Mar 06, 2008, 10:27 PM // 22:27
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#61
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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I like the concept of WoD, basically an elite Atrophy, but it needs to be reworked a bit. Lengthen the duration, drop the sac, make it a hex, and change it to "Elite Hex Spell. For 1...7 seconds, all of target foe's attributes are reduced by 1...5 points."
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Mar 06, 2008, 10:28 PM // 22:28
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#62
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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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Ho RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO...GJ I love all the necro changes, Reversal of damage is interesting, lion's comfort is damn nice on a 12/12 setup!
I like the glyphs change also.
EDIT: I'd prefer kvndoom's options for wail of doom, although the sac limits the spam, which is a good thing seeing this hex means YOU'RE USELESS FOR X SECONDS LOL
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Mar 06, 2008, 10:29 PM // 22:29
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#63
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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 DutchSmurf
ViO is only applied on the players, VoD on both the players and the npcs. Which is probably the reason to keep both.
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Um...so?
You can just give VoD the effect of "players gain XXX, NPCs gain ZZZ".
~Z
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Mar 06, 2008, 10:32 PM // 22:32
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#64
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Frost Gate Guardian
Join Date: Nov 2007
Location: Toronto
Guild: Real Eyes Realize Real Lies[Tree]
Profession: P/
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Quote:
Originally Posted by Andrew Patrick
Skill Updates
• Shroud of Silence: decreased duration to 1..3 seconds.
• Shadow Prison: decreased duration to 1..7 seconds.
• Dark Prison: decreased duration to 1..6 seconds.
• Siphon Speed: increased recharge to 30 seconds; decreased duration to 5..15 seconds; this skill now recharges 50% faster if cast on a moving foe.
• Augury of Death: increased recharge to 20 seconds.
Dervish
• Pious Assault: increased activation time to normal weapon attack activation time.
• Mystic Regeneration: decreased duration to 5..20 seconds; increased recharge time to 12 seconds.
• Wounding Strike: functionality changed to: "If this attack hits, target foe suffers from Bleeding for 5..20 seconds. If you are under the effects of an enchantment, target foe also suffers from a Deep Wound for 5..20 seconds."
• Grenth's Aura: decreased duration to 10 seconds; increased recharge time to 25 seconds; increased Energy cost to 15; increased casting time to 2 seconds.
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YES YES YES KILL MYSTIC REGEN
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Mar 06, 2008, 10:38 PM // 22:38
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#65
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Putting The Cute In Electrocute [ZZAP]
Profession: Mo/Me
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Quote:
Originally Posted by moko
this is not riverside. thank you
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Repeating this iz gud.
Wail hah.. seems like a shroud of silence type of skill - just different ;p.
In first glance, very nice update
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Mar 06, 2008, 10:49 PM // 22:49
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#66
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Krytan Explorer
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Quote:
Originally Posted by Zuranthium
Um...so?
You can just give VoD the effect of "players gain XXX, NPCs gain ZZZ".
~Z
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This is probably easier to program. And the description becomes quite long if you add everything in one too.
About WoD, I doubt it is going to be much of an issue. It is only 4 seconds at 13+ Soul Reaping. It is also a hex, meaning it can be removed. We will have to see if it gives problems, but for now I guess we just have to wait and see if someone can abuse it.
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Mar 06, 2008, 10:58 PM // 22:58
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#67
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Jungle Guide
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I don't like a lot of it, and here's why.
There are a lot of skills that I think were tactically interesting but overly powerful; this update doesn't just nerf a large number of them, it puts a bullet into them, and while I'm generally for the scaling back of multiple effects, I'm not particularly keen on making skills highly unusable, in terms of relative or absolute power, unless it's clear they probably shouldn't be useable, and even then, I would prefer a structural change rather than some bump to duration, recharge or usage that makes them highly unviable. In the case of Shroud of Silence, that may be the case, but in terms of other skills that were clearly high powered (like Augury, Siphon Speed, Mystic Regen, Grenth's Aura), they seem far more unusable now, and while this does pretty much remove them from the meta, it's a bit excessive.
Beyond that, I'm not really impressed with the changes for other formats: the Guardian change, while good for GvG, really isn't good at all for TA, and while the game will always remain balanced around GvG, it's unfortunate that one's incentive to play anything but HC is almost dead in that one action. The Reversal of Damage change isn't good for the HCway either. The necro buffs are clearly an attempt to get necros back into GvG, which I think will fail, but many of the updates could be really egregious for TA also; if HCway wasn't such a problem, I'd be fairly concerned.
I'd go so far as to say the only updates I really like are the Pious Assault, Mind Blast, Ward of Melee, Watch Yourself, Death Pact Signet, and Glyph of Lesser Energy changes. Of note, Pin Down seems be useable now, Wail looks interesting and potentially overpowered, and most of the other updates seem like pretty negligible bumps to skills, but I'll have to play around a bit to figure it out.
I'm not really happy with what this does to TA, but no one really cares about that format, it seems, so whatever, I guess.
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Mar 06, 2008, 11:16 PM // 23:16
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#68
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Frost Gate Guardian
Join Date: Aug 2005
Location: Cheltenham, England
Guild: Servants Of Fortuna Victrix
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I like this update a lot. Changes to glyph, ward against melee and grenths aura will make the most difference.
Regarding the mesmer changes (this is the class I play most); they have received a serious buff in interupting non-spell skills (Cry @ 10 energy, the psychic instability change and the change to simple theivery). I like the changes here but I do worry that the simple theivery change will promote mesmer wars in GvG where mesmers try and steal each other's diversions - as we all know that having 2 diversions on your bar is serious business. The only useful part of the KD from PI is it's synergy with waste not want not.
edit: Why have you still not removed the daft 'ends if hexed foe hits you' clause at the end of Tease?
