skill nerf already?
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Originally Posted by Pandora's box
This time it should be Mesmers :/
Too many interuption skills... Double their casting time! Also monks need more protection against stripping enchantments. But the real ones to be nerved are monster skills: Some of them are insane! Of course, personally, I would like to reverse it: don't nerve at all but make other skills better! |
Their inspiration line was hit hard with the [skill=text]Inspired Hex[/skill]and [skill=text]Energy Drain[/skill] nerfs.
I think Inspiration should be linked to Fast Casting. As of now, Mesmers are a commonly used 2nd profession for Energy Management and I think they shouldn't be affected.
In other words think [skill=text]Lion's Comfort[/skill].
And interruption is something restricted to Mesmers and Rangers. And you basically need to be a Mesmer/Ranger Primary to be a complete shutdown.
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Originally Posted by baddog992
Sorry about the last post but i was low on sugar and brain was not functioning properly, doh! I dont think deverish are that much of a powerhouse I do think stoneflesh could use a nerf ugh, thats about the only ele power that seems to be overbuffed, the rest, eh.
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Originally Posted by eloc_jcg
One thing that I think they should change is make it so you can't go below -10HP degeneration & don't say that you can't got below -10 because you can! I have used Shadow Refuge which has +10hp regen for me (again, 16 Shadow Arts) and I was still at -4hp degen.
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Originally Posted by Sid Doog
Why do alot of people say that stoneflesh is over powered man lol it is a enchantment just strip it story done no prob with the skill just people dont know how to get around it except for the dyeing nightmares that is in UW
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Originally Posted by Gaile Gray
Skill Updates: Coming soon to a testing weekend near you. That means January 19 - 21, you can try them out, give us your feedback, and we'll roll in the final, permanent changes a week or two later.
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DEFINATLY nerf stoneflesh aura....it wasnt intended to have a more powerful version of turtle shell for humans...heres my idea on its *new* stats, to make it more stone-like 
For 5...17 seconds, damage you receive is reduced by 1...25 and you are immune to critical attacks. If you have any other enchantments on you, or cast a spell, or attack, Stoneflesh Aura ends.
the whole black spider sin combo is a bit powerful...but thats how sins are supposed to be, my only suggestion would be to up the recharge on black spider strike, and make twisting fangs not inflict deep wound if target foe is hexed...yes, this might nerf it a lot....but im sure all the cookie cutters out there might be able to survive.
Searing Flames, well...make it cost 25 energy, but have a 1 second cast. It would still be viable with glyph of lesser energy, but it wouldnt be such an overpowering skill that people who I doubt could play any other class effectivly can kill with it (as proved a couple times today in ABs where I would cast tentais heat and searing heat on a SF nuker and they would stand in them, thus dieing...its not like those spells are hard to see...)

For 5...17 seconds, damage you receive is reduced by 1...25 and you are immune to critical attacks. If you have any other enchantments on you, or cast a spell, or attack, Stoneflesh Aura ends.
the whole black spider sin combo is a bit powerful...but thats how sins are supposed to be, my only suggestion would be to up the recharge on black spider strike, and make twisting fangs not inflict deep wound if target foe is hexed...yes, this might nerf it a lot....but im sure all the cookie cutters out there might be able to survive.
Searing Flames, well...make it cost 25 energy, but have a 1 second cast. It would still be viable with glyph of lesser energy, but it wouldnt be such an overpowering skill that people who I doubt could play any other class effectivly can kill with it (as proved a couple times today in ABs where I would cast tentais heat and searing heat on a SF nuker and they would stand in them, thus dieing...its not like those spells are hard to see...)
Wow, Shard, I think you've outdone yourself at QQing about skills.
It's clearly good. Making it normal attack speed would make it pretty bad. Reduce damage slightly, if anything.
3s recharge, gogo.
Oh, please. 20 health per second isn't game breaking... and the derv has to maintain 3-4 enchants to get 10 regen. He can still be spiked, outdamaged, dazed, diverted, shattered, etc, etc.
Dervish healer owned your ass in RA?
R/W being better than a hammer warrior isn't good... kinda like when Me/E were better than primary eles. Nerf plx.
Remove aoe.
Remove from the game. No, really. This needs a giant nerf. Like, taking damage when removing enchantment. Or "you lose an enchantment, if you do, remove an enchantment from target foe". Yeah, I know that would gimp it into unplayability, but tbh I'm sick of this skill and I'd rather see it sit next to ether renewal and energizing finale.
I think it's fine.
Been fixed already.
Make it not trigger on self-induced knockdowns, or double duration and recharge, or remove "fear me" from the game.
I think eles getting a couple good aoe spells isn't the end of the world. Maybe a slight nerf.
This skill is dumb. It's not breaking the game, but it's just dumb. I'm guessing the developers meant to make it elite, but then got stoned (haha, pun) and swapped the files with stone sheath.
Rofl. <3 Shard.
Blight got gimped. RA monks need a good elite. Don't nerf plx.
Yeah, I get it. You don't like dervishes.
It's fine. I don't see how 1/2 of a RoF + mend ailment + a bit of damage is broken. If this skill is nerfed, the whole restoration line goes back to being garbage.
