Jan 14, 2009, 07:16 PM // 19:16
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#41
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Ec]-[oMaN
What's that gonna do, you still will be able to burning arrow+insta hunters, just your next interupt won't be instant.
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~70 less dmg on a spike w/out savage?
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Jan 14, 2009, 10:14 PM // 22:14
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#42
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Krytan Explorer
Join Date: Jul 2006
Guild: StP
Profession: Me/
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Quote:
Originally Posted by Reverend Dr
Running a highly defensive spike lets poorer players stay in the match longer.
Staying in the match longer =! better chance of winning.
Minimalistic offense doesn't even do what you are touting it does.
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actually for a spike build staying in the match longer does increase your chance of winning... very obviously.
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Jan 14, 2009, 10:48 PM // 22:48
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#43
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Jungle Guide
Join Date: Apr 2006
Guild: Battery Powered Best Friends [Vibe]
Profession: Me/
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Quote:
Originally Posted by Reverend Dr
Running a highly defensive spike lets poorer players stay in the match longer.
Staying in the match longer =! better chance of winning.
Minimalistic offense doesn't even do what you are touting it does.
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Have you even read the original post?
First of all the "highly defensive spike" you're referring to actually packs a lot of offense thanks to buffs to Burning Arrow and Hunter's Shot, as well as decent offensive skills available to highly defensive characters (e.g. Caretaker's Charge, Ancestor's Rage, Steam, etc.).
The "highly defensive spike" you talk about can put out a decent amount of pressure against other teams which is why it is so imbalanced. This pressure primarily comes from Burning Arrow (which does 200 damage per use) and the spike damage comes from the high damage compression available on all characters.
Last edited by lutz; Jan 14, 2009 at 11:21 PM // 23:21..
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Jan 14, 2009, 10:58 PM // 22:58
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#44
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Jungle Guide
Join Date: Apr 2006
Guild: Battery Powered Best Friends [Vibe]
Profession: Me/
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Quote:
Originally Posted by Ex Death
Nerfing the Burning Arrow->Hunter's Shot->Savage Shot won't be enough. Obviously hunter's shot is the main problem because of the 1 sec cast but all the 1 sec cast skills will need to be nerfed by removing the cast time. NOT by reducing the numbers (as was done previously) because at 14 marksmanship and with read the wind it will inherently produce massive spike damage no matter what the numbers are. Scaling flail properly is also necessary.
If only hunter's shot is nerfed most probably people will simply run something like:
Sloth Hunter's->Penetrating/Power shot->Punishing shot
This still keeps the same utility as the current bar, essentially swapping savage shot for punishing and has similar spike damage.
Maybe a fix for hunter's shot (as not to destroy the skill for normal ranger bars) would be to remove the cast time and + damage and make it apply unconditional bleeding. Careful consideration for the length of bleeding and recharge of the skill would need to be applied but this should promote more pressure.
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Punishing Shot doesn't do 200 damage like Burning Arrow does.
I should probably make it a requirement, before responding to this thread, to read the descriptions of ALL THE SKILLS THAT ARE MENTIONED. You know, so people know what they're talking about before they respond.
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Jan 14, 2009, 11:26 PM // 23:26
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#45
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Academy Page
Join Date: Sep 2007
Guild: Kaon's byob guild
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Quote:
Originally Posted by lutz
Punishing Shot doesn't do 200 damage like Burning Arrow does.
I should probably make it a requirement, before responding to this thread, to read the descriptions of ALL THE SKILLS THAT ARE MENTIONED. You know, so people know what they're talking about before they respond.
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I think you completely missed my point. In no way did I imply that burning arrow does similar damage to punishing shot. Rather that the aforementioned combo of Sloth Hunter's->Penetrating/Power shot->Punishing shot is similar spike damage to the current Burning->Hunter's->Savage and would provide an adequate alternative if hunter's shot is nerfed. If anything, you should re-read other's posts more thoroughly.
