Lieutenants helm in Henge of Denravi Overpowered
sleazeh
To echo (an alarmingly low number to date) of points made as to why the Lieutenant Helm WILL be removed....
-warriors have always been, when played effectively, the most consistent source of dps pressure in pvp. In order to maintain balance, traditional warrior counters such as hexes and conditions were provided. The helm in question is so effective at taking the bite out of anti-warrior hexes that it becomes pointless to build anti-warrior hex removal into a team build, thereby freeing up skill slots, effort, energy, etc into other team contribution.
-the fact that this helm, itself, I would argue, overpowered, is available to only pve characters is problematic in terms of equity and balance between the two camps of pvp/pve
If anyone who posts here actually watched the GWWC matches (with an obvious nod of respect to those here who played in them), you would have noticed not only a preponderance of warrior heavy builds, but also, as noted above, an awful lot of pve characters being used. Now..I wonder why that is, considering how much time and money is required on the part of a pve player to even approximate the effectiveness of a pvp character, from an equipment point of view?
Surely Big McHugelarge (or was it Ima Paladin?) wearing pve armor, carrying a tanzits defender, and having a concealed helm, is not done for vanity reasons.* Reducing blind duration by 33% and hex duration by 50% is so...dramatic...an advantage that it baffles me as to why anyone would comment that it does not require rebalancing or removal.
I don't have the ear of ANet by any means, but I'm fairly certain that in the forthcoming rebalance update to occur some time after the conclusion of GWWC, we will see the removal of the Henge Helm and the Henge Sword. Although it's not an apparent bug, like the double haft "hax axe" (likely) was, it has the same end result in terms of gameplay.
*Caveat: the FoW armor with Drok's Knights boots is a good look...I smell a new trend in the coming days....
-warriors have always been, when played effectively, the most consistent source of dps pressure in pvp. In order to maintain balance, traditional warrior counters such as hexes and conditions were provided. The helm in question is so effective at taking the bite out of anti-warrior hexes that it becomes pointless to build anti-warrior hex removal into a team build, thereby freeing up skill slots, effort, energy, etc into other team contribution.
-the fact that this helm, itself, I would argue, overpowered, is available to only pve characters is problematic in terms of equity and balance between the two camps of pvp/pve
If anyone who posts here actually watched the GWWC matches (with an obvious nod of respect to those here who played in them), you would have noticed not only a preponderance of warrior heavy builds, but also, as noted above, an awful lot of pve characters being used. Now..I wonder why that is, considering how much time and money is required on the part of a pve player to even approximate the effectiveness of a pvp character, from an equipment point of view?
Surely Big McHugelarge (or was it Ima Paladin?) wearing pve armor, carrying a tanzits defender, and having a concealed helm, is not done for vanity reasons.* Reducing blind duration by 33% and hex duration by 50% is so...dramatic...an advantage that it baffles me as to why anyone would comment that it does not require rebalancing or removal.
I don't have the ear of ANet by any means, but I'm fairly certain that in the forthcoming rebalance update to occur some time after the conclusion of GWWC, we will see the removal of the Henge Helm and the Henge Sword. Although it's not an apparent bug, like the double haft "hax axe" (likely) was, it has the same end result in terms of gameplay.
*Caveat: the FoW armor with Drok's Knights boots is a good look...I smell a new trend in the coming days....
Jetdoc
JR/Phades/sleazeh - I appreciate your very well articulated thoughts.
I was thinking more of balance among characters and their skills in the game, and less about balance among group build make ups. That was the flaw in my reasoning.
I was thinking more of balance among characters and their skills in the game, and less about balance among group build make ups. That was the flaw in my reasoning.
Kidney Licker
One way to balance this out would be for A.Net to create a Staff Wrapping of Hexes in the next chapter, which I'm hoping they will do to go with the Enchantment wrapping.
My view is that there so many effective hex removal/annoyance skills Natures Renewal, Holy Veil, monk hex removal skills (recharge 5 secs!) that its not really effective to take that many hexes into tombs (for a necro).
My view is that there so many effective hex removal/annoyance skills Natures Renewal, Holy Veil, monk hex removal skills (recharge 5 secs!) that its not really effective to take that many hexes into tombs (for a necro).
CyberNigma
As far as equity and balance between what pve and pvp chars can have/get/do (in response to the other reason the item will be nerfed)... well, a step in the right direction would also include the ability for pve-only players not to rely on pvp matches/players in order to get into the pve-only areas such as Underworld and Fissure of Woe. I mean, if the fact that pvp players can't get one object that pve players can without pve'ing is the sole concern for balance, then cry me a river, because that's nothing compared to not being able to enter the end-game areas due to pvp results.
I agree that it will be nerfed though. I don't think it will have anything to do with warriors being unbalanced (real or otherwise) with concern to other classes. I think it will have to do with PvP players complaining about PvE players having something they can't get (helm with hex reduction). We do know that a complaint such as that strikes a chord with ANet. However, going the other way, I doubt any complaints about relying on PvP to access PvE areas will get any kind of response.
I like both PvP and PvE, but many people I run around with don't. Regardless of which you like (or both), PvE having to rely on PvP to access Underworld and Fissure of woe is unbalanced. This is especially so considering it relies on a group of people who may not even care about those two areas (or getting favour). As far as the 'you dont HAVE to enter Underworld or Fissure of Woe' comments, well you don't HAVE to play PvP-only chars in PvP either.
I'm surprised people haven't complained about the +energy shield that PvE'ers can get from the collector near Ascalon that the PvP'ers can't get.
I agree that it will be nerfed though. I don't think it will have anything to do with warriors being unbalanced (real or otherwise) with concern to other classes. I think it will have to do with PvP players complaining about PvE players having something they can't get (helm with hex reduction). We do know that a complaint such as that strikes a chord with ANet. However, going the other way, I doubt any complaints about relying on PvP to access PvE areas will get any kind of response.
