Preliminary Skill Update Notes: March 17
WarcryOfTruth
The wiki said this:
In an update next week, we will address some PvP issues...
So, all of the updates seem to be for PvP.
In an update next week, we will address some PvP issues...
So, all of the updates seem to be for PvP.
gremlin
Little puzzled by the necro changes they are slight tweaks that basically reduce the effectiveness of a few skills.
Trouble is I never thought any of those skills overpowered or even overused.
Must have been a pvp issue I guess.
Ritualist consume soul was the most interesting change for me it will work both for and against players which is good.
Trouble is I never thought any of those skills overpowered or even overused.
Must have been a pvp issue I guess.
Ritualist consume soul was the most interesting change for me it will work both for and against players which is good.
Kunder
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Eles lacking AP don't really have any non-elite skills to spam though. An air ele will have no difficulty hitting it on recharge. The lower recharge will also proc Battle Standard more which you ought to be using for elemental damage anyway.
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Its definitely a good change for PvP, though. Just goes to show the massive mechanic difference between PvE and PvP. If PvE was overhauled to conform to standard armor levels and a more reasonable health/damage progression you could unsplit 80% of the PvP/PvE split skills along with remove every PvE skill from the game.
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Little puzzled by the necro changes they are slight tweaks that basically reduce the effectiveness of a few skills.
Trouble is I never thought any of those skills overpowered or even overused. Must have been a pvp issue I guess. Ritualist consume soul was the most interesting change for me it will work both for and against players which is good. |
Khomet Si Netjer
my first impressions:
mesmer skill cost reduction: long overdue
elementalist attunement changes: long overdue
invoke lightning nerf: kicking the ele when he's already down. Searing Flames, Savannah, Sandstorm, Unsteady Ground and Bsurge are already much better for general use. The non-elite Chain Lightning is just as good as this except for 1s longer cast time.
necromancer: arguably the strongest profession in the game, so no one will cry if they get nerfs, but this version of Signet of Suffering is just terrible. The non elite skills Barbed Signet and Oppressive Gaze completely own it. Compare to another condition causing elite, Virulence.
ritualist: Consume Soul had its one niche use against Mallyx, looks like its one use is gone now. For an elite skill you'd think that it would do damage to all nearby creatures of any type instead of just summoned creatures. This version should be a lot more useful against spirit spammers (HA?) but I can't see it being used much in general.
dervish: OMG dervish is good now, and we can't allow that. warriors feel second class. QQ
but most importantly... where is the love for paragons, rangers, and smite monks? We have been waiting since May 2010.
mesmer skill cost reduction: long overdue
elementalist attunement changes: long overdue
invoke lightning nerf: kicking the ele when he's already down. Searing Flames, Savannah, Sandstorm, Unsteady Ground and Bsurge are already much better for general use. The non-elite Chain Lightning is just as good as this except for 1s longer cast time.
necromancer: arguably the strongest profession in the game, so no one will cry if they get nerfs, but this version of Signet of Suffering is just terrible. The non elite skills Barbed Signet and Oppressive Gaze completely own it. Compare to another condition causing elite, Virulence.
ritualist: Consume Soul had its one niche use against Mallyx, looks like its one use is gone now. For an elite skill you'd think that it would do damage to all nearby creatures of any type instead of just summoned creatures. This version should be a lot more useful against spirit spammers (HA?) but I can't see it being used much in general.
dervish: OMG dervish is good now, and we can't allow that. warriors feel second class. QQ
but most importantly... where is the love for paragons, rangers, and smite monks? We have been waiting since May 2010.
ogre_jd
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I think everyone here needs to keep in mind that this skill update was centered more for PvP than PvE.
Invoke Lightning was a powerful spike skill that dealt an incredible amount of damage for only 10 energy, a relatively short recharge, and had a negligible drawback. If this change to Invoke affects PvE greatly, then maybe they should make it split (unless of course there were balance issues with Invoke in PvE as well as PvP). |
Now: Invoke Lightning -1s cast, +0s recharge, +5 dam over Chain Lightning.
