[Dev Update] - 11 December 2008
FoxBat
Shayne Hawke
I like how Amatz got nerfed and Luxons got a FA buff, but N/A bombers in JQ didn't take a hit.
Wastrel's Collapse looks cool, but nobody will care because of Palm Strike.
Ether Prism looks gimmicky.
Aura of the Lich and Strike as One look like they could be a little fun to use.
Permasin nerf, except they can still perma, so ANet apparently still doesn't think they're broken?
I do like these kinds of skill balances, but it doesn't seem so appealing when they don't really address any issues of non-elite skills that have supposed issues.
Wastrel's Collapse looks cool, but nobody will care because of Palm Strike.
Ether Prism looks gimmicky.
Aura of the Lich and Strike as One look like they could be a little fun to use.
Permasin nerf, except they can still perma, so ANet apparently still doesn't think they're broken?
I do like these kinds of skill balances, but it doesn't seem so appealing when they don't really address any issues of non-elite skills that have supposed issues.
zelgadissan
Completely agreed, when I run fire on a PvE ele it's almost always Mind Blast, which is also elite energy management, which still pretty much backs up my point. My only guess is that it's to make up for the bad eles (aka pretty much every ele I've met in game ever) that think energy storage = energy management, since they probably could need a huge chunk of energy all at once.
Tiresias
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<snip>
Permasin nerf, except they can still perma, so ANet apparently still doesn't think they're broken? I do like these kinds of skill balances, but it doesn't seem so appealing when they don't really address any issues of non-elite skills that have supposed issues. |
In other words: it's still viable, but it's a bit harder to pull off and won't be as fast since energy management is more important now. Personally, I think that's the perfect "nerf" for it.
Operations
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bad eles (aka pretty much every ele I've met in game ever) that think energy storage = energy management |
Not every Ele spams flare after all.
Energy Management is more vital in PvP, where wanding is useless and there is no time to rest.
Nemesis of God
Peace and Harmony: functionality changed to: "Target ally loses 0..9 conditions, and 0..9 hexes. For 1..5 seconds, conditions and hexes expire 90% faster on that ally. All your Smiting Prayers are disabled for 20 seconds."
Bye bye! I think last one was better
/backtogame
Bye bye! I think last one was better
/backtogame
Yawgmoth
LoL update! Who needs new expansions messing up entire metagames and requiring long months to be balanced - you can have complete removal of entire skills and additon of entirely new ones, lots of entirely new ones. Quite revolutionary. I sense a lot of imba gimmix coming up.
SurareVaera
Lingering Curse, Cultist's Fervor, and Palm Strike are incredibly broken.
Lingering Curse lasts 30+ sec, and it's an AoE nearby hex that costs 5 energy with 10 sec recharge? Not even PnH can keep up with that - imagine if it gets combined with Power Leech or Shared Burden. The 33% reduction in healing isn't dependent on how much you spec into curses, and this elite is so cheap a rit or mes can spam it with no concern for energy. Hexes like Soul Bind are already broken because their duration is so much longer than their recharge, but not even Soul Bind has a nearby AoE radius. God this skill needs to be at least 10 energy, 2 sec cast, 20 sec recharge. Quadruple nerf it like Grenth's Aura.
Cultist's Fervor - doesn't this break the game totally with respect to energy management? Divine Boon? Why are we buffing scrubby blood elites anyways? Bleeding isn't a penalty at all for casting.
Palm Strike - 85 unblockable armor ignoring damge with a 4 sec recharge is retarded, but this adds 10+ seconds of cripple, and it skips lead attacks. This will get abused in every pvp format whether on spikes or splits.
Do these elite's get run by anyone before launch? These don't even look remotely balanced.
Lingering Curse lasts 30+ sec, and it's an AoE nearby hex that costs 5 energy with 10 sec recharge? Not even PnH can keep up with that - imagine if it gets combined with Power Leech or Shared Burden. The 33% reduction in healing isn't dependent on how much you spec into curses, and this elite is so cheap a rit or mes can spam it with no concern for energy. Hexes like Soul Bind are already broken because their duration is so much longer than their recharge, but not even Soul Bind has a nearby AoE radius. God this skill needs to be at least 10 energy, 2 sec cast, 20 sec recharge. Quadruple nerf it like Grenth's Aura.
Cultist's Fervor - doesn't this break the game totally with respect to energy management? Divine Boon? Why are we buffing scrubby blood elites anyways? Bleeding isn't a penalty at all for casting.
Palm Strike - 85 unblockable armor ignoring damge with a 4 sec recharge is retarded, but this adds 10+ seconds of cripple, and it skips lead attacks. This will get abused in every pvp format whether on spikes or splits.
