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Interrupting After the New Patch
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Hmm, i think the spellcasting bar is a detail too far to give away to an enemy, for an enemy to interrupt is far too easy with this in...
Even though they nerfed ranger interruption slightly, introducing this function being able to see what the enemy are using and call what the enemy are using as well as being able to see exactly when the action will take place is a bit stupid..
Imo, Anet don't understand the meaning of balance, everythign they nerf paves way for another dominant strategy ever since spirit spam and all they keep doing is nerfing more and more to try and 'balance'.
What they're basically doing is giving every strategy its go atm pet builds, trap builds (flavor of the week, so that means we all MUST use them! ! )
I know too many high ranked people from top guilds who are thinking of leaving this game for the constant inbalance.. and now sticking to topic.. showing spellcast duration bar is just a minor detail but a detail too far in such an imbalanced game.
It's meant to be about individual skill but instead its about whatevers currently imbalanced as compared to everything else, with a tiny little bit of skill alongside this.
Even though they nerfed ranger interruption slightly, introducing this function being able to see what the enemy are using and call what the enemy are using as well as being able to see exactly when the action will take place is a bit stupid..
Imo, Anet don't understand the meaning of balance, everythign they nerf paves way for another dominant strategy ever since spirit spam and all they keep doing is nerfing more and more to try and 'balance'.
What they're basically doing is giving every strategy its go atm pet builds, trap builds (flavor of the week, so that means we all MUST use them! ! )
I know too many high ranked people from top guilds who are thinking of leaving this game for the constant inbalance.. and now sticking to topic.. showing spellcast duration bar is just a minor detail but a detail too far in such an imbalanced game.
It's meant to be about individual skill but instead its about whatevers currently imbalanced as compared to everything else, with a tiny little bit of skill alongside this.

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you cannot balance the game completely. there will always be skills that are better than others. its all about the situation. so what if the top guilds leave there will be other guilds right behind them to take their place.
you cannot prepare for everything when you change some skills for balancing. the point is that players are better than devs and always will be. i have learned through MTG that sometimes this happens and you just have to deal with it when the problem is fixed. skills imbalances are a problem. finally i see alot of water mancers now. fire is more common than air now. rangers have multiple builds available instead of 2. warriors are getting much better and harder to deal with. monks lost the ability to have infinite energy and screw another player at the same time. mes have been balanced some what. still the only class that can take on anything 1vs1 and come out on top. necros are great characters that are unbalanced (i won't say how). most do not play necros and don't see their impact so they are not complained about as much.
this is an evolving game and always will be. glad to see that 2 months later spirit spam is not dominating everything in sight. skills changes are good. if you where not doing good before this is your opporunity to move up. while other people figure out what they want to use.
you cannot prepare for everything when you change some skills for balancing. the point is that players are better than devs and always will be. i have learned through MTG that sometimes this happens and you just have to deal with it when the problem is fixed. skills imbalances are a problem. finally i see alot of water mancers now. fire is more common than air now. rangers have multiple builds available instead of 2. warriors are getting much better and harder to deal with. monks lost the ability to have infinite energy and screw another player at the same time. mes have been balanced some what. still the only class that can take on anything 1vs1 and come out on top. necros are great characters that are unbalanced (i won't say how). most do not play necros and don't see their impact so they are not complained about as much.
this is an evolving game and always will be. glad to see that 2 months later spirit spam is not dominating everything in sight. skills changes are good. if you where not doing good before this is your opporunity to move up. while other people figure out what they want to use.
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Originally Posted by SecUnder
what does any of this have to do with suggestions to the game? sounds like a bunch of crying by people that cannot adapt and overcome.
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.. Gj. If some people actually understood the mechanics of the game and could see just how stupidly imbalanced it is... if anet could even see this on its own game
even better.Quote:
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Originally Posted by twicky_kid
you cannot balance the game completely. there will always be skills that are better than others. its all about the situation. so what if the top guilds leave there will be other guilds right behind them to take their place.
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Boo hoo, let's all pout and cry because things have changed. It's becoming alot more balanced update by update, and really, pvp wise, it's the most balanced game i've played.
Second, this isn't a "balancing" issue, it's a matter of making something else easier, and personaly i like it. I play all classes myself, and maybe that's why none of these patches every bother me, i just adapt. Try stances, or spells that block, or spell immunity. There are quite a few ways to stop alot of these interupts.
Just a side note, perm spell immunity is possible, check out some spell combo's... It's even possible to keep up some nice energy if you know how to do it.
Second, this isn't a "balancing" issue, it's a matter of making something else easier, and personaly i like it. I play all classes myself, and maybe that's why none of these patches every bother me, i just adapt. Try stances, or spells that block, or spell immunity. There are quite a few ways to stop alot of these interupts.
Just a side note, perm spell immunity is possible, check out some spell combo's... It's even possible to keep up some nice energy if you know how to do it.
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Originally Posted by Timoz
I know too many high ranked people from top guilds who are thinking of leaving this game for the constant inbalance..
