Originally Posted by Shanaeri Rynale
Logically pets not leaving corpses makes little sense, why would'nt a fleshy animal leave a corpse? Maybe the ranger feels so bad about having it die it morally wont make a minion out of it - lol.
In all seriousness for PvE, Pets with no corpses is no biggy, neither is the soul reaping change. There are other builds that work besides B/P... I do get the feeling that Anet must want the cookie cutter masses to use that stupid bear skill instead tho |
Update: 13 Nov. 07
Sekkira
Quote:
arcanemacabre
Quote:
Originally Posted by Sekkira
Listen very carefully:
A MINION MASTER IS NOT VIABLE IN EVERY AREA. DEAL WITH IT. |
Again, I'll live, everyone else will live, who cares. This isn't a big deal to me, at all. It's just barely big enough for me to post about it - that's it. It looks like you're taking it much more personally than pretty much anyone complaining about any nerfs. Perhaps you should take a deep breath and relax a bit, no?
Quote:
Originally Posted by Sekkira
ASIDE FROM PVP EXPLOITATION
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cyberjanet
Quote:
Originally Posted by Scary Raebbit
PvE has enough corpses, unless you're doing it wrong.
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blue.rellik
Why did you even bring pets anyway? You have Ursan
Tylos Angelheart
Quote:
Originally Posted by lyra_song
Why do pets no longer leave corpses....-.o
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Quote:
Originally Posted by Sleeper Service
Player Pets: no longer leave exploitable corpses.
WTF. |
as a ranger i agree WTF!!!!!!
nice job on barrage though XD
Faer
Quote:
Originally Posted by cyberjanet
When I last looked at DoA, the pet corpse was essential for the rebirthing monk to Consume Corpse outside the gates. Has anything changed since I was last there?
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crossound
I actually read all 21 pages. I play my assassin probably 60% time when I'm logged into guildwars. I believe if horns of the ox is going to stay at the damage it is now the conditional part of the knockdown should be removed or changed.
Trampling ox did do kind of a lot of damage but decreasing it to what it is now is too low. Since they have to be crippled to begin with. Shadow prison sin is just not dead its just gone from the one you see every where. I was just in Alliance battle and its just as lethal just have to run Shadow Prison +7 different skills.
I think mostly its people who try to run new builds who get owned by people using your everyday build thats what needs balance. I mean I see things that would make you cry in RA and AB. I almost feel kind of bad for winning.
Trampling ox did do kind of a lot of damage but decreasing it to what it is now is too low. Since they have to be crippled to begin with. Shadow prison sin is just not dead its just gone from the one you see every where. I was just in Alliance battle and its just as lethal just have to run Shadow Prison +7 different skills.
I think mostly its people who try to run new builds who get owned by people using your everyday build thats what needs balance. I mean I see things that would make you cry in RA and AB. I almost feel kind of bad for winning.
Longasc
I cannot believe it that he buffed Barrage.
If they continue to buff stuff that is mainly/only used in PvE to heaven, they should do the final step and create two seperate GW games, one for PvP, one for PvE.
As if Barrage was not already dominant enough in PvE, besides BHA as alternative.
Regarding pets, not that it hurts me too much, stuff just gets more artifical by the day, see soul reaping. He finally removed energy gain from spirits after several months, after fiddling around with SR changes for months.
As if Necros would see much play in PvP besides the SR based gimmicks. But against this, nothing is done. Almost as bad as the situation of Mesmers in PvE.
Regarding Horns of the Ox, um... there are pvp gametypes where Sins are a common sight, and making one common skill take the blame/nerf for this is rather "meh". BTW, now you won't see MORE AoD sins, guaranteed. :>
If they continue to buff stuff that is mainly/only used in PvE to heaven, they should do the final step and create two seperate GW games, one for PvP, one for PvE.
As if Barrage was not already dominant enough in PvE, besides BHA as alternative.
Regarding pets, not that it hurts me too much, stuff just gets more artifical by the day, see soul reaping. He finally removed energy gain from spirits after several months, after fiddling around with SR changes for months.
As if Necros would see much play in PvP besides the SR based gimmicks. But against this, nothing is done. Almost as bad as the situation of Mesmers in PvE.
