buff "The Drunkard" listed (why i am quoting you) my only suggestion is that this would have to be an elite skill with some decent side affects. Further i think this is forum worthy idea (the bloodsong one) unlike the whine-fest which is being hosted at the moment by that shade-guy. I see little constructive in this current forum.
LOCK IT DOWN!
Keep On Playing GW
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Sep 23, 2009, 01:49 AM // 01:49
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#43
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Ascalonian Squire
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facepalm.jpeg
Why is it that every person that jumps into this thread immediately goes to make a point about gvg? I noticed no one has said that the rits even use SPIRITS in GvG which is what needs some reworking. I'm willing to bet that the rits in GvG are going resto and making use of weapon spells and efficient heals, not the spirits that are clunky are hard to use. I'll also point out, once again, that there is more than just gvg in the pvp category.
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Sep 23, 2009, 01:58 AM // 01:58
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#44
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Desert Nomad
Join Date: Sep 2007
Location: New Zealand
Guild: CoA
Profession: N/
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Quote:
Originally Posted by shadeleaper
Gladiator, you are so full of fail I don't even know where to start. Assassin's can't kill? Wtf? Smiters aren't around? Ever hear of RoJ? Trappers are definitely still around, not as prolific as before, but they're definitely still around. I've seen them many times playing a primarily defensive role in JQ and AB protecting shrines. And as for warriors, I haven't used my war in awhile so I can't say for sure, but based on your previous statements it's likely that you don't have a clue what you're talking about.
I really couldn't give a damn about GvG or HA. I played in HA up until the introduction of IWAY, got my deer and quit. HA is primarily elitists playing, and GvG is much of the same. Hardcore players love these two arenas but guess what? A-Net's main customer base is casual players who don't focus on these two aspects of the game, primarily because they are CASUAL PLAYERS. So stop humping the metaphorical leg of GvG and open your eyes to the possibility that people do other things with the game than just that, and there are many more forms of PvP that are widely loved.
Desert Rose: your suggestion for defensive spirits are just even more nerfing. Decrease range and effectiveness, but increase the level by one and decrease casting time? That would actually nerf them further. I would agree that decreasing the range could bring defensive spirits into a balanced format, but if we do that then they should remain just as effective as before. Especially since decreasing the range would force defensive spirits to cluster together to protect a target area and would make them vulnerable to any sort of aoe.
However I do like the general direction this is going. How about this: decrease range, increase lifespan, effectiveness of skill remains the same, cast time remains the same, level increases by 1 or 2? For a defensive spirit this would be good as it would force players to setup defense ahead of time strategically, yet it would limit those spirits in such a way that people couldn't use them for blanket protection of a wide area, nor could they easily cast these spirits during a battle as group wide protection. It would force them to protect key areas, choke points, etc. and it would force players to plan for it.
I would consider that to be more balanced than the current system only because for a defensive spirit, lifespan is crucial. To be useful they need the extra lifespan so that you can set them up ahead of the battle to provide some protection. Otherwise, other team just waits for them to die and then it's GG, your skill set is useless.
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I lol'd so hard at this. Why even bother picking apart this argument, you seriously consider low end arenas a focus for balance. If we had people like you balancing the game, Assassins would be the only class avaliable and renamed Nartuo xoxoxo.
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Sep 23, 2009, 02:15 AM // 02:15
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#45
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Quote:
Originally Posted by shadeleaper
Gladiator, you are so full of fail I don't even know where to start. Assassin's can't kill? Wtf? Smiters aren't around? Ever hear of RoJ? Trappers are definitely still around, not as prolific as before, but they're definitely still around. I've seen them many times playing a primarily defensive role in JQ and AB protecting shrines. And as for warriors, I haven't used my war in awhile so I can't say for sure, but based on your previous statements it's likely that you don't have a clue what you're talking about.
I really couldn't give a damn about GvG or HA. I played in HA up until the introduction of IWAY, got my deer and quit. HA is primarily elitists playing, and GvG is much of the same. Hardcore players love these two arenas but guess what? A-Net's main customer base is casual players who don't focus on these two aspects of the game, primarily because they are CASUAL PLAYERS. So stop humping the metaphorical leg of GvG and open your eyes to the possibility that people do other things with the game than just that, and there are many more forms of PvP that are widely loved.
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No.
Quote:
Originally Posted by shadeleaper
Desert Rose: your suggestion for defensive spirits are just even more nerfing. Decrease range and effectiveness, but increase the level by one and decrease casting time? That would actually nerf them further. I would agree that decreasing the range could bring defensive spirits into a balanced format, but if we do that then they should remain just as effective as before. Especially since decreasing the range would force defensive spirits to cluster together to protect a target area and would make them vulnerable to any sort of aoe.