Do these elite's get run by anyone before launch? These don't even look remotely balanced.
thor hammerbane
So..Power Leech still costs 10e. They only increased the recharge from 10 seconds to 20 seconds.
Mmmkay..
Mmmkay..
Konig Des Todes
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If you read the comments from the patch itself, Anet actually came out and said that they are fine with Perma-SF farming, but they don't want it to be quite as easy.
In other words: it's still viable, but it's a bit harder to pull off and won't be as fast since energy management is more important now. Personally, I think that's the perfect "nerf" for it. |
The only change to this was the bleeding. Before it was sacrificing, and there were tons of QQ even when the amount of sacrificing was reduced. Bleeding is a light condition yes, but I'm sure another condition will follow. Personally, I'd like to see bleeding and/or a VERY low sacing (lower then before. Like 10...2%. Much less then before but more of a hassle against spammers then bleeding.
maraxusofk
mark of insecurity, reapers sweep, shared burden, lingering curse are pretty ridiculous now.
b surge needed the buff to aoe.
lingering curse as cover hex + shared burden = team full of ppl about to die. any map wit congested choke points can abuse this really well actually. toss in a mark of insecurity and ur good to go.
b surge needed the buff to aoe.
lingering curse as cover hex + shared burden = team full of ppl about to die. any map wit congested choke points can abuse this really well actually. toss in a mark of insecurity and ur good to go.
Master Knightfall
Wow they totally destroyed Primal Rage while still keeping Shadowform effective. Just unbelieveable. Primal Rage was much more powerful the way it was with over 50% chance of a critical. Siege turtles now get enchantment removal on every hit? lol Why don't you just take away the kurzick gates instead and just let the luxons go straight to gunther because effectively that is what you have done anyway. Welp they had already destoryed pve so now they are destroying pvp. Time for Diablo III hurry up Blizzard Anet don't know what they are doing anymore.
Abedeus
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So..Power Leech still costs 10e. They only increased the recharge from 10 seconds to 20 seconds. Mmmkay.. |
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Siege turtles now get enchantment removal on every hit? lol Why don't you just take away the kurzick gates instead and just let the luxons go straight to gunther because effectively that is what you have done anyway. |
Btw, the world is ending. I LIKE THIS UPDATE! Can't wait to see new Aura of the Lich.
...RISE MY MINIONZZ!!
daraaksii
# Hundred Blades: recharge time increased to 25 seconds. Functionality changed to: "For 15 seconds, whenever you attack with a sword, all adjacent foes take 10..25 slashing damage."
Awesome!
Awesome!
onewolf
Greetings all!
I would like to comment briefly on the recent changes (as of today) regarding AotL.
AotL was a fairly useful skill in PvE, and an often neglected skill in PvP. However, it was possible to make a viable AotL build for both previous to the alterations made.
Since I had made an extremely effective PvP AotL build, I was disheartened to find that they had essentially removed the skill from PvP play. I would only like to suggest here that they keep the functionality of the skill more or less the same for PvP play. Many skills already have differing functions in PvE/PvP, so why negate the viability of the skill for one branch of play when it would be simple to maintain its status pre-patch for those interested in using the elite in PvP?
I feel extremely disheartened to see the skill go the way it has. Please keep in mind that I am not complaining about an increase to recharge or effects similar in nature to the balances made frequently in GW, but rather specifically to the radical alteration of the entire action of the skill as a whole. It has moved from an alteration to the health/damage system to an animate skill.
AotL was already regarded with contempt by many in the PvP community and so I can vaguely appreciate the possible reasons behind removing it completely. None the less, I feel this is unjustified and unnecessary.
I hope the some dev or other will read this and at the very least appreciate the nature of my concern. I don't think I am being unreasonable in my criticisms.
Thank you for your time,
-Wolf
I would like to comment briefly on the recent changes (as of today) regarding AotL.
AotL was a fairly useful skill in PvE, and an often neglected skill in PvP. However, it was possible to make a viable AotL build for both previous to the alterations made.
Since I had made an extremely effective PvP AotL build, I was disheartened to find that they had essentially removed the skill from PvP play. I would only like to suggest here that they keep the functionality of the skill more or less the same for PvP play. Many skills already have differing functions in PvE/PvP, so why negate the viability of the skill for one branch of play when it would be simple to maintain its status pre-patch for those interested in using the elite in PvP?
I feel extremely disheartened to see the skill go the way it has. Please keep in mind that I am not complaining about an increase to recharge or effects similar in nature to the balances made frequently in GW, but rather specifically to the radical alteration of the entire action of the skill as a whole. It has moved from an alteration to the health/damage system to an animate skill.
