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Old Oct 04, 2007, 09:48 PM // 21:48   #121
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Quote:
Originally Posted by holymasamune
Get rid of dancing dagger sins, melandrus dervishes, and paragons, and I'll be happy. I'll come up with a more complete list when my head doesn't hurt so much...



unfortunatly it's not your job to kill things that beat you

deadly arts sins arn't overpowered at all, i know plenty other caster builds that are more powerful

melandrus- make you lose 1 condition on every attack pls


paragons- make defensive anthem....uhhhh.......hmmmmmm.........an enchantment idk thats a tough one.
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Old Oct 04, 2007, 09:51 PM // 21:51   #122
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sad, but deadly arts is pretty much the only effective caster spike in the game.
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Old Oct 04, 2007, 10:10 PM // 22:10   #123
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Nerf Spiritway

Maybe make Soul Reaping not gain any energy from spirits at all, but that may cause the necro community to cry.

Re-add exhaustion to Spirits, reduce the cast time of them from 3s to 2s and 5s to 4s, reduce their duration and recharge, and reduce energy cost, maybe the 25e spirits to 10e and exhaustion (balancing their effectiveness) and some 15e spirits reduced to 5e and exhaustion. Reducing the range of the spirits effect imo is also a good idea.

Something along those lines for Spirits in general.

For Shelter, maybe increase the 10% to 20%?, so that it activates less, and balance according to duration and recharge?

For Displacement, reduce blocking rate to maybe 25% or 30%, something along those lines and reduce duration.

And lastly, make Spawning Power not the only useless primary in the game. Somehow tie it to Spirits in a way that Necromancers are not better Ritualist, and please please nerf spiritway.

Also, nerf Aggresive Refrain, maybe that -20 armor that was talked about. And Leadership needs tweaking big time.

And Angorodon's Gaze should also get hit, but idk.

I think assacasters are fine and rather cool as they are now. Maybe deadly paradox should have 25% instead of 50%, but otherwise they are fine.

Last edited by Iñaki; Oct 04, 2007 at 11:02 PM // 23:02..
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Old Oct 04, 2007, 11:21 PM // 23:21   #124
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Quote:
Originally Posted by Byron
Nerf List:
GoLE - 7 energy reduction at 0 energy storage
Agressive Refrain - gain adrenaline 25% slower
Shields up - cast time 1 second, or reduced duration
MoR - Mesmer skills only
Wearying strike - reduce damage about 20%
LoD (gasp!) - reduce range to earshot (like aegis)
I think that list is a lot more reasonable, my additions would be:

Deadly Paradox - Remove the casting time buff

Rampage as One - Remove the movement speed increase and lower to 15en like someone mentioned before, the 25en cost currently means nothing since all these thumper teams have atleast 2 copies of EW.

Defensive Anthem - I think the problem here is more to do with paragons AL and DPS, perhaps deal with Aggressive Refrain first.
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Old Oct 04, 2007, 11:36 PM // 23:36   #125
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Originally Posted by RhanoctJocosa
QFT. Great point, I agree with you.
BL & Boon monks, which I would definately prefer to see being run over SoD/LoD.
Healers boon, SoD, or if you wanna go even further back, edrain monks!
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Old Oct 05, 2007, 01:52 AM // 01:52   #126
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Quote:
Originally Posted by Demo Something
Healers boon, SoD, or if you wanna go even further back, edrain monks!
If gole gets a hit then healer's boon monks aren't going to be viable (I'm not even sure that they're any good with a 10 energy glyph). SoD might be hard on energy without the strong glyph to support it. I'd like to see a change back to BL monks (assuming that they buff BL, there's a couple good suggestions, most revolving around increased healing + 5e and lose 5e if hex removed), but I'm not sure if it would be 2 BLs or 1 BL + something, considering that boonprots are pretty much worthless.

Either way, I'd like to see the current monk meta go away and something new come in, and also, anything new monkwise would also probably mean the return of prodigy emos, which would be fun.
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Old Oct 05, 2007, 02:08 AM // 02:08   #127
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Quote:
Originally Posted by Keithark
2) they already did (hex, blind for the adrenaline based ones, and int for Defensive anthem due to long cast time)
This has been noted as being ineffective several times. Blinds and hexes spent on Paragons are blinds and hexes not spent on the meleers unloading on your midline, who suffer far more from a short blind or miss hex ruining their attack chain or push than a class that is as non-opportunistic as Paragons.

Defensive Anthem has reached what I would consider an acceptable point, being just a component of a larger problem, WY and Shields Up have not, but I still consider both to be a problem with Leadership since both were quite balanced before Paragons began abusing them.

Quote:
3) they already did, armor is capped at like +24 or something like that
Armor buffs are still active with blocks, etc.

Quote:
4) I have no problem with this but I also don't come up against teams with 2 paragons that often...what this would do to aegis may get some upset if you are talking about a nerf to all defensive skills/shouts.
The problem with stuff like Aegis and Incoming has been that it becomes overly effective when chained. One copy of Aegis would allow you to occasionally decide you need a boost of defense to survive a push without giving you a crutch against melee almost permanently. One copy of Incoming would do roughly the same, just more severely.

These seem like what those skills were designed to do, and Incoming's been nerfed into uselessness because of chaining, and Aegis may follow in its footsteps soon.

