
Please stop hammering the mesmer skills...i thought you wanted to improve them?
Ferret
Draikin
Originally Posted by Gaile Gray
[*]Capturing and holding any or all shrines on the map now contributes to your morale. The center shrine now grants twice the amount of positive “pip” arrows on the morale meter than other capture points. The secondary benefits associated with these shrines will remain unchanged.
|
Terra Xin
Originally Posted by Gaile Gray
Ritualist
The following skills have changed: Gaze from Beyond: increased casting time to 2 seconds. Spirit Burn: increased recharge time to 8 seconds. Lamentation: increased casting time to 1 second; reduced damage to 15..75. When these skills were first implemented, they required the caster to be very close to a Spirit in order to use them effectively. We recently changed all such skills to work at a much greater distance, though they became too powerful. Our intention is for these skills to remain effective but not be out of scope with other damage-dealing options. |
Wildi
[dev] update skill balances |
Kabale
djbartek
Originally Posted by Lord Oranos
In case the devs haven't seen any discussion on the skills:
http://www.guildwarsguru.com/forum/s...php?t=10125730 -Many dagger attack issues, ie, no one uses them, buffing golden attacks, etc. Making leads useful, etc etc. People have talked about AoD being inferior, and it still is comparing the cost of both of the combo styles involved with hexed and enchanted. http://www.guildwarsguru.com/forum/s...php?t=10115432 Honestly, I think BoA made the Shadow sin overpowered, not the hex. http://www.guildwarsguru.com/forum/s...php?t=10119903 -Another discussion on a skill that was "nerfed". Pats idea seemed to balance out the damage, while keeping the skill worth taking on a primary. This only saw play as a gimmick, I doubt it will see use again with a 2 second cast time. Its like putting a 2 second cast time on Searing Flames. http://www.guildwarsguru.com/forum/s...php?t=10125403 -Another skill discussed. In two threads. http://www.guildwarsguru.com/forum/s...php?t=10127114 |
Lynnrose
bungusmaximus
Bastian
Originally Posted by cellardweller
Then decrease the unconditional and increase the conditional damage - 1 sec on this spell makes it totally unusable. It is just as conditional as an interrupt spell - how exactly are you supposed to that with a 1 sec spell?
|
Originally Posted by Draikin
This doesn't stop the holding builds, it makes them even stronger. This solution would work if the holding builds were holding *only* the center, but this is not the case. They usually have 3 characters spamming spirits at the center and an assassin running around capping the shrines. What you've done now is make them stronger, the extra shrines the assassin is capping will only make them win faster. Sure, maybe now I could make a 3 Mo/A build + Rt/A and control three heroes at once who do nothing but run around and teleport all over the map. Sounds like fun. The real problem is the fact that you only need to hold shrines to win, which will always encourage a defensive build since you don't need to kill to win. If you want this to work just include the TA/RA maps into rotation so running/holding builds are at a disadvantage.
|
tacitus
Mysterial
Originally Posted by Draikin
This doesn't stop the holding builds, it makes them even stronger. This solution would work if the holding builds were holding *only* the center, but this is not the case. They usually have 3 characters spamming spirits at the center and an assassin running around capping the shrines. What you've done now is make them stronger, the extra shrines the assassin is capping will only make them win faster.
|
Juicey Shake
Originally Posted by Mysterial
If you can't beat down a single assassin with four heroes, you wouldn't win even if there were no shrines.
The change really will break holding builds, but unless they also significantly reduced the morale speed to offset the additional pips it'll just switch to a gimmick of running four characters with teleports and micromanaging. |
LightningHell
Originally Posted by Juicey Shake
apparently you have not heard of the skill shadow meld
|
zwei2stein
Red
Originally Posted by zwei2stein
At least one thing anet got right ... makes changes AND explain why they were made.
|
Draikin
Originally Posted by Bastian
An assassin is not going to be able to cap all 3 other points because my team of 4 will be pwning his ass
|
Bastian
Originally Posted by Draikin
Recall, shadow of haste, shadow meld,... You run to one shrine to pwn the assassin and when you get there he teleports back to the center and heads for another shrine. You cap one shrine, he's capping the center and another shrine. What do you do?
|
Choc
Bread Fan
Draikin
Originally Posted by Bastian
Realize that his build is crap and can't do damage because he decided to bring all teleport skills....
|
Originally Posted by Bastian
Then split...
|
Jetdoc
Bastian
Originally Posted by Draikin
It may be crap in any other PvP format, but here he's winning.