Regarding Horns of the Ox, um... there are pvp gametypes where Sins are a common sight, and making one common skill take the blame/nerf for this is rather "meh". BTW, now you won't see MORE AoD sins, guaranteed. :>
Shanaeri Rynale
You'd think Anet just removed the entire ranger, assasin or necro profession. Just change the build, try new stuff or shock horror if you don't enjoy playing it, don't.
Moloch Vein
Very well. I now anxiously await the about, oh, 10 or 20 or so updates boosting the necromancer skill line to compensate for this butchery.
Wait, there will be none? Why didn't you say so.
Wait, there will be none? Why didn't you say so.
bungusmaximus
* Black Lotus Strike: decreased Energy gain to 5..18; this skill now counts as a lead attack.
Sweeeet, about time.
* Expose Defenses: decreased duration to 1..11 seconds.
Sweeeet, about time.
* Horns of the Ox: decreased damage to 1..11.
Bad, I liked the skill, it wasn't too overpowered imo. Why nerf that and not nerf DA sins?
* Impale: increased casting time to 1 second.
Good, anyone who pays attention can interrupt it now, interesting fix.
* Trampling Ox: decreased damage to 5..20.
It was a good skill, it's not that sins shouldn't have some KD at all, but I guess it had to be more or less on par with hoto, shame.
* Ineptitude: increased recharge time to 20 seconds.
I found clumsiness to be more dangerous, insane short recharge ftl.
* Word of Healing Word of Healing: decreased unconditional heal amount to 5..130.
It was overbuffed imo, so :P
* Soul Reaping: no longer gains any benefit from Spirits.
Soul Reaping from spirits fix isn't bad for PvE, even in a place like tombs baddies dying should be enough. If baddies aren't dying you're doing it wrong anyways. N/Rt is still viable.
* Barrage: increased damage to 5..20 damage.
nice, but the damage gain is peanuts compared to the loss of splinter weapon. And buffing this and nerfing pets at the same time doesn't make sense. Barrage is baed in almost any other build then B/P.
* Magebane Shot: increased disable time to 10 seconds; decreased recharge time to 5 seconds.
Scares me, any opinions? I think it's too strong.
* Player Pets: no longer leave exploitable corpses.
Lolwut no corpses from pets? Last time I checked there was no monster skill around called 'Vaporize Pet'. pointless fix. But fervent tombs players shouldn't lose hope, there's much better builds then B/P builds that kill stuff faster and do more damage. And apart from that I think it's still safe to use B/P.
Sweeeet, about time.
* Expose Defenses: decreased duration to 1..11 seconds.
Sweeeet, about time.
* Horns of the Ox: decreased damage to 1..11.
Bad, I liked the skill, it wasn't too overpowered imo. Why nerf that and not nerf DA sins?
* Impale: increased casting time to 1 second.
Good, anyone who pays attention can interrupt it now, interesting fix.
* Trampling Ox: decreased damage to 5..20.
It was a good skill, it's not that sins shouldn't have some KD at all, but I guess it had to be more or less on par with hoto, shame.
* Ineptitude: increased recharge time to 20 seconds.
I found clumsiness to be more dangerous, insane short recharge ftl.
* Word of Healing Word of Healing: decreased unconditional heal amount to 5..130.
It was overbuffed imo, so :P
* Soul Reaping: no longer gains any benefit from Spirits.
Soul Reaping from spirits fix isn't bad for PvE, even in a place like tombs baddies dying should be enough. If baddies aren't dying you're doing it wrong anyways. N/Rt is still viable.
* Barrage: increased damage to 5..20 damage.
nice, but the damage gain is peanuts compared to the loss of splinter weapon. And buffing this and nerfing pets at the same time doesn't make sense. Barrage is baed in almost any other build then B/P.
* Magebane Shot: increased disable time to 10 seconds; decreased recharge time to 5 seconds.
Scares me, any opinions? I think it's too strong.
* Player Pets: no longer leave exploitable corpses.
