Jun 13, 2009, 01:03 AM // 01:03
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#121
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Wilds Pathfinder
Join Date: May 2007
Guild: Kaons Banned Fecal Super Team [Ban]
Profession: Mo/A
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When elites weren't so stupidly powerful compared to regular skills, there was noone who couldn't survive a temporary loss of an elite, even if it was still a priority to interrupt.
If the damage output was lower together with the power of defense, being hit by something like humility would have less of a direct influence, but would rather be about having a window of opportunity to take advantage of instead of just mindlessly pumping out high amounts of damage that things deal today.
A general power decrease for pretty much everything is just a good idea.
It pretty much makes either shutdown or greater tactical decision necessities.
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Jun 13, 2009, 01:24 AM // 01:24
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#122
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Site Contributor
Join Date: Mar 2005
Location: Herts, UK
Guild: One Hitter Quitters [QQ]
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Quote:
Originally Posted by arienrhode
Really? There have been plenty of metas in the past with dual axe warriors with d-chop, dual rangers or a ranger and a dom mes. In fact turret rangers with RTW and ED or flail were far more dangerous with interrupts than a standard pressure rangers. Anyway, this isn't new. The only thing that has changed is VoR with hum sig is now meta and being that the build is primarily hex based with fairly long recharging skills and a long casting signet, resolve makes it ez mode with virtually no downside other than using a skill slot.
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See what Echo said I guess. The lack of things needed to be interrupted has meant that fast recharging interrupts have gained exponentially in terms of power. No Aegis, Ward, few Blinds, etc. means cutting through defence is easier. On the other hand there are more things that require interrupts to be used defensively, but obviously with so little off-Monk defence run now aside from Flaggers the game has become more about who can kill each other faster. Add that elites have gained crazy power in certain cases (WoH, Lingering, WK, VoR) and it simply adds to the creep.
The simple fact is that fast recharging and super powerful interrupts stop anyone even attempting to run 2 casts at the stand outside of hex builds or under fast casting. Sometimes both. It's not the only issue though - factors such as general increases in health and armour are problematic, as are an awful lot of skills that have been redesigned or rebalanced to force meta changes or force them into the game. Ensign said it best when commenting discussions over individual skills is useless. There are simply two options; do very little, or do a lot. Skill balances every month will have little to no effect, while a dramatic overhaul of mechanics and skills will have a huge effect. Only one of these is viable, but the regularity should really be cut down from once a month unless one build becomes completely dominant where even hard counters cannot respond to it.
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Jun 13, 2009, 10:34 AM // 10:34
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#123
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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Quote:
Originally Posted by Animate
Yes they are. Innovation rocks.
You always argue in favor of balanced. U r so boringly predictable with ur bias. Stop representing what you play all the time as the only good thing and think about the game as a whole with many players with different tastes.
"needs to die blabla" + "balance blabla" = "contradiction"
Silly, it is not balance what you want. It is monotony.
Think about it for a while.
And then rephrase: "Needs to die" -> "Needs to be adjusted = Needs to be balanced"
Listen to Vanquisher for instance.
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Anet cannot adjust. Anet either kills or leaves it as it is.
I am boring because i think chaining hexes on a target without a second thought regarding possible interruptions/positioning is bad? I am boring because I think of teams that hex stack one of your team members with 2 rows of hexes as bad and ridiculous?
What you call monotomy is what currently takes most skill to be executed well and achieve good results with in comparison to builds like hexways or MB ways, with or without the mantra mesmer.
And btw, what you call innovation is just a means of making a role easier and more effective vs a form of shutdown that has been there for over 2 years ago - and let me tell you that even back then, hexways could win if you did not have a ranger good enough to know what skills were vital to interrupt and which they could let the monk to remove or just remove them themselves. I, however, doubt it's merely adjustement to the meta that's behind it.
Moreover, as I already said, if they nerfed mantra of concentration and glyph of concentration, they ought to be thorough at their work and take care of mantra of resolve too.
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Jun 13, 2009, 11:31 AM // 11:31
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#124
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Jungle Guide
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There is very little skillful about the modern "balanced" build in TA, and there's nothing balanced about it either. Balanced was a relevant term when people ran setups like EVISC / BA / CE / ZB. Now you just have three brute force templates ("balanced," hexes, fire eles) beating each other to death.
