Oct 12, 2007, 09:00 PM // 21:00
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#41
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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Wow. deadly paradox and Recall where not touched...gg am i missing something?!
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Oct 12, 2007, 09:01 PM // 21:01
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#42
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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Quote:
Originally Posted by kvndoom
No Deadly Paradox nerf. I'm speechless. Assassins are a class built around cheapness, and it doesn't seem like that's ever going to change.
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Oh come now. Assassin casters ain't that tough. Yes Deadly Paradox needs to die, but the only REAL reason is once deadly paradox goes, the rest of Deadly Arts can start getting some REAL buffs without the threat of it becoming overpowered under DP
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Oct 12, 2007, 09:02 PM // 21:02
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#43
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Frost Gate Guardian
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SoD just got owned. Fail update.
Yes, and I agree, Deadly Paradox is the reason why Deadly Arts is so limited atm, I shouldn't be forced to place this skill on my bar for Deadly Arts to be a good attribute investment. Kill Deadly Paradox so Deadly Arts can live.
The Illusion Mesmer looks like it can possibly start seeping into builds, it now has nice-anti melee and when combo'd with Inspiration can get the e-management Clumsiness requires.
Last edited by Living Parasite; Oct 12, 2007 at 09:10 PM // 21:10..
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Oct 12, 2007, 09:03 PM // 21:03
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#44
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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The duration buff to SoD is laughable. Nobody attacks through its duration anyway, except for npcs at vod. Now, if I do run it, I have to do what others were doing anyway.... take SB.
But then, if I'm running sb, I'd rather just do RC anyway, with guardian.
In other news: Deadly Paradox is still pretty retarded.
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Oct 12, 2007, 09:09 PM // 21:09
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#45
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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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Mantra of Recovery tap = good.
WY/GftE taps = good.
Conjure tap = good.
Agonizing Chop tap = good.
Wearying strike nerf = pathetic.
No fixes to Deadly Paradox, Recall, or SP spike = FAIL
I don't like the SoD changes.
Last edited by Riotgear; Oct 12, 2007 at 09:54 PM // 21:54..
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Oct 12, 2007, 09:09 PM // 21:09
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#46
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Desert Nomad
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For the pure reason that a skill update actually happened, I am satisfied. Of course I wish different things might have been done, but the pure sake of some progress being made satisfies me.
GG Anet.
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Oct 12, 2007, 09:16 PM // 21:16
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#47
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Frost Gate Guardian
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Quote:
some progress being made satisfies me.
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What I'm really happy about this update is that no new buffed skills I think can be abused. However, what I'm VERY unhappy about was what not nerfed and SoD.
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Oct 12, 2007, 09:20 PM // 21:20
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#48
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Wilds Pathfinder
Join Date: Sep 2007
Profession: W/E
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Quote:
Originally Posted by Living Parasite
Yes, and I agree, Deadly Paradox is the reason why Deadly Arts is so limited atm, I shouldn't be forced to place this skill on my bar for Deadly Arts to be a good attribute investment. Kill Deadly Paradox so Deadly Arts can live.
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Quote:
Originally Posted by Izzy
This skill was made to help a lot of skills that would never see light of day, I don't think the builds that come about because of this skill are insanely overpowered it just allows for some odd builds out there.
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Well, idk about SOD. With this change, at least switching target is more rewarding.
Again, a half-asred solution to derv. GG
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Oct 12, 2007, 09:42 PM // 21:42
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#49
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Krytan Explorer
Join Date: Feb 2007
Location: Napa, CA
Guild: Inadequately Equipped [GeAr]
Profession: R/N
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The nerf to ward melee is nice, as it'll go back on ele primaries more now. SoD's recharge may be a little over-nerfed now, though I don't mind. Makes people preprot more effectively rather than just spamming SoD on recharge on whatever target melee is on.
Nerf to AR is good, perma-cracked armor unless you want to spend the energy to remove it every single time is nice, though I agree that a permanent armor reduction would have still been better.
Mesmer changes are nice, I like them.
The biggest thing I'm disappointed about is not doing anything to Recall.
Last edited by I Angra I; Oct 12, 2007 at 09:54 PM // 21:54..
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Oct 12, 2007, 09:50 PM // 21:50
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#50
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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 yum
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Quote:
Originally Posted by Izzy
This skill was made to help a lot of skills that would never see light of day, I don't think the builds that come about because of this skill are insanely overpowered it just allows for some odd builds out there.
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Apparently Izzy never plays TA.
Oh yeah, and the new Chilblains is scary.
Last edited by Riotgear; Oct 12, 2007 at 09:54 PM // 21:54..
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Oct 12, 2007, 09:56 PM // 21:56
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#51
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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Quote:
Originally Posted by Riotgear
Wearying strike nerf = pathetic.
No fixes to Deadly Paradox, Recall, or SP spike = FAIL
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i knowwww it seriously makes me QQ
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Oct 12, 2007, 09:58 PM // 21:58
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#52
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Jungle Guide
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Quote:
Oh yeah, and the new Chilblains is scary.
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Mind blast + Chilblains
NOES!