Was barely worthy of its Elite status before (compared to the non-Elite). Now it's definitely not worth its Elite status.
Dzjudz
That statement does not mean that all skills they change will be changed only for PvP (and split if necessary). It means they are implementing skill changes as a result of PvP issues (imbalances). These skill changes mostly affect both PvP and PvE. Only Fevered Dreams and a couple of Necro skills are changed in PvP only.
MithranArkanere
Well, the thing I like the most are the changes in the attunements.
BrettM
The revised Consume Soul might have some uses against all the WiK spirit spammers and minon masters. I could see finding a place for it on a 7h team.
Kunder
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That statement does not mean that all skills they change will be changed only for PvP (and split if necessary). It means they are implementing skill changes as a result of PvP issues (imbalances). These skill changes mostly affect both PvP and PvE. Only Fevered Dreams and a couple of Necro skills are changed in PvP only.
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Derv: Heart of Fury is -2 seconds. How will I ever get 4 adrenaline within 10 seconds with a weapon that hits 3 enemies and PvE enemies dumb enough to stand still while I do it? Other skills are of negligible usage
Ele: People used them for damage in PvE? lol ok. Attunement changes are nice for all the other eles running better damage builds in NM.
Mes: FD is split, everything else is meh because you wouldn't use it anyway.
Nec: -2 energy on Angorodon's Gaze. Not gonna do much. Tell me when they nerf soul reaping again and I'll QQ along with everyone else.
Rit: Consume soul was only good for Mallyx anyways, not going to matter a ton. But it will definitely be interesting to see a few more anti-MM (also known as the win PvE build) roadblocks. I'll have to see how many enemies actually use it, but I don't think its enough to make a big difference.
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Before: Invoke Lighting -1s cast, +2s recharge, +15 dam over Chain Lighting. Now: Invoke Lightning -1s cast, +0s recharge, +5 dam over Chain Lightning. Was barely worthy of its Elite status before (compared to the non-Elite). Now it's definitely not worth its Elite status. |
gremlin
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The revised Consume Soul might have some uses against all the WiK spirit spammers and minon masters. I could see finding a place for it on a 7h team.
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Not gone up against him myself but am told he spawns a large amount of spirits and can keep doing it.
Xenomortis
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Signet of suffering will probably see little to no use in competitive play; the players won't sacrifice an elite just to get bleeding.
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barbed signet should be doing what signet of suffering is doing, and vice versa.
Oh ok we're just gonna believe you cause you're modsquad and don't have to, ya know, feel obligated to explain your illogical one-liners. |
Crippling Anguish isn't why Necs are being used in GvG.
The loss of the free elite hurts, but I doubt it'll push Necs completely out of play.
I'm not sure why they just don't increase the cast time on Invoke back to two seconds.
Dervs still get IAS+IMS with no real drawback.
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If PvE was overhauled to conform to standard armor levels and a more reasonable health/damage progression you could unsplit 80% of the PvP/PvE split skills along with remove every PvE skill from the game.
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It would just make the game a bit harder.
Aeon221
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Crippling Anguish isn't why Necs are being used in GvG.
The loss of the free elite hurts, but I doubt it'll push Necs completely out of play. I'm not sure why they just don't increase the cast time on Invoke back to two seconds. Dervs still get IAS+IMS with no real drawback. You could do that now, without the overhaul. It would just make the game a bit harder. |
Would nerf the crap out of degen based builds, but since no one really uses degen anyway it's not a big deal.
LordDragon
Consume Soul is going to be interesting when the creature that uses it is surrounded by Death Nova Minions. BOOM! dead.
