Jul 31, 2007, 10:04 AM // 10:04
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#61
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Krytan Explorer
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Quote:
Originally Posted by Ensign
You could phrase it that way. More to the point, there has been a lot of power creep in raw offense (Mel's Dervishes, Conjures, Rit nukes, Searing Flames, Paragons, etc) and in defenses (Shield of Deflection, Shield of Regeneration, Light of Deliverance, Shield of Absorption, Blinding Surge). There has not been a corresponding power creep in effects that fight those skills, there has been a regression.
The net situation is that we have weaker tools to disable, strip, or otherwise fight a stronger set of basic threats than we did before.
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^ That's exactly how I perceive the situation. I would think that the average domi mesmer bar nowadays has more Prophecies skills than those of other (caster) classes, which shows that there have been few worthwhile additions for shutdown with Chp2&3. Mirror or power return maybe. In addition, with the exception of MoR, none of those skills have seen buffs. Commonly used skills have been nerfed (Power Leak, Drain Ench, Diversion, for example), however slightly, or not been changed.
In addition to that, there are now more things that cannot be shutdown so well with a mesmer- like shouts or spirit spam. Or things that cannot be removed- like weapon spells. There are some options, of course, but they are far from being efficient.
As a result it is harder to cut through layered defense. In fact, even disrupting offense against for example hex teams is hard, as the necro hex options have ballooned so much that the loss of a few casts does relatively little.
In my view there should be more interruption options for mesmers that cause the loss of skill use for at least some seconds, similar to Power Block (but not for the whole attribute line, obviously).
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Jul 31, 2007, 10:51 AM // 10:51
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#62
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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In my experience the anti-split crowd's argument is a bit more nuanced than you are giving it credit for. I believe it was teams running Cow-esque builds who were angry that bad teams who should have been beaten in two minutes ran around in circles on the ice map for 20 minutes and then lost. I don't think anyone is/was against the teams that run proactive split builds like Knights Templar did.
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Jul 31, 2007, 11:03 AM // 11:03
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#63
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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 Lodurr
I've heard the argument, "People run so much defense these days because the new offensive skills are too powerful." I totally disagree. If you nerfed some of the more common offensive tools out there, people wouldn't just stop using defensive builds in favor of something else. They'd keep running those same builds and be even more effective than before.
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Heavy defense builds are going to keep existing because:
- It's not hard to gank when you can teleport.
- You can always get away with running spike in a game which has almost no spike defense that doesn't operate on a single-target basis.
.... but that's not really the concern, the concern is that even balanced teams are packing more thickly-layered defense than ever. Balanced teams generally don't like packing more defense than they need to not explode at the stand, because it starts cutting into their offense or starts cutting into their support, which is bad for a team build type that relies on tactical flexibility. If the meta is sticking so much power into melee that Aegis chains are mandatory, then it starts limiting options pretty fast. The fact that GoLE has provided a way to power heavy defenses is definitely a major culprit, but I don't think Aegis+LOD would be mandatory if it weren't for the ridiculous offenses out there right now.
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The answer to this is either nerfing the over-powered defensive skills, or buffing disruption skills. The latter is what Ensign is suggesting, but I think the problem isn't that those skills aren't powerful enough--it's that there aren't enough of them in the game. Neither Nightfall nor Factions introduced any must-bring disruption skills to any class.
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Except the problematic things in the current meta WERE given counters, i.e. Mirror and Vocal Minority. The problem is that those counters are so narrow in application that using skill slots on them becomes extremely questionable.
The problem is not a lack of disruption abilities, the problem is the introduction and buffing of skills that never really had counters in the first place. Bolting on crap like VM does not make something with no reasonable counters balanced. I'd have to ask, exactly what do you want added to the game to counter unremovable instant-cast shouts, 1-second chants, 1-second spike abilities like Wielder's Strike and Spirit Burn, unremovable weapon spells, and a melee-screwing party-wide defense enchant that works from radar range?
These sorts of things don't need counters, they need drawbacks. Most spike abilities are 2-second cast for a reason, unremovable buffs used to have prohibitive recharges to prevent them from being spammed and chained, etc.
Quote:
Isn't that closer to the ideal metagame than what we have currently?
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C-spacebar T-spacebar, ideal? No. GWFC was closest to ideal, IMO. Linebackers originated there, Mo/A Blessed Light was the de-facto monk bar because you didn't NEED to hard-counter crap with stuff like Divert or RC, etc.