I like both PvP and PvE, but many people I run around with don't. Regardless of which you like (or both), PvE having to rely on PvP to access Underworld and Fissure of woe is unbalanced. This is especially so considering it relies on a group of people who may not even care about those two areas (or getting favour). As far as the 'you dont HAVE to enter Underworld or Fissure of Woe' comments, well you don't HAVE to play PvP-only chars in PvP either.
I'm surprised people haven't complained about the +energy shield that PvE'ers can get from the collector near Ascalon that the PvP'ers can't get.
Deathqueen
Yall keep talking this up I'm making a fortune doing runs for the helm now. lol Even bought 3 for my warrior so now I'll have one for axe, hammer and sword. Great bringing this up OP, many didn't even realize it till you broadcasted it all over the world....good job....I'm gonna be rich.
Ghull Ka
Quote:
Originally Posted by CyberNigma
As far as equity and balance between what pve and pvp chars can have/get/do (in response to the other reason the item will be nerfed)... well, a step in the right direction would also include the ability for pve-only players not to rely on pvp matches/players in order to get into the pve-only areas such as Underworld and Fissure of Woe. I mean, if the fact that pvp players can't get one object that pve players can without pve'ing is the sole concern for balance, then cry me a river, because that's nothing compared to not being able to enter the end-game areas due to pvp results.
I agree that it will be nerfed though. I don't think it will have anything to do with warriors being unbalanced (real or otherwise) with concern to other classes. I think it will have to do with PvP players complaining about PvE players having something they can't get (helm with hex reduction). We do know that a complaint such as that strikes a chord with ANet. However, going the other way, I doubt any complaints about relying on PvP to access PvE areas will get any kind of response. I like both PvP and PvE, but many people I run around with don't. Regardless of which you like (or both), PvE having to rely on PvP to access Underworld and Fissure of woe is unbalanced. This is especially so considering it relies on a group of people who may not even care about those two areas (or getting favour). As far as the 'you dont HAVE to enter Underworld or Fissure of Woe' comments, well you don't HAVE to play PvP-only chars in PvP either. |
I really wanted to go do some FoW over the weekend. I couldn't because Europe had favor most weekend. So the results of this PvP contest that I have never had anything to do with determined whether or not I could play the game as I wanted to. Is anyone at ANet going to care for a split second about my dilema? No.
So aye, to all the PvP enthusiasts who are upset because they have to make a PvE toon to use this hat... yeah... cry me a river, too.
In a similar vein, does anyone have a list handy of all the items that are freely available to PvP-Only toons that aren't available from PvE collectors? I seem to recall there being quite a few of them.
JR
Quote:
Originally Posted by CyberNigma
I agree that it will be nerfed though. I don't think it will have anything to do with warriors being unbalanced (real or otherwise) with concern to other classes. I think it will have to do with PvP players complaining about PvE players having something they can't get (helm with hex reduction). We do know that a complaint such as that strikes a chord with ANet.
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As it stands, if I had 3/4 people in my guild with PvP ready PvE warriors, I WOULD be running a warrior heavy build. Does that sound balanced to you? As for it being something PvP players can't get, that's not really accurate. I couldn't really care less about whether PvE players can get it or not, the simple fact is that its imbalanced in PvP.
Quote:
Originally Posted by CyberNigma
PvE having to rely on PvP to access Underworld and Fissure of woe is unbalanced.
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Ensign
Quote:
Originally Posted by JR-
They are just about the sole two reasons why people don't run 6 warriors and 2 monks in GvG.
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So while Warriors and Monks are clearly the dominant metagame there are a lot of niches that pop up to hate out other Warriors and support your own. So the 'best' build is 2 Monks, 3-4 Warriors, and a few support characters designed to make your Warriors better than theirs. Might be a simple metagame but it sure does make for fun gameplay.
Quote:
Originally Posted by Vermilion Okeanos
How are they going to fix this anyway? Is it in their policy to delete item inside a player's inventory? Or are they going to pray that the older day players quit soon? If they do nerf it now, wouldn't it make a very unfair advantage for the later competetitors (as the earlier player was able to get a hold of this)?
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Quote:
Originally Posted by Jetdoc
JR - I'm confused - how does the HoD make hexes useless?
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1) Is the duration of a hex an important part of its power level?
Barring a few extreme cases (Rigor Mortis, Lingering Curse), I think this is an overwhelming yes. When people spam Life Siphons around, it's because they last for 25 seconds and will do an awful lot over that timeframe. Illusion Mesmers pump a lot of energy and attribute points into Mantra of Persistence to make their Migraines and Conjure Phantasms last a lot longer than normal. Clearly the duration of a hex is an important part of skill valuation and how powerful a skill is.
2) Does the percieved benefit / power level of a skill affect whether or not you'd use a skill?
Obviously. People use the skills they think will give them the best chance to win, the skills they feel are the most powerful for their character.
Along with point #1, it follows that whether or not you'd put a hex on your bar depends in part on how long that hex might last. A 25 second Life Siphon can be a great use of a skill slot and your energy - a 6 second one is useless, however, and a 12 second one really isn't worth the time and energy.
3) Does the Denravi Helm skew the balance of hexes?
From point #1 and #2, obviously. On simple hexes like Life Siphon, this is clear - a 16 spec Life Siphon cast on a normal target will deal 150 damage and return up to that much life to you over its duration, while against a Warrior with the hex helm the same Siphon will only deal 72 damage - a waste of your energy for the most part. Similarly, Blurred Vision is an attractive Warrior counter, giving them a 50% miss chance for 21 seconds...oh, make that 10 seconds, because of the hex helm. The former, 21 second version is an excellent anti-Warrior skill that punishes Warrior trains. The latter is forgettable and not really worth putting on your bar.
