Protective Spirit (PvE)
Shayne Hawke
I'd like to see the following PvE skill change:
Protective Spirit: Functionality changed to "For 5...19 seconds, target ally cannot lose more than 10% of their base max Health due to damage from a single attack or Spell."
Whoops, forgot something about Spirit Bond. Currently, Spirit Bond will heal its target if the damage it takes before damage is reduced is greater than 60. The mechanics of the skill simply need to be changed so that the skill looks at the damage dealt after the damage is reduced.
Protective Spirit: Functionality changed to "For 5...19 seconds, target ally cannot lose more than 10% of their base max Health due to damage from a single attack or Spell."
Whoops, forgot something about Spirit Bond. Currently, Spirit Bond will heal its target if the damage it takes before damage is reduced is greater than 60. The mechanics of the skill simply need to be changed so that the skill looks at the damage dealt after the damage is reduced.
Arkantos
This will happen after all the crazy overpowered shit in PvE gets nerfed (so most likely never).
Don't see why you want to kill 55 monks.
Don't see why you want to kill 55 monks.
MagmaRed
Quote:
This will happen after all the crazy overpowered shit in PvE gets nerfed (so most likely never).
Don't see why you want to kill 55 monks. |
[edit]
Missed the 'base health' note for Protective Spirit. So this would be 480 for everyone? Meaing it would basically only allow 48 health to anyone it is on. Survivor insignias and runes of Vitae and Vigor would be included in 'base health'? Still don't see a reason for the change.... care to explain?
Arkantos
Quote:
He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?
|
The nerf to protective spirit would kill 55/600 monks (not needed) and buff it for regular use (again, not needed). Either way, I still see no reason to change either skills. Kill the real problem before you kill a lesser problem (if you want to call 600 monks a problem), please.
Quote:
Missed the 'base health' note for Protective Spirit. So this would be 480 for everyone? Meaing it would basically only allow 48 health to anyone it is on. Survivor insignias and runes of Vitae and Vigor would be included in 'base health'? Still don't see a reason for the change.... care to explain? |
Xenomortis
Quote:
He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?
|
It's actually a buff to Prot spirit for general use though, seeing as most players will have more than 480 for their max health.
Zzes Tyan
nerf 55's? wow
nerf all the other overpowered PvE skills. 55 doesnt need a nerf
nerf all the other overpowered PvE skills. 55 doesnt need a nerf
Random Scrubinator
This was a common suggestion four years ago
Nowadays, 55 monks are nothing compared to the PvE skills
Nowadays, 55 monks are nothing compared to the PvE skills
Shayne Hawke
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
MisterB
No, reworking those skills as you've outlined would encourage players to use a different build to farm.
Arkantos
Quote:
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas. - They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there. |
Zodiac Meteor
WTB Infuse spammer with Protective Bond!
Change that skill to?
Change that skill to?
sonofthort
If you really want to nerf 600's, why not nerf holy wrath? I'm not saying I think that 600's should be nerfed, but holy wrath seems to be the most questionable skill they use, seeing as you can maintain the enchanment even at zero energy when the -10 energy loss holy wrath causes no longer matters. Maybe make the smiters job a little bit more challenging, as they are extremely boring to use anyways. Maybe holy wrath causes a smaller amount of energy loss, but is removed when you reach zero energy, meaning the smiter would have to spam blessed signet with mantra of inscriptions, idk, just an idea.
Arkantos
Quote:
If you really want to nerf 600's, why not nerf holy wrath? I'm not saying I think that 600's should be nerfed, but holy wrath seems to be the most questionable skill they use, seeing as you can maintain the enchanment even at zero energy when the -10 energy loss holy wrath causes no longer matters. Maybe make the smiters job a little bit more challenging, as they are extremely boring to use anyways. Maybe holy wrath causes a smaller amount of energy loss, but is removed when you reach zero energy, meaning the smiter would have to spam blessed signet with mantra of inscriptions, idk, just an idea.
|
Hanging Man
So apparently the OP has problems with 55 monks and 600 monks
but
these are still bad ideas
I do not see why he suggested these changes
I see no problem with PS or SB
but
these are still bad ideas
I do not see why he suggested these changes
I see no problem with PS or SB
Zodiac Meteor
Sierraa
Quote:
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas. - They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there. |
- If I wanted to PvP for my title, I would. Personally I can't stand the people there, and if it was up to me I'd remove it. Fix HA and bad GvG meta first.
