Do you think that Soul Reaping is underpowered in PvE?
Calista Blackblood
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Originally Posted by Carinae Dragonblood
Soul Reaping is broken.
It's underpowered for MM builds and overpowered for everything else. Why does that matter? Because Soul Reaping was designed and built to power MM builds. That's what it's for. Period.
Quote: Originally Posted by Carinae Dragonblood It's broken, plain and simple. i dunno about you or anyone else but my 12+1 SR runed armor doesnt complain gaining 13 energy per death 3 times in 15 seconds
Quote: Originally Posted by Carinae Dragonblood Sabway is a great example. It takes a page out of PvP SR exploitation by powering BOTH an SS necro AND a healer off of minion triggers. That's the same exact thing that got it in trouble in PvP. A necro would create and then destroy a minion and ALL necros on his team would get the SR trigger. That's broken...and that's what led to the timer....which actually further breaks SR. pvp responsible for SR changes /agree
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Somehow, not one, but TWO broken mechanics within SR doesn't constitute broken?
Originally Posted by Carinae Dragonblood
Remove the SR timer.
Remove minion/spirits triggering SR entirely.
Significantly lower the costs of minion Animation spells.
Tada. Problem solved. Minion Masters now have corpse-exploitation synergy restored. Energy returns become much more stable and consistent, and no one else can fuel off of a MM in the party.
Best of all the atrocious timer is removed! spirits havent triggered soul reaping for a long time Quote:
I am explicitly saying that SR was intended to fuel MM builds. And I'm right. Most Blood and Curses necros get angry at that, but it's true. The entire design and mechanics of SR screams MM. It has no synergy with Blood/Curses at all, but SR and Death go together like bread and butter.
SR is a PvE attribute in a balanced PvP game. That's the problem. It's a good mechanic, but it fundamentally doesn't belong in GW. My suggestion for changing it specifically attempts to close the ways it can be exploited while maintaining its core purpose. It's as good as can be done without removing SR entirely and starting over. Quote: i dunno about you or anyone else but my 12+1 SR runed armor doesnt complain gaining 13 energy per death 3 times in 15 seconds
If your running anything but minions, that's true. If you're running minions, it isn't. When a corpse appears, SR should trigger. Every.Single.Time. When corpses appear and SR doesn't trigger, that's broken. When SR triggers and there are no corpses available, that's broken. Well, we are playing a different game than they are, so our goals are necessarily different. They play against 8 other players with access to the exact same skillset, same armor, same damage potential, etc. We play against much, much larger mobs, with higher armor, unique skills, much, much higher armor and damage potential, etc. We each have differing objectives and goal. It's a totally different game, so yea, it means something different to PvE player than it does to PvP players. The amount of energy returned is irrevelant, utterly, if I can't spend it. EDIT: Quote:
No I mean the fact that it's an end-game area where the foes don't rely on insanely high levels, double damage or other silly exploits but we instead see some nice game design in the form of ambushes, patrols and quite decent teams - in terms of single party member builds and also team builds compared to something as broken to what we have started seeing after the release of Factions.
Sure it's insanely easy now - but it's actually a place where one might be able to learn something about the game compared to insta-kill scenarios that took over PvE later. Quote:
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However, there would be a lot of unhappy people if Anet added an 'Adrenaline Timer', including you. A Primary Attribute that works some of the time is broken. Period. Could you adapt? Probably, but that doesn't really alleviate any frustration when you can see the REASON for the change and you can also see alternative solutions that solve the same problem with less impact on your part of the game. Is there an imperative need to balance the skillset/mechanics around high-end PvP? Yes, absolutely. YES, ABSOLUTELY. But that doesn't absolve Anet from trying to minimize the impact on everyone else. And yet there is no effort at all to do this. There seems to be a consistent behavior on their part to pretend PvE doesn't even exist. If I can come up with a solution to the excessive SR returns that solves the problem on BOTH sides, then Izzy can as well. He gets paid to do that. They can at least indicate why it is necessary to solve the problem in this particular manner. The SR Timer clearly breaks the synergy between Death and SR. It's not about the amount of energy returned. It's the fact that energy without corpses is broken, and corpses without energy is broken. When something breaks in PvP they fix it the same day. When they break something in PvE it goes for months and months, even indefinately. They just don't care. It's not that their priority is PvP, they just don't care about PvE at all. It might as well not exist. As I indicated above, there are different objectives for each format of play. Recognize the specific nature of the problem, in both sides of the game, and try to tailor a solution that works for both sides. If they needed to add the timer as a stopgap to preserve PvP balance while they researched a better solution for both sides, then fine. I can accept that. Do you think that's the case? I don't. I think the timer is here to stay, because it solves the problem in the only area of the game that they care about. lennymon
Having thought more though, there is *one* thing in non-farming pve where it (SR timer) actually makes a difference. When I play MM (granted infrequently as heroes are just better...plus I hate to play them) the energy spike from a death *used* to tell me to hurry and use a corpse. If there's red dots which use corpses, then using them first always helps your team win, the red dots waste energy, etc. Perhaps if there was a 0 energy ping for then?