Lolwut no corpses from pets? Last time I checked there was no monster skill around called 'Vaporize Pet'. pointless fix. But fervent tombs players shouldn't lose hope, there's much better builds then B/P builds that kill stuff faster and do more damage. And apart from that I think it's still safe to use B/P.
upier
Quote:
Originally Posted by Sniper22
Anet hates necros. What hasn't been nerfed from anet. 10 minion maximum, veratas sacrifice, jagged bones, soul reaping, surprised they haven't nerfed the 1 hp bip yet. They also nerfed my solo fow Hm build by buffing up woh. Can't we finally get a buff for necros!?!?!?!!?!?
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Quote:
Originally Posted by Chthon
Good.
Good. NOW GET RID OF THIS STUPID TIMER BULLSHIT! Zero energy from spirits, no stupid timers, just like people were saying months ago. No, seriously, get rid of it. It serves no purpose any longer. With no SR from spirits and Jagged Bones retaining its long recharge, there's no way left to build an infinite energy cycle using the original SR mechanic. (And with EotN as the final installment, no new ways are going to come into existence.) Timer or no timer makes no difference in PvP now. And you can't seriously tell me that any pretense of PvE "balance" hasn't been completely given up with the inclusion of skills like Ursan Blessing. It can no longer be argued with a striaght face that "SR was nerfed (partly) for the sake of PvE balance." So, the timer: (1) No longer has any effect on PvP; (2) Has a negative effect on PvE; and (3) Is strongly and almost-universally hated among necromancer players. Get. Rid. Of. The. Timer. Now. Please. ------------------------------------------ To reiterate the two key points just to make sure they aren't missed: 1) No Soul Reaping from spirits is good, BUT NOW GET RID OF THE DAMNED TIMER! |
Not only are the skills at their disposal insane for PvE - it's the whole SR issue that just makes them blow up.
Necro are the best PvE class.
Quote:
Originally Posted by VAK
Ineptitude... there goes my PvE mesmer.... >_>
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Ineptitude is just the icing on the cake.
Quote:
Originally Posted by MMSDome
O well at least paragons didnt get nerfed this time...
*Knock on wood* |
Quote:
Originally Posted by Lady Raenef
PARAGONS. FIX THEM. Izzy, I am depending on you to make Paragons used more, but watch the skills you choose. Shouts, more effective, last longer than one or two attacks, change Aggressive Refrain to 10 energy, you get a speed attack bonus for say, 8...16 seconds, as a shout, it ends prematurely if you use another shout or chant. Leadership attribute.
I want my Paragon to be awesome, not a heaping pile of "No one plays Paragons, GTFO!" or "Paragons suck you noob!" |
Add a second one (or a third!) and the paragons on the team aren't just a sum of their parts anymore. They blow up.
They are pretty much the most insane force in the game right now.
Quote:
Originally Posted by Lugosi
Now one last thing that I keep wondering about (not related to today's skill-balance):
People keep bringing up how super-easy PvE is (NM as well as HM), because of UB. And some of these people also constantly ask for an UB-nerf. First of all: Not everybody has EotN, I myself for example don't have it (yet), I've seen lots of statements from people that they didn't get it either, I also know people who *only* have the prophecies campaign (so they don't even have heroes at their disposal). So here's the worst case: You don't have heroes, you don't have any PvE-only skills, only the (ever changing) skills of one campaign, and you have to make due with that. Isn't PvE super-easy now? I bet, especially hard mode. Don't always assume that every single player has each and every campaign/expansion (even if you think they should). If something from a certain campaign (or expansion) makes PvE unchallenging for you, don't just generalize that "PvE is super-easy", because what makes it so easy for you might not be accessible for somebody else. |
On the topic of the balance:
Not liking the whole pets leaving no corpses.
EW seems a bit insane.
The other changes are on the scale from "OK" to "don't really care".
blue.rellik
Quote:
Originally Posted by Moloch Vein
Very well. I now anxiously await the about, oh, 10 or 20 or so updates boosting the necromancer skill line to compensate for this butchery.
Wait, there will be none? Why didn't you say so. |
Avarre
Quote:
Ineptitude... there goes my PvE mesmer.... >_> |
Sab
Quote:
Originally Posted by Moloch Vein
Very well. I now anxiously await the about, oh, 10 or 20 or so updates boosting the necromancer skill line to compensate for this butchery.
