Ok I realized that Anet nerfed [skill]smiter's boon [/skill] so it can not see any use.
But I want to ask you guys, why?
Why did Anet nerf this skill into oblivion, never to be seen again?
If anyone can shed some light, much appreciated.
Also, if this was already a thread, I searched and didn't find anything.
Smiter's Boon
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1) Back when VoD was around, rawr won a mAT with 4 of those. (Same reason anything gets nerfed these days...)
2) Smiters are still freaking strong without the skill. In it's original version, it ought to be elite.
That said, I'd like to see something closer to the original uptime/duration, with the addition "you deal 25/33% less damage". There could be a fair tradeoff here in terms of damage ability that would keep this from making existing smite-pressure more powerful, while still enabling some favorite junk-pvp builds. (Of course, they'd have to un-nerf boon signet too...)
2) Smiters are still freaking strong without the skill. In it's original version, it ought to be elite.
That said, I'd like to see something closer to the original uptime/duration, with the addition "you deal 25/33% less damage". There could be a fair tradeoff here in terms of damage ability that would keep this from making existing smite-pressure more powerful, while still enabling some favorite junk-pvp builds. (Of course, they'd have to un-nerf boon signet too...)
What it boiled down to is that through combining it with skills like Smite Condition and Smite Hex, boonsmites were able to provide good healing, hex/condition removal, and pressure all in one package - and with Smiting knockdown skills and the likes of Reversal of Damage, decent disruption and/or prot as well. The result was that you could get away with parties that were composed pretty much entirely of boonsmites. Killing Smiter's Boon meant that such parties would be lacking on the healing side.
If you go hunting through the wikis, there's a "Development Updates" (or something similar" page where the devs briefly explain the reasons behind various changes.
If you go hunting through the wikis, there's a "Development Updates" (or something similar" page where the devs briefly explain the reasons behind various changes.
http://wiki.guildwars.com/wiki/Arena...dates/20080821
Explanation was given there. Nerfing it to oblivion was easier than deleting it altogether.
Explanation was given there. Nerfing it to oblivion was easier than deleting it altogether.
fenix
Major-General Awesome
Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#
W/
Joined Aug 2005
Quote:
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ITT: Lots of bad players who don't understand balances.
Izzy ruined it like that because it's VERY VERY difficult to remove a skill entirely from GW. Plus, it wasn't changed for PvE, so why are you guys mad? |
I can see how it would be harder to remove it all together than to just nerf it.
I don't monk pve or pvp, but I was looking at monk skills and saw this.
At first I thought it was a joke or something.
Turns out i was right
fenix
Major-General Awesome
Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#
W/
Joined Aug 2005
Quote:
|
ITT: Lots of bad players who don't understand balances.
Izzy ruined it like that because it's VERY VERY difficult to remove a skill entirely from GW. Plus, it wasn't changed for PvE, so why are you guys mad? |
He's asking why did they have to basically remove it from pvp instead of balancing it? I mean, it's there in plain english. Right there. See? No, not there... yeah right there!
I guess the reason would be that it's effectiveness came from the double divine favor bonus, which wasn't scaled to attribute. The only thing that was, was the duration of the spell. I guess upping the cost, or reducing the duration, or increasing the recharge slightly, they felt the original mechanics of the skill (double divine favor) was still overpowered. That's my only guess.
To sum it up, uncreative laziness.

