[skill]Palm Strike[/skill] ~ I likes this .. a lil too much:}
could do with longer recharge, 6 or even 8 would mesh well with Trampling ..
/sigh nerftime it will prolly be changed to a lead and have all the flavour of BlackLotus ..
[skill]Wastrel's Collapse[/skill] ~ insane fun, they got it right, especially with disabling non-Dagger attacks ..
Now please take this forwards, and disable ALL nonDagger skills, and apply that to all shadosteps in the game plz:}
[skill]Mark of Insecurity[/skill] ~ hella awsum on a nonSin, even at minimal spec.
90% seems a bit much, not sure how to sort this .. umm .. scaling the % to DA will encourage an awful amount of assacasting ..
I know~! make it work only against Shouts Preps & Wepspells:}
Wasn't "Incoming!" basically useless everywhere, what with being nerfed into the ground right after NF came out and all?
For PvP yes? but for PvE at the beginning it was weak elite skill and then later with the update they increase duration to 5 second reduce damage by 50% on party member within earshot, which this skill could really save your entire party if you use it at the right time during battle until now they changed it to another useless running skill mainly designed for PvP use.
it's powerful but not game breaking. there's still hex removal, redbarring, and killing/disabling the thing that would take advantage of MoI.
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If you're buffing stuff you do know that you'll eventually have to take stronger counters, meaning that it reduces options in build versatility turning things one-dimensional to counter another and reducing the game to rock-paper-scissors... right?
no, if a lot of skills are balanced at a high power level there would be multiple counters to everything. we are far from that state of the game though.
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And R-P-S isn't stale? A lot of things need nerfing, and then you buff things to a similar level. Putting them at a power level based on what you can have as health or armour, and balancing them like that would probably be the best bit,
nerfing everything and having balance at a low power level is boring, but that is imo. some of you might want that. the devs dont.
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although with this many skills the next best thing is to restrict usage of skills.
lol you want sealed deck play? that's worse than R-P-S. that's rock vs rock and who gets bored first loses. going further, imagine the game where literally a handful of skills are used, such that it might as well be sealed deck play. that would be extremely shitty. actually it's kind of been like that already.
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That is a balanced skill. If you balance besides armour, health and mechanics, it'd be better. If you make skills based on risk/reward, but keeping active playability and having the reward worth the risk as long as you have the skill to do so.
true to an extent. but look at power block. or eviscerate. there is no concrete risk to running them. they just do what they do or fail, that's it. why shouldnt WC or MoI just do what they do.
Last edited by X Cytherea X; Dec 14, 2008 at 12:28 AM // 00:28..
it's powerful but not game breaking. there's still hex removal, redbarring, and killing/disabling the thing that would take advantage of MoI.
no, if a lot of skills are balanced at a high power level there would be multiple counters to everything. we are far from that state of the game though.
nerfing everything and having balance at a low power level is boring, but that is imo. some of you might want that. the devs dont.
lol you want sealed deck play? that's worse than R-P-S. that's rock vs rock and who gets bored first loses. going further, imagine the game where literally a handful of skills are used, such that it might as well be sealed deck play. that would be extremely shitty. actually it's kind of been like that already.
true to an extent. but look at power block. or eviscerate. there is no concrete risk to running them. they just do what they do or fail, that's it. why shouldnt WC or MoI just do what they do.
Powerful?
They buffed this skill so sins can use it, but sins are NOT the only ones who can use this skill effectively...5 freaking energy? I'd be surprised if their werent warrior builds already running it for kicks.
It's supposed to help sins, but what....everyone and their mom gets a piece of the pie?
Why not for 1...weaken this for non sins.
Or I dunno, just weaken the enchant crap.
Yes theres Hex Removal, but if a Sin has this on you, someone is attacking you in the first place. Theres little meaning in you putting up enchants because MOI is eating through them like they're nothing.
What does a 20 second duration enchant get reduced too?
This thing eating at stances is not an issue.
How are you properly dealing with this, if this goes up?
Pre-veil? Cover hex.
Hex removal? This thing has already served it's purpose by the time and Hex removal has gone through as all your enchants last only about a second anyways, so by the time you press the button to remove hexe's the sin can now get at you with no worry. At which point anyone running some stupid Spike build can theoreotically get a kill.
It's not that the MoI buff isn't cool....but...why 90% on enchantments?
Eviscerate is stopped by things such as Kiting, blind, enchants, stances, prot..etc.
Thats not to say MoI isn't stopped by anything, but you can Kite away from an Eviscerate warrior (until your crippled, or they IMS).
it's powerful but not game breaking. there's still hex removal, redbarring, and killing/disabling the thing that would take advantage of MoI.
true to an extent. but look at power block. or eviscerate. there is no concrete risk to running them. they just do what they do or fail, that's it. why shouldnt WC or MoI just do what they do.
Poor choice regarding skill relations. Landing a PB takes way more skill than having your cat dance on the keyboard button mashing a whole hex bar. Scoring a kill with the use of evis requires a whole mess of things to happen at the same time. MOI is a fire and forget hex, able to be covered, then having any physical character like a [Warrior's Endurance] have his cat again dance on the board and score easy kills.
