Jun 09, 2008, 08:21 AM // 08:21
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#21
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Forge Runner
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Quote:
Originally Posted by Franco Power
Alleji you still play HA?
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Came back to GW about 2 months ago after playing WoW for a while, got back into HA a month ago... the big picture hasn't changed much, except you can't walk two steps in ID1 now without bumping into a r12.
The sad part is, HA is way more balanced than WoW arenas :/
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Jun 09, 2008, 08:22 AM // 08:22
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#22
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Jungle Guide
Join Date: Dec 2006
Location: UK
Profession: W/
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Quote:
Originally Posted by Alleji
Came back to GW about 2 months ago after playing WoW for a while, got back into HA a month ago... the big picture hasn't changed much, except you can't walk two steps in ID1 now without bumping into a r12.
The sad part is, HA is way more balanced than WoW arenas :/
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lol, RA is more balanced then WoW arenas
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Jun 09, 2008, 09:02 AM // 09:02
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#23
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Krytan Explorer
Join Date: Nov 2007
Location: Here & There
Guild: Blades of Burning Shadows - GoDT
Profession: N/
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why don't they just disable ALL skills, spells, rituals, weapons etc... then we can all go and hit each other with sticks instead
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Jun 09, 2008, 11:25 AM // 11:25
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#24
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Krytan Explorer
Join Date: Nov 2006
Guild: Pita Bread And Scud Missiles Ai[iiii]
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Quote:
Originally Posted by Alleji
IYou're suggesting to remove the ability to use weapons from your secondary profession? Nerf power block? Yeah, lets nerf something that actually takes skill to use and isn't imba in the first place. Of course it's powerful when you're a fire ele and after getting pblocked you just run around for 14 seconds because your entire bar just got disabled. (The answer is less fire eles) Migraine 25e? PD 5 seconds? Have you maybe considered that the whole point of the skill is a spammable interrupt? And I heard disabling the rest of your bar is a pretty big drawback. Remove aura of stability from the game? Please.
Make traps interruptable by random aoe and make spirits require line of sight?
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ok i'm going to ignore the personal attacks, and just deal with explaining things to you a little bit.
yes the suggestion was to remove the ability to use 2ndary weaps for attacking...how many good builds have you seen that require that? r/w,r/d,a/d, yea who would want to get rid of those?
powerblock isnt nerfed out of existence, its making its energy cost equivalent to it's effect, you seem to forget that a mes can save it to use on heal party if they are able to interrupt a 1s cast [counting the effect of hb]
migraine to 25e also seems pretty fair, its a passive skill that requires only the ability to lay in cover hexes, combine that with the fact that its typically run in dual-migraine tandems and it does need to be balanced
pd to 5s, you use the word spam in your argument, button mash interrupt that does not require line of sight does not seem good for game, especially when it adds an extra 10s r/c to the skill and you can't cancel cast now without losing energy, the change to r/c and e-cost wouldnt make the skill useless it would simply require you to use it intelligently, thats all i ask
aura of stability, maybe i got a little carried away there, i was just trying to address all of the must-have meta skills
i dont get your argument for the last 2, it wouldnt be hard to implement at all
and the point to those changes is to de-buff and make it more difficult to play passive builds. i don't see the problem there
p.s. i guess i will say one thing about the personal attacks. if you stop losing to randomway you wont have to hate me.
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Jun 09, 2008, 01:17 PM // 13:17
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#25
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: The Rejected Sins/The Remaining Sins [SOF]
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Although I would love to see many game mechanics changed, I am afraid that doing so will not solve anything. The problem is when something gets nerfed, people will always find a way around the nerf. I think the best course of action for Anet to take is to leave things alone (after seeing how poorly they've handled game updates previously).
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Jun 09, 2008, 02:18 PM // 14:18
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#26
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Frost Gate Guardian
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Quote:
Originally Posted by Krazy Kat
Although I would love to see many game mechanics changed, I am afraid that doing so will not solve anything. The problem is when something gets nerfed, people will always find a way around the nerf. I think the best course of action for Anet to take is to leave things alone (after seeing how poorly they've handled game updates previously).
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My friend, this is what they are doing already
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Jun 09, 2008, 05:36 PM // 17:36
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#27
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Emo Goth Italics
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The majority of that list was bad. The only good part was the shadowstepping change. So all apart from the shadowstepping part is bad bad BAD.
