Jun 12, 2008, 09:36 PM // 21:36
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#1
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Wilds Pathfinder
Join Date: May 2006
Guild: Super Kaon Action Team [Ban]
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June 12, 2008 skillbalance
It's here, also updated the interface. Merged general and pvp-only updates together, those are the only relevant ones.
Quote:
Skill Updates
Elementalist
Rust: increased Energy cost to 10; decreased casting time to 1 second; functionality changed to: "Deals 10..70 cold damage. For 5..20 seconds, target foe and all adjacent foes take twice as long to activate signets."
Lightning Touch: functionality changed to: "Target touched foe and all adjacent foes are struck for 10..60 lightning damage. Foes suffering from a Water Magic hex are Blinded for 3..8 seconds. This skill has 25% armor penetration."
Arc Lightning: increased conditional damage to 15..75.
Mesmer
Drain Enchantment: increased Energy gained to 8..17.
Drain Delusions: increased multiplier for Energy gained to 4; increased recharge to 12 seconds.
Wastrel's Worry: increased damage to 20..100.
Mantra of Inscriptions: decreased the recharge of signets to 5..35% faster.
Monk
Strength of Honor: increased recharge to 15 seconds.
Holy Wrath: increased recharge to 10 seconds.
Aura of Stability: decreased duration to 3..8 seconds.
Balthazar’s Pendulum: decreased duration to 5..10 seconds.
Necromancer
Fetid Ground: decreased Energy cost to 5.
Suffering: increased Health degeneration to -1..3.
Vile Miasma: increased Health degeneration to -1..5.
Soul Bind: decreased casting time to 1 second; functionality changed to: "For 30 seconds, every time target foe is healed, the healer takes 20..80 damage. This hex ends if target is suffering from a Smiting Prayers hex."
Paragon
"Can't Touch This!": decreased Energy cost to 5.
Barbed Spear: increased Bleeding duration to 5..20 seconds.
Ranger
Antidote Signet: functionality changed to: "Cleanse yourself of Poison, Disease, Blindness, and one additional condition."
Barbed Arrows: increased duration to 24 seconds; removed easily interruptible; you now have -40 armor while activating this skill.
Warrior
Bull's Charge: increased movement speed to +33%.
"Charge!": increased duration to 5..13 seconds.
Symbolic Strike: increased conditional damage to 12.
"For Great Justice!": functionality changed to: "For 20 seconds, when you hit with an attack, you gain 1 additional strike of adrenaline."
Ritualist
Ancestors' Rage: increased duration to 2 seconds; decreased damage to 5..50; functionality changed to: "For 2 seconds all foes adjacent to target ally are struck for 5..50 lightning damage each second."
Splinter Weapon: decreased damage to 5..30.
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Important notes
- nerf on ritrunners
- nerf on mantra of inscriptions
- dervish untouched
- slight nerf on upkeep enchantments.
- random buffs again for possibly overpowered crap.
I wonder whether the rit nerf was a good idea. It might cause people to run monk runners and that is the least thing we want. Nerfing something without a good (or fun) alternative is dangerous.
Last edited by Kaon; Jun 12, 2008 at 10:07 PM // 22:07..
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Jun 12, 2008, 09:37 PM // 21:37
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#2
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Jungle Guide
Join Date: Oct 2006
Location: Under a bridge
Guild: Team Quitter [QQ]
Profession: Mo/
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Pretty shitty. A few half assed fixes and a bunch of random crap.
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Jun 12, 2008, 09:43 PM // 21:43
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#3
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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WAT?
12charslol
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Jun 12, 2008, 09:46 PM // 21:46
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#4
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Frost Gate Guardian
Join Date: Nov 2007
Location: United States
Profession: Mo/A
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Quote:
Originally Posted by Tab
Pretty shitty. A few half assed fixes and a bunch of random crap.
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QFT. these updates barely affect anything
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Jun 12, 2008, 09:46 PM // 21:46
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#5
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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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splinter takes a hit... I'm not quite sure it loses its
Strength of honor is a really really stupid change. really. Isn't there like 1 minute til the match starts in GvG?
Dervishes are untouched, tho we knew Isaiah didn't think they were a problem...
Soul bind may increase ladder farming with hexway, meh. I love how the descriptions become more and more complex to avoid duplicate effects, it shows how weird the changes are.
Overall, see you next month
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Jun 12, 2008, 09:51 PM // 21:51
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#6
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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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The nerfs to smite and MoI indirectly hurt Dervsmite since the two are largely synergistic. Regardless, yet another half-ass balance which fails to address what it needs to address and tries to....
Quote:
Symbolic Strike: increased conditional damage to 12.
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.... spawn more stupid gimmicks via random buffs.
