Apr 13, 2007, 11:09 AM // 11:09
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#1
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Wilds Pathfinder
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"Incoming!" needs a functionality change
Apparently the "Incoming!" shout was intended as spike counter tool.
Unfortunately 50% damage reduction with durations 1..7 sec became damage migitation tool instead of spike counter. So they nerfed it to 1..3 sec.
I think that it might be much more logical to rather change its functionality to get rid of the whole damage migitation aspect and go for pure spike counter:
"Incoming!" [e] Shout
10e 0 cast 13 recharge
For the next 1..5 sec all allies within earshot share all received damage with their closest ally within earshot(to prevent a solo charcter from sharing damage across whole map).
This would double the HP pool of player vs spikes, but wouldn't lessen damage taken as a party.
Do you think this could be a good solution?
Last edited by Spura; Apr 13, 2007 at 11:12 AM // 11:12..
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Apr 13, 2007, 11:14 AM // 11:14
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#2
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Desert Nomad
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I really dislike this suggestion. it will become an awful skill with your change as it doesnt do anything worthwhile while risking a party wipe if the damage is high enough. you're basically causing a single target spells to become AoE which can be very deadly to your group instead of your opponements. it also makes your monk's job much harder as they dont know who the real target is, cause all are taking damage, yes heal party and LoD will benefit from this but anything else will suffer greatly.
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Apr 13, 2007, 11:22 AM // 11:22
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#3
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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If it shared the damage out among everyone in earshot it'd be better since you could in that sense mitigate a spike with a heal party.
But tbh i really doubt them changing this skill... it's dead and buried.
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Apr 13, 2007, 11:48 AM // 11:48
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#4
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Krytan Explorer
Join Date: Jul 2006
Profession: R/
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Just lower the Recharge as the length was, like many warrior stances, so that it wont be worth spamming it, but you get it more often than you do now.
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Apr 13, 2007, 11:52 AM // 11:52
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#5
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Wilds Pathfinder
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Quote:
Originally Posted by zling
I really dislike this suggestion. it will become an awful skill with your change as it doesnt do anything worthwhile while risking a party wipe if the damage is high enough. you're basically causing a single target spells to become AoE which can be very deadly to your group instead of your opponements.
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Eh? AoE? The damage is split between 2 players, each gets half. It doesn't make wipe any more likely, because healing 2 targets for half damage is same crap as healing one target for full damage. Takes same amount of energy for monks(if you don't overheal of course).
Instead of Lightning orb doing 140 it now does 70 to 2 players, how is that more deadly to the group?
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Apr 13, 2007, 12:24 PM // 12:24
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#6
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Frost Gate Guardian
Join Date: Mar 2006
Location: Singapore
Guild: POEA
Profession: Mo/N
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Quote:
Originally Posted by Spura
Eh? AoE? The damage is split between 2 players, each gets half. It doesn't make wipe any more likely, because healing 2 targets for half damage is same crap as healing one target for full damage. Takes same amount of energy for monks(if you don't overheal of course).
Instead of Lightning orb doing 140 it now does 70 to 2 players, how is that more deadly to the group?
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So what the difference between your skill and vs this skill?
[wiki]Angelic Bond[/wiki]
Answer? No difference.. Both skills sux. If your going to make an elite to prevent spiking.. at least make it such that it works the same style as [wiki]Life Barrier[/wiki] or [wiki]Life Bond[/wiki]
But then, since there are so many skills that does the same functions over and over again... is it necessary to make another skill that functions about the same?
Like in Maths.. doing a simple simultaneous equation, you can do it the simple way, solving an unknown variable one at a time, or doing it the hard way, like matrix to solve it.
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btw... assuming that you've cast the skill... and a guild mate got into the catapult seige area by accident... that mean 2 people will be party swiped instead of just 1... what a nice elite that is.
I would prefer that they just rework the whole mechanism of how the paragon chants / shouts work rather than just nerfing the skills blindly
ANET... 1 - 3 sec for Incoming is just plain LAME
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Apr 13, 2007, 12:35 PM // 12:35
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#7
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Jungle Guide
Join Date: May 2005
Profession: W/Mo
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Using a 2 second casting skill to counter a spike.
Brilliance.
The whole point of "Incoming!" was this:It could be cast the moment you saw the obvious formations of a spike(Such as sudden symetrical movement,or skill animations).
The fatal flaw of "Incoming!" is not its 1-3 Duration,its the fact that it takes 20 seconds to recharge.
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Apr 13, 2007, 01:34 PM // 13:34
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#8
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ǝuoʞoɯ
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if the duration will be changed to something higher paragon-way will just suck even more.
keep the skill dead pl0x.
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Apr 13, 2007, 02:26 PM // 14:26
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#9
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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I agree incomming needs a change but not with your suggestion. What amazes me is the 2 second casting time for 3 seconds of Anti spike.
My GOSH ANET what the ***K were you thinking? You killed it along with most other Paragon skills!
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Apr 13, 2007, 02:57 PM // 14:57
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#10
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Krytan Explorer
Join Date: Sep 2006
Location: Dead Isle
Guild: Farmers Of Woe [FoW]
Profession: W/
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Delete "INCOMMING!" from the game. It serves no purpose for a 3second burst. It's hardly even useful...For one. It was over-powered as a supportive skill in the first place. At least change it's effect discription.
E: 10 A:0 RC:30
Duration 1..7seconds
Reduces damage by 15% for all allies within earshot. At least it would
serve some use and still be a decent elite. Instead of halving the damage
just 15% it.
