Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Mar 22, 2008, 02:38 AM // 02:38   #41
Desert Nomad
 
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
Advertisement

Disable Ads
Default

Why should it state that?
IMMORTAlMITCH is offline   Reply With Quote
Old Mar 22, 2008, 04:36 AM // 04:36   #42
Ascalonian Squire
 
Join Date: Jul 2006
Profession: W/E
Default

Quote:
Originally Posted by pah01
I love the way this gets updated pretty quick. Thanks anet.

However shouldn't the update state that previously the enchantment was death nova which could be spammed mercilessly under cultists fervor allowing the necro to do upwards of 200+ dps aoe damage?

Joe
It could be done with any enchantment spell, as long as shadow walk was on you.
Kilroy Stonekin is offline   Reply With Quote
Old Mar 22, 2008, 04:41 AM // 04:41   #43
C2K
Krytan Explorer
 
Join Date: May 2005
Default

When I saw GANK run it, they used Withering Aura and Masochism.
C2K is offline   Reply With Quote
Old Mar 22, 2008, 07:43 AM // 07:43   #44
Forge Runner
 
DreamWind's Avatar
 
Join Date: Oct 2006
Profession: E/Mo
Default

Quote:
Originally Posted by Kilroy Stonekin
It could be done with any enchantment spell, as long as shadow walk was on you.
That is correct.
DreamWind is offline   Reply With Quote
Old Mar 22, 2008, 07:48 AM // 07:48   #45
has 3 pips of HP regen.
 
Riotgear's Avatar
 
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
Default

Quote:
Originally Posted by Killed u man
I completely missed the Angorodon's nerf... (Tought it was 15 energy, gain 5 now, was (Which still would be a better vamp gaze)

That skill promotes interesting play. It's a non-elite MB (Obv, being a bit more crappy) BUT it allows necro's to actually "spam" other shit...
Angorodon's Gaze promotes interesting play about as much as Flare spam.

I maintain the best solution would have been to lose a condition on use, which WOULD have made it an interesting ability with the new condition manipulation stuff, while making its use with blood spike significantly more clunky.
Riotgear is offline   Reply With Quote
Old Mar 23, 2008, 10:04 AM // 10:04   #46
Jungle Guide
 
Join Date: May 2005
Default

wow so first they inexplicably buff up penetrating and then nerf it to uselessness
stop with random skill changes and real stuff
audioaxes is offline   Reply With Quote
Old Mar 23, 2008, 11:19 AM // 11:19   #47
Krytan Explorer
 
Join Date: Jun 2006
Default

Quote:
Originally Posted by audioaxes
wow so first they inexplicably buff up penetrating and then nerf it to uselessness
stop with random skill changes and real stuff
Good thing there is a huge difference between 'less powerful' and 'uselessness'. The damage is still there, it just isn't as shocking as it was before anymore.
DutchSmurf is offline   Reply With Quote
Old Mar 23, 2008, 11:40 AM // 11:40   #48
Furnace Stoker
 
Join Date: Jul 2006
Default

This is the most balanced the game has been in the past year.
DarkNecrid is offline   Reply With Quote
Old Mar 23, 2008, 03:51 PM // 15:51   #49
Doctor of Philosophy
 
Billiard's Avatar
 
Join Date: May 2005
Location: Pacific Northwest
Guild: Team Love [kiSu] www.teamlove.us
Default

The increased frequency of balances is nice. I suspect they are going to keep doing this for just a bit more then leave it as is as they focus on GW2.
Billiard is offline   Reply With Quote
Old Mar 23, 2008, 06:22 PM // 18:22   #50
Forge Runner
 
Moloch Vein's Avatar
 
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
Default

I'm in no way happy about Angorodon's nerf. Yes, it was overpowered before, but now, it's a joke.

GW:EN saw two new Blood spells. One has been moved to Soul Reaping and completely redesigned (for which I thank the gods, good move) while the other has been nerfed senseless.

Both these spells were straight DD lifesteals. WHO on the Anet staff thought we'd need more of those in the Blood line???!!!

Blood needs utility, it needs it badly. If spiking power has to go for that utility to be achieved then so be it, but right now, they're killing the spiking power while adding very little utility.

Things Blood could use would be: Cripple (Wallow's bite possibly.) Daze or Blind (Ravenous Gaze maybe.) IT IS NOT GOOD when the designers feel the need to completely obliterate a skill (see: Oppressive Gaze.)

Last edited by Moloch Vein; Mar 23, 2008 at 06:24 PM // 18:24..
Moloch Vein is offline   Reply With Quote
Old Mar 23, 2008, 06:51 PM // 18:51   #51
C2K
Krytan Explorer
 
Join Date: May 2005
Default

Quote:
Originally Posted by Moloch Vein
I'm in no way happy about Angorodon's nerf. Yes, it was overpowered before, but now, it's a joke.