4) Does the Denravi Helm affect the kinds of characters you can play?
Follows from the above. Let's say you want a character in your build who's job it is to screw up Warriors. From all the options available, from Shadow of Fear to Soothing Images to Blurred Vision, you might think that an AoE hexer is a good answer to Warriors. Problem is, all of those skills are, at least in theory, balanced for targets on which they'd last the full duration. Against a Warrior with the hex helm, all of those skills become weak. Why would you play a character who you know will be weak against the very opponents you want him to counter? It's pointless. Anti-Warrior hexers are basically trash in the game right now, thanks to our friend the hex helm.
5) Doesn't the drawback of the Denravi Helm balance it?
Actually this question isn't even relevant, because you don't have to wear the hex helm to benefit from it. See point 4 above. Why would anyone be foolish enough to run an anti-Warrior hexer against you if they can just put on a hex helm and destroy their character? Simply put, they aren't. So your Warrior puts on his weapon attribute helm and plays in a competitive environment that is effectively hex-free because of a helm *that he keeps in his inventory*. On the off chance an opponent is foolish enough to try and shut him down with hexes, the Warrior happily eats the 3.5% damage reduction and trivial amount of extra damage he takes (hard to calculate because of Absorption, Knight's Boots, etc), and ruins the hexer's day.
So the result is simple - anti-Warrior hexes are utter crap because they only last half as long as they're supposed to *at effectively no cost*. They can't kludge around it either because degen hexes have an even bigger problem - they're balanced against non-Warriors, but crap against Warriors, so you can't just up the duration without breaking the game. The obvious conclusion? The helm needs to be clubbed with a nerf bat.
Quote:
Originally Posted by sleazeh
Surely Big McHugelarge (or was it Ima Paladin?) wearing pve armor, carrying a tanzits defender, and having a concealed helm, is not done for vanity reasons.*
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Peace,
-CxE
Cybah
did u all noticed it's only 20% anymore? :G
CyberNigma
Quote:
Originally Posted by JR-
Not this has ANYTHING to do with the argument at hand. PvP players doing Tombs couldn't generally care less about whether PvE players can get to Fissure/UW or not. I do however agree that it's not an ideal system, however I couldn't care less about PvE so...
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However, in the end, it only matters whether ANt believes people care about something or not. I think they believe that people do care, hence the statement earlier that it will be nerfed. PvE-only players seem to cry just as much as PvP-only players (reference the crying about the PvP event coming up from PvE-only players), so don't take any of this as a knock on PvP players.
Personally, I think the easiest way to solve these types of problems is to have the guard at the arenas reject PvE chars with non-compatible items at the door to the arena. Then, they can just reject anything that PvP players can't get if they want (equiv stats or lesser). However, that's not to say that they couldn't add a 50% (or 33%) hex reduction helm to pvp players. I mean heck, Minion Factory, Smite Balls, Mass Nukers, Poison/Barrage, as well as others I'm sure, can put some massive hurt onto warrior-heavy builds.
Quote:
Originally Posted by sleazeh
-the fact that this helm, itself, I would argue, overpowered, is available to only pve characters is problematic in terms of equity and balance between the two camps of pvp/pve
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Ensign
Quote:
Originally Posted by CyberNigma
Actually, it does.. It was used as ammo (a reason) behind part of the argument earlier. And the fact that PvP chars could care less about people getting to Fissure/UW makes the requirement even worse (at least for PvE chars).
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Quote:
Originally Posted by CyberNigma
Personally, I think the easiest way to solve these types of problems is to have the guard at the arenas reject PvE chars with non-compatible items at the door to the arena.
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Quote:
Originally Posted by CyberNigma
I see another nerf coming up in the future as well (or a change somehow): multiple helms/armour sets.
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As for changing helms to change the runes, there are already players who carry spare minor and superior runes with them on their PvP characters to swap in and out depending on the matchup. You take your superior out against spike but leave it in against pressure, for example.
Peace,
-CxE
Carinae
I always hate to post right after Ensign, but....
An alternative to removing the helm (and this has been mentioned before) would be to add a caster item/mod to lengthen hexes.
This has the advantage that nothing needs to be removed an no one angered.
An alternative to removing the helm (and this has been mentioned before) would be to add a caster item/mod to lengthen hexes.
This has the advantage that nothing needs to be removed an no one angered.
Morangen
The problem with this type of game is that while we have lots of different choices when it comes to skills, certain professions generally only use a small number of them, because they have been found to be effective. When I play my war in CA I cant get mad at a ranger because he keeps using his dodge skills to stop my attacks, even though my chances of disrupting it are nil. When I go to fight some monk that has enough healing / protection stuff on him to negate all my damage practically instantly, I cant complain either. They are good builds using what was given them.
When you look at the skill set for a war (the basic war mind you) the ability to heal himself rests mainly on healing sig (which leaves you very open to attack when you use it). Almost all the skills a war gets are basically to do damage in one form or another. There are the tactical skills that block incoming attacks, but almost all of them require you to not use a skill (or non attack skill).
Not everyone War wants to use monk as a second profession just for the hex and condition removal stuff. Not all monks want to bring it along with them to use on the wars. This leaves the war to use alternate means to fight them. And since he cant just go hide up on some hill with a bow or smother his enemies with hexes he needs to have something that helps him out. I think that Anet wanted wars to have the ability to combat hexes. The fact that you can only get it in HoD and that it is not as good all around as the other helms can make up the difference. I am sorry that it makes it harder for necros and mesmers to kill the wars, but it provides a semblance of protection for the war.
If they do need to nerf it then fine, lower the percentage a bit, but dont take it away entirely.
