Paragon: Nerf Time!

Thallandor

Thallandor

Desert Nomad

Join Date: May 2005

Singapore

Seers of Serpents [SoS]

R/

Quote:
Originally Posted by Zinger314
I received an interesting PM today, basically calling me an idiot (and "YOUR WRONG") and that Thallandor "owned me." Won't paraphrase it, though.
Corrected? hopefully not on purpose. Just a fyi i had no part to play in the pm, other than asking you to read what you write a few more times before posting it, from my response to the OP.

Quote:
Originally Posted by Zinger314
Yeesh, don't the Paragon defenders think that they could be the slightest bit mature about this and not resort to childish ad hominemattacks?
See above comment.

There has been many suggestions that been proposed including providing more counters which may work without reducing the Paragon class to the now invalid ritualist class. Your comments however has been less than helpful and perhaps the same can be said of mine.

Quote:
Originally Posted by Zinger314
I like glountz's skill suggestions, though. Buff the counters.
I agree.

__________________________________________________
One have lost his arguement when he raises his voice

lilnate22

Lion's Arch Merchant

Join Date: Apr 2006

Runners of Fury

W/Mo

well zinger like isaid b4. there no counter can be affective. y? cuz there is a counter for that counter. the dcounter for paragons depend on how well u utilize the skills
place RW far away but yet in range so when sum1 goes to kill it he will over xtend, stack hexes then use diversion on monk that has hexremoval.

those are some tactics u can use. do note that GW isnt all about skill, its how u use those skills.

Enchanted Warrior

Wilds Pathfinder

Join Date: Jul 2006

W/Mo

Everytime they add new profs they overpower them on purpose. Then as time goes by they make them worthless. The cycle continues..

Lord Oranos

Lord Oranos

Krytan Explorer

Join Date: Aug 2005

Fort Aspenwood

Quote:
Originally Posted by lilnate22
and as for you "lord oranos" i atacked no one. but rather any one who called for a nerf w/o even thinking about the REAL posibilites.
im glad that zinger FINALLY understand (i thnink) that paragons only need a real minor tweek. and that the counters them selves hav to be buffed.
Thanks for typing like you are talking down to me.

So you mean the person you attacked wasn't worthy of being deemed human? The op thought of the possibilities, but you just wanted to go on a rant about people wanting changes, shocking.

Zingers OP wasn't even a "huge nerf", minor tweaks like upping finale to 10en, upping the recharge for incoming, making it an anti spike skill, not something 3 chars can loop to have constant 50% damage reduction.

Your very first post was pretty much summed up as "cry more nub" and the contribution was changing Incoming to 10 energy, as finale being 10 energy was already in the first post. Putting two more Adn on GFTE isn't going to damage it much.

The REAL possibilities are that they can be countered by a select amount of skills that are easily countered as well.

I haven't heard of Anet releasing new skills like some people suggest, but hey, anything can happen...

Enchanted Warrior

Wilds Pathfinder

Join Date: Jul 2006

W/Mo

The OP voiced his/her opinions, and is entitled. Ignore the loud mouths, the uber feebs and alike. We all have moments in game when we feel a genuine concern about something only to have it cheapened and ridiculed by trolls and board dwellers that hate life almost as much as they hate themselves. I can feel for them sometimes, life in their parents basements must suck ya know?

OP, rawk on you made some valid points. (And I have a Paragon )

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

Regarding the Incoming chain (3 players using it back-to-back-to-back) maybe it should be moved to the Leadership attribute so secondary paragons won't gain any use from it.

This thread got a little heated and perhaps I overreacted at the OP, B Ephekt and others who weren't calling for a complete nerf of the paragon (although that was my initial impression).

@twicky_kid: Great points on the lack of hex builds in pvp. I would like to see that issue addressed as well.

Enchanted Warrior

Wilds Pathfinder

Join Date: Jul 2006

W/Mo

Quote:
Originally Posted by JoeKnowMo
Regarding the Incoming chain (3 players using it back-to-back-to-back) maybe it should be moved to the Leadership attribute so secondary paragons won't gain any use from it.

