Update - Tuesday, June 19, 2007

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

Excellent update.
Definitively a step in the good direction.

Ferret

Ferret

Elite Guru

Join Date: Jul 2005

England

Ferrets Unity of Rogues (FUR)

R/Mo

Quote:
Originally Posted by pork soldier
You couldn't have explained the reasoning better - you could adrenal spike without any build time. Enraging, strike, spike. That was too strong.
Yeah, but we're taking a low adrenaline skill here, none of the big shots. With the recharge time, it was the only thing making the skill worthwhile. It gave you that good start at the beginning of a fight, now its not really worth the effort.

Alderin

Alderin

Frost Gate Guardian

Join Date: Feb 2007

Quote:
Originally Posted by Miral
please, take the time and give skills a pve function and a pvp function. otherwise these pvp-based balance changes are going to kill any hope for guild wars 2 in a lot of people
I have 8 accounts with all three campaigns on them and my boyfriend has the exact same plus all the extra character slots we've purchased and we are only getting one copy of GW:EN each and ignoring GW2 because of how things are going and keep going with the game(s) and the community relations rants and lies(them stating 3.5 million players rather than copies sold) to attempt to fuel their rants. The update on 06/19/2007 was ok but there is much more needed for all the skills in the game. The Devs are keeping the game "Build Wars" by controlling which few skills are viable to use and not use and changing it as they see fit rather than making the majority of skill viable to use.

mr_groovy

mr_groovy

Desert Nomad

Join Date: Jun 2006

Netherlands

No Inherent Effect [NiE]

Quote:
Originally Posted by Surena
Good one. Hexes were too strong and some still are. Gheyheartedness had a very long duration.

The "Crippling Slash" change was needed, it was too good, too easy to apply.


A "miss cap" is needed. Price of Failure + Spirit of Failure + Reckless Haste=idiocy - or scale the miss percentage with the attribute.
How can things be to easy to apply? That is what i am wondering. Isn't this game about fun, not about making everything more difficult? I've used the e-charge + crip slash a lot in hm, and it's perfect for those freaking annoying kiting monks. Now either it will take longer to take out that group, or get's my group killed faster
And yes offcourse I could switch out a skill for "For Great Justice!" or any other adrenaline increase skill. But that beats the purpose doesn't it? Crip Slah is an Elite for a reason, imo uncalled for nerf.

pork soldier

pork soldier

Krytan Explorer

Join Date: Jul 2005

Quote:
Originally Posted by Ferret
Yeah, but we're taking a low adrenaline skill here, none of the big shots. With the recharge time, it was the only thing making the skill worthwhile. It gave you that good start at the beginning of a fight, now its not really worth the effort.
Uh.. This skill still kicks sprint in the nuts, explain to me how that's bad. The breakpoints are lower AND you get adrenaline. What's wrong, it's not as IMBA as it was?

Quote:
Originally Posted by mr_groovy
How can things be to easy to apply? That is what i am wondering. Isn't this game about fun, not about making everything more difficult? I've used the e-charge + crip slash a lot in hm, and it's perfect for those freaking annoying kiting monks. Now either it will take longer to take out that group, or get's my group killed faster
Bring a cripshot ranger or an ele or mes with snares, problem solved.

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

good se of nerfs, everything seems balanced here rather than the usualhack and slash with alot of builds suffering "Colaterial Damage".

as much as i like SF it needed to be nerfed, now add shadow prison to your list - Those 2 skills mainly served as "Buy NF" skills, i think we can agree that age is over...nerf block please

Ecklipze

Ecklipze

Lion's Arch Merchant

Join Date: Feb 2006

R/

Wow, this was actually an alright update, i'm pleasantly surprised.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

MMm, now if we can see some of the water ele lesser skills changed.
And sin lead attack buffs.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Hmm, not bad. Nothing drastic... The only real change is that my warrior will now run 10 Strength

Miral

Miral

Jungle Guide

Join Date: Apr 2005

Hell. AKA Phoenix, AZ

The Gear Trick [GEAR]

W/A

with 13 strength enraged charge gives 3 adrenaline instead of the 4 it used to give. was that one extra strike of adrenaline really that over powered? considering it can only be gained every 20 seconds at max, and cancels your stance to obtain?