Quote:
Originally Posted by Alex the Great
deadly arts sins arn't overpowered at all, i know plenty other caster builds that are more powerful
Do they have two unconditional KDs per character slot and a 99-damage spell that goes through Spirit Bond and cast everything in 1/2 sec?
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Old Oct 05, 2007, 02:47 AM // 02:47   #128
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Defensive Anthem 15 2 25
For 5...12 seconds, each party member within earshot has a 50% chance to block incoming attacks. This Chant ends if that party member hits with an attack skill. When Defensive Anthem ends, each party member has -25% chance to block incoming attacks for 12 seconds.
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Old Oct 05, 2007, 04:29 AM // 04:29   #129
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Defensive Anthem is fine.
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Old Oct 05, 2007, 04:44 AM // 04:44   #130
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DA isnt fine, Its unstrippable and because of this its recharge needs a nerf. at the minimum.

Joe
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Old Oct 05, 2007, 05:25 AM // 05:25   #131
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Quote:
Originally Posted by pah01
DA isnt fine, Its unstrippable and because of this its recharge needs a nerf. at the minimum.

Joe
In all honesty I just do not like shouts because you cannot see them. You know when a target is enchanted/hexed/conditioned, why not when under the effects of a shout? Especially since warriors have a chance as missing attacks.
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Old Oct 05, 2007, 05:39 AM // 05:39   #132
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DA is fine, stop being bad.

RaO is fine, stop being bad.

MoR is fine, stop being bad.

DA because it's a two second cast that you can power leak and only actually effects 2-3 characters (unless the only thing that teams do is train monks), RaO because apparently you're terrible and can't win the first two maps in tombs, and MoR because the only thing it does is make diversion come up more often (which your team calls...right?) and makes wards even dumber (which is more indicative of a problem with wards than it is some random mesmer elite). There are far more interesting elites to run on a dom guy; it could use an increase in cost, but its really opened up a few interesting options on a dom guy that don't involve damage.

On a side note, They need to nerf balth's aura and buff dwarven battle stance.

Last edited by Thom Bangalter; Oct 05, 2007 at 05:44 AM // 05:44..
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Old Oct 05, 2007, 06:30 AM // 06:30   #133
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MoR is way too good for a passive skill, whilst it may not be insanely overpowered it breaks the balance of a bunch of skills that have been balanced by their recharge. No one would miss this skill if it were nerfed.
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Old Oct 05, 2007, 07:27 AM // 07:27   #134
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Quote:
Originally Posted by Thom Bangalter
DA is fine, stop being bad.

RaO is fine, stop being bad.

MoR is fine, stop being bad.

DA because it's a two second cast that you can power leak and only actually effects 2-3 characters (unless the only thing that teams do is train monks), RaO because apparently you're terrible and can't win the first two maps in tombs, and MoR because the only thing it does is make diversion come up more often (which your team calls...right?) and makes wards even dumber (which is more indicative of a problem with wards than it is some random mesmer elite). There are far more interesting elites to run on a dom guy; it could use an increase in cost, but its really opened up a few interesting options on a dom guy that don't involve damage.
Wrong.

12 chars.
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Old Oct 05, 2007, 07:37 AM // 07:37   #135
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Quote:
Originally Posted by Thom Bangalter
RaO because apparently you're terrible and can't win the first two maps in tombs
Wha, RaO was bad before spiritway became common practice imo, RaO being a no-brainer button mash template has nothing to do with HA. I rolled one for fun yesterday and I was again surprised how shit-easy it is to play a RaO compared to any other class. It's just a boring template without depth, and that's why I don't like it too much.

Some people just want all the fun stuff without working for it (that doesn't necessarily mean you, understand that).
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Old Oct 05, 2007, 09:57 AM // 09:57   #136
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yeah, it's (RaO) a brainless mash button skill that beats bad players. What's wrong with that? If it was a problem at top tier gvg I'd probably give a shit, but I can't help it that tombs players are bad and lose to poopnthump.

also, vanq, elaborate please. I stand by that post.
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Old Oct 05, 2007, 10:19 AM // 10:19   #137
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Quote:
Originally Posted by Thom Bangalter
yeah, it's (RaO) a brainless mash button skill that beats bad players. What's wrong with that? If it was a problem at top tier gvg I'd probably give a shit, but I can't help it that tombs players are bad and lose to poopnthump.

also, vanq, elaborate please. I stand by that post.
Meh, I'm fine with tweaking skills that post problems in other arenas then GvG as long as it doesn't screw up GvG. Game should be fun for as many folks as possible. And yea, many tombs players blow, but that's beside the point. I stick with my point that people have to work for their kills, because it simply makes the game as a whole more interesting.
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Old Oct 05, 2007, 10:44 AM // 10:44   #138
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Quote:
Originally Posted by Alex the Great
unfortunatly it's not your job to kill things that beat you

deadly arts sins arn't overpowered at all, i know plenty other caster builds that are more powerful

melandrus- make you lose 1 condition on every attack pls


paragons- make defensive anthem....uhhhh.......hmmmmmm.........an enchantment idk thats a tough one.
Am I the only one who sees the problem with this post?

Last edited by Darko_UK; Oct 05, 2007 at 10:50 AM // 10:50..
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Old Oct 05, 2007, 11:17 AM // 11:17   #139
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Quote:
Originally Posted by Darko_UK
Am I the only one who sees the problem with this post?
The whole post is bad. I'm pretty sure people saw it and just moved on. Why care about someone's opinion who clearly doesn't know what they are talking about?
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Old Oct 05, 2007, 12:22 PM // 12:22   #140
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I would like to see something nerfed about paragons.
In HA the paragon spike sometimes takes ages to defeat cause of stances, high armor and all the chants. I can defeat some good paragon spikes but sometimes it just takes over 25 minuts.

NR should be a lower level.

I also think paragons and necros get their energy way to easy.
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