Jun 26, 2006, 01:43 AM // 01:43
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#1
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Gods Infantry
Profession: E/Mo
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What builds/classes do you think will get the nerf bat?
This is a "Want to nerf it" this is a "Think it will be nerfed" thread. What classes/builds do you see getting toned down?
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Jun 26, 2006, 03:07 AM // 03:07
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#2
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Lion's Arch Merchant
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I see the assassin getting a buff, I see RI not "renweing" but it's lenth being extended, I see hexes not "renewing" but the second hex is a wasted hex, I see a nerf to AoE and a slight buff to smite skills in general. Maybe a small Order of Apostay nerf. I also see a slight Rit buff in general, but a nerf to Ritual Lord. And yeah, that's all I can predict.
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Jun 26, 2006, 04:07 AM // 04:07
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#3
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Hits to Air of Enchantment and some element of SB/RI. Nothing is really pressing beyond that.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jun 26, 2006, 04:16 AM // 04:16
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#4
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Site Contributor
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I'm also hoping for a nerf to fast cast air spike (possibly linking elemental attunement to energy storage?).
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Jun 26, 2006, 06:18 AM // 06:18
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#5
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Air of enchantment, for sure. Zealot's fire is already at about max nerf level.
The useless warrior elites might get some help. Enraged smash, cleave, flourish, to name a few. Same goes for assassin elite attacks.
And my wild card is shielding hands. I think a very generous reduction of recharge might help the current status of the metagame.
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Jun 26, 2006, 06:19 AM // 06:19
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#6
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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I predict Air of Enchantment will get a longer recharge, it's desperately needed.
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Jun 26, 2006, 06:27 AM // 06:27
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#7
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Frost Gate Guardian
Join Date: Aug 2005
Location: Australia
Guild: guildless
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I think that rit lord spamming (or some element of it, be it the elite itself, or spirits in use) may cop it sweet in the not too distant future.
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Jun 26, 2006, 06:53 AM // 06:53
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#8
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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I would like to see Recurring instability renew only on Illusion hexes, with either the degen or duration increased or the recharge decreased to compensate. I would like to see soul barbs only trigger on necro hexes. Dont know what element of that you can buff to compensate, This breakes the link between SB and RI which is what seems broken at the moment.
As for Air of Enchantment, well it would be a real shame to see smiting nerfed out of PVP again, but this AoE abuse at the moment is too much. It would be nice if instead of nerfing AoE someone could come up with a nice buff to a counter as this would retain smiting as viable PVP strategy, but I cant think of anything offhand.
Nothing else seems overpowered
As for buffs, it would be nice if a ritualist healer was a real alternative, and I'd like to see dwaynas kiss further buffed to help combat hex based degen and give teams a proper decision over what kind of backline to bring.
GvG is very dull at the moment, fix please.
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Jun 26, 2006, 07:09 AM // 07:09
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#9
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The Greatest
Join Date: Feb 2006
Profession: W/
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I'm almost 100% positive that ANet will nerf AoE and spirit spammers. Possibly touch rangers, too.
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Jun 26, 2006, 07:34 AM // 07:34
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#10
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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AoE Probably, but I also wouldn't like to see it completely eliminated
SB/Ri Spike: Definitely, because it's broken as hell
FC Spike maybe, maybe not... there's a lot of hate for it but it's questionable as to how overpowered if at all it is...
Retreat needs to stop triggering off spirits, assume such will be fixed
Quote:
GvG is very dull at the moment, fix please.
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It is indeed a horrible mess.
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Jun 26, 2006, 07:53 AM // 07:53
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#11
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Banned
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fast cast airspike is old and dull. nothing has changed and didnt evolve as a better build since i first saw it.
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Jun 26, 2006, 08:42 AM // 08:42
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#12
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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NERF TEH SPIEK RANGERS THEY ARE IMBA
To be honest I don't see any builds that are imbalanced, although I know Nuclear Launch Detected run a soul barbs spike group and they said they said themselves it was imbalanced and wanted it nerfed, whether they were sarcastic or not I do not know... It's a pretty lethal build in regular PvP.
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Jun 26, 2006, 08:58 AM // 08:58
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#13
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
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Quote:
Originally Posted by ZenRgy
although I know Nuclear Launch Detected run a soul barbs spike group.
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Yeah, Nu and every the other half of the top 50 teams. The other half is using tripple smite.
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Jun 26, 2006, 08:59 AM // 08:59
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#14
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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the other thing I would like to see fixed is hall of heroes. please take away that stupid final map and put something there that will reward strategy, communication and teamwork. Then you might even get serious PVP players involved again.
On this subject, would a buff to spellbreaker (the obvious counter to sb/ri) break altar maps totally? Would anyone care?
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Jun 26, 2006, 09:16 AM // 09:16
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#15
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by ZenRgy
To be honest I don't see any builds that are imbalanced
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QFT. If you think of it, no build is way too overpowered. Every build has a counter. If you can counter it, its weak. Weak isnt over powered. HA ZAH!
