Jun 12, 2008, 09:58 AM // 09:58
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#61
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Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
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Quote:
Originally Posted by Omnidragon42
Don't you think they might have closed it for a reason?
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The reason they closed the other thread was because this one exists!
There are already too many over-powered things on the PvE side of things.
/not signed.
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Jun 12, 2008, 10:12 AM // 10:12
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#62
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Forge Runner
Join Date: Dec 2007
Profession: E/
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so like
in AB i can expect a guy with like 30 minions coming at me?
and they're each lvl 18 too if he's any good
what's next
remove the cap on only having only 1 flesh golem?
o yea lets put the cap on flesh golems to having 10!
/notsigned
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Jun 12, 2008, 10:29 AM // 10:29
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#63
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Forge Runner
Join Date: Jun 2005
Profession: W/
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retarded idea, the cap is fine, MMs are still powerfull stuff.
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Jun 12, 2008, 10:52 AM // 10:52
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#64
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Desert Nomad
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/signed
remove the shit cap for PvE, let it stay for PvP...
When we talk about MM's with no Minion Cap, then you have to find first A PLACE that gives you enough corpses quick, so that you can build up your little army, without loosing them permanently, because so more minions you get, so harder it will become to keep them all alive, especially while fighting some enemy groups, when you minions get additional damage, beside their increasing life degenerations.
With Blood of Master you can handle only a certain amount, before they become to much and you kill yourself with it, when using, if it would stay at the actual skills effect and wouldn't be changed to its old effect too.
Who cares for MM's ,which can solo a certain Mission, really who the f*** cares about such shit, heck people all can solo this shit mission mentioned theoretically with heroes and henchs. Thisty River is a joke mission, since release of factions, absolutely not challeging anymore, noobs could rush it even with blindfolds on -.- and henchs and heroes would do all the rest...
MM's were really fun to play, before the shit cap came, with that cap they cutted of a big chunk of that fun factor necros had and that nerf is the reason, why many players changed over to curse builds, like SS and SV or toucher builds, because stupidNet destroyed with that nerf the most funny way to play a necro for pvE, and why ? only again cause of some pvp shit that stays in NO RELATION for general balance of the game and with general balance at that time, I mean the true pvp - RA/TA/HA/GvG, because those thigns aren't tryed to be bond with PvE, like AB
They really should increase the limit for PvE and 1 Minion per Character Level sounds there really fair and good for PvE.
nd when they finally give skills effect splits for PvE and PvP, each having their own version, why shouldn't anet do that not also too with gameplay mechanics of certain other professions.
for PvE only:
Necros: get again their increased Minion Cap
Rangers: become able to have simultanously max 3 Pets (each pet using up 1 Skill Slot) and self decide, when they want to activate their layed traps
Ritualist: Spirits become able to move and stay ever in near of the Ritualist and surround their master like a Shield (a la Chaos Legion) and Spirits in pvE can be multiple casted, so get rid of the "only one spirit of 1 sort can be on field"
Elementalists: become able to select the place, where exactly their AoE's should be casted, before they cast them and certain AoE's like Firestorm follow the movement of their targets
Assassins: get Skill Effects, that sets them into Stealth Mode aka. the way better balanceable Shadow Step
Dervishs: changign into an Avatar Form, changes also then their skill bar like UB, each avatar has its own fixed Skill Bar of special Avatar Skills
that would be imo some gameplay mechanics I'd change for pve only including the said increase of necros minion cap.
then those classes would become far more epic to play in PvE , hmm, for the rest I couldn't think for something fitting to them
Last edited by Phoenix Tears; Jun 12, 2008 at 10:56 AM // 10:56..
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Jun 12, 2008, 12:27 PM // 12:27
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#65
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Frost Gate Guardian
Join Date: May 2007
Location: Bellevue Nebraska
Guild: The Mystic Tokers
Profession: R/D
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it sounds to me that some people do not know how to manage their minions, and they are the ones complaining about the cap and it needs to be removed, thinking that it is their problem.
/notsigned
10 minions is plenty
i cleared out Istan in HM solo with my MM build, there is no reason to get rid of the cap.
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Jun 12, 2008, 12:34 PM // 12:34
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#66
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Looks like this thread is going to be closed soon.
I would love to go back to the days of having infinite minions. I never had an MM back then, but I'd love to try and get as huge an army as I can.
But I love PvE fairness more.