GW:EN saw two new Blood spells. One has been moved to Soul Reaping and completely redesigned (for which I thank the gods, good move) while the other has been nerfed senseless.

Both these spells were straight DD lifesteals. WHO on the Anet staff thought we'd need more of those in the Blood line???!!!

Blood needs utility, it needs it badly. If spiking power has to go for that utility to be achieved then so be it, but right now, they're killing the spiking power while adding very little utility.

Things Blood could use would be: Cripple (Wallow's bite possibly.) Daze or Blind (Ravenous Gaze maybe.) IT IS NOT GOOD when the designers feel the need to completely obliterate a skill (see: Oppressive Gaze.)
Ravenous Gaze is fine.

Perhaps you mean Soul Leech(Backfire is better) or Life Transfer(Conjure Nightmare and Corrupt Enchant > Life Transfer).
C2K is offline   Reply With Quote
Old Mar 23, 2008, 11:11 PM // 23:11   #52
Frost Gate Guardian
 
Almighty Zi's Avatar
 
Join Date: Aug 2005
Location: Cheltenham, England
Guild: Servants Of Fortuna Victrix
Default

Firstly hex breaker got a totally unrequired change from a stance to a skill. Then you got jokers running hex breaker on top of mantra of concentration on their blind bots so as to become pretty much immune to the usual shutdown.

If the balancers (I don't like putting all the blame on poor Izzy) didn't have so much pride then they would just revert hex breaker back to a stance (by no means a nerf) instead of unnecessarily increasing the recharge on MoC. As far as I knew, MoC was fine at 20 sec recharge before you could stack Hex Breaker on top of it. This all seems backwards to me and I wish that the balancers would just swallow their pride and do the right thing for the game.

Same thing with enchanter's conundrum too, they buffed the damage to spike proportions and then add an additional three changes to bring it back in line. The 'damage is only applied if target foe is not hexed' clause is only really there because of the issue with augury of death. Of course AoD wouldn't be the problem would it? Its not like folk have been saying how problematic it is or that RA/AB isn't full of these daft E/A spikers.

The damage on EC wasn't what needed buffing and at the moment it in no way resembles a mesmer skill. Perhaps if the skill actually did something useful it wouldn't need to apply so much damage and then you wouldn't actually have to make the damage even more conditional. EC is just a classic example of a skill being buffed in the wrong way and instead of admitting that it wasn't the right way to buff it, the balancers go about trying to balance it in such a contrived way that the skill pretty much makes no sense anymore. Please just admit mistakes and do the right thing, it is really frustrating and does not bode well for GW2.
Almighty Zi is offline   Reply With Quote
Old Mar 24, 2008, 12:05 AM // 00:05   #53
Forge Runner
 
TheOneMephisto's Avatar
 
Join Date: Nov 2005
Default

Quote:
Originally Posted by Almighty Zi
Firstly hex breaker got a totally unrequired change from a stance to a skill. Then you got jokers running hex breaker on top of mantra of concentration on their blind bots so as to become pretty much immune to the usual shutdown.

If the balancers (I don't like putting all the blame on poor Izzy) didn't have so much pride then they would just revert hex breaker back to a stance (by no means a nerf) instead of unnecessarily increasing the recharge on MoC. As far as I knew, MoC was fine at 20 sec recharge before you could stack Hex Breaker on top of it. This all seems backwards to me and I wish that the balancers would just swallow their pride and do the right thing for the game.
How on earth is hex breaker being reverted to a stance not a nerf? If you remember why it was changed to a skill in the first place, it's basically the only way to allow it to be used on warriors at all, which I personally like having that option available in case hex overload builds start popping up. Otherwise, it's practically impossible to run it on warriors because you just can't frenzy enough.
TheOneMephisto is offline   Reply With Quote
Old Mar 24, 2008, 04:17 AM // 04:17   #54
Lion's Arch Merchant
 
Productivity's Avatar
 
Join Date: Apr 2007
Profession: Mo/
Default

Quote:
Originally Posted by Almighty Zi
Firstly hex breaker got a totally unrequired change from a stance to a skill. Then you got jokers running hex breaker on top of mantra of concentration on their blind bots so as to become pretty much immune to the usual shutdown.
Hex Breaker was made a skill so that it could be run on warriors in order to keep Ineptitude/Clumsiness off them while still frenzying/rushing. This was a buff taken in order to try to counteract the imbalances caused by previous buffs to clumsiness.

To be honest, I think game balance would be so much better if instead of mixing buffs and nerfs, Izzy just hammered anything broken that turns up and only buffs by extreme exception, rather than by randomly trying to bring twenty skills into play. While 18 of those buffs do nothing and are for all intents and purposes useless, 2 of them break something, either by an overbuff or because of a series of minor buffs.

