Dec 24, 2007, 12:55 PM // 12:55
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#161
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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Ancestor's rage at 10e would still be worth it and would require a little more management, I like.
Fear got tripple nerfed in your version, and TBH I'm not a fan of 4 sec recahrges. raised cost and target foe only, I'm ok with that, but those timers just don't make it.
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Dec 24, 2007, 08:08 PM // 20:08
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#162
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Would there be anything wrong with Distracting Blow being Unblockable.
Going into detail why doesn't seem to push things in my favor so I'll
just say It would be useful.
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Dec 24, 2007, 08:54 PM // 20:54
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#163
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Wild Blow- melee attack- 5e 6r: If this attack hits, any stance being used by your target ends. Wild Blow cannot be blocked. (50% chance of failure with Strength of 4 or less)
It just sucks that one of the most useful Warrior utility skills can't even be used by a Warrior. Lose the guaranteed crit, make it unabuseable by non-warriors, and lose the adrenaline sac.
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Dec 24, 2007, 11:32 PM // 23:32
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#164
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Wilds Pathfinder
Join Date: Sep 2007
Profession: W/E
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Quote:
Originally Posted by kvndoom
Wild Blow- melee attack- 5e 6r: If this attack hits, any stance being used by your target ends. Wild Blow cannot be blocked. (50% chance of failure with Strength of 4 or less)
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hmm, that sounds scary to me. The warrior's bars are good enough w/o such skill.
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Dec 24, 2007, 11:55 PM // 23:55
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#165
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Frost Gate Guardian
Join Date: Aug 2006
Guild: Wasted Days [wD]
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Make Heal Sig More Usable Woooooooooooooooo
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Dec 25, 2007, 03:56 AM // 03:56
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#166
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Lion's Arch Merchant
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Quote:
Originally Posted by Rohizzle
Make Heal Sig More Usable Woooooooooooooooo
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Great start tbh...
Anyway, how can we buff Healing Signet, and other stuff (Like troll unguent) without making they overpowered.
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Dec 25, 2007, 07:36 AM // 07:36
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#167
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The Cheese Stands Alone
Join Date: Dec 2005
Location: A Chair
Guild: Delta Formation [DF]
Profession: R/
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Barbed arrows should really lose the "easily interrupted" clause.
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Dec 25, 2007, 08:46 PM // 20:46
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#168
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by Llint
Anyway, how can we buff Healing Signet, and other stuff (Like troll unguent) without making they overpowered.
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Reduce heal, 1-second cast. However, as has been pointed out, that's not really going to keep you from getting shitcanned in the enemy base.
As bad as Troll is, I don't think it's in need of a buff simply because Rangers are already packed with survivability from Natural Stride and Mending Touch already.
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Dec 25, 2007, 10:48 PM // 22:48
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#169
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Wilds Pathfinder
Join Date: Jul 2007
Profession: N/
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Quote:
Originally Posted by Yue
Barbed arrows should really lose the "easily interrupted" clause.
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yes, and troll ungeunt shouldn't have 3 sec cast time, its ridicilous...
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Dec 25, 2007, 11:22 PM // 23:22
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#170
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Krytan Explorer
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Dec 26, 2007, 12:28 AM // 00:28
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#171
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Its getting old, but get rid of Barbed Arrow's easily interrupted clause, nerf Hex Eater and Ancestors Rage.
Im not quite on board with the Magebane haters. Magebane is definitely not in the same degenerate category as, say, Augury of Death & co. Ranger interrupts, very much including Magebane Shot, are the stuff that kills the degenerate stuff, and Im very much inclined to let them continue to do so. If that allows a few fools to achieve sporadic effectiveness through spam, so be it. Skilled players will make better, more consistent use of it.
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Dec 26, 2007, 12:46 AM // 00:46
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#172
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Forge Runner
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Quote:
Originally Posted by Neo-LD
Im not quite on board with the Magebane haters. Magebane is definitely not in the same degenerate category as, say, Augury of Death & co. Ranger interrupts, very much including Magebane Shot, are the stuff that kills the degenerate stuff, and Im very much inclined to let them continue to do so. If that allows a few fools to achieve sporadic effectiveness through spam, so be it. Skilled players will make better, more consistent use of it.
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That's why I think that magebane's stats should just be changed to 10r with a 20 sec disable, making it even better for good players but unable to be spammed and (as) easily used by bad players.
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Dec 26, 2007, 01:07 AM // 01:07
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#173
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Jungle Guide
Join Date: Jan 2007
Guild: The Elite Lords of Chaos [LoC]
Profession: R/
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Quote:
Originally Posted by TheOneMephisto
That's why I think that magebane's stats should just be changed to 10r with a 20 sec disable, making it even better for good players but unable to be spammed and (as) easily used by bad players.
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That's just an elite Distracting Shot with unblockable though...
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Dec 26, 2007, 01:08 AM // 01:08
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#174
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Frost Gate Guardian
Join Date: Aug 2006
Guild: Wasted Days [wD]
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Take off the -40 armor from Heal Sig imo
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Dec 26, 2007, 01:42 AM // 01:42
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#175
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Forge Runner
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Quote:
Originally Posted by I Phoenix I
That's just an elite Distracting Shot with unblockable though...
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Are you complaining? I'd say that dshot is already probably on elite-level, and having two dshots on one bar is already really powerful and easily worth your elite slot (the only reason it doesn't see GvG play is because cripshots movement control is just SO good).