Last edited by Almighty Zi; Mar 06, 2008 at 11:28 PM // 23:28..
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Mar 06, 2008, 11:19 PM // 23:19
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#69
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Wilds Pathfinder
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the mesmer changes won't end the annoying mesmer duals that go on in gvg, glad to see necro's given some more options. Don't weakness might see some play.
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Mar 06, 2008, 11:24 PM // 23:24
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#70
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Ascalonian Squire
Join Date: Sep 2006
Guild: vD
Profession: R/Mo
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Overall i'm pretty content with this update, Good job.
As for Wail of Doom, after playing around a bit with it, i can only say it's an awesome skill now (even from a balanced point of view) sure it has a high requirement, and building around it to make it into a nice midliner won't be easy, but i defenitly like the direction of the functioning of the skill as it's as said earlier pretty much an active blackout, that can partly shut a spike like a blind flash and also support a spike like a shame.
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Mar 06, 2008, 11:26 PM // 23:26
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#71
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Wilds Pathfinder
Join Date: May 2006
Guild: Super Kaon Action Team [Ban]
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Excellent update in theory. Sinsplit and dervspike is still possible of course, but the question is whether it's still overpowered. We just have to look at the japs to see what version they will run now.
Looks like lightning orb this time was the random buff.
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Mar 06, 2008, 11:29 PM // 23:29
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#72
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Krytan Explorer
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Quote:
Originally Posted by Kaon
Excellent update in theory. Sinsplit and dervspike is still possible of course, but the question is whether it's still overpowered. We just have to look at the japs to see what version they will run now.
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If apr is an indication, it is going to be Spear Swipe/conditionpressure, with or without Virulence. And pressurerangers maybe. But too early to tell. We probably find out during the tournament again.
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Mar 06, 2008, 11:56 PM // 23:56
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#73
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Servants of Fortuna
Profession: E/Me
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This update has more positive changes than any update in quite some time. There are some creative and interesting changes in there as well as some obvious stuff that should've been done long ago.
Even though I like the Strip Enchantment change to life stealing, I am somewhat worried about how the Necromancer's enchantment removal options keep getting better and better. If they start seeing play it might be in part to power removal after removal and that wouldn't be good.
I'm hopeful the usual idiotic stuff will get reverted, like Mind Blast being annihilated, Siphon Speed getting nerfed too hard, etc.
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Mar 07, 2008, 12:05 AM // 00:05
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#74
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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If you're a PvE'er, you're posting in the wrong part of the forum.
Ontopic:
Can you curbstomp Grenth's just a bit more? I'm quite serious.
I really like the nerf to Siphon. I don't think it'll work as well with Flame Djinn's, though.
I haven't tried Cripshot, but I assume it's for all intents and purposes that you don't really find a difference?
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Mar 07, 2008, 12:08 AM // 00:08
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#75
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Pre-Searing Cadet
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Wail of Doom is too much.
I don't understand the Flame Djinn's nerf. Mind Blast eles are already screwed, do they really need to be screwed some more? Do they want all of ha players to use "Make Haste"?
And why does Anet hate monks so much? Heal party sucks some more now, and the choices for party wide healing are getting worse and worse. I really don't think Song of Restoration is the solution to this problem.
Guild Wars is entering its last months, can't we just have Light of Deliverance back to make us happy? Oh and could someone tell me what the old Ether Renewal skill description was? I never really saw that skill before the nerf hammer.
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Mar 07, 2008, 12:41 AM // 00:41
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#76
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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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Or maybe can we start using hex breaker which has just been buffed...although allowing a stance on a mo/me aint really a buff
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Mar 07, 2008, 12:44 AM // 00:44
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#77
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Krytan Explorer
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Haven't tried it, but Wail of Doom looks overpowered on paper.
If it does get touched, I hope it gets balanced and not nerfed.
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Mar 07, 2008, 12:48 AM // 00:48
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#78
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Lion's Arch Merchant
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Quote:
Originally Posted by LionZero
Overall i'm pretty content with this update, Good job.
As for Wail of Doom, after playing around a bit with it, i can only say it's an awesome skill now (even from a balanced point of view) sure it has a high requirement, and building around it to make it into a nice midliner won't be easy, but i defenitly like the direction of the functioning of the skill as it's as said earlier pretty much an active blackout, that can partly shut a spike like a blind flash and also support a spike like a shame.
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I fear wail of doom won't be used in midline balanced but more in line with blood spike for obvious reasons.
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Mar 07, 2008, 01:31 AM // 01:31
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#79
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Lion's Arch Merchant
Join Date: Apr 2006
Profession: W/A
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dislike how hard siphon and MB were hit. siphon was sins most interesting skill, and MB had some tactical value with things like gale. A nerf to rodgorts and bflash would have sufficed.
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Mar 07, 2008, 01:34 AM // 01:34
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#80
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Frost Gate Guardian
Join Date: Sep 2005
Location: Sapper's bedroom.Also, New York City.
Guild: Bruderschaft Der Verdammnis[BdV]
Profession: Mo/
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I don't get why shields up was nerfed, wasn't paraspike strong enough already? Also, with ward and aegis(indirectly) getting hit with the nerf bat, hexes will be much better because the lack of interrupts won't be as big an issue. This is going to be a fun month.
On the plus side: Dervspike will go back to being only slightly gay from mega-broken. Both sins and the mind blast template got hit mildly, but enough to more or less balance it.
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