stop crying about nature's renewal.

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BrotherReins
Academy Page
#1
i do not see how this skill is unbalanced, i use it quite frequently in the random arenas and it has minimal effect, if any at all. the only way i see this being useful is if you have a disrupting skill to keep enchantments off of the person you are fighting.

there are other skills that need to be looked at, such as hex breaker. hm, a 5 energy stance(note: not an enchantment) that nullifies all hexes, takes 0 seconds to activate, and only 5 seconds to recharge? spell breaker takes 15, only lasts 15 seconds, and is elite! and don't say, "heh bring wild blow noob" because it is then that the proof comes out that the skill is unbalanced. if i need to start bringing one specific skill to counter one specific other, things need to be looked at.
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Tigris Of Gaul
Wilds Pathfinder
#2
...no.

Nature's Renewal is a global enchantment and hex removal that destroys so many skills in this game. "A minimal effect, if any at all"? Was that a bad joke?
The undead Mesmer
The undead Mesmer
Delphian Scribe
#3
i think it whas its the worst skill ever (for ruining everything hehe)
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BrotherReins
Academy Page
#4
no. it doesn't have much effect, because in random arena it takes your teammates' enchantments off also so it kind of cancels out.

it didn't ruin anything.
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Tigris Of Gaul
Wilds Pathfinder
#5
It's random arena where it can hurt as much as help. Why are you talking about the lowest form of PvP or player interaction in general?

I'm talking about organized PvP, where unless you build with Nature's Renewal you don't stand a chance.
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BrotherReins
Academy Page
#6
explain exact instances. i've seen it used in tombs/gvg and i was unaffected by it.
Scaphism
Scaphism
Elite Guru
#8
Most of the crying you hear about Nature's Renewal comes from people playing Tombs, not 4v4 arena.
You're still missing the power of the skill though- it's not just about how it affects condtiions on the field, it's about how it affects people in the build design phase. I'd suggest reading more of the topics before you come to claim it's not an overpowering effect. And if, after doing your rersearch, you still believe it isn't overpowering, bring some proof with you, not just anecdotal "I use it in Arena so it's fine". Anecdotal examples don't help further discussion, they invite personal attacks.

As for hex breaker: It's a terrific skill in the arena, so much so that I'd say it's a prerequisite for any solo monk in the arena. It certainly could use a look at, but it's not the same in an 8 person team (which is how the PVP was designed). I'd much prefer my monks run inspired hex or smite hex in an 8 person team, when I have multiple people all covering for each other. In Arena, if I'm playing monk, I know no one is covering me, so I need to take as much self-defense as possible.

Finally, counters do need to exist to break certain effects. Your assertion that "bringing wild blow proves my point" does not prove any point, all it does is show me you don't want to put Wild Blow(the available counter) in your skill bar.

Counters are necessary to powerful effects- that's why counters exist. Without counters we couldn't have powerful effects and we'd all be sitting around with a perfectly balanced game of rock-paper-scissors. The trick is, when you have a ton of available skills and not enough room to bring them all, is prioritizing which counters you need.
Generally speaking, that's why counters need to be more effective than the effect they are countering.
A specific example is a spell like Scourge Sacrifice: It's built to counter necromancer skills that require a lot of sacrifice. It punishes blood necromancers (a small subset of all profession combinations) and within Blood Necromancers, it affects only a limited number of their available skills by doubling the amount they sacrifice. If no one is bringing health sacrifice skills, it's a poor choice of counters. (It's a poor spell for other reason, but that has nothing to do with the counter effect.) If you expect to run into sacrifice necros regularly, try and work it into your skill bar.

Hex breaker is a counter to hexes. It needs to be cheaper to use than most hexes that are being thrown up against it. Think for a moment: would you spend 10 energy to stop a 5 energy hex that could be recast immediately? It wouldn't be a worthwhile tradeoff.

The same thing applies with a skill like wild blow- it's a counter, except unlike a focused example, it works on all stances. It's not as though Wild Blow was designed to beat Hex Breaker- it was designed as a counter to all stances. The problem is that wild blow is the only counter available to any kind of stances, and stances themselves aren't very well balanced. Wild Blow may be perfect for ending a stance like Lightning Reflexes, which has a 60s recharge, but you're right, against Hex Breaker, with a 5s recharge, it falls short.