However I do like the general direction this is going. How about this: decrease range, increase lifespan, effectiveness of skill remains the same, cast time remains the same, level increases by 1 or 2? For a defensive spirit this would be good as it would force players to setup defense ahead of time strategically, yet it would limit those spirits in such a way that people couldn't use them for blanket protection of a wide area, nor could they easily cast these spirits during a battle as group wide protection. It would force them to protect key areas, choke points, etc. and it would force players to plan for it.
I would consider that to be more balanced than the current system only because for a defensive spirit, lifespan is crucial. To be useful they need the extra lifespan so that you can set them up ahead of the battle to provide some protection. Otherwise, other team just waits for them to die and then it's GG, your skill set is useless.
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In your opinion, what are the issues surrounding Recuperation in GvG?
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Sep 23, 2009, 02:52 AM // 02:52
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#46
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Ascalonian Squire
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As I am being accused of ignoring half the pvp in the game, I'll once again point out that GvG and HA are dominated by a minority of the players in the game. All other forms of PvP are not "low end". It's just another format for playing the game.
If you intend to spam "but this is how it is in GvG..." don't bother. The point for that has been made. Am I ignoring it? Yes. And the reason is the same as stated previously. After gathering the skills together and looking through them the fact still remains that over 60% of the rits skills are based around using spirits. If spirits are trash, then so are the vast majority of their skills. You expect me to say, "well they do ok in GvG right now so it's alright..." when clearly there are balance issues?
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Sep 23, 2009, 04:24 AM // 04:24
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#47
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Lion's Arch Merchant
Join Date: Sep 2006
Location: Travelling around Tyria, Cantha, and Elona
Profession: P/W
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Unbelievable, OP. So many have already pointed out valid reasons for why spirits can't be allowed to come back as it currently stands based on experience; which you obviously don't have, and yet you still refuse to get it. Truly ignorance at its finest.
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Sep 23, 2009, 05:25 AM // 05:25
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#48
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Desert Nomad
Join Date: Aug 2008
Location: Dallas, Texas
Guild: Zero Quality [zQ] /[LaG]/[USA]/[iQ]
Profession: A/E
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Quote:
Originally Posted by Zahr Dalsk
Tactics does need a buff, because currently it is useless and there should not be useless attribute lines. Smiting ought to be looked at eventually, rather than simply be killed off. And I assume you're one of those people who think there's a problem with shadow steps.
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Wow... You just got trolled hard...
Re-read purpose of post please.
Quote:
Originally Posted by shadeleaper
blah blah blah im a mad little pver that wants to spam spirits everywhere i go... i hate you moto because you are so right. im gonna go back to ab and show you guys how good i really am at the highest form of pvp in game
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Ima let you finish... but Divine Ambassador was one of the best pvers of all time
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Sep 23, 2009, 05:58 AM // 05:58
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#49
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Desert Nomad
Join Date: Sep 2007
Location: New Zealand
Guild: CoA
Profession: N/
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Quote:
Originally Posted by shadeleaper
As I am being accused of ignoring half the pvp in the game, I'll once again point out that GvG and HA are dominated by a minority of the players in the game. All other forms of PvP are not "low end". It's just another format for playing the game.
If you intend to spam "but this is how it is in GvG..." don't bother. The point for that has been made. Am I ignoring it? Yes. And the reason is the same as stated previously. After gathering the skills together and looking through them the fact still remains that over 60% of the rits skills are based around using spirits. If spirits are trash, then so are the vast majority of their skills. You expect me to say, "well they do ok in GvG right now so it's alright..." when clearly there are balance issues?
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You think the game should be balanced around Arenas that randomly select a team, with no requirements at all rather than an organized 8 vs 8 format?
Stick to arguing in Dis 1 America RA.
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Sep 23, 2009, 06:30 AM // 06:30
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#50
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Krytan Explorer
Join Date: Oct 2005
Guild: Vandal Hearts [VH]
Profession: W/
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I for one was around when rit lord spirit spammers were all the norm. Even in RA. Imagine entering a match that 1 person with no heals on there bar maybe a pot and life could keep his WHOLE team up by button mashing and putting up spirits on recharge. Lets not mention the range of the spirits you could fight on the other teams side of the arena and the spirits would still be in affect from your base. Did I mention these spirits were being put up for free, not costing any energy at all?
Is that the game you really want? I for one am glad spirits got nerfed the way they did. Further buffing them for ab/jq/fa where skirmishes last all of like 20-30 seconds doesn't make any sense in the least.
The way most people see it spirits are either to good or just horrible. This isn't going to change unless they overhaul on spirits and we all know that isn't going to happen its easier to remove it from play ( EG:smiters boon) then try to find a balance.
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