Originally Posted by mr_stealth
If the solution to everything OP'd is to nerf it into the ground, its only a matter of time before the nerf cycle comes full circle. Once everything is nerfed, all that left is the same imbalance, just at a lower power level.
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Update 21st August 08
Ec]-[oMaN
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shoogi
And he still hasn't done anything about Wounding Strike and damage stacks.
mr_stealth
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Originally Posted by Ec]-[oMaN
Rather have many skills at a lower power level with multi function, than tons at a higher power level
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And I do agree that the PvE/PvP split should have been done a long time ago. The two are so different that a skill can be obscenely OP'd in one, but completely useless in the other. Having changes made to both is nice because it keeps things fresh, but its a shame to see a skill killed because it was OP'd in an unrelated part of the game.
hellcast
it's their wording and how they justify their balances that bugs me.
let me just understand this they balanced because mesmers were using this more than primary elementalists?there are two professions per toon it's just being smart to find ways to combine them. but okay this might have been OP but that justification....
i don't even want to hear competitive elitists on this. but there are more types of pvp, just because they are not "competitive enough" doesn't mean they should be overlooked.this is a whole game not GvG and TA or HA.
In the near future there are going to be GvG skills only.lool
again with the way they justify themselves. Of course you don't expect to see serious use, you killed it. Although you may consider ;P
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Because of the higher cast time on Water Magic spells, fast-casting Mesmer/Elementalist were favored over primary Elementalists in competitive play. To shift the balance back toward primary Elementalists, we've increased the importance of a high Water Magic attribute for two key spells: Glowing Ice and Icy Shackles. |
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Smiter's Boon Monks have had a negative impact on gameplay in Team Arenas and Guild Battles. |
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No one cares about RA smiter monks, or smiters in AB. This was a nerf for GvG and TA, and was done expediently, as opposed to the agonizingly slow drawn out process it normally is. |
In the near future there are going to be GvG skills only.lool
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We recognize that the changes to this skill will essentially remove it from play. In the future, we may consider whether or not there is an incarnation of this skill that would be viable but balanced. For now, we do not expect it to see serious use. |
Snow Bunny
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Originally Posted by hellcast
let me just understand this they balanced because mesmers were using this more than primary elementalists?there are two professions per toon it's just being smart to find ways to combine them. but okay this might have been OP but that justification....
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i don't even want to hear competitive elitists on this. but there are more types of pvp, just because they are not "competitive enough" doesn't mean they should be overlooked.this is a whole game not GvG and TA or HA. |
Echoman, I completely agree
Ec]-[oMaN
"Because of the higher cast time on Water Magic spells, fast-casting Mesmer/Elementalist were favored over primary Elementalists in competitive play. To shift the balance back toward primary Elementalists, we've increased the importance of a high Water Magic attribute for two key spells: Glowing Ice and Icy Shackles."
I find it funny how they actually recognized why people are using fast cast water eles instead of Ele primary, but how they tweaked the skills doesn't deter anyone from using a Mes/E. No change they could have done really without totally nerfing water skills, except maybe link attunes to e storage, fast casting apply to only mesmer skills, or hit steam/glyph immolation making the bar less effective at shutting down frontline.
I find it funny how they actually recognized why people are using fast cast water eles instead of Ele primary, but how they tweaked the skills doesn't deter anyone from using a Mes/E. No change they could have done really without totally nerfing water skills, except maybe link attunes to e storage, fast casting apply to only mesmer skills, or hit steam/glyph immolation making the bar less effective at shutting down frontline.
Dr Strangelove
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Originally Posted by Snow Bunny
Izzy is pressed for time and has a group of other balancers to contend with when balancing skills. Smiter's Boon was seriously wrecking GvG and TA, and with the imperative for a balance at the threshold and not enough time to properly do it, it's best that he did what he did.
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I didn't much see the smiters as a major balance problem in TA, since they were very easily defeated by common templates - magebane rangers teabag their energy management, power block mesmers hit them really hard, plague sending necros can vastly overwhelm their condition/hex removal, and shattering sins will end the match in under 2 minutes. I'm sure the AoE is a bit more powerful in 8v8, but I can't say I've specced any matches with them.
RaO is still broken and still needs another kick in the teeth. Slightly nerfing a non-critical skill in the build does nothing, particularly when scavenger's strike was just buffed.
Besides, if Izzy really cared about TA, gothspike would have died a horrible death a long time ago.
illidan009
What are you noobs talking about smiter's boon is perfectly usable :P
jk of course...LOL at the nerf!
jk of course...LOL at the nerf!
a-kyle
Ok let me start off by thanking A-net for doing the most important updates i can ever think of when it comes to AI characters. I was sick of running away from a tuff battle and my henchys staying behind untill I was off the radar and then following. I was sick of them rushing ahead off the map for re's that would apear and then dissapear and I was sick of my Ai's and heros running circles around me.
