</3 Recall

Squawkers

Ascalonian Squire

Join Date: Apr 2006

Anyone else like this skill is becoming too powerful. Teams in pvp (primarily gvg) can set up their sins with the skill and completely roll over the opposing team.

For example, my guild faced a 6 sin, 2 monk team all running recall on the winter/snow guild hall (bad with guild hall names). We all moved to the flag stand to realize there was a 4 man gank already happening. Sending 3 back to fend them off, the sins remove recall right after they arrive causing the fight at the flag stand to be a 5v8 fight for a good amount of time. We still won simply because the sins had a lack of armor but they were winning the whole fight.

I think this skill needs to be set at half map so this is a reasonable skill to face. The only counter i can see is enchant removal but that will 90% send them back to the rest of their team while you sit too far away to even help.

Anyone else see this as I do? Maybe make this have some requirement in deadly arts and put a time limit on it.

Faer

Faer

La-Li-Lu-Le-Lo

Join Date: Feb 2006

Aye, Recall is getting a bit out of hand lately. Perhaps a limit to how long you can maintain it, that scales tied to Shadow Arts or Deadly Arts, would help a bit (along with a shorter range of shadow stepping when it is removed).

linh

Wilds Pathfinder

Join Date: Jul 2005

Mo/

Remove it from the game is the best. No PvE'er will miss it, and in PvP it is too gay and requires no skill to split and destroy base. ( plus it is also broken thing in HB)

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

True. I dont think anyone would really miss this skill except for griefers.

My Green Storage

Wilds Pathfinder

Join Date: Sep 2006

Arizona

My Blue Storage

N/

'The Deep' uses recall ...

Icy Shove Recall tanks

Chicken Ftw

Chicken Ftw

Wilds Pathfinder

Join Date: May 2006

Quote:
Originally Posted by My Green Storage
'The Deep' uses recall ...

Icy Shove Recall tanks
Unfamiliar with The Deep, as someone who primarily PvPs nowadays... couldn't Recall be replaced by another teleport like Return or Death's Retreat? :/

Regardless, I don't see where that one use is enough basis for leaving the skill in the game as it is.

Kas

Frost Gate Guardian

Join Date: May 2005

[X] Mesmer
[X] Ranger
[X] Necromancer
[X] Paragon
[X] Ritualist
[_] Assassin

Yeah, I can see where the next big trend is going.

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
Originally Posted by Chicken Ftw
Unfamiliar with The Deep, as someone who primarily PvPs nowadays... couldn't Recall be replaced by another teleport like Return or Death's Retreat? :/

Regardless, I don't see where that one use is enough basis for leaving the skill in the game as it is.
Unfamiliar with PvP as someone who primarily PvEs these days... couldn't Recall be countered with some protection skill on target? :/

Regardless, I don't see where that one use is enough basis for removing the skill from the game as it is.

madman24749

Academy Page

Join Date: Jul 2006

Ceasers X I Legion

W/Mo

Remove enchantment? diversion?
Nothing wrong with the spell, its counterable like everything else

Every time i lag

Every time i lag

Banned

Join Date: Jan 2007

Belgium

Murder Death Sadists Of Doom [MDSD]

E/Me

maybe pve only?

Icy DS

Banned

Join Date: May 2006

I run conjure assassins in Hero Battles kthx

me talk lyke dis bcoz ylke evr1 else do lyke ok?

A/E

Split back a warrior/necro with rend enchantments. DUH!

leeky baby

leeky baby

Desert Nomad

Join Date: Nov 2005

Surrey University

Starting to play again... need a guild

W/E

ya recall is needed for a room in the deep otherwise impossible, unless alot more saccers are taken....

I think that it should fail if target goes too far out of range

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

Here's a way to beat them up.

[skill]Scorpion Wire[/skill] + any enchantment removal skill

Did none of you ever think of that one?

Faer

Faer

La-Li-Lu-Le-Lo

Join Date: Feb 2006

Quote:
Originally Posted by Curse You
Here's a way to beat them up.
Because bringing one specific spell to counter another specific spell is totally the answer.

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

Quote:
Originally Posted by Faer
Because bringing one specific spell to counter another specific spell is totally the answer.
I didn't say that's the only counter, I said it's a way to beat them up (i.e. kill them) when you run into them.