The only interesting templates I've seen originate since then are Moebius Strike assassins, water runners, and the modern Ranger bar which is solid to the point of being cookie-cutter.
Quote:
Grenth in the frontline is much more interesting than Melandru because at least you can do something to him--blind him, cripple him, or spike him because he doesn't have +100 HP and Deep Wound immunity.
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Actually you couldn't blind them because most of them wound up running D/Rt with Extend Enchantments + Sight Beyond Sight.
Quote:
Originally Posted by twicky_kid
About the only thing right now that is overpowered in offense is Mel dervish because of......its defense. The immunity to conditions is in fact a defense in my view.
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The thing that is overpowered about Mel's is that you have an unblindable, uncrippleable, unspikeable melee that can spam an AOE pre-nerf Eviscerate every 6 seconds.
Last edited by Riotgear; Jul 31, 2007 at 11:18 AM // 11:18..
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Jul 31, 2007, 01:04 PM // 13:04
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#64
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Wilds Pathfinder
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where balance went awry?
those 4 words open up such a huge can of worms to be honest. There are so many contributing factors that have prevented any long lasting periods of balance in the history of GW competitive and non competitive play.
1) Need to satisfy 2 different markets with 2 different needs with the same product. PvP (needing balance) vs PvE (need to destroy super powerul bosses and massive mobs). i think this is one of the most major stumbling blocks for GW. And only 2 years after release was this realised, and PvE only skills were introduced into the game. The need to give PvE players the tools to defeat the game, especially in situations where the odds are vastly against them ie Hard mode is a necessity that cannot ever be tied to the need to give PvP players balanced tools which do not make killing/disabling/healing/protting etc other players a simple click of a button. The link between PvE and PvP needs to be severed so that both camps can get exactly what they need instead of halfway measures to please both simultaneously.
2) continual upheaval of existing meta with the addition of new professions and new skills - a result of the marketing model for GW. New content = new customers and the return of old customers. Regardless of whether existing metas were balanced or not, the requirement to add more content was priority. Old balance issues were compounded by new ones. It really is not suprising that balancing this game has become so hard, there are so many skills and relationships between these skills that it would take ages to make sure that changing 1 skill doesnt have a undesired affect on 4 other skills. Balancing a game with 100 skills is surely easier than balancing a game with 400. But in all honesty the addition of new content was never the issue, it was the timing of the new content. But of course, the timing was necessary as a result of the marketing model that GW was built upon.
3) attempting to encourage diversity and variety ended up giving players classes who excelled far beyond any other class in niche roles, yet performed mediocre in others. Examples = Grenths dervish, Melandrus dervish, SP sins. Grenths became THE choice for fast on demand enchant removal, able to punch through multiple layers of enchants constantly. No other alternatives were equally as good. Melandrus dervish became THE choice for frontlines squads to become immune to anti physical measures like Blind and cripple, no other alternatives were equally as good. SP sins are unparalleled for their ability to punish isolated targets in skirmish situations, no other alternative kills as fast and as uncompromisingly. You could argue that there are reasons why these builds were as effective and as good at what they were good at. But the problem is, introducing builds and classes that are unparalleled at doing certain jobs does not promote diversity. It limits it. Why bother taking several midline enchant removals if you can run a Grenths dervish. Why bother running draw on a emo, plague touch on warriors, mend touch on warriors if both your frontline melandrus dervish are immune to conditions? Why bother running anything else but an SP sin if youre strategy is to force your opponent into skirmish fights all the time? When 1 solution is so much better than the alternatives, anyone serious about being competitive would run the 1 solution.
4) frequency of updates - Like i said above, the sheer amount of skills and relationships between skills and classes makes balancing GW a difficult task. I can understand this. I think others can. But there are situations where faster/minor tweaks are a far better solution to a problem than allowing an imbalance to fester and destroy a meta and its community while time is taken to find the most comprehensive solution. There is a long sad history of imbalances that caused much concern over the years. But sadly the length of time it took to deal with them ended up causing more problems than it solved. Think of old iway, old spirit spam, old dual smite, old necro spike, old vimway, old chain lightning spike. Think to the present. Rit spike, a problem since the release of Nightfall yet how many months has it been and it is still a huge concern for many PvPers. What use is there in taking the time to carefully find the proper solution to an imbalance if by the time the solution has been found there is noone left to show the solution to?
