How Would You NERF Ursan?

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Fried Tech
Krytan Explorer
#121
Quote: Originally Posted by odly
I would make the skills 1 and 2 have an adrenalin cost.
This would make it vulnerable to melee shutdown (blind/hexes) without totally ruining the skill.

A monk dedicated to keeping them clean would be needed in some anti melee area's, but that seems appropriate to me. Since people would soon have another character bring dark fury, The cost should not be negligable.

Having other roles in the party would also somewhat counteract the mindlessness of the Ursan teambuild which is one of the things I dislike about it.

I was thinking of a cost of 3 and 8 respectivally. Nice. Might make a team think about bringing another monk, or possibly a support para.
I would like to see UB teams bring some other role characters as well. If you think about it, all you really need is 3 UB tanks and the rest of the team ( minus healers) could run whatever they want.
I
IslandHermet
Wilds Pathfinder
#122
Quote: Originally Posted by Rene Saliere I didn't realise the thread was troll infested, apologies for my calm reflections on a dead game.

I made it pretty clear the only ethical nerf for UB would be to restrict it to EotN or better still, Norn areas. The ethical aspect is one that is new and so worth considering. The mechanics are over argued in my opinion.

As far as crying goes, if we must use the favoured troll term of abuse, perhaps some people's crying has stopped because PvE is achievable for them now. My crying started when it got too easy.

But I'm glad some trolls *ahem* people can enjoy the game now it has dead/easy-mode. Sorry, please go on with your topic. : )
I thought you quit. Quote:
Originally Posted by Rene Saliere
I don't play GW anymore
Goodbye Guild Wars - it was a fun couple years. Why are you still on the GW forums?
R
Rene Saliere
Frost Gate Guardian
#123
Quote: Originally Posted by IslandHermet
I thought you quit. Why are you still on the GW forums? I'm sure you also have a lot of opinions you express that have little to do with your immediate tangible future.
the_jos
the_jos
Forge Runner
#124
The true power of UB is not in the skills themself.
What makes the skill really powerfull is that it takes organizing a team away.
You just need X ursan players and Y monks and you are set.
No dedicated tank just put everyone except monks in frontline, preferable in a way no foes can get around.
Smash buttons and go.

UB as skill is not that powerfull.
I've seen at least 2 times that a team did not get consumables up or forgot to put them up when they went down at Duncan and in FoW, both Hard Mode.
What could have been an easy ride suddenly becomes a struggle.
Pop up the consumables and all of a sudden it's possible to manage things again.

Meaning that a decent organized team build powered by consumables could probably outperform an unorganized UB team.
The only teams where I see UB used a lot are what I would call unorganized or even PUG. Those need an 'easy' team build, something UB gives.

When looking at nerfs for UB it's impossible to ignore the influence of consumables.

The current UB craze is nothing more than the average PUG team build hidden in a bear form.
It does the job and is relatively safe to play for unexperienced players.
It makes teaming easy, just as every elite area had their own set of team builds before to make teaming easy.
Deep: steel wall, Urgoz's: Trapper team, DoA: Kaiz's build.

I don't feel that UB should be nerfed, I think people should become a little more creative with other builds.
F
Fried Tech
Krytan Explorer
#125
how about a nerf making it so consumables have no effect on People in Ursan. The Norn are supposed to be a proud race. So it would make sense if they thought cons were "for the weak" and therefore didn't use them.

Go into Ursan and con effects disappear. Come out and they come back.

Or make it necissary to have the Norn title equiped to get the bonus from UB. While the Norn title is up cons have no effect.
Z
Zahr Dalsk
Grotto Attendant
#126
Drop the armour ignoring ability. Make the damage affected by armour. Make the knockdown and damage of Ursan Rage only affect the targeted enemy. Same goes for Ursan Roar - it only weakens the target and only affects you.

Make it put your primary attribute to 0.

Make it lock your energy maximum at 20 - regardless of weapon boosts and insignias.

Drop the energy gain on taking/dealing damage.

Thus with 20 energy and 2 degen and no way of regaining energy, it will become a temporary bonus used briefly in battle and only last about 30 seconds. (You can also drop Totem of Man since Ursan will end when the Totem is ready anyways.) The only way to keep it up will be with a Zealous weapon, and even that won't last forever. Noobs will still love it, but a good Warrior will have MUCH better damage capabilities.
pfaile
pfaile
Lion's Arch Merchant
#127
Quote: Originally Posted by Fried Tech
how about a nerf making it so consumables have no effect on People in Ursan. The Norn are supposed to be a proud race. So it would make sense if they thought cons were "for the weak" and therefore didn't use them.

Go into Ursan and con effects disappear. Come out and they come back.

Or make it necissary to have the Norn title equiped to get the bonus from UB. While the Norn title is up cons have no effect.

http://wiki.guildwars.com/wiki/Eyja

Proud enough to craft, but to prideful to use?
Ate of DK
Ate of DK
Wilds Pathfinder
#129
I'd take out the energy gain from attacking/being hit.