Xenomortis
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If they dropped the armor of mobs back to normal, and massively increased their health (figure increase the hp by a quarter for each 20al a mob loses), it'd probably do wonders for HM PVE in general. No more spiking things out with armor ignoring damage, much more actual fighting against the mobs and a much better chance for classes that take longer to matter to get into the fray.
Would nerf the crap out of degen based builds, but since no one really uses degen anyway it's not a big deal. |
I wasn't contesting any of that; I didn't even argue on anything related to that.
And degen builds would be unaffected; other options merely improve.
Edit: I don't get the CS change either. Since it's elite, was it really that bad if it hard countered a Rit's spirits (especially since the Nec has lost its free elite)?
UnChosen
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You could do that now, without the overhaul.
It would just make the game a bit harder. |
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Invoke Lightning: decreased damage to 10...74...90; decreased recharge to 6 seconds. |
"Bring Intensity"
"Use Invoke"
Its funny how after posts after posts about Ele's damage in HM...that Ele managed to have all of their options nerfed in less than a month...lol.
Wait...There's still one left
"Bring EBSOH!"
Countdown till nerf.
X Dr Pepper X
It all seems well and straight forward.
I hope these include mentions for plans about the next planned batch of GW1 content whether it be PvE, PvP, Profession update overhauls, or GW: Beyond.
I hope these include mentions for plans about the next planned batch of GW1 content whether it be PvE, PvP, Profession update overhauls, or GW: Beyond.
Karate Jesus
I'm surprised it took them this long to nerf the dervish buffs, honestly. I heard they won't be split, either.
And what's with Barbed Signet being elite and Sig of Suffering being non-elite? Obviously, Sig of Suffering will be used in the GvG blood bar instead of the random utility elite, but outside of that build it's pretty pointless.
Also, the new Barbed makes me want to scream FRAAAAAGSPIIIIIIIKE.
And what's with Barbed Signet being elite and Sig of Suffering being non-elite? Obviously, Sig of Suffering will be used in the GvG blood bar instead of the random utility elite, but outside of that build it's pretty pointless.
Also, the new Barbed makes me want to scream FRAAAAAGSPIIIIIIIKE.
JSX
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Also, the new Barbed makes me want to scream FRAAAAAGSPIIIIIIIKE. |
and nice that dervs are getting toned down abit (though why for pve too? who cares about pve) , the attune change is nice and mes changes are great. Though the invoke leaves me puzzled.
NerfHerder
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It all seems well and straight forward.
I hope these include mentions for plans about the next planned batch of GW1 content whether it be PvE, PvP, Profession update overhauls, or GW: Beyond. |
I am glad PvP is getting some attention, but news about more dramatic skill and content updates is what I'm looking for.
Chthon
1. Grenth's Aura is not addressed. It's a bigger problem than Avatar of Grenth.
2. Heart of Fury nerf is too big.
3. Invoke nerf should be split. (E/Mo healers aside,) PvE eles are already weak as hell in HM, and Invoke was one of the few skills that was at least mediocre.
4. Combined Blood nerfs are a bit too much damage on the energy management. I'd leave one of the skills intact, probably AGaze.
5. Signet of Suffering would not be worthy of elite status as proposed.
6. Consume Soul should be split because of its importance in PvE, specifically Mallyx.
2. Heart of Fury nerf is too big.
3. Invoke nerf should be split. (E/Mo healers aside,) PvE eles are already weak as hell in HM, and Invoke was one of the few skills that was at least mediocre.
4. Combined Blood nerfs are a bit too much damage on the energy management. I'd leave one of the skills intact, probably AGaze.
5. Signet of Suffering would not be worthy of elite status as proposed.
6. Consume Soul should be split because of its importance in PvE, specifically Mallyx.
X Dr Pepper X
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^^This.
I am glad PvP is getting some attention, but news about more dramatic skill and content updates is what I'm looking for. |
I do not want at all to see a repeat of the long silence and lack of information because of what happened with the Dervish update.