Calista Blackblood
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Originally Posted by Carinae Dragonblood
it CANNOT be broken in any way when necromancers are the sole class within the game that receive ANY benefit from a dying foe in terms of direct energy gain without use of skills.every other class has to rely on other means of energy gain or cutting the energy costs of skills.soul reaping and necros are still as viable and powerfull abeit with a little 15 sec wait anet handled the changes to soul reaping like kids using swear words.kid has 10 toys and swears 5 times losing a toy each time,youd think by now the kid would stop but no,kid carries on swearing until it has one toy left thats supposedly broken the only true fact about this entire thread is that soul reaping was abused to the point by the class across pve and pvp that it brought the changes upon itself,we cannot blame any build,any one or anet zling
Soul Reaping is perfectly fine as it is! yes I play my Necro and I play him a lot, and he doesnt have any energy issues...
as for balance, what PvE needs is mobs to have 8 skills not just 2-6 and perhaps 2-3 different BALANCED skill bars with different elites for each type of monster. and each monster spawns with a random skill bar so you can have 2 heket warriors with different skill bars. that way the only thing you can still abuse is the dumb AI that has rather crappy target choice and even crappier target changing mechanics. also the whole pulling concept will still be bugged. but than PvE players do need something to their advantage as mobs are usually a lot more than the party and mostly at a higher lvl too! mrmango
Soul Raping is fine as it is
upier
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Originally Posted by Carinae Dragonblood
See, now there you're assigning 'fault'. Balance means something totally different in PvE than it does in PvP. We play football, they play chess. There is no 'fault', there are just different playing conditions.
So what you are saying is that football players know the chess rules by default?
That's my issue. There is no fault here - just a simple observation. System_Crush
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Originally Posted by zling
Soul Reaping is perfectly fine as it is! yes I play my Necro and I play him a lot, and he doesnt have any energy issues...
as for balance, what PvE needs is mobs to have 8 skills not just 2-6 and perhaps 2-3 different BALANCED skill bars with different elites for each type of monster. and each monster spawns with a random skill bar so you can have 2 heket warriors with different skill bars. that way the only thing you can still abuse is the dumb AI that has rather crappy target choice and even crappier target changing mechanics. also the whole pulling concept will still be bugged. but than PvE players do need something to their advantage as mobs are usually a lot more than the party and mostly at a higher lvl too! Mobs of lvl 20+ should use random builds that players using in PvP in real time. Specially grouped mobs(such as Kournans who have warriors monks and rangers in 1 group, not a group of 8 sin raptors) mobs should use builds from team arena teams, guildbattle teams or Alliance battle teams. That would make them a lot more interesting. But by doing that you are randomizing huge aspect of the game, which means unlucky players will be severely disadvantaged while a lucky group might find FoW is full nothing but of noob builds when they clear it. But then again, most noob builds are better than most monster builds. Div
Thinking that soul reaping is underpowered in PvE is the same as thinking ursan is balanced. I win this thread.
Warskull
Soul Reaping is probably overpowered, still. Seriously, I have a difficult time fathoming how necros would run into energy problems in PvE.
Carinae
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Originally Posted by Calista BlackBlood
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MM's stall out at even moderate kill rates because the stupid timer uttery breaks corpse-exploitation synergy. That's a fact. Everyone knows it. Quote: Originally Posted by The Meth
I think everyone will agree that SR needed to be nerfed and that the timer just wasn't a good method of doing it, seeing as it rewards people who kill slower.
Even Meth agrees with me on this, and that should tell you something.
Furthermore, sharing SR hits off other people's minions, is not ONLY broken, it's an exploit.
I'm arguing for a change that fixes BOTH mechanics AND reduces SR energy returns by 50% AND permanently closes the door to PvP exploitation, and somehow that's bad?
Furthermore, sharing SR hits off other people's minions, is not ONLY broken, it's an exploit.
I'm arguing for a change that fixes BOTH mechanics AND reduces SR energy returns by 50% AND permanently closes the door to PvP exploitation, and somehow that's bad?
MasterSasori
How the hell is Soul Reaping underpowered? It's on border line broken, only behind Ursan and Imbagons.