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Jun 09, 2008, 06:07 PM // 18:07
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#28
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Forge Runner
Join Date: Jan 2007
Location: Belgium
Guild: Legion Of Sacred Light [LSL]
Profession: Mo/
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Quote:
Originally Posted by K Y O
This is not a QQ forum but some suggestions about nerfing HA (some overused skills) a bit. (which ha skills are overdue for a big nerfing izzy)
Escape - change functionality to: Move 33% faster and 75% block 1...7 sec. This stance ends if you make a successful attack.
Rending touch - change functionality to: Lose 1 enchantment. If you lose an enchantment this way, target touched foe loses one enchantment.
Pious Assault - change functionaliy to: Lose 1 enchantment. If you lose an enchantment this way, if the attack hits, you deal +5...17 dmg and target foe suffers from DW for 5...17 sec.
Signet of Mystic Speed - give this skill a 1 sec activation.
Shockwave - causes exaustion.
Ward against Foes - increase recharge to 25 or 30 sec.
Mantra of Inscriptions - half the duration. signet recharge is 33% faster .
Song of Concentration - duration 2...10 sec.
Make haste - increase recharge to 15 sec or just move entirely to leadership.
Forked Arrow - shoots only 1 arrow if under effect of a weapon spell.
Offering of Spirit - get rid of the health saccing altogether and make it conditional to if spirits are within earshot. ritualists shouldn't sac imo.
Spirit light - same as above.
Rush - either decrease the duration to 5...15 sec or up adren cost to 6.
Have some ideas? Reply and go for it cause i probably missed some. Have fun.
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Ward vs foes, no need, its easily interuptable...
No need for the rit changes imo, also no need for rush to change imo...
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Jun 09, 2008, 09:19 PM // 21:19
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#29
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Frost Gate Guardian
Join Date: Feb 2006
Location: Where you aren't
Guild: The Bamboo Crew [MOJO]
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Quote:
Originally Posted by tha walkin dude
increase pds r/c to 5 and cost to 15
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LOL. The drawback on PD is what balances the skill out. If you're only using PD to interrupt then you'll be out of energy after 5 or 6 PD's and it also makes for a bad mesmer. I can't even comment on the rest of the list because the layout hurts my eyes.
Quote:
Originally Posted by K Y O
Rending touch - change functionality to: Lose 1 enchantment. If you lose an enchantment this way, target touched foe loses one enchantment
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That I agree with.
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Jun 09, 2008, 10:51 PM // 22:51
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#30
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Lion's Arch Merchant
Join Date: Dec 2007
Location: Canada
Guild: After This Game Its Baby Making [Time]
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It seems that the only PvPers that Anet ever listens to are GvGers. Now I see why. Both lists have a couple of decent suggestions, but also contain changes that would hurt the game a lot more than helping it. Nerf WaF, and every team in HA will run a water snare. Nerf Rush, and you'll hurt warriors in all forms of PvP. Nerf PD, and you'll make mesmers a lot less effective and popular. A few touches to sway and gimmick spike builds would be nice to encourage build diversity, but whacking random skills that aren't imbalanced will only force people into running a more narrow range of builds that still work.
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Jun 10, 2008, 01:16 AM // 01:16
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#31
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Wilds Pathfinder
Join Date: Oct 2005
Location: Netherlands
Guild: None but Fools [nuts]
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Quote:
Originally Posted by Edwards
It seems that the only PvPers that Anet ever listens to are GvGers. Now I see why. Both lists have a couple of decent suggestions, but also contain changes that would hurt the game a lot more than helping it. Nerf WaF, and every team in HA will run a water snare. Nerf Rush, and you'll hurt warriors in all forms of PvP. Nerf PD, and you'll make mesmers a lot less effective and popular. A few touches to sway and gimmick spike builds would be nice to encourage build diversity, but whacking random skills that aren't imbalanced will only force people into running a more narrow range of builds that still work.
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I think that most PvP players are most active in GvG and do all other kinds of other PvP when they aren't PvP-ing. Doesn't suprise me that ANET keeps an eye on GvG with every skillchange. Guild VS Guild was what the game was all about in the first place, regarding PvP.