Further to my previous post I would just like to make the point that if ranger 1 sec casts are removed this would have to include Melandru's Shot also (which is a shame). Otherwise it could be slotted in as an alternative to Hunter's Shot in the spike combo and would provide even more utility to the already overpowered bar (cripple).
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Jan 14, 2009, 11:50 PM // 23:50
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#46
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Jungle Guide
Join Date: Apr 2006
Guild: Battery Powered Best Friends [Vibe]
Profession: Me/
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Quote:
Originally Posted by Ex Death
I think you completely missed my point. In no way did I imply that burning arrow does similar damage to punishing shot. Rather that the aforementioned combo of Sloth Hunter's->Penetrating/Power shot->Punishing shot is similar spike damage to the current Burning->Hunter's->Savage and would provide an adequate alternative if hunter's shot is nerfed. If anything, you should re-read other's posts more thoroughly.
Further to my previous post I would just like to make the point that if ranger 1 sec casts are removed this would have to include Melandru's Shot also (which is a shame). Otherwise it could be slotted in as an alternative to Hunter's Shot in the spike combo and would provide even more utility to the already overpowered bar (cripple).
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If you wanted a pure spike, you might as well play ranger spike.
The post is about a build that can pressure as well as spike, and has massive defense.
I'm pretty sure you haven't read the initial post.
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Jan 15, 2009, 01:43 AM // 01:43
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#47
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Krytan Explorer
Join Date: Jul 2006
Guild: StP
Profession: Me/
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Quote:
Originally Posted by lutz
If you wanted a pure spike, you might as well play ranger spike.
The post is about a build that can pressure as well as spike, and has massive defense.
I'm pretty sure you haven't read the initial post.
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you're talking about rawrspike.. it only pressures if faintheartness is your only defense cause you want to run hexspam midliner. it doesnt pressure builds that dont sacrifice all their defense for a 4min face rape match with lingering. its a spike build when/if lingering gets nerf'd everyone will go back to FC Water and realise its just a spike and go back to asking for a Rend nerf. tbh the game has stacked OP'd thing ontop of each other so much it cant go back ever.. Primal gets nerf -> WE which is still OP'd but just not as OP'd as Primal lol
rawr have created the most airtight victory engine build i think you could with whats available, their focus is stay alive, then packs just enough to kill. its impressive just a shame its boring as hell to play and thats the reason the game shouldnt be balanced around it. if you think its cause ppl care about "oh noes honour!" its not.. its cause ppl want to have FUN when they play their GAME, yeh say "haha you'll never win gold with a dom mesmer" but ppl enjoy dom mesmer and thats a good thing.
so yeh pewpew rangers are OP'd need something done with 1sec activations and flail down to 1sec 0strength (also deals with assassins a bit) and just tone down BAs damage, Lingering 10 energy and both lingering and suffering -3 degen at 13+, Lyssa's aura reapplies when you cast a mesmer spell and make its duration scale duration 9 secs at 11 (make it hard to keep up on nonmesmer bars even if they have Waste Not) Rend Enchants i saw something quite good making it a Hex which works similarly to Spotless Mind and removes an enchant every 5 seconds because everyone KNOWS its OP'd to remove 6 enchants for 5 energy and "whats left over" attribute investment. PBlock needs to be brought down to allow ppl to actually run nonFC midliners 15sec recharge 6 second disable 10 energy i think isnt too terrifying. oh and make PoD remove 2 enchants max and deal 47 damage per monk enchant removed to bring the doom spike of rubbishness into line. Palm Strike needs 8 sec recharge. and.. oh smite monks and oh ffs there is too much. yeh i'd give up.. oh i forgot stop warriors being the fastest profession the game has ever known its just retarded, and nerf WE too..
im done for now there will ofc be things that need addressing for these changes but im tired, feel free to point out alterations but please dont pretend certain skills are balanced because you abuse them and like the results
EDIT: I would happily take Diversion if it was elite - Shatter, Diversion, PLeak, Pdrain, Insp Enchant, EBurn, Shame, Res... the domination lines power doesnt come from its elite unless all you're able to do is PBlock and fail at all other skills
Last edited by Phe Belladona; Jan 16, 2009 at 02:03 AM // 02:03..
