Jan 16, 2008, 03:06 PM // 15:06
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#481
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Jungle Guide
Join Date: Feb 2006
Location: London
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Quote:
Originally Posted by ensoriki
While thats true, having it 1/4 cast and taking it relieves the amount of pressure your taking. A 1/4 cast heal also does not reduce your momentum as much as the 2 second cast of Healing Signet would.
If anything additional was to happen to Lions comfort other than perhaps 1/4 cast it would be reducing the adrenaline cost to 3 or 4.
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Adrenaline based self heals for a warrior in GvG are bad. As I said earlier, and many others have, in most cases where you want it you won't have it. Tying the ability to heal yourself to being constantly in a position to be hitting something is exactly what you don't want from a self heal in split situations. If you know you're most likely going to be at the stand most of the game then don't bother at all with any self heal as you'll be better off putting back your dchop, shock, rend or whatever it was you had to drop to put the heal on your bar in the first place.
Instead of doing something dumb like changing the cast time on lions comfort which wouldn't get used anyway, if you want to improve self heals you're much better off improving a self heal that might get put on a bar, like reducing the recharge on Heal sig to 1 sec. Or just use nat healing.
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Jan 16, 2008, 03:26 PM // 15:26
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#482
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Furnace Stoker
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Having to solve 5 complex algebraic equations by typing during a battle to heal would be better than taking Lion's Comfort.
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Jan 16, 2008, 04:01 PM // 16:01
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#483
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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 DarkNecrid
Having to solve 5 complex algebraic equations by typing during a battle to heal would be better than taking Lion's Comfort.
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I would never die
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Jan 16, 2008, 05:12 PM // 17:12
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#484
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Krytan Explorer
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Quote:
Originally Posted by Winstar
Adrenaline based self heals for a warrior in GvG are bad.
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In other words, Lion's Comfort is a skill that will never see play in GvG. Or any type of PvP. However, I can see it having an use for PvE. But for that it doesn't need to change much. So basically there is no point in buffing it.
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Jan 16, 2008, 05:18 PM // 17:18
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#485
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Wilds Pathfinder
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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Since the metagame has mostly been emphasising warrior damage over survival, bringing any kind of self heal outside of a split is self gimpage as a warrior. If anything natural healing, is your best bet.
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Jan 16, 2008, 05:50 PM // 17:50
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#486
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Frost Gate Guardian
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Natural Healing is pretty good, and it means you can take Rending Touch, which is a good skill, but it's hard to get away from a 6s KD with Bulls + Shock. Plus, it's an energy heal, so that means less Rending/Frenzy.
If anything, I think Healsig needs some love. I mean, really, it's interrupt bait, it halves your armor, and the heal is good, but it's not anything to write home about. In a gank situation, it isn't terrible, and it's a hell of a lot better than nothing, but things have changed since Prophecies. A skill that could potentially be useful no longer needs half a dozen drawbacks to go with it.
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Jan 16, 2008, 09:20 PM // 21:20
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#487
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by Winstar
if you want to improve self heals you're much better off improving a self heal that might get put on a bar, like reducing the recharge on Heal sig to 1 sec. Or just use nat healing.
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Mmmm fair enough.
Anyways to a change of subject.
I think it be nice if beast mastery got more light.
Not to say that it should be a full independent attribute.
Although maybe the answer wouldn't be to buff beast mastery.
But to change pet mechanics.
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Jan 16, 2008, 09:42 PM // 21:42
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#488
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Krytan Explorer
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Quote:
Originally Posted by ensoriki
I think it be nice if beast mastery got more light.
Not to say that it should be a full independent attribute.
Although maybe the answer wouldn't be to buff beast mastery.
But to change pet mechanics.
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Pets are dangerous tools, when they actually happen to hit the target you want at the time you want. However, getting them to do that isn't possible at the moment. However, if you do make it possible, pets get overpowered. Best stay away from changing pets/beast mastery I think.
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Jan 16, 2008, 09:45 PM // 21:45
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#489
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Desert Nomad
Join Date: May 2006
Profession: N/
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Magebane Shot:
5 Energy, .5 Cast, 10 Second Recharge
Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for additional 10 seconds, and Magebane Shot recharges 5 Seconds Faster. This attack cannot be blocked.
Loses some spamminess. Rewards for the skilled!
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Jan 16, 2008, 09:50 PM // 21:50
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#490
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Forge Runner
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Magebane does need a nerf. But, even tough we all agreed no more d-shot crying, dshot will simply become better... Ok, is it really worth the "elite" status to make an attack unblockable? The ONLY blocks that will really hurt you are going to be enchantments. (And Weapon of Warding, but that's just WoW that needs a nerf) Enchants can easily be stripped, and there is enough skills that make your dshot unblockable
It's hard to balance out Magebane, with d-shot around which deserves the Elite Status...
THink about it, making it 10 recharge, difference between D-shot and Magebane would be: Dshot disables for TWICE AS LONG, but is blockable. And Imo, disabling for an additional 10 seconds hurts just as bad as the unblockable status...
