Aug 31, 2008, 06:05 PM // 18:05
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#1
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Desert Nomad
Join Date: May 2005
Location: America
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Skills that still need fixing
Last skill balance thread has fallen by the wayside...now that mAT is over, what still sucks? This is in consideration of all formats that still have lingering problem skills...and new ones thanks to the randumb skill buffs.
Or does anyone even care anymore?
[Visions of Regret] - Really wonder why dom needed another pressure type hex. This gets really stupid in 4v4 with cheesy shit like backfire or combined with soul bind.
[Wastrel's Worry] - Not sure why this skill needed the damage buff in the first place.
[apply poison] - This should be a bow preparation. Other professions got poison tip sig with EoTN.
[escape] - This needs a PvP nerf, like 4s duration with 14 in expertise.
[rampage as one] - At a minimum reduce the IAS to 25% and make it stance.
[Otyugh's Cry] - Lock pet on monk and start mashing [enraged lunge], this is just stupid. Decrease duration by half or just totally kill / change the skill.
[savage pounce] - This only becomes a problem on RaO axes, but for posterity since it takes no skill to use increase recharge to 20s as disrupting lunge was.
[soul bind] - Skill change has been really bad, get rid of it.
[rend enchantments] - Back to 30s.
[rip enchantment] - 15s, if a Dervish enchantment is removed it recharges 50% faster.
[foul feast] - Reduce the energy gain to a maximum of 2 and reduce health gain some.
[plague sending] - Get rid of AoE effect, increase recharge to 10s. Changes to FF and plague sending are predicated on changes to condi spear spam (apply poison + barbed spear) and something being done about wounding strike.
[searing flames] - Adjacent AoE in PvP.
[shattering assault] - No longer unblockable. And that kills it, oh well.
[Wild strike] - 8s recharge, same as wild blow
[way of the assassin] - Still think IAS in the sin skill pool is an awful idea, especially one with no penalty or prerequisite as most IAS's have.
[critical defenses] - This should be a PvE skill.
[Way of the master] - Sins with scythes have added nothing interesting to the game, nerf it or makes it much more expensive / shorter duration.
[wounding strike] - The chilling victory change helped some, but at minimum this should be changed to deep wound over bleeding, as many suggested in the previous qq skill threads.
[rending touch] - Remove one of your enchantments, removal effect target touched for for loses one enchantment.
[barbed spear] - 4 adrenaline, just like sever artery. Only a problem on pack hunters.
Just a start on stuff I still don't like, flame away.
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Aug 31, 2008, 06:23 PM // 18:23
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#2
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by arienrhode
Last skill balance thread has fallen by the wayside...now that mAT is over, what still sucks? This is in consideration of all formats that still have lingering problem skills...and new ones thanks to the randumb skill buffs.
Or does anyone even care anymore?
[Visions of Regret] - Really wonder why dom needed another pressure type hex. This gets really stupid in 4v4 with cheesy shit like backfire or combined with soul bind.
[Wastrel's Worry] - Not sure why this skill needed the damage buff in the first place.
[apply poison] - This should be a bow preparation. Other professions got poison tip sig with EoTN.
[escape] - This needs a PvP nerf, like 4s duration with 14 in expertise.
[rampage as one] - At a minimum reduce the IAS to 25% and make it stance.
[Otyugh's Cry] - Lock pet on monk and start mashing [enraged lunge], this is just stupid. Decrease duration by half or just totally kill / change the skill.
[savage pounce] - This only becomes a problem on RaO axes, but for posterity since it takes no skill to use increase recharge to 20s as disrupting lunge was.
[soul bind] - Skill change has been really bad, get rid of it.
[rend enchantments] - Back to 30s.
[rip enchantment] - 15s, if a Dervish enchantment is removed it recharges 50% faster.
[foul feast] - Reduce the energy gain to a maximum of 2 and reduce health gain some.
[plague sending] - Get rid of AoE effect, increase recharge to 10s. Changes to FF and plague sending are predicated on changes to condi spear spam (apply poison + barbed spear) and something being done about wounding strike.
[searing flames] - Adjacent AoE in PvP.
[shattering assault] - No longer unblockable. And that kills it, oh well.
[Wild strike] - 8s recharge, same as wild blow
[way of the assassin] - Still think IAS in the sin skill pool is an awful idea, especially one with no penalty or prerequisite as most IAS's have.
[critical defenses] - This should be a PvE skill.
[Way of the master] - Sins with scythes have added nothing interesting to the game, nerf it or makes it much more expensive / shorter duration.
