Oct 24, 2005, 01:57 PM // 13:57
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#41
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Ascalonian Squire
Join Date: Sep 2005
Guild: Lionheart Covenant
Profession: W/R
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I ran into alot of fags running this in TA last night. So i switched to holy veil pre-battle and our interrupt ranger dropped a stance and brought Winter spirit. GG thunderclap exploiters, you got pwned.
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Oct 24, 2005, 02:02 PM // 14:02
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#42
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Krytan Explorer
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with this bug, thunderclap is abit too good, my hexed character basically do situps for the whole duration while my hitpoints wasted away...
and yea, they actually call you noobs if they pawn you with this hex...very modest indeed..
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Oct 24, 2005, 02:55 PM // 14:55
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#43
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Lion's Arch Merchant
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Just a honest question to someone who does not discuss game balance from CA/TA PoV... would you consider TC worthless without the recent "bug"/"buff"/"glitch"? Do you see any problems in REAL pvp vs smart (or at least nonstupid) opponents? Altar maps might be interesting, but is it really overpowered?
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Oct 24, 2005, 03:44 PM // 15:44
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#44
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Servants of Fortuna
Profession: E/Me
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There was nothing wrong with Thunderclap before. When used properly it can singlehandedly annihilate teams that ball up, and even when they don't it's still reasonably effective (although arguably not enough for an elite slot) against a single target. Sure, it can be removed, but in 8v8 you can and should have cover hexes and Thunderclap recharges reasonably fast.
The reason most don't use it is because of the energy use, but a good team can take advantage of Arcane Mimicry or Blood is Power to get around that and keep up Thunderclap for quite a while.
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Oct 24, 2005, 04:47 PM // 16:47
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#45
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Lion's Arch Merchant
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Thunderclap, as many people have pointed out, is not unbalanced at the moment -- like Ether Renewal (too good) or Fireball (too weak) used to be. The skill, as created by the designers, is perfectly fine; if anything, it's too weak.
The problem is that Thunderclap isn't functioning as designed. This isn't an imbalance; it's a bug.
On another note, what's wrong with Edge now? Seems fine to me.
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Oct 24, 2005, 05:01 PM // 17:01
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#46
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Frost Gate Guardian
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Quote:
Originally Posted by Entropius
Thunderclap, as many people have pointed out, is not unbalanced at the moment -- like Ether Renewal (too good) or Fireball (too weak) used to be. The skill, as created by the designers, is perfectly fine; if anything, it's too weak.
The problem is that Thunderclap isn't functioning as designed. This isn't an imbalance; it's a bug.
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Entropius has it right on. It's a BUG. Not an imbalance.
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Oct 24, 2005, 05:08 PM // 17:08
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#47
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Wilds Pathfinder
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Coming from someone who's group has been abusing this in tombs for hilarious results, this bug needs fixed badly.
For those who are suffering from it in tombs and want to punish it, normal warrior counters work just fine in sufficient (large) quantity, snares, aegis, wards, traps... Also, malaise on the warriors will put a complete stop to it after the first round of kd's wears off, as we found out. It's also pretty slow cast. Considering all the IWAY teams still running around, it might not be a bad idea to run unusually strong anti-war until this is fixed, or until A-net starts taking "disciplinary action."
People using this with anything but warriors shouldn't be a problem, it basically turns an ele/r, r/ele, whatever, into crappy single target shutdown mes.
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Oct 24, 2005, 06:27 PM // 18:27
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#48
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Academy Page
Join Date: Aug 2005
Guild: Triple X (XXX)
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tainted flesh never worked as described should they change that to match the description too?
not at all saying thunderclap isnt broke as it is now. it should be fixed BEFORE the next update
but so should tainted flesh
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Oct 24, 2005, 06:40 PM // 18:40
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#49
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Forge Runner
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today i have meet a ranger using it on gvg.
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Oct 24, 2005, 06:41 PM // 18:41
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#50
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Wouldnt spellbreaker be an effective counter to this? but yes its broken as hell. get 2 in a CA and basically you lie down and watch as you get pummeled. I used spellbreaker on a couple runs and it was effective against it. energy denail spike would work too if this bug was fixed.
But yes its quite annopying when youre in CA and have 2 E/W casting it and thats almsot every match now.
Last edited by Yichi; Oct 24, 2005 at 06:43 PM // 18:43..
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Oct 24, 2005, 06:44 PM // 18:44
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#51
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Jungle Guide
Join Date: Aug 2005
Location: Bellevue, WA
Profession: W/
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I've used tainted flesh before, it seemed ok - doesn't it do what the description says? What does it do instead?
