Originally Posted by Tender Care
Or a warrior in pvp with [vow of silence] and all adrenalin skill + some stances and things like that......
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Update - Thursday June 12
Golgotha
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Abedeus
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can you imagine a monk with [skill]Avatar of Melandru[/skill] |
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Or a warrior in pvp with [skill]Vow of Silence[/skill] and all adrenalin skill + some stances and things like that...... |
JONO51
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Originally Posted by Tender Care
Let's nerf [mystic regeneration] to mysticism so eles, monks and sins will stop abusing it. Also a simple and stupid consideration: what is that called?? MYSTIC regeneration, so gives more sense being a mysticism skill
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Phineas
Does anyone think that given the way the game is now, GW2 will have to have something very similar in terms of an "I win" skill to keep the current fanboys?
Should GW2 begin life like Prophecies then there will be a steep gradient for the Ursans to cope with at the outset. Whilst it will be too late for those that purchased the game to complain, they won't be recommending it to their friends. Then the cycle will turn full circle again after they leave, ANet will start the dumbing down process to get the next batch of players.
But on topic, I don't think any skill update is really going to make the bulk of PvE'rs blink unless it beats Ursan (edit: ) in terms of power and ease of use.
Should GW2 begin life like Prophecies then there will be a steep gradient for the Ursans to cope with at the outset. Whilst it will be too late for those that purchased the game to complain, they won't be recommending it to their friends. Then the cycle will turn full circle again after they leave, ANet will start the dumbing down process to get the next batch of players.
But on topic, I don't think any skill update is really going to make the bulk of PvE'rs blink unless it beats Ursan (edit: ) in terms of power and ease of use.
Crom The Pale
One thing in the way of balancing skills for use by secondary professions that Anet should have done a long long time ago is set the point break at 13.
This means that skills are weakened when you have 0-12 attributes in them and become significantly stronger from 13-16.
Add to that ALL skills in a professions primary attribute should fail with less than 1 point in them.
This means that skills are weakened when you have 0-12 attributes in them and become significantly stronger from 13-16.
Add to that ALL skills in a professions primary attribute should fail with less than 1 point in them.
Abedeus
But then even if you have the primary of that skill, you will fail if your build doesn't have 13-16.
Angelic Upstart
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Originally Posted by Sleeper Service
dude, we are 2 games and one expansion later.
what...area of prophesies did you use to struggle in? I used to find SF hard...the first what? 3 times? then what? kept on playing it, not hard anymore, yet fun. its crazy, people posting like they were SOOO much more clever than the new players....err no sorry, i saw some retarded $$£% back then as well, exploits and cheap builds galore. you think infinite energy is a new thing brought on by new skills??? that steamrolling through areas is some kind of perverse effect brought on by GW:En? that "elite" areas remained inaccessible to the average "leet" player for more than a month? no its wrong. I dunno if its because you all suck up to the vets here or if its nostalgia that warps your vision but the end result was not that different, we just did it with what we had. |
LOL you are confusing me with someone who cares, seriously.
I stopped playing a long time ago, i just lurk here to see what new retarded shit Anet have decided to foist upon the playerbase.
Tyla
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Originally Posted by Angelic Upstart
LOL you are confusing me with someone who cares, seriously.
I stopped playing a long time ago, i just lurk here to see what new retarded shit Anet have decided to foist upon the playerbase. |
Golgotha
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Originally Posted by Angelic Upstart
LOL you are confusing me with someone who cares, seriously.
I stopped playing a long time ago, i just lurk here to see what new retarded shit Anet have decided to foist upon the playerbase. |
Bryant Again
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Originally Posted by Rhamia Darigaz
your analogies to the difficulty of other games arent quite accurate. in gw pve its your build that decides how hard the game will be. sure, ursan is easy mode, but if you want hard mode run a fast casting flare spam mesmer to deal dmg, a frenzy healsig tank, and an echo mender to heal ( quite an exaggeration and i hate tanknspank, but you get the idea ).
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Originally Posted by Rhamia Darigaz
some people have made the argument that it doesnt "feel" like an accomplishment because they could have just done it with ursan. o rly? then how is hard mode in other games an accomplishment, when you could have jsut run easy mode?
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Originally Posted by upier
Ursan was added the negate the moronic choices added before Ursan.
With Ursan gone - those moronic choices are still in place. |
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Originally Posted by upier
But since A.Net IS the subject in charge - you want the answer to that question from them.