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Jun 26, 2006, 09:58 AM // 09:58
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#16
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Quote:
Originally Posted by Arkantos
QFT. If you think of it, no build is way too overpowered. Every build has a counter. If you can counter it, its weak. Weak isnt over powered. HA ZAH!
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QFF
Anyone who isn't in complete denial will tell you the SB/Ri spike is overpowered. The "you can counter it argument" is just ridiculous because if you can't counter it (which isn't easy) you _will_ die to it, in the build the description for soul barbs might as well be - "if this skill isn't interrupted there is a 95% chance your target will die" - i suppose there is convert too, but that's not got a pretty recharge, and that has a 2 second cast time of it's own which will probably just get powerdrained... and sure interrupt a mantra'd soul barb in a ward of stability.... it's one hell of a lot easier to run than it is to counter.
rank 100ish guilds have been beating some top 10 guilds with it and it's not because they got lucky or played amazingly well, it's because they are running a ridiculously good build. And the reason why a good 40-50% of the teams you seen on observer mode are running it isn't because it's just a normal build, it's because it's a sick build where soul barbs spike > strategy
Maybe a lot of it goes down to the random ladder style... fact is when one build forces certain top guild to run 2 blessed light monks, convert, and totally limit them in any form of actual choice of skills only to find they draw triple smite next and struggle immensely vs that...
To say you have to adapt to such isn't really that easy, since it's frickin difficult to adapt to both and people can't always fit crap like convert hexes in their buid... and they don't really have much of a choice anymore if they want a chance against it, that's just lame...
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Jun 26, 2006, 10:14 AM // 10:14
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#17
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Krytan Explorer
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Nerfs and Buffs I want:
- Soul barbs activates only at nec hexes and monk enchantments
- Air of ecnh needs a longer recharge
- Buff area of effect for non dot ele skills
- Buff to useless elite's like:
* Skull crack -> hammer elite with damage bonus + daze if foe is KD
* Lyssa's aura -> cast on other allies?
* Life sheat -> decrease recharge
* Ride the lightning -> remove exhaustion OR lower recharge
* Shatterstone -> spammable pls
* Whirling axe -> increase dmg
* Heal as one -> ability to res pet
* Withdraw hexes -> decrease energy and recharge
* Glass arrows -> more damage
* ...
- Buff to spirits:
* Equinox -> Lower recharge
* Famine -> Lower recharge
* Greater conflagration -> Lower recharge
* Life -> Lower recharge
- Buff to spells:
* cry of frustration -> lower energy cost (always better to buff anti-gimmicks then nerfing gimmicks)
-...
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Jun 26, 2006, 10:22 AM // 10:22
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#18
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Banned
Join Date: Sep 2005
Location: Behind the bush once again
Guild: Guillotine Tactics [GanK] ~ Leader
Profession: W/E
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Quote:
Originally Posted by suiraCLAW
Nerfs and Buffs I want:
- Soul barbs activates only at nec hexes and monk enchantments
- Air of ecnh needs a longer recharge
- Buff area of effect for non dot ele skills
- Buff to useless elite's like:
* Skull crack -> hammer elite with damage bonus + daze if foe is KD
* Lyssa's aura -> cast on other allies?
* Life sheat -> decrease recharge
* Ride the lightning -> remove exhaustion OR lower recharge
* Shatterstone -> spammable pls
* Whirling axe -> increase dmg
* Heal as one -> ability to res pet
* Withdraw hexes -> decrease energy and recharge
* Glass arrows -> more damage
* ...
- Buff to spirits:
* Equinox -> Lower recharge
* Famine -> Lower recharge
* Greater conflagration -> Lower recharge
* Life -> Lower recharge
- Buff to spells:
* cry of frustration -> lower energy cost (always better to buff anti-gimmicks then nerfing gimmicks)
-...
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All seem very reasonable, especially the soul barbs suggestion. That SB spike is just...blah.
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Jun 26, 2006, 02:03 PM // 14:03
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#19
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Forge Runner
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Just make it so that RI doesn't trigger SB when it's renewed. That would cut out about half the spike damage, making it possible to still spike with it but much harder.
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Jun 26, 2006, 05:34 PM // 17:34
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#20
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Wilds Pathfinder
Join Date: Jul 2005
Location: Seattle, WA
Guild: Grenths Helpdesk
Profession: N/
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I believe that making Soul Barbs only trigger from necromancer hexes and monk enchantments is missing the mark. These seem rather arbitrary and counter to the "spirit" of the hex.
The SB/RI spike could be balanced by:
1. Adjusting the behaviour of Recurring Insecurity to make it "renew" rather than "re-apply", so the duration is extended as the developers intended, yet it doesn't trigger the second Soul Barbs proc.
2. Adding some form of "after cast delay" to the bulk of the 1/4 second assassin hexes that are being used. Similar to the "after cast delay" that comes with Crystal Wave. Increasing the casting times of these hexes would be counter to the spirit of a melee fighter, so I don't support increasing their casting times. But a modest "after cast delay" would stop them from being chain-cast as ridiculously fast as they are now.
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