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Jan 15, 2009, 09:01 PM // 21:01
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#48
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Frost Gate Guardian
Join Date: Nov 2008
Profession: W/
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Quote:
Originally Posted by moriz
PnH and escape are actual elites. in the case of escape, it is only marginally more powerful than natural stride and eats up an elite slot. PnH cannot be run on a ranger for obvious reasons.
even though you can't use mend touch on a turret, you still have the almighty dshot, so my point still stands.
of course, if you and mitch are arguing that these skills are NOT extremely powerful and what really made the old ranger template work, then it's /facepalm time for me.
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Quote:
Originally Posted by Edwards
People say that dshot is arguably worthy of elite status because it would probably still see play as an elite--not in this meta of course, but in a more balanced-friendly one.
Whereas if mending touch and nat stride were made elite, they would NEVER be brought into PvP EVER. Yes, they're powerful, but they're not elite-worthy.
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Exactly, because, once again, we have things like Escape, Lightning Reflexes, Dismiss Condition, Ant Sig, Mend Ailment, etc.
Quote:
Originally Posted by arienrhode
Natty stride is one of the better non-elite skills but it's nowhere close to elite worthy. It's seriously terrible terrible as an anti-spike and protect skill stance compared to lightning reflexes, which is slightly broken stance imo. [/B]D-shot would only be elite worthy if it was unblockable, not to mention the ranger class would be worthless without it[/B]. How about making diversion an elite and seeing how well dom works?
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-75% to block is like having both Nat Stride & Guardian on. It makes a lot of difference when someone's trying to pound away on you. Escape is affected by Exp, unlike Nat Stride, which is WS. Most Rangers will prioritize Exp & Marks over WS. Also, NS ends if you get hexed or enchanted, so if you get VoR thrown on you, you're screwed.
For pure speed? Just stick with Nat Stride.
-Thank God someone shares my views on D-Shot
-They'd just take VoR.
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Jan 16, 2009, 07:59 AM // 07:59
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#49
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Wilds Pathfinder
Join Date: Jul 2007
Profession: N/
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nerf on dshot would mean ranger will never see play again, except for the r/d's ofcourse.
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Jan 16, 2009, 08:29 AM // 08:29
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#50
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Frost Gate Guardian
Join Date: Feb 2008
Location: In my 40/40.
Guild: Brave And Strong Guild [FGJ]
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This obviously depends on the weight of the nerf. I don't see any reason to nerf dshot though. Btw, Hi Tam, if I'm not mistaken.
Anyway, dshot is not the problem and will not be. The problem is as many said the DPS+spiking power. Aftercast for hunter's shot would be a nice idea, so you cannot squeeze 3 attacks in one spike. Also in terms of skill, dshot and savage under Read The Wind and Flail make mesmer interupts almost obsolete (except that a savage/dshot can be blocked and stuff), because if I'm not mistaken the interupts hit even faster than those of a mesmer.
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Jan 16, 2009, 10:21 AM // 10:21
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#51
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Quote:
Originally Posted by Tamuril elansar
nerf on dshot would mean ranger will never see play again, except for the r/d's ofcourse.
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This indicates underlying bigger flaws of the profession as a whole. I don't like the common argument, "plz keep dshot cuz my ranga will b lonely," because two wrongs don't make a right. They needn't nerf Dshot in to the uncharted realm of Spawning Power skills but, instead, scale the disable with Expertise or increase the energy cost to 10 so that players can't throw Dshots around recklessly and get lucky interrupting the likes of Reversal of Fortune.
Then there's the argument that interrupts are essential to defend your team against threats and nuisances like Diversions, anti-melee hexes and even Crushing Blows. I agree but your warriors are still taking Distracting Strike, KDs, your ranger(s) has/have Savage or your dom mesmer bar has a combo of Pdrain, PBlock, Pleak, Cry.