Marverick
Energy storage should give 3% armor penetration per rank. That will solve the damage problem...
Rangers need to have like 90% of the bow and pet attacks reworked to actually do something useful.
Traps should be projectiles; you can throw traps at half range at foes, and they aren't easily interruptible.
Nature spirits should become an ally and follow you around, so you don't have to recast them everywhere.
Splinter Volley (Barrage is almost never worth it over Volley) is good only because Splinter Weapon is good, and that's a Ritualist skill, not a Ranger skill.
Rangers need to have like 90% of the bow and pet attacks reworked to actually do something useful.
Traps should be projectiles; you can throw traps at half range at foes, and they aren't easily interruptible.
Nature spirits should become an ally and follow you around, so you don't have to recast them everywhere.
Splinter Volley (Barrage is almost never worth it over Volley) is good only because Splinter Weapon is good, and that's a Ritualist skill, not a Ranger skill.
LifeInfusion
lol at fail Ele update. Read: made ele damage more expensive in PVE (-10 damage for -2 recharge = -10% on [email protected] and -25% recharge --> 1.35x damage before aftercast or "40/40" set), decreased cast time on attunements for elements that don't get used. The more ele damage gets reduced into DPS rather than spike, the more crappy it is. If you can't spike down multiple mobs in a few seconds, you're better off with Discord/SoS/Mesmer AoEs/Keystone Mes or even a SS necro (41*6=246; 37*6=222).
All the Avatar of Grenth change does is add more Fragility triggers at the expense of armor-ignoring damage. Flash enchantments need to have longer recharge in PvP, IMO (6 --> 8, 10-->12?). 2x 6 recharges and you have perma-disease (2x 10 recharges atm).
I also don't see a point to the Aura of Thorns change. Cripple lasting a few seconds shorter isn't going to make a difference to Aura of Thorns ->Twin moon--> Gash.
Crippling Sweep could be made even less damage. See Axe Rake/Hamstring/crip slash/pin down/crip shot/maiming spear/Leaping mantis sting (+20ish on a weapon that does ~1/3 base damage compared to scythe).
Barbed signet (PVP) got smacked. Nobody uses it in PvE anyway.
Consume Soul is a hard counter, nothing more. Why not use Spiritual pain instead? The recharge on spirits isn't 5 seconds anyhow.
Signet of Suffering is going to be laughable when used by Awakened mobs
Oppressive Gaze isn't overly strong. The nerf didn't make it suck, it just made it not a "use and forget" skill like Life Siphon or Barbed signet (i.e. passive effects).
FD got hit, more than it needs to be probably. You can put it on 2 people atm.
Positive change: Rending Aura is no longer armor ignoring. EDA damage+recharge nerf. Harrier's Haste smacked hard (no more perma IAS+IMS).
EDIT: If it's a PVP update, I wonder why Invoke hasn't been split. It's the same as nonelite chain lightning, minus 1 cast time. Not exactly elite worthy, except when you run 5-6 copies of it and shell shock for Invoke Spike (topping out at about 115-120 damage, i.e. kills on 600HP using 5 of them). For the damage, you can run Water ele with Mirror of Ice or a dom mesmer with Mind wrack+shatter delusions (~100) or energy surge (~90). The only caveat is the nearby range; a few seconds shorter cooldown.
If air is nerfed any more all you'll see is water + the occasional mindblast fire ele w/ meteor. You don't need more than 6 air for gale and blurred vision sticks longer than blind does (B-surge/B-Flash).
Invoke is dmg/(8+1+0.75) , now 90/(6+1+0.75)
Invoke + Chain is 2xdmg/(6+1+0.75) which is in theory more damage. Neither skill combo instagibs like discord + AP callers (16 air Orb+Chain+Invoke = max 399).
You can take into account the damage boost due to cracked armor on 80 armor: 140/106*10=13 damage
It's different than Discord because Discord is on 2 recharge so you just spam 3+ copies for instagib and switch targets.