[wounding strike] - The chilling victory change helped some, but at minimum this should be changed to deep wound over bleeding, as many suggested in the previous qq skill threads.
[rending touch] - Remove one of your enchantments, removal effect target touched for for loses one enchantment.
[barbed spear] - 4 adrenaline, just like sever artery. Only a problem on pack hunters.
Just a start on stuff I still don't like, flame away.
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[barbed spear] spears have a lower attack speed then swords, and can miss because of the range from the attacker to the target from kiting. that's why sever is 4 adren. It's fine as is. Way of the master is also fine. Wild strike needs a requirement to work unlike wild blow, its fine. Critical defenses, just make sure you aren't hit and it doesn't recharge, or better yet, strip it. It's fine, Searing flames is easily delt with by mesmers, spammy spammy builds just BEG to get diverted/disrupted. Also you can tell it's coming since you need to be burning so it's easy to prot against. Fine as is.
The bunny thumper skill's are fine. It's not like rangers have the armor penetration warriors do and you need to KD to make it work all the way. countered by blind, blocking, or skills such as diversion, clumsiness, etc etc. Apply poison is fine. Just seems like your regular RA rant to me.
HOWEVER. I DO agree with the wounding strike making deep wound go over the bleeding...but that's about it.
Last edited by ajc2123; Aug 31, 2008 at 06:33 PM // 18:33..
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Aug 31, 2008, 06:35 PM // 18:35
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#3
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Desert Nomad
Join Date: Nov 2005
Location: Wales
Guild: Steel Phoenix
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I cant see a problem with most of those skills, i assume its something to do with random arenas.
The only skills i have problems with are [mirror of ice][incendiary arrows][power block].
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Aug 31, 2008, 06:40 PM // 18:40
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#4
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by Divinus Stella
I cant see a problem with most of those skills, i assume its something to do with random arenas.
The only skills i have problems with are [mirror of ice][incendiary arrows][power block].
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Technically speaking, at 3 seconds of burning for incendary arrows, that makes each of it's arrows + 42 damage right (7 degen = 14 health lost per second X 3? or is it 7 health per second....) which is more (If I'm right) then barrage or volley. And even though barrage does more arrows, it strips the prep so... As much as I love that skill now, it Is a tad much in my opinion....unless you were thinking of buffing it more lol.
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Aug 31, 2008, 06:42 PM // 18:42
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#5
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Emo Goth Italics
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I'm in full agreement with this post. Except for Searing Flames.
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Originally Posted by ajc2123
[barbed spear] spears have a lower attack speed then swords, and can miss because of the range from the attacker to the target from kiting. that's why sever is 4 adren. It's fine as is.
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Warriors also often have to go in melee range and build adrenaline through it too. Barbed Spear is just too easy to spam for -7 degeneration, easily put on all 4 team members. This is, assuming TA.
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Way of the master is also fine.
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I personally think the problem with Scythesins is the stupid damage on-crit.
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Wild strike needs a requirement to work unlike wild blow, its fine.
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Golden Fox Strike usually starts off the chain, Wild Strike leads onto your dual attack, which is usually Shattering Assault or Nine Tail Strike. The unblockable chain is pretty stupid if you ask me, plus the fact Wild Blow kills your adrenaline therefore weak on a Warrior and doesn't allow you to combo with it on your 'Sin. Oh, and isn't Shattering Assault bugged? It doesn't state it deals +damage, only a fixed amount of damage...
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Critical defenses, just make sure you aren't hit and it doesn't recharge, or better yet, strip it.
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If the 'Sin uses a IMS stance, which I would always run then it would be a bit of a problem. Stripping it can be done, but that doesn't mean it can't be imbalanced.
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It's fine, Searing flames is easily delt with by mesmers, spammy spammy builds just BEG to get diverted/disrupted. Also you can tell it's coming since you need to be burning so it's easy to prot against. Fine as is.
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I don't disagree this doesn't need a nerf, but if the other person is smart SF won't get diverted. Sure, it's a spam skill but casting through Diversion is pretty stupid anyway.
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The bunny thumper skill's are fine. It's not like rangers have the armor penetration warriors do and you need to KD to make it work all the way. countered by blind, blocking, or skills such as diversion, clumsiness, etc etc.
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All melee are countered by blind and blocking, but they are also countered by Foul Feast and target switching. The only one that won't are 'Sins using unblockable combos and maybe Assassin's Remedy. The armour penetration on a Warrior really doesn't matter, atleast to me and I do think RaO should get one big kick up the arse.
