Sep 14, 2009, 02:17 AM // 02:17
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#41
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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WC aint that big of a problem, but I would change it to "this skill takes 10 seconds longer to recharge if it fails to KD" to increase punishment of failspikes.
Revert the 1/2 activation dagger skills. They are a lame way to try and give sins an IAS without actually giving them IAS and in the end just end up as gimmick skills for R\A abuse.
Ignore idiots saying "ZoMg NeRf EsCapE" because thats not the problem.
Revert AOS
Hell, if they revert most of the crap from last update I will be happy.
Also, even though anet is a brick wall...here are the changes that would help TA.
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Foul Feast: 0...1...2 energy. Max 5 energy gained. ( Would also help HA and GvG )
Plague sending: 5E, 12R
August skill update 2009: Revert it. ( Would also Help HA and GvG )
-ALL No att/unlinked shadow step skills- : Move to critical strikes, 50% failure with CS 4 or less. ( Would also Help pretty much every pvp format there is )
Shove: Fails if you are enchanted.
Visions of regret: Conditional damage negation applied to all hexes, not just Mesmer ones. ( Would also Help HA and GvG )
Distortion: Duration based on illusion, energy loss based on Fast casting. ( or some similar nerf that causes the skill to be only usable by Me/ ) ( Would also Help HA and GvG)
Mind blast: 0...3...6 energy. ( Would also Help HA and GvG )
Primal Rage: Smiters boon. ( Would also Help HA and GvG )
Shield Bash: 3 sec duration @ 0 strength. ( Would also Help HA and GvG )
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Last edited by Master Ketsu; Sep 14, 2009 at 04:35 AM // 04:35..
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Sep 14, 2009, 02:19 AM // 02:19
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#42
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Nerf Sway, buff Eviscerate to 7 adrenaline. Buff Eviscerate to 7 adrenaline. Buff Eviscerate to 7 adrenaline.
That would make Eviscerate not be so much suckier than Primal Rage.
WC is balanced or underpowered. Nerf sway.
Last edited by Lux Aeterna; Sep 14, 2009 at 03:57 AM // 03:57..
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Sep 14, 2009, 07:00 AM // 07:00
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#43
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by pah01
And wasn't this the meta where Defensive Anthem, Fast cast ward melee and some copies of shields up were likely to be present?
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Not at first no and I could be wrong but when people started running FC wards I believe Aegis was already changed to area range, also at this point people started running splinter weapon for NPC farming so a lot of guilds ran rit runners.
Shields up was obviously a problem on it's own, and as was FC ward, but that doesn't change the fact that a party range Aegis is a bad idea.
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Secondly this was also the LOD / [prot elite] meta where the flagger no longer had party healing duties or had to worry about them a lot less.
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Which was a very good thing as it allowed flaggers to have much more build variety, also LoD was a lot less broken than Recuperation + PwK as it was actually fairly easy to shut down (I'd fully support bringing back the old LoD with an 'in the area' clause and maybe a 6-8s recharge instead of the old 5r.
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Thirdly I can understand someone thinking that Aegis is a problem at party range but you got to look beyond the state of the meta about that time.
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Regardless of the state of the meta, you're pretty much going to have to either run Mirror of Disenchantment or run a spike build if Aegis is party range, I'm not really sure how you find this, in any way, good for the game.
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Lastly If you are going to run Aegis on the flagger bar now I think you just gave away your ability to do a bunch of things. You will be losing warding, snares or party heals.
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Current flagger bars are a problem on their own, they need to bring party healing as there's no other viable options (save for Mending Refrain which deserves a nerf anyway).
The weapon spells actually aren't that great anymore, they're simply a neccesity atm as any other form of defense is easily removed by enchantment strips or a stance removal. With Aegis/Ward back this would be very different.
E/Mo flagger actually had a lot more 'utility slots' than current flaggers and at the time there was a decent balance between Rt/X, E/Mo and Mo/X flaggers.
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It may have no effect, but a smart midliner at the stand is going to try and go back out of range of a ranger or mes to try and cast the skill.
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Whereas with the most recent version of the skill a smart player would do those things as well except he would still have to be in range of his own team making it require a little more thought than simply running back and putting up Aegis.