That dervish healer that owned you in RA used this too? Zomg blasphemy.
Cap at 5 degen plx. Also lower the duration to 25s (20 at most).
Yeah, this needs a giant nerf. Me single-handedly owning a team that balled up with spirits on the ramp on broken tower = roffle. (Glyph of lesser energy, walk up, spiritual pain, spiritual pain, spiritual pain, spiritual pain, spiritual pain, spiritual pain) I think 3 people died. Eat that DPS, Searing Flames!
Also, where's spoil victor? Your list sux, Shard.
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Originally Posted by shardfenix
[skill]Critical Chop[/skill]
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| [skill]searing flames[/skill] |
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| [skill]mystic regeneration[/skill] |
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| [skill]pious renewal[/skill] |
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| [skill]rampage as one[/skill] |
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| [skill]blinding surge[/skill] |
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| [skill]avatar of grenth[/skill] |
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| [skill]avatar of melandru[/skill] |
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| [skill]deadly haste[/skill] |
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| [skill]steady stance[/skill] |
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| [skill]sandstorm[/skill] |
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| [skill]stoneflesh aura[/skill] |
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| [skill]spirit's strength[/skill] |
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| [skill]zealous benediction[/skill] |
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| [skill]chilling victory[/skill][skill]victorious sweep[/skill][skill]twin moon sweep[/skill][skill]wearying strike[/skill][skill]eremite's attack[/skill][skill]rending sweep[/skill] |
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| [skill]weapon of remedy[/skill] |
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| [skill]signet of pious light[/skill] |
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| [skill]Reaper's Mark[/skill] |
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| [skill]Spiritual Pain[/skill] |
Also, where's spoil victor? Your list sux, Shard.
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Originally Posted by Lets Get to Healing
No, its 10. But the regen is still there. Lets say you have Mystic Regen at +3 for each enchantent. And you have 10 enchantments on you. Thats +30 regen. BUT its capped at 10. So if you have Bleeding (-3), Burning (-5), you would still have +22, but it would be capped at 10.
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both drunken and desperating blow need a fix. lets say your blinded, do a drunken blow, it would miss - you still get KDed. therefore, steady stance will still supply you with adrenaline, even while blinded, so you just spam fear me until the monk or the blinder runs out of energy.
please, make the KD only trigger if the attack actually HITS. :<
then theres lots of other crap nerfs in this thread, humm..made me giggle. funny how only one person shortly before me mention spoil victor as well. >.>
and beside that, deadly paradox + feigned. geez. >.> everyone and their mother uses it. :| it can be found on primary assasins, most caster/a, even r/a. :| while your at it, shadow of haste as well plx. <3
(<3 for fixing deadly haste btw)
rest has been said i guess (not counting some really useless nerfs like zb, derv attack skills, that psious elite roflmao :<, awful assa nerfs, etc). except, a few buffs would be nice as well. ;o
and please keep the skillchanges after the update, it will be a pain to have lameness back after the weekend.
dont make us wait!
please, make the KD only trigger if the attack actually HITS. :<
then theres lots of other crap nerfs in this thread, humm..made me giggle. funny how only one person shortly before me mention spoil victor as well. >.>
and beside that, deadly paradox + feigned. geez. >.> everyone and their mother uses it. :| it can be found on primary assasins, most caster/a, even r/a. :| while your at it, shadow of haste as well plx. <3
(<3 for fixing deadly haste btw)
rest has been said i guess (not counting some really useless nerfs like zb, derv attack skills, that psious elite roflmao :<, awful assa nerfs, etc). except, a few buffs would be nice as well. ;o
and please keep the skillchanges after the update, it will be a pain to have lameness back after the weekend.
dont make us wait!NERF MESMERS AND CRITICAL CHOP?! NOOOOOO!!
mytic regeneration needs a to be moved to mysticsm. a monk with mending at (i think) 12 or 13 healing will have +4 health regen and with mystic regen at 8 earth prayers those 2 skills alone give you a constant +10 regen.
for the love of all guild wars dont nerf mesmers. they are good as they are and they are too underused to cause a real problem.
nerf critical chop and steady stance? NO! warriors are damn easy to counter as it is and now with furious axe+critical chop they can get some decent spike damage easily. in fact, most builds made in pvp are anti-melee (keyword: most, not all).
spirits strength doesnt need a nerf considering rits have 60 al armor and poor blocking, evading, snaring or a speed boost.
mytic regeneration needs a to be moved to mysticsm. a monk with mending at (i think) 12 or 13 healing will have +4 health regen and with mystic regen at 8 earth prayers those 2 skills alone give you a constant +10 regen.
for the love of all guild wars dont nerf mesmers. they are good as they are and they are too underused to cause a real problem.
nerf critical chop and steady stance? NO! warriors are damn easy to counter as it is and now with furious axe+critical chop they can get some decent spike damage easily. in fact, most builds made in pvp are anti-melee (keyword: most, not all).
spirits strength doesnt need a nerf considering rits have 60 al armor and poor blocking, evading, snaring or a speed boost.