When you look at the skill set for a war (the basic war mind you) the ability to heal himself rests mainly on healing sig (which leaves you very open to attack when you use it). Almost all the skills a war gets are basically to do damage in one form or another. There are the tactical skills that block incoming attacks, but almost all of them require you to not use a skill (or non attack skill).
Not everyone War wants to use monk as a second profession just for the hex and condition removal stuff. Not all monks want to bring it along with them to use on the wars. This leaves the war to use alternate means to fight them. And since he cant just go hide up on some hill with a bow or smother his enemies with hexes he needs to have something that helps him out. I think that Anet wanted wars to have the ability to combat hexes. The fact that you can only get it in HoD and that it is not as good all around as the other helms can make up the difference. I am sorry that it makes it harder for necros and mesmers to kill the wars, but it provides a semblance of protection for the war.
If they do need to nerf it then fine, lower the percentage a bit, but dont take it away entirely.
JR
Quote:
Originally Posted by Carinae Dragonblood
An alternative to removing the helm (and this has been mentioned before) would be to add a caster item/mod to lengthen hexes.
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MMSDome
because there are the regular hexes that can be casted on anyone plus hexes like ones that go agaisnt warriros and that specifically destroy warriors. They require better equipment because they are in the center of all battle.
LoneDust
Quote:
Originally Posted by Cybah
did u all noticed it's only 20% anymore? :G
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Seef II
Quick recovery from <condition> is 20%.
wolfy3455
Just for fun, lets check out how the henge helm affects warrior hate:
[email protected] attribute:
Glimmering mark[elite]: 8/9secs. 15 sec recharge. 40 E per min maintainance. 7/6 sec downtime.
Grasping earth: 11 Duration. 30 recharge. 22 sec downtime.
Iron Mist: 9/10 duration. 30 recharge. 20 E per min. 21/20 downtime.
Blurred Vision: 11 Duration. 20 recharge. 45 E per min. 9 downtime.
Deep Freeze[damage]: 5 duration. 15 recharge. 100 E per min. 10 downtime.
Frozen burst[damage]: 6 duration. 30 recharge. 30 E per min. 24 down.
Ice prison: 11 duration. 30 recharge. 20 E/m. 19 down.
Ice spikes[damage]: 3 duration. 15 recharge. 60 E/m. 12 down.
Mesmer@ 16:
Note: If you wish to factor in Mantra of Persistance remember to add in an additional 30 E/m.
Empathy: 10/11 Duration. 10 recharge. 60 E/m. No downtime.
Clumsiness: 4 duration. 10 recharge. 60 E/m. 6 downtime.
Crippling Anguish[elite]: 11 duration. 20 recharge. 45 E/m. 9 downtime.
E burden[energy]: 5 duration. 45 recharge. -1 E/m. 40 downtime(lol?).
I burden: 11/10 duration. 30 recharge. 30 E/m. 19/20 downtime.
Ineptitude[Elite]: 5/6 duration. 20 recharge. 30 E/m. 15/14 downtime.
Soothing: 11/10 Duration. 5 recharge. 150 E/m. No downtime.
SoF: 15 duration. 10 recharge. -16 E/m. No downtime.
Necro@ 16:
Faintheartedness: 18/19 Duration. 8 recharge. about 30 E/m. No downtime.
Insidious: 11 duration. 20 recharge. 45 e/m. 9 downtime.
PoF: 15 duration. No recharge. 40 E/m. no downtime.
SoF: 23 duration. None? abou 30 E/m. No downtime.
Spiteful: 11 Duration. 10 recharge. about 90 E/m. No downtime.
Note: The E/m is based off of single target shutdown. The exception, of course, is the AoE hexes.
From the information, I'd say the only class with decent warrior impeding ability would be the necro(this is assuming TGH's skill database is correct). The problem with this is that while they do have the ability to shutdown a single target, the energy cost rises dramatically with each added warrior you need to shut down.
Most of your examples of "similar" abilities are skills. In case you havn't noticed, you only have 8 skill slots. If the henge helm's effect was given by a stance, I'd consider it perfectly balanced. Unfortunately, this effect comes from something you can change throughout the match and doesn't inhibit you very much. Personally, I'd consider using full caster armor to become near immune to shutdown hexes.
[email protected] attribute:
Glimmering mark[elite]: 8/9secs. 15 sec recharge. 40 E per min maintainance. 7/6 sec downtime.
Grasping earth: 11 Duration. 30 recharge. 22 sec downtime.
Iron Mist: 9/10 duration. 30 recharge. 20 E per min. 21/20 downtime.
Blurred Vision: 11 Duration. 20 recharge. 45 E per min. 9 downtime.
Deep Freeze[damage]: 5 duration. 15 recharge. 100 E per min. 10 downtime.
Frozen burst[damage]: 6 duration. 30 recharge. 30 E per min. 24 down.
Ice prison: 11 duration. 30 recharge. 20 E/m. 19 down.
Ice spikes[damage]: 3 duration. 15 recharge. 60 E/m. 12 down.
Mesmer@ 16:
Note: If you wish to factor in Mantra of Persistance remember to add in an additional 30 E/m.
Empathy: 10/11 Duration. 10 recharge. 60 E/m. No downtime.
Clumsiness: 4 duration. 10 recharge. 60 E/m. 6 downtime.
Crippling Anguish[elite]: 11 duration. 20 recharge. 45 E/m. 9 downtime.
E burden[energy]: 5 duration. 45 recharge. -1 E/m. 40 downtime(lol?).
I burden: 11/10 duration. 30 recharge. 30 E/m. 19/20 downtime.
Ineptitude[Elite]: 5/6 duration. 20 recharge. 30 E/m. 15/14 downtime.
Soothing: 11/10 Duration. 5 recharge. 150 E/m. No downtime.
