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Old May 04, 2008, 12:52 AM // 00:52   #161
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the wolf is way better if U not Ursan-conset-10/8-gangbanging the game

(selling conset to we-can-do-it-all-the-ursanway-team will make my next fow armor)

Last edited by CE Devilman; May 04, 2008 at 12:57 AM // 00:57..
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Old May 04, 2008, 08:08 AM // 08:08   #162
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I wouldn't nerf it.
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Old May 04, 2008, 06:52 PM // 18:52   #163
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Quote:
Originally Posted by nembool
Increase the recharge time of Ursan Blessing to 60 seconds?
Sounds better IMO.

I agree that they should also fix the -2 energy as it does give classes with higher energy the advantage.

What they should replace with I'm not sure. Anyone have ideas?
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Old May 05, 2008, 08:47 PM // 20:47   #164
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Default Recharge time...

If you were to change the recharge time you would have to consider other factors. A group of ursans can kill quickly. If I have to drop out of ursan I immediately hit Ether Signet and then Air of Superiority. Because of the mass killing the chance of getting a recharge of all your skills through AoS is pretty good. The fastest that I have been able to get back into ursan is 2 seconds, meaning pretty much immediately after casting AoS.

All this talk about disabling ursan for 120 seconds like the Avatars on the dervish or increasing the recharge can be lessened considerably by Air of Superiority. To change one skill you would have to consider changing the other skill so that it would not recharge ursan. Of course changing that will also make it that you wouldn't recharge the dervish Avatars.
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Old May 15, 2008, 09:33 AM // 09:33   #165
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In abbreviation MMORPG - Massive Multiplayer Role-Playing games it is represented to me the most important two first a words: Massive and Multiplayer. It is obvious, that successful on-line project becomes only the one who has managed to collect a lot of players. But how it is possible to involve? Graphics?? Gameability? Excellent world? Not the main thing. The main thing - interaction of players, communities. Not war with monsters is main in such games, but war with others humans. While (or already) I do cannot be allocated in a real life, I try to be allocated in game. But for this purpose the audience, ranks, career is necessary...
If the manufacturer of game makes the rate on PvE, for deduction of players he should enter constantly new ranks, buffs, the weapons. And certainly, monsters for whom all this can be used. But in due course in such game there is an elite of players which have achieved heights. To rise up to their level to the beginner it is difficul}. Months, and even years he should farm, study game, raise qualification. As in a life. And what for, if the player comes to game that it to achieve quickly?
A-net has staked on equality of players and fast career. 20-th level it is possible to reach for couple of days. Well even a week - on search necessary skills and the weapon. Plus absence of a user's payment - all is made on attraction of a mass audience. But has passed more than 2th years. Over 2 million players - probably a limit for such game (at WoW> 6 million). And here A-nеt solves: GW2 it is still far, money for development of the project are necessary how still to involve an audience? And let's make so that beginners could take all quickly! Also enters all over again heroes, then PvE-скиллы which deification became Ursan Blessing. Inflation? Yes. But it in fact stimulates economy. Then a collapse, but it - then. We hear obvious message A-net: to us to spit on PvE. We shall develop only PvP. And still: I think, that in GW2 there will be a user's payment. The audience has already developed, anywhere will not get to.
PvE was dead - Long live to PvP!
I do not play PvP, only PvE. It is a pity to me, that so all happens. But saw it in other on-line games and is similar, it is inevitable. People share on two kinds: that, 1. Who likes to earn something and on those, 2. Who likes to possess it simply. Among teenagers the group (2) - is much more. Having analysed gamers, A-net has staked on them, not-experience players. It is her choice. More senior and intelligent part of players will leave. Whether it is bad? Yes, becomes less than competent players. But becomes less "elitism".
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Old May 16, 2008, 12:43 AM // 00:43   #166
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Making it like a resurrection signet would be an awesome nerf or, when ursan ends you lose 90% of your health.
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Old May 16, 2008, 02:32 AM // 02:32   #167
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Turn it into a bear and not let you equip any weapons. Make it so hideous that it turns people off just to click on [ursan blessin]
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Old May 16, 2008, 02:36 AM // 02:36   #168
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nerf it??? that is the silliest thing i've ever heard.

i think they should get rid of the energy degen while you're in ursan blessing. maybe you could keep your regular regeneration rate. that's what i would do.