Having an overpowered solution (Dshot) to overpowered problems (Palm Strike, Diversion etc.) is, once again, making the game more stale, predictable and mundane.
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Jan 16, 2009, 11:23 AM // 11:23
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#52
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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How did this thread turn into 'dshot is overpowered' without anyone from rawr posting?
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Jan 16, 2009, 11:50 AM // 11:50
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#53
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Krytan Explorer
Join Date: Nov 2006
Profession: Rt/
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the turret ranger is problematic, but i think a nerf to RtW and/or adding an aftercast on +dmg bow attacks would take care of it adequately. i don't agree that rangers should be rendered incapable of doing damage - imo, the problem is with the rate at which they do damage.
i think the current big f'in problem is lingering curse, and to an extent, mark of insecurity. i think there should be hard anti-prots and anti-heals in the game, however, lingering curse has no business being AoE + ~30 sec duration + incredibly spammable. it makes for hex-and-forget degenerative play. no single skill should have the potential to make an entire team suffer so badly, for so long. this skill needs to be almost completely reworked.
i think MoI would be fine with just a nerf to the duration and/or spec - make it so you really have to spec to make it worthwhile, so that flag runners and whatnot can't go in minimally tri- or quad-specced (is that a word?) and be imbued with that kind of spike assist power along with an insane amount of defense and offense.
as a flagger, and probably the voice of a minority, i like the utility MoI brings to the table and would kinda hate to see it nerfed into non-use. having some moderate stance and enchant hate on a split (or defending against a split) without having to bring the entire midline along is nice, and in this meta and considering the current tiebreaker mechanic, almost necessary.
and while i'm at it...i think gvg is, once again, in desperate need of an overhaul. i don't enjoy a 28 minute stalemate OR a 28 minute "GG". 20-25 minutes would do it, jeez. tourneys, even 4 round ones, are painfully long. this tiebreaker mechanic is absolutely ridiculous...a team shouldn't be punished for defending their lord. that's kind of the whole freaking point of gvg: live lord = win, dead lord = lose. of course he should be protected. all this mechanic has led to is insane kamikaze rushes at 25 minutes, the outcome of which is often quite unjust. i don't want the old VoD back, because fortressway was not fun either - but this is the polar opposite of fortressway and is just as equally awful. something like basing the tiebreaker on match-wide morale, party health, and NPC health would make much more sense and be much more fair. if a team does everything right, ie. score more kills, get more boosts, protect the base, perhaps even score NPC kills - they should win fair and square. an important mechanic such as the tiebreaker shouldn't be an abusable mechanic, period.
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Jan 16, 2009, 09:08 PM // 21:08
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#54
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Academy Page
Join Date: Apr 2006
Guild: Rebel Rising [rawr]
Profession: W/E
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Quote:
Originally Posted by rohara
i think the current big f'in problem is lingering curse... i don't enjoy a 28 minute stalemate... painfully long.
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So, on one hand you complain about a template (lingering) which cannot split, stall, heal, interrupt, spike, snare and has very little defense, its just a pressure gamble.
While in the same breath you complain that matches last too long.
This is the reason Anet gets nowhere with player input, people do not even know what they want them self, on one hand they do not want any skills which kills them, yet on the other hand they also do not want any builds which they can't kill.
Thus we are in a catch 22 situation, if you to be able to end matches before 28 minutes, and if you want to be able to pressure out the infamous 'rawr build', then solid pressure skills such as LC much exist in the game.
But if such skills do exist that also means they can be used to beat other teams who are not prepared for them, such as 'balanced builds', this then in turns lead to pretty much the entire Euro community desiring the skill to be nerfed, and we yet again return to a situation in which nothing can kill rawr build.
And then you think GvG needs an overhaul.
I am one of the people from rawr who have tried to give izzy (anet) the most input on the game and skill balance, what changes should be made to shorten matches, and I try my best to only call for nerfs to skills we (rawr) use, simple because we don't whine about skills being too powerful as long as they have a counter.