Skye Marin

Skye Marin

Jungle Guide

Join Date: May 2006

The Seraphim Knights [TSK]

E/A

Change all shadow stepping to be max one aggro circle. This will will only change the functionality of skills like Recall, Shadow Meld, Aura of Displacement, Shadow Walk, and Shadow of Haste. With this change, some of these skills can be buffed. It will help stop Guild Hall gankers by removing their "get out of death free" card, and it leaves the skills open to a solid buff.

If a target is all alone, snared, and disenchanted, I don't want them to port back. I want them to die because they over-extended.

It would make skills like Augury of Death overall better (less offensive power + less over extending if target is out of range). Scorpion Wire would have to be the exception, but again, a buff across the board to all of these would be spiffy.

At the very least, tie Recall to Shadow Arts.

linh

Wilds Pathfinder

Join Date: Jul 2005

Mo/

Well, Recall is much better than AoD or Shadow Meld, and it is even not an elite. 10s recharge is insane. They should make it 45 or 60s recharge, so it won't affect people in The Deep. And who cares if it destroys the skill in pvp or not ( taking it completely from pvp is also good thing).

The Moon

Ascalonian Squire

Join Date: Dec 2006

Disciples Of The Flame [Fire]

W/Rt

Quote:
Originally Posted by linh
taking it completely from PvP is also good thing.
At this moment there are no profession specific skills PvE only, why would Areanet make an exception for Recall? I really fail to see any reason to change the skill only because a few PvP battles are lost by it, in fact you can use it to your advantage to send your enemy back with enchantment removals.


Quote:
Originally Posted by Squawkers
Sending 3 back to fend them off, the sins remove recall right after they arrive causing the fight at the flag stand to be a 5v8 fight for a good amount of time. We still won simply because the sins had a lack of armor but they were winning the whole fight.
Ever thought just sending one party-member with enchantment removal back to your GH instead of 3-4 of your party-members and have an 7 vs 4 advantage at the flag stand before the sins are back?

Radiant Dawnstar

Radiant Dawnstar

Academy Page

Join Date: Nov 2005

MATH Guild Hall

Two Girlz One Cup[유유비]

W/E

Recall should be either made Elite, and buffed a little (5E) or nerfed to Radar/earshot. Shadow Meld (Return = wtf?) and Aura of Displacement (Dark Prison, Shadow Prison completely owns this) should become normal skills (they would still suck, but hey).

Chris Blackstar

Banned

Join Date: Apr 2005

United States

There is nothing wrong with the skill, except there may be an exploit bug going on here. With all shadow step or teleport skills, the range is your aggro circle, not half or even the whole map. Now if the map is set a certain way were it meets the criteria, but say a wall splits the flag stand from where they shadow stepped, that also should not be possible, but unsure on that one. Otherwise it is simply tactics to split the team. There is no reason to nerf a skill, however the skill may need to be investiaged to ensure that it is working properly.

Somethink else is strange, I had this skill before and it use to work at aggro range, then when I went to try it again, it is now at radar range, also I had to reperchase the skill again, since it disappeared from my inventory. They must have canged the range with the last skill buffs/nerfs.

Last this tactic of spliting the team up during GvG and recalling back is old, a lot of teams used to send a war and monk, or their flag runner back to cause the opposing team to recall them back.

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

Quote:
Originally Posted by Radiant Dawnstar
Recall should be nerfed to half Radar.
I fixed this for you.

linh

Wilds Pathfinder

Join Date: Jul 2005

Mo/

Quote:
Originally Posted by The Moon
At this moment there are no profession specific skills PvE only, why would Areanet make an exception for Recall? I really fail to see any reason to change the skill only because a few PvP battles are lost by it, in fact you can use it to your advantage to send your enemy back with enchantment removals.
I don't say that removing it completely from PvP and make it PvE skill only, I mean nerf it (even to oblivion) so no one uses it in PvP.
It is hardly used in PvE anyway (except specific situation like in The Deep), so make its recharge 1 min, for example, should be enough for PvE.

Neo Nugget

Neo Nugget

Site Contributor

Join Date: Jan 2006

R/

The only reason i use it is for fun

Xioden

Frost Gate Guardian

Join Date: Feb 2006

Most of the problem could be solved with something like "When you stop maintaining this enchantment, this skill is disabled for 30 seconds". Limiting the actual mechanic itself, makes the entire maintained line of shadow steps completely useless.