This thread got a little heated and perhaps I overreacted at the OP, B Ephekt and others who weren't calling for a complete nerf of the paragon (although that was my initial impression).

@twicky_kid: Great points on the lack of hex builds in pvp. I would like to see that issue addressed as well.
Hell mesmers do this in pvp now. They cast Phantasm etc over and over and over, in turn with each other..

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Quote:
Originally Posted by Enchanted Warrior
Hell mesmers do this in pvp now. They cast Phantasm etc over and over and over, in turn with each other..
Ya but you can remove and prevent hexes. And you can interrupt spells easily.

-.-

HolyHawk

HolyHawk

Krytan Explorer

Join Date: Jul 2006

lf guild~

Me/A

You see, adding more counters would mean more hexes I suppose, but that would also mean builds going to hex heavy side. I do think conditions and shouts that disable should should exist to give more options, like lacerny/thieveries do; I am more inclined to rework dazed for shouts/ chants actually. Btw, do echoes fit into "spell" definition? If not, maybe they should.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

The only time you need to PM someone is if you need to correct or congratulate them without being obnoxious, I find that rather childish. But I also find the idea that everything should be nerfed if it works well pretty childish as well.

As many have said, the only reason other classes have any difficulty is because many of their skills just get nerfed over and over.

Having an indominable Paragon lineup is no different than having an indominable Monk lineup, a support heavy build is going to last, and the fact that a team with 2 paragons and a paragon secondary, as well as at least 1, likely 2 monks survives like a mountain isn't a surprise. The fact that bringing half a team of support unit ensures longetivity really doesn't impress, of course it does, half their team is support...... What WERE you expecting?

If you were against a party of 3 monks rotating Aegis and a Ritualist spamming spirits, would melee attacks get through?

Reduced damage has its advantages and disadvantages. Advantages like overall less damage, but completely open to interrupts, conditions application and attack rewards (energy return for criticals and such), is it overpowered? Imagine if there was an elite version of Aegis?, how strong would it be?, how cheap would it be?, how often could you use it? Imagine it was on a class which had better defensive abilities, and worse healing abilities. You would have "Incoming" on a Paragon class, and it is perfectly balanced. Paragon has its advantages and disadvantages, just because a skill is effective doesn't mean that it is broken. What Anet should do is start returning much of the power that has been stripped away in the past and allow more classes to be effective. Paragon requires a party to be bunched together to receive powerful support effects. The would be no problem at all if DoT spells wern't axe murdered, but instead improved like I have been saying since the game came out. Naturally when the situation which requires it finally arrives, you just want to nerf that too, so the classes you use are proficient again.

All I can say is you don't know how to manage a good game. There are 2 ways to fix the problem, nerfs, or improvements. I don't have to debate which is more enjoyable, and whether you recognize it or not, it is a better solution. Nerfs will lead to more nerfs, which lead to mundain gameplay, which leads to less sales, which leads to the end of the game. Improvements lead to more enjoyment, more sales, and a longer lifespan. I have seen the power of nerfs in previous games, and they never prosper, the players who enjoyed the function become disgruntal, and turn to all the other classes and call for nerfs, those classes get nerfs, and it exponetially weakens the game until everyone is disappointed and unhappy. The cycle has already begun, there are alot of skills which were never that great to begin with which are totally crap now, and just as many which were enjoyable and now are broken.

When you choose to nerf, you choose to keep nerfing, and the nerfing will continue until improvements are chosen. And the longer you continue to nerf, the harder it is to switch to improvements, because the cycle of nerfs has lowered the effectiveness of everything in the game, and require extreme retroactive developement to return everything to enjoyable means. Nerfing is not the solution.