Remember:
The more general a counter is (counters many skills) the weaker its effect should be.
The more specific a counter is (only works against a few skills period), the more powerful it's effect should be.
That's how counters work- in theory.
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KuTeBaka
Wilds Pathfinder
#9
were running a smite build. we stack enchants. OOPS nr dropped, all of them are gone. no problem right? we just put them back up. wait... did it say i got hit by oath shot? boom nr is down again. over and over.

scenario #2
mesmer is running lots of anticaster stuff. he casts stuff over and over on the monk, nr goes down, all hexes are gone, and now it takes twice as long to cast. he starts casting again, oath shot+nr means all enchantments removed every 10 seconds.
Kaospryx
Kaospryx
Frost Gate Guardian
#10
Quote:
Originally Posted by BrotherReins
i do not see how this skill is unbalanced, i use it quite frequently in the random arenas and it has minimal effect, if any at all. the only way i see this being useful is if you have a disrupting skill to keep enchantments off of the person you are fighting.

there are other skills that need to be looked at, such as hex breaker. hm, a 5 energy stance(note: not an enchantment) that nullifies all hexes, takes 0 seconds to activate, and only 5 seconds to recharge? spell breaker takes 15, only lasts 15 seconds, and is elite! and don't say, "heh bring wild blow noob" because it is then that the proof comes out that the skill is unbalanced. if i need to start bringing one specific skill to counter one specific other, things need to be looked at.
I completely agree with Tigris of Gaul. NR affects the entire map, how can it possibly have a "minimal effect?" This is completely and utterly asinine.

There's a reason why spellbreaker is elite and hex breaker isn't. First, spellbreaker makes it so that you cannot be the target of all enemy SPELLS. This includes every elementalist offensive spell and every hex spell from mesmers or necromancers. Hex breaker is able to be used only once, any smart pvper that uses hexes can easily counter this. After it is used, it disappears and you must recast it.
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Tigris Of Gaul
Wilds Pathfinder
#11
Quote:
Originally Posted by BrotherReins
explain exact instances. i've seen it used in tombs/gvg and i was unaffected by it.
Well, when it's spammed, there's no point in running enchantment builds, is there? Water Magic? Mesmers and Necromancers in general? Oh yeah... Spell Breaker. Man, we can't hurt this target. Nevermind, let's drop Nature's Renewal.

Oh yeah, "stop crying about" Hex Breaker.
Sarus
Sarus
Ministry of Technology
#12
Quote:
were running a smite build. we stack enchants. OOPS nr dropped, all of them are gone. no problem right? we just put them back up. wait... did it say i got hit by oath shot? boom nr is down again. over and over.
Probably not the best example considering how abusive the typical ether renewal + zealots fire smite build is at the moment. Basically you're complaning that your overly powered smite build is being destroyed by an overly powered counter so I can't really sympathize there. Both NR and the ether renewal + smite build need to be balanced better. As a matter of fact NR might be the only thing keeping smite builds remotely in check at the moment. I'm no Ensign or Zrave so I can't really back that up. Just a hunch.
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BrotherReins
Academy Page
#13
wow. i'm a firestarter.

anyway, i guess i kind of see now how it is a little overpowered, maybe make it so it's elite and can't be on the same bar as oath shot? then again there is still that one skill that if it misses all your skills are recharged.. the name escapes me.
Kaospryx
Kaospryx
Frost Gate Guardian
#14
Quote:
Originally Posted by Sarus
Probably not the best example considering how abusive the typical ether renewal + zealots fire smite build is at the moment. Basically you're complaning that your overly powered smite build is being destroyed by an overly powered counter so I can't really sympathize there. Both NR and the ether renewal + smite build need to be balanced better. As a matter of fact NR might be the only thing keeping smite builds remotely in check at the moment. I'm no Ensign or Zrave so I can't really back that up. Just a hunch.
Ether Renewal + Zealot's is easily countered. Ether Renewal lasts for a base of 10 seconds, with a perfect staff wrapping of enchanting, that's 12. The cooldown time is 30 seconds, I'm sure you can figure what to do in the other 18 seconds. Not only that, E/Mo smiters use a few skills to spam. Drop Diversion or disrupting shot on them, backfire, or even daze them, and they will have problems. Not to mention, all the enchantment removal spells in this game, lingering curse for one. And yes, NR for another.
Scaphism
Scaphism
Elite Guru
#15
While I'm on the subject, Nature's Renewal is a counter itself.

However, it violates the basic principle of counters.

It affects a HUGE range of skills in the game (enchantments, hexes, and casting times). Not only that, its effect is global.

Given that it affects so many people, and such a broad range of skills, it's effect should be proportionally weak, right?
Wrong. Its power is tremendous, removing enchantments and hexes across the board, and combining that with a global "migraine" (double casting time) for hexes and enchantments. On top of that, Nature's Renewal is unstoppable when you face a team determined to use it.

The normal "drawback" to using Nature Rituals is that they affect both teams equally, and your team has to spend time putting the ritual down. Also, most rituals lose their effectiveness once the spirit comes down. However, with Renewal, the most powerful effect is the initial enchantment stripping, which outweighs the drawbacks. On top of that, because your team has planned ahead and brought NR, you know not to bring any enchantments that get hosed by NR. (You are playing with a team that plans ahead, right? Not just random arena?) You sacrifice one (or 2-3 skills) on one character to ensure you can use NR, and you can hose entire team builds and skill lines (Water magic and Curses, most notably), and there is no reasonable COUNTER for those teams to bring.

