Jan 19, 2007, 02:35 PM // 14:35
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#21
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Ensign
What stances do you think should be played, but are not being played because of Wild Blow Dervishes? As far as I know, there aren't any, and you're just arguing about skills and a metagame that don't exist.
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We would have used Mantra of Earth Monks in game two vs [tag] if it wasn't for Wild Blow...
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Jan 19, 2007, 03:42 PM // 15:42
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#22
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: Runners of Fury
Profession: W/Mo
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yea link it to strength... that would do tha trick imo
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Jan 19, 2007, 07:09 PM // 19:09
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#23
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Forge Runner
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Quote:
Originally Posted by lilnate22
yea link it to strength... that would do tha trick imo
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Also note my suggestion drops the 'lose all adrenaline' clause.
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Jan 19, 2007, 07:12 PM // 19:12
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#24
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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natural stride and dark escape also come to mind.
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Jan 19, 2007, 07:33 PM // 19:33
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#25
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Patccmoi
And aren't you the one arguing that Grenth is fine if Wild Blow wasn't there? Grenth is as harsh for enchants, actually more imo, and there is MANY more enchants than stances.
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Yes I believe that wild blow and harrier's grasp is what makes grenth's so dangerous.
If I had a skill that said auto crit, cannot be blocked or evaded, and remove 1 enchant from the target with a 5r and 0 attribute point investment wouldn't you think that skill is overpowered? With grenth that might as well be the wording on Wild Blow. Grenth alone can be contained with the usual anti-melee skills.
Yes, there are other skills that create the "cannot be blocked or evaded" effect. Some of them are enchants and stances so they will not trigger Grenth and 80+ dmg hit. You can still use those skill and be effective with Grenth but it will not pressure a target as it does now. Also many of those skills have less duration than recharge so they will not always be available and you will need some attribute point investment unlike wild blow.
Irresistible Sweep can be used but it does at least have a down side that WILL affect a dervish. Dervish have low armor on the front line so they do need those prot enchantments. IS is there but I don't think you'd be able to spam it as much as Wild blow. IS also has a longer recharge than WB.
With the less frequent use of "cannot block and evade" skills the less frequent Aegis will be removed. Right now all a dervish has to do is walk up to a target and WB to remove Aegis so all the other melee teammates can train the target. If you do need to change targets at any given moment you are ready at any time to do so with WB. The other options might not be available or at least will have a cost in doing so.
Honestly I don't know how to change it to be a compromise for 2nd class uses. Wild Blow is after all the only remove stance skill that has the cannot block and evade without a condition.
In any case the reasons are pretty clear why it needs to be changed more than Grenths. I hesitate in changing Grenths because that can be done at any time. If they change WB and Grenth is still too much then ya change it. Making huge adjustments to skills all at one time is usually not needed and there is usually a backlash from players when Anet does that.
I just don't want to see another rit. Right now the dervish has the god forms and ebon dust cloak going for them. I don't see much use in competitive play for the other elites. Mel's and Grenth are under the bullseye right now for nerfs. If they are nerfed to much they will go the way of rits.
I love the idea of the test weekend. I think that is the best idea Anet has had for skill changes and we see slight changes with that method from the beta weekend when current skills were adjusted. This will also work towards Anets advantage. If people know what is going to be changed before the change happens its easier to accept. I think Anet finally understands that changing something and telling "just accept and adapt" doesn't go over with players very well.
Last edited by twicky_kid; Jan 19, 2007 at 07:39 PM // 19:39..
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Jan 19, 2007, 08:08 PM // 20:08
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#26
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by Winstar
If you took away wb do you really think the grenth would then be balanced?
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Depends, was I dropped on my head out of a second story window as a child?
Repeatedly?
Quote:
Originally Posted by Patrograd
It seems to me that this is the way the skill was designed...I cant believe this is what was intended by the designers.
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I care very little about what was intended by the designers when looking at a skill, and evaluating its effect on gameplay and the metagame. I don't think that competitive play is considered at all during the design of a vast majority of skills. I'm not willing to play a guessing game, and even if I was it would be pointless. Skills simply are what they are, and need to be evaluated on how they are used and what their effects are - not on some theoretical construct of what they should be.
Quote:
Originally Posted by twicky_kid
I'd agree there are not that many powerful stances that are in the meta.
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There are not *any* powerful stances that are *not* in the meta.
Quote:
Originally Posted by twicky_kid
Wild blow on non adrenaline users will prevent stances from ever being usable unless it has a short recharge.
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I've seen an awful lot of Dark Escape, Hex Breaker, Shadow of Haste, Balanced Stance, even Shadow Walk and Mantra of Concentration in the metagame in spite of this. In fact the only stance that seems to get owned by Wild Blow that might be run otherwise, is Whirling Defense - but shouldn't any stance removal deal with Whirling Defense?
As I said before, you are arguing theory that is not supported by empirical evidence *at all*. Wild Blow *is not* hating stances out of the metagame, even ones with respectable recharges, so why do you keep arguing that it would?
