Feb 16, 2008, 12:09 AM // 00:09
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#21
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by Cirian
Nerfing Pious Haste's duration is something I'm not happy with because the drawback, which might not seem relevant 95% of the time on a rit, becomes deadly serious when the rit needs monk prot to close the final few paces to a well defended flagstand. The one thing it did well was be up 100% of the time if you wanted it.
Dash+Dark Escape blow this Pious Haste out of the water, not just for the speed. Half damage when running the flag in is win.
RIP Pious Haste?
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Pretty much now unless you are a Dervish, it's terrible compared to Dash which doesn't cost you an enchant.
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Feb 16, 2008, 12:10 AM // 00:10
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#22
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by Andrew Patrick
Guild Battles
• “Victory is Ours”: decreased damage to 10%.
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Just get rid of it already.
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Mesmer
• Power Leak: increased Energy lost to 5..20; increased recharge time to 20 seconds.
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I like it, might still be a bit too powerful even.
Quote:
• Enchanter’s Conundrum: increased casting time to 2 seconds.
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Good change, degenerate spike skills are degenerate.
Quote:
Elementalist
• Storm Djinn's Haste: decreased movement speed increase to 25%.
• Flame Djinn's Haste: decreased movement speed increase to 25%.
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Good changes.
Quote:
Ritualist
• Death Pact Signet: increased casting time to 3 seconds; increased recharge time to 12 seconds.
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Good that this get nerfed however this is a dumb change, the problem with DPS isn't the fast activation, it's the ability to res someone with full health and energy.
Quote:
Dervish
• Pious Haste: decreased duration to 3..12 seconds.
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Good change, was sick and tired of seeing this on every runner.
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Feb 16, 2008, 12:15 AM // 00:15
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#23
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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Quote:
Originally Posted by black_mischief
Please Fix Soul Reaping. Thanks!
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Soul Reaping was fixed, ages ago, don't like it, get over it.
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Feb 16, 2008, 12:17 AM // 00:17
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#24
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Furnace Stoker
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Quote:
Originally Posted by Shuuda
Soul Reaping was fixed, ages ago, don't like it, get over it.
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It should have the whole timer thing removed to be honest.
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Feb 16, 2008, 12:18 AM // 00:18
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#25
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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I appreciate the effort in implementing ViO and trying to make it work, but why hasn't it been changed to scale with the number of NPCs. Having one more NPC giving a 10% damage boost is highly stupid and unfair. The team with a slight advantage because of their split-friendly build is now a monsterhouse at VoD. Is it the programming that makes it hard to give 1% damage boost per NPC advantage over the other team?
Quote:
Originally Posted by Shuuda
- Pious Haste could be kept up 100% of the time without any major drawback = Overpowered
- Djinn Skills, they were balatenly overpowered.
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Pious haste doesn't have a major drawback? Runners using pious haste is an easy target for spikes, because they self-strip prots while running the flag in. If they don't use it while running it in, then they're very vulnerable to bodyblocks, etc. Even as a PvEr, Pious haste can only be used to chest run areas where I won't be encountering any enemies. If an area requires me to use Spell Breaker or something, Pious haste is stupidly bad. Storm/Flame djinns may be overpowered, but now it just makes stuff like Make Haste even more powerful in comparison in HA.
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Feb 16, 2008, 12:26 AM // 00:26
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#26
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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omfg they actually listened!
except the part about ViO.
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Feb 16, 2008, 12:28 AM // 00:28
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#27
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Furnace Stoker
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Quote:
Is it the programming that makes it hard to give 1% damage boost per NPC advantage over the other team?
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Wow man, I want to see this happen. That would really emphasize splitting, lest you get owned by a strong damage bonus.
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Feb 16, 2008, 12:33 AM // 00:33
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#28
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Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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Quote:
Originally Posted by IMMORTAlMITCH
Good that this get nerfed however this is a dumb change, the problem with DPS isn't the fast activation, it's the ability to res someone with full health and energy.
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Dont be so fast to say that.
that 2 second-i-thought-he-was-dead combo won battles.
i also dont think the skill is terribyl overpowered, because it requires moderate skill to know when where and how to use it. as long as most dpsers are still ressing a mesmer halfway to the other base, the skill is balanced. it also takes less than nothing to fit it on a balanced, non degenerate team so usually both teams can exploit equally.
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Feb 16, 2008, 12:56 AM // 00:56
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#29
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Lion's Arch Merchant
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Could you tell the designers you already had the weighting between npc value and flagstand value correct back when prophecies was out?
This update didn't really fix that much though, monthly will still be a joke since the nerfs basically only fixed the overpowered stuff balanced builds used.
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Feb 16, 2008, 12:57 AM // 00:57
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#30
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by Andrew Patrick
I would imagine because this is function that the designers want to play around with a bit more. That is certainly not to say there wont be additional changes or complete removal in the future, it is just a bit heavy-handed to try a new function out once and then completely scrap it without trying to tweak it into a more desirable state.
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You tried this with 6v6 HA remember? Please stop trying to fix something that isn't broken and concentrate on what is please.