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Apply poison is fine. Just seems like your regular RA rant to me.
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I personally prefer Apply to stick with bows, but it doesn't really annoy me much at all. Well, nothing does really.
Last edited by Tyla; Aug 31, 2008 at 06:46 PM // 18:46..
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Aug 31, 2008, 07:00 PM // 19:00
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#6
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Frost Gate Guardian
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Seems kinda one sided... What about broken skills that need buff? Also seems like alot of those issues could've been fixed by one easy change of making [Wild Blow] not suck.
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Aug 31, 2008, 07:44 PM // 19:44
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#7
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by ajc2123
[barbed spear] spears have a lower attack speed then swords, and can miss because of the range from the attacker to the target from kiting. that's why sever is 4 adren. It's fine as is.
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Interesting thesis until you consider the amount of addrenaline the big spear attacks require (stunning, cruel, etc).
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Way of the master is also fine.
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It's not broken, but scythes that critical every hit kinda are.
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Wild strike needs a requirement to work unlike wild blow, its fine.
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Such as?
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Critical defenses, just make sure you aren't hit and it doesn't recharge, or better yet, strip it.
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It's more of a flawed concept and a skill that should be PvE. Only reason its mentioned is because of of the recent random skill changes and it's stupid in formats nobody cares about, i.e. AB and randumb arena. What's it hurt to change it?
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Searing flames is easily delt with by mesmers, spammy spammy builds just BEG to get diverted/disrupted.
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Well SF has already had a zillion discussions in HA forum, no need for another. But it's flawed logic to say a skill isn't bad / broken because you can interrupt it, wish people would accept that.
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The bunny thumper skill's are fine. It's not like rangers have the armor penetration warriors do and you need to KD to make it work all the way. countered by blind, blocking, or skills such as diversion, clumsiness, etc etc. Apply poison is fine.
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RaO is a problem in a few formats, almost every gimmick in TA involves a thumper. It's the most degenerate skill imaginable and I don't know how anyone could defend it. Blind, diversion and the illusion line affect thumpers the same as warriors and dervs too fyi. Ineptitude, clumsiness and wandering are direct damage. Thumpers are more vulnerable to linebacking from physical warriors, but their bonus elemental armor largely offsets that.
Fine if you want to patronize and say GvG is the only format that should be considered for skill balancing, but if the other formats get zero attention and more problems dumped on them with skill buffs, PvP as a whole does suffer. There's not exactly a ton of people left playing this game so they should make an attempt to retain what's left...hmmm? What does it hurt to fix some skills that are not even used in GvG?
Last edited by Krill; Aug 31, 2008 at 07:46 PM // 19:46..
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Aug 31, 2008, 08:37 PM // 20:37
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#8
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by arienrhode
Interesting thesis until you consider the amount of addrenaline the big spear attacks require (stunning, cruel, etc).
It's not broken, but scythes that critical every hit kinda are.
Such as?
It's more of a flawed concept and a skill that should be PvE. Only reason its mentioned is because of of the recent random skill changes and it's stupid in formats nobody cares about, i.e. AB and randumb arena. What's it hurt to change it?
Well SF has already had a zillion discussions in HA forum, no need for another. But it's flawed logic to say a skill isn't bad / broken because you can interrupt it, wish people would accept that.
RaO is a problem in a few formats, almost every gimmick in TA involves a thumper. It's the most degenerate skill imaginable and I don't know how anyone could defend it. Blind, diversion and the illusion line affect thumpers the same as warriors and dervs too fyi. Ineptitude, clumsiness and wandering are direct damage. Thumpers are more vulnerable to linebacking from physical warriors, but their bonus elemental armor largely offsets that.
Fine if you want to patronize and say GvG is the only format that should be considered for skill balancing, but if the other formats get zero attention and more problems dumped on them with skill buffs, PvP as a whole does suffer. There's not exactly a ton of people left playing this game so they should make an attempt to retain what's left...hmmm? What does it hurt to fix some skills that are not even used in GvG?
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If the skills not broken then don't propose to change it, fix the scythe.
The wild strike requirement is a leading attack, Clumsiness ftw. Or like I said, bring for enchant stripping.
Crit defenses. If it is THAT big of a problem, then hopefully you will see more snaring in PvP (RA and AB mainly is where this skill is used anyways) then there is currently. Nothing with changing everything. Personally I'd like something different then all the melee and anti melee hexes. Lets get a new fad going.
