Palm strike nerfed 1/8/09. Still viable?

Forgotton200

Forgotton200

Lion's Arch Merchant

Join Date: Nov 2008

Mo/

Old palm strike with 13 critical strike:



New palm strike at 1/8/09 with 13 critical strike:



Is this still viable to use with the old Palm strike build?

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

What a hilarious update. All you need from Palm Strike is cripple to last long enough for Trampling.

So much for nerfing it.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Nerf without killing it. I like it.

Bowstring Badass

Bowstring Badass

Forge Runner

Join Date: Nov 2005

Character selection screen figuring what I want to play...

Purple Lingerie - :D

Yes it is viable. :\

Seriously what kind of question is that...

Bobulation

Bobulation

Lion's Arch Merchant

Join Date: May 2008

USA

W/Mo

It still nerfed it because now 2 PSers cant have a whole team perma crippled......

Tyla

Emo Goth Italics

Join Date: Sep 2006

It's a "fair enough" thing, but I feel it's still too spammable.

Off-topic, but why the hell didn't they touch anything else? Lingering Curse is still there, so meh.

What Now

Lion's Arch Merchant

Join Date: Jul 2007

Edit: Complete opinion.
Unneeded nerf.

It's still as spammable just slightly less damaging but it lasts the turnaround so the cripples not that big of a problem is you're training or trying to keep a target snared (they can't block you xD)

Nothing ever stopped you from dshoting it ruining the entire build. And in HB all you have to do is not fail. Monking there (never played sin and I never saw a need for a nerf) I kite in circles around the shrine and when they reach me they stop to cast Palm and as they finish I mend touch out of their range as they catch up.

That alone puts most sins to rest since they 1234 and will not KD you. While higher ranked ones realize, doi I have another dual attack to KD. Although now it's more manageable and if it's really an issue kite between heroes or around your one hero or flag one around with you as you do this.

In GvG I found d-shoting both palms efficiently shut down most the pressure.

Now by nerfing this you did what to the rest of the smites and such? Nothing, nothing has changed nothing will. Even if you remove the cripple the rest of the bar is still quite efficient so maybe its not palm strike, maybe its the synergy in the bar, maybe something needs to be change to fix a huge chain of pressure. I always figured dual attacks were more powerful because they had to be lead up to and when you skip steps that's always been when problems arise. When skills like Falling Lotus Strike and Falling Spider skipped a step none the less only if the target was KDed and under enough pressure and instantly lead into another deadly KD like Horns of the Ox or Blades of Steel (yes comparing Backbreaker to Palms now) and everyone is always so quick to blame the elite. Maybe Shadow Prison wasn't so mindbogglingly overpowered when the chain was addressed aswell? When you can't start off with Black Lotus as an offhand and so on.

I see no further change needed, reducing the armor ignoring damage is pleasant enough. Maybe people need to stop thinking the only way to beat big damage is to run bigger damage and ditch some heroes for tactics, hmm naw those days are dead :P

No ones going to do anything but flame me as they disagree but there's 2 cents.
P.S. Tbh though I'd have preferred a 8-10 recharge and the previous effects and duration remain but a nerf is a nerf none the less ^^ at least it's still playable, that's pretty rare post-nerf eh?

Bobulation

Bobulation

Lion's Arch Merchant

Join Date: May 2008

USA

W/Mo

...Unneeded? Srsly?

dasmitchies

Lion's Arch Merchant

Join Date: Nov 2007

Sacred Forge Knights

W/P

Viable? Yep. PS still sets off a massive damage chain. It should be a spike prep, not a permasnare.

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

Good change. Allows for a good sin combo (which they haven't had since BLS and SP were hit, and this elite snare doesn't come with a shadow step) while removing the I-hit-you-once-now-you-can-never-escape-me nuisance that a 12+ second cripple on a 4 second recharge had.

Puebert

Puebert

Desert Nomad

Join Date: Oct 2005

Mo/

Yeah, good change imo.

No more 8-man perma cripple.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

this is untested, but i believe a character with dual cripple reduction with a speedboost can now escape a palm striker who's not under IMS. while this is not particularly important, palm strike is now significantly weaker.

What Now

Lion's Arch Merchant

Join Date: Jul 2007

Quote:
Originally Posted by arienrhode
View Post
gtfo...

Would have like to see this skill smiters boon'd but w/e. Next update, cripslash to 4 adrenaline, unblockable, +60 direct damage and gash causes knockdown if crippled. That's like QQing about them making Flare elite and cripple because meteor shower hit you. Maybe the problem is broader than an elite, smiteway was run before with Backbreaker, even warriors, heroway didn't even have cripple, ect. While smiters boon did make it outdo a heal monk the lengthened recharge on skills DID make you easily outpressured without a real monk. Sure overlapping several of these did deal with pressure but then spiking started to roll them so they brought real monks to help vs spikes. Now we are here today. Backbreaker needs more hammer mastery to pull off and smiters no longer heal as much but the build is still rampant as a mod. Under your lead of nerfing elites what would of changed? Maybe its the concepts and normal skills and game mechanics that are beyond hope and repair which is why this game was given up on in hope of a better GW2. Or you can believe things are as easy as nerfing an elite and balance being instantly restored. More damage is good, matches end faster and bad monks QQ about it letting them know things are getting done before 20 minutes now. This build had many counters and wasn't some OMFG IT'S RUNNING TOWARD...I'm dead...kind of bull that everyone makes it out to be. Sure it was massive pressure but you had ample time to deal with it or shut it down. Maybe it was the support that came from the midline pressure and people not knowing whats hitting them and therefore how to react because this games too generic for free thought these days apparently.