To stop a dedicated Nature's Renewal character you have to devote multiple characters to the task, and that's a fundamentally bad play- remember that counters are supposed to have a powerful effect when applied narrowly. At that point you're better off running NR yourself, and then you reach the stage we're at (or getting to). It's a degenerative skill because it restricts the number of viable strategies that can be played. I don't want that in Guild Wars, and that's why I'm making a fuss about it.
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Tigris Of Gaul
Wilds Pathfinder
#16
Quote:
Originally Posted by BrotherReins
wow. i'm a firestarter.

anyway, i guess i kind of see now how it is a little overpowered, maybe make it so it's elite and can't be on the same bar as oath shot? then again there is still that one skill that if it misses all your skills are recharged.. the name escapes me.
R/Me with Oath Shot*, Arcane Mimicry.

Anyone on the team with Nature's Renewal as an elite, which I'd still definitely take even if it was elite.

= still a spam of global enchantment removal.
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Orochim4ru
Lion's Arch Merchant
#17
Soul leech + backfire = no emo smiting. Nr spam means no emo smiting. Rend enchant after ether renewal? No emo smiting. I could go on, but you're starting to get the picture here. Focused shatter enchants, for example, make the E/Mo smiter totally useless, but people aren't bringing mesmers or alterior enchant removal due to....

NR.
Scaphism
Scaphism
Elite Guru
#18
Quote:
Originally Posted by BrotherReins
wow. i'm a firestarter.

anyway, i guess i kind of see now how it is a little overpowered, maybe make it so it's elite and can't be on the same bar as oath shot? then again there is still that one skill that if it misses all your skills are recharged.. the name escapes me.
You mean determined shot, and that only recharges attack skills.
First, coming in here with only a minimal understanding of the skills will inspire a lot of condescension on most message boards. If you're coming to learn, good for you. If you're coming to parade your ignorance and claim your views are right...I hope you have thick skin, for your sake.

Next, your attitude of "make it elite" qualifies you to be a lazy balance designer. It doesn't address the fundamental problems of the skill, it just makes it minimally more difficult to use. The effect is no less powerful for making it elite, and as others have already demonstrated, there are easy to find workarounds. Arcane Mimicry is just one example. Serpent's Quickness and Quickening Zephyr are two more that spring to mind immediately, and both are in the same skill line as Nature's Renewal.

It's been said before, but bears repeating: Any skill that affects casting times, energy cost (or recovery), or recharge times need to be tightly regulated. Even then some skills make it through into the game, and need to be re-examined in the current game atmosphere.
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Lorelei
Frost Gate Guardian
#19
Quote:
Originally Posted by Scaphism
While I'm on the subject, Nature's Renewal is a counter itself.

However, it violates the basic principle of counters.

It affects a HUGE range of skills in the game (enchantments, hexes, and casting times). Not only that, its effect is global.

Given that it affects so many people, and such a broad range of skills, it's effect should be proportionally weak, right?
Wrong. Its power is tremendous, removing enchantments and hexes across the board, and combining that with a global "migraine" (double casting time) for hexes and enchantments. On top of that, Nature's Renewal is unstoppable when you face a team determined to use it.

The normal "drawback" to using Nature Rituals is that they affect both teams equally, and your team has to spend time putting the ritual down. Also, most rituals lose their effectiveness once the spirit comes down. However, with Renewal, the most powerful effect is the initial enchantment stripping, which outweighs the drawbacks. On top of that, because your team has planned ahead and brought NR, you know not to bring any enchantments that get hosed by NR. (You are playing with a team that plans ahead, right? Not just random arena?) You sacrifice one (or 2-3 skills) on one character to ensure you can use NR, and you can hose entire team builds and skill lines (Water magic and Curses, most notably), and there is no reasonable COUNTER for those teams to bring.

To stop a dedicated Nature's Renewal character you have to devote multiple characters to the task, and that's a fundamentally bad play- remember that counters are supposed to have a powerful effect when applied narrowly. At that point you're better off running NR yourself, and then you reach the stage we're at (or getting to). It's a degenerative skill because it restricts the number of viable strategies that can be played. I don't want that in Guild Wars, and that's why I'm making a fuss about it.

Thanks Scaphism for making the point quite clear. I am buying the argument.
PieXags
PieXags
Forge Runner
#20
Yeah I've been reading over all the threads about it for a long time, and I do think it's overpowered simply because of how many it affects. It's basically arcane conundrum x100 for any enemy necromancers, mesmers, or allied monks (although a good team who uses it will avoid this). Why the hell should rangers be able to screw over so many people when a mesmer, who's meant to screw up casting, can only affect one at a time when it comes to something like that? Doesn't make sense to me.

While it's not insanely unstoppable in power, it's still problably one of the most insanely powerful skills in the game. Not because of what it does, but because of the number of people it affects. In the tombs it can get murderous.