SoF: 15 duration. 10 recharge. -16 E/m. No downtime.
Necro@ 16:
Faintheartedness: 18/19 Duration. 8 recharge. about 30 E/m. No downtime.
Insidious: 11 duration. 20 recharge. 45 e/m. 9 downtime.
PoF: 15 duration. No recharge. 40 E/m. no downtime.
SoF: 23 duration. None? abou 30 E/m. No downtime.
Spiteful: 11 Duration. 10 recharge. about 90 E/m. No downtime.
Note: The E/m is based off of single target shutdown. The exception, of course, is the AoE hexes.
From the information, I'd say the only class with decent warrior impeding ability would be the necro(this is assuming TGH's skill database is correct). The problem with this is that while they do have the ability to shutdown a single target, the energy cost rises dramatically with each added warrior you need to shut down.
Most of your examples of "similar" abilities are skills. In case you havn't noticed, you only have 8 skill slots. If the henge helm's effect was given by a stance, I'd consider it perfectly balanced. Unfortunately, this effect comes from something you can change throughout the match and doesn't inhibit you very much. Personally, I'd consider using full caster armor to become near immune to shutdown hexes.
Tortoise
I'm not sure if it has been mentioned before but I seem to recall that almost every spell in the game focusses it's damage on the chest area (hence the reason why so many monks in the tournament were using tattoos with either wanderers or judges chestpieces).
Because of this the lowered AL of the helm only really factors in when taking physical damage. So is it a drawback? Well, it depends on the situation. Hex heavy teams will only seldom have a lot of warriors or rangers running around and in those rare cases it still be foolish by the warriors and rangers to focus their attacks on the enemy warrior because the chance of hitting the helm are quite small. (what is it? about 13,5% ?). It will still be better for the enemy warriors and rangers to pick on a soft target then to go for the warrior weilding his Lieutanent helm...
So what do you have then? Even in the worst possible situation this helm could be in, the lowered AL doesn't form much of a problem. Every enemy team picking on a warrior because he is wearing the Lieutanents helm is making a wrong choice and to make matters worse: a lot of warriors simply conceil their helm. So, who in their right mind will focus damage on a warrior simply because he might be wearing a Lieutanents helm. Noone...
The situation is severe and this helm is far more overpowered then the HoD sword ever was. I'd go as far as saying this helm is as overpowered as the SoA axes...
Because of this the lowered AL of the helm only really factors in when taking physical damage. So is it a drawback? Well, it depends on the situation. Hex heavy teams will only seldom have a lot of warriors or rangers running around and in those rare cases it still be foolish by the warriors and rangers to focus their attacks on the enemy warrior because the chance of hitting the helm are quite small. (what is it? about 13,5% ?). It will still be better for the enemy warriors and rangers to pick on a soft target then to go for the warrior weilding his Lieutanent helm...
So what do you have then? Even in the worst possible situation this helm could be in, the lowered AL doesn't form much of a problem. Every enemy team picking on a warrior because he is wearing the Lieutanents helm is making a wrong choice and to make matters worse: a lot of warriors simply conceil their helm. So, who in their right mind will focus damage on a warrior simply because he might be wearing a Lieutanents helm. Noone...
The situation is severe and this helm is far more overpowered then the HoD sword ever was. I'd go as far as saying this helm is as overpowered as the SoA axes...
Knido
i hate to be a hater, but all this has so many simple solutions. hex targets other than wars! unless your running an anti-warrior build, wars should be low on your list to hex. if you do hex a war, find one w/out a HoD helm. and if all else fails, just kite or wand em also, this may be situation specific, but some hexes benfit like parasitic bond or wastrels worry, incendiary bonds, L surge, even Phantom Pain. also, by posting threads like this, your spreading the word and heightning the cries for nerf.
Zehnchu
The way I see the helm gives warriors a little bit better chance to survive hexes, if you are going to get rid of the helm you might was well get rid of any items that has a quick recovery. Because it’s an unfair advantage of quickly recovering from a condition put on them. Secondly if the hex is removed you have to recast anyways the only difference is the period of time in which you have to recast.
Casters say the helm is over powered, warriors say hex are to overpowering. The helm is balance.
Casters say the helm is over powered, warriors say hex are to overpowering. The helm is balance.
TMWNN
In the builds my guild runs we usually only have 2 warriors at max, amusingly I've been using my pve warrior with a HoD helm and Traznits shield for at least 6 months in tombs. I can see the problem with the helm whe going vs warrior heavy teams (such as is the current FOTM in GvG) but with only 1 or 2 warriors on a team, the helm doesnt really help much.
In a pressure style build the warriors are generally the only team member putting out decent DPS and everyone is relying on you to make the kills. So if I get hit by SS even with half duration it means I'm doing nothing untill tis removed, which means my team isnt getting kills. The helm doesnt help me as the hex still lasts to long enough to stop me making kills and DP'ing the enemy.
Using life transfer/phantasm as an example is a bit dumb though, only times i've gone vs those hexes is when you're up against a newb team. The only hexes that I care about are SS, empathy and maybe ineptitude.
In a pressure style build the warriors are generally the only team member putting out decent DPS and everyone is relying on you to make the kills. So if I get hit by SS even with half duration it means I'm doing nothing untill tis removed, which means my team isnt getting kills. The helm doesnt help me as the hex still lasts to long enough to stop me making kills and DP'ing the enemy.
Using life transfer/phantasm as an example is a bit dumb though, only times i've gone vs those hexes is when you're up against a newb team. The only hexes that I care about are SS, empathy and maybe ineptitude.
kvndoom
It's so funny that this item has been in the game since day one and now all of a sudden there is this flood of complaining about it. If it imbalances the game, then it has done so from day one, but for the past 9 months since GW came out, nobody had a problem with it.
