Originally Posted by Sekkira
Oh noes! Paragons got 1 skills hit slightly! It's the end of the world!
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Honestly folks, AR is still a great skill, even considerably overpowered still.
Shuuda
Originally Posted by Sekkira
Oh noes! Paragons got 1 skills hit slightly! It's the end of the world!
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Lagg
Seren!ty
Abysall Demon
swift88
ensoriki
Drequlies
Avarre
Originally Posted by ensoriki
I've been gone for awhile, why does Deadly paradox need a nerf?
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I can tell right now, you nerf deadly paradox or shadowform (I think thats what people are complaining about) Pve sins wont be happy, sins rely on shadowform generally when farming OR when running.... its just useful for that 20 seconds of invincibility. |
Ferret
Ghost Recon
Lonesamurai
DreamRunner
Sekkira
Originally Posted by Drequlies
Paragon nerf
I don’t really like forums so I’m not happy to be here. However, as this is the only way for a person who plays GW to express his thoughts on how the game is developing, here I am. Well, Buff, buff, nerf, buff, buff, buff, nerf, nerf, STOP! I play PvE 90% of the time and PvP only in random arenas to unlock skills. Not many of the changes in the latest update will affect my characters. However, and I guess that why I had to sit here and read all these damn posts. I’m not happy with the change made to the Paragon skill “Go for the Eye’s”. How it seems to work in my build is I use the skill”GFTE” then need to wait 4 seconds and then build up the adrenalin from 0. Where did that adrenalin I was just building up in the last 4 seconds go? Can I have that back? Or increase the amount of adrenalin needed if you think it’s to powerful with only 4. Thx Drequlies |
Darkobra
jon0592
Sekkira
Originally Posted by Darkobra
If people thought on their builds like Sekkira thought on her posts, it'd confirm why I never PUG with idiots.
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Cobalt
Originally Posted by kvndoom
Your statement illustrates your one-dimensional mindset. It shows that you believe spirit spamming is the only way to play a Rit, and that is totally not true. Believe it or not, there are spirits whose health doesn't affect their usefulness. And there are good Rit builds out there that don't require spirits at all. And I guess if the overpowered elementalists can burn your spirit nest so easily, then you don't feel that strategic positioning or kiting is important either. You've basically said that you feel you should be entitled to sit in one spot and passively dump out spirits and do nothing else since the spirits do all the work, and be successful in doing so.
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Bouldershoulder
ensoriki
Originally Posted by Avarre
Deadly paradox sin spike would be the main reason, using Dancing Daggers -> Entangling Asp -> Signet of Toxic Shock along with other DA skills like Augury of Death. Paradox makes the spike heavy pressure as well due to practically non-existent recharge on skills.
You don't think that it's odd to allow a class like an A/Me or Me/A a full minute of invulnerability (arc echo, deadly paradox)? I certainly did when I realized I could run anywhere on the map relying on Shadow Form. |
kvndoom
Originally Posted by Cobalt
Lets see, in a word DUH!
The bulk of the Rits skills are linked to spirits, Rits "dump out spirits" however only a noob would sit in one spot and do it. So yes Rits should be allowed to dump out spirits it is/was there main function! Destroying that ability as they have all but done is the same as taking away the the AoE spells from Eles. Sure you can play Rits differently with some odd hybrid builds but no one deserved to be punished for playing them exactly the way they were meant to be played which is exactly what this nerf did. Personally I think the "balancing team" should go out and get a Websters dictionary and familierize them selves with the term "Resignation" then put it to use. To not do so would be a great disservice to the entire Guild Wars gaming community. |
ManMadeGod
Originally Posted by makosi
I wonder if the UW/FoW end-reward chests will yield crystallines like their purple counterparts?
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Squishy ftw
Originally Posted by ManMadeGod
I strongly suggest them to add something unique (new skins, greens) to UW/FoW end-reward chests.
So that it's not ecto/forge run only. |
Bale_Shadowscar
ManMadeGod
Originally Posted by HawkofStorms
My take on the skill balances
Ele Ice spikes is godly now, almost better then deep freeze now since you can reapply it so often. |
Originally Posted by HawkofStorms
Monk. I KNEW reversal of damage didn't seem to be working right.
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Originally Posted by HawkofStorms
Necromancer. Chilbals nerf? I'm sorry, but the game needs a few non-targetting enchantment stripping. Otherwise, I'll just run into more shadowform sins in RA. By the way, why no deadly paradox sin signet spike tweak?
Andragon's needed the nerf. |
Lagg
Chris Blackstar
t h i n e eyes b l e e d
Maximumraver
Originally Posted by Etta
[*]Gold rewards for vanquishing foes in Hard Mode have been increased to five times the number of creatures killed.
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Squishy ftw
Originally Posted by Maximumraver
I'm confused as to what this does exactly, would you get 1K from every monster after you've killed 200, seems a bit strange.
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Moloch Vein
Originally Posted by ensoriki
and I always thought gaze of contempt crapped all over shadowform
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street peddler
CHunterX
Originally Posted by Sekkira
Oh noes! Paragons got 1 skills hit slightly! It's the end of the world!