AotL was already regarded with contempt by many in the PvP community and so I can vaguely appreciate the possible reasons behind removing it completely. None the less, I feel this is unjustified and unnecessary.
I hope the some dev or other will read this and at the very least appreciate the nature of my concern. I don't think I am being unreasonable in my criticisms.
Thank you for your time,
-Wolf
cthulhu reborn
Dunno about Incoming!
It's exactly the same as Fall Back except that it doesn't end when you attack. Now I don't know about everybody's use but I don't see a real effective difference between these two skills now except that one is an elite but costs exactly the same for pretty much the same effect.
Well, I guess I can at least make a running build for my para....for yaks bend runs or something...
It's exactly the same as Fall Back except that it doesn't end when you attack. Now I don't know about everybody's use but I don't see a real effective difference between these two skills now except that one is an elite but costs exactly the same for pretty much the same effect.
Well, I guess I can at least make a running build for my para....for yaks bend runs or something...
maraxusofk
Quote:
Greetings all!
I would like to comment briefly on the recent changes (as of today) regarding AotL. AotL was a fairly useful skill in PvE, and an often neglected skill in PvP. However, it was possible to make a viable AotL build for both previous to the alterations made. Since I had made an extremely effective PvP AotL build, I was disheartened to find that they had essentially removed the skill from PvP play. I would only like to suggest here that they keep the functionality of the skill more or less the same for PvP play. Many skills already have differing functions in PvE/PvP, so why negate the viability of the skill for one branch of play when it would be simple to maintain its status pre-patch for those interested in using the elite in PvP? I feel extremely disheartened to see the skill go the way it has. Please keep in mind that I am not complaining about an increase to recharge or effects similar in nature to the balances made frequently in GW, but rather specifically to the radical alteration of the entire action of the skill as a whole. It has moved from an alteration to the health/damage system to an animate skill. AotL was already regarded with contempt by many in the PvP community and so I can vaguely appreciate the possible reasons behind removing it completely. None the less, I feel this is unjustified and unnecessary. I hope the some dev or other will read this and at the very least appreciate the nature of my concern. I don't think I am being unreasonable in my criticisms. Thank you for your time, -Wolf |
SPURLUXE
<3 New Ray of Judgement
amazingly cool visual effect
amazingly cool visual effect
onewolf
I don't use it in touch ranger build.
upier
(On selected characters) AP > PvE.
It doesn't matter how interesting other elites get - AP is to broken to bother using anything else.
/Meh.
It doesn't matter how interesting other elites get - AP is to broken to bother using anything else.
/Meh.
Moloch Vein
Aura of the Lich should not be an enchantment anymore.
Aura of the Lich -> Stance, general Spell or Skill.
Cultist's Fervor -> Stance.
The synergy between Aura and Explosive Growth etc needs to be removed! It's insane! Make user lose all enchantments on cast.
Cultist's is now permanent-maintainable which is good, but Bleeding is too easy on it. Make it a Stance and give it a mild sacrifice (say 10...5...3%). Possibly induce Poisoned instead of Bleeding.
Since Cultist's now only works on N spells, make it work on all N skills instead.
Lingering Curse should not give 3 degeneration at 12 Curses, but at 13.
Aura of the Lich -> Stance, general Spell or Skill.
Cultist's Fervor -> Stance.
The synergy between Aura and Explosive Growth etc needs to be removed! It's insane! Make user lose all enchantments on cast.
Cultist's is now permanent-maintainable which is good, but Bleeding is too easy on it. Make it a Stance and give it a mild sacrifice (say 10...5...3%). Possibly induce Poisoned instead of Bleeding.
Since Cultist's now only works on N spells, make it work on all N skills instead.
Lingering Curse should not give 3 degeneration at 12 Curses, but at 13.
Glider of chaos
Gotta say that those "skill total rework" updates are really fun. New builds coming up, meta shifts... and possible nerfnuke in near future =)
Shadowmere
I'm still not sure what I think of the [aura of the lich] change...on the one hand it can let a MM start off even without a corpse and the DM boost is nice, all subsequent minions are stronger and such. But we lost a very useful self protection skill...quartering sac costs was awsome...
on a side note with the ability to instantly summon an army[aura of the lich], have your minions deal more damage[order of undeath] or recycle your minions[jagged bones], [animate flesh golem] is a very sad panda
edit: I agree with moloch on AoTL needing to not be an enchant anymore, the only thing the enchant does is raise your death magic by 1 which is nice...but idk still seems a bit silly to have the enchant just for that. Don't think it would be too horrible if the +1 to DM wasn't removable
on a side note with the ability to instantly summon an army[aura of the lich], have your minions deal more damage[order of undeath] or recycle your minions[jagged bones], [animate flesh golem] is a very sad panda
edit: I agree with moloch on AoTL needing to not be an enchant anymore, the only thing the enchant does is raise your death magic by 1 which is nice...but idk still seems a bit silly to have the enchant just for that. Don't think it would be too horrible if the +1 to DM wasn't removable
007wood
For Great Justice + Hundred Blades + Whirlwind Attack + Lions comfort on 20 hulking stone elementals = Lol
Goha83
My feeling's exactly. I'm throwing it away from my PvE build now, and becoming another boring Agressive Reffrain+Focused Anger copy...
