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Preliminary Skill Update Notes
8 pages • Page 2
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I have to admit that I expected something much more ambitious.
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor). That's all? |
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I have to admit that I expected something much more ambitious.
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor). That's all? |
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| While we continue a larger playbalance project ... |
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I have to admit that I expected something much more ambitious.
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor). That's all? |
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| While we continue a larger playbalance project that includes drastic changes to Shadow Form, we believe it is important to release a small skill balance to address a few other pressing issues. |
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If ANet thinks that this will be enough to fix the skill, they've got another thing coming.
This really worries me; I'm now under the assumption that ANet has absolutely no idea what they're doing. |
It's fine.
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I have to admit that I expected something much more ambitious.
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor). That's all? |
J
Yes, she had already stated that the PvE update would not happen until after the mAT.
What I'm surprised at is that this is the comprehensive list of "pressing PvP issues". I'm all for incrementalism, but all this did was hate on spike, kill MoI and zap a couple of OP skills used in 4v4. Low hanging fruit, and I'm not sure why hitting this set of skills (other than MoI) right before the mAT was critical.
I suppose that it's the way this update was pitched. It was sold as important for the mAT, so I expected more skill changes that would have an impact on that meta. Unless you think spike was going to win the mAT.
What I'm surprised at is that this is the comprehensive list of "pressing PvP issues". I'm all for incrementalism, but all this did was hate on spike, kill MoI and zap a couple of OP skills used in 4v4. Low hanging fruit, and I'm not sure why hitting this set of skills (other than MoI) right before the mAT was critical.
I suppose that it's the way this update was pitched. It was sold as important for the mAT, so I expected more skill changes that would have an impact on that meta. Unless you think spike was going to win the mAT.
J
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This is a very, very good thing.
Though technically you could call having an effect on life stealing a buff to prots. |
I want massive buffs to previously useless skills.
I want a complete overhaul of skills.
Let's start this game again. 10 stacks of ectos says it brings back the oldschool and reinvents pvp.
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Originally Posted by Regina
Preliminary Skill Update Notes – 21 January 2009
("Shout. For 5...17...20 seconds, all party members within earshot receive +24 armor when not moving. Ends on a party member if that party member attacks.") This skill will be unchanged in PvE. |
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Originally Posted by Regina
Blood Spike in PvP
We've decided to make two changes to address current issues with Blood Spike. First, and most dramatically, we're changing several defensive skills to work against life stealing. (They will continue to work against normal damage as well.) The skills we're looking at are: Reversal of Fortune, Life Sheath, Shielding Hands, Vengeful Weapon, Weapon of Remedy, and Union. |
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Originally Posted by Regina
Second, we're adjusting the lead-in Blood Spike skills: Vampiric Swarm will be altered so that there is no delay between the spell being cast and the first target losing health.
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Originally Posted by Regina
Lifebane Strike and Shadow Strike will have their recharges increased from 8 to 15 in order to decrease the frequency of spikes.
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Originally Posted by Regina
For Illusion of Pain, we're adjusting some numbers to make the skill more vulnerable to disruption and more demanding to use effectively: Increasing cast time to 2. Lowering duration to 8. Lowering recharge to 5. Decreasing healing to match the shorter duration (45...129...150).
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Edit:Give us some BUFFS! After you change these things gives us at least some new stuff to play with.
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Recuperation (PvP) will no longer provide health regeneration to characters who are above 75% health. This lets it remove some pressure damage but not counteract it entirely. This change will only affect PvP.
I think this is a bit strange. When pressure gets ppl lower than 75% of their health, recup still counters as much pressure as before. This change makes it just much worse against spikes, because it doesn't anymore clean up random damage, when it is important to keep ppl topped up against spikes. So this change does little to make pressure more viable, but helps spikes to get through easier because it is harder to keep ppl at full health between spikes.
Anyway let the nerfs flow, GW really needs that.
I think this is a bit strange. When pressure gets ppl lower than 75% of their health, recup still counters as much pressure as before. This change makes it just much worse against spikes, because it doesn't anymore clean up random damage, when it is important to keep ppl topped up against spikes. So this change does little to make pressure more viable, but helps spikes to get through easier because it is harder to keep ppl at full health between spikes.
Anyway let the nerfs flow, GW really needs that.