This game gets more dumbed down every time I read update notes. By the way regarding your comment on skill balance and retarded amounts of "POWER CREEPS". You don't tackle the problem by just simply raising the bar. When skills become so powerful that eliminating co-ordination and creating windows of opportunity from GW PvP using active/realtime shutdown characters like Dom mesmers and rangers yet encouraging skill-less fire and forget hex garbage that lasts a ridiculous amount of time isn't healthy for the game.
This update further shows the dev's have absolutely no knowledge in regards to PvP. Things like Shadow Shroud/WOD/ROI/Rend, button mash bars, hex stacks have been huge trouble in the past. They can keep trying to buff Elite hex removals but when [Signet of Humility] and overall hex recharges/durations/cost aren't properly addressed further buffing hexes is a disaster.
Last edited by Ec]-[oMaN; Dec 14, 2008 at 01:33 AM // 01:33..
When working with the Necromancer Elites, we've taken great care to add something Necromancer players will covet, without promoting additional skills that can spike when used in multiplicity. Additionally, we've wanted to avoid long-duration, high-effect hexes, which previously homogenized Guild Battles and slowed the game to a halt.
[Lingering Curse][Mark of Insecurity][Recurring Insecurity]
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Originally Posted by Developer Updates
This had caused us to reduce it to unusable levels. By rate-limiting when the hex can reapply itself, we can again make it a usable, fire-and-forget degeneration hex.
ArenaNet: Proving once again that they haven't learned anything from the past 3 years.
* Angelic Bond: recharge time increased to 30 seconds. Functionality changed to: "For 10 seconds, the next time an ally within earshot would take fatal damage, that damage is negated and that ally is healed for 20..200 Health. Angelic Bond ends on all other allies."
Lolhexes. Recurring Insecurity is now the ultimate cover hex. If the target is already hexed, the only way to remove Recurring Insecurity is to remove all hexes from that target at once. Spot hex removal will only re-apply RI at the top of the hexstack. Combine that with ridiculous hexes like MoI and Lingering Curse and you have a pretty retarded meta.
Oh wow. I didn't know recurring reapplied itself even with removal. Now I'm actually glad I've missed out on this weekend of GvG. That can't be intentional, though... can it?
Lingering Curse should be 15 energy and Recurring needs to only recur if it would naturally expire (though, neither skill is particularly interesting in its effect. I doubt anyone would truly miss these skills if they were removed from pvp entirely).
it's powerful but not game breaking. there's still hex removal, redbarring, and killing/disabling the thing that would take advantage of MoI.
Enchantments are already threatened enough, and with MoI, your Guardian will last less than a second. If you miss the MoI interrupt, you've probably cost a death unless you spam heals, and that is doing what now? Promoting staring at the health bars. The same thing can be said about hex removal, to a lesser extent. Please god do some maths about it.
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no, if a lot of skills are balanced at a high power level there would be multiple counters to everything. we are far from that state of the game though.
nerfing everything and having balance at a low power level is boring, but that is imo. some of you might want that. the devs dont.
lol you want sealed deck play? that's worse than R-P-S. that's rock vs rock and who gets bored first loses. going further, imagine the game where literally a handful of skills are used, such that it might as well be sealed deck play. that would be extremely shitty. actually it's kind of been like that already.
I don't even think this is worth a decent answer. Also, having two teams with the exact same skill bars wouldn't bother me. Reason? Whoever is the best will win.
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true to an extent. but look at power block. or eviscerate. there is no concrete risk to running them. they just do what they do or fail, that's it. why shouldnt WC or MoI just do what they do.
Pretty much all adrenaline skills are based on risk/reward. So are all interrupts. If you decide to just hit them as often as possible, you're likely to fail given your enemies aren't godawful.
Enchantments are already threatened enough, and with MoI, your Guardian will last less than a second. If you miss the MoI interrupt, you've probably cost a death unless you spam heals, and that is doing what now? Promoting staring at the health bars. The same thing can be said about hex removal, to a lesser extent. Please god do some maths about it.
yeah, it's pretty sweet isnt it.
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I don't even think this is worth a decent answer. Also, having two teams with the exact same skill bars wouldn't bother me. Reason? Whoever is the best will win.
gw would not survive long in that abysmal state.
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Pretty much all adrenaline skills are based on risk/reward. So are all interrupts. If you decide to just hit them as often as possible, you're likely to fail given your enemies aren't godawful.
the skills in the update have risk/reward too. granted, not to the same extent. but user-friendly skills with powerful effects increase the pace of the game.
although... like i said in a previous post, hex shitting does suck.
Last edited by X Cytherea X; Dec 14, 2008 at 04:39 PM // 16:39..
People who like 2 minute meltdowns to completely OP shit, power creep, or think that taking hard counters is good for the game either are pure obs fanboys who like seeing complete wipes without caring about how that's being achieved or don't do any real organized PvP, so it's completely safe to ignore their opinions