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Jan 16, 2008, 09:51 PM // 21:51
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#491
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by DutchSmurf
Pets are dangerous tools, when they actually happen to hit the target you want at the time you want. However, getting them to do that isn't possible at the moment. However, if you do make it possible, pets get overpowered. Best stay away from changing pets/beast mastery I think.
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Maybe... maybe not =P
But balancing something on that it doesn't work properly is silly.
I think it be better to change pet AI/response so that it works precisely like a player, and then if it does get to strong, a few nerfs can happen to bring it to proper size.
Another opinion would be welcome though.
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Jan 16, 2008, 09:56 PM // 21:56
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#492
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Forge Runner
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Pet's aren't ever going to be overpowered rly. Problem right now is that BM is getting abused too much on thumper bars. Yeah, I catch your drift, so many useless skills in there, but if you start buffing them, it will simply end up in a 1-2-3-4-5-6 bar. First fix thumpers (Nerf bat them again, they still are to strong for the skill needed to run them), then buff BM. I would love to see a balanced with 1-2 BM based builds, in which Pets play an active roll, not just the "tumor" that helps you with dazed and activate RaO...
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Jan 16, 2008, 10:10 PM // 22:10
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#493
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by DutchSmurf
Pets are dangerous tools, when they actually happen to hit the target you want at the time you want. However, getting them to do that isn't possible at the moment. However, if you do make it possible, pets get overpowered. Best stay away from changing pets/beast mastery I think.
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The only thing I don't like about pets is they get 80AL with no armor. It should be 60AL.
Change it from AL = Level × 3 + 20 to something like AL = Level × 2 + 20
Last edited by erk; Jan 17, 2008 at 12:03 AM // 00:03..
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Jan 16, 2008, 11:54 PM // 23:54
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#494
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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Quote:
Magebane Shot:
5 Energy, .5 Cast, 10 Second Recharge
Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for additional 10 seconds, and Magebane Shot recharges 5 Seconds Faster. This attack cannot be blocked.
Loses some spamminess. Rewards for the skilled!
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instead of that, make it this:
Magebane Shot:
5 Energy, .5 Cast, 5 Second Recharge
Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for additional 10 seconds. If this attack does not interrupt a Skill, it takes an additional 5 seconds recharge. This attack cannot be blocked.
this is now possible in a game mechanic perspective.
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Jan 17, 2008, 01:32 AM // 01:32
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#495
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Ascalonian Squire
Join Date: Jun 2007
Guild: You Failed [uF]
Profession: W/
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here are some of my thoughts.
1. Rt : Ancestor,Splinter ( warmonger? )
2. Dervish : Pious Haste - make it 25 % faster or increase recharge time/duration without any points in it. Dont like the dervish cause hes good only for running flag,spiking and farming npc in vod.
3. Paragon - the energy managment is still too good and mending refrain should end after some time. There is still something wrong about this character.
4. Monk : Aegis - decrease duration to 6 seconds. decrease recharge.
5. Elementalist - Bring back good old ether prodigy ^^ ( just my wish )
6. Assassin - Need some buffs to survive, so it can be used not only with 2 clumsines spamers.
I would appreciate some buffs on non used skills. So ppl would at least think about trying something new.
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Jan 17, 2008, 01:37 AM // 01:37
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#496
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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 moriz
this is now possible in a game mechanic perspective.
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Interruption is determined when the shot hits.
Recharge time is determined when the shot fires.
No skill extends or reduces the recharge time of a skill that is already recharging, they either recharge it instantly or cause a flat disable.
The problem with Magebane Shot, or any elite interrupt, is that in order for it to be worthwhile, it has to be able to make the best interrupting class in the game even better at interrupting without being broken. Savage/Dshot have set the bar for interrupt capacity for a really long time, and I think we've had enough power creep.
If it has a drawback that can be controlled via skillful use (see: Frenzy, PD), then fine.
Quote:
mending refrain should end after some time
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Unremovable buffs with no drawback that last forever = Worst idea ever.
Paragons maintain the same problem they've always had: There isn't really much you can do about them, and a large amount of their utility operates via spam. They're passive play at its worst.
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Jan 17, 2008, 03:27 AM // 03:27
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#497
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Desert Nomad
Join Date: Nov 2005
Location: US
Profession: R/Mo
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Quote:
Recharge time is determined when the shot fires.
No skill extends or reduces the recharge time of a skill that is already recharging, they either recharge it instantly or cause a flat disable.
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The old prebuff Auspicious Incantation actually did that.
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Jan 17, 2008, 03:34 AM // 03:34
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#498
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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 Seef II
The old prebuff Auspicious Incantation actually did that.
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Quote:
For 20 seconds, the next Spell you use is disabled for an additional 30 seconds and you gain Energy equal to 110...182% of that spell's Energy cost. The recharge for Auspicious Incantation is reset, and it has an additional recharge time equal to that Spell's Energy cost.
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Well, then again, you could just say it's disabled for 10 seconds if it fails to interrupt, that would be pretty close.
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Jan 17, 2008, 05:27 PM // 17:27
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#499
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Re:tired
Join Date: Nov 2005
Profession: W/
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Please do not turn this into a PvE/PvP debate.
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Jan 17, 2008, 07:26 PM // 19:26
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#500
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ǝuoʞoɯ
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also, closing as always as the balance is here.
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