5) Monk bars have become a matter of hit and miss as a result of the diversity of effective measures to kill. The number of viable and effective ways to make cause damage/shutdown your opponent has not been matched by the number of viable and effective ways to prevent this damage/shutdown . The problem is, even if the number of counters matched the number of things needed to be countered, the problem would still exist that no monks could ever possibly bring every counter to every possible thing they might need to counter. LoD is an example of a skill that we need more of. Single target heals and protections are not. Skills like blessed light, dwaynas kiss words of comfort, RC, SoA, are examples of skills we need more of. They provide secondary benefits in addition to their primary or provide healing/protection against a huge variety of dmg sources instead of 1. If you do not benefit from a primary effect you can benefit from their secondary. We need defensive skills with broader scope that are useful in multiple situations instead of skills which are focused in scope and useless outside of their intended focus. The latter promotes a rock, paper, scissors type gamble that is not the type of balance game that GW should be. There is a perfect balance between rock, paper and scissors but unfortunately winning this game is more a factor of luck in which of the 3 you choose to deploy rather than your skill/knowledge/experience. We basically have too many rock, paper, scissors type skills in the game.
6) Develop to player communication - only in recent times has information regarding the reasons behind skill balances been published to players, giving them an insight to the intentions of the developers and skill balancers. Even more recent are attempts to provide information about upcoming changes and balances to allow players to give their input before the changes go live. In the past, there are certainly situations where the absence of this level of communication resulted in many avoidable problems. Whether this was down to the developer not believing its player base could provide useful feedback or whether the playerbase did not show any desire to is anyones guess. But from what ive seen on guildwarswiki, and the amount of communication going on between skill balancers and players, balance in GW could have gone alot smoother in the past.
... cant think of anymore atm, perhaps more will come to my mind later.
what do you think?
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Jul 31, 2007, 01:20 PM // 13:20
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#65
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Frost Gate Guardian
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Quote:
Originally Posted by Ensign
The other is where shutdown wins out, and through those disabling effects the fast paced, lethal gameplay that used to feature prominently in the game is restored.
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Let me preface by saying that I agree with your desires to see shutdown effects (of a given kind) regain some power in the face of the more modern offensive and defensive skills. However, I remain skeptical over whether this will really return us to the fast paced, lethal games we would all generally prefer. My reasoning here is simple: shutdown skills are the same sort of skills as defensive skills. That is, yes with powerful shutdown skills your mesmer can own up my monk, but so therefore can my mesmer own up your mesmer.
I am convinced that the strength of a good defensive team is not merely in packing in all the defensive layers they can get, but rather in layering just enough to be robust and taking shutdown that can be applied to those on the enemy team whose job it is to break holes in your defense. With that in mind, I do not see how more powerful shutdown skills will really make the difference. As long as my shutdown prevents your shutdown from breaking holes in my defensive structure, I have no need to take layers upon layers. And, so long as you cannot break a hole in my defense the game will not become fast paced and lethal.
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Jul 31, 2007, 01:33 PM // 13:33
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#66
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Krytan Explorer
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Quote:
Originally Posted by DIH49
Let me preface by saying that I agree with your desires to see shutdown effects (of a given kind) regain some power in the face of the more modern offensive and defensive skills. However, I remain skeptical over whether this will really return us to the fast paced, lethal games we would all generally prefer. My reasoning here is simple: shutdown skills are the same sort of skills as defensive skills. That is, yes with powerful shutdown skills your mesmer can own up my monk, but so therefore can my mesmer own up your mesmer.
I am convinced that the strength of a good defensive team is not merely in packing in all the defensive layers they can get, but rather in layering just enough to be robust and taking shutdown that can be applied to those on the enemy team whose job it is to break holes in your defense. With that in mind, I do not see how more powerful shutdown skills will really make the difference. As long as my shutdown prevents your shutdown from breaking holes in my defensive structure, I have no need to take layers upon layers. And, so long as you cannot break a hole in my defense the game will not become fast paced and lethal.
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I don't really see that happening so much. Sure diversion and blackout can do that sort of shutdown-shutdown, but you can't interrupt an interrupt, for example.
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Jul 31, 2007, 05:52 PM // 17:52
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#67
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Frost Gate Guardian
Join Date: Feb 2006
Location: Out of my mind.
Guild: The Next Best Thing [qft]
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Quote:
Originally Posted by Riotgear
These sorts of things don't need counters, they need drawbacks. Most spike abilities are 2-second cast for a reason, unremovable buffs used to have prohibitive recharges to prevent them from being spammed and chained, etc...