Wait, there will be none? Why didn't you say so. |
AnnaCloud9
Quote:
Originally Posted by HawkofStorms
Pets.... eh. B/P groups still work. You can make a nice minon army by just killing the enemies. I've played MM in enough of the Tombs/Urgoz groups to know that pets are useful more as meat shields along with the minions then as actual minion factories (really, when I play in BP groups, the pets don't usually die that often since your team should roll through the PvE groups so quickly).
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Honestly, are people so helpless (and hopeless for that matter) that before even trying things after an update such as this, they'd rather piss and moan about how Guild Wars has ruined their gaming experience for life?
Nevermind, looking through 15+ pages of pissing and moaning has answered my own question.
Redfeather1975
bungusmaximus, Magebane does look strong.
But it's weird. It's an elite...so it really should be better than something like Power Lock as a whole.
It has flight time and blind to deal with too. I don't know.
But it's weird. It's an elite...so it really should be better than something like Power Lock as a whole.
It has flight time and blind to deal with too. I don't know.
mr_groovy
Pet died -> No body -> So It really din't die just pretends to be dead -> No all skills recharching .
Hmm why did Anet nerf soulreaping to timed based in the first place again? >.>
Hmm why did Anet nerf soulreaping to timed based in the first place again? >.>
arcanemacabre
Quote:
Originally Posted by Sab
Soul Reaping is still the best energy management in PvE.
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kooomar
3 things
1) I literally laugh at every single person says that a pet not leaving a corpse is unrealistic
"Oh man, my trained super crap died while attacking a giant undead beast in a place that has breathing walls, thats so unrealistic that theres no corpse to make an animated minion from"
2) People saying PvPers need to adapt is silly, and no, Im not talking crap on pve, I do it too, but PvPers cant adapt in the same way you can in PvE. for example, when doing gvg, you cant go to wiki and type in "GvG" and see exactly what build you are going to fight, and the best ways to counter it, instead you have to bring something that counters alot of builds, but can't counter everything, there are only 64 skills per team.
3)This update rocks, the SR timer should be removed imo, as its not really necessary anymore, but if its not removed, I could care less. Sins got hit pretty hard, but I think they needed it. One thing I don't understand is the complaining over HotO. EVERY sin (almost) used it, this doesnt seem to be prejudice to sins, it happens with every skill "oh, 99% of people use that skill on all monks, lets nerf it" It just makes sense to nerf a skill EVERYONE (almost) uses.
/signed for the update, hats off to ya
1) I literally laugh at every single person says that a pet not leaving a corpse is unrealistic
"Oh man, my trained super crap died while attacking a giant undead beast in a place that has breathing walls, thats so unrealistic that theres no corpse to make an animated minion from"
2) People saying PvPers need to adapt is silly, and no, Im not talking crap on pve, I do it too, but PvPers cant adapt in the same way you can in PvE. for example, when doing gvg, you cant go to wiki and type in "GvG" and see exactly what build you are going to fight, and the best ways to counter it, instead you have to bring something that counters alot of builds, but can't counter everything, there are only 64 skills per team.
3)This update rocks, the SR timer should be removed imo, as its not really necessary anymore, but if its not removed, I could care less. Sins got hit pretty hard, but I think they needed it. One thing I don't understand is the complaining over HotO. EVERY sin (almost) used it, this doesnt seem to be prejudice to sins, it happens with every skill "oh, 99% of people use that skill on all monks, lets nerf it" It just makes sense to nerf a skill EVERYONE (almost) uses.
/signed for the update, hats off to ya
dont feel no pain
I also agree magebane shot is amazing.... use while you can i say
Linteo
barrage barrage, now i am happy
and that pet corpse, heh, atleast they didnt change that player or hench cant leave a corpse, those necrominionmasters can still make his undead army from his own team! D
and that pet corpse, heh, atleast they didnt change that player or hench cant leave a corpse, those necrominionmasters can still make his undead army from his own team! D
ReiNaruto
Why dont make pets dont leave a corpse in PvP and leave the in peace on PvE?
Is not the first thing that works different between the two worlds, look at some heroes IA.