Searing flames isn't overpowered BECAUSE of the fact you need to spam it to do damage and they have to be burning first so you can SEE THE SPIKE COMING, which in RA, there is no single target spiking with SF unless you get a full group of it by syncing. Ok MAYBE you can reduce the AoE range just a bit for pvp but It is still too easy to avoid where it doesn't really need that change.
And I don't care if I'm patronizing because RA is SUPPOSED to be a place where newbies come to learn until they can go to TA, etc, etc. When Warriors go into pvp with a staff and say they can cast meteor shower and be just like an elementalist, that pvp format doesn't deserve to be balanced. TA is my minimum pvp for balancing with only minor tweaks.
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Aug 31, 2008, 08:57 PM // 20:57
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#9
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Lion's Arch Merchant
Join Date: Oct 2007
Location: Canada
Guild: Keepers Of Twilight
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Quote:
Originally Posted by arienrhode
[Visions of Regret] - Really wonder why dom needed another pressure type hex. This gets really stupid in 4v4 with cheesy shit like backfire or combined with soul bind.
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There's nothing wrong with an elite pressure hex. Besides, it only lasts half it's recharge. Like with empathy and backfire, if you're stupid enough to fall victim to the hex's damage you deserve the death. Also, the two second cast time is just asking to be interrupted, even with fast casting.
Quote:
Originally Posted by arienrhode
[Wastrel's Worry] - Not sure why this skill needed the damage buff in the first place.
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It provides decent pressure now. You aren't going to kill someone with Wastrel's alone anyway, unless the monks fail miserably.
Quote:
Originally Posted by arienrhode
[apply poison] - This should be a bow preparation. Other professions got poison tip sig with EoTN.
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This one I actually agree with. Preparations really do need to be arrows-only, I don't know why they're not already.
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Originally Posted by arienrhode
[escape] - This needs a PvP nerf, like 4s duration with 14 in expertise.
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I don't think this needs a nerf, people just need to learn how to play around it. Unblockable stance removal is an awsome counter; besides, allowing sway to dodge melee is fine when it costs them spammable deep wound.
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Originally Posted by arienrhode
[rampage as one] - At a minimum reduce the IAS to 25% and make it stance.
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I really think you're just pissed off because a thumper owned you, but RaO isn't that big of a deal. Face it, thumpers are a part of the game, destroying their key skill even more will remove way too much pressure off of monks.
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Originally Posted by arienrhode
[Otyugh's Cry] - Lock pet on monk and start mashing [enraged lunge], this is just stupid. Decrease duration by half or just totally kill / change the skill.
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Bleh, Otyugh's is perfectly fine. If a monk is being ganked by a thumper/beastmaster then they're already dead. If just the pet is after them, kiting or protting is your friend. Pets, after all, are animals and therefore stupid. The fact that the pets use aNet's AI just makes it easier for monks to survive. Besides, it really makes me laugh when enraged lunge heals me through spirit bond rather than killing me.
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Originally Posted by arienrhode
[savage pounce] - This only becomes a problem on RaO axes, but for posterity since it takes no skill to use increase recharge to 20s as disrupting lunge was.
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Savage pounce takes a lot of skill to use! You can't just spam it and expect it to eventually hit a spell, you have to time it just right.
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Originally Posted by arienrhode
[soul bind] - Skill change has been really bad, get rid of it.
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It's better now than it was before, and I actually like soul bind. It makes it a challenge to monk, but I personally have never ran across this skill. Ever.
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Originally Posted by arienrhode
[rend enchantments] - Back to 30s.
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No, rend is fine. If you're facing a bunch of renders, an extra 10 seconds to put more enchantments up really won't help you; just stop putting up enchantments so much.
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Originally Posted by arienrhode
[rip enchantment] - 15s, if a Dervish enchantment is removed it recharges 50% faster.
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This doesn't make any sense at all. Rip enchantment is fine as it is, again if you're up against enchantment removal stop putting up enchantments unless you really need to.
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Originally Posted by arienrhode
[foul feast] - Reduce the energy gain to a maximum of 2 and reduce health gain some.
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Why? Necros aren't invincible because of foul feast. Although, it does make sense to me to reduce the health gain. After all, this gives more health and energy for essentially using draw conditions on a necromancer instead of a monk.
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Originally Posted by arienrhode
[plague sending] - Get rid of AoE effect, increase recharge to 10s. Changes to FF and plague sending are predicated on changes to condi spear spam (apply poison + barbed spear) and something being done about wounding strike.