But you see the irony is, its the other people, who are 'honorable' who 'play balanced', that are keeping our play style alive, by depriving the game of pressure, they make it extremely easy to design builds which are hard to counter.
Here are some examples
Aegis nerf, argued for by me, argued against by others. (wanted more than what did happen)
Party healing nerf, argued for by rawr, argued against by others. (didn't happen)
BA buff, argued against by rawr, argued for by others. (did happen)
Caretakers buff, argued against by rawr, argued for by others (didn't happen).
The list goes on but most of the interesting stuff are about skills from previous metas and previous 'rawr builds' (which apparently is a term describing our current build.
Also this is the part where I generally point out that over 25 skills from 'rawr builds' have been nerfed, and yet people still complain, this to me only shows that the real problem is people do not understand what really affects the game.
But most importantly, I do not need to defend our play style, you do it for us
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Jan 16, 2009, 10:03 PM // 22:03
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#55
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Krytan Explorer
Join Date: May 2005
Location: aggro bubble
Guild: [RD];[FW];[GOTS];[baed];[kiSu]
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Quote:
Originally Posted by ChopChop
awesome stuff
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Call me whatever you want but reading your post is highly inspiring. There isn't many people left who have the knowledge to actually give valid arguments in their posts.
Thanks!
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Jan 17, 2009, 04:50 AM // 04:50
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#56
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Lion's Arch Merchant
Join Date: Mar 2007
Location: New York City
Guild: Retired
Profession: W/E
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i would agree a bit with chop chop because when things seem a little overpowered people seem to overreact and whine for nerfs. then everything in the game gets nerfed or smiter's booned by izzy and the same people complain again. maybe no one really understands or knows what gw should look and play like.
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Jan 17, 2009, 07:33 AM // 07:33
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#57
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Frost Gate Guardian
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The OP pointed out the defense that can be taken into a single build is due the insane output of certain templates, most notable the turret ranger. LC is not the answer to turrets. I dont even see why it is brought up.
the 'euro' community is not asking an answer to insane templates, instead those templates should be fixed.
the moment ranged damage got their insane buffs through history, rawr templates, fortress templates or whatever they are called had their chance to exist. Note; during VoD those templates relied on VoD (and not their omega spike part till VoD dmg buff). It seems that these 2 builds are seen as 1 the same build while 1 build needs to compress 600dmg, the vod one around ¿480?.
If only L-Orb was the epitome of a spike skill <3
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Jan 17, 2009, 08:48 AM // 08:48
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#58
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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 ChopChop
So, on one hand you complain about a template (lingering) which cannot split, stall, heal, interrupt, spike, snare and has very little defense, its just a pressure gamble.
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It's not really a pressure gamble, unless you play against a team with an insane amount of party healing and/or hex removal, it's pretty much garanteed pressure.
Quote:
While in the same breath you complain that matches last too long.
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I think his complaint was more based around the length of ATs and tiebreaker play in general, which is less of an issue atm as most people seem to run brainless wipe builds.
Quote:
Thus we are in a catch 22 situation, if you to be able to end matches before 28 minutes, and if you want to be able to pressure out the infamous 'rawr build', then solid pressure skills such as LC much exist in the game.
But if such skills do exist that also means they can be used to beat other teams who are not prepared for them, such as 'balanced builds', this then in turns lead to pretty much the entire Euro community desiring the skill to be nerfed, and we yet again return to a situation in which nothing can kill rawr build.
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You know as well as I do that buffing offense generally leads to people running more defensive builds, skills like Lingering Curse are not the way pressure should be and you're arguing under the assumption that 'rawr build' should stay as it is, if the damage compression on turret rangers and caretakers rits would get properly dealt with, I very much doubt 'rawr build' in it's current form would be that effective, you would have to devote more skill slots to offensive skills if you want to score kills 8v8, or resort to tiebreaker play, in the former example this would likely mean that the build would become more vulnerable to pressure.
But you see the irony is, its the other people, who are 'honorable' who 'play balanced', that are keeping our play style alive, by depriving the game of pressure, they make it extremely easy to design builds which are hard to counter.
