I could just go say go play paper, rock, scissors when you only have the /paper command available, but you will not understand my sarcasm here.
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I underestimated you.
Yelling @ Cats
S_Serpent
Shadowmere
Sorry but why did they nerf rip ench? They should have reduced the recharge for PvE and the 'buffs' for the necro skills in pve? Why would a necro be near the frontline...Sure this has the necessary nerfs but that's it really.
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QueenofDeath
The most difficult part about Shadow Form is enduring the hit when you put your face on your keyboard and proceed to roll your face on it. |
Perfected Shadow
Martin Alvito
Test Me
The only thing getting catered for atm is that the cryers (who enjoy wrecking fun for others) get served everytime over and over again.
GG by the end of the year GW will be a ghost town sooner if you continue like that, maybe you can start crying already that you want more real people to RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO up in GW because they all left and there are hardly any left to enjoy your RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing up others fun playingstyles |
hallomik
Assassins have plenty uses in pve, their squishiness is irrelevant if you got a decent prot monk with you. Even without prot they have plenty skills to boost their survivability. I say this as an experienced assassin, do plenty of HM and never had SF on my skillbar (yet).
Their damage output (scythe or moebius/death blossom) is the stuff of gods, especially when combined with dwarf weapon or even better splinter weapon. In short anybody who complains assassins don't have uses in pve when SF gets nerfed is a nubcake in my book. |
Yelling @ Cats
I don't find the prot henches or heroes particularly reliable when playing an assassin in hard mode. My experience is that there's nearly always a little break in coverage of where the sin gets spiked down fast. If you have a human friend prot monk you consistently play with, that's a different story. That isn't realistic for most.
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Yelling @ Cats
Effendi Westland
I don't find the prot henches or heroes particularly reliable when playing an assassin in hard mode. My experience is that there's nearly always a little break in coverage of where the sin gets spiked down fast. If you have a human friend prot monk you consistently play with, that's a different story. That isn't realistic for most.
I've tried the moebius/death blossom build. It is better than most sin builds especially for aoe DPS, but critical defenses only goes so far in providing survivability. When I run my 10 characters through hard mode missions for zBounties, I find deaths are rare for all classes but the assassin. That is, unless I just play a staff wielding, AP caller for discord nec heroes. I haven't tried the sin / scythe combination, and I now plan to give it a go. Looks promising. However, that suggestion kind of makes my point. Only three skills on that build are assassin, and you carry a weapon from another profession? I recognize the build is based around the sin's primary attribute for effectiveness, but you're really reaching into another professions toolbox pretty deeply to make a sin build viable for PVE. My basic point, I think, remains unchallenged. If Anet nerfs SF, as I think they need to and will, but they do so with not even a bone tossed back at making sins more PVE-friendly, either through an alternative farming technique or skill change aimed at AOE or survivability, the nerd rage seen on these forums will be legendary. But that's just the opinion of one nubcake. |
Yelling @ Cats
The playstyle of an assassin is vastly different from any other class, and usually you need to pull back when you get too much aggro and/or wait for aggro to settle before charging in.
Yes, you will die more often then certain other classes when playing an assassin, but like any other physical class the class only shines when the team build allows for it. Though with heroes and henchies my experience is that I tend to die as much as any caster. In HM unless you die alot in a short time DP doesnt really matter. That said, I tend to not even use critical defenses, I prefer dark escape and the blinding lead attack to protect me. As for the heroes/henchies, a paragon or ritualist, orders/resto or orders/SV/resto necro and MM heroes and war (who i call for to send into attack before i attack), earth ele (if not available another war or ranger), and 2 monks henchies are what I typically use when doing stuff in HM. There are certain dungeons that pose a problem with this playstyle, but those are the dungeons that pose a problem to most builds, 97% of the game is perfectly do-able on HM with how I play my assassin. In fact my assassin is one of my favorites when I go and do the z-stuff on all my 10 chars. Together with ritualist and paragon it counts as one of the easiest chars to H/H on for me, with a pure assassin bar. You might argue that there isnt alot an assassin can do beside moebius/DS or pretending to be a dervish, but that is at least two options. Paragons dont have alot to do except having a spear build with TNTF and save yourselves. Or the mesmer, who doesn't belong in pve at all, i.e. there is nothing a mesmer can do that another class can't do better, faster, stronger. EDIT: also use +armor while attacking armor and minor runes only ;-) |
Zahr Dalsk
Chocobo1
Exactly my point as well. I am too tired of this cat and mouse game ANet wants to play... And as time passes I am less and less willing to adapt to whatever crap they throw at me with each monthly nerf they dream of. That is not fun, not in PvE - my part of the world. I've changed my main once, but *I will not do it again and I will not play a perma sin*. As much as they want me to (and obviously they want all of us to do that idiotic god mode play)... I will not do it cause I'd die of boredom.