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I like plague sending. If anything, I think it's underpowered. After all, you have to sac 10% of your maximum health while paying 10 energy every time you want to remove up to 3 conditions. Real condition spammers will hit you with more than just three conditions, and if daze is any one of those Plague Sending is very vulnerable to interrupts.
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Originally Posted by arienrhode
[searing flames] - Adjacent AoE in PvP.
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No. Just no. Searing flames isn't over-powered, like others have said there are plenty of counters. If you are too lazy to step away from your buddy then maybe high end PvP isn't for you?
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Originally Posted by arienrhode
[shattering assault] - No longer unblockable. And that kills it, oh well.
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Eh, shattering assault is fine. Assassins need enchantment removal. About the blocking factor, assassins have to give up spamming conditions or bonus effects to get unblockable attacks on their normal skills. But elites are, by definition, supposed to be better than normal skills at the cost of only having one. Besides, the 10 energy really blows any chance of spamming this clear out of the water.
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Originally Posted by arienrhode
[Wild strike] - 8s recharge, same as wild blow
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Wild strike is part of an unblockable combo, people don't take it just for the stance removal. And besides, with lame things like sway running around we need spammable, unblockable stance removal any way we can get it.
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Originally Posted by arienrhode
[way of the assassin] - Still think IAS in the sin skill pool is an awful idea, especially one with no penalty or prerequisite as most IAS's have.
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Oh come on, this is only really useful in PvP, and it costs you your elite. That's your penalty for an IAS that only works for daggers.
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Originally Posted by arienrhode
[critical defenses] - This should be a PvE skill.
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No. Just no. I really just can't see the logic behind this. Critical defenses is easier to counter than blocking stances, plus spells completely devestate a critical defenses sin. Assassins are too squishy in PvP right now anyway.
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Originally Posted by arienrhode
[Way of the master] - Sins with scythes have added nothing interesting to the game, nerf it or makes it much more expensive / shorter duration.
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Two words: enchantment removal.
One word: Diversion.
You know when a critscythe will have to re-apply it, time your counters accordingly.
Quote:
Originally Posted by arienrhode
[wounding strike] - The chilling victory change helped some, but at minimum this should be changed to deep wound over bleeding, as many suggested in the previous qq skill threads.
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Not much to say about wounding, most monks now carry skills that remove multiple/all conditions so all the rants about wounding strike really deserve to go die. Personally, I consider bleeding a more dangerous condition than deep wound most of the time anyway.
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Originally Posted by arienrhode
[rending touch] - Remove one of your enchantments, removal effect target touched for for loses one enchantment.
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You have a problem with enchantment removal, don't you? Losing one enchantment every eight seconds really doesn't hurt either the user or the target. Being forced to lose an enchantment to remove your opponent's enchantment, on the other hand, sucks. Besides, after the aura or grenth nerf (or whatever that skill was called) dervish really don't have any good enchantment removal.
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Originally Posted by arienrhode
[barbed spear] - 4 adrenaline, just like sever artery. Only a problem on pack hunters.
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Spears are ranged, easier to miss, slower attack speed, etc. Reasons have already been stated.
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Aug 31, 2008, 09:03 PM // 21:03
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#10
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Desert Nomad
Join Date: May 2005
Location: America
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@ajc2123
Well I didn't start this thread to propose skill changes for RA and AB, that would simply be ridiculous. Every single skill listed with the exception of crit defenses was in mind of TA, HA and low end GvG.
And if you want an honest answer on crit defense it was only in there because I had been saving a list of shit I thought was gay in notepad, way back to when dual sin conventway was being ran in TA and it got pasted into this post with that list. Some fail groups threw it in on a crit scythe, forcing you to waste enchant removal on it (hope u had rend) and really making it a pain in the ass for your warrior to lineback them as they shredded everyone with cripples and massive damage critical hits. Unchecked, before the slight nerf to mystic sweep and eremite's a crit scythe could literally kill someone in 4 hits very quickly. Which was very quick as the SA sin ate your monk for breakfast with no stances, no prots.
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I like plague sending. If anything, I think it's underpowered.
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Please tell me you're joking. Also, plague sending cost 1 energy (skill icon is outdated). With FF you can gather up conditions for free or very little energy and the send them for 1 energy, with the health gain from ff usually offsetting the sac. Yes, very balanced.
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Savage pounce takes a lot of skill to use! You can't just spam it and expect it to eventually hit a spell, you have to time it just right.
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Again, you've got to be kidding.
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RaO isn't that big of a deal.
