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Originally Posted by DarkNecrid
nop no options there at all. Yeah they are heals (all cept fomf) but you'd have to be pretty dumb if you don't consider those options and consider them all the same. They all have a different utility and all are used rather differently. (unless if you're bad and just spam shit when red bars go down without thinking about it)
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The bolded part is what I'm refering to....that is exactly what heroes are. They don't think about it, they just use a random heal, which is why the N/Rt in Sabway works so well. They CAN'T make a bad choice. I agree that there is obvious utility for a human player, but that wasn't what I was refering to. I know you are microing your heroes, but most people aren't, especially the noobcakes. Which is really what the conversation is about
: changing N/Rt so it isn't so damn effective on a hero.
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Originally Posted by DarkNecrid
Yes, you can very well say that oh well you're just down 2 heals with various utilities, but you're missing the point. Those 2 heals are heals that are going to keep the party alive or provide various other functions, which all keep pressure off of the HB/LoD Monks, which last time I checked don't use skills or have an attribute which give them the equivalent of 40+ pips of e-regen.
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Why would you run a Monk at all? Let alone Monk
s. Run 2 N/Rt (or E/Rt...) That's exactly the point of the thread. N/Rt is hyper-effective on a hero, you don't need a monk anymore. If you are talking about the Prot line, run N/Mo (or E/Mo...)
The question is: What to do about it?
Nerfing SR (and ER) doesn't really address the problem of hyper-effective Ritualist secondaries. It possibly DOES address dropping one N/Rt for a Monk running Prot, so maybe there's an argument there.
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Originally Posted by DarkNecrid
No primary should outdo a skill in similar function (or in the case of Soul Reaping, 108 skills
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I disagree, ALL primaries should exceed any elite skill in performance, or provide a functionality that cannot be duplicated with spells. However, this is a matter of opinion.
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Originally Posted by DarkNecrid
They make a difference on your Monks.
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You keep mentioning Monks. They are pretty much irrelevant with the current state of X/Rt, aside from Prot.
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Originally Posted by DarkNecrid
E/Rt has weaknesses that N/Rt doesn't.
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Go on...finish the evaluation. Having energy frontloaded is better than backloading it. Run into a tough mob/boss and the N/Rt can collapse. You're specifically banking on your offense winning before the N/Rt runs dry. E/Rt CANNOT, EVER run dry. Even against e-denial. Granted that's rare in PvE, but I've tested that too.
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Originally Posted by DarkNecrid
N/Rt has 2 extra slots, gains energy when things die, and gains more energy passively than a Me/Rt will from both energy skills on recharge (assuming an enemy uses 2 skills on recharge too) combined. I'd say the N/Rt is way way stronger than the Me/Rt.
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Me/Rt is a mockery build. The energy requirements of the X/Rt builds are so low that you can run it on the worst primary in the game with Mesmer interrupts. You don't need SR/ER.
If you want to address the overuse of Sabway, you MUST address the effectiveness of Ritualist secondary builds. Which means nerfing Restoration. I'd like it to be nerfed in a way that keep it very effective for Rit primaries, but somehow makes it less effective on a secondary.
Hammering SR does not address this. The Me/Rt shows that. Does Soul Reaping help or make the N/Rt stronger. Of course. But even knocking it to zero isn't enough to solve the problem. And since reducing it to zero isn't a realistic option...SR will still generate enough energy to drive N/Rt all day long, even in a reduced form.
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Originally Posted by DarkNecrid
I wouldn't nerf Soul Reaping without nerfing Ether Renewal.... They are both bad and both need to be fixed.
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I agree you'd have to hit both at he same time.
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Originally Posted by DarkNecrid
Heroes actually won't use heals until they are needed and rarely spam shit. In most cases they won't use a heal unless if it brings you to as close to 100% as it possible can. ... They just don't understand the concept of holding out, and try to mop all damage always, but they rarely RANDOMLY SPAM stuff on you.