My guess - money. 2 million morons is better then 100k godly players. (Of course the numbers are COMPLETELY made up - but nobody is going to convince me that there are more godly players out there then there are bad ones!) |
Crom The Pale
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Originally Posted by Abedeus
But then even if you have the primary of that skill, you will fail if your build doesn't have 13-16.
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Depending on the skill most have a point spread that goes up almost evenly, and it gets smaller at higher levels rather than larger..
Think of it this way, imagine an enchantment like [stoneflesh aura] or [sliver armor] lasting 1 sec for every 2 ponits in the attribute up to 12 Earth magic, and 4 sec for each point above 12. Just an example.
Now not every skill should have that split, but ones that we know other professions will abuse should be split in such a way as to make them almost double the effectiveness for the primary as they are for a secondary.
That does make sense really!
Abedeus
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or a monk with less than 13 healing |
Your skill change would damage many, many builds and would cause anyone use skills ONLY from his profession. Would render one of the unique things in GW - combining 2 professions to make a kickass character.
@Lagg - you can delete your own posts, you know.
Crom The Pale
[QUOTE=Abedeus]My Dunkoro's prot/heal hybrid build says hi.
Your skill change would damage many, many builds and would cause anyone use skills ONLY from his profession. Would render one of the unique things in GW - combining 2 professions to make a kickass character.
[QUOTE]
I wasn't suggesting a nerf on every skill, just to change some. And not all need to be decreased, a few need a buff to make them useable by the primary profession the skills belong to.
Take [burst of aggression] it lasts far to short for almost any war build and with the loss of adren at the end its possibly the worst IAS for a war.
Now imagine if it lasted long enough at 13+ so that you could keep it up full time, never losing the adren...overpowered perhaps but at least it would be useable for a war without making it abuseable by sins...
Your skill change would damage many, many builds and would cause anyone use skills ONLY from his profession. Would render one of the unique things in GW - combining 2 professions to make a kickass character.
[QUOTE]
I wasn't suggesting a nerf on every skill, just to change some. And not all need to be decreased, a few need a buff to make them useable by the primary profession the skills belong to.
Take [burst of aggression] it lasts far to short for almost any war build and with the loss of adren at the end its possibly the worst IAS for a war.
Now imagine if it lasted long enough at 13+ so that you could keep it up full time, never losing the adren...overpowered perhaps but at least it would be useable for a war without making it abuseable by sins...
kvndoom
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Originally Posted by Crom The Pale
Take [burst of aggression] it lasts far to short for almost any war build and with the loss of adren at the end its possibly the worst IAS for a war.
Now imagine if it lasted long enough at 13+ so that you could keep it up full time, never losing the adren...overpowered perhaps but at least it would be useable for a war without making it abuseable by sins... |
RotteN
or you could simply try out [battle rage] and immediatly realise it : indeed, you lose all adrenaline when you renew it.
thing is, warriors don't realy need an everlasting [[burst of aggression], we have [[frenzy] and [[flail] already for an everlasting IAS in PvP / PvE
thing is, warriors don't realy need an everlasting [[burst of aggression], we have [[frenzy] and [[flail] already for an everlasting IAS in PvP / PvE
Crom The Pale
It was just an example...albeit a bad one....
The whole point is that skills should gain a great deal more power when the Attribute is 13+ and skills from a Primary attribute should fail when the attribute is 0.
The whole point is that skills should gain a great deal more power when the Attribute is 13+ and skills from a Primary attribute should fail when the attribute is 0.
Abedeus
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Originally Posted by RotteN
or you could simply try out [battle rage] and immediatly realise it : indeed, you lose all adrenaline when you renew it.
thing is, warriors don't realy need an everlasting [[burst of aggression], we have [[frenzy] and [[flail] already for an everlasting IAS in PvP / PvE |
Crom The Pale
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Originally Posted by Abedeus
Actually, Battle Rage ends because of it's description - as soon as you use non-attack skill, it ends. Who knows, maybe if you reused it and didn't have the part about non-attack skills, you could maintain adrenaline all the time.
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Targren
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Originally Posted by Ec]-[oMaN
Since when has stance removal actually been viable?
Imbalancing shot (Unlinked) 15e 1/4 10s If this attack hits, target's stance ends. This attack can not be blocked. Your arrow arches as high as Broadhead arrow; would be comparable to the stance removal in this game, which might I add is pretty much none existent and or has stiff penalties of use. |