I'm enjoying the SF farm, so I'm against any nerfing. I've seen and learned a lot from it, that I never would have if it hadn't been for all the SF hype.
That said, any activity repeated for a week or so starts to become gruelling, so I imagine I'll be laying off with or without intervention once I hit 120 ectos.
Nerf Chaos Plains or Shadowform?
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Originally Posted by Dark Paladin X
don't you guys understand, if you nerf SF, then what are going to equip your heroes with, a useless non-max weapon? SF is the only build that has the capacity to farm green weapons in NM/HM (HM particularly).
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WOOOOHOOO yay another shadow form thread.. i'm soooo not bored of these yet....
Thats like trusting rumours from a random wammo in kamadan
Oh and if they did anything to chaos plains it would be a buff not a nerf.
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Originally Posted by evenfall
If you trust rumors on gwonline, anet already have plans to nerf SF.
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Oh and if they did anything to chaos plains it would be a buff not a nerf.
F
Nerf the plains. The only thing people give a shit about in this whole situation is the ecto farm. It makes sense to put something there that makes it hard for SF farmers, rather than just turning SF back into a skill that no-one is going to use in normal PvE.
You have to think about priorities. Who should Anet be catering their game to? Farmers and ecto hoarders who want SF nerfed so that their stash isn't devalued? Or actual players who now might consider putting the newly buffed SF on a skill bar in general PvE once in a while.
You have to think about priorities. Who should Anet be catering their game to? Farmers and ecto hoarders who want SF nerfed so that their stash isn't devalued? Or actual players who now might consider putting the newly buffed SF on a skill bar in general PvE once in a while.
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Originally Posted by Kinn
Nerf the plains. The only thing people give a shit about in this whole situation is the ecto farm. It makes sense to put something there that makes it hard for SF farmers, rather than just turning SF back into a skill that no-one is going to use in normal PvE.
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Which makes more sense, adding a counter everywhere it's a problem, or simply nerfing it because it's a problem skill? Kill the problem skill, or screw with every single place it's used and more? Which is more practical, if nothing else, even?
As well: not that it'd be a huge problem, but a counter to SF would inevitably affect the groups that clear normally, if only slightly.
...and who the hell runs SF in normal PvE, anyway?
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Originally Posted by Kinn
You have to think about priorities. Who should Anet be catering their game to? Farmers and ecto hoarders who want SF nerfed so that their stash isn't devalued? Or actual players who now might consider putting the newly buffed SF on a skill bar in general PvE once in a while.
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The chaos planes are done in general PvE. Making the UW even easier isn't needed. I like the solution of moving the behemoth spawn points, which would block a number of builds (but not 2-man teams), but not affecting any other teams or areas of the game.
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Originally Posted by Avarre
What is SF used for besidesfarming?
The chaos planes are done in general PvE. Making the UW even easier isn't needed. I like the solution of moving the behemoth spawn points, which would block a number of builds (but not 2-man teams). |
T
Between the two I would rather they nerf Chaos plains - but not completely. Just make it more of a challenge. Put in some energy denial or something similar. A little above the the level of tombs would be nice - doable but a real challenge to complete because you have to watch the energy closely. (and, for all that I think SF shold not be nerfed I AM starting agree that this particular run is way over productive for too little effort)
If they have to nerf Shadow Form (and to honest, while it is a great farming build there aren't so many places outside uw where it can farm anything worth a great deal of cash - maybe DoA(?) and it is kinda of dumb to nef a skill over one farming spot) but if they have to nerf it, make it challenging but don't kill it....for instance, shorten its duration (leave swiftness alone) but remove the health penalty on ending so that with an armor buff skill you have a chance of survival in most situation.
To nerf a skill so it means nothing would be stupid game design - such oppinions are dumb in the extreme and should be ignored by all - especially the Devs. To keep a game challenging is a good idea.
If they have to nerf Shadow Form (and to honest, while it is a great farming build there aren't so many places outside uw where it can farm anything worth a great deal of cash - maybe DoA(?) and it is kinda of dumb to nef a skill over one farming spot) but if they have to nerf it, make it challenging but don't kill it....for instance, shorten its duration (leave swiftness alone) but remove the health penalty on ending so that with an armor buff skill you have a chance of survival in most situation.
To nerf a skill so it means nothing would be stupid game design - such oppinions are dumb in the extreme and should be ignored by all - especially the Devs. To keep a game challenging is a good idea.
romeus petrus
Jungle Guide
Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com
Joined Jun 2006