Most PvE players who use this use it strictly for running. This + Holy Veil make for good anti-hex running combo.
Reading this thread makes it obvious that the majority of complainers are PvP casters. Once again the gaping rift between PVP and PVE players rears its ugly head. I still remember 2 months ago all the PVP players pointing and laughing at the AoE nerf, even though how people choose to farm / grind did not affect them in any way whatsoever. Now there's a PvE item which threatens (gasp) a change in strategy, and it has to go! No questions asked, it has to go! Then if it does get nerfed due to PvP whining, a lot of existing or aspiring runners are screwed out of being able to play the game their way, when they weren't even doing anything wrong.
I sometimes wish that there was no way any pve item or content could be used in PvP or GvG. Just put up a wall between the two and let people play how they choose.
Most PvE players who use this use it strictly for running. This + Holy Veil make for good anti-hex running combo.
Reading this thread makes it obvious that the majority of complainers are PvP casters. Once again the gaping rift between PVP and PVE players rears its ugly head. I still remember 2 months ago all the PVP players pointing and laughing at the AoE nerf, even though how people choose to farm / grind did not affect them in any way whatsoever. Now there's a PvE item which threatens (gasp) a change in strategy, and it has to go! No questions asked, it has to go! Then if it does get nerfed due to PvP whining, a lot of existing or aspiring runners are screwed out of being able to play the game their way, when they weren't even doing anything wrong.
I sometimes wish that there was no way any pve item or content could be used in PvP or GvG. Just put up a wall between the two and let people play how they choose.
Morangen
Quote:
Originally Posted by kvndoom
It's so funny that this item has been in the game since day one and now all of a sudden there is this flood of bitching about it. If it imbalances the game, then it has done so from day one, but for the past 9 months since GW came out, nobody had a problem with it.
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It actally has been talked about before, but not to this great length. The thing I think is (as someone mentioned), the fact that players are getting very good at the game. There have been some very effective skill sets created that are drastically affected by the item. Heck, its gotten to the point that I want to go into a barbaric rage whenever I see a mesmer or a necro, just because of how pathetically fast they can kill my war if they want. But thats strategy. I just dont like it.
Thats one reason why I like that helm (but I have never used one). My war has one, but I have never put it on (got it because it was different). This is just one of those things that people will argue and fight for till the bitter end. Casters want it gone because it makes their job harder, but Warriors like it because it gives them a chance to actually get close to do his job without being dead 5 feet from the caster while the necro laughs.
Tortoise
Quote:
Originally Posted by kvndoom
It's so funny that this item has been in the game since day one and now all of a sudden there is this flood of complaining about it. If it imbalances the game, then it has done so from day one, but for the past 9 months since GW came out, nobody had a problem with it.
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[Edit] The fact that warrior builds (IWAY!) have never been more prevalent then today will also have something to do with it. In times of Chain lightning spikes, smiting and spirit spamming there simply wasn't much reason to hex warriors. Today there is, and the fact that one item can do away with those hexes so easily is simply stunning. To make the comparison with conditional removal: most conditions can be removed very easily. Condition removal generally only cost 5 energy and all of the condition removal skills have a quick recharge. The existence of a 'lowers condition X duration' isn't that imbalancing because conditions simply are already easily removed. Hexes are a totally different story. While skills like restore C, draw C and martyr ensure quick and easy condition removal no matter the amount of conditions there simply is no hex-removing equivalent.
lishi
i think you lost the point ,
while this is not fair for mesmer/necro/water ele is much less fair for a warrior without helm compared to one with it ...
while this is not fair for mesmer/necro/water ele is much less fair for a warrior without helm compared to one with it ...
aeroclown
Quote:
Originally Posted by Morangen
Thats because hexes have become alot more popular then they were.
It actally has been talked about before, but not to this great length. The thing I think is (as someone mentioned), the fact that players are getting very good at the game. There have been some very effective skill sets created that are drastically affected by the item. Heck, its gotten to the point that I want to go into a barbaric rage whenever I see a mesmer or a necro, just because of how pathetically fast they can kill my war if they want. But thats strategy. I just dont like it. Thats one reason why I like that helm (but I have never used one). My war has one, but I have never put it on (got it because it was different). This is just one of those things that people will argue and fight for till the bitter end. Casters want it gone because it makes their job harder, but Warriors like it because it gives them a chance to actually get close to do his job without being dead 5 feet from the caster while the necro laughs. |
lishi
without helm it will be 2 times more devastating , see the point?
Savio
Quick mod reminder: if you can't make a thought-out post that isn't more than "lol you noobs your wrong" then don't bother posting. This is the community discussion forum, not the flaming forum.
Rajamic
A lot of the reason this wasn't an issue a long time ago is because for the first...what was it, 4 months...hexes were already completely removed from the metagame by Nature's Renewal spam.
The argument for at least toning the Helm down really does echo the NR nerf argument as well. The more things something effect, the less power it should have on those things. If a piece of equipment reducing the duration of a particular condition by 33% is fair (and apparently ANet decided that was too much), then why should a piece of equipment that reduces the duration of a whole larger class of effects reduce them by more? Logically, it should be less, something like 10% less duration, by comparison.
If there was an offhand that had this effect, every person in the game would have one with them at all times, even if it did nothing else. I'm sure Monks would love to cut the length of Backfire, Arcane Conundrum, and Migraine in half.
A team of warriors with these helms practically have an invisible extra teammate spamming the old NR.
The argument for at least toning the Helm down really does echo the NR nerf argument as well. The more things something effect, the less power it should have on those things. If a piece of equipment reducing the duration of a particular condition by 33% is fair (and apparently ANet decided that was too much), then why should a piece of equipment that reduces the duration of a whole larger class of effects reduce them by more? Logically, it should be less, something like 10% less duration, by comparison.