+1
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Old May 16, 2008, 02:38 AM // 02:38   #169
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how about just making the damage reduceable by armour. having armour ingnoring dmg is why everyone uses. i mean.... only obsidian flame is that good and it causes exhaustion. there is no other dmg that is that powerful and is armour ignoring other than Obs Flame.
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Old May 16, 2008, 02:47 AM // 02:47   #170
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Quote:
Originally Posted by Trinity Fire Angel
how about just making the damage reduceable by armour. having armour ingnoring dmg is why everyone uses. i mean.... only [obsidian flame] is that good and it causes exhaustion. there is no other dmg that is that powerful and is armour ignoring other than Obs Flame.
There are many armor ignoring spells that are great.

[energy burn] is one example i could think of. There are many others I believe.

Last edited by kobey; May 16, 2008 at 03:23 AM // 03:23..
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Old May 16, 2008, 04:03 AM // 04:03   #171
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They should just change the damage so that it doesn't ignore armor. Could also increase the recharge time of the ursan attack that causes knockdown.
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Old May 16, 2008, 04:27 AM // 04:27   #172
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If i had the power to nerf Ursan i'd increase the recharge time to 45 or 60 seconds, that way it can't be used so quickly between fights. I'd also remove the health bonus it grants when activated as +200hp at R10 is a huge bonus to warriors turning them into sponges, not tanks.
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Old May 16, 2008, 10:16 PM // 22:16   #173
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Default Recharge time

As I said before, changing the recharge time will only force people to use Air of Superiority to recharge Ursan. The fastest I have been able to get back into Ursan is 2 seconds: the time it took to cast Ether Signet and AoS and something died and all of my skills were recharged.

One way of making it interesting is instead of making Ursan Strike non-armor ignoring is to make it a Spell instead. That would make it more easily interrupted and daze would then affect the Ursans. Why not? Raven's AoE strike is a spell. When in FoW with Raven I can't target those under the effects of SpellBreaker or Obsidian Flesh. And if you think of it Shadow Form assassins couldn't be targetted either. It would force at least some of the group to be in non-Ursan to kill them. It is because it is a touch skill is why it is so hard to counter. Make it a spell and you would see the return of "class" builds and possibly the PUGs would be able to participate knowing now that being efficient isn't all about the power of the skills but the power of the team synergy.
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Old May 16, 2008, 11:05 PM // 23:05   #174
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Oh please no I haven't Ursanned much yet.
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Old Jun 02, 2008, 01:31 AM // 01:31   #175
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i dont like ursanway..at all. but i do not see them nerfing the skill

but, they should nerf Ursanway team build! i was thinking, making it so you can only have 1 or 2 ursans in the group or something
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Old Jun 02, 2008, 01:35 AM // 01:35   #176
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The only way to nerf it that would make sense and not totaly kill the skill was to allow Blind and/or Blocking to affect the primary attack.

Anything more and it becomes a totaly worthless skill.
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Old Jun 10, 2008, 03:05 AM // 03:05   #177
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IMO
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Old Jun 11, 2008, 12:25 AM // 00:25   #178
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My thought is to make your primary attribute set to 0 when in Ursan form AND/OR make ursan set your base armor at 70.

This way it would truly live out its purpose...eliminate ALL diverse aspects from classes. In it's current form people still use class difference to keep people out of groups. These changes would make it even more usable by all classes and slightly reduce effectiveness.

Win-Win.
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Old Jun 11, 2008, 12:35 AM // 00:35   #179
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Quote:
Originally Posted by shoyon456
These changes would make it even more usable by all classes

Win-Win.
This thread is about nerfing it, not making it the same for all professions.
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Old Jun 11, 2008, 12:36 AM // 00:36   #180
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Either tone down the damage to something like:

Ursan Strike: Attack target twice, dealing +20...40 damage with each hit.
Ursan Rage: Attack all adjacent foes. Each foe hit is struck for +40...80 damage and is knocked down.

Or make the damage effected by armor.

And to make up for the loss in effectiveness let us use the last 3 skills on our skillbar so we can actually do something different while in ursan.
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