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The bar doesn't change how long it takes for elementalists to cast Earthquake, you know. If you don't have an Elementalist targeted, there's not a giant neon sign flashing "ZOMG, HE CASTS SPELL, INTERRUPT INTERRUPT!"
It really doesn't change much. Sure, mesmers won't think "hmm, hope it's long enough for me to interrupt" *hit skill* "damn, guess not," but oh well. So, in short:
1) When you target an enemy, you can see what spells/skills they are using. (Not new.)
2) You can monitor it's progress on a bar. (Not entirely new [you could always tell when an E/N/Mo/Me was casting]... Elementalists don't hover in the air when they cast Aura of Restoration, now do they?)
Now Mesmers/Rangers can make intelligent decisions "Hmm, that skill is too fast for me to interrupt, I won't waste my energy," and now it's imbalanced because they're working on more than a coin toss?
Damn I'm so glad I play a mesmer.

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Originally Posted by Timoz
Even though they nerfed ranger interruption slightly, introducing this function being able to see what the enemy are using and call what the enemy are using as well as being able to see exactly when the action will take place is a bit stupid..
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You could previously see what the enemy was using. You could previously "call" that skill out into your mic to your teammates. You could previously see exactly when the skill would take place because the skill still gave you a guage as too its casting time. It's just that instead of a fade-in there's now a bar. Either way you still know when that skill's coming.
The only real difference the new skill-monitor changes make is that the icon is visable from moment one of the cast time (instead of being only partly visiable and harder to make out), and you get more solid feedback as to whether your successfully interrupting things. The visibility changes merely mean there's no longer guess-work as to what's being cast in the first 1/4 second or so. If you want interrupting to be guesswork, get lost. This is a "skill" based game, not a luck based one. The feedback allows people to know what they're doing wrong, which is the foundation of all learning, as well as getting some recognition from teammates who previously were too stupid to notice the enemy wasn't casting anymore.
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| Imo, Anet don't understand the meaning of balance, everythign they nerf paves way for another dominant strategy ever since spirit spam and all they keep doing is nerfing more and more to try and 'balance'. |
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| What they're basically doing is giving every strategy its go atm pet builds, trap builds (flavor of the week, so that means we all MUST use them! ! ) |
...now that I've gotten the ire and spite out of my system, I think the biggest point that is being missed is that as ANet isn't purposely throwing in huge imbalances each time they 'nerf' something. As they balances some aspects, though, other unbalanced ones will inevitably be brought to light. So long as one balance issue is more damaging than others, those others go largely unnoticed. However, when that one giant balance issue is fixed, the next biggest now stands out. Each new balance issue that comes up is smaller than the last. Little by little ANet is moving this game in the right direction.
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Originally Posted by Timoz
Ye, well maybe they should change the people testing the game? as atm they seem to be a bunch of tards who can't find exploits
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Lets assume for 1 second that each class has the same number of skills, in the case of a ranger, 77. So any one character build has a total of 154 different skills potentially available to be used in it.
With 154 skills you can have
(154*153*152*151*150*149*148*147) /8 =
262959741716918400 / 8 =
32869967714614800
different skill combinations.
Do you think for even one minute that you and 30 of your closest friends could create AND test each of those builds in a reasonable amount of time? Lets be generous here, lets say 1 hour of testing per build, 31 people working 24/7 simply testing builds.
With 31 people, 1 hour per build, you're looking at 3749711124186 years to test all the possible combinations. And that's assuming you're a robot who never eats, sleeps, uses the toilet, or performs any form of personal grooming.
Now, before you go throwing out insults in a subject you know exactly jack about, use that piece of grey flesh that is taking up atleast SOME of the space between your ears. IT IS PHYSICALLY IMPOSSIBLE TO TEST EVERY POSSIBLE BUILD FOR POTENTIAL WAYS IT COULD BE ABUSED.
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Originally Posted by Jenosavel
...now that I've gotten the ire and spite out of my system, I think the biggest point that is being missed is that as ANet isn't purposely throwing in huge imbalances each time they 'nerf' something. As they balances some aspects, though, other unbalanced ones will inevitably be brought to light. So long as one balance issue is more damaging than others, those others go largely unnoticed. However, when that one giant balance issue is fixed, the next biggest now stands out. Each new balance issue that comes up is smaller than the last. Little by little ANet is moving this game in the right direction.
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I would agree it is getting more balanced.
And for those flaming me- pls make builds which hold halls and competes highly in gvg, then pls come and call me a moron and an idiot.ty. I will reiterrate the fact that plenty of rank 9+ people i play with share these opinions, your insulting people who make the builds who win halls etc. i think we can see whats balanced and whats not, i'd like to think we're not all idiots.
.. or maybe its just me
*sticking to topic* sry for hijacking it slightly there como.- pls if people are going to flame me more pm me so it doesn't hijack the thread como took time to make.
Showing the cast time bar just really annoyed me a bit too far and i would suggest its removed for the pure purpose of giving interrupters too much information. Interruption is not at all hard to counter >imo< ( just to make that clear) and i too use the cast bar to my advantage so much..
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