Quote:
Originally Posted by Chthon
We grudgingly tolerated it when it (arguably) served some purpose. Now that spirits no longer trigger Soul Reaping, that purpose is gone. So, the timer no longer serves any purpose. And we HATE it. So it's time to remove the timer, please.
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At this point in your post, it's so blatantly clear that you don't actually understand the issue at hand that your argument loses all steam instantly to any seriously seasoned player. Though this thread will soon be gone from the page, and only a handful of people may find themselves actually reading this post, I'll go ahead and write this out again anyway.
Back in the day, literally over a year and a half ago, before many of you played (I would speculate), nearly every even slightly-above-average player was upset at how incredibly overpowered Soul Reaping was. In PvP, it was the engine that IWAY, and in particular [MATH] and other similar guilds, used to sit and grind endless fame in HA every night. In PvE, it was the only reason a Necro could ever find a team, usually as either a battery or as a one man, limitless Minion Master who could manage the upkeep for approximately 40 minions at a time.
Since these times where the game had just begun to flesh itself out, and the exploits were really coming to light, Soul Reaping has been the engine that many of the best teams in the game have run on. Though to my recollection Necros have been generally shunned at the highest levels of GvG, this is mostly because the teams at the top of the GvG ladder are (well, used to be, none of it matters now tbh) the best players in the game. Being the best players means recognizing an exploit build and understanding how to beat it. (To clarify, being a good enough player on Warrior to force kills on your opponent is not an exploit, but mindlessly spamming Reaper's Mark on the other team and scoring degen kills versus pre-nerf LoD is an exploit.)
From Blood Spike (in all it's forms) to Hex Spam in PvP, to SS Necros and Minions in PvE, it's Soul Reaping that makes it all viable. Without serious limits on the power capabilities of such an attribute, the delusion of balance that ANet loves so much is lost.
That said, it still saddens me that still virtually no one understands why Jagged Bones was such an exploited skill in HA, to the degree that I'm fairly certain no one at ANet has any idea. It was beating everyone, so they nerfed the skills that were core to the build and called it a balance update, without any true understanding of what was going on.
Honestly, Soul Reaping was not the direct cause of the problem. There was a bug with Jagged Bones that made it so that you could cast it without a target and it would automatically cast Jagged Bones on the nearest minion, despite
specifically stating that the skill required a target. This allowed one guy on your team to just cast Jagged Bones-->Taste of Death-->Jagged Bones-->Taste of Death in an infinite loop and literally give everyone on your team ~16 energy per second. This problem was never fixed; Jagged Bones was given a 20 second recharge or something retarded that ruined it completely, but last time I bothered looking, it still requires no target.
It's really completely unnecessary to remove the Soul Reaping timer. Though I couldn't at this moment offer any suggestions for exploits, I can absolutely guarantee that if it were changed, the moment the restrictions on the attribute were lifted would see people searching very hard for a way to once again spawn infinite energy using this mechanic. Leave it as it is and we can all safely assume it's impossible, just like it's completely impossible to dupe items in Guild Wars.
Oh wait.