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Drawbacks, how many times I've looked at this aspect of a skill from the begenning of GW till now and asked, with the addition of new skills, what the hell were they thinking... Shadowstepping, what the hell were they thinking. Dervishes, assassins, ritualists and paragons, what the hell were they thinking...
Quote:
Originally Posted by Lorekeeper
1) Need to satisfy 2 different markets... ...balance in GW could have gone alot smoother in the past.
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AMEN to your whole post.
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Jul 31, 2007, 06:54 PM // 18:54
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#68
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Krytan Explorer
Join Date: Dec 2006
Guild: Alliance of Anguish [aOa]
Profession: Mo/
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I want to respond to some of your comments Lodurr.
Quote:
Originally Posted by Lodurr
That goes against the idea that the current meta is very defensive. When defensive skills are too strong, all you can do is spike because your pressure can never, ever cause the other team's backline to collapse until, as mentioned here, one or two of the pieces of a team's defensive web are taken out and the rest of it crumbles.
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Not really, when you look at the direction the meta has gone toward. We're in a VoD meta, something that hasn't really happened before...because its never really been possible for a bad team to survive for 20 minutes the way it does now.
But I'm not calling this a defensive meta. This isn't a meta that focuses on getting to VoD and then spiking the other team. It seems a meta that focuses on getting to VoD and then--finally--breaking the other team completely. We're in a pressure meta. Defense is built toward surviving till VoD...and offense is now being geared toward getting the greater kills when VoD comes. Its 20 minutes of maneuvering for 5 minutes of actual, serious life-on-the-line/game-deciding fighting.
I used to tell my friends that there were three metas in the GvG: offense, defense, and midline/flag. I suppose, what we are seeing is two out of control...because the third has lost effect.
As I have always understood spike, the idea is a moment of shutdown to the defense, creating a window for damage to break through (pressure, more geared to breaking a backline over a long period of several minutes, then starting to roll the other side). On this issue I agree with Ensign, that the lockdown ability has been so reduced in this game that it can no longer be used effectively.
But I tend to disagree with him that the lockdown skills and tactics he uses as example will re-create a faster paced pressure meta (as opposed to the slow one we have now). That may happen, but I tend to believe that a buff to the skills and tactics he proposes will go further toward creating a spike window--and a spike metagame--than it will a faster pressure meta.
But: There will always be VoD builds (before and after this meta, they have and will exist). There will always be pressure and split builds. But the more effective build will decide the meta; the mode of play players will most often see when they enter a GvG. The changes proposed by Ensign, I think, will create a spike meta. Faster paced, more easily creating a sustained roll when a team wipes, but a spike meta none the less.
I have no problem with a spike meta. I love infusing. Its fun and challenging.
Quote:
Originally Posted by Lodurr
That's why I brought up the much-hated Grenth meta, to show that pushing the devs too far towards one style of play can lead to something you don't want. The OP is on the right track but it may be too late already. There just aren't enough disruption skills out there, and GWEN's new skills won't help either. In fact, it will make things worse with garbage like Aura of Stability, which makes people immune to KDs for up to 20 seconds at a time. Our library of disruption skills will get even smaller.
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There are plenty of shutdown skills in the mesmer lineup that can create windows. They need to be buffed to break through skills and prot that were not around when the game was created, but they are there. BO and gale are the chief examples, and excellent ones. In their current form, they are too weak to use effectively.
The lockdown we need is there...its just that most of it kinda sucks right now.
But, again, if you blackout a monk then she's not casting skills. If she's not able to cast, then she either is going to die or she will gain energy during that time. Same for Gale. The longer a monk can't cast, the more energy they have through regen when they finally can. The other monk may have to spam like crazy, but if you really want Edenial to a team, then buffs should be made to energy removing skills like Tap, EDrain, Surge and Burn, Power Flux or Panic and EPhantom. Shame should apply to shouts. Things like that will eat a backline's energy and keep it down. Gale and Blackout--lockdown--won't.
This...doesn't sound like a pressure metagame. The proposed changes don't sound like they'd create one to me at least.
Neither, I don't think, are a bad thing. The current meta...is. IMHO, of course.
Quote:
Originally Posted by Lodurr
I remember this pretty well. When high-ranked teams ran bunny thumper hump builds and expected to win in 2 minutes, they bitched endlessly in local chat when you split on them. This mentality did exist after Factions came out, and who knows, maybe that's partially why the early NF meta was so pressure-oriented with Searing Flames and derv trains.
