Nov 07, 2006, 05:34 PM // 17:34
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#81
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Frost Gate Guardian
Join Date: Apr 2006
Profession: Mo/
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Wow, seriously over powered in a major way.
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Nov 08, 2006, 03:01 AM // 03:01
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#82
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Just A Digital Pimp Slap [DPS] - Guild Co-Leader
Profession: E/
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heh, i won't even bother picking on u guys. its just baseless argument which can easily be proven wrong. If searing heat is such a bit issue, go check thread related to it. If you can't find it, let me know, i will find it for u.
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Nov 08, 2006, 04:35 AM // 04:35
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#83
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Krytan Explorer
Join Date: Oct 2005
Location: Texas
Guild: Brewed to Perfection [BtP]
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Quote:
Originally Posted by holymasamune
GIven how this post was originally posed before nightfall, I hope there are no complaints after nightfall is out and people see how buffed the eles are already. I'm sick of people complaining about how the eles are too weak even after the major buff.
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Hypothetically, does major buff mean completely balanced?
Quote:
Originally Posted by holymasamune
first of all, eles do enough damage as it is after the current update. searingflamesway is already way too common and the new retarded meta for HA, and i'd hate to see more fire skills buffed so it can continue being the meta.
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Not going to argue the exact specifics of Searing, but at least, a step in the right direction
Quote:
Originally Posted by holymasamune
second, some ele skills are meant to cost 15 or 25 energy. they have a huge pool to begin with. don't give me the excuse that they have the same regen as everyone else
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So is there ever a point to changing a skill, cuz it was "clearly" meant to be that way at first. Take for example Balthazar's Aura and Zealots Fire, how many times have they been changed?
"Clearly" the original 55 monk was the way it was supposed to be, you were supposed to be able to get all your energy back...
Quote:
Originally Posted by holymasamune
though i agree some ele skills are just horrible and no one would use them, that goes for skills for every class out there. outside of barrage and savage shot, how many bow attacks do u commonly see from marksmanship in pve?
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I thought we could disregard PvE, as you're disregarding it for Energy regained. But seriously, skills should be balanced for PvP, not PvE.
Quote:
Originally Posted by holymasamune
half of the necro skills are pretty much useless in the context of pvp, and still a fair number of them are too underpowered to be considered for use in pve (especially given the gimmick builds everyone will only use skills for a mm, ss, etc)
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So come up with some suggestions. The OP clearly said he was going to do a write up on each class. You see a problem with necros, tell ANet about them. It's like complaining about who the President is, if you didn't bother to go out and vote.
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Nov 08, 2006, 11:35 AM // 11:35
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#84
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Pre-Searing Cadet
Join Date: Sep 2005
Guild: dark faith
Profession: E/Me
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"Meteor Shower - Increase AOE to nearby (no joke)."
when will they ever change the 5 second activation time? 5 seconds is soooo long in pvp play that by the time its ready to hit everyone has already moved out of the area of effect and this expensive, long casting spell is wasted...the only way i can get a decent usage out of it is by doing an archane echo or echo with it...then then 2nd time around i actually can hit a target...PLZ PLZ PLZ cut down the activation time
lady x
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Nov 08, 2006, 02:59 PM // 14:59
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#85
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Use Glyph of Sacrifice like everyone else.. these are idiotic suggestions ¬.¬
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Nov 08, 2006, 03:09 PM // 15:09
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#86
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Wilds Pathfinder
Join Date: May 2005
Location: Pittsburgh
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The problem with reducing cast time for so many skills is it infringes on the Mesmer's Fast Casting.
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Nov 09, 2006, 03:58 AM // 03:58
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#87
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Fast Casting is an advantage over and beyond whatever is available to the spell, no matter what the casting speed of a spell is, the mesmer will do it faster with his primary.
If a lightning spell does 3 times as much damage, takes 3 times as long to cast, and cost more than 3 times as much, is it better? No, because it cost even more to do the same amount of damage over time, and it is 3 times as easy to interrupt in exchange for clumping all the damage into on hit.
I think it is very clear that the the purpose of this thread is to address the many useless skills which need improving, and the power of one skill has nothing to do with creating a standard of acceptance for all skills, especially since you can't use Searing Flames with any other elite, and many Elites are crap.
The fact that there are other skills in other classes attributes that sucks isn't justification for overlooking Elementist skills either. Aside from the fact that Elementist is completely dependant on useful skills unlike Warrior or Ranger who can yeild damage with just their attack, the improvement of all under valued and deficient skills is a must.
Do you starve your children because children in Africa starve? WTF kind of logic is that, you improve where you can, and hopefully you improve everything, but you do not neglect some on the account of others, that is just complacent ignorance.
There are ment to be threads on every classes skills in order to develope some support for skill balance overall, but Assassin and Elementist were the most lacking and they were done first, and now that nightfall is out and we have many changes, it will take far longer to develope skill evaluations on the remaining, less deprived classes.
There are still some significant disfunctions to both Assassin and Elementist, we still can't ShadowStep enough, and DoTs still suck in coverage, frequency and cost. These are major flaws in inheret to a group of skills, not just a particular one. And with some significant Elemental damage being released, many skills pertaining to Elemental Defense, like the Mesmer stances nobody ever uses, will become more significant as well, and some neccessary skills can be developed to protect and counter significant elemental damage.
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Nov 09, 2006, 05:02 AM // 05:02
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#88
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by BahamutKaiser
Do you starve your children because children in Africa starve?
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This made me LMAO for the longest time. It was brilliantly placed within your argument.
I'm still giggling!
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Nov 11, 2006, 11:23 PM // 23:23
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#89
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Looking back on it I guess it was rather funny, but it wasn't really ment as a joke, I just have to come up with metiphors to reviel logic to some people.
Continuing what I previously stated, it is probably time to continue onto other classes, particularly Ritualist.
It is my conviction that Spirits take far to much penalty from defensive effects, part of overcoming a spirit is actually attacking the spirit itself, and they shouldn't drop like flies IMO. Shelter and Displacement are the ones which stick out the most. With such high cost on Shelter, and such short effect on Displacement, these should both take far less damage. Half as much damage received per trigger, and only 75% chance of evading with Displacement instead of 100%. Truely, 50% is enough to survive an attack spike, and lasting power is much more effective than 2 seconds of invulnerability.
With such long cast times and high costs, and immobility, Spirit levels could stand to be 3 lvls higher accross the board, last longer, and spirit maintenance skills can stand to be improved. All skills which trigger or affect spirits should work on at least nearby, if not in the area, and Draw spirit needs to bring all of your spirits in a circle around you from wherever they are for 10 energy.
GW is not a defense game, and even with defensive scenarios, most of the exsisting content requires normal to strong mobility. Even with a functional Spirit dragging move, spirits take a long time to cast, would require a skill to move at the least, die easily, and cannot be maintained with most healing and enchanting spells, so their duration, level (to increase health), and survivability need to be improved to keep Ritualist competative and functional in GW through the future.
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Nov 15, 2006, 05:56 AM // 05:56
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#90
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Yes, I should probably start the Ritualist thread up. Elementalists are at least seeing play, even if there's little variety in the kind of builds you can make because of all these crappy skills.
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