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Jun 10, 2008, 03:25 AM // 03:25
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#32
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Krytan Explorer
Join Date: May 2006
Profession: W/
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stop thinking what we need to get nerfed, try thinking outside the box and go experiment with builds, plenty of em out there, less QQ more pewpew yeye?
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Jun 10, 2008, 06:01 AM // 06:01
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#33
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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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i would certainly like some Sway nerfed a little. why? well, even tho it;s easy for pugs to use.... it seems that just that everyone just wants to run it. it makes trying to make a balanced build harder for us < R3 scrubs unless you want 100;s of R/D's in your team.
so, even at my own cost of not being readily able to get an unranked team.... i would like sway nerfage plz
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Jun 10, 2008, 07:53 AM // 07:53
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#34
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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Well my latest expirience is that searing flames works like a sweetie in there now
Add a wounding strike derv and you have a winning combo.
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Jun 10, 2008, 08:11 AM // 08:11
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#35
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Shadow stepping causes exhaustion would be a softer solution than removing it, that would limit what can be cast straight after it.
The 3sec Scythe pewpew could be reduced by making some of the scythe skills adrenal based so a few hits are needed to charge em up.
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Jun 10, 2008, 09:48 AM // 09:48
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#36
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Frost Gate Guardian
Join Date: Oct 2007
Guild: Desolation Lords [DL]
Profession: Mo/
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Signet of Humility isn't on the OP's list :O. That's illegal in some countries you know!
It should be like a 30 Second Recharge with like 10 second Duration at 16.
Atm it can permamently disable an Elite...
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Jun 10, 2008, 10:28 AM // 10:28
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#37
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Mexico
Guild: Go for the eyes [jizz]
Profession: W/Mo
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Quote:
Originally Posted by K Y O
Escape - change functionality to: Move 33% faster and 75% block 1...7 sec. This stance ends if you make a successful attack.
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That nerf would also make the skill function fit the skill name.
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Jun 10, 2008, 11:15 AM // 11:15
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#38
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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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I think HA is allright as it is now.
3x derv or 2x derv + 1 warr supported by Me/Mo ursanway is very very easy to beat. They usually drop like flies and if ur mesmer can't interrupt humility, then replace him/her maybe?
Rspike is also fine. Just pd one forked, divert vital weapon or replace ur infuser with a monk who didn't sway his rank.
The current problems are : IV spike once they cap on KotH map. With 8 healers and like 3 copies of weapon of warding it's nearly impossible to recap unless u run something like obsi flame spike. Also 3x necro depravity shitway is nasty... but hexways have always used to be a problem.
As for the skills. Wounding strike is imo fine in HA (RC heals better) but in gvg it's another story.
Rending touch is used widely only in shitway grps so this shouldn't be a problem.
The cost of traps is imo fine as well.
Escape is ok skill. If u wanna spike R/D rigor mortis will do the trick.
dunno I think HA is kinda balanced atm. The only thing I want is to remove relic run from HoH cuz it's plainly retarded and timeconsuming.
ATM HA >>> GvG I quit retarded pve like gvg to play HA and this move appeared to be a good decision for me. Cuz as far as I can tell HA is far more balanced than gvg.
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Jun 10, 2008, 11:47 AM // 11:47
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#39
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Krytan Explorer
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The only thing really imbalanced about HA right now is the maps. AoE is still retardedly strong. Not much you can do about it (they aren't changing the maps) so just bring more than your opponent.
A good mesmer is still > any build .. that's good.
The Signet mesmer build is imbalanced ... but since it requires a reasonably good player I don't mind.
Ranger spike is still ridiculous but requires a good caller and the lack of AoE really hurts on a few maps .... no real problem there.
Sway is a good noob farming build .... you need one of those or no noobs = no new players to the format. It's ok.
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Jun 10, 2008, 11:53 AM // 11:53
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#40
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Forge Runner
Join Date: Jan 2007
Location: Belgium
Guild: Legion Of Sacred Light [LSL]
Profession: Mo/
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Ranger spike is easily countered imo, keep moving and have a somewhat decent infuser as said by Jace. Imo, the only skill that needs to be "fixed" is escape, since as that skill gets nerfed, the whole team will be nerfed, and sway will be less used... Or just used with lighning reflexes and Wounding strike but if you have an RC this shouldnt be a problem
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