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Oct 24, 2005, 07:21 PM // 19:21
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#52
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Bring Winter whenever possible. Users of the fad won't get why it isn't working. For those that do get it, heal your winter and so on, to prevent them from doing anything.
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Oct 24, 2005, 07:37 PM // 19:37
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#53
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Xen of Onslaught Ladder [XoO]
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Right now I call CA and TA "thunder wars".
Anyway, of course the bug needs to be fixed. But they need to change something else, because normally the skill is garbage. Someone mentioned that it's great against groups that ball up- oh boy. There are probably a good 50 skills that are great against groups that ball up, most of which don't completely screw you over while using. Not to mention, this skill (even bugged) won't see serious 8v8 play, simply because there actually is good hex removal there.
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Oct 24, 2005, 07:43 PM // 19:43
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#54
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Wilds Pathfinder
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For those still seeking ways to counter this: spam mind wrack.
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Oct 24, 2005, 07:45 PM // 19:45
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#55
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Quote:
Originally Posted by Morganas
For those still seeking ways to counter this: spam mind wrack.
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And winter.
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Oct 24, 2005, 07:50 PM // 19:50
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#56
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Jungle Guide
Join Date: Feb 2005
Location: Canucklehead BC, Canada
Guild: Advanced Necro Undead Society
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it will be fixed. I almost garuntee it. Ether Renewal was fixed, dust trap was fixed, this will fall into the same category cause it contradicts it skill description. Until then abuse the hell out of it, and to counter, have heavy hex removal, and kill there hex cover (Me/N) ... until then I will abuse the hell out of it and hope to farm much faction, my guildie held the hall 7 straight 2 nights ago from it.
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Oct 24, 2005, 08:01 PM // 20:01
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#57
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Jungle Guide
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spirit shackles is another one to add to the mix
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Oct 24, 2005, 08:03 PM // 20:03
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#58
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Ascalonian Squire
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For all the monks out there, Thunderclap can be removed with Contemplation of Purity. I run a Mo/Me Boon Prot monk and use Mantra of Recall and Inspired Hex. If they cast Thuderclap on me, quick Contemplation of Purity and so long hex. I usually have Divine Boon and Mantra of Recall up so it removes 2 hexes, gives me Energy and heals for 140ish.
If they cast it on someone else, quick Inspired Hex for some energy. Even if multiple people have it, the very fast cast times of Divine Boon and Contemplation of Purity will allow you to get the hex off after 2-3 knockdowns.
It's not perfect and takes practice, but best solution for a monk I have found so far. Hope they fix it soon though.
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Oct 24, 2005, 08:18 PM // 20:18
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#59
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Servants of Fortuna
Profession: E/Me
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Quote:
Originally Posted by Arathorn5000
Anyway, of course the bug needs to be fixed. But they need to change something else, because normally the skill is garbage. Someone mentioned that it's great against groups that ball up- oh boy. There are probably a good 50 skills that are great against groups that ball up, most of which don't completely screw you over while using.
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Thunderclap doesn't completely screw you over if you use your head instead of just casting it and then spamming lightning attacks/skills. Of course, it's best when you use it in a team build. Even better, use a battery necro - if you time your spells right, BiP pays for Thunderclap's energy cost itself at 16 air and the enemy gets constant knockdown. Oh, yeah, and you're doing reasonable damage to them.
And I wonder what those "good 50 skills" are anyway... I don't recall seeing that many spammable AoE knockdown skills that don't cause Exhaustion, but maybe I'm just blind.
Quote:
Not to mention, this skill (even bugged) won't see serious 8v8 play, simply because there actually is good hex removal there.
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With that logic, no one would take hexes at all. Again, be smart and make them waste their removals on something else. That's why you have teammates.
Definately not a skill for the brain-dead click on the skills in order crowd, though.
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Oct 24, 2005, 09:46 PM // 21:46
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#60
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Is it unbalanced at the moment? Perhaps - I've tried it and fought it and not seen anything that really made me think so. Hex removal owns a Thunderclapper, and elite hexes are pretty nasty in general. The cost of your entire energy pool is pretty reasonable, IMHO, for the strength of this hex.
Up until yesterday I had never seen this skill icon on me, or on my bar, having played PvP since around launch. Never even once. As it was the skill was completely useless for just about everything, and certainly not worth the cost.
You can do a complete shutdown on most casters with something like Power Block too, without decimating your entire energy pool or being easily removable. Likewise, I've similarly knock-locked newbies in CA with double meteor showers when they were too stupid to move - being able to do so doesn't mean too much.
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