Jul 14, 2006, 10:53 AM // 10:53
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#1
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Frost Gate Guardian
Join Date: Mar 2006
Location: Poland
Guild: Uber Pro Gamers [leet]
Profession: Me/E
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Blackout nerf - what do you think about it.
In recent update blackout was nerfed from 2-7 to 2-6. It was one of the most powerfull mesmer skills but now it disables caster for almost same time as target (and caster looses 10 energy). Still, if well timed, this skill is almost as effective as it was. What do u guys think - is blackout nerf gonna hit mesmer playstyle in any way? Decrease in usage? No changes at all?
As for me the biggest issue is lack of advantage that u had when when u recharged from b-out and ur enemy was still disabled for 2 more secs. I used that time to cast diversion or shame to anticipate incoming spells.
Also I don't like the Arena net tendency to over nerf domination line without adding buffs to other skills/spells. Energy surge nerf was necessary, but they decreased its effectivnes by 20% - that is too much imho. So it is now - blackout was powerfull but they decreased its effectivity by +/- 16%. What next? Diversion is good and widely used so another nerf will change it to 15 energy or something?
Please give your opinions...
Last edited by TeeGee; Jul 14, 2006 at 11:08 AM // 11:08..
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Jul 14, 2006, 11:53 AM // 11:53
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#2
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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It still works for removing adren/interrupting skills, so while the 1 second drop hurts it's not a 16% reduction as you state. I don't think it's too bad but I haven't had a chance to try it in 8v8 yet.
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Jul 14, 2006, 12:11 PM // 12:11
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#3
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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Well now it lasts the same amount of time as diversion...hmm
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Jul 14, 2006, 12:18 PM // 12:18
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#4
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Frost Gate Guardian
Join Date: Oct 2005
Location: The Netherlands
Guild: Guidless :(
Profession: W/
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I think it won't be used less. The fact that you are blacked out just as long as your target doesnt really matter, because you decide the moment you want to black some1 out not the opponent. It still is good for resetting adrenaline and shutting down a monk on crucial moments
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Jul 14, 2006, 01:46 PM // 13:46
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#5
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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The only reason I can see them reducing the time by 1 sec was to hurt the secondary mesmers that use it. that 1 second over the target can give you enough time to do something to them, but without it, its more advantageous to a mesmer now.
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Jul 14, 2006, 03:14 PM // 15:14
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#6
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Its hardly gonna be used less. It was a bit pointless nerfing 1 second off it though. But in terms of spike-aid, the target will still (hopefully) be dead before the Blackout wears off.
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Jul 14, 2006, 03:36 PM // 15:36
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#7
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Jungle Guide
Join Date: Jun 2005
Location: Atlanta
Guild: GONG
Profession: W/E
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Yesterday was the first day I played a Blackout/KD Warrior, and I loved it.
Hours later, they nerfed Blackout.
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Jul 14, 2006, 03:36 PM // 15:36
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#8
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Ascalonian Squire
Join Date: Mar 2006
Guild: Chip and Dale Rescue Rangers
Profession: W/
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The 1 second reduction will make crip shots and assasins think twice about packing it, but it will still be widely used on mesmer primaries.
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Jul 14, 2006, 04:41 PM // 16:41
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#9
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Academy Page
Join Date: Sep 2005
Guild: Guardians of the Stars
Profession: Mo/R
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Having to invest quite a high number of points just to "break even" is pretty annoying, and it wasn't an Ultimate Skill anyway, but I have to admit, in my IW build it was probably a little overpowered.
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Jul 15, 2006, 09:48 AM // 09:48
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#10
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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I was almost in tears when I heard about this nerf. Blackout is almost my favourite skill and I literally spam it with much enthusiasm and enjoyment. It has to be one of those anti every skills that just works at so many levels.
(this is turning into a shrine of worship for blackout)
1stly it kills warriors adrenaline as everyone knows
2nd it stops assassins with their pesky attack chains
3rdly and most importantly in shutdowns a monk for long enough for some serious mischief to go down.
But then it just shutdown anyone who is annoying you at an almost personal level, its great. Say your getting spiked by an air spiker. Blackout him then do a quick /taunt then run for your life.
Losing that extra second will have a big impact for me because I'm one of those blackout, diversion people that just love to FC diversion before target gets their skills back
The only problem now is will I need more FC to get diversion cast before blackout runs out.
(is it possible to cast diversion in 1 second I wonder....)
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Jul 15, 2006, 10:16 AM // 10:16
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#11
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Frost Gate Guardian
Join Date: Mar 2006
Location: Poland
Guild: Uber Pro Gamers [leet]
Profession: Me/E
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Well I guess they nerfed wrong thing - 1 second will make no huge difference as even if it lasted 3 seconds it would still reset adrenaline and prevent monk from healing spike. Maybe changing recharge to 15 would be better. It would be more about proper timing then, and mesmers still would get that 2 seconds of advantage which I (and Fatboyslimerr apparently ;]) love...
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Jul 15, 2006, 01:55 PM // 13:55
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#12
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by fatboyslimerr
1stly it kills warriors adrenaline as everyone knows
2nd it stops assassins with their pesky attack chains
3rdly and most importantly in shutdowns a monk for long enough for some serious mischief to go down.
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None of these are too badly hurt by the nerf, fortunately. The loss of being able to throw on a diversion hurts, certainly. However I've always seen blackout as more of a spike-cover than a pressure skill (something I prefer diversion for).
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Jul 15, 2006, 02:04 PM // 14:04
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#13
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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As a Mesmer, you're fleshy. Meaning that entering enemy lines to snag their Monks is sort of a deathtrap, unless it's a spike thing (in which case, a 6 second spike is plenty). It still empties adrenaline the same as before. BO hasn't really been affected by this nerf.
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Jul 15, 2006, 04:55 PM // 16:55
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#14
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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Well now its just good instead of being godlike !!
1 second is a long time for a mesmer
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Jul 16, 2006, 01:45 AM // 01:45
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#15
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Girl Power [GP]
Profession: Mo/Me
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Wasnt it already nerfed once before? it used to be like 10 seconds...
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Jul 16, 2006, 01:58 AM // 01:58
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#16
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Used to be 10s recharge instead of 12, I believe.
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Jul 16, 2006, 02:07 AM // 02:07
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#17
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Jungle Guide
Join Date: Jun 2005
Location: Atlanta
Guild: GONG
Profession: W/E
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Heh yeah forgot about that. Well it is a pretty powerful thing that it does. No counter other than interrupting it.
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Jul 16, 2006, 03:19 AM // 03:19
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#18
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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Not sure how I feel about this nerf... I run blackout + diversion religiously in AB and I've not notices a HUGE change in my ability to really, really annoy warriors and touch rangers.
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Jul 17, 2006, 02:49 AM // 02:49
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#19
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Desert Nomad
Join Date: Dec 2005
Location: Mt Vernon, Ohio
Guild: Band of the Hawk
Profession: W/Mo
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The real question about the nerf is why they did it at all? More of an irritant than a nerf.
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Jul 17, 2006, 06:47 AM // 06:47
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#20
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Same reason for the distortion 'nerf' on cripshots, it weakens secondary classes using blackout, such as assassins, cripshot rangers, and so on, while not heavily affecting the mesmer primaries.
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