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Old Feb 21, 2008, 06:26 AM // 06:26   #81
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throughout this thread people keep trying to come up with reasonable solutions to sinsplit but I've yet to see a suggestion that would actually inhibit the build significantly. health loss? who cares, you probably have a monk with you! A window for monks to catch spikes? who cares, they just want your npcs.
GIVE THEM DP EACH TIME THEY TELE
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Old Feb 21, 2008, 07:47 AM // 07:47   #82
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Originally Posted by Yue
GIVE THEM DP EACH TIME THEY TELE
Perhaps a 10% health sacrifice?
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Old Feb 21, 2008, 08:34 AM // 08:34   #83
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Originally Posted by erk
Perhaps a 10% health sacrifice?
This would hit defensive teleporting, not the offensive one we're talking about
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Old Feb 21, 2008, 09:21 AM // 09:21   #84
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Quote:
Originally Posted by Double Pact
This would hit defensive teleporting, not the offensive one we're talking about
Depends which skills you apply it to doesn't it.
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Old Feb 21, 2008, 09:59 AM // 09:59   #85
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Pretty sure DP would punish them both ways. Every time they AoD in/out, that's 20dp. Each shadow prison is 10% dp. They sacrifice energy+hp to pay for each time they do gay shit.

WAKAKAKAKAKA
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Old Feb 21, 2008, 11:10 AM // 11:10   #86
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Quote:
Originally Posted by Yue
Pretty sure DP would punish them both ways. Every time they AoD in/out, that's 20dp. Each shadow prison is 10% dp. They sacrifice energy+hp to pay for each time they do gay shit.

WAKAKAKAKAKA
Since they won’t remove shadowstepping from the game this would be acceptable.
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Old Feb 21, 2008, 01:46 PM // 13:46   #87
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orrrrrrrr

a 5 sec blackout after each teleporting
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Old Feb 21, 2008, 02:10 PM // 14:10   #88
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I still say the only way to "fix" GvG has nothing to do with any character build or skill. Just add a tab to the battle selection screen that says "Core Only GvG" then we dont have to worry about sins, rits, gons, or dervs. The game would be for the most part balanced
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Old Feb 21, 2008, 03:04 PM // 15:04   #89
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Originally Posted by Thom Bangalter
of course, killing the lolsplits running around that are easy to put together would then leave us with rawrball+spike that everyone complained about for so long, and that doesn't sound like an attractive option.
It'd just get reverted to a few months ago, except without the sinsplits. You'll still have stuff like vD and dR balance being fairly flexible.
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Old Feb 21, 2008, 05:44 PM // 17:44   #90
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DP with teleport would remove teleports from the game instantly. DP'ed people does less in splits than in main fights.

And removing shadow steps would remove assassins from the game as well as cripple splitting A LOT.

This change would bring us GW with blockweb mirrorgames 24/7.

Last edited by deya; Feb 21, 2008 at 05:47 PM // 17:47..
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Old Feb 21, 2008, 05:48 PM // 17:48   #91
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Quote:
Originally Posted by Yue
GIVE THEM DP EACH TIME THEY TELE
All tele skills modified with this:
Shadow Step. The next time you shadow step to another target, one character slot is deleted. If you shadow step a second time in the same match, Guild Wars will automatically uninstall.

I used to propose this skill for only recall. But I guess it can apply to all shadow stepping skills.
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Old Feb 21, 2008, 06:43 PM // 18:43   #92
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Quote:
Originally Posted by Ekelon
All tele skills modified with this:
Shadow Step. The next time you shadow step to another target, one character slot is deleted. If you shadow step a second time in the same match, Guild Wars will automatically uninstall.

I used to propose this skill for only recall. But I guess it can apply to all shadow stepping skills.
What would you play then though?
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Old Feb 21, 2008, 06:49 PM // 18:49   #93
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Originally Posted by IMMORTAlMITCH
What would you play then though?
Mo/W with 3 r/p's duh. Those kill everything, even the current sins can't beat them...

