Jul 22, 2008, 07:40 PM // 19:40
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#1
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Academy Page
Join Date: Jun 2008
Profession: E/Me
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New Ritualist Spike - Needs a slight nerf please.
Hello HA community,
The skills alone are quite balance, however, the overall RT spike team build is something to be concerned with.
When combining spirit rift followed up with a wielder strike on a target that is snared, all enchantment ripped, cracked armor, deep wounded, and knockdown, etc ….it is GG’s….(and if it is on your number 7 RC monk……with a pre- spirit bond …it will be ripped…and even with a late spirit bond..you will still be knocked down and die….)
Please DO NOT flame, as I already know that it is POSSIBLE to beat RT spike with a designated build that is design for countering RT spike. I will NOT go into details on how to beat the build either (and for the sake of a legit discussion, there is NOT a need for you to explain your “designated build” or tactics on how to overcome the new RT spike build)
For this is a discussion in reference to the pure strength and damage RT spike does per spike. You have played against and seen it for yourself. It is OVERPOWERED.
The real question is this: Will slightly adjusting the skill called “Spirit Rift” break the game? Will it promote a better sense of balance for HA?
My message to the community and ArenaNet is that a slight nerf on “Spirit Rift” will do wonders.
Thank you for your time in reading my concerns.
-Borat
Edit: Please stay on topic
Last edited by Borat X; Jul 22, 2008 at 10:10 PM // 22:10..
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Jul 22, 2008, 07:46 PM // 19:46
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#2
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Ascalonian Squire
Join Date: Sep 2007
Location: CT, USA
Guild: The Stolen Eye [SEyE]
Profession: Mo/
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The thing is though, Arenanet and NCsoft said that there are overpowered builds when skills are combined, you cant nerf a skill cause it just happens to be overpowered when certain criteria is met. Thats part of PvP find skill combination that really only have one counter.
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Jul 22, 2008, 07:47 PM // 19:47
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#3
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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Well the only thing I see that might get changed is spirit rift. I don't see why it would get changed but if it has to be changed make it a hex on the target?
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Jul 22, 2008, 07:49 PM // 19:49
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#4
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Frost Gate Guardian
Join Date: Jan 2007
Location: The netherlands
Profession: N/
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i think that a good mesmer should be able to stop the spike...Cry of Frustration ( might interupt more then 1 person) and power drain or PD...with a bit of luck...ok a shitload of luck you might stop the spike
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Jul 22, 2008, 07:49 PM // 19:49
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#5
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Frost Gate Guardian
Join Date: Aug 2007
Guild: Puff Puff Pass That Oh W T F [B스n]
Profession: Me/P
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1. Its Wielder's strike as the followup. Channeled would make the spike hella nasty but thats way too much energy.
2. Ritspike is hardly dominant in the meta. Only two teams regularly run it, BAN and One. There are more sways, balances, ranger spikes, Hexways and randomways always running than there are ritspikes. One held with balanced last night and BAN barely runs ritspike anymore. Why should 16 people be enough to influence a nerf when there are other things being terrabused?
3. And its easy to beat.
Last edited by Free Sigils; Jul 22, 2008 at 09:56 PM // 21:56..
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Jul 22, 2008, 07:50 PM // 19:50
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#6
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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PvP only, please.
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Jul 22, 2008, 08:03 PM // 20:03
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#7
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Krytan Explorer
Join Date: Mar 2006
Location: still lost
Guild: Guy In Real Life [GIRL]
Profession: Mo/
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I don't see a problen with rit spike as it is. As Sigils allready said only 2 teams are running it. To make the build samei good working you need alot of coordination, it is not something you PuG.
Offtopic, be prepared to let Killed u man turn this thread into another r-spike is OP whine thread
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Jul 22, 2008, 08:04 PM // 20:04
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#8
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ǝuoʞoɯ
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you see a rift popping up
you counter til 3
you hit infuse
guess what
you stopped the spike. it REALLY is this easy. all you need is decent positioning from your team, basic stuff, no balling, staying in front and not suddenly running behind you so you can't see.
and really, even i as a really bad ha player have no problem monking against it with hardly any utility on my team. :/
there's other things that needs fixing imo..but just the opinion of a bad and inactive ha noob :P
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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Jul 22, 2008, 08:12 PM // 20:12
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#9
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LEET HAXXOR!
