Nerf Dealdly Pharadox insted of SF
Namiren
This would nerf several speed clear teambuilds but keep Shadow Form up. What u think?
Chocobo1
No, Shadowform needs to be unusable. I know it's harsh since people have been relying on it for years but it a terribly designed skill.
The forth fly
plz no more QQ about SF,you know they will nerf it in the end,then 2 weeks later you will be QQ about some other build it gets very boring fast
Tenebrae
How many threads like this are out there ? 10 - 12 ? omg >_<
riktw
hmm another SF QQ topic, how cool.
lemme tell you this.
as 55HP monk you can do wastes, 600HP monk can do mnts.
the other areas look do able to, as with cons and glyph of swiftness you can have perma spell breaker.
if SF get nerfed, we will make a 55HP/600HP team that can do UW in less then 30 mins.
or obby flesh ele's
if they want to slow down UW farming dont nerf skills, add better monsters in UW.
environment effects can help to.
lemme tell you this.
as 55HP monk you can do wastes, 600HP monk can do mnts.
the other areas look do able to, as with cons and glyph of swiftness you can have perma spell breaker.
if SF get nerfed, we will make a 55HP/600HP team that can do UW in less then 30 mins.
or obby flesh ele's
if they want to slow down UW farming dont nerf skills, add better monsters in UW.
environment effects can help to.
Bristlebane
In before close:
Alternative A:
10 energy, 1 activation, 30s recharge
(4...9 seconds.) Hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage. Renewal: every time you land a critical hit.
Alternative B:
10 energy, 1 activation, 45s recharge
(5...18 seconds.) 90% chance hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage.
Notice the health loss effect was removed, so it's not all nerf bat swinging.
(A) is my favorite, it's basically an elite version of Critical Defenses. It would still allow you to maintain Shadow Form with high critical chance, but only while fighting. It would stop all the A/E dungeon runners.
(B) is also viable. Simply dropping godmode to 90% chance would still make it useful against 5+ foes with a bit backup, but not against 20+ foes.
Alternative A:
10 energy, 1 activation, 30s recharge
(4...9 seconds.) Hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage. Renewal: every time you land a critical hit.
Alternative B:
10 energy, 1 activation, 45s recharge
(5...18 seconds.) 90% chance hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage.
Notice the health loss effect was removed, so it's not all nerf bat swinging.
(A) is my favorite, it's basically an elite version of Critical Defenses. It would still allow you to maintain Shadow Form with high critical chance, but only while fighting. It would stop all the A/E dungeon runners.
(B) is also viable. Simply dropping godmode to 90% chance would still make it useful against 5+ foes with a bit backup, but not against 20+ foes.
Borat_Best_Player
Quote:
In before close:
Alternative A: 10 energy, 1 activation, 30s recharge (4...9 seconds.) Hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage. Renewal: every time you land a critical hit. Alternative B: 10 energy, 1 activation, 45s recharge (5...18 seconds.) 90% chance hostile spells targeting you fail, and attacks against you miss. You also deal 33% less damage. Notice the health loss effect was removed, so it's not all nerf bat swinging. (A) is my favorite, it's basically an elite version of Critical Defenses. It would still allow you to maintain Shadow Form with high critical chance, but only while fighting. It would stop all the A/E dungeon runners. (B) is also viable. Simply dropping godmode to 90% chance would still make it useful against 5+ foes with a bit backup, but not against 20+ foes. |
B) 90% fail means that HM monsters will casts spells like regular pretty much. (Concidering they all have + infinite energy regen -look at vaettirs- and can recast immediatly) Thus making it pretty useless in both HM and regular mode. (% fail on spells is fail)
The problem with SF is not the fact that U can deal damage WHILE tanking, or that U can maintain it without problems. The problem with SF is that U can tank an infinite amount of creatures indefinatly whilst your team finishes them off.
If Anet REALLY wanted to fix SF farming, keep the skill the way it is, BUT change monster AI to simply stop going for the same guy. It's sad that even in HM, monsters still fall for the same tricks. A farm is nothing more than abusing bad AI, thus fixing the AI to "ignore" a SF tank, and simply go for the rest of the team would nerf 99% of the farms out there.
If you want a skill nerf, there is no middle:
Either SF is going to be fully maintainable and still get abused
OR
Either SF is not going to be full maintainable, and it won't get used at all.
Gift3d
i've posted this in like 300 other threads like this, but.
shadow form, blablabla, while you are under the effects of this enchantment you cannot cast enchantments.
and boom, still usable but not maintainable.
shadow form, blablabla, while you are under the effects of this enchantment you cannot cast enchantments.
and boom, still usable but not maintainable.
Tenebrae
Thats why that skills needs a rework , not a buff , not a change , not a nerf , a COMPLETE rework. Make it a stealth or something that makes you untargetable or an elite version of Dark Escape + Shadow of haste etc.
Pikey
why not make shadowform cause spells and attacks to miss 50% of the time?
Kattar
Quote:
i've posted this in like 300 other threads like this |
Closed.