As stated, these builds require close proximity and clustering, the class which has always been involved with group damage has been nerfed since day one up til now, now there is a situation which requires it to be even more powerful than it ever was, but now a legacy of nerfing stands between improvement and balance, and you want to nerf some more. It is obvious that DoT spells need to be returned to area wide effects, and they all need a 1/3rd reduction, if not 1/2 reduction in recast time, as well as improving the radius and recast time on most other elementist skills, to make it easier for Elementist to punish groups. Likewise, Dervish need to have their attacks returned to the way they were, if they are in a situation where they are surrounded by more than 3 enemies, than they damn well need the advantage, and when the face of battle includes 3 enemies with "Incoming", they damn sure need it.

Likewise, there is no reason why 2 paragons cannot be on your team providing the same effect. Is it broken?, no more than 2 or 3 monks being a standard part of every team. People act like it is broken just because a new face has become a common appearance in battle, it isn't the first class which is required in any team, and hopefully not the last.

And all this nerf trash for what? Will anything change if they increase Incomings cost to 10 energy?, will it be less difficult to damage the enemy when it has a 30 second recast? No it woln't it is still going to be just as powerful, and balanced so, the enemy will bring more copies of it if they need to, bring skills which increase the duration, and what? You think a 5 second laps in use is going to give you the advantage you need to win?, Whatever. There needs to be attacks which will punish the enemy even if they have that defense, there needs to be much stronger, effective, economic, and frequent group damaging spells in elementist and other classes to make staying together a liability. When DoT owns grouped units and there are 5 other spells which can punish a group like Rodgorts Flame, there woln't be a problem with "Incoming" builds. People will be ringing out the Ward Against Elements just so their paragons can survive, and the game will be balanced again, the way it should have been, and enjoyable at the same time.

Qual

Qual

Krytan Explorer

Join Date: Dec 2005

Denmark, Karup.

[PuG]

W/E

Well I pull my statement back then.
It is just that the last few days I have been fighting alot of top 200 guilds, and "incoming" or not we could still spike them down. You talk alot about the "incoming chains". I have yet not seen this, maybe we just got lucky in my guild? But I watch alot of games in observe as well. And here I am still in need to see this "incoming chains" you are talking about

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

[DETH]

nice ideas in that post. maybe add some conditions that hinder the paragon directly (muteism?) or effect the group or everything in the area.

eg meteor shower causes "shellshock", shellshock condition basicaly causes deafness, or missunderstanding. could also chuck in some random side effects (mild blindness/weakeness etc)

im really enjoying my paragon in pve, fulfilling his intended role nicely of a battlefield commander, probably abit too good (i hardly ever have energy problems for example).

adding conditions to ele stuff could work well, maybe have counter shouts or something from mesmers.

deep wound could reduce the range of shout/chant aswell.

sorry if these have been suggested before, i skipped pages :P

HKSdivision

HKSdivision

Desert Nomad

Join Date: Feb 2006

W/

Quote:
Originally Posted by Zinger314
Now, for a few other problems:

Low Adrenal Shouts: [skill=text]"Watch Yourself!"[/skill] and [skill=text]"Go for the Eyes!"[/skill] can be spammed very constantly, giving the Paragon near unlimited Energy. I like the mechanic, but it's a tad abuseable. Upping both to 6 adrenaline should make both of those more reasonable. (and probably a recharge of 10ish seconds on "Watch Yourself!")
Quote:
Originally Posted by kang
if you do that to watch yourself, it will be useless to warriors who use it in PvE. It was designed to be able to be kept up on warriors when they are fighting, if you pile a bunch of nerfs on it, then itill be useless.

easier solution: make it that echos and the leadership thing only work on PARAGON shouts, rather than ruining a warrior skill
I agree with you Kang. "Watch Yourself!" doesn't need to be nerfed. I use it all the time in PvE and it helps me so making it an energy based skill with a 10ish second recharge would be stupid. Also, NOT everyone does HA or GvG (Like myself) so I'm against this idea.