Prot Sprit is fine, bring back 2s rc on Spirit Bond imo. :P
riceangel
Quote:
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas. - They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there. |
For the fff note, even b4 the introduction of fff methods, AB and such was sooooooooo annoying. The skill lvl of most groups wouldnt change(nor will the attitudes)
Helix Dreadlock
55 and 600 monks help the economy, by sinking gold to lockpicks via dungeon runs (most people bring like 10 lockpicks each run or so :P) and 55 monks help out with Powerleveling and other uses, wich help circulate the money flow :P
FengShuiDove
Maybe I'm missing something but uhhhhmmm... DPing parties are gonna be screwed without penalty removal.
Just as speculation, a standard 600 health with 60% DP has 240 health, and with your suggestion, damage is limited to 48 per hit. This means that even with Prot Spirit 5 hits without a heal is death, which is entirely possible in a short amount of time in HM.
I understand that this is attempting to nerf 600/smite, but really, it's not effective for it without heavy side effects in other areas of use. Prot Spirit is such an essential skill is normal HM PvE gameplay that nerfing it in any way would be really detrimental.
Just as speculation, a standard 600 health with 60% DP has 240 health, and with your suggestion, damage is limited to 48 per hit. This means that even with Prot Spirit 5 hits without a heal is death, which is entirely possible in a short amount of time in HM.
I understand that this is attempting to nerf 600/smite, but really, it's not effective for it without heavy side effects in other areas of use. Prot Spirit is such an essential skill is normal HM PvE gameplay that nerfing it in any way would be really detrimental.
draxynnic
To me, the bottom line would be that permasins should be nerfed before invincimonks (of either variety). As things currently stand, removing invincimonks is just likely to get them replaced by permasins.
The Air Revenger
600/smite isnt nearly as bad a problem as a perma sin is. i say leave it as it is.
Hailey Anne
100% /notsigned.
This is one of the few balanced skills there are, no need for nerf.
Don't "fix" what isnt broken.
This is one of the few balanced skills there are, no need for nerf.
Don't "fix" what isnt broken.
Back then
Op probably got kicked from a 600/smite team or got called a bad name by a 55 monk.
Shayne Hawke
Quote:
Missed the 'base health' note for Protective Spirit. So this would be 480 for everyone? Meaing it would basically only allow 48 health to anyone it is on. Survivor insignias and runes of Vitae and Vigor would be included in 'base health'?
|
what. If anything, the change to Prot Spirit would be a buff to general PvE players, if they're smart enough to be walking around with more than 485 health.
Quote:
600/smite isnt nearly as bad a problem as a perma sin is. i say leave it as it is.
|
Quote:
Maybe I'm missing something but uhhhhmmm... DPing parties are gonna be screwed without penalty removal.
Just as speculation, a standard 600 health with 60% DP has 240 health, and with your suggestion, damage is limited to 48 per hit. This means that even with Prot Spirit 5 hits without a heal is death, which is entirely possible in a short amount of time in HM. |
Quote:
- If I wanted to PvP for my title, I would. Personally I can't stand the people there, and if it was up to me I'd remove it. Fix HA and bad GvG meta first.
|
Removing those farms would push players to replay missions, group up for vanquishes, or go back to the PvP arenas. Hopefully, if enough of those players go back into PvP, it will spark more competitive play.
Quote:
If you really want to nerf 600's, why not nerf holy wrath? I'm not saying I think that 600's should be nerfed, but holy wrath seems to be the most questionable skill they use, seeing as you can maintain the enchanment even at zero energy when the -10 energy loss holy wrath causes no longer matters.
|
Quote:
No, reworking those skills as you've outlined would encourage players to use a different build to farm.
|
Since ANet has let Shadow Form run rampant for as long as it has now, I already know better than to expect ANet to do anything regarding aforementioned skills. And yes, I do agree there are a few bigger problem skills and builds in PvE that could get tackled first, but that doesn't void 600/Smite from being a problem for what it has become. I've seen numerous suggestions on what should be done with SF, CoP, SY!, and now I'd like to see what everyone thinks could or should be changed with 600/Smite.
