Sep 03, 2008, 03:40 AM // 03:40
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#61
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Frost Gate Guardian
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Quote:
Originally Posted by moriz
one thing izzy should address is not actually the skills themselves. rather, he should take a look at the interaction between mesmer fast casting and non-mesmer spells/signets.
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This has been said in a thread about expertise, which basically is flawed by the same concept. I can't recall everything said in that topic but primaries affecting secondaries always lead to gimmicky bullcrap.
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Sep 03, 2008, 05:23 AM // 05:23
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#62
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Lion's Arch Merchant
Join Date: Nov 2007
Location: Great Soviet California!
Guild: Deputy Glitter's Shoe Squad [ghey]
Profession: Me/
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Despite the popularity to fc water mesmer build it boggles me why more people arnt bring wounding strike dervs with hexbreaker. WS is still overpowered. Add a para, dom mesmer and anti melee/whatever you have a capable build that can at least deal with the only real anti melee people are running atm.
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Sep 03, 2008, 09:01 AM // 09:01
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#63
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by X Cytherea X
1. buff counters
2. buff alternatives
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Only counter buff to hexes in general I'd like to see tried is a 5e blessed light, it's already been mentioned and discussed before.
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Sep 03, 2008, 09:01 AM // 09:01
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#64
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Wilds Pathfinder
Join Date: Jan 2006
Location: Italy
Profession: E/
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Quote:
Originally Posted by la_cabra_de_vida
Despite the popularity to fc water mesmer build it boggles me why more people arnt bring wounding strike dervs with hexbreaker. WS is still overpowered. Add a para, dom mesmer and anti melee/whatever you have a capable build that can at least deal with the only real anti melee people are running atm.
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Maybe because there's no VoD anymore.
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Sep 03, 2008, 03:07 PM // 15:07
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#65
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Frost Gate Guardian
Join Date: Jan 2008
Location: Romania
Guild: Eternus Love [kiSu]
Profession: D/
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Quote:
Originally Posted by Akaraxle
Maybe because there's no VoD anymore.
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Dervishes still work I still like to play my D/W Wounding Strike. I love to hear the sound of critical hits with it . Won 4 matches with a D/W and a Coward frontline yesterday hehe. I was mostly splitting with the Dervish.
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Sep 03, 2008, 03:15 PM // 15:15
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#66
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Lion's Arch Merchant
Join Date: Feb 2008
Location: Le Czech Republic
Guild: Ar Vin Pvp [AMp]
Profession: Mo/Me
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Quote:
Originally Posted by ac1inferno
[Scavenger Strike] - Your animal companion attempts a Scavenger Strike that deals +10...22 damage. If the attack strikes a foe who is suffering from a condition, you gain 3...13 Energy.
At an Expertise of 11 and a Beast Mastery at 12, Bunny Thumpers gain 10 energy every 10 seconds, therefor keeping their energy up and allowing them to spam [Rampage As One]. Nobody mentions this?
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I think someone said to remove pets out of the game completely.
Anyways that TA R/P hexgay is a bit over the top.
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Sep 03, 2008, 10:02 PM // 22:02
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#67
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Wilds Pathfinder
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[flare] and [peace and harmony]
Both pretty crappy spells if you ask me...
Second the skill bar for R/D's needs to be fixed and when will touchers get nerfed? Yes they are not exactly good-but they are rather annoying...
Last edited by Sir Seifus Halbred; Sep 03, 2008 at 10:07 PM // 22:07..
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Sep 03, 2008, 10:04 PM // 22:04
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#68
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Furnace Stoker
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Quote:
Originally Posted by Sir Seifus Halbred
[flare] and [peace and harmony]
Both pretty crappy skills if you ask me...
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They're crap out of necessity. Flare is more of a PvE monster skill, really, and PnH would be broken any other way. Both need a rework for PvP, if anything. But there's more important issues.
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Sep 03, 2008, 10:15 PM // 22:15
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#69
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Desert Nomad
Join Date: May 2005
Location: America
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Peace & Harmony is really crappy, but it's a good example of power creep compared to the revamped Lyssa's Aura. Obviously the two are not really comparable, but an extra three regen for yourself that is easily maintainable is kinda wowzers. Same for Scavenger Strike which is basically a non-elite version of Ferocious Strike now.
Last edited by Krill; Sep 03, 2008 at 10:17 PM // 22:17..
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Sep 03, 2008, 10:23 PM // 22:23
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#70
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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I think Staff Damage should get buffed to balance the metagame.
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Sep 03, 2008, 10:56 PM // 22:56
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#71
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by Sir Seifus Halbred
Second the skill bar for R/D's needs to be fixed and when will touchers get nerfed? Yes they are not exactly good-but they are rather annoying...
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Something being "annoying" is not grounds for nerfing it, not should it be.
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Sep 03, 2008, 11:59 PM // 23:59
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#72
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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Quote:
Originally Posted by Hyper Cutter
Something being "annoying" is not grounds for nerfing it, not should it be.
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It should be if the annoying thing is prevalent in the metagame thus making the game unfun. Touchers aren't one of them though.
