LOL not what I expected, did a good one on Distortion and Escape, other ones I dont see that useful, and SF lives lol time to sit here and watch the QQ'ers come here and argue, I love this, sometimes I think Anet doesnt nerf something like this for a while just for kicks.
EDIT - Oh no didnt notice MoR, it can cause some problems, in the areas of certain 600/Smite builds and Obisidian Flesh builds.
Update - Thursday, September 17
10 pages • Page 2
fenix
Major-General Awesome
Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#
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Joined Aug 2005
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That means they are taking steps in the right direction. When the game is at a level of extreme power creep like it is currently, you have to lower the overall power of the game play. right now skills cast too fast, recharge too soon, do too much damage, and heal for too much.
This allows guilds to create builds that revolve around 2 pure offensive characters, 2 pure defensive characters, and 4 mainly defensive characters with two or three skills dedicated to offense and still get kills. If you fill your build with a ton of defense, it should not be possible to kill anything. If you fill your build with a lot of offense, it should not be possible to stay alive for long periods of time. In the games current form, you can overload defense and still kill at a very high efficiency. The entire game needs to be toned down so that this is no longer possible. Buffing un used skills and counters to the overpowered skills doesn't fix the real problem. All it does is change the meta from one overpowered build to the overpowered builds counter and then the next counter and the next and the next and the next......
This allows guilds to create builds that revolve around 2 pure offensive characters, 2 pure defensive characters, and 4 mainly defensive characters with two or three skills dedicated to offense and still get kills. If you fill your build with a ton of defense, it should not be possible to kill anything. If you fill your build with a lot of offense, it should not be possible to stay alive for long periods of time. In the games current form, you can overload defense and still kill at a very high efficiency. The entire game needs to be toned down so that this is no longer possible. Buffing un used skills and counters to the overpowered skills doesn't fix the real problem. All it does is change the meta from one overpowered build to the overpowered builds counter and then the next counter and the next and the next and the next......
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Over all, seems like a decent update, but given the bimonthly schedule, I was hoping to see a lot more skill changes to keep us better satiated. The change to Mantra of Resolve, at least on the PvE side, was very unexpected, though...
Also, it still bugs me how the developer updates rarely explain why certain skills (looking at Patient Spirit) aren't split.
Also, it still bugs me how the developer updates rarely explain why certain skills (looking at Patient Spirit) aren't split.
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what the?
It gets a buff from a recent update to make it viable (from 60 sec to 20 sec) so it was actullay GETTING use (on almost every PvE monk UA bar). So Anet says... Hey, this PvE skill is getting over used regulalry in every PvE party where a monk is present. Guess that means it needs to be made less likely to carry on a bar. Sure makes maxing out those lux/kurz titles fun huh?
Get real ANET, nerfing selfless spirit back to almost what it was when it was completly useless ONLY negatively affects a party (in particular Hard Mode). so now a monk has to go back to carrying glyph of renewal to make it a viable spot on a bar.
It gets a buff from a recent update to make it viable (from 60 sec to 20 sec) so it was actullay GETTING use (on almost every PvE monk UA bar). So Anet says... Hey, this PvE skill is getting over used regulalry in every PvE party where a monk is present. Guess that means it needs to be made less likely to carry on a bar. Sure makes maxing out those lux/kurz titles fun huh?
Get real ANET, nerfing selfless spirit back to almost what it was when it was completly useless ONLY negatively affects a party (in particular Hard Mode). so now a monk has to go back to carrying glyph of renewal to make it a viable spot on a bar.
a step in the right direction but pretty insignificant considering they still have 1000 miles to go
I don't see R/A's going away completely, but I guess they're a little less invincible now at least
immolate nerf does absolutely nothing
armor of sanctity is still retarded in general as a concept
mantra of resolve nerf is the only thing in this update that actually accomplishes something significant
I don't see R/A's going away completely, but I guess they're a little less invincible now at least
immolate nerf does absolutely nothing
armor of sanctity is still retarded in general as a concept
mantra of resolve nerf is the only thing in this update that actually accomplishes something significant
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God damn it I hope that doesn't include Vloxen and CoF, because I can't H/H the first in HM and the 2nd is an awesome way to max the deldrimor rank. >.<
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Then take out Sugar / party / alcohol title, because GL farming that without powertrading.
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Protector titles? Sure, they are somewhat fun.
Cartography? Yeah, they are fun up until about 70-80%, until you have to start grindscraping the edges of maps.
The other hundreds of titles that require Monks to cap Defy Pain and the avatars, the titles that require people to sit for DAYS spending millions of gold on an alcohol title? So stupid.