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I guess the best way to find out who I was would be to ask Kaon about a guy called Munch who was our guilds caller all the way from prohecies to the end of that winterfest season. It was multiple reforms but if you remember our tags id be surprised. OuT, GoaT [swift made a lot of money selling it], Flop, cM, and probably a few others.
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I remember the names though I don't remember those guilds ever being 'at the top of the ladder'.
Quote:
Originally Posted by Lux Aeterna
Buff Eviscerate to 7 adrenaline.
That would make Eviscerate not be so much suckier than Primal Rage.
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It won't make that much of a difference, since Primal Rage is broken, why not just nerf that instead and leave Eviscerate as it is?
Oh and Escape IS the problem with R/As, the dagger attacks are too obviously, but they wouldn't be anywhere near as scary on a 70 AL target without a near permanent 75% block chance.
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Sep 14, 2009, 07:55 AM // 07:55
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#44
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Wilds Pathfinder
Join Date: Sep 2006
Location: WI
Profession: Mo/
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Quote:
Originally Posted by God_Hand
Easy. Remove the Shadowstep.
Done.
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terrible idea. you'd be better off running a different kd then. removing the teleport completely takes away from the design and originality of the skill.
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Sep 14, 2009, 08:28 AM // 08:28
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#45
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Academy Page
Join Date: Feb 2007
Guild: Legion Of Losers
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Flail is an awful skill. People should complain about it more.
Two options:
Make it Frenzy that costs 4 adrenaline.
- or -
25 Energy, 0-3 duration, 90 second recharge.
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Sep 14, 2009, 09:21 AM // 09:21
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#46
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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how do i switch stances
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Sep 14, 2009, 09:23 AM // 09:23
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#47
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Quote:
Originally Posted by IMMORTAlMITCH
It won't make that much of a difference, since Primal Rage is broken, why not just nerf that instead and leave Eviscerate as it is?
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What exactly do you mean by broken?
Basically all the warrior elites suck somewhat except for Devastating Hammer and Primal Rage, it'd be nice to see something new without making warriors weaker, especially with dolyak signet+balanced stance monks or faint/enfeeble/armor of sanctity and things around, which can be quite impossible to kill. I mean, with all of the OP defense sometimes you'd like maybe even need 33% IMS and a 1/2sec activation interrupt that causes exhaustion on an 8sec recharge.
Next: sway rangers find a way to bring wild blow.
Last edited by Lux Aeterna; Sep 14, 2009 at 09:28 AM // 09:28..
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Sep 14, 2009, 09:33 AM // 09:33
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#48
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Wilds Pathfinder
Join Date: May 2007
Guild: Kaons Banned Fecal Super Team [Ban]
Profession: Mo/A
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Warriors need to be weaker which is the point together with all the rest needing to be weaker.
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Sep 14, 2009, 09:48 AM // 09:48
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#49
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Ascalonian Squire
Join Date: Oct 2007
Location: Uncharted Island
Guild: Miniature Monks [ONLY]
Profession: Mo/
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everything, all damage, defense, healing need to be toned down... chances of that happening... so close to 0 can be counted as 0... power compensates for lack of skill, which makes me sad... being sad makes me angry
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Sep 14, 2009, 10:45 AM // 10:45
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#50
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Krytan Explorer
Join Date: Feb 2007
Location: Napa, CA
Guild: Inadequately Equipped [GeAr]
Profession: R/N
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Quote:
Originally Posted by Cantos
Flail is an awful skill. People should complain about it more.
Two options:
Make it Frenzy that costs 4 adrenaline.
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That would make it way too good.
Quote:
Originally Posted by Cantos
25 Energy, 0-3 duration, 90 second recharge.
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And I don't see a reason to nerf it out of the game.
I wouldn't be opposed to some kind of minor nerf to it though.
Quote:
Originally Posted by kedde
Warriors need to be weaker which is the point together with all the rest needing to be weaker.
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Warriors are already only put in builds these days for deepwound spam and kds, why should they be made even worse? It's the midline that does all the damage, pressure, etc. (excluding R/A's).
Last edited by I Angra I; Sep 14, 2009 at 10:48 AM // 10:48..
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Sep 14, 2009, 11:25 AM // 11:25
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#51
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Quote:
Originally Posted by Lux Aeterna
Next: sway rangers find a way to bring wild blow.