Quote:
Originally Posted by twicky_kid
In the end necropotence was banned even after dark rits were banned.
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Hi, I'm the point, you missed me.
Quote:
Originally Posted by twicky_kid
Yes I believe that wild blow and harrier's grasp is what makes grenth's so dangerous.
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Strange, I think it's blindingly obvious that Avatar of Grenth is what makes Avatar of Grenth so dangerous.
Quote:
Originally Posted by twicky_kid
If I had a skill that said auto crit, cannot be blocked or evaded, and remove 1 enchant from the target with a 5r and 0 attribute point investment wouldn't you think that skill is overpowered?
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...
Quote:
Originally Posted by twicky_kid
Dervish have low armor on the front line so they do need those prot enchantments.
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You are not playing the same game the rest of us are.
Quote:
Originally Posted by twicky_kid
In any case the reasons are pretty clear why it needs to be changed more than Grenths.
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Wait, you just said that Wild Blow needs a change more than Avatar of Grenth does?
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No comment. You do such a good job scuttling your own points that I can't compete.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jan 19, 2007, 09:00 PM // 21:00
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#27
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Forge Runner
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Quote:
Originally Posted by twicky_kid
Yes I believe that wild blow and harrier's grasp is what makes grenth's so dangerous.
If I had a skill that said auto crit, cannot be blocked or evaded, and remove 1 enchant from the target with a 5r and 0 attribute point investment wouldn't you think that skill is overpowered?
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Yes it would, but atm that skill is atking up 2 skill slots one of which is your elite. I'm not saying Grenths is not overpowered, but this logic is flawed as (insert clever comment here)
The rest was said quite clear enough by E.
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Jan 19, 2007, 09:13 PM // 21:13
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#28
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Wild blow is a free crit for 5 energy and removes stances
a sin could use wild blow to keep critical defenses up...
Avatar of grenth isnt that bad, your all just like 0_o... because its a potent enchant removal...
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Jan 19, 2007, 09:20 PM // 21:20
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#29
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by ensoriki
Wild blow is a free crit for 5 energy and removes stances
a sin could use wild blow to keep critical defenses up...
Avatar of grenth isnt that bad, your all just like 0_o... because its a potent enchant removal...
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Yeah, I so agree1!!1!1 Prots suck anyway1!11!!1
P.S. CRITICAL DEFENZES IZ TEH PWNZ1!111
/sarcasam off
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Jan 19, 2007, 09:39 PM // 21:39
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#30
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Forge Runner
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Quote:
Originally Posted by ensoriki
Wild blow is a free crit for 5 energy and removes stances
a sin could use wild blow to keep critical defenses up...
Avatar of grenth isnt that bad, your all just like 0_o... because its a potent enchant removal...
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Hi I play PvP do you?
No? then don't post your opinion on Wild Blow in the Gladiator's Arena
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Jan 20, 2007, 10:58 PM // 22:58
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#31
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Frost Gate Guardian
Join Date: Aug 2006
Location: kansas city, MO
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Quote:
Originally Posted by Zui
Yeah, I so agree1!!1!1 Prots suck anyway1!11!!1
P.S. CRITICAL DEFENZES IZ TEH PWNZ1!111
/sarcasam off
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lol.. slam the kid that can't fight back. that's a sign of strong character.
Has anyones opinion of wild blow changed since all the buffs to stances were implemented this weekend? I was a supporter of moving it to the strength or tactics attribute with a 5 in attribute or fail like gale, but now i'm not so sure..
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Jan 24, 2007, 05:02 PM // 17:02
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#32
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Ensign
Don't ban Necropotence, it's these Dark Rituals that are the real culprits!
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Dark Rit, Necropotence, Illusions of Grandeur, Donate...oh how I miss thee.
~Z
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Jan 24, 2007, 06:11 PM // 18:11
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#33
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Ascalonian Squire
Join Date: Jun 2005
Location: T.O.
Guild: Xen of Onslaught [XoO]
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black lotus was better.
anyways, wild blow is fine don't mess with it or put the recharge to 6-8 seconds to tone down spammability.
nothing about it is game breaking, and while the introduction of a class like dervish that can get huge mileage out of crits (thanks to the high max dmg) does make it seem kinda wonky, its not all that bad in the face of chilling victory and wearying strike... imo the only change you'd ever need to do to wild blow is recharge, and not by a whole lot.
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Jan 25, 2007, 05:10 PM // 17:10
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#34
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Peanut Butter Toasts [pT] Unknown Phenomenon [vK]
Profession: R/Mo
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Quote:
Originally Posted by Xenex Xclame
When i first read the suggestion in the other thread i was gonna answer that dont like the idea since i saw it as the same suggestion of making it fail at strength 4 or less.
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Since Wild Blow is dervish skill now, this seems fair enough. It could potentially make ward of melee and Rit skills like Weapon of warding viable as utility. Aegis and guardian too. I agree Grenth is the real issue but the above mentioned requirement seems plausible.