It's a nerf because of energy and spike-power, not so much a nerf to damage. An ele can't sustain the energy needed to fire off more spells than Invoke + chain with the current recharges. Attune+AoR = 5 energy instead of 10 energy on each. So you can fire off those two twice in 8 seconds unassisted (i.e. 10 energy on 4 pips) at the moment which is why 8-10 recharge is ideal. With a "40/40" set you average at 1.440 energy per second at the moment just running chain + invoke. Once you throw in Orb, you're out of luck, you need glyph. With the change you push 1.633 energy per second to push out max 38DPS per target (instead of the previous max 36DPS with longer recharge). Camping a shield set, the effective cool-down between Invoke + chain is ~4.1 seconds which is more reasonable than with a "40/40" (more reasonable on your energy with a cost of ~1.339en/sec) at the cost of dipping to a max of ~31DPS on 3 targets.
Orb is a skill that tricks people into its cost without Elemental attunement, it's not sustainable so at best it's a last-ditch effort for spiking at the cost of drain on an Ele's larger energy pool. Alternately with Intensity + Orb, it becomes a 13 energy (under AoR + attune) AoE since the only other non-conditional option is 21 energy (Lightning hammer + Intensity).
All the Avatar of Grenth change does is add more Fragility triggers at the expense of armor-ignoring damage. Flash enchantments need to have longer recharge in PvP, IMO (6 --> 8, 10-->12?). 2x 6 recharges and you have perma-disease (2x 10 recharges atm).
I also don't see a point to the Aura of Thorns change. Cripple lasting a few seconds shorter isn't going to make a difference to Aura of Thorns ->Twin moon--> Gash.
Crippling Sweep could be made even less damage. See Axe Rake/Hamstring/crip slash/pin down/crip shot/maiming spear/Leaping mantis sting (+20ish on a weapon that does ~1/3 base damage compared to scythe).
Barbed signet (PVP) got smacked. Nobody uses it in PvE anyway.
Consume Soul is a hard counter, nothing more. Why not use Spiritual pain instead? The recharge on spirits isn't 5 seconds anyhow.
Signet of Suffering is going to be laughable when used by Awakened mobs
Oppressive Gaze isn't overly strong. The nerf didn't make it suck, it just made it not a "use and forget" skill like Life Siphon or Barbed signet (i.e. passive effects).
FD got hit, more than it needs to be probably. You can put it on 2 people atm.
Positive change: Rending Aura is no longer armor ignoring. EDA damage+recharge nerf. Harrier's Haste smacked hard (no more perma IAS+IMS).
EDIT: If it's a PVP update, I wonder why Invoke hasn't been split. It's the same as nonelite chain lightning, minus 1 cast time. Not exactly elite worthy, except when you run 5-6 copies of it and shell shock for Invoke Spike (topping out at about 115-120 damage, i.e. kills on 600HP using 5 of them). For the damage, you can run Water ele with Mirror of Ice or a dom mesmer with Mind wrack+shatter delusions (~100) or energy surge (~90). The only caveat is the nearby range; a few seconds shorter cooldown.
If air is nerfed any more all you'll see is water + the occasional mindblast fire ele w/ meteor. You don't need more than 6 air for gale and blurred vision sticks longer than blind does (B-surge/B-Flash).
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Invoke change is going to affect PvE alright, although I agree the effects aren't going to be that major, it's a nerf regardless (unlike a nerf to, say, Watchful Healing).
The point is that having 10 less damage with a shorter recharge is a nerf however you look at it. Invoke Lightning's DPS isn't [insert damage]/8, just like Discord's DPS isn't 105/3. More damage with longer recharge opens up more time to cast other spells like Lightning Orb and Chain Lightning, something less damage with shorter recharge doesn't do. |
Invoke + Chain is 2xdmg/(6+1+0.75) which is in theory more damage. Neither skill combo instagibs like discord + AP callers (16 air Orb+Chain+Invoke = max 399).