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It's already happened...
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Sep 14, 2009, 11:34 AM // 11:34
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#52
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Academy Page
Join Date: Oct 2008
Guild: [zulu]
Profession: R/
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Quote:
Originally Posted by Darth The Xx
I also agree that[...] mantra of resolve need a nerf, however making escape end on attack is basically taking away its elite status, you'd be far better off just taking stride. I'd make it only block while not attacking, like the opposite of flashing blades. As for resolve, needs to be something like 5 sec duration 10-15sec recharge so it lets you get off 1-2 spells at a time not free reign 24/7 with no fear of interrupts.
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not a bad escape idea, i think disable all non-ranger skills for 7-8 seconds would work too. The only issue would be disabling your 2ndary primary skills most rangers use including res and mend touch; but 7-8 seconds isnt too bad and its a little more in line with escaping rather than charging. i wouldnt recommend that for mantra of resolve because a mesmer can use it while casting spells over and over and stance removal wont even help you there. Bringing stance removal to spec it sucks, so i personally think this skill can burn in hell; thats a bias btw. pious concentration and mantra of concentration would still be used so you need to adress all of the antirupt stances. Im tired so im not going to give 1/2 suggestion to fix it but it does need to be tweaked.
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Sep 14, 2009, 11:59 AM // 11:59
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#53
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Wild strike: Lose all energy. Must follow a lead attack. If it hits, this attack strikes for +10...30 damage and any stance being used by target foe ends. This attack cannot be blocked.
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Sep 14, 2009, 12:47 PM // 12:47
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#54
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by Lux Aeterna
What exactly do you mean by broken?
Basically all the warrior elites suck somewhat except for Devastating Hammer and Primal Rage
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When Eviscerate 'sucks somewhat' doesn't that already tell you the problem lies elsewhere?
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Sep 14, 2009, 01:13 PM // 13:13
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#55
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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lol @ all suckers who want to nerf Escape.
Just fyi, Escape isnt the problem in r/a build
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Sep 14, 2009, 01:43 PM // 13:43
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#56
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by Morgoth the dark
lol @ all suckers who want to nerf Escape.
Just fyi, Escape isnt the problem in r/a build
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I very much doubt Expertise is gonna get changed any time soon, hitting Escape is the next best thing, the attacks are obviously problematic too but without the near permanent 75% block chance it's not nearly as big a deal.
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Sep 14, 2009, 01:55 PM // 13:55
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#57
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Krytan Explorer
Join Date: Dec 2008
Location: State College, Pennsylvania, United States
Guild: Zealots of Shiverpeak [ZoS]
Profession: W/
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tl;dr change every skill to 25e, 120r, 10s cast.
we'll have balance again.
but srsly, monks need to be toned down a bit.
Last edited by Neo Atomisk; Sep 14, 2009 at 01:58 PM // 13:58..
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Sep 14, 2009, 02:10 PM // 14:10
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#58
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Quote:
Originally Posted by Morgoth the dark
lol @ all suckers who want to nerf Escape.
Just fyi, Escape isnt the problem in r/a build
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So define the problem then.
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Sep 14, 2009, 02:19 PM // 14:19
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#59
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Wilds Pathfinder
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Quote:
Originally Posted by Neo Atomisk
tl;dr change every skill to 25e, 120r, 10s cast.
we'll have balance again.
but srsly, monks need to be toned down a bit.
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It's ironic how your 'seriously' part has a worse idea than the "25e 120r 10s" (aka Smiter's Boon) one. Everything needs to be toned down, BUT Monks.
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Sep 14, 2009, 02:58 PM // 14:58
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#60
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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Quote:
Originally Posted by Bobby2
So define the problem then.
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Problems in that build are :
1/2 cast sin attacks with 3 second or less recharge (recharge is what it makes them spammable) in a conjunction with expertise (tunes down 5 energy attacks to 2e @ 13 + attribute).
Borat (i think) switched Escape with Shattering Assault without damaging the build (rangers can swap Escape with Natural Stride easily).
So, if i recall correctly, Escape hanst been changed for a quite a long time now, but when they boost Assasin skills, it becomes overpowered?
Think again
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