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Jan 31, 2007, 03:28 AM // 03:28
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#35
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Frost Gate Guardian
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I don't like the idea of linking Wild Blow to strength - it'd just marginalize a playable skill in all areas of GW, and lordy if we don't have a ton of marginal skills as it is (I'll use Oogie Boogie's Cry on u and u w1ll get pwnzrd).
I do not hate the idea of increasing its recharge time however.
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Jan 31, 2007, 03:36 AM // 03:36
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#36
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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wild blow has been fine for 2 chapters, it dosnt need a change.
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Jan 31, 2007, 04:00 AM // 04:00
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#37
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Frost Gate Guardian
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Ensign: Any stance which doesn't meet the condition of rapid recharge (EG: 10s or less) is pretty much dead weight and rarely worth it. Before this, you used to rarely see skills like lightning reflexes or whirling make an appearance in Heroes Ascent in reasonable builds.
The skill was fine for two chapters for three reasons as I see it.
1. Warriors would bring it occasionally for use in their builds when stances were a problem (EG: ranger hunting in the old days). But they paid a stiff price for it because it's use denied them the immediate use of a adrenal spike followup.
2. With factions, assassins caught on, but assassins have always been fairly rare and limited. And in many cases, the appeal of another secondary besides warrior was a bigger driving concern. Also the auto-crit on a dagger is pretty small given daggers 17max base damage and no dual strike on the skill use.
3. W/ Nightfall, the AOE application of it has become a problem especially because scythes can hit so hard on their own. This is a common problem w/ other skills as well as this one which weren't designed w/ the potential for AOE usage in mind.
I've argued long and hard, that scythes would be nowhere near so problematic if skills marked "Melee attack" had their effect limited to the scythes primary target only, and they only did base weapon damage to surrounding. But I don't see this as likely. Keep in mind, we've never seen any skill originally balanced for use w/ single target weapons like swords/axes/hammers (and later daggers) changed to reflect the scythes AOE. The "Scythe Master" attacks have always been balanced w/ their inherent AOE in mind.
Personally, I think the skill can and should be modified. Just like Debil shot got moved out of expertise (where it originally lied). Named 'unlinked' because it had no variable effects except for expertises cost reduction... and got put into marksmanship w/ a spec requirement that has pretty much marginalized it's use.
EG: Wild Blow: (Melee Attack) Lose all Adrenaline. If it hits, this attack has 0..50% additional chance of causing a critical hit and any Stance being used by your target ends. This attack cannot be "Blocked" or "Evaded." Attribute Strength
Linking the crit chance to strength limits it's abusability for the auto-crit while retaining it for warriors (and assassins already have their critrate upped). It still retains an awful lot of function w/ no drawback in that it will end stances w/o fail on the cheap. Even for assassins this is important as it can allow them to break a stance and go straight into spike combo.
In builds such as the grenth's build. There's a very solid chance for pulling a crit anyhow from people moving. Or by just having some easy external support from something like "Go for the Eyes" or similar w/ it's easy mass AOE application and pressure effect.
Last edited by Falconer; Jan 31, 2007 at 04:05 AM // 04:05..
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Jan 31, 2007, 06:27 AM // 06:27
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#38
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Peanut Butter Toasts [pT] Unknown Phenomenon [vK]
Profession: R/Mo
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Quote:
Originally Posted by BryanM
I don't like the idea of linking Wild Blow to strength - it'd just marginalize a playable skill in all areas of GW, and lordy if we don't have a ton of marginal skills as it is (I'll use Oogie Boogie's Cry on u and u w1ll get pwnzrd).
I do not hate the idea of increasing its recharge time however.
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Ya cuz' linking Wild Blow to strength makes it as worthless as the above mentioned skill, please.
Wild Blow was not meant to be a dervish skill. Keep it as a warrior skill, derv's are already significantly overpowered without it.
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Jan 31, 2007, 06:57 AM // 06:57
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#39
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Krytan Explorer
Join Date: Mar 2006
Guild: P4n드4k트 F0rm4710n
Profession: W/
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The only reason why WB is "overpowered" with Grenth is because it is un-blockable, which just happens to synergies very very well with Grenth. The auto-crit isn't all that useful because like all good pvp players, your target is busy trying to kite you anyway, so almost every strike is a critical hit anyway.
That said, if Grenth did not exist, WB on a Dervish would be nothing to be worried about, but then again, if the un-blockable effect on WB was to be removed, a Grenth Dervish wouldn't be nearly as threatening because Enchantment like Aegis could still offer some protection and Wards against melee could be used to effectively "shield" enchantments from a Grenth Dervish.
But I don't how the un-blockable effect could be "removed" without completely destroying the skill as a Stance removal.
Last edited by Shendaar; Jan 31, 2007 at 07:00 AM // 07:00..
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Jan 31, 2007, 07:00 AM // 07:00
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#40
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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 Coloneh
wild blow has been fine for 2 chapters, it dosnt need a change.
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Kind of like how Desperation Blow was fine for 2 chapters...
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