Join Date: Feb 2007
Location: Random Arena
Profession: N/A
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GW cant nerf anything right.
/Convert to WoW till they learn like me
On topic yeh that would do wonders and moko made a lovely point about the infusion a GOOD monk would do that with the rift but likewise against all spikes if u have sucky monk the spike works,,,
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Jul 22, 2008, 08:43 PM // 20:43
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#10
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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Alone the skills have no real power, its when a team executes a co-ordinated spike that they become deadly, and that is how it is meant to be.
/unsigned
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Jul 22, 2008, 08:52 PM // 20:52
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#11
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Forge Runner
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The term spiking comes from "spike", which (My own definition) means an instant change by large amount. (Stress is on INSTANT)
A spike, by definition, is something that can't be infused, as you assume it's clean. (Bspike was, to my knowledge, the only spike that simply didn't have enough damage to insta kill. -besides OG-)
Ritspike, is, however the easiest spike to prot. You know the target 3 seconds before the spike, giving you more than enough time to prepare for the rend.
For most other spikes this isn't true (Especially not rspike), but a good prot monk > ritspike.
Face it, IF he gets the Spirit Bond off, target won't die. It becomes a game between the N/E caller, and the prot monk.
Besides that, the INTIRE build relies on the N/E. He will only have Spell Breaker on 1 spike every 45 seconds. Even IF they manage to spike U down once, you should be able to shut him down all the other ones. (+ a good team can even interrupt the spell breaker)
I won't lie, in HoH, this build is overpowered as for several reasons:
1) Ghostly doesn't run out of rift himself
2) Everything is balled up
3) Snaring + running capactiy outclasses any other build besides Rspike
This build does need a small damage nerf, BUT most definatly not before rspike gets nerfed.
Like said above, for every 1 ritspike in HoH, you got about 10 rspikes...
Also, check my thread to see WHY rspike is a more OP build.
(Don't get me wrong, I DO think this build is OP, but it IS beatable with a half decent mesmer and prot monk, which is ALL you need to beat this - with rspike you need about... let me see... 8 bars dedicated to beating it...)
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Jul 22, 2008, 08:52 PM // 20:52
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#12
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Ascalonian Squire
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Quote:
Originally Posted by Free Sigils
2. Ritspike is hardly dominant in the meta. Only two teams regularly run it, and BAN and One. There are more sways, balances, ranger spikes, Hexways and randomways always running than there are ritspikes. One held with balanced last night and BAN barely runs ritspike anymore. Why should 16 people be enough to influence a nerf when there are other things being terrabused?
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QFT
If this build as OP as you claim, why are only two guild ever able to win with it? Rspike is far more prevalent, does just about as much damage, almost as much defense, and is harder to catch. Why aren't you pleading for an rspike nerf?
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Jul 22, 2008, 09:52 PM // 21:52
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#13
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Lion's Arch Merchant
Join Date: Dec 2006
Location: New Zealand FTW
Guild: Ex Talionis [Law]
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Rit spike has ALWAYS been on of the most effective spikes, PROVIDING, and this is the key part which many pugs can't do, everyone plays well together.
But to be honest, if your getting hit by spirit rift and your not KD'd you need to uninstall guildwars.
:edit: cant remember what the other rit spike is, but not using spirit rift, thats RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing stupid
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Jul 22, 2008, 10:02 PM // 22:02
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#14
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Academy Page
Join Date: Jun 2008
Profession: E/Me
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The amount of players or guilds running RT spike in HA is not relevant to the discussion of how strong the build is. If you wish to talk about guilds or players, you are in the wrong thread. For those who have not seen or play against this build, please avoid making any vague statements.
Since people are off topic, I will make sure you are on topic.
The real question is this: Will slightly adjusting the skill called “Spirit Rift” break the game? Will it promote a better sense of balance for HA?
-Borat X
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Jul 22, 2008, 10:54 PM // 22:54
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#15
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Wilds Pathfinder
Join Date: Oct 2007
Guild: [BAAA] guest me NOW
Profession: Mo/
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Quote:
Originally Posted by Borat X
Will slightly adjusting the skill called “Spirit Rift” break the game? Will it promote a better sense of balance for HA?
-Borat X
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No, because there is far more OP shit in HA. If hardly anyone plays it, how will nerfing this lousy skill change anything in HA?