Quote:
Party healing nerf, argued for by rawr, argued against by others. (didn't happen)
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Uhmm? The only party healing discussion I recall since after LoD got nerfed was the motivation paragon, which if I'm not mistaken was argued AGAINST by rawr.
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BA buff, argued against by rawr, argued for by others. (did happen)
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No one argued FOR this.
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Caretakers buff, argued against by rawr, argued for by others (didn't happen).
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The only time this skill was even brought up IIRC was a complete rework, reducing the damage to mindblast like levels (tbh, I don't even think Caretaker's is problematic, Ancestor's Rage is).
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The list goes on but most of the interesting stuff are about skills from previous metas and previous 'rawr builds' (which apparently is a term describing our current build.
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VoD and post-VoD can't really be compared static defense was really good back then cause it was very easy to stall till VoD and force an 8v8 encounter by running flags with warriors etc.
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Also this is the part where I generally point out that over 25 skills from 'rawr builds' have been nerfed, and yet people still complain, this to me only shows that the real problem is people do not understand what really affects the game.
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And other skills which the current 'rawr build' uses have been buffed, when Izzy decides to pull a bunch of random elite buffs out of his ass every few months it's kinda hard to work on game balance, even in the long run.
You defending skills like Lingering Curse and Mark of Insecurity (which no one in their right mind would argue aren't overpowered) is almost as laughable as observing you play hammer warrior.
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Jan 17, 2009, 09:32 AM // 09:32
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#59
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Lion's Arch Merchant
Join Date: Nov 2008
Profession: Mo/
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Jan 17, 2009, 11:03 AM // 11:03
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#60
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Academy Page
Join Date: Apr 2006
Guild: Rebel Rising [rawr]
Profession: W/E
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Forumwars - Now including Quotewars 2.1
Quote:
Originally Posted by IMMORTAlMITCH
It's not really a pressure gamble, unless you play against a team with an insane amount of party healing and/or hex removal, it's pretty much garanteed pressure.
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Gamble - to stake something on a contingency : take a chance
It is a a gamble in the sense that if applying pressure does not work for you then the template provides you with very few alternatives.
Quote:
Originally Posted by IMMORTAlMITCH
You know as well as I do that buffing offense generally leads to people running more defensive builds
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And likewise reducing offense makes said builds harder to kill, what is your point?
You can probably argue that if certain skills allow people to guarantee a 'decent' chance at spike kills, and said skills are hard to counter then people may opts to run only those skills, thus if you buff skills so that the given number of skills needed to achieve this gets lower, then there will be more skills that can potentially provide defense.
However your statement does not hold when it comes to applying pressure, a build that attempts to win the game based on 'pressure' is prone to countering and thus cannot afford to just bring 'more defense' but must invest in skills to apply said pressure vs. more types of builds, a buff to non spike pressure skills allows pressure builds ot take more spike defense or more pressure thus more easily kill spike / defensive builds, sorry but your logic is wrong.
Quote:
Originally Posted by IMMORTAlMITCH
skills like Lingering Curse are not the way pressure should be
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Says you, sorry your not designing this game.
Quote:
Originally Posted by IMMORTAlMITCH
and you're arguing under the assumption that 'rawr build' should stay as it is, if the damage compression on turret rangers and caretakers rits would get properly dealt with, I very much doubt 'rawr build' in it's current form would be that effective, you would have to devote more skill slots to offensive skills if you want to score kills 8v8, or resort to tiebreaker play, in the former example this would likely mean that the build would become more vulnerable to pressure.
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Firstly, your putting words in my mouth... err hands, that makes it hard to reply to you, however, we have been down this road so many times before.
I'll make it easy for you, the build we (rawr) chose to play is based on what we believe will give us (based on our player types) the best chance to beat our opponent (based on their play style), thus our build is defined by the balance of the skills in the game as well as the mechanics of the game combined with the 16 players in the match.
Changing any factors means that our build may likely change, this has been the case for over 2 years now, I am surprised you still don't get it.