/notsigned
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Jun 12, 2008, 01:03 PM // 13:03
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#67
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Frost Gate Guardian
Join Date: May 2007
Location: Bellevue Nebraska
Guild: The Mystic Tokers
Profession: R/D
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they used to have infinite minions? O_O madness i tell ya!! hahaha
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Jun 12, 2008, 01:59 PM // 13:59
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#68
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Academy Page
Join Date: Dec 2006
Profession: N/E
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I usually take Olias or Masters with me and keep their skill bar open. With a little finesse, you can easily raise and keep a 20 minion mob going between yourself and your hero provided the corpses are around. Just alternate Blood of the Master between the two of you so as not to stress out the monks (Hexors Vigor or Soul Feast when the monks can't get to you keeps your health up from the sacrifice).
With a full party and 20 minions of high lvl (2 golems + whatever else you like), you can mow down just about anything in the game rather nicely. So much so in fact my guildies often complain that everything is dead before they can even activate a skill or get close enough to hit.
Last edited by NickelPlate; Jun 12, 2008 at 02:29 PM // 14:29..
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Jun 12, 2008, 02:40 PM // 14:40
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#69
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Lion's Arch Merchant
Join Date: Sep 2006
Guild: Alchemy Incorporated
Profession: Mo/E
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/notsigned
There is no reason to make this change. MM's are not at all underpowered.
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Jun 12, 2008, 02:43 PM // 14:43
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#70
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Sigh. As expected, Phoenix QQ is doing "retard pve moar" dance.
Anyway, OP, if you want more minions, get more minion masters.
Its not like MMs are underpowered or anything (see: Saabs triple necro vanquish.). Hell, they are not even fun to play to begin with (and that was way back before limit) it's just button smash. Anyway, nowadays MM is way more powerful than in pre-limit days too. Smart builds that require micromanagement skill, etc ...
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Jun 12, 2008, 02:51 PM // 14:51
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#71
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Forge Runner
Join Date: Jun 2006
Guild: Guildless, pm me
Profession: R/Mo
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Quote:
Originally Posted by Phoenix Tears
for PvE only:
Necros: get again their increased Minion Cap
Rangers: become able to have simultanously max 3 Pets (each pet using up 1 Skill Slot) and self decide, when they want to activate their layed traps
Ritualist: Spirits become able to move and stay ever in near of the Ritualist and surround their master like a Shield (a la Chaos Legion) and Spirits in pvE can be multiple casted, so get rid of the "only one spirit of 1 sort can be on field"
Elementalists: become able to select the place, where exactly their AoE's should be casted, before they cast them and certain AoE's like Firestorm follow the movement of their targets
Assassins: get Skill Effects, that sets them into Stealth Mode aka. the way better balanceable Shadow Step
Dervishs: changign into an Avatar Form, changes also then their skill bar like UB, each avatar has its own fixed Skill Bar of special Avatar Skills
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Wow, PvE isn't easy/IMBA enough for you? How about a concept skill of "Kill every enemy within compass range. 5 Energy, 5 recharge 1/4 cast time." Oh wait, you'd ask for a buff on that too...
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Jun 12, 2008, 02:52 PM // 14:52
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#72
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Forge Runner
Join Date: Jun 2006
Guild: Guildless, pm me
Profession: R/Mo
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Quote:
Originally Posted by zwei2stein
Its not like MMs are underpowered or anything
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This is basically a thread winner. Can we please close this finally?
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Jun 12, 2008, 09:23 PM // 21:23
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#73
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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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The limit was not added due to PvP, was added because it was 'too much' in PvE.
So there is no need to remove it just bcause they make some division between PvP and PvE.
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Jun 13, 2008, 12:59 AM // 00:59
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#74
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Wilds Pathfinder
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Quote:
Originally Posted by MithranArkanere
The limit was not added due to PvP, was added because it was 'too much' in PvE.
So there is no need to remove it just bcause they make some division between PvP and PvE.
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Yeah minion master aka minion factory was never abused in pvp. LOL
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Jun 13, 2008, 01:28 AM // 01:28
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#75
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Krytan Explorer
Join Date: Oct 2005
Guild: Pantheon of Shadows [dei]
Profession: W/A
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Quote:
Originally Posted by MithranArkanere
The limit was not added due to PvP, was added because it was 'too much' in PvE.
So there is no need to remove it just bcause they make some division between PvP and PvE.
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QFT.
I remember when you could run through Sorrow's Furnace easily holding 40-50 minions with Glyph of Renewal and Verata's Sacrifice. You know, before that sucked too, and BoTM was a fixed health sac.
