Apr 13, 2009, 03:10 PM // 15:10
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#1
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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Peace and Harmony and Random Arena
Ok, so I come back after a long time to jump into RA for some fast action. And what do I see? I can't play hex builds anymore because a single monk with Peace and Harmony can handle 3 enemy hexers singlehandedly. This happens in every game.
Yes, I know, I could take Wastrel's Worry, but that's not the point.
The very description of this skill is a joke, and makes me yearn for Prophecy days when skills like these were not present. I don't know if this skill was balanced for GvG, if it's used now in GvG or not, but I don't remember before seeing skills which were balanced for GvG in such a way that they made entire professions useless RA.
Sorry if this sounds as a rant, I guess it is. And also I'm sure this will hurt someones elitistic feelings of what am I doing in RA anyway and 'that arena was never balanced', but this Arena was great in Prophecies, it was fun later too with minor disbalances. Now, it's just not. Compared to Prophecies all monk skills now cast instantly, Patient Spirit replaces slower casting healing spells, etc etc.
ps: Why not just make elite skill: "Target foe is hexed with Atheism and all healing reduced by 90%"
Last edited by Servant of Kali; Apr 13, 2009 at 03:17 PM // 15:17..
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Apr 13, 2009, 03:15 PM // 15:15
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#2
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Academy Page
Join Date: Oct 2008
Guild: Mercanaries of Xero
Profession: Rt/Mo
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Deal with it.
Seriously, PvP in Guild Wars has always been balanced around GvG exclusively. The fact that RA wasn't complete crap back in Prophecies according to you (I'd argue it's always been crap) was just a fluke.
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Apr 13, 2009, 03:25 PM // 15:25
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#3
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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Its not balanced anywhere really. Predictions are for a nerf, probably to cast time (to 3/4 - making it more easily interupted and disabled) and number of hexes removed. I think the skill mechanic will stay the same though, remove x number of hexes/conditions and reduce duration.
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Apr 13, 2009, 03:49 PM // 15:49
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#4
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Frost Gate Guardian
Join Date: Jul 2006
Location: Warrior's Isle
Guild: LF PvP/GvG Guild.
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Quote:
Originally Posted by Servant of Kali
ps: Why not just make elite skill: "Target foe is hexed with Atheism and all healing reduced by 90%"
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Religion has nothing to do with this.
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Apr 13, 2009, 03:52 PM // 15:52
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#5
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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I look at other elite hex/condition removal skills and I don't see how it is balanced.
Quote:
PvP in Guild Wars has always been balanced around GvG exclusively
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Not at all. That's what you think. I've been around for too long and noticed that skill updates happen with RA in mind as well. I've seen many skills who were changed because they were overpowered in RA, as well as skills who were designed with RA in mind alone. No GvG. Actually, most skills are not balanced for GvG at all but for PvE and arenas. I thought that's pretty obvious.
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Apr 13, 2009, 03:56 PM // 15:56
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#6
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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Quote:
Originally Posted by Jessica Pariah
Religion has nothing to do with this.
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Well I guess the skill name could be "Lack of Faith"... I choose atheism because it was shorter, I mean, atheists believe in various things but they are grouped according to what they don't believe in If that made any sense
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Apr 13, 2009, 04:12 PM // 16:12
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#7
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Academy Page
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PnH and FF just obliterate hex pressure as well as condition pressure.
Only way left to play this game are spikes.
If you wanna play hexes, the only remaining one that works is Lingering Curse, you don't really have a choice but to take it.
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Apr 13, 2009, 04:14 PM // 16:14
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#8
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Academy Page
Join Date: Aug 2008
Guild: Digital Knightz [DKz]
Profession: Me/
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Quote:
Originally Posted by distilledwill
Its not balanced anywhere really. Predictions are for a nerf, probably to cast time (to 3/4 - making it more easily interupted and disabled) and number of hexes removed. I think the skill mechanic will stay the same though, remove x number of hexes/conditions and reduce duration.
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Because 0.75 second casting time is SOOOO easy to interrupt...If anything, they've either got to take the cool time up into the 15 to 20 second range, or make it heavier on the energy...at this point, with that skill alone, it can blow away 3 hexes and a cover hex, not to mention conditions to boot...
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Apr 13, 2009, 04:20 PM // 16:20
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#9
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Desert Nomad
Join Date: May 2005
Location: America
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PnH was a very bad solution to deal with the power creep in passive hexes (more specifically dom and curses hexes). Of course, who buffed all those hexes in the first place? Within the context of RA and TA you could argue that necros had become extremely overpowered, being able to keep faint (covered) on two people easily, use another monk punisher hex like wail of doom, soul bind or lingering curse and keep conditions off teammates with foul feast. The VoR mesmer is another template that had become problematic in arenas but is checked by PnH.
Don't forget that monks lose WoH with PnH. PnH makes it easy to keep hexes off a couple people but you can easily be ran over by heavy physical pressure.
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Apr 13, 2009, 04:30 PM // 16:30
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#10
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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Yep it's build wars
run PaH vs melee based team - If they're any good you should lose.