Is not the first thing that works different between the two worlds, look at some heroes IA.
arcanemacabre
Quote:
Originally Posted by kooomar
1) I literally laugh at every single person says that a pet not leaving a corpse is unrealistic
"Oh man, my trained super crap died while attacking a giant undead beast in a place that has breathing walls, thats so unrealistic that theres no corpse to make an animated minion from" |
Besides, your example doesn't really hold together, either. There are plenty of monsters out there, who leave exploitable corpses, that are smaller than the average ranger pet. Size has nothing to do with anything.
Surena
Quote:
Originally Posted by Sab
Soul Reaping is still the best energy management in PvE.
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And Minionmasters suck, they're a wasted slot, inefficient and only giving you the illusion of actually contributing something. A useless wall of bones while you could actually kill much faster with a better character.
I don't hear my Necro complaining.
Now while the pet corpse thing seems a bit arkward, the spirit abuse finally finds its justified end.
Now we need to nerf RaO, Deadly Arts and the Tree.
CHunterX
Based on game lore, the only things that don't leave exploitable corpses are undead and spirits (EDIT: and golems). Are pets now considered either?
arcanemacabre
Quote:
Originally Posted by CHunterX
Based on game lore, the only things that don't leave exploitable corpses are undead and spirits. Are pets now considered either?
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Glider of chaos
well... What do I have to say?
I run assassin as my primary and my assumptions are based on resent sin nerf. On the other hand I'll try to avoid typical "give me my HoTO back!" stuff. Instead I'll try to view this situation as a whole.
It's actually not the nerf itself that worries me the most but the style of Izzy's balancing...
He claims that he wants more diversity in a game. To achieve this he takes the most popular stuff and hits it HARD. The problem is that with this sin nerf no buffs were introduced to promote alternative builds to play with. Not to mention that some nerfed skills were not broken by any means (it's not like I point at HoTO ). This general trend of "lets kill the most popular thing and look if players will use more builds now" is very worrying IMO. I can understand it when some builds are broken... but when it happens to builds that are not all that great comparing to other professions it's kinda sad.
Basically this update narrows the assassins "skills of choice" list once again. Now we're pretty much stuck with 3 or 4 builds I think - Deadly arts caster, Moebius-Death blossom spam and Aura of Displacement gank. There are unblockable builds with Shattering Assault (those are sub-par in terms of damage I think) and some Way of the Master builds as well (way fragile in the means of being totally enchantment-dependent)
Nothing is done to promote assassins to high-level pvp and they still mostly belong to RA/TA/AB where they take advantage of not-so-good players who have less HP and like to go solo. Few nerfs may change this as well. Nerf Deadly Paradox again, add healthy recharge to Way of the Master and Death Blossom, increase Shattering Assault cost - and - yay, here we go! Assassins are not a threat anymore!
/sigh
PS Sorry, I tried to keep it civil and thoughtful but I couldn't resist an urge to add a little rant in the very end %)
I run assassin as my primary and my assumptions are based on resent sin nerf. On the other hand I'll try to avoid typical "give me my HoTO back!" stuff. Instead I'll try to view this situation as a whole.
It's actually not the nerf itself that worries me the most but the style of Izzy's balancing...
He claims that he wants more diversity in a game. To achieve this he takes the most popular stuff and hits it HARD. The problem is that with this sin nerf no buffs were introduced to promote alternative builds to play with. Not to mention that some nerfed skills were not broken by any means (it's not like I point at HoTO ). This general trend of "lets kill the most popular thing and look if players will use more builds now" is very worrying IMO. I can understand it when some builds are broken... but when it happens to builds that are not all that great comparing to other professions it's kinda sad.
Basically this update narrows the assassins "skills of choice" list once again. Now we're pretty much stuck with 3 or 4 builds I think - Deadly arts caster, Moebius-Death blossom spam and Aura of Displacement gank. There are unblockable builds with Shattering Assault (those are sub-par in terms of damage I think) and some Way of the Master builds as well (way fragile in the means of being totally enchantment-dependent)
Nothing is done to promote assassins to high-level pvp and they still mostly belong to RA/TA/AB where they take advantage of not-so-good players who have less HP and like to go solo. Few nerfs may change this as well. Nerf Deadly Paradox again, add healthy recharge to Way of the Master and Death Blossom, increase Shattering Assault cost - and - yay, here we go! Assassins are not a threat anymore!
