NEW SKILL Updates-
Skuld
That was back in July, and he's already made the other changes, learn to read.
Master Ketsu
Quote:
Originally Posted by Skuld
That was back in July, and he's already made the other changes, learn to read.
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CHunterX
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Originally Posted by Avarre
Most people dislike HB because people don't die from slow pressure damage over 10 seconds, they die from huge bursts in short periods or from gigantic mob hits. LoD used to mop up most of what HB would do, but even with that somewhat out of the picture, I'd still rather prot the target, or spend 5e to WoH them.
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Quote:
Originally Posted by Avarre
For example, using the same 10 energy, Spirit Bond has to trigger only three times to be more effective - making it far better active defense.
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Quote:
Originally Posted by CHunterX
Would I recommend Healing Breeze outside of AB? Possibly for some PvE areas (particularly Prophecies and Factions areas, where Hench Monks are somewhat lacking), but if you have Heroes, your attributes are better spent boosting your attacks.
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Skuld
Pat showed Izzy that the change would be bad, so he didn't do it, I don't see the problem.
lolwut?
Quote:
Originally Posted by Master Ketsu
I know you want to defend anet and all
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Master Ketsu
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Pat showed Izzy that the change would be bad, so he didn't do it, I don't see the problem. |
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it doesnt matter dude, it was still an obviously bad suggestion even at the time. SP has always been 20 seconds and to EVEN SUGGEST nerfing BLS to 18 seconds at any point in time during the timeline from when SP sins first came in existence ( NF released ) to today is/was just plain bad. I know you want to defend anet and all and I agree they have made a great game, and listening to the community has made their game alot more balanced then other MMO's ( just look at how much blizzard listens to their community and then look at WOW's skill balance. its 10 times worse then GW ever was. ) But izzy needs to actually test the OP builds people are complaining about. that BLS suggestion was BAD. theirs no defending it. |
Skuld
I don't really see what you're getting at, meh.
Master Ketsu
Quote:
Originally Posted by Skuld
I don't really see what you're getting at, meh.
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In other words, he's doing things logically backwards... coming up with a conclusion before examination, when it should be the other way around.
Pat shouldn't have had to explain why it was a bad suggestion in the first place - thats what Im getting at.
bhavv
I love the healing buffs, but I absolutely hate the cast time nerf on LoD.
Using it with Holy Haste wont work for me because the only healing spells I use in PVE are LoD, kiss and cure hex. The rest of the bar is prot enchants (14 healing, 10 prot, 10 divine, LoD, Kiss, Cure hex, dismiss condition, gole, sprit bond, aegis, res)
Thats my only build used on my hero monks in HM PVE untill now.
Using it with Holy Haste wont work for me because the only healing spells I use in PVE are LoD, kiss and cure hex. The rest of the bar is prot enchants (14 healing, 10 prot, 10 divine, LoD, Kiss, Cure hex, dismiss condition, gole, sprit bond, aegis, res)
Thats my only build used on my hero monks in HM PVE untill now.
Avarre
Quote:
Originally Posted by CHunterX
Guess I have to expand on this. Outside of AB and some PvE areas where you didn't or don't have access to Heroes, HB brought by a Warrior is a decent investment. Anywhere else and your better off spending attributes in your Weapon Mastery or Strength.
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Phoenix Tears
they shouldnt nerf Splinter Weapon, just change the turai quest..lesser enemies ...
lesser enemies = lesser drops = lesser chance to get dropped something good.
Or just let the moargonite drop in that quest nothing, or only stuff, that is needed for an other quest maybe ...
by this way this farming spot would be killed, but theres absolutely no need in nerfing splinter weapon ...
for pvp it makes no snese, and in pve it makes fighting versus huge mobs only alot harder, especially in HM, where u sometimes really need that splitter damage, to be able to survive long enough and to reduce the enemies quick enough, before they slaughter your tank away otherwise
splinter weapon will get nerfed only cause of these solo powerfarmers, which invasioned the turais's path...to mass slaughter margonites
sure, that thing will also nerf certain imba enemies in pve, which use barrage...but not really so much, as we ranger players get nerfed through it..
the HM barrage enemies will be after it still imba, we pplayers instead only much weaker then before.
before change, a ritualist with channeling 15 for example makes with SB around 7250 splitter aoe damage, with the nerf now it iwll be only like 720 ... at turais path by fighting for example vs 30 margonites, which easily come up there in the mass slaughter quest there.
lesser enemies = lesser drops = lesser chance to get dropped something good.
