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Old Jan 18, 2008, 12:53 AM // 00:53   #101
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Quote:
Originally Posted by hurric
Tell me how's running around in SF/echo have anything to do with being good/bad in the game. It serves absolutely no purpose other than go in with heros and hope other team resigns.
War Machine.

Quote:
Originally Posted by Moloch Vein
List of N skills I feel should be given some thought:

Price Of Failure - Function change to End On Miss, shorten recharge, lower cost, increase damage or cause Deep Wound

Reckless Haste - Function change to End On Miss, Knockdown or Deep Wound on end
Mmmm... I'd hate to see Necro versions of Clumsiness

EDIT: Yay I'm a Jungle Guide \o/ +epeen

Last edited by RhanoctJocosa; Jan 18, 2008 at 01:08 AM // 01:08..
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Old Jan 18, 2008, 12:55 AM // 00:55   #102
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Why do some people think that a conditional 2 second knockdown taking the elite slot of a paragon is going to be overpowered?
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Old Jan 18, 2008, 12:59 AM // 00:59   #103
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2 things I would like to see changed are Angorodon's Gaze to a 2s cast and changing to functionality of Augury of Death to "If target foe is below 50% health, you shadowstep to that foe and inflict a deepwound for x...y seconds".

The Angorodon's change should reflect the same treatment other boodspike skills recieved (And quite frankly a 1 second ranged life steal that costs 3 energy is pretty stupid).
Aurgury of Death is a problem because it allows you to precast a deepwound, resulting in an insta DW which can be combined with other nasty spike skills.
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Old Jan 18, 2008, 01:06 AM // 01:06   #104
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Quote:
Originally Posted by Robster Lobster
Why do some people think that a conditional 2 second knockdown taking the elite slot of a paragon is going to be overpowered?
I would have to agree with you here. KD's are a very powerful tool in this game but so is Cruel Spear.
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Old Jan 18, 2008, 01:13 AM // 01:13   #105
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Originally Posted by ensoriki
I'm not saying not nerf things.

But, if an assassin doesn't have reason to be played, why play him?
If the mesmer can utilize his utility better, no one is going to take that assassin.

You nerf this damage, across the board and put in this utility.
A lot of sin utility is currently spells, Mesmer's going to take that.
A mesmer isn't going to be doing the same utility an Assassin is.

Mesmers right now divert things and interrupt crap, and maybe put up wards.

Sins could do different things.
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Old Jan 18, 2008, 01:15 AM // 01:15   #106
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Quote:
Originally Posted by xDusT II
2 things I would like to see changed are Angorodon's Gaze to a 2s cast
The Blood line already has too many 2sec cast skills for easy interruption targets, to the point whereby it's been nerfed out of everything but the gimmick 8 Necro spike teams and a bit of RA/PvE. Don't spoil it any further please!
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Old Jan 18, 2008, 01:17 AM // 01:17   #107
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Gone are the days when sin bars only had 2-3 attack skills.
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Old Jan 18, 2008, 01:23 AM // 01:23   #108
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Quote:
Originally Posted by erk
The Blood line already has too many 2sec cast skills for easy interruption targets, to the point whereby it's been nerfed out of everything but the gimmick 8 Necro spike teams and a bit of RA/PvE. Don't spoil it any further please!
That's the whole problem, the bloodline has far too many stupid DD's that end up in spike builds. There's not enough reason to spec into blood because there's nothing you can really get out of it as a secondary attribute.

Angorodon's gaze is a really stupid spell. Lifesteal on it's own is a pretty ridiculous mechanic, a 1s cast ranged lifesteal that costs 3 energy is really too much, especially when it's that much harder to disrupt the spike.
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Old Jan 18, 2008, 01:27 AM // 01:27   #109
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So the solution to everything is to make the N profession even more unviable for high-level PvP.

I think we should first think how to actually make N at all attractive for a balanced team unless you're thinking about the taint bot.
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Old Jan 18, 2008, 01:35 AM // 01:35   #110
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Quote:
Originally Posted by Moloch Vein
So the solution to everything is to make the N profession even more unviable for high-level PvP.

I think we should first think how to actually make N at all attractive for a balanced team unless you're thinking about the taint bot.
Having the necro unused in high-level PvP is better than only having it viable in the role of a degenerative spike build that doesn't require any skill.
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Old Jan 18, 2008, 01:51 AM // 01:51   #111
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^ You are not disagreeing with me. Question, however, is if said "degenerative spike builds" are really strong enough to merit a nerf.
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Old Jan 18, 2008, 01:56 AM // 01:56   #112
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Quote:
Originally Posted by xDusT II
That's the whole problem, the bloodline has far too many stupid DD's that end up in spike builds. There's not enough reason to spec into blood because there's nothing you can really get out of it as a secondary attribute.