The Hand Of Death

The Hand Of Death

Krytan Explorer

Join Date: Oct 2005

Cavalon

The Last Pirates (SaVY)

N/

Quote:
Originally Posted by Squawkers
Anyone else like this skill is becoming too powerful. Teams in pvp (primarily gvg) can set up their sins with the skill and completely roll over the opposing team.

For example, my guild faced a 6 sin, 2 monk team all running recall on the winter/snow guild hall (bad with guild hall names). We all moved to the flag stand to realize there was a 4 man gank already happening. Sending 3 back to fend them off, the sins remove recall right after they arrive causing the fight at the flag stand to be a 5v8 fight for a good amount of time. We still won simply because the sins had a lack of armor but they were winning the whole fight.

I think this skill needs to be set at half map so this is a reasonable skill to face. The only counter i can see is enchant removal but that will 90% send them back to the rest of their team while you sit too far away to even help.

Anyone else see this as I do? Maybe make this have some requirement in deadly arts and put a time limit on it.
I think that is the key phrase right there. You still won. Now, the way I see it, recall is an obvious use since shadow of haste was nerfed and since the Shadow Prison assassin came around. I personally see nothing wrong with this skill.

15 energy
-1 energy pip

It is expensive to use, and quite a few times it can result in the absense of energy in a required spike. If it was such a big deal then that guild you faced probably would have won by using it. But they didn't, and people who use recall that much usually don't win. Find a way to counter it, such as attacking the person those assassins cast their enchant on. If you manage to kill it then you can kill the assassins.

Squawkers

Ascalonian Squire

Join Date: Apr 2006

Quote:
Originally Posted by The Hand Of Death
I think that is the key phrase right there. You still won. Now, the way I see it, recall is an obvious use since shadow of haste was nerfed and since the Shadow Prison assassin came around. I personally see nothing wrong with this skill.

15 energy
-1 energy pip

It is expensive to use, and quite a few times it can result in the absense of energy in a required spike. If it was such a big deal then that guild you faced probably would have won by using it. But they didn't, and people who use recall that much usually don't win. Find a way to counter it, such as attacking the person those assassins cast their enchant on. If you manage to kill it then you can kill the assassins.
But you missed my "key phrase" before that. We were losing. If we had someone to remove ALL 3 enchantments from them then I could see how it was able to be stopped. But no one runs builds with 3. Putting attributes into something like deadly arts to increase the time limit. Giving the user 30 seconds (or whatever is best) is still enough to take down 1/2 npc's at the base and get out. We won only because we rushed their base while the person they were recalled to was at the flag stand. So one by one a single sin came and were easily killed off...infact, we all thought we had lost. We won from a mistake of placing their recalled ally too far from their base.

Recall by itself isn't that hard to work with. You send someone to get rid of the enchantment possibly even before they get too far away and the problem is solved. 8 people running it is chaotic. Having a 6 man gank cannot be stopped by 1 or even 2 people and the 6 will abruptly leave to save the other 2.

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

Quote:
Originally Posted by Squawkers
But you missed my "key phrase" before that. We were losing. If we had someone to remove ALL 3 enchantments from them then I could see how it was able to be stopped. But no one runs builds with 3. Putting attributes into something like deadly arts to increase the time limit. Giving the user 30 seconds (or whatever is best) is still enough to take down 1/2 npc's at the base and get out. We won only because we rushed their base while the person they were recalled to was at the flag stand. So one by one a single sin came and were easily killed off...infact, we all thought we had lost. We won from a mistake of placing their recalled ally too far from their base.
You were loosing, but you still won... how is this not showing the lack of power the skill holds? It doesn't matter who was winning (since technically they weren't if they lost in the end), what matters is who won.

Squawkers

Ascalonian Squire

Join Date: Apr 2006

Quote:
Originally Posted by Curse You
You were loosing, but you still won... how is this not showing the lack of power the skill holds? It doesn't matter who was winning (since technically they weren't if they lost in the end), what matters is who won.
You missed my point too...We didn't lose because we got some mighty power to spring forth some supreme way to defeat this. They made an error and we beat it. Had they had their recalled person wait near the base, the logical thing to do when VoD is about to come, we would have been whooped. The skill is overpowered.