K
Nerfing skills
1 pages • Page 1
a
Quote:
|
Originally Posted by anshin
Learn to counter those and you won't need nerfing.
|
Does everything in Guild Wars have counters? Yes. Does this mean you can leave things in an overpowered state and it won't hurt the game? No.
I doubt you even play PvP, but if you do, do you remember Energizing Finale? It used to give 3 energy per shout. People used it in pairs of 2 paragons with defensive shouts, who at the same time buffed monks to rediculous strength (monks are limited by energy way more than anything else, so giving them an extra 3 pips of energy made them really, really powerful). This created a metagame with very defensive builds that were nigh impossible to outpressure, and made every single match go to VoD. (I've seen matches of up to 70 minues)
Energizing Finale could be countered with Vocal Minority. According to your logic, you should force every team to bring two copies of Vocal Minority, because hey, lern2counter. That means two necromancer primaries or secondaries. Forcing people to bring certain classes is not healthy for a game. It's actually bad enough that almost every build needs 2 warriors, 2 monks and a flag runner, if you decide their midline slots for them too, the game becomes too boring.
Another example:
Suppose I create the following skill:
c1 r2
Signet of Ownage
All enemies within earshot take 999999 damage.
Now tell me: would this skill not be overpowered because you could counter it with Protective Spirit, Shelter, and even Distracting Shot?
Ofcourse not. Ofcourse it's overpowered. If you compare it to any other skill in the game, Signet of Ownage would come out on top. That alone makes it overpowered.
Sorry to say it, but your statement 'Learn to counter those and you won't need nerfing.' is just stupid, and anyone who actually plays PvP would agree with me.
EDIT:
Quote:
|
Originally Posted by darkknightdominator
SF already was horribly nerfed. The only way i can even run it now is with energy management. And it isnt easy.
|
Quote:
|
Originally Posted by Thomas.knbk
This way of thinking is absolutely stupid.
Does everything in Guild Wars have counters? Yes. Does this mean you can leave things in an overpowered state and it won't hurt the game? No. |
Quote:
|
Originally Posted by Qual
Well your way of thinking is stupid as well, so just because people can't think outside the box we should nerf every good skill ? You change your build so it can fit the meta game...
|
D
Quote:
|
Originally Posted by Thomas.knbk
You adapt your build. You don't force people to bring certain skills. That's bad for the game. You don't need to nerf every good skill. The vast majority of good skills are still the way they were back in beta.
|
Now you say "adapt your build" and avoid the nerfs.
Which is it?
---
Playing a SP/BoA sin (before I changed to A/E Ride the Lightning/Conjure), I can tell you, there's a LOT of shutdowns.
The same for SF or any "over used" build/skill. Most of them are common skills people tend to bring, just need to get creative.
s
u do know a BoA sin doesnt actually need BoA, granted its downside is that you loose all adrenaline (so what sins dont use it) thats not our fault...
if u change it, chances are they will use lightning reflexes, same duration IAS buff, just longer downtime... if your running AP instead of SP then hey presto, constant Speed Buff
if u change it, chances are they will use lightning reflexes, same duration IAS buff, just longer downtime... if your running AP instead of SP then hey presto, constant Speed Buff
Suggestion's belong in the suggestion's thread:
http://www.guildwarsguru.com/forum/f...splay.php?f=19
As this is the Q&A forum and not the whine about builds/skills/nerfs forum..
Thread Closed.
http://www.guildwarsguru.com/forum/f...splay.php?f=19
As this is the Q&A forum and not the whine about builds/skills/nerfs forum..
Thread Closed.
