Apr 19, 2008, 10:19 AM // 10:19
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#81
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Krytan Explorer
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Quote:
Originally Posted by erk
Diversion...with Dshot and similar skills.
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If you can explain how Diversion is similar to Dshot in any way except they can add recharge to a skill, then you have a point. And besides, it isn't a problem skill anyway. Neither did I see a new focus on energy denial yet.
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Apr 19, 2008, 01:56 PM // 13:56
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#82
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Riotgear
The changes seemed to be fairly minor towards PvE anyway, with the exception of Rit AoEs which could have been PvE compatible with better-thought-out changes (i.e. change a-rage to a DoT similar to Balth Aura)
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PvP nerfs that look like PvE buffs...
Worked for [skill]Clumsiness[/skill]
Way of the future?
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Apr 19, 2008, 02:11 PM // 14:11
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#83
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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imo revert ALL nerfs / buffs in PvE to when the games came out ( apart from REALLY IMBA stuff ( MM's with 100 minions, SF ect) and then seperate the PvP and PvE skills make all skill updates only apply when your in a PvP arena ( the battle isle + noob arenas) then skill changes will not effect PvE anymore = they should start to listen to the PvP players about there skill ballences.
and also, bye bye SoP useage
Last edited by Monk Gsb; Apr 19, 2008 at 02:13 PM // 14:13..
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Apr 19, 2008, 02:23 PM // 14:23
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#84
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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small off topic question, but does the ward nerf ONLY apply to guild battle npc's or also those of, say, AB and FA?
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Apr 19, 2008, 03:12 PM // 15:12
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#85
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Krytan Explorer
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Quote:
Originally Posted by Riotgear
Temporary balance changes = Why don't we have PvE and PvP versions of skills yet?
Of course, as noted repeatedly, invoking "balance" for PvE is hillarious when Ursan is so retardedly overpowered. The changes seemed to be fairly minor towards PvE anyway, with the exception of Rit AoEs which could have been PvE compatible with better-thought-out changes (i.e. change a-rage to a DoT similar to Balth Aura)
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The rit changes are not a big deal for pve, but Ancestor's rage can get interrupted in PvP now.
The only two skill changes in the update that even hurt PvE builds were the song/ballad nerfs, because while those skills may have been imbalanced in the 8v8 scene, it was the Paragon's best route in PvE without resorting to Ursan.
All in all, alot of the changes in this update deserve more than two weeks to effect the field and I hope Anet considers disregarding their statement to revert all the skill updates and, if any, only revert a small amount.
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Apr 19, 2008, 04:19 PM // 16:19
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#86
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Academy Page
Join Date: Mar 2008
Location: in america
Guild: Team Flawless [oRLy]
Profession: Mo/E
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Quote:
Originally Posted by Tearz1993
Dark Pact spike made me laugh
Until I played against it...
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Haha, same here. I was like, pshhh until I realized that 1 person on my team was dropping every 3 seconds...
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Apr 19, 2008, 04:48 PM // 16:48
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#87
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LEET HAXXOR!
Join Date: Feb 2007
Location: Random Arena
Profession: N/A
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lol love the update guys no PvE nerfs woot anet rock
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Apr 19, 2008, 04:52 PM // 16:52
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#88
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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 Leeds
lol love the update guys no PvE nerfs woot anet rock
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My point exactly.
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Apr 19, 2008, 06:01 PM // 18:01
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#89
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by assassin of the god
The aegis nerf is terrible. Nerfing passive defense on monks does nothing except make midlines even more defensive.
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LOL, no it doesn't. You can't GET any more defensive than something like B-Surge + Motigon on your midline (while still expecting to kill things), which is the only "balanced" build that has won out of the past 4 monthlies, and those were both nerfed.
The Aegis nerf encourages less builds like that. People are splitting more and have very aggressive builds. Plus more interesting Monk bars. All of these things are good.
~Z
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Apr 19, 2008, 07:22 PM // 19:22
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#90
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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I don't understand the decisions at all. Why the caster hate?
R/D button mashers, R/Mo interrupt spammers, A/D crit scythes and all the rest of the lame gimmicky bullshit and ANet choose to nerf Aegis, Ward Against Melee and BSurge. Physicals have an easy time of it already and the flimsy defences are made even less reliable than before. Ward Against Melee has been hit a couple of times before, Guardian's recharge has been hit as well as Bsurge's.
Curse necros have been nerfed to oblivion and generally suck at anti-physical because of the reliance on hexes which will be cleaned off unless there are heavy hex stacks and constant reapplication.