Or just let the moargonite drop in that quest nothing, or only stuff, that is needed for an other quest maybe ...
by this way this farming spot would be killed, but theres absolutely no need in nerfing splinter weapon ...
for pvp it makes no snese, and in pve it makes fighting versus huge mobs only alot harder, especially in HM, where u sometimes really need that splitter damage, to be able to survive long enough and to reduce the enemies quick enough, before they slaughter your tank away otherwise
splinter weapon will get nerfed only cause of these solo powerfarmers, which invasioned the turais's path...to mass slaughter margonites
sure, that thing will also nerf certain imba enemies in pve, which use barrage...but not really so much, as we ranger players get nerfed through it..
the HM barrage enemies will be after it still imba, we pplayers instead only much weaker then before.
before change, a ritualist with channeling 15 for example makes with SB around 7250 splitter aoe damage, with the nerf now it iwll be only like 720 ... at turais path by fighting for example vs 30 margonites, which easily come up there in the mass slaughter quest there.
Kaida the Heartless
Quote:
Originally Posted by Red Sonya
Lmao what a crappy build. You've gimped your healing potential everytime your monk casts a spell. Build = Fail
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Quote:
Originally Posted by Phoenix Tears
...before change, a ritualist with channeling 15 for example makes with SB around 7250 splitter aoe damage, with the nerf now it iwll be only like 720 ... at turais path by fighting for example vs 30 margonites, which easily come up there in the mass slaughter quest there.
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I'm still waiting on those other skills/concepts that need nerfing...
Rampage As One: (Saw this earlier) Hammer bash moved to strength, 50% failure @ 4 or less. Rampage as One: 25% ias and movement.
Spirit Spam: Max two spirits per person.
Melandrus Dervish: Immune to all conditions except burning. Burning lasts 300% longer. +100 HP. Lose 5(?) energy every time I condition would be applied (Cost to heal the condition makes sense, right?).
Mystic Regeneration: Only effected by Dervish enchantments.
Recall: Keep amazing range. You have 0 pips of energy regeneration while enchanted with this spell (Hey, assassins have crit, they can have thier energy, and if it's overnerfed, oh well).
Shadow Prison: Half shout range, causes exhaustion (hey, you want amazing bar compression, you pay for it).
Dancing Daggers: Ten second recharge.
Entangling Asp: Cripples and poisons, no longer knocks down.
Blades of Steel: ?
Horns of the Ox: ?
Aggressive Refrain: You have -20 Armor while this skill is active (Unkitable warrior? I think not.)
Just some ideas from the top of my head. Please don't hurt me!
Phoenix Tears
Quote:
Originally Posted by Kaida the Heartless
UH. And your not seeing why that probably needs a nerf as well? I'm still waiting on those other skills/concepts that need nerfing... Melandrus Dervish: Immune to all conditions except burning. Burning lasts 300% longer. +100 HP. Lose 5(?) energy every time I condition would be applied (Cost to heal the condition makes sense, right?). |
and each splittre triggers only once per arrow anc per adjacent foe that got hitten through an arrow of the 6, thats affected with splinter weapon.
Howver, this nerf is a big kick into the teeth of pve rangers/rits, because only they get the punch into the belly... pvp players don't disturbs this nerf
and all this, only to destroy again 1 little famous farming spot, that mostly gives only maybe 1k per run with common drops and due to loot scaling, good drops are so or so rare ...
i think, anet has better things to do, then to nerf skills, that have no need for a nerf, only to destroy 1 massively overfarmed farm spot, like turais path
abot melandrus avatar, wit this changes, u must at least increase again the hp boost to say +175 HP ...otherwise this skill wouldnt be finally worth an elite skillm as if this skill isnt enough death nerfed... remember, at original, it gave +200 hp and was with this even under, what certain normal skills give for hp boost ....
there are other ways, how players can easily boost their HP with non elite skills to over 1000 hp ...and ? who cares... players not, anet not ..but mel's ava naturally must be death nerfed, because the com must whine about 1 elite skill ,because they all r too dumb to think for 5 minutes for anti mel ava-builds, that are easily thought out, when you know the weaknesses of mels avatar, that are easily to find out...
also when conditions dont work ..hexes will ...
arcady
Quote:
Originally Posted by Skuld
I don't really see what you're getting at, meh.
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That at least, seems what the poster in question is trying to convey. Or at least is my understanding of what (s)he's trying to convey.
Nyree
Quote:
Originally Posted by Phoenix Tears
i think, anet has better things to do, then to nerf skills, that have no need for a nerf, only to destroy 1 massively overfarmed farm spot, like turais path
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Basicaly they implemented this system at GvG and they made all the NPC pack together, and this made splinter very powerful. So, instead of changing the NPC AI or changing their positioning, they decided to blame the skill as the reason of the problem. If there were no VoD, there wouldn't be the nerf. The only thing we can do now is whine because they will never change the skill back...
