Sep 21, 2008, 08:50 PM // 20:50
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#81
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Ascalonian Squire
Join Date: Sep 2008
Location: my mother's basement
Guild: From the Lands of Darkness [Mort]
Profession: Mo/E
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Quote:
Originally Posted by la_cabra_de_vida
FC to apply to mesmer skills only, just like expertise needs to be rangers skills only. The only build we kill is FC taint?
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Dont forget the FC nukers!
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Sep 22, 2008, 06:17 PM // 18:17
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#82
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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The effectiveness of "steam" is the only thing I see as problematic. The other skills/snares are over-hyped because of the new style of flagstand-fighting. But given its requisites, the skill itself can't be nerfed. An increased recharge on glyph immolation would probably do the trick.
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Sep 25, 2008, 05:32 PM // 17:32
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#83
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Wilds Pathfinder
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Quote:
Originally Posted by Greedy Gus
The game worked better when there were a variety of solid defensive skills, but they just cost a ton of energy to use effectively throughout a fight. That forced them onto templates with elite energy management, which were a lot easier to regulate from a balance standpoint. If you can make something like ether prodigy playable again, then you can have a guy with lots of good defensive skills (Bflash, water snares, ward, party healing/prot) balanced accordingly (let them be solid at mid-spec). Then you have more variety (isn't screwed if 1 out of 5 defensive tools gets disrupted), and you're not reliant on extra strong elite skills (absolute scale power is in check).
The key is to start making balances that help ratchet down the pure strength of offensive and defensive skills, and spreading out variety at a sane power level. Looking back, what worked better for the health of the format: elite e-management powering multiple decent defensive skills, or 1-2 very strong defensive skills (elite included) powered by one or two regular energy management skills or an energy-cheap bar? On the latter, almost every skill is a point of failure, so they have to be priced and powered up accordingly, which just makes disruption all the more necessary, etc.
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you know whats funny, didn't you guys get all those skills nerfed, starting with curses?
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Sep 26, 2008, 12:48 AM // 00:48
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#84
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by Byron
The effectiveness of "steam" is the only thing I see as problematic. The other skills/snares are over-hyped because of the new style of flagstand-fighting. But given its requisites, the skill itself can't be nerfed. An increased recharge on glyph immolation would probably do the trick.
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Or they could just change this goofy mechanic of spells triggering supplemental effects before they check conditions and perform their primary action.
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Sep 26, 2008, 08:14 PM // 20:14
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#85
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Quote:
Originally Posted by wuzzman
you know whats funny, didn't you guys get all those skills nerfed, starting with curses?
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You're clueless man, always trying to stir the pot but you're bad at it.
They nerfed all the elite energy management (because people used them, not because they were broken), and then ratcheted down a lot of costs, then introduced an overpowered GoLE. Surprisingly, that broke the balance, allowing people to run gole & one other emanagement skill or a cheap bar while now bringing an extra powerful elite skill in addition to their good expensive skills from before and power everything fine. That's what caused those curses skills & other defensive skills to be nerfed over time (often far too late).
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