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Well I'm certainly glad to see a strong showing from the we <3 RaO crowd. I've seen nothing but universal hatred of this skill up until this point in time.
And I never say zomg this need a nerf!!!11 because I was beaten by something gay, because I have played every gay bar and abuse skills to death just like everyone else. But when it goes on for so long and keeps getting worse with every new idea our glorious skill balancer has, something has got to be said.
Last edited by Krill; Aug 31, 2008 at 09:18 PM // 21:18..
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Aug 31, 2008, 09:29 PM // 21:29
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#11
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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at silavor, i think ur whole post is a joke.
so much of a joke i dont even feel lke commenting on a single thing.
on a side note, removing pets form pvp would be a pretty good choice to make. they're being abused everywhere anyway.
Last edited by urania; Aug 31, 2008 at 09:34 PM // 21:34..
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Aug 31, 2008, 09:57 PM // 21:57
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#12
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Ascalonian Squire
Join Date: Feb 2007
Guild: Miracle Theory[MiTh]
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Personally, I consider bleeding a more dangerous condition than deep wound most of the time anyway.
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o rly?
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If you are too lazy to step away from your buddy then maybe high end PvP isn't for you?
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Oh okay.
Your whole post is basically the age old response of "Just d-shot it."
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Aug 31, 2008, 10:04 PM // 22:04
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#13
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Lion's Arch Merchant
Join Date: Feb 2008
Guild: Variable Speed Farmers[VsF]
Profession: Mo/
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Quote:
Originally Posted by arienrhode
[Visions of Regret] - Really wonder why dom needed another pressure type hex. This gets really stupid in 4v4 with cheesy shit like backfire or combined with soul bind.
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The skill is just ridiculous with backfire + wastrel's worry, but I don't think that it should be nerfed, it could be useful on some hex teams on HA or GvG.The problem of this skill on 4v4 is Wastrel's Worry, not VoR.
Quote:
Originally Posted by arienrhode
[Wastrel's Worry] - Not sure why this skill needed the damage buff in the first place.
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lower the damage to it's original state imo
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Originally Posted by arienrhode
[apply poison] - This should be a bow preparation. Other professions got poison tip sig with EoTN.
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Well, it would stop those R/D spamming poison, bleed and deep wound every 3seconds, but the problem is on Wounding Strike, not Apply.
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Originally Posted by arienrhode
[escape] - This needs a PvP nerf, like 4s duration with 14 in expertise.
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"Ends when you use an attack skill" - done.
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Originally Posted by arienrhode
[rampage as one] - At a minimum reduce the IAS to 25% and make it stance.
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At least it should be a stance, they killed the Mind Blast ele, wich was never a problem, why RaO can't be nerfed also?
Quote:
Originally Posted by arienrhode
[Otyugh's Cry] - Lock pet on monk and start mashing [enraged lunge], this is just stupid. Decrease duration by half or just totally kill / change the skill.
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Remove the unblockable pls, 2x Enraged Lunge thumpers with unblockable pets doing 120+ lunge per hit is ridiculous
Quote:
Originally Posted by arienrhode
[rip enchantment] - 15s, if a Dervish enchantment is removed it recharges 50% faster.
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derv-hate? 12~15sec recharge maybe, it killed corrupt enchantment, wich is an excellent skill
Quote:
Originally Posted by arienrhode
[foul feast] - Reduce the energy gain to a maximum of 2 and reduce health gain some.
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I see no problem on FF, it's pretty balanced on it's current state
Quote:
Originally Posted by arienrhode
[plague sending] - Get rid of AoE effect, increase recharge to 10s. Changes to FF and plague sending are predicated on changes to condi spear spam (apply poison + barbed spear) and something being done about wounding strike.
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Move to soul reaping, 0condition sent on 0SR, the recharge is fine, the AoE is also fine imo
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Originally Posted by arienrhode
[shattering assault] - No longer unblockable. And that kills it, oh well.
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Yay
Quote:
Originally Posted by arienrhode
[critical defenses] - This should be a PvE skill.
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wtf?
Quote:
Originally Posted by arienrhode
[wounding strike] - The chilling victory change helped some, but at minimum this should be changed to deep wound over bleeding, as many suggested in the previous qq skill threads.
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deep wound over bleed, or increase recharge to the same as eremite's attack/mystic sweep
Quote:
Originally Posted by arienrhode
[rending touch] - Remove one of your enchantments, removal effect target touched for for loses one enchantment.
