Jan 26, 2008, 05:05 PM // 17:05
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#41
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Wilds Pathfinder
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you really can't call yourself a good balance if you get trashed by prenerfed-zergway..
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Jan 27, 2008, 09:58 PM // 21:58
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#42
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Ascalonian Squire
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Quote:
Originally Posted by wuzzman
you really can't call yourself a good balance if you get trashed by prenerfed-zergway..
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Agree any good Me could shut down any Zergway build before the nerf - as could any team with good monks; not to mention all the team builds that were anti-zergway. So what do we have post "fear me" nerf, less diversity in HA, more dominance by HA guilds and less playing time as you struggle to find a r7 or 8 team. As previously stated "fear me" now has a 6 seconds plus the adrenaline recharge - a simplier solution which would have kept Zergway playable would have been to increase the adrenaline cost of "fear me" to 6-8(and kept more variety in the game - as we lost not only Zerway but anti-Zergway team formats.) This also prevents the aforementioned abuse of "fear me"/d-chop. Also Zergway may have provided an advantage on some maps, but be honest would those good balanced teams prefer to cap/run relics vs Zergway or another good balanced team. True, before the "fear me" nerf you had to fight alot a PUG Zergways, but at least there were alot of different players cycling though HA rather than standing around HA waiting to be one Ele or Nec of 30 chosen. So put a reasonable nerf on "fear me" and play (at least it helped control smiteball and eleball - if you want to talk about button mashing and lack of tactics.)
So if you follow Isiah's (and anet) logic of higher death rates (per his State of the Game article), a excessive "fear me" nerf hurts the game.
Aura, on the other hand deserved its nerf.
Last edited by SerenityAlum; Jan 27, 2008 at 10:00 PM // 22:00..
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Jan 27, 2008, 11:06 PM // 23:06
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#43
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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zergway actually limited the meta a lot, not the fearme part, but the part about the build being practically immune to pressure. I see a lot more interesting builds post fear me nerf than I did before. And a lot more 2 warrior teams than I did before.
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Jan 28, 2008, 01:09 AM // 01:09
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#44
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Wilds Pathfinder
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I don't see Kyp's meta. I do so alot of 2 monk/2 n/rt Icy Viens teleport spike teams popping up. A lot more ranger spike, and crappy legoway teams are beginning to rear their ugly heads. Right now the hole left by zergway is being filled somewhat by sway. And more pure spike builds are starting to show up because of the free fame sway gives you in UW.
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Jan 28, 2008, 01:24 AM // 01:24
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#45
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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Builds I am mentioning are not meta builds, I do not really care to much about the gimmicky sway or 2 monk 2 n/rt builds, I am speaking of the occasional guild or friends group forming that are deciding to play pressure builds instead of super defensive spike crap or hexway.
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Jan 28, 2008, 01:54 PM // 13:54
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#46
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Krytan Explorer
Join Date: Jun 2007
Guild: Ray
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Aura of stability was a horrible idea for a skill, take one of the most interesting mechanics (knockdown) and screw it up. I also didn't like Ward of stability when it showed up, but at least it has its own wardish limitations, a substantial energy cost and an interruptable cast time.
I don't like "cannot be knockdowned". I also wouldn't like "knockdown time reduced by 1 second" but it at least wouldn't kill knockdowns in tombs.
It's sad that nobody is using hammer warriors, gale, shock wars (yeah I know that you can still see shocks around, but not in good groups that hold). Aura of stability also stripped the snaring role from knockdowns- another step in minimizing snaring options to the current situations.
To sum things up, I hate Aura of Stability. I don't wanna see it used. Nerf it more, or change effect from prevent KD totally to weaken KD (reducing kd time, heal when kd, stuff like that).
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Jan 28, 2008, 02:51 PM // 14:51
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#47
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Wilds Pathfinder
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Quote:
Originally Posted by Kyp Jade
Builds I am mentioning are not meta builds, I do not really care to much about the gimmicky sway or 2 monk 2 n/rt builds, I am speaking of the occasional guild or friends group forming that are deciding to play pressure builds instead of super defensive spike crap or hexway.
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HA = The meta. Why? cause Ha = Pugs. and the meta consistently tells us what pugs play. Guild/Friend list players play anything, usually gravitating toward balance, but they are not the bench mark when something like iway gets nerfed. If a guild/friend list play style gets affected because the popular fotm gets nerfed, then generally they weren't playing balance anyway. If you still don't get the it, The meta = Pugs/ not guild/friendlist. No one runs kyp jade way.
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Jan 31, 2008, 04:38 PM // 16:38
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#48
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Academy Page
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Quote:
Originally Posted by elektra_lucia
For relic runs people could remove it or? I don't see as it will make much of a difference... If it was removed before you had to wait for recharge, if it is removed now, same thing. Only the duration has been changed.
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Lets say i have a mesmer in my team, You think i would make him go on their runners? Or you think i make him interrupt snares?
I think the choise is pretty obvious.
And I still think its to Good.
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Jan 31, 2008, 10:22 PM // 22:22
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#49
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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You didn't give me the mesmer skill bar and the other skill bars, how the fk'ing hell should I know?
Quote:
I think the choise is pretty obvious.
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Then you my friend, are a moron.
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Feb 01, 2008, 08:45 AM // 08:45
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#50
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Academy Page
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nice joke ..
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Feb 05, 2008, 10:56 PM // 22:56
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#51
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Academy Page
Join Date: Jan 2007
Location: london
Guild: History Repeats Itself [Cry]/Get Pooped[NJoY]
Profession: Mo/
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"Fear Me!" wasn't the real problem with zergway, it was the ridiculous paragon backline. However fixing that would involve the paragon being reworked, or at least a large proportion of their skills and we know that's not going to happen, so nerfing "Fear Me!" works as a quick fix.
Aura of stability can still be kept up constantly and is therfore in my mind still overpowered, it is just limited to the protmonk as oposed to everyone. Making it a 3/4 sec cast would technically make it more balanced but would also remove its one use that requires skill, preprotting before imminent knock-downs. I would propose a cap on the number of knock-downs it prevents.
Finally compared with balanced builds hexway is much easier to play in my experience.
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