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I think that the mentality still does. Players just seem to prefer 8v8 at flag to split. Thats opinion, not fact
Quote:
Originally Posted by Lodurr
The split skills that need nerfs are the defensive ones--Blurred (already got its nerf), Mending Touch, Natural Stride, SoR (maybe).
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Not all of them. YAA is hardly defensive and was an excellent split skill. Thats one example, and the chief one I can think of.
Quote:
Originally Posted by Lodurr
There's truth to that, and some have said that there just aren't as many great mesmers out there. But one mesmer can only counter so many defensive skills, and good monks and eles will be harder to disrupt.
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I concede that. One player can only do so much, and shouldn't be able to cripple a backline on their own. Thats why the metagame Ensign describes had a splattering of shutdown throughout, not just everything on one player.
Quote:
Originally Posted by Lodurr
That's happening to a lot of people.
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And that may be why its "too late" for GW1. Lots of the best players have left the game. I...miss them.
I guess thats all I have to say. Sorry. Hope you can sit through all of it and that some of it helps.
GGs
Last edited by Melody Cross; Jul 31, 2007 at 09:15 PM // 21:15..
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Aug 01, 2007, 01:40 PM // 13:40
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#69
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by DreamWind
Honestly, playing Guild Wars has given me a new found respect for M:TG designers. Those guys release 3-4 sets per year and manage to keep the game pretty damn balanced if you ask me. It is very rare that problem cards slip through nowadays, and every recent metagame has been balanced with WIDE numbers of decks being played.
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This isn't the kind of balance most people here want though. At least 80% of the major decks in Standard for a long time have played themselves. They go in with a very frontloaded one-sided strategy to kill their opponent, focusing on throwing everything they can at the face ASAP, killing their entire hand or land to stop them from doing anything, or digging for that combo piece and ignoring the other player. Most (not all) top-level viable decks are lopsided gimmicks, in fact many pros will explicitly opt for easy decks because events put them through long endurance matches that are hard to make zero mistakes through. Skill basically consists of tuning a netdeck to fit the local metagame, not making any obvious mistakes, and cheating or out-psyching your opponent. Its exactly the "broad but shallow" environment Ensign's bitched about before. When I want to see playskill (not just deckbuilding skill) I look to limited, but that's no comparison for constructed GW skill balance.
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Aug 01, 2007, 02:18 PM // 14:18
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#70
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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Quote:
Originally Posted by FoxBat
This isn't the kind of balance most people here want though.
Most (not all) top-level viable decks are lopsided gimmicks, in fact many pros will explicitly opt for easy decks because events put them through long endurance matches that are hard to make zero mistakes through. Skill basically consists of tuning a netdeck to fit the local metagame, not making any obvious mistakes, and cheating or out-psyching your opponent. Its exactly the "broad but shallow" environment Ensign's bitched about before.
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Hmm....I'm not exactly sure what kind of balance we are looking for then. I'd much rather see a field of multiple equally skill intensive/balanced builds than a field of a few mixed-skill intensive/inbalanced builds (which is what GW has had for quite a while).
Personally I think Guild Wars currently has a narrow and shallow metagame. Ideally it would want a broad and deep metagame, but I think even broad and shallow is better than the current trend.
I disagree with a lot of your M:TG assessment, but I suppose this is the wrong forum for that.
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Aug 01, 2007, 10:10 PM // 22:10
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#71
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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A couple more thoughts on the topic:
More defensive playstyles and the VoD metagame is a progression of people getting better at the game. Matches between evenly matched teams have gone into VoD for a long time, it was simply an afterthought for a lot of teams until the top teams started planning seriously for the inevitable VoD clash against an evenly matched foe. More teams understand the importance of winning at VoD now, and it trickles down as they are copied.
Along the lines of disruption being weak, the issue lies more with the type of disruption being weak (proactive) and how that affects what a character can do overall. That is, the predominant types of disruption in play right now are interrupts and removal, purely reactive disruptive tools. The issue is that with reactive tools being paramount, those characters need to keep their time free in order to properly react to whatever they want to disrupt. That interferes severely with any sort of proactive offensive plan, as the more time you spend casting or attacking, the more opportunities you're going to miss with your reactive skills. Proactive disruption you weave into your own gameplay, using it on your own time in between other jobs. Reactive is entirely on their time, and while you can get a feel for a team's timing to an extent and do things in between, you naturally have a lot less time to work with than if you were making your own windows.
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Don't argue with idiots. They bring you to their level and beat you with experience.
