I mean c'MON....
It is so obvious I have no idea why A-Net haven't made it already.
20% Longer Stances weapon mod.
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/notsign
It will throw the balance off the stances.
Enchantments such as Ether Renewal were extremely overpowered when used with 20% longer enchantments, now that it is nerfed enchantments always have a tight watch on them.
Never mind that there are only THREE stance removal skills: wild blow/throw/ strike.
It will throw the balance off the stances.
Enchantments such as Ether Renewal were extremely overpowered when used with 20% longer enchantments, now that it is nerfed enchantments always have a tight watch on them.
Never mind that there are only THREE stance removal skills: wild blow/throw/ strike.
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Originally Posted by LifeInfusion
/notsign
It will throw the balance off the stances. Enchantments such as Ether Renewal were extremely overpowered when used with 20% longer enchantments, now that it is nerfed enchantments always have a tight watch on them. Never mind that there are only THREE stance removal skills: wild blow/throw/ strike. |
Bah, wild strike is awesome. Fast recharge and good damage is great for PvE. If you need to remove stances like whirling defense, just bring along way of the fox/fox's promise.
Anyway, yeah it would be imbalanced, especially on IASs. Constantly keeping frenzy up is one of the biggest drains on a GvG warrior's energy. A.net would just reduce the duration of all stances to counter that.
Anyway, yeah it would be imbalanced, especially on IASs. Constantly keeping frenzy up is one of the biggest drains on a GvG warrior's energy. A.net would just reduce the duration of all stances to counter that.
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Originally Posted by HawkofStorms
Bah, wild strike is awesome. Fast recharge and good damage is great for PvE. If you need to remove stances like whirling defense, just bring along way of the fox/fox's promise.
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... I'm honestly surprised that so many people are opposed to this.
Stances are easily enough removed (speaking as an actual user of Wild Strike), and generally not as broken as Enchantments can be. Some of them just happen to be too damned short, like Distortion and Dash.
Besides... since when did removal have anything to do with anything? The fact that there are Ench-removals applenty has absolutely squat to do with 20% longer enchant mods.
Arguing for the sake of being conservative isn't going to help anyone here. Stances are common enough that a 20% Longer Stances mod on weapons is long overdue.
Stances are easily enough removed (speaking as an actual user of Wild Strike), and generally not as broken as Enchantments can be. Some of them just happen to be too damned short, like Distortion and Dash.
Besides... since when did removal have anything to do with anything? The fact that there are Ench-removals applenty has absolutely squat to do with 20% longer enchant mods.
Arguing for the sake of being conservative isn't going to help anyone here. Stances are common enough that a 20% Longer Stances mod on weapons is long overdue.
There are allot of mods that would be a good addition to the game of GW... The only problem is balance. PvP is the heart of GW. Despite what PvEers might want to think, PvE is a very small part of the game.
I, personally, am a PvEer. I've tried PvP and I phail horribly. PvE, however, is a great place to display tactics in analyzing the mission at hand, the enemies I'll be confronting, and the best way to survive long enough to complete my goals. ANet, however, realizes most of the GW community are PvPers. Most (if not all) skill and profession balances are due to PvP conditions.
A Mod for stances, healing, hexes, criticals, beasts, running, etc, would be a great addition, but it would affect the PvP community far too much. Everything has to be perfectly balanced or it would throw the game off too much. In this case, the PvP community would have no change, rather than a great addition with slight balances here and there as time goes by.
In the end when you're thinking about additions to GW, you can't think, "what would be cool for PvE?" because PvE doesn't matter. You should be thinking, "what would be balanced for PvP and would be okay for PvE?"
If you keep that state of mind, your ideas will always be acceptable and the community of Guru won't be so quick to flame your ideas.
I, personally, am a PvEer. I've tried PvP and I phail horribly. PvE, however, is a great place to display tactics in analyzing the mission at hand, the enemies I'll be confronting, and the best way to survive long enough to complete my goals. ANet, however, realizes most of the GW community are PvPers. Most (if not all) skill and profession balances are due to PvP conditions.
A Mod for stances, healing, hexes, criticals, beasts, running, etc, would be a great addition, but it would affect the PvP community far too much. Everything has to be perfectly balanced or it would throw the game off too much. In this case, the PvP community would have no change, rather than a great addition with slight balances here and there as time goes by.
In the end when you're thinking about additions to GW, you can't think, "what would be cool for PvE?" because PvE doesn't matter. You should be thinking, "what would be balanced for PvP and would be okay for PvE?"
If you keep that state of mind, your ideas will always be acceptable and the community of Guru won't be so quick to flame your ideas.
Make it 10%. 20% is excessive for stances. Some stances border on degenerate with their normal duration and having something that increases their duration could warp the PvP meta in an unfavorable manner. I don't PvP much, just with my Ranger, but you have to think about how something is likely to be used before introducing it. Ranger's running skills would be nuts with the mod you're suggesting.
Well, you brought up a good example yourself with distortion.
I don't know how long you've been playing so I don't know if you have heard about this. Back in the day, distortion was uber good. Pretty much every top rated GvG guild ran W/Mes and X/Me with distorition. Thus why it was nerfed so heavily. A mod like this would just unbalance such stances again.
Really, if this mod existed and exteneded the length of good stances, a.net would just come in a few weeks later and nerf those stances length again so that they are only viable if you use this mod (and they would be right back to where they started with in terms of length).
I don't know how long you've been playing so I don't know if you have heard about this. Back in the day, distortion was uber good. Pretty much every top rated GvG guild ran W/Mes and X/Me with distorition. Thus why it was nerfed so heavily. A mod like this would just unbalance such stances again.
Really, if this mod existed and exteneded the length of good stances, a.net would just come in a few weeks later and nerf those stances length again so that they are only viable if you use this mod (and they would be right back to where they started with in terms of length).