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great
Quote:
Originally Posted by arienrhode
[barbed spear] - 4 adrenaline, just like sever artery. Only a problem on pack hunters.
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2strikes is fine.
Quote:
Originally Posted by arienrhode
[Soul Bind] - Skill change has been really bad, get rid of it.
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Decent pressure hex, slightly increase the recharge as a nerf IMO, but it's not necessary
Quote:
Originally Posted by arienrhode
[rend enchantments] - Back to 30s.
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/agree on nerf and/or rework, it's a non-elite Shatterstorm, and shatter is pretty useless due to rend
Last edited by Boogz; Aug 31, 2008 at 10:11 PM // 22:11..
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Aug 31, 2008, 10:33 PM // 22:33
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#14
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by Boogz
derv-hate? 12~15sec recharge maybe, it killed corrupt enchantment, wich is an excellent skill.
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Rend and rip were both buffed to handle derv enchants and derv enchant stacks like the EDA blinder. Great, but why has the prot monk suffered the most? The change to pain of disenchantment was a good example of correct balance in this area. It's punishing, it removes a stack, but it's elite and cost some energy. Mesmer enchant removals are also properly balanced, you use them on important enchants not every time you see a yellow arrow. Sorry but I just think rip and rend can both be ridiculous when used with a 40/40 set to remove prots, but the play of certain skills with 40% HSR hit is a whole different discussion.
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Sep 01, 2008, 01:08 AM // 01:08
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#15
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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Quote:
Originally Posted by silavor
Dumb stuffs
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bad troll is bad
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Sep 01, 2008, 01:14 AM // 01:14
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#16
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Jungle Guide
Join Date: Jan 2008
Location: In your fridge, stealing your pickles. for mah subway
Profession: R/
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I don't see the problem with [[apply poison].
It's just 8 DPS. When the RC monk casts on you, you win.
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Sep 01, 2008, 02:53 AM // 02:53
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#17
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Krytan Explorer
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A few changes I'd like to see:
Ranger
Incendiary Arrows needs to change, I don't really see it being viable with the mechanics it has now, it'll either be too good, or crap. The ability to spread so much poison with it is an issue, and almost forces people to bring a counter like Pure Was Li Ming. Maybe make it a prep that you can keep up all the time (same duration/ recharge as Apply) that causes Burning to target foe and adjacent foes or something. Not amazing, but not a problem skill.
Expert's Dexterity isn't a huge problem in my opinion, but reducing the IAS to 25%, and upping the energy cost to 15 (only a 5 energy increase at 14 spec expertise) would bring it in line. The bigger issue to me is:
Sloth Hunter's Shot. The damage on this is too high. I'd either tone it down significantly, or make all the damage conditional, and make it only trigger if target foe is not moving, attacking, or using a skill.
I also wouldn't mind seeing Pin Down take a small hit (recharge to 10) as the cripple duration makes it better than Crip Shot in quite a few situations.
Monk
Strength of Honor. Prevent it from stacking with Conjure.
Necromancer
Rend Enchantments. This could really do with a 2 second cast time, it's currently an incredibly strong spike skill, increasing the cast makes it more prone to disruption on spikes, while not totally killing it as a more general utility skill.
Elementalist
Mirror of Ice can be really easily fixed, just make the damage on it cold damage, rather than armor ignoring damage. The spike would still be a bit viable, but I don't see it as a big deal.
Assassin
Hidden Caltrops. As much as I like using this skill, I think the duration of the hex needs to go down to 7-8s so that speccing in Shadow is actually useful.
As for a few buffs, I'd like to see Light of Deliverance go down to 8 recharge so that there are more options for party healing, I think B-Surge or B-Flash should go to 5 or 10 energy respectively (buffing both would probably make them too strong on the same bar) to bring in more anti-melee templates, I'd like to see Windborne Speed go to 5 energy, or 3/4 cast with a couple more seconds on the duration of it as I think it's a great skill with a lot of potential, and I'd love to see "Can't Touch This!" reworked to 5e, 15r Shout. For 1 second, all skills used against target other party member fail, and all attacks against that ally miss. Cannot target Ghostly Hero. 50% failure chance with Leadership 7 or less. to give paragons a skill with huge rewards if used well.
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Sep 01, 2008, 06:26 AM // 06:26
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#18
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Wilds Pathfinder
Join Date: Feb 2006
Profession: A/Mo
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Quote:
Originally Posted by silavor
There's nothing wrong with an elite pressure hex. Besides, it only lasts half it's recharge. Like with empathy and backfire, if you're stupid enough to fall victim to the hex's damage you deserve the death. Also, the two second cast time is just asking to be interrupted, even with fast casting.