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

Quote:
Originally Posted by lilnate22
there u go finally using your brain. instead of calling for a a nerf skills shoud be buffed

and he did make a killer statement against you.

and i hardly doubt its a hominem attack. more of a sstatement

and us "paragon defenders" can careless about paragons. we just hate stupid ppl who call for nerfs w/o even thinking.
p.s we also hate cry babies.
You're crying that some one called for a nerf. You're also similar to the person that attacked her, just using "intelligence" as a matter of you being "right" and her being "wrong". Well guess what? There is no true belief. Oh, and this is just a statement, so don't go crying over it now.

lilnate22

Lion's Arch Merchant

Join Date: Apr 2006

Runners of Fury

W/Mo

Quote:
Originally Posted by Lord Oranos
Thanks for typing like you are talking down to me.

So you mean the person you attacked wasn't worthy of being deemed human? The op thought of the possibilities, but you just wanted to go on a rant about people wanting changes, shocking.

Zingers OP wasn't even a "huge nerf", minor tweaks like upping finale to 10en, upping the recharge for incoming, making it an anti spike skill, not something 3 chars can loop to have constant 50% damage reduction.

Your very first post was pretty much summed up as "cry more nub" and the contribution was changing Incoming to 10 energy, as finale being 10 energy was already in the first post. Putting two more Adn on GFTE isn't going to damage it much.
im not down w/ the deep wound idea though, the best bet is weakness.

im fine w/ ppl that call for nerfs. like sering F> needs a major nerf. no other way to fix it.

but most of the paragon stuff dont need nerfs, but tweaks and more counters.


do u ever read?
some of my post actualy has ideas for counter. and if you think this is talking down... you havnt seen talking down.

and as for you asying vry more nub. if you have even a 3rd grade reading level ud c that from the begining i agreed that sumthing had to be done about paragons, just not to the xtreames of some ppl, like i said b4 the only things that needs a NERF is incoming 10e and SF. the rest is to fix the counters.

qual. ive seen what they are talking about. but it was barely a prob for my guilds because we had degen running on our team. but most of the time youll c a SOR and a INC paragon not 2x inc.

Juicey Shake

Juicey Shake

Jungle Guide

Join Date: Jun 2005

CA

in it for the trimmmm

R/

He could have a college reading level and still not be able to read the trash you post, don't go on about that!

I like paragons, qq ; _ ;

Lord Oranos

Lord Oranos

Krytan Explorer

Join Date: Aug 2005

Fort Aspenwood

Quote:
Originally Posted by lilnate22
im not down w/ the deep wound idea though, the best bet is weakness.

im fine w/ ppl that call for nerfs. like sering F> needs a major nerf. no other way to fix it.

but most of the paragon stuff dont need nerfs, but tweaks and more counters.


do u ever read?
some of my post actualy has ideas for counter. and if you think this is talking down... you havnt seen talking down.

and as for you asying vry more nub. if you have even a 3rd grade reading level ud c that from the begining i agreed that sumthing had to be done about paragons, just not to the xtreames of some ppl, like i said b4 the only things that needs a NERF is incoming 10e and SF. the rest is to fix the counters.

qual. ive seen what they are talking about. but it was barely a prob for my guilds because we had degen running on our team. but most of the time youll c a SOR and a INC paragon not 2x inc.
I saw your post, the very first one was just about a couple of skill changes, the only reason I summed it up as it meaning "cry more nub" is because you complained about yet another person wanting something changed. Ive seen your ideas, and thoughts on the subject, and while I doubt the conditions will be changed, its an interesting idea.

Zinger wasn't calling for an extreme nerf, just 5 more energy on one skill, maybe 10 seconds extra recharge on another and a skill being upped by 2 adrenaline. And the counters most likely will see a buff, its almost expected really... and sorry, I was a bit offended by "and as for you "lord oranos"". So please, lay off the insults, I can read just fine.

Etrik

Etrik

Krytan Explorer

Join Date: Jun 2006

Romania

None atm

Mo/

To all the people saying Incoming is not imba:

Enduring Harmony + 2 Incoming Paragons. Did I mention Vocal was Sogolon + Enduring + Incoming? No? Okay.

Take 1s duration off of Incoming, up EF's cost and recharge to 10, give Leadership a tiny nerf, give Mysticism a boost [kinda like preview version].