Master Ketsu
Quote:
Originally Posted by arcady
I think (s)he's getting to the idea that a person hired to balance skills should know their interactions well enough to not suggest something like that. They should not need someone else to show them why it is a bad idea, they should be able to see it on their own. The idea being that, if they cannot see that on their own, then what else are they failing to grasp?
That at least, seems what the poster in question is trying to convey. Or at least is my understanding of what (s)he's trying to convey. |
...but you should at least try. Just playing a SP sin in something as simple as random arenas for no more then three matches can tell anyone why the BLS suggestion I was pointing out wouldn't do jack crap to stop it. The thought process behind it sounds like "Oh dear... people are complaining about some bar that has shadow prison it it, oh well Ill just randomly nerf the recharge on one of the skills and see if that helps...ya...whatever..." NO. FAIL. Pat should not have had to explain why an 18 RC on BLS wouldn't do anything to stop a build that already has a set RC of 20. It should have been blatantly obvious from the start.
Thats basically what I was pointing out to makosi. He's wondering why alot of the updates make zero sense, and Im saying "what can you expect from someone who cant even grasp the concept behind the most simplistic sin bar out their ?"
Not trying to sound like a jerk, just stating my IMHO.
Kaida the Heartless
Quote:
Originally Posted by Phoenix Tears
abot melandrus avatar... remember, at original, it gave +200 hp and was with this even under, what certain normal skills give for hp boost...
there are other ways, how players can easily boost their HP with non elite skills to over 1000 hp ...and ? who cares... players not, anet not ..but mel's ava naturally must be death nerfed, because the com must whine about 1 elite skill ,because they all r too dumb to think for 5 minutes for anti mel ava-builds, that are easily thought out, when you know the weaknesses of mels avatar, that are easily to find out... also when conditions dont work ..hexes will ... |
The health boost is the icing on the cake. The real goodiness is the immunity to all conditions. This means they can't be blinded, crippled, or weakened for damage mitigation, not to mention auto-eviscerate (wearying strike) that becomes accessable. Blocking is your only shot. At least this way, a BA ranger could really tear into the Dervish, limiting thier ability to be so untouchable.
A dervish running in a split is basically unbeatable atm (with the avatar up). They need to get knocked somehow.
Regardless, its the assassins that are ruining it for me now. Shadowstepping... UGH.
Sqube
Kaida the Heartless: With BoS, do you want the max damage decreased, the +damage per attack decreased, or what? Also, HotO needs nerfing now? Whycome?
Kaida the Heartless
Well, HotO, BoS, and/or Impale need(s) to take a hit. The current bar of choice for todays assassin includes: Black Lotus, HotO, Black Spider, BoS, Impale. Basically, I could run my entire attack combo on you while you are on the floor, unless of course you manage to predict when my Shadow Prison has recharged and hug a buddy.
The more I think about it, anything in the line could take a hit to balance it out a bit more.
My suggestion:
- Drop BoS down to 50 Max (still 100 damage)
- Drop the damage on Impale: 25...70...95 (1...12...16)
- Tiger Stance: 2...9...11
- And of course the change to Shadow Prison mentioned earlier.
The more I think about it, anything in the line could take a hit to balance it out a bit more.
My suggestion:
- Drop BoS down to 50 Max (still 100 damage)
- Drop the damage on Impale: 25...70...95 (1...12...16)
- Tiger Stance: 2...9...11
- And of course the change to Shadow Prison mentioned earlier.
ManMadeGod
Err... monk got overbuffed imo...
WoH heals about 300 and can target self.
Conjure Nightmare kicks ass now.
Shrinking Armor: Woot! -4 degen and cheap cover hex!
But what is this?
Oppressive Gaze:
Target foe and adjacent foes take 5...41 damage. Steal up to 15...39 Health from any who were suffering from Weakness and below 50% health.
Well, 15 energy, 2 sec cast time, double conditional... this is a bad joke. Blood was already sad enough.
And...
Weaken Armor:
2 sec cast time and no other effect? It's still useless. And compared to Shell Shock or Shrinking Armor, this spell is the worst choice to inflict Cracked Armor. I could just use Shell Shock with low attribute in air, why not?
WoH heals about 300 and can target self.
Conjure Nightmare kicks ass now.
Shrinking Armor: Woot! -4 degen and cheap cover hex!
But what is this?
Oppressive Gaze:
Target foe and adjacent foes take 5...41 damage. Steal up to 15...39 Health from any who were suffering from Weakness and below 50% health.
Well, 15 energy, 2 sec cast time, double conditional... this is a bad joke. Blood was already sad enough.
And...
Weaken Armor:
2 sec cast time and no other effect? It's still useless. And compared to Shell Shock or Shrinking Armor, this spell is the worst choice to inflict Cracked Armor. I could just use Shell Shock with low attribute in air, why not?