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BlackSephir
Mickey
Originally Posted by CHunterX
And in a week or two we'll be seeing threads titled: Where did all the Paragons go?
The few that played them just aren't going to bother anymore. Its apparently impossible to run AR with H+H now, without them spamming all their energy to remove cracked armor. Its obvious that they are never going to get a single buff. These 2 skills were just the straws that broke the Paragons back. That is, if anyone will even miss them. |
Cobalt
Originally Posted by kvndoom
I think they more put them where they should have been in the first place than "punish people for playing them the way they were meant to be played." If, from day one of Factions, all spirits had had 50 less health than they did for the past 1.5 years, then people would have played around that and been used to it. But again, the sense of entitlement comes into play, and once something in the game changes, people cry foul as if it was a personal attack. And frankly, it was the Communing line that caused the most problems in game balance and all the Rit hate that has been around for 18 months, so I won't shed a tear to see it get hit. Anet shouldn't have reversed the exhaustion mechanic; that would have worked just as well, but they gave in to the whiners and reversed it. I wouldn't be surprised to see them cave in to whining again. I play a Rit in 4-man arena quite often, and this change doesn't bother me a bit.
I actually agree that Anet has almost no clue how to properly balance this game of theirs, but some of the changes they made in this update are pretty good. |
HawkofStorms
Originally Posted by CHunterX
And in a week or two we'll be seeing threads titled: Where did all the Paragons go?
The few that played them just aren't going to bother anymore. Its apparently impossible to run AR with H+H now, without them spamming all their energy to remove cracked armor. Its obvious that they are never going to get a single buff. These 2 skills were just the straws that broke the Paragons back. That is, if anyone will even miss them. |
Plague
Decreased the Health of all Spirits by 50; allowed Burning to affect Spirits. |
Death's Charge: increased conditional Health to 65..200. |
Shadow Refuge: increased duration to 6 seconds. |
Wearying Strike: decreased damage to 5..20. |
Ash Blast: increased damage to 35..65. Chilling Winds: increased damage to 25..50. Ebon Hawk: increased damage to 45..100. Enervating Charge: increased damage to 25..50. Steam: increased conditional damage to 40..100; increased damage to 25..70. Stoning: increased damage to 45..105. |
Conjure Frost, Conjure Flame, and Conjure Lightning: now directly increase the damage you do when you hit with an attack (previously, they dealt damage as a second, additional strike); decreased damage to 5..20. |
Glyph of Swiftness: fixed a bug that increased the projectile speed. |
Searing Flames: increased Burning duration to 1..7 seconds. |
Illusion of Haste: decreased Energy cost to 5. |
Ineptitude: decreased recharge time to 15 seconds. |
Keystone Signet: decreased recharge time to 10 seconds. |
Signet of Illusions: increased the number of Spells affected to 3. |
Signet of Midnight: decreased recharge time to 10 seconds. |
Shield of Deflection: increased recharge time to 10 seconds; increased duration to 3..10 seconds. |
Angorodon's Gaze: decreased Energy returned to 12. |
Chilblains: now works on target foe instead of having a point-blank area of effect; decreased number of Enchantments affected to 1; increased casting time to 2 seconds. |
Nature's Renewal: decreased Spirit levels to 1..10. |
Paragon * Aggressive Refrain: now causes Cracked Armor for 20 seconds when applied. * "Go for the Eyes!": increased recharge time to 4 seconds. |
Agonizing Chop: increased activation time to 1 second. |
"Charge!": increased movement speed to 33%. |
Critical Chop: increased activation time to 1 second. |
Disarm: reworded skill description to explain that it is an interrupt. |
"Watch Yourself!": increased recharge time to 4 seconds; increased duration to 10 seconds. |
IlikeGW
Originally Posted by HawkofStorms
Good job showing a COMPLETE lack of understanding of PvP.
Paragons BROKE PvP, especially GvGs. They are godly good and have great synergy with each other. |
??Ripskin
Originally Posted by OI-812
OMFG. Chilblains has been murdered, Aggressive Refrain butchered...
A.net, go to hell. With every patch you do more harm than good. You clearly don't have the foggiest idea about how to balance skills and classes, because you constantly engage in knee-jerk nerfs like this. It would be one thing if there were a minor adjustment in the skill - say, simply increasing the cast time, and requiring 13 or more in Curses to get a second enchantment strip. Guild Wars' PvE and PvP balance is apparently a game of Jenga to you, you destroy a skill/gimp a build and then add a NEW broken skill or class onto the top of the stack. How long can you play this game before the stack simply falls over? How long before you have utterly destroyed balance in PvE and PvP and alienated your playerbase? /uninstall /cancel any plans for World of GWCraft 2 purchase/play It's one thing to not get it quite right the first time. It's another thing entirely to repeatedly skull-f*** your own game with imbalanced classes and skills, knee-jerk "rebalances", and a general inability to realize that PvE and PvP balances should NOT be joined at the hip, as they are completely alien to each other. |
Snow Bunny