TyrianFury

TyrianFury

Guest

Join Date: May 2006

UK

E/

Well the update is awful, my main character is an elementalist and now two of my favourite skills have gone under the nerf hammer, searing flames and mark of rotgort. Searing flames is an elite skill for a reason and is needed in high end pve areas where enemies are levels 24-30. With having higher armour and health high damage skill are needed to help combat them.

I bought this game for pve and I am sick and tiered of the pve game getting ruined because of pvp. Just keep the two game types separate. Agreed 6 eles with searing flames all hitting a monk at once is bad but in pve they hit lvl 28-30 torment creatures and powerful skills are needed.

If it’s a reaction to the new ele luxon/kurzik and sunspear skills, then so what there pve only.

In any case this game is getting worse and worse, which is such a shame

Retribution X

Retribution X

Desert Nomad

Join Date: Nov 2005

Check behind you again.

N/

Quote:
Originally Posted by TyrianFury
Well the update is awful, my main character is an elementalist and now two of my favourite skills have gone under the nerf hammer, searing flames and mark of rotgort. Searing flames is an elite skill for a reason and is needed in high end pve areas where enemies are levels 24-30. With having higher armour and health high damage skill are needed to help combat them.

I bought this game for pve and I am sick and tiered of the pve game getting ruined because of pvp. Just keep the two game types separate. Agreed 6 eles with searing flames all hitting a monk at once is bad but in pve they hit lvl 28-30 torment creatures and powerful skills are needed.
Searing flames itself wasn't overpowered. 5 eles running searing flames was overpowered.

And so they nerf Searing Flames, unstead of having a cap on PvP...

16 damage doesn't "Ruin" PvE. It will make a difference in PvP though. that's a good 90 damage. that hurts in PvP.

I'd bet if in RoT there was a SF-HA team there, you'd complain your ass off.

And unless your in HM, torment creatures arn't level 30...

MoR was way too powerful. You could use it, if it got stripped, no problem, it can be put on again! Like parasitic bond yeah, but parasitic bond cannot cause a constant 14 damage a second...

EPO Bot

EPO Bot

Desert Nomad

Join Date: Aug 2006

Mo/N

Just use Savannah heat or something. More then enough options to do some damage.

seut

seut

Wilds Pathfinder

Join Date: Jun 2005

Europa

nice touch on Hex Eater Signet..

now if its big brother Hex Eater Vortex could be changed into an whirling vortex of hex eating...

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by TyrianFury
Well the update is awful, my main character is an elementalist and now two of my favourite skills have gone under the nerf hammer, searing flames and mark of rotgort. Searing flames is an elite skill for a reason and is needed in high end pve areas where enemies are levels 24-30. With having higher armour and health high damage skill are needed to help combat them.

I bought this game for pve and I am sick and tiered of the pve game getting ruined because of pvp. Just keep the two game types separate. Agreed 6 eles with searing flames all hitting a monk at once is bad but in pve they hit lvl 28-30 torment creatures and powerful skills are needed.

If it’s a reaction to the new ele luxon/kurzik and sunspear skills, then so what there pve only.

In any case this game is getting worse and worse, which is such a shame
I was waiting for the end of the world posts with regards to Searing Flames... Its an elite because its better than other fire skills. Elementalists didn't just pop into existance in Nightfall, they have actually been doing quite well for themselves these past 2 years BEFORE Searing Flames.

qazwersder

Frost Gate Guardian

Join Date: Apr 2006

I'll be looking soon

E/

Before searing flames? Surely there was no such time?

TyrianFury

TyrianFury

Guest

Join Date: May 2006

UK

E/

I was refering to hardmode by the way, I agree about the pvp side but I think Guild Wars as come to the point where PvP and PvE are no longer the same game and skills for each should be separated. So there should be a PvE version of searing flames and a PvP version, not to mention many other skills.

This will please both communities, I don't see why PvE players should suffer PvP balance changes.

TyrianFury

TyrianFury

Guest

Join Date: May 2006

UK

E/

Quote:
Originally Posted by qazwersder
Before searing flames? Surely there was no such time?
There was, also a time before Domain of Anguish and Hard Mode. My point is there are powerfull skills in the game for reseaon and they are more then helpfull in the tougher areas of the game.