They need to do a major overhaul of the entire skill system to bring in a more diverse range of imaginative builds instead of the extremely stale and predictable bs we see now.
Anything casters do nowadays is support physicals, like second rate citizens or servants whilst being squishy targets, who are subject to the nerf stick far too often.
As long as rangers can spam their cheap interrupts, the bog-standard shock axe can frenzy to his heart's content and R/Ds can slice away whilst have super-speed and 75% block, the dev team are happy. They need to lose their bias.
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Apr 19, 2008, 07:34 PM // 19:34
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#91
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Emo Goth Italics
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Makosi, A/D and R/D DID get hit.
A/D's got hit on both Assassin's Remedy and Emerites / Mystic.
R/D's got hit on Emerites / Mystic. (Although less painful than the Assassin's Remedy nerf.)
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Apr 19, 2008, 07:51 PM // 19:51
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#92
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Quote:
Originally Posted by Tyla
Makosi, A/D and R/D DID get hit.
A/D's got hit on both Assassin's Remedy and Emerites / Mystic.
R/D's got hit on Emerites / Mystic. (Although less painful than the Assassin's Remedy nerf.)
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Eremite's and Mystic's damage remains the same. It's no longer 3, 2, 1 spike of doom anymore. It's the way it should have always been - if you balance skills with some sort of continuity.
Assassin's Remedy is bad design just like Avatar of Melandru. Adding 5 energy doesn't solve the problem of 'your conditions don't mean shit to me'. It only enhances the Build Wars idea and makes the game closer to rock, paper, scissors.
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Apr 19, 2008, 08:04 PM // 20:04
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#93
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Emo Goth Italics
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The Emerites / Mystic nerfs didn't do much, in my opinion.
But Assassin's Remedy is mainly used on that build for stopping the weakness on the WS -> Emerites spike.
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Apr 19, 2008, 08:45 PM // 20:45
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#94
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Quote:
Originally Posted by makosi
caster hate
As long as rangers can spam their cheap interrupts, the bog-standard shock axe can frenzy to his heart's content and R/Ds can slice away whilst have super-speed and 75% block, the dev team are happy. They need to lose their bias.
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Terrible viewpoint to use when looking at game balance decisions. These decisions aren't based on random personal bias (though izzy does make those), PvP in GW just works best with the game revolving around casters supporting (in various ways) physicals.
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Apr 19, 2008, 08:46 PM // 20:46
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#95
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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A/D still hit for over 100 damage each time and can inflict a deep wound every 3 seconds.
A/W shattering assault sin can still simply train down any target with unblockable ench&stance removing combo chain with a A/D.
Balth pendulum is still too strong.
Same goes for Wail of doom and ff.
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Apr 19, 2008, 08:55 PM // 20:55
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#96
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Wilds Pathfinder
Join Date: Sep 2007
Location: In a donut hole
Profession: Rt/A
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Quote:
They need to do a major overhaul of the entire skill system to bring in a more diverse range of imaginative builds instead of the extremely stale and predictable bs we see now.
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I agree with you here. Shaking up the meta right now can only be a positive turn of events. Unfortunately, the backlash of such a dramatic change can be overwhelming.
Quote:
As long as rangers can spam their cheap interrupts, the bog-standard shock axe can frenzy to his heart's content and R/Ds can slice away whilst have super-speed and 75% block, the dev team are happy. They need to lose their bias.
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This update is a temporary solution. I'm sure the devs are brainstorming. Their jobs aren't easy.
There are plenty of changes that need to be implemented, but balancing PvE and PvP is an incredibly difficult task. Making everyone happy is an impossible task.
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Apr 19, 2008, 09:08 PM // 21:08
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#97
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Forge Runner
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Quote:
Originally Posted by horseradish
I'm sure the devs are brainstorming.
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No
123456
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Apr 19, 2008, 09:26 PM // 21:26
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#98
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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there is NO pve balance.
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Apr 19, 2008, 09:47 PM // 21:47
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#99
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Wilds Pathfinder
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
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Seriously dont understand why PvE shouldn't be changed...
Wouldn't that make PvE more interesting? (wouldn't know PvE is boring for different reasons)
Sure it' PvP changes but there isn't anything "overpowered" in PvE besides PvE only skills imo...
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Apr 20, 2008, 03:48 AM // 03:48
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#100
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Krytan Explorer
Join Date: Apr 2007
Guild: [Disc]
Profession: W/
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Derv's spikes ruined. <- I R Happy.
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