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Feb 16, 2008, 01:08 AM // 01:08
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#31
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by jaeharys targaryen
Dont be so fast to say that.
that 2 second-i-thought-he-was-dead combo won battles.
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Not really, DPS main overpowered attribute is the "current Health and Energy" the target gets resurrected with. You switch to a high set, cast DPS, and the target can get straight back into action without having to wait several seconds to build up a useful level of energy again. If it was a Monk that can be crucial.
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Feb 16, 2008, 01:09 AM // 01:09
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#32
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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Quote:
Originally Posted by Yichi
You tried this with 6v6 HA remember? Please stop trying to fix something that isn't broken and concentrate on what is please.
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The problem is they try to improve things with radical changes that make the game 10x worse. Then we realize how much better the old game actually was.
This has been happening for years...I honestly think some people forgot how much better this game used to be because we have been numbed by the ridiculous changes.
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Feb 16, 2008, 01:13 AM // 01:13
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#33
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Forge Runner
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It's sad to see some people are glad with this update.
This is about 1/100 of what needs to be fixed. Like kyp said, did we completely forget about HA?
What about Bloodspike? Sure, ANY good guild beats it. However, is that a reason to cheapen to title by seeing (atm) 3 people who got Champ4+ (Champ 5 is max, Vigor is apparently 30 points of 6) out of this?
What about the Bloodbuff? Izzy obviously wanted to see some Blood-play. I'm still not seeing any...
What about GoR? 7 recharge one day, back to 10 the other... How about trying some in between? Or 15 recharge/next 2 spells?
This imo is throwing water (ice cubes) at the sun... It's a START, but alot still has to be done...
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Feb 16, 2008, 01:17 AM // 01:17
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#34
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Academy Page
Join Date: Nov 2007
Guild: Error Seven Operators [Call]
Profession: W/
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Remove ViO then we can talk.
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Feb 16, 2008, 01:28 AM // 01:28
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#35
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Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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Quote:
Originally Posted by erk
Not really, DPS main overpowered attribute is the "current Health and Energy" the target gets resurrected with. You switch to a high set, cast DPS, and the target can get straight back into action without having to wait several seconds to build up a useful level of energy again. If it was a Monk that can be crucial.
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i'm not saying the 2 sec cast was the best part(beleve me, i'm not), i'm just saying classifying the nerf as a weak, or, stupid nerf is a bit too general a statement.
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Feb 16, 2008, 01:31 AM // 01:31
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#36
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Frost Gate Guardian
Join Date: Aug 2005
Location: Cheltenham, England
Guild: Servants Of Fortuna Victrix
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Quote:
Originally Posted by Vaga
Could you tell the designers you already had the weighting between npc value and flagstand value correct back when prophecies was out?
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We didn't have daft highly mobile instagib ninjas or high armoured party buffing DPS turrets back then. We are just going to have to put up with shot in the dark changes to game mechanics and frequent buffing / nerfing of skills since I can't see the folks at Anet taking the time (and also upsetting a lot of PvErs in the process) to sort out the problems with the classes.
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Feb 16, 2008, 02:09 AM // 02:09
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#37
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Quote:
Originally Posted by Cirian
Nerfing Pious Haste's duration is something I'm not happy with because the drawback, which might not seem relevant 95% of the time on a rit, becomes deadly serious when the rit needs monk prot to close the final few paces to a well defended flagstand. The one thing it did well was be up 100% of the time if you wanted it.
Dash+Dark Escape blow this Pious Haste out of the water, not just for the speed. Half damage when running the flag in is win.
RIP Pious Haste?
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Pious Haste was 100% upkeepable and there were few downsides for Ritualists (since they don't use enchants). Dark escape requires investment in Shadow Arts.
Last edited by LifeInfusion; Feb 16, 2008 at 02:13 AM // 02:13..
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Feb 16, 2008, 02:12 AM // 02:12
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#38
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Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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Quote:
Originally Posted by LifeInfusion
Pious Haste was 100% upkeepable and there was little downside for Ritualists (since they don't use enchants). Dark escape requires investment in Shadow Arts.
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dark escape isnt necessary
dash is better than pious
and rits didnt use enchantments, but the things that stopped them from dying did
thats why /a was always superior but now people who like overpowered skills are forced to use the better version also.
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Feb 16, 2008, 02:17 AM // 02:17
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#39
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Frost Gate Guardian
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I'm really sad they nerfed Pious because I never got tired of Rt/D popping their own Auras off. Bad bars that look good are exactly the kind of thing I want my opponents to have access to.
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Feb 16, 2008, 02:30 AM // 02:30
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#40
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Forge Runner
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Quote:
Originally Posted by DIH49
I'm really sad they nerfed Pious because I never got tired of Rt/D popping their own Auras off. Bad bars that look good are exactly the kind of thing I want my opponents to have access to.
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It isn't a bad bar for what it was originally ment to do (And I know because I made it o.0)
The first Rt/D was used in [eE]'s ritspike. "LAME FAGSOORS"-aside (No more QQ'ing about ritspike plz, it got nerfed, get over it) the synergy was INSANE, seeing there wasn't a single enchantment in the build. Who needs prots when you have 8 rits pooping out 150 heals at 5 energy/pop...
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