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Jul 22, 2008, 11:20 PM // 23:20
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#16
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Ascalonian Squire
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Quote:
Originally Posted by Borat X
The amount of players or guilds running RT spike in HA is not relevant to the discussion of how strong the build is. If you wish to talk about guilds or players, you are in the wrong thread. For those who have not seen or play against this build, please avoid making any vague statements.
Since people are off topic, I will make sure you are on topic.
The real question is this: Will slightly adjusting the skill called “Spirit Rift” break the game? Will it promote a better sense of balance for HA?
-Borat X
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I agree. And while you're at it, nerf Binding Chains. It doesn't matter that nobody uses it; it could be abused. And Pacifism. And Winter's Embrace. Oh, get Unyielding Aura and Hypochondria, too. Regardless of the number of people who actually use these skills, they could be broken. After all, will slightly adjusting these skills break the game?
Last edited by American Redneck; Jul 22, 2008 at 11:36 PM // 23:36..
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Jul 22, 2008, 11:21 PM // 23:21
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#17
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Academy Page
Join Date: Jun 2008
Profession: E/Me
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Quote:
Originally Posted by American Redneck
I agree. And while you're at it, nerf Binding Chains. It doesn't matter that nobody uses it; it could be abused. And Pacifism. And Winter's Embrace. Oh, get Unyielding Aura and Hypochondria, too. Regardless of the number of people who actually use these skills, they could be broken and over used some day in the distant future. After all, will slightly adjusting these skills break the game?
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Quote:
Originally Posted by I D E L E T E D I
No, because there is far more OP shit in HA. If hardly anyone plays it, how will nerfing this lousy skill change anything in HA?
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It is quite entertaining to see that you base your argument on that fact that since very few plays it —it should not be looked into.
Please take the whole build into consideration, with 7 players on the team healing with BIP, vital weapon, wards/blurred vision, Armor +15 (while affected by a Weapon Spell), and an INSANE spike power, etc. The evidence is there on how over powered this build is.
PLEASE, please do observe and analyze this build careful before you make any comments.
Adjusting “spirit rift” is just one solution; however I guarantee you that there are many approaches in making this build less powerful.
Last edited by Borat X; Jul 22, 2008 at 11:41 PM // 23:41..
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Jul 23, 2008, 01:23 AM // 01:23
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#18
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Krytan Explorer
Join Date: Jun 2007
Location: The Desert
Guild: Legions of Engalion [自由]
Profession: Mo/W
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ummm... i have played against this rit spike and we got pwned. however, i really thought the build was perfect. it was very very nice i think it should stay cause it needs some good co-ordination and i just love watching spirit rift rising from the ground.
just a question....
Quote:
Originally Posted by killed u man
Besides that, the INTIRE build relies on the N/E. He will only have Spell Breaker on 1 spike every 45 seconds. Even IF they manage to spike U down once, you should be able to shut him down all the other ones. (+ a good team can even interrupt the spell breaker)
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you mean one of the backline monks is running spell breaker on the N/E. The N/E has gale and rend? We played against a mesmer running gale in one Ritspike build and in another we ran against a W/E running gale (with stonefists). both builds had very powerful-hardtoinfuse spikes. needed better spirit bonds from the RC.
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Jul 23, 2008, 01:53 AM // 01:53
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#19
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Wilds Pathfinder
Join Date: Oct 2007
Guild: [BAAA] guest me NOW
Profession: Mo/
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Quote:
Originally Posted by Borat X
It is quite entertaining to see that you base your argument on that fact that since very few plays it —it should not be looked into.
Please take the whole build into consideration, with 7 players on the team healing with BIP, vital weapon, wards/blurred vision, Armor +15 (while affected by a Weapon Spell), and an INSANE spike power, etc. The evidence is there on how over powered this build is.
PLEASE, please do observe and analyze this build careful before you make any comments.
Adjusting “spirit rift” is just one solution; however I guarantee you that there are many approaches in making this build less powerful.
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Whats the point of ANet looking into sth that hardly sees any play when we have shit like Wounding Strike, Rspike and a whole load of other OP skills that need attention?
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Jul 23, 2008, 02:30 AM // 02:30
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#20
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Ascalonian Squire
Join Date: Jan 2008
Guild: Kindred Order Of Souls [KOS]
Profession: W/R
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Heh,more QQ about ritspike.
It's funny,I made another version,not needing half of the things to kill the person,just a bit easier.
Kthxbai.
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