Changing any few skills in our build does very little to alter the play style needed to win, it just deprives the game of options.
I am sorry that you still do not have a firmer grasp on how GW really works, one day you might work it out, but if you truly wanted the game to conform to a different play style then the key is buffing other skills, changing mechanics, many people from rawr have been very helpful in providing information as to how this can be accomplished, but other people cannot get around the idea that we aren't just trying to get our build buffed so usually nothing happens.
Quote:
Originally Posted by IMMORTAlMITCH
Uhmm? The only party healing discussion I recall since after LoD got nerfed was the motivation paragon, which if I'm not mistaken was argued AGAINST by rawr.
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Sorry but, you must have ignored the post out of general principle then, both Jaden AND Jatt have on several occasions posted a complete list of suggested nerfs to ALL party healing skills, backed by other rawr members, I'm sure you know how to find them if you care.
Quote:
Originally Posted by IMMORTAlMITCH
The only time this skill was even brought up IIRC was a complete rework, reducing the damage to mindblast like levels (tbh, I don't even think Caretaker's is problematic, Ancestor's Rage is).
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This was before your glory days, ensign (I think) suggested an increase in energy return for the 'elite flare' to allow for more midline builds.
Quote:
Originally Posted by IMMORTAlMITCH
And other skills which the current 'rawr build' uses have been buffed, when Izzy decides to pull a bunch of random elite buffs out of his ass every few months it's kinda hard to work on game balance, even in the long run.
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I refer you to my last point, our build is a reflection of the balance and mechanics of the game and the people playing it, we play what we believe can best win, we plan to win, and we execute to win.
We do not care too much about the actual balance of the game, outside of the fact that we/I prefer seeing powerful pressure oriented skills with viable counters to them, to allow for more 'mind gaming' and a less stale game.
all I want is to be rewarded to out thinking my opponent, if I know what he is going to do then I want to have a way of taking advantage of it.
Now you can turn this quote around and laugh at how we only play the 'same build', but if you do then I can truly say you do not understand the game one bit.
To avoid you getting pointlessly worked up about that part consider this, it is now just what a build is that matters, but how it is played, our build is not 'rawr build' our build is a number of skills that have specific use to take advantage of how our opponents play, how they maneuver, what plays the use, we aim to win each game, we play hard and give noone a chance becuase of 'honor' or 'to be nice'.
If we lose we figure out what could be done to win
Quote:
Originally Posted by IMMORTAlMITCH
You defending skills like Lingering Curse and Mark of Insecurity (which no one in their right mind would argue aren't overpowered)
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I would argue that I am in my right mind, but then again, it is probably wasted words.
Defend them? well I wont cry a tear if they get nerfed, I am merely pointing out that people like you should be defending them, they are skills which allow pressure a chance to work, more similar buffs are needed to apply pressure from other angles as well.
For example I would love to see more skills apply degen conditions, such as bleeding from various warrior attacks, I have posted many ideas on how pressure can function, other people from rawr have put more time into it than I, but I am hardly defending any skills I only defend diversity.
Quote:
Originally Posted by IMMORTAlMITCH
is almost as laughable as observing you play hammer warrior.
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I blame pounds for harrasing me on msn!
Assuming you are referring to the only match available on observer mode I guess we have a different opinion about laughable.
from my perspective we dominated nH and only lost becuase our flag runner lagged out multiple times, one time holding the flag on ice.
Sorry did I say dominated? I meant utterly destroyed, as far as my own play goes, I generally do not really pay attention when we are winning like that.
More importantly though, I consider the job of a warrior to be making sure the combined offense functions, this means I will pay less attention to my own play if I can coordinate people on my team to move into more advantageous positions, and maintain a strong grip on the match.
I claim not to be the best at that, or at warrior, but I feel that I do an adequate enough job
If people wish to laugh at my play or my methods then go ahead, I enjoy reading it.
But since you started, a free hint for you, rangers shouldn't be played like they are mesmers
Last edited by ChopChop; Jan 17, 2009 at 11:15 AM // 11:15..
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