Jan 18, 2008, 09:15 AM // 09:15
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#141
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Wilds Pathfinder
Join Date: Oct 2006
Location: In world with nothing to do except poker
Profession: W/Rt
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Quote:
Originally Posted by DarkNecrid
You have the wrong guy.
Andrew cares, I can guarentee that. But its not his fault if the messages he sent get ignored. Don't shoot the messenger.
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And if you would read my message, you would notice that it is a message FOR ANet. Its not an attack against Andrew, because he does care, and yes, its not his fault that the company fails in terms of balancing PvP, in cashmaking I can't tell, but thats where they are doing ok maybe.
EDIT: And you could ofcourse be realistic and notice that after every balance update Andrew is here to say "We listen you, so tell us what we need to do" but then again, they won't do it.
Last edited by Zabe; Jan 18, 2008 at 09:18 AM // 09:18..
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Jan 18, 2008, 09:39 AM // 09:39
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#142
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Wilds Pathfinder
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Quote:
Originally Posted by pygar
(I saw a GvG team a few weeks ago that was almost entirely Necros, they were handing ppl their asses, worst one-sided wins I have seen in GvG)
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wow they must have been playing against some terrible teams. Your post really shows how much you know about gvg. Seriously, ranger is one of the best classes for pvp, and d-shot IS overpowered, not that I complain lol, I love it.
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Jan 18, 2008, 09:43 AM // 09:43
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#143
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Reading the Gaile notes was pretty funny.
Layman's translation:
Augury is too good, so let's buff some random skill and leave Augury too good.
Buff "Coward" for Warrior splits, nevermind the fact that 4 adrenaline takes a lifetime to build when all you see is "block" above your head whenever you attack. And there's this skill called "Shock," and it's not an elite... check it out!
Buff YAA for Warrior splits, nevermind that Mending Touch still has a lower recharge.
Quote:
Sight Beyond Sight's duration came up slightly, further rewarding this skill choice on Ritualist builds that include melee attacks.
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Yeah, because serious playaz run a 60AL melee class, fo sho.
Quote:
the lower Energy cost for "Fall Back!" will make it a more viable choice for split tactics in GvG.
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Eh, outside of Bloodspike, which is already stupid as hell and cannot split, who really has room for this skill?
Screw this. I have a headache and I need to go to work. And they didn't even buff Dwarven Battle Stance. Every bad skill update should include a DBS buff. Sigh...
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Jan 18, 2008, 10:27 AM // 10:27
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#144
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Lion's Arch Merchant
Join Date: Nov 2005
Location: Barbie's Motorhome
Guild: The Biggyverse [PLEB]
Profession: Me/
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I don't think the balance is a total failure. Sure, some stupid stuff got buffed, but the changes to Magebane and HEV seem right. The VoD change remains to be seen, but if it means you don't HAVE to bring splinter and ancestors then its good.
It looks like the BSurger could become obsolete with the buff to sight beyond sight (which is 12 secs 15 recharge with 0 spec iirc).
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Jan 18, 2008, 11:03 AM // 11:03
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#145
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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Kind of amusing to read through this topic. I stopped after 2 pages cause i think i know what the rest looks like. lots of QQ and whine whine.
Im pretty happy with the update, although im not sure if that VoD change was needed, games have to end you know...
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Jan 18, 2008, 11:09 AM // 11:09
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#146
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Ascalonian Squire
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the problem is vod had/has gotten to the point where it is no longer how the game ends, but how it starts.
that is not good.
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Jan 18, 2008, 11:26 AM // 11:26
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#147
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Academy Page
Join Date: Jun 2007
Profession: Rt/R
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unlike most of gw community here, i like this update
no skill balance satisfy everyone for sure
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Jan 18, 2008, 11:28 AM // 11:28
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#148
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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imo gg, sight beond sight D/Rit and take lyssa, more dmg vs casters ect and STILL cant be blind
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Jan 18, 2008, 11:31 AM // 11:31
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#149
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Lamers ultimate Majority
Profession: Mo/
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Quote:
Originally Posted by Andrew Patrick
Please post specific skills you feel still need to be looked at so I can forward it to the design team on Monday. As the update said, we are going to make more adjustments as needed, so please provide detailed feedback so I can pass it on.
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3 Skills need major nerf or fix.