Cybah

Cybah

Banned

Join Date: Nov 2005

Europe

Guardians Of Eternal Sands [GoeS]

W/

Quote:
Originally Posted by Thallandor
Source? Start a poll or dont make assumptions.

No adrenline gain = no shouts.

Perhaps i should start a thread on how:

-Shambling Horrors are overoverpowered, lets nerf it
-mesmers interupts are too powerful lets nerf them too.
-Oh lets not forget Searing Flames, since so many people are QQing about it too.
-Oh dont forget mending as well since its overpowered, meaning healing is overpowered too, lets nerf monks.
-Lets nerf all NF skills and class while we are at this and remove Heros from the game also.

And since this is in suggestion forums.
/Not signed
lol agree xD


remember: paragons are only welcome in heroway groups (im talking of pve) because of go for the eyes abuse. you would make them useless in pve by nerfing all their good skills.

since I'm pve only player, I won't pick paragon anymore then.

Issac

Issac

Desert Nomad

Join Date: Oct 2006

Earthrealm

W/A

Paragons seem to be ONLY ment for being supporters. Thats all cool but they have a nice weapon and sheild and 80 armor like a warrior so they should make them more fighting.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by Etrik
To all the people saying Incoming is not imba:

Enduring Harmony + 2 Incoming Paragons. Did I mention Vocal was Sogolon + Enduring + Incoming? No? Okay.

Take 1s duration off of Incoming, up EF's cost and recharge to 10, give Leadership a tiny nerf, give Mysticism a boost [kinda like preview version].
That will only work on 1-2 targets because of EH long recharge. Incoming doesn't need to be changed. People need to learn how to time their attacks.

Its the same with Dark Escape. Hit the monk a few times so he activates then wait 15 seconds to go spike him.

Tired of this push button kill game players expect GW to be. Learn some tactics and strategy. Besides degen, life loss, and life steal ignore incoming. There isn't much difference between aegis and ward vs melee compared to incoming. Aegis can be removed. Ward can be interrupted. Incoming has a very short duration. Its a balanced skill no need to change it. 2nd classes can use aegis and ward vs melee w/o taking their elite spots OMG!!!! That's too powerful we need to nerf that too.

Flabber Babble

Academy Page

Join Date: Feb 2006

Defenders of Claro

R/Mo

Yup, Para's can shutdown any form of spike, and are able to make almost any team hold out for a long long time.

So, why not fit some into your build? Doesn't it make sense?

If it gets to the point when the majority of PvP players are running Paragons, and teams are effectively invincible, ANet will notice that as a problem.

I have my faith that they'll do what's best... so just wait it out and enjoy it.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by Flabber Babble
Yup, Para's can shutdown any form of spike, and are able to make almost any team hold out for a long long time.

So, why not fit some into your build? Doesn't it make sense?

If it gets to the point when the majority of PvP players are running Paragons, and teams are effectively invincible, ANet will notice that as a problem.

I have my faith that they'll do what's best... so just wait it out and enjoy it.
The teams are not invisible. They still take dmg. Its the energy battery paragon that allows the monk to heal through any sort of dmg to no end.

Obviously people still win vs paragons. Its just takes some tactics to do so. Their dmg reduction buffs are not the problem its how much energy they can give the monks per minute that is a problem.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Flabber Babble
If it gets to the point when the majority of PvP players are running Paragons, and teams are effectively invincible, ANet will notice that as a problem.
Too late.

If the Holding Build (which uses 2x Paragon) goes against a Holding build, they fight it off with a dice roll.

HolyHawk

HolyHawk

Krytan Explorer

Join Date: Jul 2006

lf guild~

Me/A

Quote:
Originally Posted by Issac
Paragons seem to be ONLY ment for being supporters. Thats all cool but they have a nice weapon and sheild and 80 armor like a warrior so they should make them more fighting.
Yeah, I get that idea too, but just because their direct dmg tree is single targeted. But keep in mind that paragons can rise conditional situations for offense, such as boosting the dmg of your next attack, make it to be a critical almost always, make them cause a deep wound, and so on. Rather than the motivation tree, I find command to be one of the most usefull trees, because you can get defensive and offensive skills, and really powerfull ones. Bladeturn refrain adds what, 40 armor vs slashing at high command, and go for the eyes rises critical rate upĀ“to ~75%, for the entire party this last one.