I just wanted to say that thats probably the best update ever
I just wanted to say that thats probably the best update ever
Kumu Honua
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Originally Posted by a-kyle
Ok let me start off by thanking A-net for doing the most important updates i can ever think of when it comes to AI characters. I was sick of running away from a tuff battle and my henchys staying behind untill I was off the radar and then following. I was sick of them rushing ahead off the map for re's that would apear and then dissapear and I was sick of my Ai's and heros running circles around me.
I just wanted to say that thats probably the best update ever |
Kook~NBK~
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Originally Posted by a-kyle
Ok let me start off by thanking A-net for doing the most important updates i can ever think of when it comes to AI characters. I was sick of running away from a tuff battle and my henchys staying behind untill I was off the radar and then following. I was sick of them rushing ahead off the map for re's that would apear and then dissapear and I was sick of my Ai's and heros running circles around me.
I just wanted to say that thats probably the best update ever |
Age
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Originally Posted by Snow Bunny
Who's going to use a skill that has a 90 second recharge and costs 25e on a monk?
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The AI update is nice though they are going after things more like their old selves agian.
Nanood
• Updated the AI for Heroes and henchmen to fix an issue that caused them to occasionally become confused and run in circles.
ROFL.. Occasionally become confused lol
ROFL even harder .. Run in circles OMG that is sooo funny
Hope the hench updates tidy them up a little.
Smiters Boon - Can't claim to care since never used it.
Nerf them.. Nerf them hard.
ROFL.. Occasionally become confused lol
ROFL even harder .. Run in circles OMG that is sooo funny
Hope the hench updates tidy them up a little.
Smiters Boon - Can't claim to care since never used it.
Nerf them.. Nerf them hard.
Kumu Honua
Just had a new build. Maybe they fixed the AI again.
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The problem wasn't long casting times. Even 1 second was too long for them.
Editedit: After testing. Things are back to normal AI wise as far as I can tell. Gotta check the fleeing and such. See if that is still better or reverted.
Editeditedit: It also now seems that Heroes will continue casting even if you are on the move. My ritualist is stopping to drop spirits whenever it refreshes. Minion bomber is chain casting jagged/death nova. Leaving them far behind the pack as they stop to recast things immediatly =/
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Update - Friday August 22 Bug Fix * Fixed a bug that caused Heroes outside of combat to not use skills with a long casting time. |
Editedit: After testing. Things are back to normal AI wise as far as I can tell. Gotta check the fleeing and such. See if that is still better or reverted.
Editeditedit: It also now seems that Heroes will continue casting even if you are on the move. My ritualist is stopping to drop spirits whenever it refreshes. Minion bomber is chain casting jagged/death nova. Leaving them far behind the pack as they stop to recast things immediatly =/
Kula
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Originally Posted by free_fall
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Lycan Nibbler
Are peoples heros still following targets for large distances? I had some on guard today in HB and they literally followed a fleeing target for over half of the map (almost 3/4 actually). Considering that target wasnt actually attacking (it was capping) this still seems bugged IMHO.
Kula
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Originally Posted by Kumu Honua
Just had a new build. Maybe they fixed the AI again.
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But now there is another thing, and this occurs when there are no enemies around. When an MM hero, that has low-life minions, is out range it can waste its energy within seconds when it tries to cast Death Nova and quickly cancels the cast motion several times in succession. This happens when the entire party is walking off in one direction and the MM hero is behind everyone trying to catch up. It's like it can't decided whether to cast Death Nova or follow the party.
Cast Death Nova --> cancel --> Cast Death Nova --> cancel --> Cast Death Nova --> Cancel -- etc. [ MM hero's energy bar is depleted within seconds]
But this isn't a big inconvenience since I can just disable Death Nova. I can live with it.
Zahr Dalsk
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Originally Posted by Snow Bunny
Smiters in AB and RA were altogether quite uncommon.
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mr_stealth
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Originally Posted by Kumu Honua
Minion bomber is chain casting jagged/death nova. Leaving them far behind the pack as they stop to recast things immediatly =/
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cebalrai
Why don't they just fix pve instead of trying to "fix" skills? Really... we've been playing against the same horrible AI for ages.
I guess the answer is that Anet has 50% abandoned GW and doesn't want to spend any resources making parts of it suck less. So it's just band-aids on top of band-aids on top of band-aids.
I guess the answer is that Anet has 50% abandoned GW and doesn't want to spend any resources making parts of it suck less. So it's just band-aids on top of band-aids on top of band-aids.
Bug John
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Originally Posted by Ec]-[oMaN
I find it funny how they actually recognized why people are using fast cast water eles instead of Ele primary, but how they tweaked the skills doesn't deter anyone from using a Mes/E. No change they could have done really without totally nerfing water skills, except maybe link attunes to e storage, fast casting apply to only mesmer skills, or hit steam/glyph immolation making the bar less effective at shutting down frontline.
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moving attunements to energy storage may have been a good way to make energy storage a better primary attribute than fast casting for water magic
maybe they could have increased the cost of icy shakles too (directly, or decreasing duration and recharge)