You can take into account the damage boost due to cracked armor on 80 armor: 140/106*10=13 damage
It's different than Discord because Discord is on 2 recharge so you just spam 3+ copies for instagib and switch targets.
It's a nerf because of energy and spike-power, not so much a nerf to damage. An ele can't sustain the energy needed to fire off more spells than Invoke + chain with the current recharges. Attune+AoR = 5 energy instead of 10 energy on each. So you can fire off those two twice in 8 seconds unassisted (i.e. 10 energy on 4 pips) at the moment which is why 8-10 recharge is ideal. With a "40/40" set you average at 1.440 energy per second at the moment just running chain + invoke. Once you throw in Orb, you're out of luck, you need glyph. With the change you push 1.633 energy per second to push out max 38DPS per target (instead of the previous max 36DPS with longer recharge). Camping a shield set, the effective cool-down between Invoke + chain is ~4.1 seconds which is more reasonable than with a "40/40" (more reasonable on your energy with a cost of ~1.339en/sec) at the cost of dipping to a max of ~31DPS on 3 targets.
Orb is a skill that tricks people into its cost without Elemental attunement, it's not sustainable so at best it's a last-ditch effort for spiking at the cost of drain on an Ele's larger energy pool. Alternately with Intensity + Orb, it becomes a 13 energy (under AoR + attune) AoE since the only other non-conditional option is 21 energy (Lightning hammer + Intensity).
lemming
Honestly, I still don't think that the blood necro nerf is going to be enough. It'll stop ridiculous things like quad necro being driven by a Consume Soul blood necro, but that's about it. There are currently playable eliteless bars that do a comparably good job as the Crip Anguish variant at both being a split threat and 8v8.
Daisuko
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Hi everyone,
We've got a skill update coming and we just posted the preliminary notes about the next skill balance up on the official wiki: http://wiki.guildwars.com/wiki/Feedb...views/20110317 Thanks. |
Hmm... slight nerf to some dervish skills, slight buff to some depending on application.
straight buff to ele's, though few skills that are buffed.
Don't see why people are complaining in a 10% damage nerf to invoke, when the recharge is reduced by 25%, it's still a buff overall.
Though, I have to say wtf at signet of suffering, that seems like a terrible horrible skill :P
pingu666
because its reducing damage on a poor hardmode class, its also becomes more expensive aswell as your casting it more often
Kurosaki129
Taken from Guild Wars 2 , Elementalist Introduction
or from Guild Wars 1, Elementalist Introduction
Note "Single Attack" but casting again and again just to reach that overall damage is not what i see in elementalist.
Quite contradicting.
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The elementalist channels natural forces of destruction, making fire, air, earth, and water do her bidding. What the elementalist lacks in physical toughness, she makes up for in her ability to inflict massive damage in a single attack |
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With magic derived from the very foundations of nature itself, Elementalists can inflict more damage in a single strike than any other profession |
Quite contradicting.
Karate Jesus
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Taken from Guild Wars 2 , Elementalist Introduction
or from Guild Wars 1, Elementalist Introduction Note "Single Attack" but casting again and again just to reach that overall damage is not what i see in elementalist. Quite contradicting. |
However, you are very right.
AngelWJedi
hmms all they talked about is changes to pvp skills. i hope they dont forget about winds of change. the zv and other stuff we got it cool,but would be nice to get new content. xD
Elnino
AndroBubbles
lemming
Blood necros aren't problematic just because they spread bleeding. They also provide armor-ignoring spike damage, physical hate, enchantment removal, an offensive split threat, and a defensive split threat in addition to spreading as much degeneration as a conventional hex necro or a ranger. In short, they do far too many things too well.
