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Old Mar 21, 2008, 03:33 AM // 03:33   #21
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Quote:
Originally Posted by Symbol
R/D's don't do damage. That's why no one cares about them.
lolwut? for 5 energy they get to do 100 partially aoe damage, for another 5 they to get do partially aoe DW, all the while they are blocking every attack, are catching up with kiters, are splintered up, OoAed up, fueling heals all over the place(SR, gotta love it)
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Old Mar 21, 2008, 03:35 AM // 03:35   #22
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Originally Posted by DutchSmurf
Either way, it will make people think before signing up, always a good thing.
All it does functionally is change the 3 round late american ATs into a 0 round AT and occassionally supertank a guild when there's an error before the match starts with the great boon being theoretically no 1st round forfeits.
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Old Mar 21, 2008, 03:49 AM // 03:49   #23
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lolwut? for 5 energy they get to do 100 partially aoe damage, for another 5 they to get do partially aoe DW, all the while they are blocking every attack, are catching up with kiters, are splintered up, OoAed up, fueling heals all over the place(SR, gotta love it)
Scythe attacks at 12 scythe, no IAS, and no increased crit chance don't scare anyone.

They suck. Shit damage and no disruption, the only thing they're good at is being the last one to die on your team.
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Old Mar 21, 2008, 03:49 AM // 03:49   #24
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r/dway is noob farm way......really death to noob farm way = extra noob
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Old Mar 21, 2008, 03:50 AM // 03:50   #25
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Escape is ridiculous. It needed either a shorter duration, longer recharge, or lower block rate. In the same vein, Expertise causes some of the most degenerate builds in the game and probably should see the soul reaping treatment.

The Enchanter's Conundrum nerf was to kill the Me/A build that Augury spikes the target. But, that build was crippled with the last functionality change to EC. Now though, the template is dead and EC is even worse off now.

The Fox's Promise was not the problem with the A/D, if anything it was the Asassin's Remedy. I think this was a case of being easier to nerf one skill than nerf the other.

Quote:
Originally Posted by RiKio
Bye Bye blood spike
Blood spike is like the killer in a B-rated slasher movie. You know its going to comeback at some point.

Last edited by C2K; Mar 21, 2008 at 03:53 AM // 03:53..
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Old Mar 21, 2008, 04:18 AM // 04:18   #26
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Quote:
Originally Posted by Seamus Finn
All it does functionally is change the 3 round late american ATs into a 0 round AT and occassionally supertank a guild when there's an error before the match starts with the great boon being theoretically no 1st round forfeits.
No more late night free RP farms

Though at least for Euro times, it'll make the competition really interesting, since it'll put all the teams that are playing in one bracket instead of 3 brackets of about 8 teams each.

To everyone talking about the R/D: I haven't HAed for a while, so is it degenerate there? And if so, in what build? If you say AB, I'm going to slap someone. I can't possibly see them as being nearly as bad as the A/D.
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Old Mar 21, 2008, 05:43 AM // 05:43   #27
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Quote:
Originally Posted by Lordhelmos
Escape needs to die. I mean rangers already have high natural elemental defense, intense survivability, the best primary attribute in the game, superior interrupt skills, great degen pressure, the ability to pretty much play any secondary melee class as effective or even more effective than a primary at times (*cough* R/W thumper, R/D scythe, R/A dag sin *cough*), natural stride, whirling defense, the "touch" ranger build.... Do they REALLY need a griefer skill like escape?
Yeah, Escape is overpowered, but why bring it when we got Natural Stride? Escape doesn't see much play in competitive GvG (which is really the only thing skill balances are based off of) because of NS.

Nonetheless, it does need a nerf. I read in another thread that Escape should end when you attack. It seems more reasonable like that.

Last edited by horseradish; Mar 21, 2008 at 05:49 AM // 05:49..
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Old Mar 21, 2008, 06:03 AM // 06:03   #28
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Quote:
Originally Posted by holymasamune
No more late night free RP farms

Though at least for Euro times, it'll make the competition really interesting, since it'll put all the teams that are playing in one bracket instead of 3 brackets of about 8 teams each.

To everyone talking about the R/D: I haven't HAed for a while, so is it degenerate there? And if so, in what build? If you say AB, I'm going to slap someone. I can't possibly see them as being nearly as bad as the A/D.
The most annoying thing about it is 3 rendering touches running around. Its your basic sway build with three of these, two trappers, expel, and two n/rt's. Unlike the hammer thump build you can be incredibly stupid with this and overextend into the next map cause you have a 75% block stance up 85%+ the entire time.

Quote:
Originally Posted by horseradish
Yeah, Escape is overpowered, but why bring it when we got Natural Stride? Escape doesn't see much play in competitive GvG (which is really the only thing skill balances are based off of) because of NS.

Nonetheless, it does need a nerf. I read in another thread that Escape should end when you attack. It seems more reasonable like that.
Its not escape! Its expertise, it turns pious assault into a 4 energy 100+ damage hit with deep wound. If expertise had been made to work on RANGER SKILLS ONLY, think of all the stupid trash we wouldn't have had to deal with.
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Old Mar 21, 2008, 06:31 AM // 06:31   #29
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loosing rating for not able to have 4 14 days or having a person go or errer the last min sucks. i dont really think that part of the update was really thought over. rest of the update seems fine.
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Old Mar 21, 2008, 06:52 AM // 06:52   #30
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Quote:
Originally Posted by DutchSmurf
If you get an err7 just before time, grab a henchmen/hero. You were obviously intending to play, so the possible loss in the first round should be worth playing the other rounds. Not sure, but is the rating loss for not playing now higher then the loss for losing? Either way, it will make people think before signing up, always a good thing.
If we take a single loss its a 20-25 point hit, so it takes about 2-3 more at's to work off one loss since we usually get 5 or less points a win (sometimes 0).

