Sep 18, 2006, 08:21 PM // 20:21
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#1
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Perfectly Elocuted
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Tiger's Fury nerf... Thoughts?
Well, I'm not sure that it's really worth running this skill anymore. It is now the IAS that gives the lowest boost on top of being the most expensive. I guess you could argue that there are no negatives associated with Tiger's Fury, and that it's duration can be longer than flurry (or even frenzy). But beyond that, I really see nothing that warrants the added cost. You could also argue that it falls into a Ranger attribute line, and that it would require a /W to use other viable alternatives. This is true, and unfortunately, where your build requires another secondary you dont' have a choice in the matter, but regardless, it should be a comparable skill to the other IAS's availible regardless of profession.
I'm not happy with this nerf at all.
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Sep 18, 2006, 08:50 PM // 20:50
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#2
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Academy Page
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Quote:
Originally Posted by Guild Wiki
A general misconception is that attacking 25% faster makes you swing 25% more. The increased number of swings is actually around 133%, as the increasment applies to the time of attack, and not to attack rate.
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Has it actually changed?
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Sep 18, 2006, 09:17 PM // 21:17
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#3
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Desert Nomad
Join Date: Feb 2006
Location: Doomlore Shrine
Guild: Just Us Gamers [JUGs]
Profession: R/
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<_< I want it changed back, I notice a huge difference between 25% and 33% when I use TF/BF on my ranger, makes me wanna cry
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Sep 18, 2006, 09:23 PM // 21:23
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#4
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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I only use TF with my beastmaster build because it make charm animal and comfort animal rechange, adding more power to enraged lunge
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Sep 18, 2006, 09:35 PM // 21:35
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#5
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Perfectly Elocuted
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Quote:
Originally Posted by Taurohtar
Has it actually changed?
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It was a 50% increase in damage output... now it's a 33% increase in damage. That's a difference of 17%. Which is essentially, like running a weapon without a damage modifier for 3 seconds of additional duration (compared to frenzy... assuming you have it at a 10 second duration which most people don't) at the cost of five more energy (than frenzy for example). That's enough of a difference for me.
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Sep 19, 2006, 11:30 AM // 11:30
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#6
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quite honestly, I was never really a big fan of TF in the first place. To me it always seemed too energy heavy and required too much attribute spread to be worth bringing. If I really need an IAS, I just bring Frenzy and a stance to cancel it for tough situations. I actually think that Frenzy with a cancel stance is safer since you can switch to an evasive stance anytime as compared to TF that would disable all non-attack skills for 5 seconds.
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Sep 19, 2006, 04:17 PM // 16:17
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#7
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Well Tigers Fury was gonna be nerfed 1 way or another. Lets face it with all the PvP/GvG people whining about Thumpers it was bound to be 1 of the skills to get hit.
I just don't think they considered the use of Tigers Fury outside of Thumpers tbh... it obviously never crossed there mind that Rangers might actually use it with bows. Really isn't as useful a skill anymore.
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Sep 19, 2006, 05:22 PM // 17:22
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#8
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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the downside was the shutdown od all non attak skills, but......meh
i liked tigers fury.......... now i rather take some other stance instead.
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Sep 19, 2006, 06:37 PM // 18:37
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#9
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Desert Nomad
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This was a PvP nerf. Indirect nerf to IWAY, and a thumper nerf.
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Sep 19, 2006, 07:31 PM // 19:31
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#10
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Academy Page
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Quote:
Originally Posted by SnipiousMax
It was a 50% increase in damage output... now it's a 33% increase in damage. That's a difference of 17%. Which is essentially, like running a weapon without a damage modifier for 3 seconds of additional duration (compared to frenzy... assuming you have it at a 10 second duration which most people don't) at the cost of five more energy (than frenzy for example). That's enough of a difference for me.
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I didn't do the math exactly, and didn't know that +33% attack speed meant +50% damage output. I didnt use it much because of the non-attack skill disabling, but I would still use it.
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Sep 20, 2006, 05:01 AM // 05:01
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#11
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: [SoB]
Profession: R/
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Goodbye bunny thumper...
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Sep 20, 2006, 05:38 AM // 05:38
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#12
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Ascalonian Squire
Join Date: Dec 2005
Location: Iowa
Guild: Fifteen Over Fifty [Rare] - [SMS] Alliance
Profession: R/Mo
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The Nerf doesnt bother me much, I really dont use it to often.
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Sep 20, 2006, 12:08 PM // 12:08
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#13
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by byobodybag
Goodbye bunny thumper...
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Since when? Or do you also assume that Boon Prots can no longer exist now too?
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Sep 20, 2006, 01:28 PM // 13:28
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#14
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Perfectly Elocuted
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Quote:
Originally Posted by byobodybag
Goodbye bunny thumper...
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The build is still very viable... Just not as insane as it was before. Now you have to be somewhat skilled and understand your limitations before you roll a thumper. You'll still see them used, much like booners, it's just not going to be a requirement anymore to compete... and bad teams won't be able to use them to make up for lack of skill.
It was a decent balance (for thumpers), I just think it sucks that it effects everything else. I almost have to run a /W if I want an IAS now, and that's regretable.
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Sep 21, 2006, 03:48 AM // 03:48
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#15
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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Quote:
Originally Posted by Evilsod
Since when? Or do you also assume that Boon Prots can no longer exist now too?
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every little nurf freaks the clueless players first...... i was just reading a thread "the end of Boon" in monk forum.
C'mon people, the change is not that dramatic to put a cross on a whole build, just now you will have to learn how to REALLY play it, and not just spam skills
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Sep 21, 2006, 04:28 AM // 04:28
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#16
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Actually going down from 150 to 133 is a 1/9th decrease (11.1%).
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Sep 21, 2006, 06:24 AM // 06:24
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#17
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Perfectly Elocuted
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Quote:
Originally Posted by ubermancer
Actually going down from 150 to 133 is a 1/9th decrease (11.1%).
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By that thinking the difference between a customized weapon and a non-customized weapon is only 17%.
(1.00/1.20-1=.166666)
17% less damage increase, not total damage. Regardless, your looking at a more expensive skill that deals less damage.
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Sep 21, 2006, 11:07 AM // 11:07
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#18
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Your point is mute, since when did you spike without an IAS? You must compare the difference, not how far they are off of the baseline.
And since everyone with any sense uses customized weapons, going from customized to uncustomized represents a 1/6 loss of damage, not a 20% change.
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Sep 21, 2006, 01:53 PM // 13:53
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#19
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by ubermancer
Your point is mute, since when did you spike without an IAS? You must compare the difference, not how far they are off of the baseline.
And since everyone with any sense uses customized weapons, going from customized to uncustomized represents a 1/6 loss of damage, not a 20% change.
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Since when did a ranger spike need IAS?
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Sep 21, 2006, 06:55 PM // 18:55
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#20
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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Quote:
Originally Posted by Evilsod
Since when did a ranger spike need IAS?
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were talking about thumpers here......
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