Angorodon's gaze is a really stupid spell. Lifesteal on it's own is a pretty ridiculous mechanic, a 1s cast ranged lifesteal that costs 3 energy is really too much, especially when it's that much harder to disrupt the spike.
Your math is wrong, you have to 2sec cast an easily interruptable blood drinker every 10sec to fuel that energy saving.

/EDIT
Mystic Regeneration still needs a nerf, make it only 2pips of heal per enchant until you put 12 into Earth Prayers, that way Earth Dervishes wont be bothered but Ele/D tanks etc. will take a hit.

Last edited by erk; Jan 18, 2008 at 06:43 AM // 06:43..
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Old Jan 18, 2008, 01:56 AM // 01:56   #113
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Necromancers used to be a decent tool in balanced builds (curses + OoB) in previous metagames. Times have changed. There are far more important things for Anet to focus on than Necromancers in PvP tbh.
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Old Jan 18, 2008, 01:56 AM // 01:56   #114
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Quote:
Why do some people think that a conditional 2 second knockdown taking the elite slot of a paragon is going to be overpowered?
You're talking about a character who doesn't need to do anything but stand in one spot, pick a target, and train them for hours to power out loads of party-buffing shouts and chants.

This is tantamount to putting gale back on warrior bars. "Coward!" is a ranged Bull's Strike

Remember when high-prot frenzysins sporting Coward were all the rage? Now it's buffed, has no attribute requirement, and you can punish everything from kiting monks, attacking warriors, and most importantly ENEMY FLAG RUNNERS.

The shout comes down instantaneously, and requires only that the target be moving. Keep attacking, and it will be recharged again in no time.

This is pure RED ENGINE GO RED ENGINE GO RED ENGINE high-octane fuel.

You trade the addition of Cruel Spear on a spike for a nigh-spammable knockdown. I'll take that any day.
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Old Jan 18, 2008, 02:00 AM // 02:00   #115
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It's an OK skill balance change but when there's one change in 2 months I expect more.

That being said, EVERY SKILL UPDATE THAT DOESNT GIVE ME NEW BUILD TO PLAY WITH is horrible.

I remember the old days of GW, when skill update would bring some useless skills to play which enabled me to play a whole new interesting build, a whole new class or something along those lines.

Nowdays, it's just meh.
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Old Jan 18, 2008, 02:03 AM // 02:03   #116
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Tell me why "You're all alone" needed a buff.

Oh, and my thought was that skill balances were designed to better the game. If they don't wish to make N viable why touch it at all. It isn't viable now.
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Old Jan 18, 2008, 02:20 AM // 02:20   #117
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Overall, I'm disappointed. Only a few of the needed nerfs were actually delivered, and while I'm a fan of buffing useless skills, random number changes don't really help: if the concept of a skill doesn't work, whether it be that the idea of the skill is useless or that the ability is so powerful that putting any usable numbers to it would make it broken, the skill needs to be reworked, not introduced to a random number generator.

I do really like the idea of the VoD change. I was going to suggest something similar, but hadn't thought of a good way to do it.

Now, the party healing deal... I looked at DH/HD and said to myself "Still a 2s cast, and it's on a 30s recharge, but that's a lot of health... It shouldn't be too much to ask to have a SoC up every 30 seconds". Then I grabbed my calculator. This is what I got:

234 health(14 Heal) / 30s recharge = 8.1 health per second -> 4 pips of regen

Now, it's a duplicate, so we can double it, and congratulations, we've just invented an echo mending for your party.

Now, maybe it's just that the numbers are deceiving when you look at them that way. I hope so. We'll have to see how they work out. I can't imagine it's going to be phenomenal, though.
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Old Jan 18, 2008, 02:24 AM // 02:24   #118
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Shadow Form --> Lose all enchantments.
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Old Jan 18, 2008, 02:24 AM // 02:24   #119
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the problem with BIG heals and LONG recharges is, you dont have it when you need it, more often than not it would be a huge over heal, and a waste of energy. Would rather slot a 15 energy heal party which does less, but is available more often.
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Old Jan 18, 2008, 02:25 AM // 02:25   #120
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Quote:
Originally Posted by Moloch Vein
Tell me why "You're all alone" needed a buff.

Oh, and my thought was that skill balances were designed to better the game. If they don't wish to make N viable why touch it at all. It isn't viable now.
It's far too hard to achieve anything on splits anymore. YAA used to be a great split character. Izzy (at least my guess is) wanted to buff it to try create more split templates to encourage people to stop playing 8v8 till VoD and just spiking shit to win. Thing is, it's more the abundance of Mending Touch (amongst other things) than the skill itself that's keeping it from GvG.
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