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Sep 04, 2008, 12:38 AM // 00:38
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#73
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Ascalonian Squire
Join Date: Oct 2005
Guild: Capita Cerberi
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I think the fastcastele should not be nerfed. Interrupts in guild wars are a huge problem because they are extremely ping- and luckdependant (fastcastsets make the whole issue pretty much random). Fasctcastsets are actually the reason why mesinterrupts are still somewhat balanced, if they would not exist guardian would not be a viable skill. If izzy properly nerfs the fastcastmesmer (waterattunement in elementalstorage for example) the only reliable defensive template in guildwars would be destroyed, primaryeles are just not an option, when it comes to defense you need reliability.
A solution would probably look similiar to this: Remove 20/20 sets from the game. I know, this would kill the weaponswitching you all love... so be it.
Give icy shackles a 3/4th second casting time, perhaps shardstorm as well. Cut off 2 or 3 seconds of the powerblock blackout or make steam an airskill (with fixed blindduration and scaling dmg)
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Sep 04, 2008, 02:07 AM // 02:07
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#74
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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Quote:
Originally Posted by urania
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.
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i was about to take the time to show silavor was downright wrong, but thanks for reminding me its not worth it.
(no i didnt read the rest of the thread it didnt seem worth it based on initial posts...)
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Sep 07, 2008, 11:56 AM // 11:56
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#75
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Krytan Explorer
Join Date: Feb 2007
Location: Napa, CA
Guild: Inadequately Equipped [GeAr]
Profession: R/N
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[expert's dexterity] is a retarded concept, because being able to have 18 marksmanship is just stupid. Change it to +2 expertise or limit it to 16 marks maximum or something.
The only way I can see nerfing the fc water mesmers without hurting eles is to move all the attunements (water, fire, etc.) into energy storage ala the old fc air spike nerf with elemental attunement.
Those are the only two big problems/what makes gvg boring at the moment that I can see. Maybe nerf incendiary arrows a bit too somehow.
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Sep 07, 2008, 12:14 PM // 12:14
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#76
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Drunken Dwarven Squad
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Quote:
Originally Posted by I Angra I
[expert's dexterity] is a retarded concept, because being able to have 18 marksmanship is just stupid. Change it to +2 expertise or limit it to 16 marks maximum or something.
The only way I can see nerfing the fc water mesmers without hurting eles is to move all the attunements (water, fire, etc.) into energy storage ala the old fc air spike nerf with elemental attunement.
Those are the only two big problems/what makes gvg boring at the moment that I can see. Maybe nerf incendiary arrows a bit too somehow.
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It has been said many times that skills that buff an entire line of skills are simply retarded, and Experts Dexterity is one of those. About FC water mesmers, they should simply make Energy Storage a worthy primary, like as u said, linking all the energy related spells to it.
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Sep 07, 2008, 12:38 PM // 12:38
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#77
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Desert Nomad
Join Date: Nov 2005
Location: Wales
Guild: Steel Phoenix
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I agree with Iko on the FC water mesmer issue, its not that the bar is overpowered but rather than interrupts are overpowered (powerblock!) which forces people to use a mesmer primary.
Nerfing the attunement wouldnt hurt the build at all, ive been using a FC water mes without an attunement for ages now since its much more reliable to take inspired hex and drain enchantment and use a higher spec in inspiration to keep you up rather than an attune which will just be stripped by any half decent mesmer.
Im not sure what should be done about interrupts, it seems a bit too late in the games life to be removing items so i think casting sets will stay, but i do think they should lower the recharge of powerblock by a few seconds and take the blackout duration to something like 5 seconds because currently the ability to perma shutdown any caster with 1 second casts is stupid and with a decent ping its also really easy to hit 3/4 second casts.
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Sep 07, 2008, 02:27 PM // 14:27
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#78
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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The only way to nerf fc water is to nerf glowing ice to unusable.
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Sep 07, 2008, 03:31 PM // 15:31
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#79
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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Quote:
Originally Posted by Burton2000
The only way to nerf fc water is to nerf glowing ice to unusable.
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Move it to E Storage.
Spotless Mind is absurd in arenas. Non-elite hex removal that's better than most elite hex removal is a scrubly way to skill balance hex stacking. Better to promote active shutdown than passive uber hex removal. Should be a 1 sec cast with a much higher recharge, given its effect.
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Sep 07, 2008, 04:42 PM // 16:42
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#80
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Frost Gate Guardian
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I would love to seem blockway nerfed to hell. Seeing all those 3 button mashing sins and rangers standing in melee like nothing can touch them makes me a sad panda.
[Escape] - molested to blisters, not even gonna bother suggesting anything.
[Lightning Reflexes] - take double damage ([Frenzy] + [Frenzied Defense] in one).
[Whirling Defense] - end if you use attack skill.
[Flashing Blades] - cannot achieve critical hit (otherwise just a ridiculously overpowered [Gladiators Defense] in attribute line that doesn't suck).
[Critical Defenses] - move 33% slower (no more infinite renewal against kiting opponent).
Last edited by Robbert Monga; Sep 07, 2008 at 04:53 PM // 16:53..
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