The main point i was trying to deliver is that there are MUCH BETTER solutions to this problem than the one implemented.
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Old Mar 21, 2008, 06:54 AM // 06:54   #31
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Quote:
Originally Posted by la_cabra_de_vida
Its not escape! Its expertise, it turns pious assault into a 4 energy 100+ damage hit with deep wound. If expertise had been made to work on RANGER SKILLS ONLY, think of all the stupid trash we wouldn't have had to deal with.
Dude, I wasn't talking about R/D's. Of course Expertise should only affect Ranger skills. I was talking about Escape in terms of it's balance, not Expertise as a whole.
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Old Mar 21, 2008, 10:04 AM // 10:04   #32
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Quote:
Originally Posted by BirdMan33
loosing rating for not able to have 4 14 days or having a person go or errer the last min sucks. i dont really think that part of the update was really thought over. rest of the update seems fine.
Umm, you know like, if you already know that you won't play in the AT, you can like press the "cancel" button or that. It takes you away from AT and no rating loss (ofcourse needs to be done before opponent is given and it also disables you from joining the same tournament again)

Overally: good update.

Last edited by Zabe; Mar 21, 2008 at 11:20 AM // 11:20..
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Old Mar 21, 2008, 12:19 PM // 12:19   #33
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Quote:
Originally Posted by C2K
The Fox's Promise was not the problem with the A/D, if anything it was the Asassin's Remedy. I think this was a case of being easier to nerf one skill than nerf the other.
The problem is primarily Shadow Walk and Way of the Master. Really, the damage range of scythes is a major part of it, but WoTM is the only reason it's really causing problems on A/D's. It could see a hit pretty safely, it's not like it's doing a particularly good job of encouraging anything other than scythe telespike.

Quote:
Blood spike is like the killer in a B-rated slasher movie. You know its going to comeback at some point.
I lol'd because it's true.
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Old Mar 21, 2008, 12:46 PM // 12:46   #34
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Quote:
Originally Posted by RiKio
Bye Bye blood spike

That didn't kill b-spike at all....but anything that makes it a little harder to run is good IMO
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Old Mar 21, 2008, 12:56 PM // 12:56   #35
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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...

Last edited by Killed u man; Mar 21, 2008 at 01:02 PM // 13:02..
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Old Mar 21, 2008, 10:44 PM // 22:44   #36
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Quote:
Originally Posted by langola
The main point i was trying to deliver is that there are MUCH BETTER solutions to this problem than the one implemented.
I for one actually like the changes since it means less forfeits, less waiting around and more playing. In fact, last night due to the change we were motivated to play and in four rounds, we got four matches! I've NEVER had that happen before. To be honest, the AT system more recently kinda motivated us to NOT play since well..the waiting around sucked.

All in all I think it removes the random guilds signing up their smurfs (or mains) just so they have a higher chance of getting RPs/QPs (or whatever they are doing) and thus extending the entire AT by an hour (or more)...of which almost all is waiting due to forfeits of said Guilds. To me, that's pretty damn selfish and griefs the rest of the Guilds that sign up legitimately and want to play. I mean hell, you're wasting the time of quite possibly 100+ people. How selfish and inconsiderate is that?

As someone said, Guilds will now think before registering and overall I see more activity among the Guilds that sign up (although I do realize there will be less Guilds signing up so in reality perhaps American ATs will actually die).

At the same time, I do see your point and see the room for abuse and all around crappiness due to bad luck. As such, I'm curious as to what your solution is? I realize I'm not with a.net and have no power to change things, but still...enlighten me? :P
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Old Mar 21, 2008, 10:59 PM // 22:59   #37
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I agree good change on the AT system there. Was very annoying knowing that most of the time you'd get a forfeit first round.
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Old Mar 21, 2008, 11:58 PM // 23:58   #38
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Finally. GvG'ers get their precious reward points nerfed. For HB it's pretty much the same. We had 100 people sign up last night and only 10 forfeit. Yet 90 still played during American night times, so it was pretty nice. I still would like to see HB'ers get at least twice the amount of reward points, since we spend roughly 3/5 the time of a 5-round gvg AT. Thanks to the update, at least, it's fairer to where only the 25% gets it.

and i'm still waiting on those hero AI fixes from izzy!
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Old Mar 22, 2008, 12:26 AM // 00:26   #39
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Quote:
Originally Posted by dwchang
At the same time, I do see your point and see the room for abuse and all around crappiness due to bad luck. As such, I'm curious as to what your solution is? I realize I'm not with a.net and have no power to change things, but still...enlighten me? :P
The best solution imo is to make teams hit the join button before the first matchups come up. In other words, u have to have join hit when the counter to the tournament start hits 0, like you would to enter a tourney match on the 5 minute counter. Those teams that don't hit join are automatically removed from the tourney, and first round pairups are created from the reduced list. The rest of the tourney proceeds as normal. This solves the forfeit problem and doesn't unnecessarily punish people. The only small drawback is that you have to be their 5 minutes earlier for the first round, which is no big deal.
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Old Mar 22, 2008, 02:26 AM // 02:26   #40
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Quote:
Originally Posted by Anet
Bug Fixes

Assassin

* Shadow Walk: this skill now completely prevents the casting of enchantments. Previously the enchantment would fail immediately after activation, causing the caster to lose Energy.


Necromancer

* Dark Aura: fixed a bug that caused the caster of Dark Aura to take damage instead of losing Health.
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?

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