Traveller

Traveller

Wilds Pathfinder

Join Date: Jul 2005

Finland

League of Extraordinary Explorers [LOST] (my one man guild)

Me/

Searing Flames in PvE is still perfectly viable. I was doing some free treasure trips and sure didn't notice any difference from before with same team set-up. My Zhed still burned the heck of the mobs with his SF build, even in Tormentland.

A lot of requested changes here, should please a lot of people. I'm still hoping for some mesmer and ranger buffs, though.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Great update. Slowly but surely so you can see how your changes affect the game. If that doesn't make sense to anyone, you need your head examined....

Engel the Fallen

Lion's Arch Merchant

Join Date: Jun 2005

Mo/Me

Awesome, almost all nerfs and no buffs to like you know, COUNTER the over powered stuff.

This game rules. Instead of a power creep, we have a constant power drain.

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Quote:
Update - Tuesday June 19
Skill Updates
Assassin
  • Critical Agility: fixed a bug that shortened this skill's duration when it reapplied itself.
Elementalist
  • Frozen Burst: decreased duration to 3..8 seconds.
  • Mark of Rodgort: increased recharge time to 15 seconds.
  • Searing Flames: decreased damage to 10..100.
Mesmer
  • Conjure Nightmare: decreased duration to 2..16 seconds.
  • Conjure Phantasm: decreased duration to 2..16 seconds.
  • Hex Eater Signet: decreased casting time to 1 second, decreased recharge time to 25 seconds, decreased Energy gained per Hex to 1..4.
Monk
  • Convert Hexes: decreased recharge time to 12 seconds.
Necromancer
  • Faintheartedness: decreased duration to 3..28 seconds.
  • Reaper’s Mark: increased recharge time to 12 seconds.
Ranger
  • Nature's Renewal: increased Spirit level to 1..13.
Warrior
  • Crippling Slash: increased adrenaline cost to 6 strikes.
  • Enraging Charge: decreased adrenaline gained to 0..4 strikes.
Update - Monday June 18
Skill Updates

As a part of this playbalance test week, we’ve made the following skill changes:
Assassin
  • Critical Agility: decreased duration to 4 seconds, the duration now increases by 1 second for each rank of Critical Strikes.
Elementalist
  • Elemental Lord: decreased the bonus to Elemental attributes to 1.
  • Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds.
Mesmer
  • Cry of Pain: decreased recharge time to 15 seconds.
  • Ether Nightmare: decreased recharge time to 15 seconds.
Paragon
  • "There is Nothing to Fear": decreased duration to 4 seconds, the duration now increases by 1 second for every 2 ranks of Leadership.
Ritualist
  • Vampirism: increased duration to 30..150 seconds.
Faction Reward NPCs
  • Characters must now be level 20 to learn Kurzick or Luxon skills.
  • Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000.
Miscellaneous
  • Moved the footmen away from the middle teleporters of the Jade Isle to prevent players from targeting them from below.
  • Faction gain messages are no longer displayed in the Chat panel when you gain less than 25 faction points.
  • Updated the Korean game ratings icons.
To start, I (like almost everyone I know) don't like this. I'm not 100% sure these are still testing changes (ie. they will revert back to normal next week) but something must be done because this, IMO, is going in a very wrong direction.

General Skills

Frozen Burst, Searing Flames, Mark of Rodgort: Nerfed due to PvP reasons.
Conjure Phantasm/Nightmare: PvP too.
Faintheartedness, Reaper's Mark : as above.
Crippling Slash, Enraging Charge: PvP yet again.

This part need no commenting, as by now we know the drill: Anet loves PvP.

About the PvE Only skills, though, there has been some major nerfing especially the Ele skills.

[skill]Elemental Lord[/skill] may be better at +1, but at least increase it's duration to compensate.

[skill]Intensity[/skill] now at 10 duration and 45 recharge is just a joke. max 12 seconds (with ench. mod) every 46 (count cast time) seconds isn't good. If it was too much then only reduce the duration but not increase the recharge as people (like me) will just sit out those extra 15 seconds. In HM bouts between groups rarely last more than 30 seconds because either you pwn or get pwned.

Mesmers got a decrease in recharge times and thus should make them more decent. I won't comment further on these as i'm not a mesmer expert.

Ritualists: Increase in duration. Again, battles in HM last very little (see ele part above).