Narcin

Lion's Arch Merchant

Join Date: Feb 2007

Mo/

the PS combo did NOT need a nerf. honestly, compared to all the other sin combos that have been in and out of meta because of skill nerfs, this combo is weak. just take a second to think, most of the old sin combos killed you while you were on the floor still. this combo doesnt come close unless you have some sort of spike support. the problem was NEVER palm strike, in HA its hero AI and the spammability of the skills they have. If you were a full heal monk, no support of any kind with you, you would still die to the sin no doubt about it, but it would take him longer that any other meta sin combo yet.

AKB48

AKB48

Jungle Guide

Join Date: Jul 2008

みやき町

Mo/A

Still useable, just the unblockable damage is lowered.....and despite so many people saying the 1-4 sec cripple is still alot....compare that to a kd AND a 14second cripple. In someways Hidden Calcorps are better than palm strike, now anyways ;D

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

'Still viable'? Find me another 4s recharge shortcut willya?

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

This is actually more of an appeasement to both sides of the Palm Strike fence.

Nerf it slightly so people can't complain about it being too good anymore, but not enough to bring it back down to useless status. It may not be a perfect compromise but it is one of the more fair ones in recent months.

Gift3d

Gift3d

Forge Runner

Join Date: Feb 2007

Las Vegas

Enraged Whiny Carebears [oR]

W/E

It's still going to be the ONLY sin bar used in pvp. Cripple length wasn't the biggest problem here.

bungusmaximus

bungusmaximus

Forge Runner

Join Date: Jul 2006

Guild Of Handicrafted Products [MaSS]

W/Mo

Good nerf, they didn't kill it, I personally would have hit the recharge, but meh. It's much better then nothing.

warrior running

Krytan Explorer

Join Date: Jun 2008

The Cape Is A Lie[Trim]

W/E

It was way overpowered now they just made it powered

Napalm Flame

Academy Page

Join Date: Jun 2007

Crimson Butterflies [CB]

E/A

Hah, NERFED? Hardly.The utility wasn't what made this deadly, it was just an annoyance. The thing that made it so dangerous is the FOUR SECOND RECHARGE. Double it, revert crip duration and damage and it's perfectly balanced.

Someone Clueless: "So what's the reason Palm Strike is so overpowered?"
Someone Intelligent: "The recharge."
Izzy: "Ok, let's nerf everything else about it."

QFT.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Most sins will soon have to either run crippling weapon or 14 criticals - 13 daggers.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Depending on the situation, the Palm Strike change can be considered a buff. In terms of utility, it's been nerfed - it can't be used as a long-lasting snare for efficiency as much as it used to, but in terms of it's in-combo strength, it's just been nerfed on its damage.

kazi_saki

kazi_saki

Lion's Arch Merchant

Join Date: Feb 2008

Somewhere between GW and GW2

Shaved Wookies [HoT]

N/

maybe izzy is doing this cuz everyone disses him so he gets back at them by balancing those skills baed

Balky

Balky

Frost Gate Guardian

Join Date: Nov 2006

UK

ARGH

R/Mo

Quote:
Originally Posted by Gift3d;
It's still going to be the ONLY sin bar used in pvp. Cripple length wasn't the biggest problem here.
Speak for yourself, i NEVER use it

X Cytherea X

Wilds Pathfinder

Join Date: Feb 2006

A/Mo

the 13 less damage is forgivable. i would have liked the cripple to overlap the recharge a little, but whatever, it still pwns. maybe people will stfu about it now.

like someone said, triple dual is all that matters.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by Dmitri3 View Post
Tested crippling weapon. Nope, no luck.

14 critical strikes - most definitely though.
Quote: Originally Posted by Dmitri3
Most sins will soon have to either run crippling weapon or 14 criticals - 13 daggers. For the extra second of Cripple, I'd rather have 14 weapon mastery. KDlocks snare enough imho.

Lishy

Lishy

Forge Runner

Join Date: Jan 2008

Honest opinion:
BIIIIIIG DEAL! I can still pull off imba chains. So what if the stupid RAers could run? They never fight anyways

RA... Continue meeting my ox!

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Balky View Post
Speak for yourself, i NEVER use it He means in areas not populated by f*cktards, i.e people who can't defend themselves against shit 'Sin bars.

X Cytherea X

Wilds Pathfinder

Join Date: Feb 2006

A/Mo

lol pre-nerf, the cripple rarely ever lasted its full duration because...
- you spammed palm strike anyway
- the target dies
- it gets removed by a monk or nec

and people fail at kiting in RA, you can just palm them again in the short time that they are not crippled.