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Jun 13, 2008, 04:50 AM // 04:50
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#76
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Krytan Explorer
Join Date: Aug 2006
Location: USA
Guild: Quit
Profession: W/
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How is an MM any worse than Ursan? Ursan allows you to rampage around and kill anything with little to no worries of dying. There are many counters to MMs such as holy damage, a few minion stealing skills, or just killing the MM directly.
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Jun 13, 2008, 05:06 AM // 05:06
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#77
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Furnace Stoker
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Sure, it seems like the majority of people seem to not care about balance, so why not.
/signed
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Jun 13, 2008, 06:17 AM // 06:17
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#78
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Frost Gate Guardian
Join Date: Mar 2007
Profession: W/
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The only thing I would sign for MM's would be the ability to retain the raised minions when passing from one area to the next ...
other than that
/notsigned
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Jun 13, 2008, 06:28 AM // 06:28
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#79
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by Riceboi
Yeah minion master aka minion factory was never abused in pvp. LOL
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It wasn't. Every team you faced in HA during minion master's hayday was IWAY. And every good IWAY team at the time packed EoE (the unnerfed version that dished out damage even if you were about 90% health), which basically just wrecked minion factory.
I actually used to run minion factory, and let me tell you, it never worked well. I think I got like... 10 fame off of it over the course of ~20 runs.
The only time MMs were "overpowered" in PvP was in AB during the factions preview event. But even then, it had counters, usually W/Ns with 4 death magic and verta aura or EoE.
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Jun 13, 2008, 06:31 AM // 06:31
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#80
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Wilds Pathfinder
Join Date: Aug 2006
Location: Melbourne
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Quote:
Originally Posted by Phoenix Tears
/signed
remove the shit cap for PvE, let it stay for PvP...
When we talk about MM's with no Minion Cap, then you have to find first A PLACE that gives you enough corpses quick, so that you can build up your little army, without loosing them permanently, because so more minions you get, so harder it will become to keep them all alive, especially while fighting some enemy groups, when you minions get additional damage, beside their increasing life degenerations.
With Blood of Master you can handle only a certain amount, before they become to much and you kill yourself with it, when using, if it would stay at the actual skills effect and wouldn't be changed to its old effect too.
Who cares for MM's ,which can solo a certain Mission, really who the f*** cares about such shit, heck people all can solo this shit mission mentioned theoretically with heroes and henchs. Thisty River is a joke mission, since release of factions, absolutely not challeging anymore, noobs could rush it even with blindfolds on -.- and henchs and heroes would do all the rest...
MM's were really fun to play, before the shit cap came, with that cap they cutted of a big chunk of that fun factor necros had and that nerf is the reason, why many players changed over to curse builds, like SS and SV or toucher builds, because stupidNet destroyed with that nerf the most funny way to play a necro for pvE, and why ? only again cause of some pvp shit that stays in NO RELATION for general balance of the game and with general balance at that time, I mean the true pvp - RA/TA/HA/GvG, because those thigns aren't tryed to be bond with PvE, like AB
They really should increase the limit for PvE and 1 Minion per Character Level sounds there really fair and good for PvE.
nd when they finally give skills effect splits for PvE and PvP, each having their own version, why shouldn't anet do that not also too with gameplay mechanics of certain other professions.
for PvE only:
Necros: get again their increased Minion Cap
Rangers: become able to have simultanously max 3 Pets (each pet using up 1 Skill Slot) and self decide, when they want to activate their layed traps
Ritualist: Spirits become able to move and stay ever in near of the Ritualist and surround their master like a Shield (a la Chaos Legion) and Spirits in pvE can be multiple casted, so get rid of the "only one spirit of 1 sort can be on field"
Elementalists: become able to select the place, where exactly their AoE's should be casted, before they cast them and certain AoE's like Firestorm follow the movement of their targets
Assassins: get Skill Effects, that sets them into Stealth Mode aka. the way better balanceable Shadow Step
Dervishs: changign into an Avatar Form, changes also then their skill bar like UB, each avatar has its own fixed Skill Bar of special Avatar Skills
that would be imo some gameplay mechanics I'd change for pve only including the said increase of necros minion cap.
then those classes would become far more epic to play in PvE , hmm, for the rest I couldn't think for something fitting to them
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This post is indescribable.
MM's are fine as they are, they have always been accepted in pugs and recognised as a viable build to run in most missions. They do not need to be buffed in any way.
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