This way Ursan-way could still play through the elite area's but would take about the same time to complete it as a normal build. Which sounds more fair.
M
Molock
Desert Nomad
#130
Ursan Strike
Full: You deal 40...75 physical damage to target foe twice. If this attack fails to hit, it is disabled for 10 seconds.
*basicly, make the touch skill a normal melee attack and cause it to be disabled if it fails to hit.

Ursan Rage
Full: You deal 60...135 physical damage to target touched foe and all adjacent enemies. Target foe is knocked down for 3 seconds.
*basicly, make the skill hit all foes adjacent to the touched target. In the same way Signet of Judgement works, but a touch skill, only the target foe is knocked down.

Ursan Roar
Full: For 2...5 seconds, all enemies within earshot are Weakened and all allies deal +5..15 damage per attack.
*increase the recharge to 20 seconds.

Ursan Force
Full: For 8..14 seconds, you move 20..33% faster
*increase recharge to 16 seconds.

Ursan Blessing itself now
Full: You take on the aspect of the bear. Your energy returns to 75% and you have -2 Energy degeneration. You have +10...20 armor and +100...200 maximum Health. All Enchantments upon you are removed. Bear attacks replace your skills. You gain Energy every time you take or deal damage. This Skill ends when your Energy drops to 0. All your skills are disabled for 6 seconds when this Skill ends.
*increase recharge to 45 seconds.

There you go, that is what I would change to Ursan.
RiceCream
RiceCream
Frost Gate Guardian
#131
easy way to nerf ursan...make it only usable in Norn areas
gg learn to play your clases
legacyofkain85
legacyofkain85
Krytan Explorer
#132
i woould make a minor nerf,delete it from the game (slowly reaching for that flame shield).Seriously now,i dont see a way to nerf it without destroying it ,so mi sugestion would be not to nerf it but insted buff the other 2 blessings which kinda totally suck compared to ursan,than maybe we could see people run wolven and raven blessing to
A
Arsalan
Ascalonian Squire
#133
Simple: I wouldnt. Its a great addition for the not so hihgly skilled players.
Turtle222
Turtle222
Wilds Pathfinder
#134
Leave it as it is, its not compulsory to use, and if you pug...then you're a noob arn't you? amirite?

/rolleyes
Richardt
Richardt
Jungle Guide
#135
Quote: Originally Posted by legacyofkain85
i woould make a minor nerf,delete it from the game (slowly reaching for that flame shield).Seriously now,i dont see a way to nerf it without destroying it ,so mi sugestion would be not to nerf it but insted buff the other 2 blessings which kinda totally suck compared to ursan,than maybe we could see people run wolven and raven blessing to So instead of one overpowered skill, you want to have 3?
F
Fried Tech
Krytan Explorer
#136
Quote: Originally Posted by Richardt
So instead of one overpowered skill, you want to have 3? lol. exactly what I thought
MasterSasori
MasterSasori
Desert Nomad
#137
Quote: Originally Posted by Richardt
So instead of one overpowered skill, you want to have 3? Lol. At least it won't all be about bears. We might see some wolves and ravens too.
C
Clarissa F
Krytan Explorer
#138
Maybe they are getting us used to the separation between PvE and PvP they announced with GW2. In the present game the only way they can make separate skills is with the PvE skills and the blessings. Of course, they went a bit far by making them overpowered; and I'm talking about most of the skills. You think Ursan is overpowered? Try a team with imbagons spamming TNtF and SY.

I look at Ursan as being used by either casual players that want to experience challenging areas a bit easier, experienced players who don't want to be bothered with taking forever to walk through an area, or bad players who need a crutch to make themselves feel "leet".

Screw 'em. If they want to play that way, fine.

BTW....what is the release date of Age of Conan, again?
Powerful White Man
Powerful White Man
Banned
#139
Delete It.
The End.
R
Rene Saliere
Frost Gate Guardian
#140
Quote: Originally Posted by MasterSasori Lol. At least it won't all be about bears. We might see some wolves and ravens too. Nice one. Still, careful now - before you know it people will be asking for all sorts of other build archetypes for variety: like maybe Warriors - tough melee tanks, or more specialised melee builds using two handed weapons - let's call them Dervishes! Wait, I see an opening for another melee character more specialised in critical damage - let's call them Assassins!

While we're at it maybe some ranged damage/support build chassis is in order... a bow using archetype that everyone can call Legolas... Rangers! And maybe a paladin-esque archetype... hmmm Paragon is a nice name!

But how dull a fantasy based game would be without some magic - if only for the coloured lights! We'll need some kind of fireball/lightning archetype... I like the sound of Elementalist! And some kind of negative energy based caster... what about a dude who can raise legions of undead! Necromancer sounds like a cool name. Speaking of restless spirits, let's make a more benign spirit caller available and call it the, hmmm... Ritualist!

Finally we'll need some kind of counterspell archetype to keep all that magic power under control - especially for PvP - let's call it the Mesmer!

I just hope that they try and balance out the professions so that no one build/archetype dominates 99% of the game - like 'bear form' - or anything like that because that would make Guild Wars really boring and stupid.