Even just a five skill nonelite bar of Barbed Signet/Angorodon's Gaze/Oppressive Gaze/Strip Enchantment/Life Siphon provides 90% of the functionality, which is why depriving the blood necro of the flexibility available from having a free elite slot is far less crippling than it initially works. Where we currently have Expel Hexes, we'll see Convert Hexes. As for Flesh Wound, Foul Feast. For Crippling Anguish, Imagined or Ethereal Burden. The only elite that people actively run on blood necros that won't have a direct replacement is Consume Soul, but that's another can of worms - that skill should have never existed.
Even just a five skill nonelite bar of Barbed Signet/Angorodon's Gaze/Oppressive Gaze/Strip Enchantment/Life Siphon provides 90% of the functionality, which is why depriving the blood necro of the flexibility available from having a free elite slot is far less crippling than it initially works. Where we currently have Expel Hexes, we'll see Convert Hexes. As for Flesh Wound, Foul Feast. For Crippling Anguish, Imagined or Ethereal Burden. The only elite that people actively run on blood necros that won't have a direct replacement is Consume Soul, but that's another can of worms - that skill should have never existed.
Imaginos
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The wiki said this:
In an update next week, we will address some PvP issues... So, all of the updates seem to be for PvP. |
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Energy storage should give 3% armor penetration per rank. That will solve the damage problem..
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Blood necros aren't problematic just because they spread bleeding. They also provide armor-ignoring spike damage, physical hate, enchantment removal, an offensive split threat, and a defensive split threat in addition to spreading as much degeneration as a conventional hex necro or a ranger. In short, they do far too many things too well.
Even just a five skill nonelite bar of Barbed Signet/Angorodon's Gaze/Oppressive Gaze/Strip Enchantment/Life Siphon provides 90% of the functionality, which is why depriving the blood necro of the flexibility available from having a free elite slot is far less crippling than it initially works. Where we currently have Expel Hexes, we'll see Convert Hexes. As for Flesh Wound, Foul Feast. For Crippling Anguish, Imagined or Ethereal Burden. The only elite that people actively run on blood necros that won't have a direct replacement is Consume Soul, but that's another can of worms - that skill should have never existed. |
Chocolate_Prayers
Kind of expected Avatar of Grenth to be toned down some, still kind of hoping for a Paragon, Ranger and Monk update some time in the future
lemming
HellScreamS
I was waiting to see when Failnet realized the fail dervish update making em overpowered and decided to nerf em. Thanks for keeping me amused this time and not breaking the tradition Anet.
Imaginos
lemming
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lol says the pvper. plenty of people care about pve, far more then care about pve then pvp as is seen by all the updates over the years.
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AndroBubbles
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Blood necros aren't problematic just because they spread bleeding. They also provide armor-ignoring spike damage, physical hate, enchantment removal, an offensive split threat, and a defensive split threat in addition to spreading as much degeneration as a conventional hex necro or a ranger. In short, they do far too many things too well.
Even just a five skill nonelite bar of Barbed Signet/Angorodon's Gaze/Oppressive Gaze/Strip Enchantment/Life Siphon provides 90% of the functionality, which is why depriving the blood necro of the flexibility available from having a free elite slot is far less crippling than it initially works. Where we currently have Expel Hexes, we'll see Convert Hexes. As for Flesh Wound, Foul Feast. For Crippling Anguish, Imagined or Ethereal Burden. The only elite that people actively run on blood necros that won't have a direct replacement is Consume Soul, but that's another can of worms - that skill should have never existed. |
gooeydark
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I just honestly don't see signet of corruption being used as the meta in gvg. I don't disagree that it's still viable. I just think they will find something else, or a different midliner altogether. The PvP community seems to be fickle like that sometimes.
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2. There is no other midline template as powerful as a blood necro, regardless of whether its free elite utility slot is taken away or not. There is no debate about this whatsoever.
I tried to reinforce this in a previous post, as did Lemming, but I feel like I have to point it out again for most of the other posters here.
This
was
a
PvP
balance
update.