MirkoTeran
Sure, why not. But only after they nerf all the other batshit-insane PvE(only) skills (not just SF and CoP).
Sierraa
Quote:
Vanquishing with H/H and books are still feasible methods of gaining faction in PvE. What DSC and MQSC have done is encouraged all of the smart and lazy players looking only for quick faction to pull out from doing the Kurzick and Luxon PvP arenas. This leaves you with handfuls of less-skilled players in the PvP arenas which ends up creating one-sided fights more often than not.
Removing those farms would push players to replay missions, group up for vanquishes, or go back to the PvP arenas. Hopefully, if enough of those players go back into PvP, it will spark more competitive play. |
You're right, and I've always said if people want to do the same thing all day to max w/e title, sure. For me personally, I can do a few quick DTSC runs and go back to doing something else. Vanquishing, and filling the books take a while. DTSC doesn't encourage me to "pull out" from doing pvp arenas, I never did them in the first place.
NF ruined pugging, and unless heroes get taken out of the game, it's not really going to encourage more pugs. Heroes take the bars I want them to run and they don't complain or suck. :] Heroes > Players.
upier
If I remember correctly, killing Ursan pushed the diversity of builds. People stopped relying on one overpowered build, but instead moved onto many new builds that enabled them to rather enjoy these insanely fun areas.
I mean, just look at DoA and how it flourished after the nerf!
I mean, just look at DoA and how it flourished after the nerf!
DarkGanni
Quote:
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas. - They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there. |
zwei2stein
So, you attempt to blame crappiness of AB players on fact that people PvE instead?
Pray tell, how would presence of people who 600/smite their title improve it?
People who 600/Smite their titles do want _title_ in most efficient manner, not to play PvP. If they want to to play PvP, they would do it.
At best you are gonna be stuck with ton of people who care more about hourly faction rate than about gameplay. Is that kind of attitude what you want
---
I would agree on 600/smite killed for dungeons. Sure, why not. They is no particular reason for them to be runnable, they are supposed to be challenge so it is kinda bad they are runnable. Add more skills that go though PS. Change dungeon mobs ai to stop suicidal attacks against 600. Even something as simple as monks being on 'passive' would to wonders (and double as buff for normal pve)
But I strongly disagree with killing Faction title fff. This one FFF made it possible to actually achieve those title in reasonable amount of time. And faction title is not challenge, it is just long grind (now not as long), which is baed.
And frankly, it is too late now after two weekends of double points, now isn't it.
Pray tell, how would presence of people who 600/smite their title improve it?
People who 600/Smite their titles do want _title_ in most efficient manner, not to play PvP. If they want to to play PvP, they would do it.
At best you are gonna be stuck with ton of people who care more about hourly faction rate than about gameplay. Is that kind of attitude what you want
---
I would agree on 600/smite killed for dungeons. Sure, why not. They is no particular reason for them to be runnable, they are supposed to be challenge so it is kinda bad they are runnable. Add more skills that go though PS. Change dungeon mobs ai to stop suicidal attacks against 600. Even something as simple as monks being on 'passive' would to wonders (and double as buff for normal pve)
But I strongly disagree with killing Faction title fff. This one FFF made it possible to actually achieve those title in reasonable amount of time. And faction title is not challenge, it is just long grind (now not as long), which is baed.
And frankly, it is too late now after two weekends of double points, now isn't it.
Ferminator
Killing 600/smite would be ok for dungeons, it gives my guildies an excuse to do those in HM and it shouldn't be long now before DSC and MQSC become so OP'ed that there are hundreds of guilds with faction in the millions and the nerfbat will swing hard, BUT, killing it first would force permasins (heck some smart one could manage to find a way to make shadow form work on another class) to find a way to rule the dungeons and BANG you got permasins ruling all of pve like ursan once did. And I don't like killing such an ancient build such as the 55. It's been around forever hasn't it? Yes prot spirit would be awesome in general pve, I agree on that point.
Yawgmoth
There are more stupidly overpowered stuff in PvE that should be nerfed BEFORE this, but if something like a real balance should ever come to PvE, those skills need a fix aswell.
If we want a balanced PvE - ALL degenerate gimmicks should go bye bye!
Another thing which is more important to be fixed IMMEDIATELY, than killing the skills right now is killing FFF - greatly reduce faction reward for repeated vanquishes of the same area (only first vanq of an area should give the full reward)
If we want a balanced PvE - ALL degenerate gimmicks should go bye bye!