Turret rangers etc. would never have beeen a problem if there hadn't been the random, unrequired buffs to Penetrating and Sundering shot. There are a lot of bad skills out there, it's been known ever since release. Anet seems to have some weird view that it would be good if every skill in the game was legitimately playable. If they were to abandon half of the skills that never see play tdue to being built around bad concepts, or being built into a bad line, rather than buffing them at random, a lot of the problems would go away.

Last edited by Productivity; Mar 24, 2008 at 04:20 AM // 04:20..
Productivity is offline   Reply With Quote
Old Mar 24, 2008, 05:20 PM // 17:20   #55
Jungle Guide
 
Zuranthium's Avatar
 
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
Default

Quote:
Originally Posted by Almighty Zi
As far as I knew, MoC was fine at 20 sec recharge before you could stack Hex Breaker on top of it.
No, it was too good on B-Surge bars by itself.

~Z
Zuranthium is offline   Reply With Quote
Old Mar 24, 2008, 05:26 PM // 17:26   #56
Jungle Guide
 
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
Default

Hopefully the next update has some random buff that makes a new gimmick in HA viable, Im really tired of facing R/Ds, I spend more time worrying about killing spirits than I do thier team and thats just plain sad when an immobile spirit is more harmful than an entire team. C'mon Izzy give noobs a new toy Im bored with this one.


edit---
The best thing for the game, would be to nerf just about everything, to where there power level of most skills is comparable to the proffecies days. Guilds should be able to enter with thier own balanced build. I miss the time when facing a guild meant an interesting match. Now I dont even look at who I face anymore, I already know it will be one of 4-5 builds that are popular.

(on a side note, pve only skills was a bad idea for the game, so was seperating pve and pvp so decisivly, and this is comming from someone who is about to get his 3rd year minis)

But the game isnt to far from that, theres just a few dozen skills that refused to be nerfed. Though it says a lot about game balance when I beat teams with 2 W/R apply warriors (against thier team that has 4 healers too), or taking 2 bsurges into HA is considered lame. (can you believe that old school dual blindbots was lame?) Wonder what people will say about old school dual surge if I decide to log into guild wars and run that?

Its hard to log into guild wars when the game is just plain boring because of
-ABSOLUTLY NO VARIETY-

Last edited by Kyp Jade; Mar 24, 2008 at 05:43 PM // 17:43..
Kyp Jade is offline   Reply With Quote
Old Mar 24, 2008, 05:30 PM // 17:30   #57
Jungle Guide
 
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
Default

I can't wait to run into Bsurges with Mantra Conc and Hex Breaker!
Guillaume De Sonoma is offline   Reply With Quote
Old Mar 24, 2008, 05:33 PM // 17:33   #58
Emo Goth Italics
 
Join Date: Sep 2006
Default

Quote:
Originally Posted by Kyp Jade
Hopefully the next update has some random buff that makes a new gimmick in HA viable, Im really tired of facing R/Ds, I spend more time worrying about killing spirits than I do thier team and thats just plain sad when an immobile spirit is more harmful than an entire team. C'mon Izzy give noobs a new toy Im bored with this one.
Agreed -- but I only observe in HA, I don't play it you see.

But I observed about 4 HoH matches with [DIE] playing, the other 2 teams were practically ALWAYS R/D-ways...
Tyla is offline   Reply With Quote
Old Mar 24, 2008, 10:12 PM // 22:12   #59
Forge Runner
 
DreamWind's Avatar
 
Join Date: Oct 2006
Profession: E/Mo
Default

Quote:
Originally Posted by Productivity
To be honest, I think game balance would be so much better if instead of mixing buffs and nerfs, Izzy just hammered anything broken that turns up and only buffs by extreme exception, rather than by randomly trying to bring twenty skills into play. While 18 of those buffs do nothing and are for all intents and purposes useless, 2 of them break something, either by an overbuff or because of a series of minor buffs.
I couldn't agree more. I wouldn't mind it if skills never got buffed, just nerfs. For some reason people are in a state of mind that every skill should be playable, and then in the process of buffing we get overpowered shit.
DreamWind is offline   Reply With Quote
Old Mar 24, 2008, 10:15 PM // 22:15   #60
Furnace Stoker
 
Join Date: Jul 2006
Default

If you nerf everything, the game slows down continuously, forever and ever, and you'll still have broken shit, it'll just be very very very slow broken shit.
DarkNecrid is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
[Dev update] Games Changes & Design Team Update Gaile Gray The Riverside Inn 326 Feb 21, 2007 05:11 AM // 05:11


All times are GMT. The time now is 11:34 AM // 11:34.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("