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Aug 01, 2007, 11:47 PM // 23:47
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#72
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Ascalonian Squire
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Quote:
Originally Posted by Ensign
A couple more thoughts on the topic:
Along the lines of disruption being weak, the issue lies more with the type of disruption being weak (proactive) and how that affects what a character can do overall. That is, the predominant types of disruption in play right now are interrupts and removal, purely reactive disruptive tools. The issue is that with reactive tools being paramount, those characters need to keep their time free in order to properly react to whatever they want to disrupt. That interferes severely with any sort of proactive offensive plan, as the more time you spend casting or attacking, the more opportunities you're going to miss with your reactive skills. Proactive disruption you weave into your own gameplay, using it on your own time in between other jobs. Reactive is entirely on their time, and while you can get a feel for a team's timing to an extent and do things in between, you naturally have a lot less time to work with than if you were making your own windows.
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Keeping in line with your original post, it would stand to reason that reactive disruption should be far more .. err.. disruptive than proactive. What probably needs to happen is giving reactive skills some non-condition effect so that they can be played even if they cannot be used at the best times. Take Power Block. If you could guarantee P-Block would work on every cooldown, it would be completely dominating. On the flipside, even with AI-reflexes there will be several instances of less than perfect use. So then you have two choices - either landing a P-block practically guarantees a kill or missing a P-block still does something. I'm leaning to the latter.
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Aug 06, 2007, 05:11 AM // 05:11
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#73
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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1. Gale, Blackout, and other proactive shutdown were very healthy for the competitive metagame, which ought to feature progress being made on at least some front. Too often you see two teams just fail miserably as they beat their heads against eachother for 20 minutes. Right now a game ending before VoD is an abberation, not a normality - which is a problem. Buffing the proactive shutdown skills again would increase offensive power, which is a good thing.
2. Right now I wouldnt say that any one defensive tool is too powerful, the problem is that there are so many of them that can all be packed into one build. Sure, your ranger can DShot Aegis and your Mesmer can Leak WardvMelee, but can they shutdown Aegis, Wards, BSurge, LoD, Paragon Shouts, SoD, SoR, Stances, Snares, and in some cases boatloads of important hexes.... all at once? There are just too many layers that need to be broken consistently in order to make any progress at all. One option to fix this has been the feature of this thread: buff shutdown. While I support this option, I dont really think it will bring an end to the stagnant metagame all by itself. Why? Because even if Blackout, Gale, Interrupts, and Removals are all stronger, they still cant be everywhere at once... and the long laundry list of things that need to be shutdown still looms.
3. The other option is to nerf some of the defensive skills. I also support this. The question then, is which ones? It was said somewhere earlier in this thread that SoD was pure evil, the primary reason for all offensive misery in the game, and needed to be nerfed, hard. I scoff at that. In the buffing of SoD, Anet finally granted us a champion of active prot and skill-requiring defense. And you want to get rid of it!?!?!?!? Talk about a scapegoat. Anet ought to model every defensive skill after it, sheesh! Now, before anyone blows a gasket, I will agree that in the current state of affairs, SoD IS a bit unfair. BUT this is undoubtedly far more the fault of GoLE and Divine Spirit, which make it so spammable, and the simultaneous existence of so many other powerful defensive abilities, mentioned earlier. THOSE are the things that need to be changed.
Anyways, I would much prefer to be thwarted by powerful single target protection skills that require talent to put in place, than by mindless, spammed, party-wide buffs. Party-wide skills do not require any observation, judgement, reflexes, or talent of any kind. But they are quite handy in the VoD NPC brawl where everything will be under attack at once! It is clear that party-wide skills are responsible for the stagnant defensive struggles that dominate the metagame - but worst of all, they are equally usable by outright crappy players as they are by people who know what they are doing! As has been said before in this thread, very poor teams are now making it to VoD regularly by virtue of the overwhelming magnitude of their packed defense. And that needs to stop.
Nerf Aegis. Nerf Wards. Nerf LoD. Nerf Heal Party. Nerf Spirits. Nerf Paragon Shouts. Buff almost every single single-target protection and mitigation spell (within reason). Buff some of the direct heals a little as well. Buff some snares. Buff Shutdown.
Oh, and fix hexes and soldier's stance while youre at it
Last edited by Neo-LD; Aug 06, 2007 at 05:16 AM // 05:16..
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Aug 09, 2007, 02:04 AM // 02:04
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#74
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Krytan Explorer
Join Date: Apr 2006
Location: Australia
Guild: [MMAD]
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Ensign wins the internet.
Again.
Seriously Anet, listen to this man.
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