Nov 11, 2007, 04:11 AM // 04:11
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#61
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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LoD healed who needed it with the <80%. That allowed it a 1 cast time as a balance. I can spam heal party all day just to top people off but the amount actually healed is very very low.
In any case its gone and dead so move on. I could care less if its gone. Lots of choices for monks now. More than we've ever had before.
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Nov 11, 2007, 04:21 AM // 04:21
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#62
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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A shit-ton less choices for runner though.
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Nov 11, 2007, 08:35 PM // 20:35
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#63
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Ascalonian Squire
Join Date: Sep 2007
Guild: Pimpin Krickitz [pk]
Profession: Mo/
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With the recent changes, is the 2 sin gank going to become even more popular as some guilds start to bring E Prod + Heal Party Flag Runners?
Also, without a party heal to mop of the party damage. Will condition and hex pressure be a more popular build?
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Nov 11, 2007, 08:54 PM // 20:54
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#64
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Krytan Explorer
Join Date: Nov 2006
Guild: Xxx The Final Thrust Xxx[RIP]
Profession: P/A
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Quote:
Originally Posted by Anata
With the recent changes, is the 2 sin gank going to become even more popular as some guilds start to bring E Prod + Heal Party Flag Runners?
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The most problematic change I have found with sin split is that their monk runner just got a lot stronger if he runs WoH. But if you actually run an eprod heal party and expect him in any fashion to "deal with" the sins, yeah you will probably get him dped out.
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Nov 11, 2007, 09:19 PM // 21:19
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#65
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Forge Runner
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Quote:
Originally Posted by twicky_kid
The <80% clause is what made it so efficient. It never over healed.
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People spammed LoD on recharge in a 40/40 set. If anything the 80% clause made it less effective because you couldn't top off bars in the process.
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Nov 11, 2007, 10:59 PM // 22:59
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#66
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Krytan Explorer
Join Date: Jun 2006
Guild: I've had it with guilds.
Profession: E/Me
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Nerfing LoD did not create more diversity in terms of monks.
Where you once saw LoD, now you see WoH monks.
If anything, it actually created LESS diversity in terms of runner builds, because now your Runner is burdened with being the party-heal mule. This creates less room on runner bars; this update screwed over runners in a big way. In the previous metagame, they were very useful support characters: now they're little more than Heal Party mules.
The role of a runner was already not as fun to play as other professions, but it was important nonetheless. While still important, they have made the runner character less fun to play.
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Nov 12, 2007, 04:03 AM // 04:03
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#67
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Quote:
Originally Posted by Captain Robo
If anything, it actually created LESS diversity in terms of runner builds, because now your Runner is burdened with being the party-heal mule.
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Diversity isn't interesting, it's a nice bonus to good competitive play at best. Characters who have to make a number of strategic decisions throughout a battle are interesting. Heal party flaggers are fine, just for the love of god, assassins are what needs to be toned down. They've been making balancing mechanics, skills, and characters problematic in every pvp format since they've had instagib and shadowstep capabilities.
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Nov 12, 2007, 10:02 AM // 10:02
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#68
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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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I don't see what's wrong behind "the 80% clause is what made it efficient, it never overhealed"... anyone please explain me.
It made LoD easy to use even by noob monks, I guess thats not a bad thing.
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Nov 12, 2007, 11:25 AM // 11:25
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#69
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Quote:
Originally Posted by Turbobusa
I don't see what's wrong behind "the 80% clause is what made it efficient, it never overhealed"... anyone please explain me.
It made LoD easy to use even by noob monks, I guess thats not a bad thing.
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Cause the 80% clause do not prevent from casting LoD if people are above 80%. In short, nub monks would loose the benefits of LoD by casting it when above 80%. Thus, saying the 80% clause it what made LoD efficient is completely erh... retarded? Stupid? No, I don't want to flame Twicky Kid more he is already, just say... unaccurate.
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Nov 12, 2007, 12:04 PM // 12:04
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#70
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Quote:
Originally Posted by Turbobusa
I don't see what's wrong behind "the 80% clause is what made it efficient, it never overhealed"... anyone please explain me.
It made LoD easy to use even by noob monks, I guess thats not a bad thing.
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Nothing in LoD changes the way it works depending on how many allies you heal. You always heal the same, the cost is always 5e and the recharge is always the same. If the skill had the description "Additionally, you lose 1 energy for every 2 allies you heal", THEN the 80% clause made a difference. Then it would've meants that if there was no 80% clause, you'd always lose an additional 4 energy for healing your whole party, instead of only losing energy for healing the ones that needed healing. However, there is no such clause: No matter how many allies you heal, you always pay the same amount of energy. So overhealing was never a problem, since you still only pay 5 energy to heal the rest of the party.
This is not a case of elitism. It's a case of Twicky kid being dumb. I'm not trying to be rude, but there is simply so many proof on Glad's arena, you can easily find out it's true. It's the same as putting a black murderer in jail: You aren't being racist, you're putting a murderer in jail.
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Nov 12, 2007, 06:28 PM // 18:28
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#71
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ǝuoʞoɯ
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i know this topic is already dumb and all but .. keep the flaming and idiocy out, no need to decrease the average IQ around here even more.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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Nov 12, 2007, 08:35 PM // 20:35
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#72
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Krytan Explorer
Join Date: Jun 2006
Guild: I've had it with guilds.
Profession: E/Me
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I see the public beating hasn't gone out of style. There really is no need for any of this. If he's wrong, just calmly explain how to correct the issue, then move on...
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Nov 12, 2007, 11:26 PM // 23:26
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#73
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by Turbobusa
I don't see what's wrong behind "the 80% clause is what made it efficient, it never overhealed"... anyone please explain me.
It made LoD easy to use even by noob monks, I guess thats not a bad thing.
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Over healing is when you cast the skill and the bars no longer move up because they are as high as they can go in the given circumstances. If their is a limit to how high the bar can go, eg. the old no heal when above 80% LoD limit, or just a deep wound at the time, then trying to heal above that is over healing, all you are doing is expending energy for no red bar movement. If your party was at 81%, which is quite hard for a noob Monk to judge, and he casts LoD, guess what, no red bar movement and waisted energy trying to over heal the imposed limit. Now with the LoD 80% limit gone it's much easier for a noob monk to see if the bars need topping up, then trying to guess where the 80% mark was.
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