/sigh
PS Sorry, I tried to keep it civil and thoughtful but I couldn't resist an urge to add a little rant in the very end %)
bungusmaximus
Quote:
Originally Posted by Surena
And Minionmasters suck, they're a wasted slot, inefficient and only giving you the illusion of actually contributing something. A useless wall of bones while you could actually kill much faster with a better character.
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besides that, 1 word: [wiki]barbs[/wiki]
Koyasha Li
For b/ps that do the Tombs in hard mode, I can understand. If you're in a fast group, you get through with that in 30 minutes. Thus greens, ectos, gold/grape drops, plus different tome drops for a 30 minute run? Rock on.
Ah well, balanced groups are really not that bad. I made it through Tombs before with them a couple of times. This was in normal mode a while back - I haven't tried it in hard mode yet. I'm sure it could be done, though. If people want to farm it badly enough, they'll find a way.
Ah well, balanced groups are really not that bad. I made it through Tombs before with them a couple of times. This was in normal mode a while back - I haven't tried it in hard mode yet. I'm sure it could be done, though. If people want to farm it badly enough, they'll find a way.
CHunterX
Quote:
Originally Posted by bungusmaximus
Pretty bland statement, minion master do have their uses, they're overrated that's all. Who says the wall of bones can't kill?
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arcanemacabre
Quote:
Originally Posted by CHunterX
Especially when an MM runs Order of Undeath. Damage bonus can get into the 300+ per cast of it, regardless of minion type. Not to mention TEN MEAT SHIELDS YOUR MONK DOESN'T HAVE TO DEAL WITH.
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When I MM, I always run OoU along with that second necro with Barbs and MoP... talk about laying waste to everything. Sorry, but SS just can't compare to that kind of WMD.
EDIT:
Quote:
Originally Posted by Surena
A single well-setup Paragon > walls of minions.
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ManMadeGod
Quote:
Originally Posted by Redfeather1975
bungusmaximus, Magebane does look strong.
But it's weird. It's an elite...so it really should be better than something like Power Lock as a whole. It has flight time and blind to deal with too. I don't know. |
And it only costs you 2~3 energy.
dont feel no pain
magebane + serpents qiickness ftw ^^, you can completely shutdown an caster (within reason)
Surena
Quote:
Originally Posted by CHunterX
Especially when an MM runs Order of Undeath. Damage bonus can get into the 300+ per cast of it, regardless of minion type. Not to mention TEN MEAT SHIELDS YOUR MONK DOESN'T HAVE TO DEAL WITH.
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bungusmaximus
Quote:
Originally Posted by Surena
Why do you need meat shields when you have "Save Yourselves" and "TNTF" (plus also were foes don't leave corpses)? PvE skils are there for a reason.
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Quote:
Originally Posted by Surena
A single well-setup Paragon > walls of minions.
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Quote:
Originally Posted by Koyasha Li
I haven't tried it in hard mode yet. I'm sure it could be done, though. If people want to farm it badly enough, they'll find a way.
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arcanemacabre
Quote:
Originally Posted by Surena
Why do you need meat shields when you have "Save Yourselves" and "TNTF" (plus also were foes don't leave corpses)? PvE skils are there for a reason.
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Surena
Quote:
Originally Posted by bungusmaximus
Except that I don't use lolzPvE skills, but that's more my own problem. I'm not going to blame people for using the tools available.
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Moloch Vein
Quote:
Originally Posted by Sab
Soul Reaping is still the best energy management in PvE.
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The timer was added to stop the spiritway "exploit". The spiritway "exploit". is. removed.
A comparison: The energy management function of critical strikes is tied to the assassin hitting something. The energy management of a necromancer is tied to things dying. What is more likely?
Do assassins usually run out of energy? How about paragons, do they frequently get e-denied?
What amazes me the most is how people still clamor for more nerfs to the most nerfed primary in Guild Wars.
RhanoctJocosa
Quote:
Originally Posted by arcanemacabre
Agreed. Now we just need a slight buff to Energy Storage, as it is beginning to look like the weakest Primary.
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