If there was an offhand that had this effect, every person in the game would have one with them at all times, even if it did nothing else. I'm sure Monks would love to cut the length of Backfire, Arcane Conundrum, and Migraine in half.
A team of warriors with these helms practically have an invisible extra teammate spamming the old NR.
Merry Madrigal
I respect the argument Chuck is making immensely, but some of the other arguments are making my head spin. Now Tanzit's Defender is a no-no because of the 33% reduction in blind? I mean, isn't that exactly why you would buy it or farm it? I think ANet thought that through before introducing the item.
Also this gem - "EDIT: After reading Ensign's message (which was posted while I was posting mine), I see another nerf coming up in the future as well (or a change somehow): multiple helms/armour sets. After all, PvP -only players can't have multiple helms to change in combat (such as when defending the HoH against various builds) and can only change helms between matches by creating a new character. Without the hex helm, the only way I can see this mattering is with someone having a helm with sup and non-sup to counter dp within the match, but it's something anyways."
Whoa! Isn't that the whole beauty of good pvpable pve toons? I know I always play my pve monk in gvg for that reason - I have 4 armor sets and 11 different weapon combos to use, depending on the type of match I find myself in.
If I was too lazy to equip my pve toon that way, it would probably be greatly inferior to a pvp toon. But it's not. It's superior. But, why, exactly, is that a bad thing??
Isn't that one of the beauties of this wonderful game?
Also this gem - "EDIT: After reading Ensign's message (which was posted while I was posting mine), I see another nerf coming up in the future as well (or a change somehow): multiple helms/armour sets. After all, PvP -only players can't have multiple helms to change in combat (such as when defending the HoH against various builds) and can only change helms between matches by creating a new character. Without the hex helm, the only way I can see this mattering is with someone having a helm with sup and non-sup to counter dp within the match, but it's something anyways."
Whoa! Isn't that the whole beauty of good pvpable pve toons? I know I always play my pve monk in gvg for that reason - I have 4 armor sets and 11 different weapon combos to use, depending on the type of match I find myself in.
If I was too lazy to equip my pve toon that way, it would probably be greatly inferior to a pvp toon. But it's not. It's superior. But, why, exactly, is that a bad thing??
Isn't that one of the beauties of this wonderful game?
Red Locust
Quote:
Originally Posted by Merry Madrigal
I respect the argument Chuck is making immensely, but some of the other arguments are making my head spin. Now Tanzit's Defender is a no-no because of the 33% reduction in blind? I mean, isn't that exactly why you would buy it or farm it? I think ANet thought that through before introducing the item.
Also this gem - "EDIT: After reading Ensign's message (which was posted while I was posting mine), I see another nerf coming up in the future as well (or a change somehow): multiple helms/armour sets. After all, PvP -only players can't have multiple helms to change in combat (such as when defending the HoH against various builds) and can only change helms between matches by creating a new character. Without the hex helm, the only way I can see this mattering is with someone having a helm with sup and non-sup to counter dp within the match, but it's something anyways." Whoa! Isn't that the whole beauty of good pvpable pve toons? I know I always play my pve monk in gvg for that reason - I have 4 armor sets and 11 different weapon combos to use, depending on the type of match I find myself in. If I was too lazy to equip my pve toon that way, it would probably be greatly inferior to a pvp toon. But it's not. It's superior. But, why, exactly, is that a bad thing?? Isn't that one of the beauties of this wonderful game? |
Not to start another long-winded argument on whether ArenaNet meant for us to be able to start PvP characters from scratch and have them able to compete 100% with PvE characters, but let's just say that it's an absoultely excellent feature to the game and that it would be a damn shame to have it invalidated by high-end PvE items.
CyberNigma
Quote:
Originally Posted by Merry Madrigal
Also this gem - "EDIT: After reading Ensign's message (which was posted while I was posting mine), I see another nerf coming up in the future as well (or a change somehow): multiple helms/armour sets. After all, PvP -only players can't have multiple helms to change in combat (such as when defending the HoH against various builds) and can only change helms between matches by creating a new character. Without the hex helm, the only way I can see this mattering is with someone having a helm with sup and non-sup to counter dp within the match, but it's something anyways."
Whoa! Isn't that the whole beauty of good pvpable pve toons? I know I always play my pve monk in gvg for that reason - I have 4 armor sets and 11 different weapon combos to use, depending on the type of match I find myself in. If I was too lazy to equip my pve toon that way, it would probably be greatly inferior to a pvp toon. But it's not. It's superior. But, why, exactly, is that a bad thing?? Isn't that one of the beauties of this wonderful game? |
It all comes down to something that is 'different'. There will be someone that can find an advantage any time something is different (or cry foul anyways). PvP'ers have a massive advantage over PvE'ers. They can tell PvE'ers when they can go into Underworld and Fissure of Woe. Someone made the comment earlier about separating items for PvE and PvP. I think that may be a good idea. Separate items completely or allow only identical items to cross over. If you do that, you should also drop all non-sigil drops from HoH chests (assuming Crystalline swords still drop, among other items) or make them customized items like all other PvP items. If PvE'ers can't unbalance PvP, then PvP'ers shouldn't unbalance PvE (crystalline drops are very rare in PvE, but exist), and the economy is certainly part of PvE. Oh, and take out the UW/FoW dependency on who wins HoH so that PvE'ers don't have to rely on PvP'ers for their end-game areas.
By preventing just any item from entering the arenas (for PvE chars) then you can prevent any of this in the future happening. They can also just make items not compatible do nothing in PvP (though they can still be carried so you don't have to store them each time your PvE char PvP's). This, of course, should not apply to the non level 20 arenas since PvP-only chars can't enter them anyways. This solves the HoD problem, Rockmoudler problem, Lt Helm problem (and keeps it for runners), any future problems.