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Oct 12, 2007, 09:59 PM // 21:59
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#53
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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 Symbol
Mind blast + Chilblains
NOES!
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I guess that's one way to do it. The 2 second cast and 25e scream "Interrupt me!" but then again so does RI and people use that.
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Oct 12, 2007, 10:06 PM // 22:06
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#54
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Jungle Guide
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Or you could put it on a paragon the same way you do with every other random high-e utility that doesn't fit on anyone else's bar. But maybe the hit to GFTE and WY will make their energy less robust.
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Oct 12, 2007, 11:45 PM // 23:45
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#55
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Wilds Pathfinder
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i must admit i missed an important factor in the problems existing before this update. Its only now that i can see what i missed.
The ward against melee on the MoR mesmer allowed teams the freedom to drop the midline ele slot in favour of the paragon with DA and shields up. With the ward against melee basically up 100% of the time, bsurge just was not needed. The combination of a highly reliable form of passive defense with a highy reliable and relatively spammable active prot - SoD was the reason for this.
However, with the most recent update, both skills that formed part of this extremely effective defensive partnership have been quite strongly nerfed. So what has happened to the midline of the form:
para/w
ranger/mo
mes/ele
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Since the mesmer can no longer take wards, one of the above characters must be replaced with someone who can bring some defensive utility. If you take into consideration all the different forms of active and passive defenses available to the midline, a Bsurge-warder is probably the best choice. But then you are met with the tough decision, (and this is something i remember having to think about quite some time ago now, back when blockway nor hexway didnt exist) to drop either the ranger or the paragon.
so you would have a midline looking like so
para/w ranger/mo
ele/mes/mo - hexbreaker/draw OR ele/mes/mo
mes/mo/rit - hard rez mes/mo/rit
now the point is... because teams now have to choose between the paragon and the ranger, the need for anti physical defenses is reduced. Blockway begets blockway because it has 4 physical dmg characters in it, take away the physical dmg dealers and the need for layers and layers of block defense goes away.
so by removing the fast cast ward of melee, we have solved a huge problem in the meta. We have taken away the freedom of running a heavily physical build by requiring teams to split defensive utility between its entire midline.
The hit to SoD and the expected move to RC/guardian prot backlines only perpetuates the need for a much more diverse midline than was needed before.
welcome back bsurge eles... and goodbye heavy physical builds requiring heavy block metas.
2x melee
ranger/mo
ele/mes/mo
mes/mo/rit
i believe this is the closest build template we can get to a proper balanced build. And i am thankful that it might come back into the meta. This build really will reward the best teams since it carries very little, if any, ''fire and forget'' skills like the blockway we were plagued with before.
i could be wrong.
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Oct 13, 2007, 12:19 AM // 00:19
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#56
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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The most useless skill update that I can remember. In two years.
I can't think of any interesting build I'd like to try with this update. And no stuff that required fixing really got fixed.
Wearying Strike? The skill is fine. Get that in your head. The TREE is the problem!
SF buff? ......
Deadly Paradox not on the list? .....
Air of Disenchantment..... instead of fixing the skill you... decrease casting time? Trash.
Dozen of skills jojo-ing back and forth between updates.
....few nice buffs true but nothing really that interesting to make me play something that I didn't play already. Nerfs are also useless and don't affect me in any way.
*yawn*
Doesn't matter I dont even play GW anymore anyway, just drop by here n there.
later
Quote:
Originally Posted by Andrew Patrick
Feel free to also post your feedback on Izzy's talkpage
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In case you didn't notice, almost all experienced players stopped posting there. Now there are only newbies like Bahamut making huge useless posts which are completely wrong.
I remember when wiki started, and I came to read and post. Saw a lot of old people I knew from the game and other forums, posts were mostly thoughtful and made sense. Now, I don't see any of them posting anymore. Actually, if you check post dates and numbers, you will see a drastic decrease to a full stop right now.
Let's face it, Izzy's talk page is something like a punching bag where people can cure their frustrations, but that's about it. Nothing, nothing written there in any way affects skill changes after the expansion/game is released.
Izzy is playing Team Fortress 2. Nothing wrong with that, except that his presence in this game has been non-existent since Factions release.
Last edited by Servant of Kali; Oct 13, 2007 at 12:28 AM // 00:28..
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Oct 13, 2007, 12:28 AM // 00:28
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#57
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Pretty piss poor update, don't really need Izzy to explain to me why it's a piss poor update... it's pretty clear.
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Oct 13, 2007, 12:37 AM // 00:37
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#58
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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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If observer mode is any indication, at least we don't have to worry about VoD any more because games are all ending by the 8 minute mark.
For better or worse.
Last edited by Riotgear; Oct 13, 2007 at 12:47 AM // 00:47..
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Oct 13, 2007, 12:47 AM // 00:47
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#59
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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Quote:
Mesmer
* Keystone Signet: decreased recharge time to 10 seconds.
* Signet of Midnight: decreased recharge time to 10 seconds.
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Holy sh1t, it will change the meta.
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Oct 13, 2007, 12:49 AM // 00:49
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#60
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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i was hoping for a less fail update but then when do arenanet ever get it right.
Joe
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