Jun 09, 2007, 05:04 PM // 17:04
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#1
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Ascalonian Squire
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</3 Recall
Anyone else like this skill is becoming too powerful. Teams in pvp (primarily gvg) can set up their sins with the skill and completely roll over the opposing team.
For example, my guild faced a 6 sin, 2 monk team all running recall on the winter/snow guild hall (bad with guild hall names). We all moved to the flag stand to realize there was a 4 man gank already happening. Sending 3 back to fend them off, the sins remove recall right after they arrive causing the fight at the flag stand to be a 5v8 fight for a good amount of time. We still won simply because the sins had a lack of armor but they were winning the whole fight.
I think this skill needs to be set at half map so this is a reasonable skill to face. The only counter i can see is enchant removal but that will 90% send them back to the rest of their team while you sit too far away to even help.
Anyone else see this as I do? Maybe make this have some requirement in deadly arts and put a time limit on it.
Last edited by Squawkers; Jun 09, 2007 at 06:14 PM // 18:14..
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Jun 09, 2007, 05:40 PM // 17:40
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#2
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La-Li-Lu-Le-Lo
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Aye, Recall is getting a bit out of hand lately. Perhaps a limit to how long you can maintain it, that scales tied to Shadow Arts or Deadly Arts, would help a bit (along with a shorter range of shadow stepping when it is removed).
__________________
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Jun 09, 2007, 08:55 PM // 20:55
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#3
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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Remove it from the game is the best. No PvE'er will miss it, and in PvP it is too gay and requires no skill to split and destroy base. ( plus it is also broken thing in HB)
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Jun 09, 2007, 09:04 PM // 21:04
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#4
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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True. I dont think anyone would really miss this skill except for griefers.
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Jun 09, 2007, 09:06 PM // 21:06
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#5
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Wilds Pathfinder
Join Date: Sep 2006
Location: Arizona
Guild: My Blue Storage
Profession: N/
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'The Deep' uses recall ...
Icy Shove Recall tanks
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Jun 09, 2007, 09:23 PM // 21:23
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#6
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Wilds Pathfinder
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Quote:
Originally Posted by My Green Storage
'The Deep' uses recall ...
Icy Shove Recall tanks
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Unfamiliar with The Deep, as someone who primarily PvPs nowadays... couldn't Recall be replaced by another teleport like Return or Death's Retreat? :/
Regardless, I don't see where that one use is enough basis for leaving the skill in the game as it is.
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Jun 09, 2007, 10:02 PM // 22:02
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#7
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Frost Gate Guardian
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[X] Mesmer
[X] Ranger
[X] Necromancer
[X] Paragon
[X] Ritualist
[_] Assassin
Yeah, I can see where the next big trend is going.
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Jun 09, 2007, 11:20 PM // 23:20
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#8
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Forge Runner
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Quote:
Originally Posted by Chicken Ftw
Unfamiliar with The Deep, as someone who primarily PvPs nowadays... couldn't Recall be replaced by another teleport like Return or Death's Retreat? :/
Regardless, I don't see where that one use is enough basis for leaving the skill in the game as it is.
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Unfamiliar with PvP as someone who primarily PvEs these days... couldn't Recall be countered with some protection skill on target? :/
Regardless, I don't see where that one use is enough basis for removing the skill from the game as it is.
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Jun 09, 2007, 11:29 PM // 23:29
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#9
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Academy Page
Join Date: Jul 2006
Guild: Ceasers X I Legion
Profession: W/Mo
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Remove enchantment? diversion?
Nothing wrong with the spell, its counterable like everything else
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Jun 09, 2007, 11:34 PM // 23:34
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#10
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Banned
Join Date: Jan 2007
Location: Belgium
Guild: Murder Death Sadists Of Doom [MDSD]
Profession: E/Me
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maybe pve only?
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Jun 10, 2007, 12:04 AM // 00:04
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#11
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Banned
Join Date: May 2006
Location: I run conjure assassins in Hero Battles kthx
Guild: me talk lyke dis bcoz ylke evr1 else do lyke ok?
Profession: A/E
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Split back a warrior/necro with rend enchantments. DUH!
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Jun 10, 2007, 12:18 AM // 00:18
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#12
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Desert Nomad
Join Date: Nov 2005
Location: Surrey University
Guild: Starting to play again... need a guild
Profession: W/E
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ya recall is needed for a room in the deep otherwise impossible, unless alot more saccers are taken....