It provides decent pressure now. You aren't going to kill someone with Wastrel's alone anyway, unless the monks fail miserably.
This one I actually agree with. Preparations really do need to be arrows-only, I don't know why they're not already.
I don't think this needs a nerf, people just need to learn how to play around it. Unblockable stance removal is an awsome counter; besides, allowing sway to dodge melee is fine when it costs them spammable deep wound.
I really think you're just pissed off because a thumper owned you, but RaO isn't that big of a deal. Face it, thumpers are a part of the game, destroying their key skill even more will remove way too much pressure off of monks.
Bleh, Otyugh's is perfectly fine. If a monk is being ganked by a thumper/beastmaster then they're already dead. If just the pet is after them, kiting or protting is your friend. Pets, after all, are animals and therefore stupid. The fact that the pets use aNet's AI just makes it easier for monks to survive. Besides, it really makes me laugh when enraged lunge heals me through spirit bond rather than killing me.
Savage pounce takes a lot of skill to use! You can't just spam it and expect it to eventually hit a spell, you have to time it just right.
It's better now than it was before, and I actually like soul bind. It makes it a challenge to monk, but I personally have never ran across this skill. Ever.
No, rend is fine. If you're facing a bunch of renders, an extra 10 seconds to put more enchantments up really won't help you; just stop putting up enchantments so much.
This doesn't make any sense at all. Rip enchantment is fine as it is, again if you're up against enchantment removal stop putting up enchantments unless you really need to.
Why? Necros aren't invincible because of foul feast. Although, it does make sense to me to reduce the health gain. After all, this gives more health and energy for essentially using draw conditions on a necromancer instead of a monk.
I like plague sending. If anything, I think it's underpowered. After all, you have to sac 10% of your maximum health while paying 10 energy every time you want to remove up to 3 conditions. Real condition spammers will hit you with more than just three conditions, and if daze is any one of those Plague Sending is very vulnerable to interrupts.
No. Just no. Searing flames isn't over-powered, like others have said there are plenty of counters. If you are too lazy to step away from your buddy then maybe high end PvP isn't for you?
Eh, shattering assault is fine. Assassins need enchantment removal. About the blocking factor, assassins have to give up spamming conditions or bonus effects to get unblockable attacks on their normal skills. But elites are, by definition, supposed to be better than normal skills at the cost of only having one. Besides, the 10 energy really blows any chance of spamming this clear out of the water.
Wild strike is part of an unblockable combo, people don't take it just for the stance removal. And besides, with lame things like sway running around we need spammable, unblockable stance removal any way we can get it.
Oh come on, this is only really useful in PvP, and it costs you your elite. That's your penalty for an IAS that only works for daggers.
No. Just no. I really just can't see the logic behind this. Critical defenses is easier to counter than blocking stances, plus spells completely devestate a critical defenses sin. Assassins are too squishy in PvP right now anyway.
Two words: enchantment removal.
One word: Diversion.
You know when a critscythe will have to re-apply it, time your counters accordingly.
Not much to say about wounding, most monks now carry skills that remove multiple/all conditions so all the rants about wounding strike really deserve to go die. Personally, I consider bleeding a more dangerous condition than deep wound most of the time anyway.
You have a problem with enchantment removal, don't you? Losing one enchantment every eight seconds really doesn't hurt either the user or the target. Being forced to lose an enchantment to remove your opponent's enchantment, on the other hand, sucks. Besides, after the aura or grenth nerf (or whatever that skill was called) dervish really don't have any good enchantment removal.
Spears are ranged, easier to miss, slower attack speed, etc. Reasons have already been stated.
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i agree with everything this guy said. except for bleeding being more dangerous than deepwound. but im still fine with bleeding being on top.
stance removal is good, enchantment removal is good, unblockable is good, kd is good, massive pressure is good, things blowing up and dying is good.
grow some nuts, people. i have a feeling most of you are monks?
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Sep 01, 2008, 07:29 AM // 07:29
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#19
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Drunken Dwarven Squad
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Silavor, you have no clue.
I'd also like to say this, almost any build that relies on pet is and was broken, from iway ages to now. Removing pets from pvp would only be a benefit.
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Sep 01, 2008, 07:41 AM // 07:41
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#20
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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at shinde kudasai and silavor, id gladly let you play against a decent hexway in TA. I wonder how long you'd hold out considering ur presumptuos posts.
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