Woh vs hex heavy team - should generally lose (though i bring spotless mind along with veil)
It really depends, also OP, Protip: Don't stack everything on one target, spread it around
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Apr 13, 2009, 04:43 PM // 16:43
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#11
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Atra esternà ono thelduin
Join Date: Jan 2008
Location: Madness Incarnate
Guild: [Duo]
Profession: W/P
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meh, find a new build ;-) the olden days were too simple. today requires a more complex mind and greater skill to succeed ;-) muhahahahaha.
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Apr 13, 2009, 04:49 PM // 16:49
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#12
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Wilds Pathfinder
Join Date: May 2007
Guild: Kaons Banned Fecal Super Team [Ban]
Profession: Mo/A
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If you take a look at what pnh was created to deal with, you'll get another picture.
LC was buffed to insane dimensions, pnh was buffed to be a counter.
LC still sticks, even with pnh.
Get the idea?
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Apr 13, 2009, 04:57 PM // 16:57
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#13
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Frost Gate Guardian
Join Date: Dec 2005
Location: In da islands mon
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Quote:
Originally Posted by Servant of Kali
I can't play hex builds anymore because a single monk with Peace and Harmony can handle 3 enemy hexers singlehandedly IF they are idiots.
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Players heres an amazing idea spread your hexes around.
Faced a VOR mez the other day while playing pnh guess what he did?
Vor on one player, empathy on the meele, backfire on me and wasterls at random times. Pnh is not a magic bullet by any means.
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Apr 13, 2009, 05:37 PM // 17:37
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#14
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Krytan Explorer
Join Date: Feb 2006
Guild: Mystic Spiral [MYST]
Profession: R/
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The only thing I keep loosing from is Murphy. His law keeps putting me on the wrong place with the right builds all the time. I take a P&H build and i get 10 matches with ranger/sin based teams. I'm fed up and choose to switch to a more hybrid-common build and the first match I play is 2 hexers in the opp team.
And then when you finally choose to be a hexer yourself you run against the only P&H monk in the whole RA-world at that time.
RA is fun... really....
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Apr 13, 2009, 05:40 PM // 17:40
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#15
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The Cheese Stands Alone
Join Date: Dec 2005
Location: A Chair
Guild: Delta Formation [DF]
Profession: R/
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Or you can just not play hexes, which are pretty mindless to start with.
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Apr 13, 2009, 06:13 PM // 18:13
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#16
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Omg so many hexes so many hexes stop casting your knees on me wow so many hexes I'm so stacked with hexes i just have to stand there I can't attack or move or I'll die so many hexes omg wow I can't use any skills SO MANY HEXES.
Stop complaining.
There's a spell that undoes all my hard work as a warrior, called [word of healing]. It recharges faster than PnH and nobody ever complains about it.
Don't be a hex stacking loser, or else don't complain about the counter to your tactic.
Anyway 99% of the time the enemy team will not have PnH monk, therefore you just cast your hexes and the enemies die helplessly.
NOTE: all hexers always stack all their shit on either the hammer warrior or monk.
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Apr 13, 2009, 06:32 PM // 18:32
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#17
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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A good warrior should be able to murder a pnh monk in RA. The monk simply doesn't have the heals to keep up with physical pressure.
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Apr 13, 2009, 06:40 PM // 18:40
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#18
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by Yue
Or you can just not play hexes, which are pretty mindless to start with.
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Yes, yes, a thousand times yes.
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Apr 13, 2009, 06:41 PM // 18:41
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#19
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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I don't play RA, like it really sucks and there's a thread about it.
Monks vary quite a bit in ease of taking out, generally it's not worth the time when he's at full health with guardian available.
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Apr 13, 2009, 08:25 PM // 20:25
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#20
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Wilds Pathfinder
Join Date: Sep 2006
Location: Pie-land
Guild: Warlords Of The Underworld [WoTU]
Profession: Mo/
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Quote:
Originally Posted by Lux Aeterna
I don't play RA, like it really sucks and there's a thread about it.
Monks vary quite a bit in ease of taking out, generally it's not worth the time when he's at full health with guardian available.
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Huh?
To the OP: Please give me and the community an extremely solid example as to a skill ballance that had RA specifically in mind.
Air of enchantments? was used in all aspects on PvP, primarily in GvG and AB. yes it was exploited in TA but that was a knock on effect.
Elle elites? Mind blast was too epic for energy management. and as well as the others, they were used everywhere.
Divine Boon (boon prots)? Never got nerfed tbh.
Smiter's Boon? that was obviously GvG.
RA is not a place to be taken seriously in terms of making it a more ballanced arena, hence the name random.... the updates were and always will be focused on driving the meta for the 8v8 competitions (HA and GvG).
please think.
seriously. i can't think of a single skil that was nerfed or build that had to be altered due to overpowered-ness in RA.
EDIT: and another thing, could i also get an example of a "skill that was designed for RA alone in mind"?
i agree that PnH is seen to be over powered in a 4v4 event, but it is as how everyone else has said. put enough physical pressure on the PnH, and you should win.
Build wars build wars build wars.
Last edited by Fate Crusher; Apr 13, 2009 at 08:36 PM // 20:36..
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