Genuine question for ANet: Can someone in their live team please explain the benefits on PvE play of their recent nerfs? I really want to know what was the PvE problem they wanted to address, what has been improved/achievedin PvE by these nerfs and how are they going to measure that in the future. Would appreciate an answer. |
Test Me
made 600 Farming a little more difficult. This might put up prices in Dungeon Running, or stop bad players who can't adapt to any little change from even attempting 600 anymore. |
They really don't have to design every update around PvE, can't you just suck it up? I thought PvP moaning was bad, clearly I was wrong. This update was more focused around PvP as we were promised some PvP love. Be grateful they even decided to chuck in a few PvE updates. |
Darth The Xx
Bug John
I don't find the prot henches or heroes particularly reliable when playing an assassin in hard mode. My experience is that there's nearly always a little break in coverage of where the sin gets spiked down fast. If you have a human friend prot monk you consistently play with, that's a different story. That isn't realistic for most.
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Mikkelet
Desert Rose
Ccat
Shakkara
lord of all tyria
Yelling @ Cats
If its broken in pvp, its almost certainly broken in pve as well. Why does pve need to be made easier for you?
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BLOODGOAT
Test Me
If its broken in pvp, its almost certainly broken in pve as well. Why does pve need to be made easier for you?
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lutz
This. This is why PvE is broken.
The very basic, not to get into the details of the differences: PvP = 4/8 x lvl 20 players in a team face same no of lvl 20 player PvE = 8 lvl 20 players in a team face any number (3 to 20 to whatever) of up to lvl 40(?) AI controlled monsters with half skill recharge, insane armors, mana, health and juicy monster only skills no player could ever have. but are not even close to what would be considered "smart" by humans Hmm very similar, indeed. Given the similarity it *must* be that all PvE balance should be based on PvP needs and we should give no thoughts to the PvE game play... cause it's not something that matters, is just an inferior form of PvP and it just so happens that the majority of players play PvE. Which again is another reason to only consider PvP balance when adjusting skills, cause it's the most logical thing do to. Right? PS: To balance PvE not a single skill would need to be nerfed. Instead PvE should be balanced by balancing the monster builds and AI. It's not the players that are the problem... it's the content (read monsters, zone maps, challenges, AI, etc) that are the issue in PvE. How can you possibly obtain a balanced prophecies elite map when 3 more campaigns/expansions were made available to players with all their skills/mechanics but no update at all has been made to the monsters/zone in that elite area to take that into account? The choice is then obvious: instead of updating the zone they nerf to hell whatever build players come up with using skills from the other campaigns. So it's players against devs. GW is just about what build will players come up with that is efficient and how long it will take for ANet to spoil their fun and force them to find another one. And then the history repeats and then players loose interest and here we are today. |
Charlotte the Harlot
Chocobo1
I wasn't talking about selfless spirit, that was recently buffed so it needed adjustments. But they have to design any PvE skill update for PvE, of course. It does not matter if that update is caused by a PvP update, if it touches PvE it has to be designed/justified for PvE as well. Same goes for changes to PvP skills because of PvE. What I am fed up with is ruining PvE playstyles and builds for the "PvP balance", cause obviously they can throw any change in PvE since PvE doesn't really matter, does it? They probably are not even aware of wth people play in PvE nor do they care (this and previous updates seem to point to that). However if situation was reversed and they would f up a PvP skill because of a PvE update... OMG it would be the end of the world! No, I am not grateful for their PvE update. IMO they could have not change anything in PvE and split any skills they need to balance for PvP into PvE version and PvP version. As a matter of fact they should always do so and let us be. |
Martin Alvito
lutz
Arkantos
Test Me
Benefit is Dungeon Running prices go up? This is good for anyone who isn't terrible at this game, as it is a good source of cash and doesn't require too much investment.
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How can you possibly obtain a balanced prophecies elite map when 3 more campaigns/expansions were made available to players with all their skills/mechanics but no update at all has been made to the monsters/zone in that elite area to take that into account? The choice is then obvious: instead of updating the zone they nerf to hell whatever build players come up with using skills from the other campaigns. So it's players against devs. GW is just about what build will players come up with that is efficient and how long it will take for ANet to spoil their fun and force them to find another one. And then the history repeats and then players loose interest and here we are today. |
zwei2stein
You seriously think that dungeon runs are cheap and that is the issue???
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Shasgaliel
Turbo Ginsu
BrettM
jray14
i have the impression that being forced to change build regardless why is a pain for pve people as if there is some emotional link with the skills used. On the other hand pvp people hate stagnancy and they want many different changes also for balance reasons. I do not see any way to please both of the sides without introducing further pvp/pve split....
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Zahr Dalsk
i have the impression that being forced to change build regardless why is a pain for pve people as if there is some emotional link with the skills used. On the other hand pvp people hate stagnancy and they want many different changes also for balance reasons. I do not see any way to please both of the sides without introducing further pvp/pve split....
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DreamWind
Zahr Dalsk
If something is overpowered in PvP, it is almost certainly overpowered in PvE |