All the others which have been tweaked have had their skills tied to the primary attribute, thus making them useless (or almost) for secondaries.

IMO Anet is trying to revive PUGs by tying these skills to the primary of the respective class since heroes can't use them. I only pray they learn to separate PvP from PvE in GW2.

EDIT: fixed some grammatical mistakes.

Kakumei

Kakumei

Forge Runner

Join Date: Jul 2005

Grind is subjective

learn this please

Quote:
Originally Posted by prism2525
To start, I (like almost everyone I know) doesn't like this. I'm not 100% sure these are still testing changes (ie. they will revert back to normal next week) but something must be done because this, IMO, is going in a very wrong direction.
Nothing's reverting at all. Where did you get that idea?

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Quote:
Originally Posted by Kakumei
Nothing's reverting at all. Where did you get that idea?
The site (and Gaile too) said that some of the changes are temporary. They just wanna see how the game works out with them, then if they're pleased they'll make them permanent.

garethporlest18

garethporlest18

Forge Runner

Join Date: Jan 2006

[HiDe]

W/

I'm glad they nerfed Searing Flames. That skill is so meta to the point that I will not use it out of sheer distaste. I'm talking about PvE wise too, because everyone seems to expect that you use that skill or you suck. So if they nerf it, some other skill can become like that and I'll get annoyed at that after a while..but I'm just tired of Searing Flames. I think it shoulda got nerfed more.. but then I suppose it wouldnt' be an elite anymore. I don't find it too awesome that if I want to play ele it has to be SF ele or you can't get a group. Yah I'm over exaggerating there a bit as I've gotten groups without SF, but still.

Crippling Slash isn't a big deal as it does two things. 6 Adren isn't that bad, 2 more can come in one attack with a furious weapon.

Faintheartedness..well it's about time it makes it good for PvE too and the monsters who use it.

I don't like the PvE skill nerfs but I'll live with it.

assassin_of_ni

assassin_of_ni

Lion's Arch Merchant

Join Date: Dec 2006

Undercity... shhh dont tell Gaile =P

Back to Medieval Assassins [MA]

i personally really...really....reeaaally didnt like this round of nerfs and im not even talking about the pve only skills lol. a "majority" of the nerfs are quite obviously pvp based and theres not too much doubting that but by doing so theyre made less and less and less feasible in pve and ruining what builds they were once at least decent in. frozen burst is very seldomly used in pve unless used in a tanking sence namely due to its recharge, and e-cost...so an obvious pvp nerf. mark of rodgort had too little of an effect in pve with too high an energy cost to really be a staple or too much of a popular choice unless you built your team or heroes/henchies around lots and lots of cripsy critters. Searing flames was an all around nerf but still namely pvp due to its spike capability when used 6-7 times in less than a second.
as for the mesmer....didnt they just buff those skills a few days ago to increase duration or was i smokin pot again? with the exception of hex eater sig (which i never used and actually never saw too many people use ever) but less recharge and less casting time maybe it'll become the new staple for hex removal as an elite when paired with mantra (i have high hopes).
convert hexes is a rather underused hex removal in both pve and pvp and can actually be somewhat useful depending on the situation but people with probably still use divert hexes.
faintheartedness and reapers mark....both very very obvious pvp nerfs since faintheartedness is only useful in some occasions for pve (high energy and kinda contradicts the typical curse build when using SS to let them whack themselves to death) and reapers mark was pretty annoying there for a while in halls.
natures renewal.....obvious pvp but im not sure if you could call that a buff or what...increased lvl weeee so it gets like...20 more hp?
war is very very obvious pvp nerfs since the crip slash shock tank thingy is (or was) as a staple for a lil while too but i rather liked them for pve =(
just my $.02 *whistles*

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Quote:
Originally Posted by assassin_of_ni
as for the mesmer....didnt they just buff those skills a few days ago to increase duration or was i smokin pot again?
No you were perfectly sane (as you can be anyways ).

They did the same thing with the elemental conjures a while back.

Francis Crawford

Forge Runner

Join Date: Dec 2005

SF already wasn't working in hard mode, at least for me. 10% reduction means I probably won't even try to make it work.

That said, I started a thread in the elemental forum to see if I could get argued out of that viewpoint.

assassin_of_ni

assassin_of_ni

Lion's Arch Merchant

Join Date: Dec 2006

Undercity... shhh dont tell Gaile =P

Back to Medieval Assassins [MA]

Quote:
Originally Posted by prism2525
No you were perfectly sane (as you can be anyways ).