Problem solved.
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Apr 13, 2007, 02:59 PM // 14:59
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#11
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Frost Gate Guardian
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How about...
Lowered recharge to 12 seconds
Lowered casting time to 0 second
Lowered duration to 1 second.
All allies within earshot takes 10...70% less damage. (And move it to leadership)
One second should be enough to help give the monks a window to counter a spike. And if you time it right, while it wouldn't be as good as an interupt. It certainly would take the edge out of nasty AoE nukes if you time it right.
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Apr 13, 2007, 05:02 PM // 17:02
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#12
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Yep, really is me...
Join Date: Aug 2005
Location: My House
Guild: L33t
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am i confused, i thought it was instant cast?
Not that i ever use it, 10 eng 20 sec reset for max of 3 seconds of dmg reduction... i can run prot monk skills on my paragon with 0 points in prot and get better results...
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Apr 13, 2007, 06:39 PM // 18:39
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#13
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Wilds Pathfinder
Join Date: Jul 2006
Profession: Mo/Me
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Erm... I just went through some skills concerning the Paragon and I have a new question...
Why does [skill]Angelic Bond[/skill] suck as an elite compared to [skill]Life Bond[/skill]?
It shouldn't matter that one's a Monk skill and one's a Paragon skill... The elite should be better.
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Apr 13, 2007, 09:04 PM // 21:04
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#14
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by FelixCarter
Erm... I just went through some skills concerning the Paragon and I have a new question...
Why does [skill]Angelic Bond[/skill] suck as an elite compared to [skill]Life Bond[/skill]?
It shouldn't matter that one's a Monk skill and one's a Paragon skill... The elite should be better.
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It doesnt suck. You are just using the skill completely wrong. Its not meant to be the paragon equal or better to life bond. The skill just has a small niche.
Now back to "incoming", yea it needs a major change for anyone to ever consider using it again.
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Apr 13, 2007, 09:32 PM // 21:32
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#15
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Furnace Stoker
Join Date: Oct 2006
Location: Jawsome!!!!!!!!!!!
Guild: looking for one :p
Profession: A/D
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i think it could be used as it was originally intented by buffing the reduction to 75% or somthing and including life stealing for once.
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Apr 13, 2007, 10:12 PM // 22:12
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#16
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: Runners of Fury
Profession: W/Mo
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see if the skill updaters were anet were smart...ratehr than bunch of chimps..no wait chimps are prolly smarter...
but ne how they would have seen that hmm whats wrong wit the old incoming?
too much reduction
simple solution would have benn up the 50% dmg to say like 70-75% dmg...
problem solved!
buttt noooooo they have to think of the long way.
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Apr 13, 2007, 10:23 PM // 22:23
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#17
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Quote:
Originally Posted by geekling
How about...
Lowered recharge to 12 seconds
Lowered casting time to 0 second
Lowered duration to 1 second.
All allies within earshot takes 10...70% less damage. (And move it to leadership)
One second should be enough to help give the monks a window to counter a spike. And if you time it right, while it wouldn't be as good as an interupt. It certainly would take the edge out of nasty AoE nukes if you time it right.
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/signed to that, 1 sounds a bit harsh, 2 sounds good. 2 would make it equal to it is now but better as spike defense.
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Apr 13, 2007, 11:27 PM // 23:27
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#18
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Frost Gate Guardian
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Quote:
Originally Posted by Not A Fifty Five
/signed to that, 1 sounds a bit harsh, 2 sounds good. 2 would make it equal to it is now but better as spike defense.
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2 seconds would mean that a team of 3 paragons cycling it on the recharge could keep up to 70% less damage for the whole party 50% of the time.
That wouldn't be a good idea for PvP balance. Even I know that much - and I'm a certified.. what is it they call them when they want to be derogatary? PvE scrub.
1 second isn't bad for a non-target panic button skill to open a window for the monks to hit a spike with their counter spike heals. And if you time it as an 'interupt' it would double up as something that makes high damage nukes - like searing flames, a lot more tame.
With that double function. 1 second is fair, as is it being an elite. IF the recharged is changed to 12 seconds and casting time is 0.
As it is now OTOH... Bleh!
Last edited by geekling; Apr 13, 2007 at 11:48 PM // 23:48..
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Apr 14, 2007, 01:28 AM // 01:28
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#19
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Wilds Pathfinder
Join Date: Jul 2006
Profession: Mo/Me
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Quote:
Originally Posted by Kool Pajamas
It doesnt suck. You are just using the skill completely wrong.
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Actually, I've never used the skill to begin with. ^_~!
I made a Paragon once, actually... But then I deleted her because I don't like being a cheerleader.
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Apr 14, 2007, 01:59 AM // 01:59
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#20
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Incoming's strength as overall damage mitigation came not only from it's range, but from it's passive stance. If a spike is coming, just hit the button and your team is protected. To fix the skill in the current game, I propose the following:
"Incoming!"
5/Shout/15
For 1..5 seconds, target other ally and up to two nearby allies take 15..65% less damage from attacks and spells.
This way, it's more of an active defense, can't be extensively exploited by a team of Paragons, and (most importantly) is actually useful in a spike situation.
Remember that Incoming does nothing to combat one of the most commonly used spikes, which is SB/RI.
Something I still stand by is changing paragon chants to not effect other paragons on the team, and then buffing chants and shouts a good deal. There are other ways of describing it that both gel better and make more sense, but that's the gist of it.
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