Palm strike nerfed 1/8/09. Still viable?
Forgotton200
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?
New palm strike at 1/8/09 with 13 critical strike:
Is this still viable to use with the old Palm strike build?
fenix
What a hilarious update. All you need from Palm Strike is cripple to last long enough for Trampling.
So much for nerfing it.
So much for nerfing it.
Dmitri3
Nerf without killing it. I like it.
Bowstring Badass
Yes it is viable. :\
Seriously what kind of question is that...
Seriously what kind of question is that...
Bobulation
It still nerfed it because now 2 PSers cant have a whole team perma crippled......
Tyla
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.
Off-topic, but why the hell didn't they touch anything else? Lingering Curse is still there, so meh.
What Now
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?
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
...Unneeded? Srsly?
dasmitchies
Viable? Yep. PS still sets off a massive damage chain. It should be a spike prep, not a permasnare.
Skyy High
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
Yeah, good change imo.
No more 8-man perma cripple.
No more 8-man perma cripple.
moriz
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.
Krill
Narcin
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
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
'Still viable'? Find me another 4s recharge shortcut willya?
petrorabbit
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.
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
It's still going to be the ONLY sin bar used in pvp. Cripple length wasn't the biggest problem here.
petrorabbit
Quote:
Originally Posted by AKB48
But remember: spamming spells(well in this case a off-hand skill but w/e) on an assassin = suicide, you will run out of gas long before you can kill your target.
I don't now how you got "spamming spells" from my post. I was commenting more on ANET's approach to this skill.
bungusmaximus
Good nerf, they didn't kill it, I personally would have hit the recharge, but meh. It's much better then nothing.
warrior running
It was way overpowered now they just made it powered
Bobby2
bungusmaximus
Napalm Flame
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.
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
Most sins will soon have to either run crippling weapon or 14 criticals - 13 daggers.
Tyla
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
maybe izzy is doing this cuz everyone disses him so he gets back at them by balancing those skills baed
Bobby2
Quote:
Originally Posted by Dmitri3
Most sins will soon have to either run crippling weapon or 14 criticals - 13 daggers.
I lol'd
/12chars
/12chars
Dmitri3
Quote:
Originally Posted by Bobby2
I lol'd
/12chars Tested crippling weapon. Nope, no luck.
14 critical strikes - most definitely though.
/12chars Tested crippling weapon. Nope, no luck.
14 critical strikes - most definitely though.
Balky
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
Speak for yourself, i NEVER use it
X Cytherea X
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.
like someone said, triple dual is all that matters.
Bobby2
Quote:
Originally Posted by Dmitri3
14 critical strikes - most definitely though.
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
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!
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
X Cytherea X
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.
- 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.