A few observations: - player assassin >> heroes - player assassin >>>>> moving heroes (they don't use skills while running, easy target) - center morale boost > all other shrines -> he only needs to cap the center and one other shrine to win. |
Zonzai
furbat
Originally Posted by Bastian
You do realize what the mesmer's primary attribute is?
Wrong. Think about it. If you have an assassin that has capped the center shrine they get 2 pips for morale boost. If you hold the other 3 then you get 3 pips. An assassin is not going to be able to cap all 3 other points because my team of 4 will be pwning his ass - thereby netting me points for kill on the assassin for the time it took me to cap the points. Now I have greater kills and 3 pips of morale vs 2 pips. GG me. I would suggest bringing speed buffs and snares however. |
Ekelon
Originally Posted by Gaile Gray
Ritualist
The following skills have changed:
When these skills were first implemented, they required the caster to be very close to a Spirit in order to use them effectively. We recently changed all such skills to work at a much greater distance, though they became too powerful. Our intention is for these skills to remain effective but not be out of scope with other damage-dealing options. |
J3mo
Sectus
Guildmaster Cain
frojack
Bastian
Originally Posted by furbat
While he is wrong on why SP sins will be stronger in this format, he is correct.
The thing is, SP sins can currently spike down a Hero while the team is moving before they can react to the damage. Hero AI is horrible while they are mobile. Heroes tend to react much better while the team is stationary. |
Shmanka
Originally Posted by Ecko-
Oh please, dont be mad because your discord build that MATH was using to farm their way up the ladder got nerfed.
|
Sakura Haruno
Bastian
Originally Posted by Shmanka
TomcruiseJr is 1000% correct. Its a gimmick build they deserve to exist, if your gvg build has condition removal that is OVER 1 seconds cast time your a horrible guild. Pure and simple, don't even give the argument of "I can choose what I want to play" because you don't it is a competitive environment if your enemies have Nuclear Warheads your not going to fight then with Slingshots and expect to win. Anything that is condition removal based which is massively played counters this skill. This includes: Draw Conditions, Mend Condition, Mend Ailment, Dismiss Condition, Restore Condition, Extiguish, Mending Touch, Signet of Malice... and the list keeps going. I see no justification to increase the cast time.
If you cannot beat a gimmick build you don't even deserve to TA. This skill was overnerfed, everything else is completely justifyable thank you, even if the shadow prison nerf was so damn late, Mesmers abused Gale and you nerfed that but not warriors abusing shadow prison? Oh well I guess late is better then never. |
noocoo
Originally Posted by Sakura Haruno
BoA isnt really overpowered and if it gets nerfed will just switch to another 33% attack speed boost. theres many others\. if experienced the frenzy/dash variant is good.
|
Shmanka
Originally Posted by Bastian
So, in your opinion, it is okay to nerf some gimmick builds but not others?
If you can't beat gimmick builds (like warriors using Shadow Prison or Euro-Spike) you deserve to not even play TA.... I mean, c'mon way to be completely hypocritical. |
Snype
crimsonfilms
Swift Thief
Bryant Again
Originally Posted by furbat
An Ideal change would be to remove morale from the maps entirely.
|
Bastian
Originally Posted by Shmanka
There is a HUGE difference between gimmick and abused.
|
This was a problem with shadow prison, warriors do not care that a hex or condition is on them as much as the degree of knockdown or pure constant DPS. The hex and conditions are bonus. Nothing about Shadow Prison warriors and Euro Spike is "gimmick" Iway is Gimmick, Bspike is Gimmick, and Rit spike became the new "Gimmick". You did not see builds of 6 Shadow Prison warriors and people complaining. Shadow Prison had one thing going for it, stronger effects then 90% of the other snares in this game for 5 mana. A very, perhaps too completmentary skill warriors could use. |
Discord Spike is something that Shadow Prison is not, conditional. It follows the exact line of OG spike. Something must follow in order for the effect to come through. This is gimmick due to the fact that things must follow in order for it to even work, ex Iway needed pets to die and the battle to last longer in order for the effect of most skills to eventually have great effect. Discord Spike needs a condition on the foe, and after one spike the monks and support should realize condition removal is priority. |
Conclusion: Shadow Prison is abused, not gimmick. Discord Spike was overnerfed. Just because there is a notation for a build, does not mean gimmick it means it has popularity. Eurospike abused all the gate times and easy access NF gave as options. |