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Jun 12, 2008, 09:52 PM // 21:52
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#7
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Ascalonian Squire
Join Date: Jan 2008
Guild: Prar
Profession: R/
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terrible shitter update
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Jun 12, 2008, 09:56 PM // 21:56
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#8
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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The recharge nerfs are an attempt to make enchant removal a more viable counter, so you can't just reapply them instantly. (Too bad there's hardly any good enchant removal eh?)
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Jun 12, 2008, 10:00 PM // 22:00
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#9
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Emo Goth Italics
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Quote:
Originally Posted by Tab
Pretty shitty. A few half assed fixes and a bunch of random crap.
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QFT. You also did a rhyme, which makes it double QFT.
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Jun 12, 2008, 10:06 PM // 22:06
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#10
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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I got shit for bashing Izzy in irc a few days ago, but my opinion of him has only worsened. I have asked him if he reads GW forums and he said every day. How he could missed some many problems is beyond me. I almost feel worse for the HA players in fact, when was the last time any update actually fixed problems there?
YAY at least cry recharges faster than sig humility!
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Jun 12, 2008, 10:07 PM // 22:07
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#11
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Krytan Explorer
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About what I have learned to expect to be honest. Some nerfs that completely miss the point and don't solve anything. Combined with the random buff generator that either has no effect or encourages some gimmick that will need to be nerfed next month. Looks like the "no effect" this time.
So, with no nerfs that do anything and no buffs I think will have an effect, that makes this update a decent one. At least it didn't break the game more then it already is.
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Jun 12, 2008, 10:07 PM // 22:07
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#12
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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- Drain Enchantment buff is love.
- But, *Sniff* old Soul Bind, I loved you, you were the misunderstood novelty act.
- Antidote Signet, lol wut?
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Jun 12, 2008, 10:17 PM // 22:17
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#13
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Wilds Pathfinder
Join Date: Nov 2006
Guild: Be Aggressive B E Aggressive [AGRO]
Profession: E/Me
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a-rage nerf - not needed, last one was enough
Splinter nerf - nerf ok..this one too much, -15 dmg per attack X 4 attacks X 3 targets is a 180 pt nerf, that too much
derv nerfs- needed, good stuff..oh wait..wtf no derv nerf?
me/mo- nerf good start..needs more nerfage
symbolic? ok whatever
elly - nothing of value, rust is better but if you kill the stupid sig mes then it would not be needed at all
soul bind - looks like could add a great deal..to another round of gimickway
paragon -- yay buff..but to skills that need no buffing still teh suxors
ranger -- yay barbed..-40 a little harsh but getting closer to apply poision...antidote, make it cast as fast as mend touch and someone may use it
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Jun 12, 2008, 10:20 PM // 22:20
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#14
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Krytan Explorer
Join Date: Dec 2005
Guild: hydrponic agriculture society [Herb]
Profession: Mo/
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so can we start seeing ranger with a diff secondary? lolz. guessing not. not bad though bad still not as strong as mend touch. Barbed Arrows got buffed but since poison still give one more pip of hp loss i odnt see that with any use.
no touch to dervs. no touch to escape rangers or foul feast necros. izzy miss again big suprise.
room. 2 chairs, let me have him! F izzy
/fail.
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Jun 12, 2008, 10:23 PM // 22:23
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#15
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Frost Gate Guardian
Join Date: Jul 2007
Guild: Claw of the Dragon
Profession: R/Mo
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Actually, they just put Antidote signet on my bar, it's finally worth using.
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Jun 12, 2008, 10:33 PM // 22:33
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#16
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Soul Bind is going to be imba.
~Z
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Jun 12, 2008, 10:34 PM // 22:34
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#17
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Academy Page
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Still think M-touch will get the nod in most cases. Cast time and the ability to remove others on a split are pretty big factors imo.
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Jun 12, 2008, 10:50 PM // 22:50
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#18
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Krytan Explorer
Join Date: Dec 2005
Guild: hydrponic agriculture society [Herb]
Profession: Mo/
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Quote:
Originally Posted by aznhalf
Still think M-touch will get the nod in most cases. Cast time and the ability to remove others on a split are pretty big factors imo.
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oh i know i forget about something. removing daze from your monk is gg. if izzy want to see more play to ranger with sec monk, nerf mend touch, as ppl said before, remove 2 condition at 8 prot. until then buff random skills as Antidote signet will have little effect or no effect what so ever.
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Jun 12, 2008, 10:51 PM // 22:51
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#19
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Quote:
Originally Posted by Zuranthium
Soul Bind is going to be imba.
~Z
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It's Scourge Healing, except it's an elite.
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Jun 12, 2008, 10:53 PM // 22:53
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#20
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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Quote:
Originally Posted by Moloch Vein
It's Scourge Healing, except it's an elite.
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And its in an attribute line where you can actually have a useful skillbar.
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