Another thing which is more important to be fixed IMMEDIATELY, than killing the skills right now is killing FFF - greatly reduce faction reward for repeated vanquishes of the same area (only first vanq of an area should give the full reward)
zwei2stein
For some reason i think that pro-fff-nerf people should also post whether they:
a) achieved max faction title already
b) if not: ever intent to get it
Should be enlightening.
a) achieved max faction title already
b) if not: ever intent to get it
Should be enlightening.
glacialphoenix
Quote:
They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there. |
upier
Quote:
There are more stupidly overpowered stuff in PvE that should be nerfed BEFORE this, but if something like a real balance should ever come to PvE, those skills need a fix aswell.
If we want a balanced PvE - ALL degenerate gimmicks should go bye bye! Another thing which is more important to be fixed IMMEDIATELY, than killing the skills right now is killing FFF - greatly reduce faction reward for repeated vanquishes of the same area (only first vanq of an area should give the full reward) |
And there are 8 areas to explore and to VQ.
I think not.
ajc2123
Quote:
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas. - They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there. |
IF however Anet decides to buy more server space for more battles at the same time with all their microtransaction money and does something about leachers, Then YES I'm fine with this change.
Don't think it will affect my prot monk too much...might make it better.
MithranArkanere
Anything that makes people use all professions and change build for different areas instead using the same single build and profession everywhere is good for the game.
Tenebrae
EPO Bot
I would love it if Anet had the balls to get rid of all solo farm builds. You are not supposed to play the game like that. Period.
But whatever, it's doesn't hinder me.
But whatever, it's doesn't hinder me.
Shayne Hawke
Quote:
If I remember correctly, killing Ursan pushed the diversity of builds. People stopped relying on one overpowered build, but instead moved onto many new builds that enabled them to rather enjoy these insanely fun areas.
I mean, just look at DoA and how it flourished after the nerf! |
Second, while Ursan was nerfed, permasins were not, and as such, you still had people doing various farms in other elite areas with those. I think it'd be reasonable to say that after Ursan got hit, people just moved to building permasins to conquer those areas instead of going back to the old balance, or even improving on that build to make it clear faster. DoA still won't see much activity until today's speed clears become suddenly less speedy.
Quote:
So basically you want to nerf 600/smite and 55 just so players play the way YOU want? Sorry if I'm rude but you're an idiot. Who the hell are you to say how players should get their titles?
|
Quote:
So, you attempt to blame crappiness of AB players on fact that people PvE instead?
Pray tell, how would presence of people who 600/smite their title improve it? People who 600/Smite their titles do want _title_ in most efficient manner, not to play PvP. If they want to to play PvP, they would do it. At best you are gonna be stuck with ton of people who care more about hourly faction rate than about gameplay. Is that kind of attitude what you want |
Quote:
BUT, killing it first would force permasins (heck some smart one could manage to find a way to make shadow form work on another class) to find a way to rule the dungeons and BANG you got permasins ruling all of pve like ursan once did.
|
Quote:
For some reason i think that pro-fff-nerf people should also post whether they:
a) achieved max faction title already b) if not: ever intent to get it Should be enlightening. |
Quote:
Another thing which is more important to be fixed IMMEDIATELY, than killing the skills right now is killing FFF - greatly reduce faction reward for repeated vanquishes of the same area (only first vanq of an area should give the full reward)
|
You absolutely must have missed something in this thread. Please go back and re-read.
Back then
I think anyone supporting this idea and the OP especially are the same people who form 8 man groups just to run out to Nicholas each week. In other words, people who need their hand held and hate the idea that other people can accomplish the same things as them, solo and in less time.
l2farm or go play the game. Stop trying to ruin other people's game because you can't do what they do. Farming hurts no one, if you nerf farming those people still aren't going to join your group, they'll just reject your invite spam and grab their heroes and still get through things faster then you. Pugs are dead, join a guild or deal with it.
l2farm or go play the game. Stop trying to ruin other people's game because you can't do what they do. Farming hurts no one, if you nerf farming those people still aren't going to join your group, they'll just reject your invite spam and grab their heroes and still get through things faster then you. Pugs are dead, join a guild or deal with it.