Also, at first I agreed that some stuff like energizing finale should be more costy, but thinking again, it's also nice this way because it freed monk's elites from energy regain elites (I won't rise the issue about crippling inspiration line), and now they can explore their own class' elites, which are quite powerfull. If the problem was about energy, now paragon may be in charge of it, and the other classes may be able to explore themselves a little more.

As for incoming, it's an elite, and it can be disabled. Some spikes are powerfull enough to outdamage even with incoming on. I think the skill is just fine. Angelic Bond is just dull, since the dmg is halved amoung targets, there is no mitigation, just distribution. Life bond is a lot better in that way. "It's just a flesh wound" should have a minor recharge time imo, but it is not vastly used anyways.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Skill Updates:

* Aria of Zeal: Increased casting time to 2 seconds.
* Cyclone Axe: Modified so that it now requires an enemy target.
* Energizing Finale: Increased the Energy cost to 10 and reduced the amount of energy gained per shout or chant to 1.
* "Incoming!": Increased Energy cost to 10 and decreased duration to 1..5 seconds.
* Jagged Bones: Modified so that it may now be used on allied minions.
* Restful Breeze: Modified so that its behavior more accurately matches its description.
* Stand Your Ground: Increased energy cost to 10.
* "Watch Yourself!": Changed armor gain to 5..25, based on the Tactics attribute.

I win. And they even Nerfed "Watch Yourself!"

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Watch Yourself hasnt been nerfed for normal users with 11+ tactics, only for people who abuse it by spamming it for paragon energy with 0 tactics.

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

Oooo Energizing Finale got a great adjustment. No more immortal monks.

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

Hmm... perhaps we need a few more skills put in that focus on removing shouts?

here's a few suggestions, just 'cause I feel like typing them out.

Remove Larynx, Warrior, 5 energy (str), nr
Skill. Lose all adrenaline. Strike for +5...20 damage. Target foe cannot use Shouts for 5...20 seconds.

Quiet On The Set!, Mesmer, 15 energy (fast casting), 10 second recharge.
Hex Spell. Target Foe cannot use Shouts for 20...30 seconds. If Quiet On The Set is removed prematurely, target foe and all adjacent foes take 20...100 damage and suffer from bleeding for 10 seconds.

Hold Thy Tongue!, Necromancer, 10 energy. 20 second recharge
If target foe is under the effects of a chant or shout, target foe and all foes under the effects of the same chant or shout suffer from -3...-9 health degeneration and the chants and shouts are removed.

From Ear To Ear, Assassin, 5 energy {E}, 4 second recharge
Off Hand Attack. If target foe is under the effects of a shout, the shout is removed, target foe is knocked down for 4 seconds, and target foe suffers from bleeding for 10 seconds.

Silencing Arrow, Ranger, 10 energy {E}, 4 second recharge.
Bow Attack. If this attack hits, it strikes for +10...40 damage and target foe loses all shouts.

I had fun with the names ^^

Thallandor

Thallandor

Desert Nomad

Join Date: May 2005

Singapore

Seers of Serpents [SoS]

R/

Quote:
Originally Posted by Zinger314
I win. And they even Nerfed "Watch Yourself!"
Yes you won, i bet you are proud of yourself now.

??Ripskin

??Ripskin

Jungle Guide

Join Date: Jul 2006

Mo/

I think that you're mad becuase you didn't make one and everyone's owning you in the arenas.. lol j/k

I do think paragons are too powerful, especially because mine is like.. lvl 14 has 70 armor, a good spear and doing 100s on lvl 15s in PvE. I just think if it's ranged it needs to not be so... powerful.