Ancestors Rage
Splinter Weapon
Glyph of Lesser Energy
The reason why blockway exists is GoLE. It's not overpowered skill if it worked the way I think it was made to work. But... You can spam fe. Aegis till you can get it thru (after enemy has no interrupts left or you get a fast cast or even double fast cast). So basicly you can keep up 50% chance to block with enemy having little to no chance of getting rid of it.
Ancestors Rage and Splinter weapon indeed are carried for VoD rapeage and seriously way overpowered.
After these skills are fixed, you should look into other skills. Other fixes really doesn't matter as long as these skills are untouched.
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Jan 18, 2008, 12:02 PM // 12:02
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#150
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by DarkNecrid
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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Ah mesmers don't naturally havewards but they take em from eles some times don't they?
If its good, and a mesmer can prosper from it, they'll take it.
So if you buff sin utility and just nerf most of their damage, a mesmer will take it.
Quote:
Everything about this buff is random. There's no sense to it.
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Random buff's have done things to the game before, doubt these will, but they have in the past,
Quote:
Scorpion wire is now just plain stupidly good. It does for movement control what Augury of Death does for killing people, with even less conditions to be met. This skill makes it impossible for a character to kite away from you. It's only a matter of time before this becomes stupidly broken and rapes the meta for a while.
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This skill needs a tweak.
It's not impossible to kite, If you kite within the aggro circle of a sin, your fine.
If you try to break away then you get problems.
Quote:
Caltrops will also never be cripshot. Why the hell are they even trying to go that route?
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I highly doubt their trying to make it cripshot. It appears to be just a buff to a crappy utility skill so that its usable. Don't see a problem with that.
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Jan 18, 2008, 12:03 PM // 12:03
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#151
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by deya
The reason why blockway exists is GoLE. It's not overpowered skill if it worked the way I think it was made to work. But... You can spam fe. Aegis till you can get it thru (after enemy has no interrupts left or you get a fast cast or even double fast cast). So basicly you can keep up 50% chance to block with enemy having little to no chance of getting rid of it.
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I don't get your point about GLoE and Aegis.
So with GoLE the Aegis ends up costing you 5 energy every 30sec. rather than 10. Big deal, unless you use GLoE for something else that costs >=10 straight after the Aegis, then it's probably not worth wasting the Monk skill slot on it.
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Jan 18, 2008, 01:08 PM // 13:08
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#152
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Krytan Explorer
Join Date: Jun 2006
Guild: I've had it with guilds.
Profession: E/Me
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Quote:
Originally Posted by ensoriki
I highly doubt their trying to make it cripshot. It appears to be just a buff to a crappy utility skill so that its usable. Don't see a problem with that.
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Quote:
Originally Posted by Anet
Caltrops needed to be more readily available to compete with other Cripple applications, so we brought the recharge down there as well.
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What other widely used "Cripple applications" are there? Unless barbed trap, hamstring, and leaping-mantis-sting all suddenly became crippling powerhouses, it sounds like they're deliberately trying to bring caltrops into competition with cripshot, which is absolutely laughable.
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Jan 18, 2008, 01:43 PM // 13:43
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#153
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Ascalonian Squire
Join Date: Jun 2006
Location: Finland
Guild: Les Rage Quit [Quit]
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Quote:
Originally Posted by erk
unless you use GLoE for something else that costs >=10 straight after the Aegis
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Who wouldn't do that?
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Jan 18, 2008, 01:44 PM // 13:44
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#154
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Forge Runner
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Quote:
Originally Posted by deya
The reason why blockway exists is GoLE. It's not overpowered skill if it worked the way I think it was made to work. But... You can spam fe. Aegis till you can get it thru (after enemy has no interrupts left or you get a fast cast or even double fast cast). So basicly you can keep up 50% chance to block with enemy having little to no chance of getting rid of it.
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No, the reason blockway exists is that defense isn't strong enough to counter massive pressure builds like 4-5 physicals, so the only way to deal with that kind of distributed damage is to run blockway. It's not GoLE's fault, in fact, I'd say that if you started nerfing defense more then blockway would become even worse, as it would be more needed.
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Jan 18, 2008, 01:46 PM // 13:46
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#155
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Lion's Arch Merchant
Join Date: Mar 2006
Location: The Netherlands
Guild: Lament of the Phoenix [LotP]
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This is just a very small skill update, I don't really like it.
