Aug 19, 2009, 10:44 AM // 10:44
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#1
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Lion's Arch Merchant
Join Date: Jan 2008
Location: Kamadan Eu/Am Districts
Profession: Rt/
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Nerf Dealdly Pharadox insted of SF
This would nerf several speed clear teambuilds but keep Shadow Form up. What u think?
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Aug 19, 2009, 10:52 AM // 10:52
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#2
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Desert Nomad
Join Date: Sep 2007
Location: New Zealand
Guild: CoA
Profession: N/
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No, Shadowform needs to be unusable. I know it's harsh since people have been relying on it for years but it a terribly designed skill.
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Aug 19, 2009, 10:57 AM // 10:57
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#3
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Krytan Explorer
Join Date: May 2008
Location: england
Profession: Mo/
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plz no more QQ about SF,you know they will nerf it in the end,then 2 weeks later you will be QQ about some other build it gets very boring fast
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Aug 19, 2009, 10:59 AM // 10:59
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#4
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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How many threads like this are out there ? 10 - 12 ? omg >_<
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Aug 19, 2009, 11:06 AM // 11:06
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#5
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Wilds Pathfinder
Join Date: Jul 2008
Location: netherlands
Profession: Mo/E
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hmm another SF QQ topic, how cool.
lemme tell you this.
as 55HP monk you can do wastes, 600HP monk can do mnts.
the other areas look do able to, as with cons and glyph of swiftness you can have perma spell breaker.
if SF get nerfed, we will make a 55HP/600HP team that can do UW in less then 30 mins.
or obby flesh ele's
if they want to slow down UW farming dont nerf skills, add better monsters in UW.
environment effects can help to.
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Aug 19, 2009, 11:37 AM // 11:37
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#6
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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In before close:
Alternative A:
10 energy, 1 activation, 30s recharge
(4...9 seconds.) Hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage. Renewal: every time you land a critical hit.
Alternative B:
10 energy, 1 activation, 45s recharge
(5...18 seconds.) 90% chance hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage.
Notice the health loss effect was removed, so it's not all nerf bat swinging.
(A) is my favorite, it's basically an elite version of Critical Defenses. It would still allow you to maintain Shadow Form with high critical chance, but only while fighting. It would stop all the A/E dungeon runners.
(B) is also viable. Simply dropping godmode to 90% chance would still make it useful against 5+ foes with a bit backup, but not against 20+ foes.
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Aug 19, 2009, 12:06 PM // 12:06
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#7
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Academy Page
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Quote:
Originally Posted by Bristlebane
In before close:
Alternative A:
10 energy, 1 activation, 30s recharge
(4...9 seconds.) Hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage. Renewal: every time you land a critical hit.
Alternative B:
10 energy, 1 activation, 45s recharge
(5...18 seconds.) 90% chance hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage.
Notice the health loss effect was removed, so it's not all nerf bat swinging.
(A) is my favorite, it's basically an elite version of Critical Defenses. It would still allow you to maintain Shadow Form with high critical chance, but only while fighting. It would stop all the A/E dungeon runners.
(B) is also viable. Simply dropping godmode to 90% chance would still make it useful against 5+ foes with a bit backup, but not against 20+ foes.
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A) Would definatly fall in the sin line now (Right now, Shadow form is more of a... Nothing really, it outclasses everything), BUT each critical hit doesn't change the fact that a sin will be able to keep it permanently. If anything, you'll give the sin a "free" shadow form.
B) 90% fail means that HM monsters will casts spells like regular pretty much. (Concidering they all have + infinite energy regen -look at vaettirs- and can recast immediatly) Thus making it pretty useless in both HM and regular mode. (% fail on spells is fail)
The problem with SF is not the fact that U can deal damage WHILE tanking, or that U can maintain it without problems. The problem with SF is that U can tank an infinite amount of creatures indefinatly whilst your team finishes them off.
If Anet REALLY wanted to fix SF farming, keep the skill the way it is, BUT change monster AI to simply stop going for the same guy. It's sad that even in HM, monsters still fall for the same tricks. A farm is nothing more than abusing bad AI, thus fixing the AI to "ignore" a SF tank, and simply go for the rest of the team would nerf 99% of the farms out there.
If you want a skill nerf, there is no middle:
Either SF is going to be fully maintainable and still get abused
OR
Either SF is not going to be full maintainable, and it won't get used at all.
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Aug 19, 2009, 12:10 PM // 12:10
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#8
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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've posted this in like 300 other threads like this, but.
shadow form, blablabla, while you are under the effects of this enchantment you cannot cast enchantments.
and boom, still usable but not maintainable.
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Aug 19, 2009, 12:13 PM // 12:13
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#9
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Quote:
Originally Posted by Borat_Best_Player
If you want a skill nerf, there is no middle:
Either SF is going to be fully maintainable and still get abused
OR
Either SF is not going to be full maintainable, and it won't get used at all.
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Thats why that skills needs a rework , not a buff , not a change , not a nerf , a COMPLETE rework. Make it a stealth or something that makes you untargetable or an elite version of Dark Escape + Shadow of haste etc.
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Aug 19, 2009, 12:13 PM // 12:13
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#10
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Ascalonian Squire
Join Date: Nov 2006
Location: United Kingdom
Profession: Mo/
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why not make shadowform cause spells and attacks to miss 50% of the time?
Last edited by Pikey; Aug 19, 2009 at 12:16 PM // 12:16..
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Aug 19, 2009, 12:21 PM // 12:21
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#11
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EXCESSIVE FLUTTERCUSSING
Join Date: Mar 2007
Guild: SMS (lolgw2placeholder)
Profession: Me/
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Quote:
i've posted this in like 300 other threads like this
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You and everyone else.
Closed.
__________________
All seems lost now, but still we must fight on.
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