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This goes to the point above. Granted it's not truly random, but let's agree that they make suboptimal decisions. That's why 8 heals on the bar works for heros. They can't mess it up. A human obviously would makes better choices, and the utility would shine in this case. It doesn't shine on heroes, which is why you can lose a slot or two and still have an effective hero bar.
Don't take that out of context...they seem to run the mesmer interrupts and ER very well. I wouldn't stick something else on the bar an expect them to run it though.
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Originally Posted by DarkNecrid
This thread is moot anyways, since Anet won't actually balance PvE by the definition of balance, I'm just humoring them.
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Talking bets on weather they make ANY changes to SR? I bet they leave it as is, sadly.
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Originally Posted by DarkNecrid
Apt point, but both only interrupt spells,
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Negative. Leech Sig interrupts anything. It only gets energy if it interrupts a spell...which is the real reason it's there, granted. But the interrupt affects everything.
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Originally Posted by DarkNecrid
I'd hit Restoration a bit too fyi
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It just needs to be tuned down for Rit secondaries.
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Originally Posted by DarkNecrid
Necromancer builds that are balanced don't really rely on Soul Reaping.
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Agree.
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Originally Posted by DarkNecrid
MM's would be hit the worst if anything
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Agree. The minion animates would all have to be lowered. The problem is that there is only one possible tier to drop them to:
Bone Fiends - 15e
Vamp/Shambling Horrors - 10e
Everything else - 5e
This constrains changes to SR. You can't really drop the minions spells any more than this without causing problems at the lower end. And therefore, you're limited in the degree to which you can reduce SR, without major changes or wonky exceptions.
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Originally Posted by DarkNecrid
, but for Soul Reaping I'd like it to be this: "For every 3 (maybe 2. MAYBE.) ranks in Soul Reaping you gain 1 energy whenever a creature dies." in PvE only
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As far as reduction strategies go, that's exactly what I was thinking. You could immediately cut SR in half and half the minions costs and break nothing.
You could reduce to one-third but then you have to do two additional changes to keep MMs viable:
1) Lose the timer
2) Keep minion triggers for the MM (JUST for the controlling MM - the 'sharing' effect is obviously Imba and really needs to be removed)
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Originally Posted by DarkNecrid
At 15 (i know right?) you're getting 5 energy. Most of the time you'll be getting 4 if you run a dual attribute build. This isn't enough to make stuff free, and it is less overpowering compared to other e-management skills (though better than most, I'm sure.) It also removes the clock and such, so this wouldn't hit MM's as hard with a change like this because they are getting minion powered if needed.
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I agree.
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Originally Posted by DarkNecrid
A lot of people want the clock removed and for it to affect everything equally and to be 1 per rank.
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I want the clock remove for reasons other than raw energy. I want the flow to be predictable so a human MM can actually play tactically, rather than wondering if casting spell X is going to crunch the blue bar unexpectedly.
I've NEVER said SR wasn't hugely powerful. I do however question weather even knocking it down to 1/3 is going to affect ANYTHING in PvE. The N/Rt will still blow doors down with that degree of SR, and there isn't anything else abusing SR.
I get the feeling that people think nerfing SR will fix everything in PvE and Roses will bloom. Despite it's effect, it really isn't causing any actual problems. If you're going to nerf it, it's purely on principle. THAT'S why I'd prefer to leave it until it causes a specific over-energy issue. (N/Rt doesn't count, it's requirements are too low for ANY nerf of SR to be effective)
I agree on principle that SR is crazy strong, but it's a pointless change if it won't have any actual effect on PvE (which it won't)
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Originally Posted by DarkNecrid
Which makes me lol pretty hard. Then again some people want the minion limit removed so...
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Again, not me.
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FYI: I spoke with Ensign yesterday about this very issue, and his response was (and I quote): "The only thing broken about SR in PvE is the sharing effect."