Warmongers should be change indeed, but not like this, why not make it 15e 2sec cast 15-20 recharge?
Make chocking gas work on chants
Make migraine work on chants
Buff Visions of Regret
Make LoD 1 sec cast and 7 recharge
Crippling anguish could use a buff in recharge
Make Shattering Assault longer recharge
Just some examples of changes that could change HA (and maybe other PvP I don't know for sure).
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Jan 18, 2008, 02:45 PM // 14:45
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#156
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Krytan Explorer
Join Date: Jun 2007
Guild: Ray
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Quote:
Chilling Winds: increased duration to 30 seconds.
Elemental Flame: increased Burning duration to 3..5 seconds.
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Ok, we understand that you like hybrid eles, we admit that they can be interesting, however this still aint gonna make any of us consider using them, besides RA entertainment.
Quote:
Sight Beyond Sight: increased duration to 12..25 seconds
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Ok, we understand that you like melee rits, but really, this is stupid. Nobody is gonna run those, and there is no need for more melee options in the game. Actually, there are too many of them (for example RaO thumpers).
Quote:
"Coward!": decreased adrenaline cost to 4 strikes.
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Always liked that skill, hopefully it will see some use now (though I doubt it).
Quote:
Penetrating Attack/Sundering Attack: decreased activation time to 1 second.
Power Shot: decreased activation time to 1 second.
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What is that supposed to achieve? fail.
Quote:
Aura of Stability: decreased duration to 1..16 seconds.
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Needs more nerf. More activation time I guess. This was a bad idea for a skill anyway.
To sum things up, this update actually addressed a small part of the balance problems (hev, magebane) and left a lot of overpowers. Most of this update was very minor buffs to skills that epicly sucked. The catch is that those skills still suck, so what did we do?
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Jan 18, 2008, 02:51 PM // 14:51
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#157
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Krytan Explorer
Join Date: Jun 2006
Guild: I've had it with guilds.
Profession: E/Me
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Waste our time?
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Jan 18, 2008, 03:17 PM // 15:17
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#158
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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Quote:
Originally Posted by TheOneMephisto
Except these skills aren't trash outside of VoD, they're more like decent to good skills outside of VoD, and VoD just supercharges them.
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I never said they were trash out of VoD, I said they werent as overpowered.
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Jan 18, 2008, 03:18 PM // 15:18
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#159
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by TheOneMephisto
No, the reason blockway exists is that defense isn't strong enough to counter massive pressure builds like 4-5 physicals, so the only way to deal with that kind of distributed damage is to run blockway. It's not GoLE's fault, in fact, I'd say that if you started nerfing defense more then blockway would become even worse, as it would be more needed.
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Blockway would be considerably easier to counter if GoLE didn't function how it does.
Deya's point (which was missed by erk) is that GoLE effectively makes you immune to interrupts. Aegis (as the strongest example) is balanced by its long cast time, and position requirement. The skill description practically says "use interrupts to stop me" if you read between the lines. GoLE removes this clause by allowing you to cancel cast endlessly until you get your 20%+20% bonus or that pesky ranger is out of interrupts. This destroys the balance of Aegis, and makes it almost a given to bring on your backline.
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Jan 18, 2008, 03:24 PM // 15:24
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#160
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Forge Runner
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Quote:
Originally Posted by TheLordOfBlah
I never said they were trash out of VoD, I said they werent as overpowered.
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I must've misread your post. I know that you said something about trash outside of VoD, but looking back on it it seems more like you saying that they could've made them trash outside of VoD. My bad.
Quote:
Originally Posted by JR
Blockway would be considerably easier to counter if GoLE didn't function how it does.
Deya's point (which was missed by erk) is that GoLE effectively makes you immune to interrupts. Aegis (as the strongest example) is balanced by its long cast time, and position requirement. The skill description practically says "use interrupts to stop me" if you read between the lines. GoLE removes this clause by allowing you to cancel cast endlessly until you get your 20%+20% bonus or that pesky ranger is out of interrupts. This destroys the balance of Aegis, and makes it almost a given to bring on your backline.
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But if people stopped bringing Aegis because it is so easily counterable then I'm pretty sure that they'd be forced to bring another form of distributed block, as defense without a lot of passive block just isn't strong enough to keep yourself from dying 8v8.
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