They did the same thing with the elemental conjures a while back.
phew thats for clarifying that =D i get worried sometimes.
doesnt make too much sense....i thiiink they were buffed to 2...18 seconds now theyre 2...16. ok 1 if you have that hex on for that long then the monk isnt doing their job or the hexor is doing a pretty good job of covering. but i insist...nay...i demand they lower energy cost or something of conjure nightmare, or introduce lower e-cost skills to the mesmer skill list. *nods* my poor mesmer is just collecting dust on his 15k enchanter armor.

Chicken Ftw

Chicken Ftw

Wilds Pathfinder

Join Date: May 2006

Quote:
Originally Posted by assassin_of_ni
i personally really...really....reeaaally didnt like this round of nerfs and im not even talking about the pve only skills lol. a "majority" of the nerfs are quite obviously pvp based and theres not too much doubting that but by doing so theyre made less and less and less feasible in pve and ruining what builds they were once at least decent in.
Example of a ruined build please. I don't see any.

Quote:
frozen burst is very seldomly used in pve unless used in a tanking sence namely due to its recharge, and e-cost...so an obvious pvp nerf. mark of rodgort had too little of an effect in pve with too high an energy cost to really be a staple or too much of a popular choice unless you built your team or heroes/henchies around lots and lots of cripsy critters. Searing flames was an all around nerf but still namely pvp due to its spike capability when used 6-7 times in less than a second.
What's the problem here, if you understand that these skills were nerfed for PvP, and they didn't take enough of a hit for it to matter in PvE?

Quote:
as for the mesmer....didnt they just buff those skills a few days ago to increase duration or was i smokin pot again? with the exception of hex eater sig (which i never used and actually never saw too many people use ever) but less recharge and less casting time maybe it'll become the new staple for hex removal as an elite when paired with mantra (i have high hopes).
convert hexes is a rather underused hex removal in both pve and pvp and can actually be somewhat useful depending on the situation but people with probably still use divert hexes.
faintheartedness and reapers mark....both very very obvious pvp nerfs since faintheartedness is only useful in some occasions for pve (high energy and kinda contradicts the typical curse build when using SS to let them whack themselves to death) and reapers mark was pretty annoying there for a while in halls.
natures renewal.....obvious pvp but im not sure if you could call that a buff or what...increased lvl weeee so it gets like...20 more hp?
war is very very obvious pvp nerfs since the crip slash shock tank thingy is (or was) as a staple for a lil while too but i rather liked them for pve =(
just my $.02 *whistles*
You're rambling here. So the nerfs are obviously because of PvP.... so what? Welcome to GW. It's not like Cripslash was ruined by adding 1 adren to its cost. Nor did the Enraging nerf kill the build. I don't see where you have any reason to be complaining, since you can see why they were nerfed.

Engel the Fallen

Lion's Arch Merchant

Join Date: Jun 2005

Mo/Me

Quote:
Originally Posted by garethporlest18
Make Searing Flames unusable then I'll be happy, I'm tired of people expecting you to use it wherever you go it's time for a new meta ele skill. (that means PvE wise too).

Other skill changes don't bother me.
That is no reason to nerf a skill. If your build you feel is better than SF than use it and say screw cookie cutters. SF does work well, but most people fail to see it only works well in packs of two or three. Even in packs of two I do not like it though.

My monk I get crapped on all the time for running a build I been running for almost two years now, with really only two skills changed. I just tell the team to deal with it. Most of the time I keep them alive over the cookie cutter monks.

All games have cookie cutter kids. With Intensity there was a REAL start to having new builds emerge but now it is nerfed, that ended fast. I was so excited as the thought of my mesmer getting it too, to do real damage and testing it on a smite monk.

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Quote:
Originally Posted by garethporlest18
Make Searing Flames unusable then I'll be happy, I'm tired of people expecting you to use it wherever you go it's time for a new meta ele skill. (that means PvE wise too).

Other skill changes don't bother me.
That is not the kind of constructive reply I was thinking about. SF is good, no doubt, but it's the players who only want that and don't accept any other fire builds. The problem is on the players' part, not the skill's.