??iljo
Mandragors will have fun with the new FD!
Awesome hundred blades.
Awesome hundred blades.
thor hammerbane
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5...15 energy if you cast a spell. That's better than Soul Reaping in PvE, devastating for anyone in PvP.
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So..double dragon is pretty fun now. I herd 20 fire magic iz gud lul?
And..Hundred Blades=unstrippable/uninterruptable conjure, with no casting time. Hit it pre spike, and things die. I mean, come on, do these guys even read the skill descriptions when they hit the update button? Did they forgot what conjure did?
Yama Sutra
Tried Double Dragon + Glyph of elemental power and elemental lord , i have a sup fire , and it wont go over 20 attribute points .........
Master Knightfall
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5...15 energy if you cast a spell. That's better than Soul Reaping in PvE, devastating for anyone in PvP.
OH NO WE HAVE TO FIGHT NOW!!! Also, Primal Rage is actually decent now. Btw, the world is ending. I LIKE THIS UPDATE! Can't wait to see new Aura of the Lich. ...RISE MY MINIONZZ!! |
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Tried Double Dragon + Glyph of elemental power and elemental lord , i have a sup fire , and it wont go over 20 attribute points |
MisterB
[[Primal Rage] was the worst warrior elite because it prevented you from doing +50% more damage with a 33% IAS and it disabled your whole bar. How is that good? I still wouldn't use the thing, because you still need a cancel, plus it takes your elite.
xDusT II
Ray of Judgement's new animation is pretty cool.
icedwhitemocha
And the most broken skill in the update goes to...
Cultist's Fervor.
Either make it affect Necromancer skills, or bring back a small sac. Monking right now is ridiculously easy - I don't have to pay any attention to my energy at all. Keep a 40 HCT handy and cover it right afterward with Vig Spirit and you're gold.
Cultist's Fervor.
Either make it affect Necromancer skills, or bring back a small sac. Monking right now is ridiculously easy - I don't have to pay any attention to my energy at all. Keep a 40 HCT handy and cover it right afterward with Vig Spirit and you're gold.
Haxor
Surprise surprise, Anet botched up. Cultists works on any kind of spell, instead of just necromancer spells as stated. Nerf (fix, actually) will probably be on it's way shortly. In the mean time, gogo any type of caster that can spare 10 in Blood and has 5-energy spells.
Also, monks with divine boon casting at 0 energy for great lulz.
On a less cynical note, a lot of these updates look quite good. Hundred blades definitely gives a few options for both PvP and PvE, as does Symbols of Inspiration. I'm looking forward to trying some of this stuff out tomorrow.
Also, monks with divine boon casting at 0 energy for great lulz.
On a less cynical note, a lot of these updates look quite good. Hundred blades definitely gives a few options for both PvP and PvE, as does Symbols of Inspiration. I'm looking forward to trying some of this stuff out tomorrow.
kupp
Very nice update! Especially liked the warrior elite buffs but on overall it was a good work on anet's behalf
icedwhitemocha
xDusT II
Haxor
Not in the skill description, no. But in all update notes and the developer notes, it is mentioned.
Even if the notes are incorrect, and the ingame description is accurate - this is what it will (and should) be changed to rather soon. Giving free spells to every profession that can have 10 points in Blood Magic is ridiculous.
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Originally Posted by Updates
=Cultist's Fervor: recharge time reduced to 15 seconds. functionality changed to: "For 20 seconds, your Necromancer spells cost -1..7 Energy to cast but you suffer from bleeding for 10 seconds each time you cast a spell."
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Koning
Plzzzz kill shadowform, but I guess it will stay like this forever now
Silicon Based
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Signet of Ghostly Might: functionality changed to: "For 5..20 seconds, all spirits you control within earshot attack 33% faster and deal 5..10 additional damage. |
That would surely be nice
icedwhitemocha
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Not in the skill description, no. But in all update notes and the developer notes, it is mentioned.
Even if the notes are incorrect, and the ingame description is accurate - this is what it will (and should) be changed to rather soon. Giving free spells to every profession that can have 10 points in Blood Magic is ridiculous. |