I think paragons are a bit too strong, but maybe they should be. Maybe this game needs a stronger character to lead others.

And by the way, if you upped watch yourself, all my secret warrior farms would be ruined... It's a WARRIOR skill not a para. And you shouldn't change it because paras are abusing it.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Incoming nerf = stupid

Aria of Zeal = good change

EF = useless now

EF doesn't even pay for itself anymore. At least blood rit will transfer the energy from you to another player 1:1 ratio. This doesn't even match.

The change to watch yourself is going to hurt. That is stupid when you only need it to last for few seconds because of the adrenaline cost. Now you have to make a huge investment into tactics for this to be even worth using. Not a good change IMO. This hurts everyone using the skill not just paragons. If they had increased the edren cost while increasing the duration it would have stayed fine for wars but would have been junk for a paragon.

Oh well here comes the offensive paragons. Blazing finale and Crippling anthem are very powerful. No change to go for the eyes.

No more need for divert hexes. RC will most likely be a staple now.

B Ephekt

B Ephekt

Wilds Pathfinder

Join Date: Feb 2006

Team Crystalline [TC]

Mo/

The Incoming nerf seems to be a deterrent for chains that were achieved by placing it on someone with a Paragon secondary. I'm not sure how I feel about this one just yet, though.

The energizing nerf wasn't what I expected, but I wouldn't say it's useless just yet.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by B Ephekt
The Incoming nerf seems to be a deterrent for chains that were achieved by placing it on someone with a Paragon secondary. I'm not sure how I feel about this one just yet, though.

The energizing nerf wasn't what I expected, but I wouldn't say it's useless just yet.
So we should nerf Aegis and Ward vs melee since they are almost always used by 2nd classes? They don't even need a big attribute investment to make them work. They are also non elites.

For the elite status Incoming was justified even on 2nd classes. Now I don't consider it elite worthy. Not much else to choose from as a paragon 2nd.

Eclair

Desert Nomad

Join Date: Apr 2005

I don't think Incoming has been nerfed to what it was originally meant to be, used for catching a spike, not perpetually having 50% damage reduction.

I don't quite get why they nerfed Energizing Finale so hard. Either up the mana cost to 10 or drop the energy gained, not both. Now it's utterly useless.

Qual

Qual

Krytan Explorer

Join Date: Dec 2005

Denmark, Karup.

[PuG]

W/E

Quote:
Originally Posted by twicky_kid
That will only work on 1-2 targets because of EH long recharge. Incoming doesn't need to be changed. People need to learn how to time their attacks.

Its the same with Dark Escape. Hit the monk a few times so he activates then wait 15 seconds to go spike him.

Tired of this push button kill game players expect GW to be. Learn some tactics and strategy. Besides degen, life loss, and life steal ignore incoming. There isn't much difference between aegis and ward vs melee compared to incoming. Aegis can be removed. Ward can be interrupted. Incoming has a very short duration. Its a balanced skill no need to change it. 2nd classes can use aegis and ward vs melee w/o taking their elite spots OMG!!!! That's too powerful we need to nerf that too.
/signed !

Qual

Qual

Krytan Explorer

Join Date: Dec 2005

Denmark, Karup.

[PuG]

W/E

Bahh... What a stupid nerf... Well I guess it was coming.... Nothing can stay good in this game...

Etrik

Etrik

Krytan Explorer

Join Date: Jun 2006

Romania

None atm

Mo/

Excuse me? Nothing was good in PvP with imba Paragons running around. Thank the dear good lords in heavens for the rebalancing [I refuse to call it a nerf, because it was a rebalance]. Now maybe monks actually have to be good to win Halls [in reference to all the retarded monks I've seen in HA spamming HB and HP with EF on them].

Aera

Aera

Forge Runner

Join Date: Dec 2005

Galactic President Superstar Mc [awsm]

E/

Next stop on the nerfbus: Searing Flames

Go Anet go!

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Discuss the updates in the updates threads. If you actually have a new suggestion, make a new thread. Closed.