While I appreciate and share your desire for a "balanced" build to re-emerge in TA, part of that desire also comes with killing every goddamn necro skill on the LC necro bar, and killing WK just to be sure.
Aside from pretty much killing the modern necro template, all you really need to do is tap Mantra of Resolve for hexways, very lightly tap the skills on the fire eles, and lightly tap Magebane. That solves about 75% of the balance issues in TA right there.
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Jun 14, 2009, 04:54 PM // 16:54
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#125
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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Quote:
Originally Posted by Sun Fired Blank
There is very little skillful about the modern "balanced" build in TA, and there's nothing balanced about it either. Balanced was a relevant term when people ran setups like EVISC / BA / CE / ZB. Now you just have three brute force templates ("balanced," hexes, fire eles) beating each other to death.
While I appreciate and share your desire for a "balanced" build to re-emerge in TA, part of that desire also comes with killing every goddamn necro skill on the LC necro bar, and killing WK just to be sure.
Aside from pretty much killing the modern necro template, all you really need to do is tap Mantra of Resolve for hexways, very lightly tap the skills on the fire eles, and lightly tap Magebane. That solves about 75% of the balance issues in TA right there.
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yeah, pretty much~
never claimed the current "balanced" was an ideal build - its the most balanced out of the imbalanced teams currently (ab)used in TA.
nothing will ever beat the ZB+CE+EVISC+BA build when it comes to real balanced builds.
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Jun 16, 2009, 10:58 AM // 10:58
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#126
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Anyone else having a problem with the re-introduction of minions in PvP? I'd like AoTL smoked, or brought back to it's old state. Or do you people like it to mash TAB 'till your fingers bleed? Rubberbanding and misclicking targets is also quite common when you face it. Not a supa-dupa important issue, but annoying nonetheless.
I personally have a big problem with people that use undead to do their dirty work, and I don't write this because suck builds beat me, they generally don't, but they're tedious to fight.
Last edited by bungusmaximus; Jun 16, 2009 at 11:02 AM // 11:02..
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Jun 16, 2009, 01:58 PM // 13:58
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#127
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Wilds Pathfinder
Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
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Quote:
Originally Posted by kedde
When elites weren't so stupidly powerful compared to regular skills, there was noone who couldn't survive a temporary loss of an elite, even if it was still a priority to interrupt.
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I agree. With respect to hexway and PnH (which even nerfed I think is a rediculous skill), I'd rather see Purge Signet get a 12s recharge and be carried off-monk like it was during the first SB-RI meta than see PnH exist in it's new form. I seem to remember Purge Sig being ok on a ranger against water eles too... I mean it's a pretty well balanced skill overall isn't it?
I'm all for toning elites down to being just marginal over regular skills. Then things like humsig (fine for years) wouldn't be causing a fuss either.
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Jun 20, 2009, 10:29 PM // 22:29
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#128
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Wilds Pathfinder
Join Date: Feb 2006
Profession: A/Mo
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http://www.guildwars.com/gameplay/de...l_balances.php
im not exactly overjoyed about the palm nerf. but it's ok. just delay the trample a bit so it will still be recharging on bos.
it goes ps-(small wait)-to-fls-tf-(wait)-ps-bos. it does slow down the dmg but meh w/e.
i like the hex nerfs. the other updates i dont care much about.
Last edited by X Cytherea X; Jun 22, 2009 at 09:49 PM // 21:49..
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Jun 21, 2009, 05:15 AM // 05:15
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#129
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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I'm so sick of having every necro ever from yumy maintain faint on me for the whole round.
Seriously this is like the only necro skill that didn't just get nerfed heavily and it's pretty annoying.
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Jun 22, 2009, 09:46 PM // 21:46
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#130
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Wilds Pathfinder
Join Date: Feb 2006
Profession: A/Mo
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Quote:
Originally Posted by X Cytherea X
http://www.guildwars.com/gameplay/de...l_balances.php
im not exactly overjoyed about the palm nerf. but it's ok. just delay the trample a bit so it will still be recharging on bos.
it goes ps-(small wait)-to-fls-tf-(wait)-ps-bos. it does slow down the dmg but meh w/e.
i like the hex nerfs. the other updates i dont care much about.
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another option is..
ps-(wait 5.5ish secs)-tf-ps-to-fls-bos
Last edited by X Cytherea X; Jun 22, 2009 at 09:49 PM // 21:49..
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