As someone said before, anything better than dshot is probably going to be too powerful just b/c of how powerful dshot is.
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Dec 26, 2007, 03:05 AM // 03:05
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#176
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Ascalonian Squire
Join Date: May 2005
Guild: Tactical Maneuver [Go]
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Quote:
Originally Posted by TheOneMephisto
Are you complaining? I'd say that dshot is already probably on elite-level, and having two dshots on one bar is already really powerful and easily worth your elite slot (the only reason it doesn't see GvG play is because cripshots movement control is just SO good).
As someone said before, anything better than dshot is probably going to be too powerful just b/c of how powerful dshot is.
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If that change is made, if magebane shot continues to be run it will replace dshot on the bar and not savage.
Rangers want a spammable and disposable interrupt for predicting the use of skills while not sacrificing their ability to have a stronger interrupt (dshot) against spells they can get reflex (1s + casts).
On the other hand, if that change is made, magebane will essentially be dshot but unblockable, making it much less attractive vs cripshot which has tremendous utility in the current meta.
Right now Magebane is replacing savage and it being elite is warranted by the fact that its
1)unblockable
2)5e instead of 10e(savage)
3)Spell disable not skill disable(dshot)
I don't think magebane needs a nerf but if one were to happen, I believe the best one would be adjust energy cost from 5e to 10e.
And yes, agree with Yue that barbed arrows should've had that easily interrupted clause removed for a long time now. The reason it hasn't is because Izzy does not want rangers to have easy access to bleeding; which is ridiculous considering how powerful and prolific condition removal has become.
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Dec 26, 2007, 03:28 AM // 03:28
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#177
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by Jaen
If that change is made, if magebane shot continues to be run it will replace dshot on the bar and not savage.
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D-shot should not be a candidate for replacement, ever, it's one of the best skills in the game and is more of an elite than any other Ranger elites are.
The problem as I see it (I think I've said this before) is that Rangers already have godly interrupt capacity, they don't need to be made better at it. It would be like giving Mesmers an elite 5/1/8 Diversion that "only" causes 30 second disable and "only" on spells.
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Dec 26, 2007, 03:40 AM // 03:40
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#178
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Forge Runner
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Quote:
Originally Posted by Jaen
If that change is made, if magebane shot continues to be run it will replace dshot on the bar and not savage.
Rangers want a spammable and disposable interrupt for predicting the use of skills while not sacrificing their ability to have a stronger interrupt (dshot) against spells they can get reflex (1s + casts).
On the other hand, if that change is made, magebane will essentially be dshot but unblockable, making it much less attractive vs cripshot which has tremendous utility in the current meta.
Right now Magebane is replacing savage and it being elite is warranted by the fact that its
1)unblockable
2)5e instead of 10e(savage)
3)Spell disable not skill disable(dshot)
I don't think magebane needs a nerf but if one were to happen, I believe the best one would be adjust energy cost from 5e to 10e.
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No. Having 2 dshots on a bar is already so powerful that giving up savage would definitely be worth it, and having one of the dshots being able to hit through stuff like aegis, guardian, WoW, and shields up is just extra icing on the cake. Of course, people probably wouldn't drop savage either, they'd just drop their elite (as they have to) and not use anything else, it's not as if the standard ranger template needs anything else to be effective. Then they basically become this interrupting machine, throwing out dshots pretty much at will while still retaining savage spamming for random stuff and poison spreading.
I fail to see how this would be weak in any way, and I suspect that even this weakened version of magebane might be too powerful (at least in TA) just because how powerful having 2 dshots on a bar is.
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Dec 26, 2007, 04:07 AM // 04:07
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#179
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Krytan Explorer
Join Date: Sep 2006
Guild: Rise From the Ashes [phnx]
Profession: W/
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Quote:
Originally Posted by ensoriki
Would there be anything wrong with Distracting Blow being Unblockable.
Going into detail why doesn't seem to push things in my favor so I'll
just say It would be useful.
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I agree 100% on this. It's an attack meant to distract, not to deal damage, so why should blocking affect it at all? If they block it, the distraction obviously worked! Makes no sense.
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Dec 26, 2007, 04:10 AM // 04:10
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#180
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Ascalonian Squire
Join Date: May 2005
Guild: Tactical Maneuver [Go]
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Quote:
Originally Posted by TheOneMephisto
No. Having 2 dshots on a bar is already so powerful that giving up savage would definitely be worth it, and having one of the dshots being able to hit through stuff like aegis, guardian, WoW, and shields up is just extra icing on the cake. Of course, people probably wouldn't drop savage either, they'd just drop their elite (as they have to) and not use anything else, it's not as if the standard ranger template needs anything else to be effective. Then they basically become this interrupting machine, throwing out dshots pretty much at will while still retaining savage spamming for random stuff and poison spreading.
I fail to see how this would be weak in any way, and I suspect that even this weakened version of magebane might be too powerful (at least in TA) just because how powerful having 2 dshots on a bar is.
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Split scrim much? Like morale boosts at all? Like punishing opposing teams for retreating?
Dshot + Magebane + non-elite interrupt bar?
Good luck trying to anticipate 3/4s casts with 2 10s interrupts.
EDIT: non-interrupt elite -> non-elite interrupt. Should make sense now.
Last edited by Jaen; Dec 26, 2007 at 04:36 AM // 04:36..
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