It's the most effective and gets overused. then the smell of the approaching nerf bat can be sensed.

beanerman_99

beanerman_99

Wilds Pathfinder

Join Date: Apr 2005

In the clouds

[Sage]

E/

Quote:
Originally Posted by TyrianFury
I was refering to hardmode by the way, I agree about the pvp side but I think Guild Wars as come to the point where PvP and PvE are no longer the same game and skills for each should be separated. So there should be a PvE version of searing flames and a PvP version, not to mention many other skills.

This will please both communities, I don't see why PvE players should suffer PvP balance changes.

I am in total agreement with you. It is past time for PvE to be seperated from PvP nerfs. Its getting to the point where it is just ridiculous. I really hope that Guild Wars 2 keeps them seperate or I probably won't buy it at this point. I don't usually like to be so negative but as a PvE'er I as tired of getting used to using skills and then they are changed cause someone whines in PvP.

And why nerf Frozen Burst? I always have wondered why and ele can only slow down an enemy with water spells for just a few seconds but a Ranger, Warrior, Assasin can cripple their enemies for 30 seconds and longer and they even get mods to increase cripple up to 33% O_O I just don't understand this at all. How is that balanced?

Apok Omen

Krytan Explorer

Join Date: Jun 2006

Commence Aggro [BaMf]

Mo/E

As an ele myself, I still like the SF nerf. It isn't overpowered as a spike anymore and is still very viable as a nuker skill in PvE.

In PvE, SF gets tons of buffs: LB, Intensity, Ele Lord, 16 fire without bad consequences, endless spammability.

In PvP, it was a spike. That's... about.... it...


Anyway, I and many others know that this update is a step towards the light for Anet. It's a shred of hope...

Anti Oath

Frost Gate Guardian

Join Date: Nov 2006

Waiting

Balance

Quote:
Originally Posted by yesitsrob
Impressive update, step in the right direction for sure!
I'm glad anet's finally relising things. 3 skill balances in a row seriosuly ftw. GJ Anet/ Izzy.

Names Schmames

Ascalonian Squire

Join Date: Nov 2006

The Black Cats [CAT]

Oh noes i do like 12 damage less with SF now. Seems to be a good enough placebo to silence the "Nerf Pl0x" cries tho >=p

havok019

havok019

Academy Page

Join Date: Jan 2007

HdCr

W/Mo

Quote:
Originally Posted by qazwersder
Before searing flames? Surely there was no such time?
LOL. Unfortunately there was and it was called Meteor Shower and Ele's usually spent much of the time on the ground.

ChyldeOfTheLotus

ChyldeOfTheLotus

Academy Page

Join Date: Feb 2007

N/Mo

The only PVE characters I have is a ss/mm necro and an sf ele. Thanks to the SR changes and the sf nerf, neither of those characters are that fun to play anymore. I could start another character, but I'm sure it's just going to end up nerfed to death too, so why bother.

Does-it-Matter

Krytan Explorer

Join Date: Dec 2005

N/

Quote:
Originally Posted by ChyldeOfTheLotus
The only PVE characters I have is a ss/mm necro and an sf ele. Thanks to the SR changes and the sf nerf, neither of those characters are that fun to play anymore. I could start another character, but I'm sure it's just going to end up nerfed to death too, so why bother.
12/19 damage less is "no fun anymore" ?!?

12/19 damage less is "nearfed to death" ?!?

...?

That right there is what is the problem with the community these days. Anything less than perfection/overpowerment is "unusable, dead, useless, unfun, etc."

Seriously people, it's still a VERY powerful Ele elite, and with the PvE skills, it's extremely strong.

When one skill defines a build, so much so that it + anything else = strong character, then you KNOW that skill is powerful in PvP or PvE. (And yes, for the record, I have a SF Ele and a SS Necro.)

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by ChyldeOfTheLotus
The only PVE characters I have is a ss/mm necro and an sf ele. Thanks to the SR changes and the sf nerf, neither of those characters are that fun to play anymore. I could start another character, but I'm sure it's just going to end up nerfed to death too, so why bother.
This post has just won the 'most overexaggerated post' award. That whole 13 less damage really made a difference earlier... i mean i just couldn't kill anything.... i then of course noticed i accidently brought 4 monks instead of my SF heros, then i went back to not noticing the difference.