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Originally Posted by The-Bigz
At Morphy: If you have any idea how stupid it is that you said disease for 10-15 seconds should be an elite, then kudos to you. A Virulence sin has been created for through signet of corruptions function.
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Virulence also has a 15 second recharge, as opposed to my Seeping Wound's 5. Stop comparing apples and oranges. Being able to inflict Disease on a 5 second recharge with only 1 cast time is strong and definitely elite-worthy, ESPECIALLY on an Assassin.
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If you have any idea how stupid it is that you said Assasins, AKA Ninjas, AKA Single target killers both in game, and in functionality/remembrance in real life, should sacrifice High Armor and PRESSURE, so they can....What was it again? Be mobile and survive more? Sins mobility goes to deaths charge, return, deaths retreat, sp/dp, AoD, and dash. Their survival goes to Flashing Blades, Critical Defenses, and some of the shittiest damage and armor in the game in terms of melee to boot, with not even a single viable team spike like r-spike that your beloved rangers have.
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I don't know if you ever saw an AoD Assassin in action but if you didn't, the build they were running can be found here:
http://www.gw-memorial.net/nav/b_pase_i.php?id=31. As you can see, AoD and Dark Escape (not mentioned by you, I wonder why) serve as skills that provides survivability and mobility while Shadow Refuge (also not mentioned) is used as a self-heal to decrease pressure on the Monks and increase split power. Falling -> Twisting Fangs makes sure the Assassin is still capable of spiking, only their pressure is lost.
Why did I bring this up? Well, AoD Assassins, although annoyingly hard to counter, were the closest to a balanced build observed on an Assassin. It took skill to play, it required insight. AoD Assassins, as they were in a non-powercreeped meta, could be fixed rather easily: Just make the Assassin more vulnerable while in AoD, much like frenzy.
Assassins are 'stealth' characters: they should be able to take down single targets and move around the map quickly. They shouldn't be able to put constant pressure on an opposing team, which is exactly what the current Seeping Wound does, or be able to stay in the heat of battle for long amounts of time. These are things that won't fit into a format like RA because these battles are straight Death Matches.
Oh and also, I have a firm stance against team spikes. Since you seem to think Assassins not having one is a bad thing, that just proves exactly how bad you are. Team spikes that consist of many of the same profession, ESPECIALLY if that spike is ranged, are one of the worst gimmicks in the game.
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Because factions introduced Assasins, and immediatly picked them out for single target spiking, it is obvious what Arena Net put them there for. If you cant deal with it, then run a bar of full interrupts like tease/psychic instability as elites and then cry of frustration, use a bow to d-shot shit, and completely shut down those shitter 123456 sins that you hate so much.
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Again, using my supposed incapability to counter shitter 123456 sins as an argument. Stop bringing this up. I have no problems neutralizing these idiots. My point is that builds like this take no skill and are thus imbalanced, for which reason the skills in it need to be reworked.
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You showed me how much knowledge you have in the game by saying GvG is relevant. A random arena where you can't run rigged builds and just play basically 1 vs 1 on who gets pinged or spiked, and have nobody to depend on but yourself, and you alone actually make a large difference in the final score. Yea, that definately takes no skill. BRB Farming gold cape with 123 vent spike. Seeping Wound was initially nerfed and looked at for RA. Thats why its relevant to this thread.
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I'd love to see you try. You can come back when you "farmed" your gold cape. GvG, when properly balanced, is far more strategic than RA is. GvG isn't a straight Death Match like RA, there is more to it. You have to protect your Guild Lord, there is such a thing as a "flag" that needs to be brought to a stand and there are multiple roads to your opponent's base, enabling splits. All these add strategical value to the format, strategical value that RA lacks.
People use shitter builds in GvG, but that's no argument that proves why GvG itself would be bad, which is simply untrue. After all, people use shitter builds in RA, does that mean RA is bad? RA is a good place to train and get better at the game without having to worry about rating drop. That is all. It won't make you better at teamplay, knowing when to split or positioning yourself well. Balancing the game around RA is stupid and nobody in his right mind thinks it should be done like that.
GvG is a teambased area rather than a random one, which is also what makes it more strategic than RA. Working together well is an important part of GvG, a part that one won't see in RA. You sound like someone who thinks 1v1 scrimmages are cool. Let me tell you something: The smaller a party gets, the more stone-paper-scissors the game gets because you can only take counters for so much skills, making it mostly reliant on luck.