As for GvG... well, I guess you'll have to watch obs mode this saturday do find out what I play.
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Old Feb 21, 2008, 09:21 PM // 21:21   #94
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Quote:
Originally Posted by deya
DP with teleport would remove teleports from the game instantly. DP'ed people does less in splits than in main fights.

And removing shadow steps would remove assassins from the game as well as cripple splitting A LOT.

This change would bring us GW with blockweb mirrorgames 24/7.
That would mean Izzy would have to return Aegis back to 15 energy and make GoLE scale energy reduction to 5...15 based on estorage. Or even better he could just balance the game correctly back at the start of blockweb and we wouldnt be having this discussion atm. Although I like your statement better "And removing shadow steps would remove assassins from the game."
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Old Feb 21, 2008, 09:47 PM // 21:47   #95
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They need to add a skill to every class with no att requirement called "That's sintastic" next time target foe attempts to teleport it fails and target foe is knocked down for 5 seconds
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Old Feb 21, 2008, 10:36 PM // 22:36   #96
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Quote:
Originally Posted by deya
And removing shadow steps would remove assassins from the game as well as cripple splitting A LOT.
I know iB patented Recall splitting, but you can still split perfectly well without teleports.
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Old Feb 21, 2008, 10:49 PM // 22:49   #97
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You shouldn't be able to shadowstep while suffering from a hex or a condition.
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Old Feb 21, 2008, 11:30 PM // 23:30   #98
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Originally Posted by Almighty Zi
You shouldn't be able to shadowstep
Fixed. Anyway, amusing as they are, what's the point of suggesting ridiculous things like DP or character deletion when you shadow step? We know, we know: shadow stepping is a broken mechanic that should never have been put in the game. Suggesting that shadow stepping should kill babies was funny the first few times, but even if they could, I don't think that's a change Anet is likely to implement.

Direct line of sight requirements aren't a bad idea by any means, though I always liked the idea of turning shadow steps into high-intensity long-recharge speed boosts better. At least these are changes that Anet could actually implement (unlike killing babies), and (especially in the case of line-of-sight) might actually be willing to try.

I don't think there's anyone out there arguing that shadow stepping is beneficial to the game. In case it wasn't obvious from the get-go, the fact that teleporting lolomgwtfbbq instagib sins are pretty degenerate should be clear to anybody who's ever played the game or read a forum by now. Again, there have been plenty of suggestions as to how to fix them. I guess we could take the approach that if people keep complaining about it, maybe Anet will give in and make shadow stepping go away, or we could get Mitch to write The Comprehensive Guide to the Pain Free Removal of Shadowstepping, Complete with a Carefully Thought Out Three Step List of Suggestions [Which You Are Free to Ignore] (it worked last time), but for my money, they (should) know there's a problem, they (should) have a whole crapload of possible solutions, and they (should) know that a bunch of people are ready to see pretty much any one of them implemented, and if they're inclined to do anything, they'll do it when they're ready. Although I suppose if we're waiting for them to be inclined to fix anything, maybe we should get Mitch writing...
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Old Feb 21, 2008, 11:45 PM // 23:45   #99
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any who, warrior/ranger split is very easy to defend against, hardly no point in attempting a splint unless your bring something like MB ele/ranger type thing. Honestly weapon of warding/ guardian gg split.
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Old Feb 22, 2008, 06:01 PM // 18:01   #100
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In my opinion the main issue with shadow stepping is that there is no limitation on how far you can travel with them. As long as there's a way to reach your target you can basically shadow step anywhere regardless of how far you would normally have to walk. While on a flat surface skills like Shadow Prison will only allow you to travel as far as spell casting range, it's a whole different matter when there are obstacles in the way and you can't walk towards your target in a direct line. A "line of sight" requirement would basically solve that but the best solution would to be limit the actual traveling distance instead.

Since shadow stepping does seem to take impassable terrain into account (if there's a closed gate between you and your target you won't be able to shadow step past it), perhaps it would be possible to calculate the actual distance you're traveling while shadow stepping. As soon as that reaches a limit (same as spell casting range) you'd basically stop shadow stepping before you reach your target, but unlike a line of sight limitation it wouldn't slam you into any object that's in the way.
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