I think that it should fail if target goes too far out of range
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Jun 10, 2007, 04:29 AM // 04:29
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#13
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Here's a way to beat them up.
[skill]Scorpion Wire[/skill] + any enchantment removal skill
Did none of you ever think of that one?
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Jun 10, 2007, 04:31 AM // 04:31
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#14
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La-Li-Lu-Le-Lo
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Quote:
Originally Posted by Curse You
Here's a way to beat them up.
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Because bringing one specific spell to counter another specific spell is totally the answer.
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Jun 10, 2007, 04:36 AM // 04:36
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#15
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by Faer
Because bringing one specific spell to counter another specific spell is totally the answer.
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I didn't say that's the only counter, I said it's a way to beat them up (i.e. kill them) when you run into them.
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Jun 10, 2007, 04:46 AM // 04:46
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#16
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Change all shadow stepping to be max one aggro circle. This will will only change the functionality of skills like Recall, Shadow Meld, Aura of Displacement, Shadow Walk, and Shadow of Haste. With this change, some of these skills can be buffed. It will help stop Guild Hall gankers by removing their "get out of death free" card, and it leaves the skills open to a solid buff.
If a target is all alone, snared, and disenchanted, I don't want them to port back. I want them to die because they over-extended.
It would make skills like Augury of Death overall better (less offensive power + less over extending if target is out of range). Scorpion Wire would have to be the exception, but again, a buff across the board to all of these would be spiffy.
At the very least, tie Recall to Shadow Arts.
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Jun 10, 2007, 04:57 AM // 04:57
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#17
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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Well, Recall is much better than AoD or Shadow Meld, and it is even not an elite. 10s recharge is insane. They should make it 45 or 60s recharge, so it won't affect people in The Deep. And who cares if it destroys the skill in pvp or not ( taking it completely from pvp is also good thing).
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Jun 10, 2007, 09:26 AM // 09:26
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#18
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Ascalonian Squire
Join Date: Dec 2006
Guild: Disciples Of The Flame [Fire]
Profession: W/Rt
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Quote:
Originally Posted by linh
taking it completely from PvP is also good thing.
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At this moment there are no profession specific skills PvE only, why would Areanet make an exception for Recall? I really fail to see any reason to change the skill only because a few PvP battles are lost by it, in fact you can use it to your advantage to send your enemy back with enchantment removals.
Quote:
Originally Posted by Squawkers
Sending 3 back to fend them off, the sins remove recall right after they arrive causing the fight at the flag stand to be a 5v8 fight for a good amount of time. We still won simply because the sins had a lack of armor but they were winning the whole fight.
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Ever thought just sending one party-member with enchantment removal back to your GH instead of 3-4 of your party-members and have an 7 vs 4 advantage at the flag stand before the sins are back?
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Jun 10, 2007, 12:05 PM // 12:05
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#19
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Academy Page
Join Date: Nov 2005
Location: MATH Guild Hall
Guild: Two Girlz One Cup[유유비]
Profession: W/E
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Recall should be either made Elite, and buffed a little (5E) or nerfed to Radar/earshot. Shadow Meld (Return = wtf?) and Aura of Displacement (Dark Prison, Shadow Prison completely owns this) should become normal skills (they would still suck, but hey).
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Jun 10, 2007, 12:28 PM // 12:28
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#20
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Banned
Join Date: Apr 2005
Location: United States
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There is nothing wrong with the skill, except there may be an exploit bug going on here. With all shadow step or teleport skills, the range is your aggro circle, not half or even the whole map. Now if the map is set a certain way were it meets the criteria, but say a wall splits the flag stand from where they shadow stepped, that also should not be possible, but unsure on that one. Otherwise it is simply tactics to split the team. There is no reason to nerf a skill, however the skill may need to be investiaged to ensure that it is working properly.
Somethink else is strange, I had this skill before and it use to work at aggro range, then when I went to try it again, it is now at radar range, also I had to reperchase the skill again, since it disappeared from my inventory. They must have canged the range with the last skill buffs/nerfs.
Last this tactic of spliting the team up during GvG and recalling back is old, a lot of teams used to send a war and monk, or their flag runner back to cause the opposing team to recall them back.
Last edited by Chris Blackstar; Jun 10, 2007 at 12:58 PM // 12:58..
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