Andrew Patrick
There will be another update with additional changes later today. Please continue to share your thoughts and opinions.
schaapie
okey i stay tuned , if i have an skill idea i will share it.
Yichi
Quote:
Originally Posted by schaapie
okey i stay tuned , if i have an skill idea i will share it.
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Diddy bow
think woh will be unbuffed?
Healing prayers just need to "do more" in the current meta in my opinion.
Healing prayers just need to "do more" in the current meta in my opinion.
super strokey
Quote:
Originally Posted by Andrew Patrick
There will be another update with additional changes later today. Please continue to share your thoughts and opinions.
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Thanks anet! (let it be noted that i have never bitched once about you lol)
makosi
Quote:
Originally Posted by Andrew Patrick
There will be another update with additional changes later today. Please continue to share your thoughts and opinions.
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I bet an ecto that WoH gets nerfed. Please also revert Ancestor's Rage.
ManMadeGod
Quote:
Originally Posted by Andrew Patrick
There will be another update with additional changes later today. Please continue to share your thoughts and opinions.
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For example:
Skull Crack : do some extra damage or reduce the required adrenaline.
Seeping Wound : this spell is just too sad
Clamor of Souls : worst PBAOE ever
Mending Grip : reduce cast time to .25
Spirit Channeling : increase duration
Xinrae's Weapon : 25e -> 15e
Fetid Ground : inflicts conditional deep wound
Foul Feast : steal ... health if you are suffering from a condition and steal ... health if your target is suffering from a condition.
Feast of Corruption: reduce recharge time.
Lingering Curse : 25e -> 15e
Signet of Suffering: this elite sig is worth then Sig of toxic shock
Pain of Disenchantme: increase damage and reduce the recharge
Soul Bind: remove attack slowing effect but knocks down hexed foe when he becomes the target of a Hex while USING A SKILL.
Soul Leech: increase life steal
Wail of Doom: remove sacrifice
Weaken Knees: KD when it ends
Wow... there are too much to list...
Ec]-[oMaN
Quote:
Originally Posted by Andrew Patrick
There will be another update with additional changes later today. Please continue to share your thoughts and opinions.
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Soul reaping trigger on spirits=gone
Spirits affecting minions(life,recup,pres, you name it)=gone
Inept duration= lower
Clumsiness duration=lower
Ancestors rage=10e
Take any potential IAS a sin can use place it in primaries(0 att not 1 sec ias)=no ias for sins
gogo
Big_Daddy
You can update some old Skills to make the "cracked armor" thingy (on all professions). Oh, and put splinter weapon and oppressive gaze back as they were (was I the only PvE necro that was using it??!!)
6am3 Fana71c
Plz make [skill]Disrupting Chop[/skill] instant strike (like [skill]Agonizing Chop[/skill], which lands the same moment you use it). It's so annoying when your interupt skill lands like half a second later.
Skuld
ye like a 2-3 sec duration on clumsiness/inept would be good, too easy to shut down stuff by spamming it before it even gets close
a short duration would make it a more strategic skill than a blind-spamming one
ManMadeGod - pretty much anyone in this thread will agree with me that we should fix the problems before buffing random stuff, random buffs would be fine if the man-hours were available, but given a choice, nearly everyone would choose fix the problems
a short duration would make it a more strategic skill than a blind-spamming one
ManMadeGod - pretty much anyone in this thread will agree with me that we should fix the problems before buffing random stuff, random buffs would be fine if the man-hours were available, but given a choice, nearly everyone would choose fix the problems
Wildi
plz buff its the worst skill in the game
Hailey Anne
Quote:
Originally Posted by ManMadeGod
Err... monk got overbuffed imo...
WoH heals about 300 and can target self. |
Way too over-powered now.
Whats worse is that Wammos are started to bring it in Aspenwood lol
Ken34
Quote:
Originally Posted by 6am3 Fana71c
Plz make [skill]Disrupting Chop[/skill] instant strike (like [skill]Agonizing Chop[/skill], which lands the same moment you use it). It's so annoying when your interupt skill lands like half a second later.
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Razz L Dazzle
the skill would be extremely overpowered then.
CHunterX
Quote:
Originally Posted by Razz L Dazzle
the skill would be extremely overpowered then.
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Regulus X
Quote:
Originally Posted by Razz L Dazzle
the skill would be extremely overpowered then.
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/notsigned
Rathcail
Quote:
Originally Posted by Regulus X
Aren't all interrupts generally 1/2 to 3/4ths of a second by default? 1 second disrupt = WTH?? That particular nerf = FAILURE no matter how you re-arrange that formula.
/notsigned |
Arkantos
Thread necromancy lol. Reading dates ftw.