As I said before, don't look at this as PvP-only player bashing, the PvE-only player community cries just as much (look at how many are crying about the pvp event this weekend, even though we got the grenth's footprint/sorrow's furnace expansion for PvE). I personally like to do both (though not with the same characters anymore) and hate seeing either side nerfed because of the other. I am guessing that PvP'ers have been nerfed due to PvE'ers, but the only thing I can think of is maybe prot bond.
All of these nerf threads should be combined because they always lead to the same discussion.
tafy69
omg I only just found out about this helm! thats freaking ridicilous, imagine iway team with these helms....
I will be using these helms in my teams, and not bothering with too many anti warrior hexes for the time being. I wish someone told me about this helm sooner lol
I will be using these helms in my teams, and not bothering with too many anti warrior hexes for the time being. I wish someone told me about this helm sooner lol
Numa Pompilius
I spectated a bunch of matches yesterday, and in pretty much all of them the warriors were hiding their helmets. The only reason I can think of for doing that, is to not show whether you're wearing the HoD helmet or a weapons attribute helmet.
I hadn't heard about this helmet earlier, but, again FWIW, I tested it in CA yesterday, and yeah, it works as advertised. It seemed few used it in CA yet, but I expect that will change soon enough now that it's out in the open.
I support Ensigns suggestion to nerf the effect. I don't like 'must have' items.
I hadn't heard about this helmet earlier, but, again FWIW, I tested it in CA yesterday, and yeah, it works as advertised. It seemed few used it in CA yet, but I expect that will change soon enough now that it's out in the open.
I support Ensigns suggestion to nerf the effect. I don't like 'must have' items.
Raxxman
I'm still not buying this, from what I'm reading people are unhappy cause its unbalanced they're mesmer/necro/ele/whatever can't shut down multiple warriors indefinitely cause of the helm?
It should be PvP enabled. Warriors do loose ability (however little) waring this helm and a warrior/warrior fight the one with the helm is at a disadvantage.
Life syphon doesn't work as well... Boo fraking hoo, use insidious parasite, it's twice as effective.
Fact is you STILL shut the warrior down, just not for as long.
Cripple the warrior, use wards, slow him down
It should be PvP enabled. Warriors do loose ability (however little) waring this helm and a warrior/warrior fight the one with the helm is at a disadvantage.
Life syphon doesn't work as well... Boo fraking hoo, use insidious parasite, it's twice as effective.
Fact is you STILL shut the warrior down, just not for as long.
Cripple the warrior, use wards, slow him down
Deathqueen
Well I have to believe the Devs knew what they were doing and why they were doing this when they created the Lt. Helm. It is only by discovery that one finds it and is able to use it for the benefit it was created for. Playing as a warrior I thought it was all too damn easy for casters to degen me down to nothingness, now, with this helm I finally feel equality, just as the Devs designed the helm to be for.
The only whiners our there are the casters who are now finding out they can no longer pwn warriors so "easily" anymore. If anything this helm brings balance into the equation. Get used to it, it's not going anywhere.
Also about PVP only vs PVE characters for PVP, it's ALWAYS been widely known that the PVE made character for PVP was ALWAYS going to be better than just a plain jane pre-made or custom made character. This has never changed from fact, if you want the BEST PVP character you're going to still HAVE to play the PVE game. You can't have multiple suits of armor, you can't have more than 2 weapons and 2 focus items and you can't have the little goodies like this helm for them either. Guess you'll just have to start playing the PVE game won't you? (smile)
The only whiners our there are the casters who are now finding out they can no longer pwn warriors so "easily" anymore. If anything this helm brings balance into the equation. Get used to it, it's not going anywhere.
Also about PVP only vs PVE characters for PVP, it's ALWAYS been widely known that the PVE made character for PVP was ALWAYS going to be better than just a plain jane pre-made or custom made character. This has never changed from fact, if you want the BEST PVP character you're going to still HAVE to play the PVE game. You can't have multiple suits of armor, you can't have more than 2 weapons and 2 focus items and you can't have the little goodies like this helm for them either. Guess you'll just have to start playing the PVE game won't you? (smile)
Poised
This is a PVP debate, Im a PVE player, and I find it distastefull that PVE'ers would come into a discussion like this and cry about not being able to farm money on the droks run if the helm is changed, I hope the devs pay attention to the PVP'ers in this matter, and blatently ignores the PVE farmers.
cataphract
Quote:
Originally Posted by nirhan shadowmauler
right now so many necro/mesmers are doing warrior shut down. THAT is imbalanced. not this helm.
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Ensign
Before this thread finishes its tailspin into a pile of unreadable drek, I'd like to point out something:
My guild made $10,000 last week playing Guild Wars, and I'm flying to Taipei next month on the back of PvE Warriors with Denravi helmets.
So before you post some more mind-numbing nonsense that addresses everything *except* the points at hand, would you please do us a favor and pull your heads out of your collective asses?
If you truly believe that all balance discussions are simply 'my class versus your class' or 'PvE versus PvP' or other black and white nincompoopery, perhaps you should spend more time learning about a subject instead of demonstrating your ignorance to the entire forum.
Peace,
-CxE
My guild made $10,000 last week playing Guild Wars, and I'm flying to Taipei next month on the back of PvE Warriors with Denravi helmets.
So before you post some more mind-numbing nonsense that addresses everything *except* the points at hand, would you please do us a favor and pull your heads out of your collective asses?
If you truly believe that all balance discussions are simply 'my class versus your class' or 'PvE versus PvP' or other black and white nincompoopery, perhaps you should spend more time learning about a subject instead of demonstrating your ignorance to the entire forum.
Peace,
-CxE