I just had a download...

Diomedes

Lion's Arch Merchant

Join Date: Jun 2005

Blue Island (think Chicago)

Me/N

Dear ANet,

Years ago I had the pleasure of translating "Crito," a Platonic dialogue, from Greek to English. There was one particularly long sentence that took me a good half hour to translate (hey, it was my first year). When I finished the translation, the content stuck with me due to both the amount of time I spent on it and the message.

I would like to allow my imperfect memory to re-produce what I hope is a reasonable facsimile of the sentence (complete with unwieldy sentence structure as I was still new to translating).

"If a man is an athlete, and makes it his business, is it better for the man to listen to the praises and blames of the many, or of the one man who is a doctor or trainer?"

The point of this being that in some matters, some people's opinion /ought/ to count for more.

Now, in the matters of GW, how can one tell who's opinions ought to count more (i.e., the doctors and trainers if you will)? I would suggest that examining the arguments would be a good test. To that end, allow me to present several quotes:

Quote:
By Zrave (http://www.guildwarsguru.com/forum/s...ad.php?t=37259)


1) Nature's Renewal:

This skill is not a fotm by any means. It wasn't being used before because it was bugged, removing only a few enchantments and hexes instead of all of them. I think it is poorly implemented for two reasons:

First, the effect is too broad and too powerful. In an environment where you can expect to see it every other match if not more often, several strategies are just unviable; Maintenance enchantments, hexes and enchantments with long casting times, or simply reliance on enchantments of any kind. This causes a decrease in diversity, the primary sign of a healthy "environment". I'm not contesting that these strategies need counters, but not one that is this efficient and effective.

Second, it is impossible to counter because most of the damage has been done by the time it is cast. Replacing the enchantments/hexes is hard because of its secondary effect, considering you'd need at least a few seconds to take down the spirit. Interrupting the ranger is not a particularly viable strategy due to its very long range, the fact that it is not a spell, and that there are stances available to force it through. The fact that it can be spammed with oath shot just adds insult to injury.
Quote:
Blackace (from the same thread as above, which is really a thread worth reading)

Dont look at balancing as everything is a "nerf or buff". That just skews perception and ultimately makes everything look negative. Look at it as does doing this preserve the diversity of the game(options) while still keeping skills relative to each other in a power check?

Right now both of those conditions are failed with NR in the game. Options are down the drain since hexes, enchantments and enchantment based energy management are gone with the exception of Ether Renewal, which happens to be another broken skill.

NR which is relative to enchantment and hex removal clearly stomps both of them out of the way easily. The power balance between this one skill and 2 entire classes of skills is way out of check to a level of borderline stupidity. The "best" class for enchantment removal options is the Necro and it gets outdone by a class with no enchantments and no other form of removal. Similar argument for Mesmers.

So now you just have to ask yourself: Is this more about creating a nerf/buff cycle just because they can, or is it about trying to level the playing field between all the skills in the game? They never truly can, but having 200 of your skills playabale as opposed to 75 is a better state for your PvP competition.

Quote:
Algren Cole from this thread:
please don't nerf the hell out of Nature's Renewal simply to appease the player base that's too lazy to develop a decent work around. I love watching them cry about it

-Diomedes

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Quote:
Originally Posted by Diomedes
Dear ANet,

Years ago I had the pleasure of translating "Crito," a Platonic dialogue, from Greek to English. There was one particularly long sentence that took me a good half hour to translate (hey, it was my first year). When I finished the translation, the content stuck with me due to both the amount of time I spent on it and the message.

I would like to allow my imperfect memory to re-produce what I hope is a reasonable facsimile of the sentence (complete with unwieldy sentence structure as I was still new to translating).

"If a man is an athlete, and makes it his business, is it better for the man to listen to the praises and blames of the many, or of the one man who is a doctor or trainer?"

The point of this being that in some matters, some people's opinion /ought/ to count for more.

Now, in the matters of GW, how can one tell who's opinions ought to count more (i.e., the doctors and trainers if you will)? I would suggest that examining the arguments would be a good test. To that end, allow me to present several quotes:


-Diomedes
Selective quoting can make Hilter into Mother Theresa.

Silmor

Silmor

Wilds Pathfinder

Join Date: Mar 2005

I distinctly asked for a build, a team setup maybe. I'd like to hear skills. Tactics. Surely you know how an NR spamming ranger typically defends himself, and how he manages to spam, so I'd like to hear how you intend to circumvent this. I'd like to hear how you'd deal with the second ranger on the team doing pretty much the same thing. Do it without gimping your team, because that would mean the mere presence of NR, one single skill, would've already neutered your efforts.

In other words, show me that you have a shred of clue what you're talking about. "Kill the ranger" is exactly the sort of lazy comment that is so insulting, if this was such a shallow issue, people wouldn't be complaining about this. All the experiences, counter suggestions and debunks are out there, waiting for you to read them. I'm expecting not a single remark or suggestion that has already been debunked on this forum.

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Quote:
Originally Posted by Silmor
I distinctly asked for a build, a team setup maybe. I'd like to hear skills. Tactics. Surely you know how an NR spamming ranger typically defends himself, and how he manages to spam, so I'd like to hear how you intend to circumvent this. I'd like to hear how you'd deal with the second ranger on the team doing pretty much the same thing. Do it without gimping your team, because that would mean the mere presence of NR, one single skill, would've already neutered your efforts.

In other words, show me that you have a shred of clue what you're talking about. "Kill the ranger" is exactly the sort of lazy comment that is so insulting, if this was such a shallow issue, people wouldn't be complaining about this. All the experiences, counter suggestions and debunks are out there, waiting for you to read them. I'm expecting not a single remark or suggestion that has already been debunked on this forum.
So you're saying then that if you go against a single ranger with NR, you've lost?

And you want me to tell you how to win?

Just to be clear...

Cap'n Hoek

Cap'n Hoek

Frost Gate Guardian

Join Date: May 2005

Sunny California

Ancient Avatars

Quote:
Originally Posted by LoneDust
Please don't leave NR unchanged to appease the player base that's too lazy to develop an organized debuff/ hex removal strategies and are just counting on renewal spam to kill skills they otherwise have no idea how to fight against.
/signed

Diomedes

Lion's Arch Merchant

Join Date: Jun 2005

Blue Island (think Chicago)

Me/N

Quote:
Selective quoting can make Hilter into Mother Theresa.
Ah, well you see, that's why I posted links to these threads so people can read it and decide for themselves. Please feel free to post some quotes of your own and provide the links.

-Diomedes

Kishin

Krytan Explorer

Join Date: May 2005

The Twilight Vanguard [TTV]

R/

Quote:
Originally Posted by MSecorsky
Selective quoting can make Hilter into Mother Theresa.
All quoting is selective. Nerf the quote button!

Silmor

Silmor

Wilds Pathfinder

Join Date: Mar 2005

No, I'm talking about you suggesting a team build that devotes half a character to stopping NR from ever dropping, so that the rest of your team can run the skills that would otherwise be nullified by NR. After all, a specific counter against a character should be lighter than the cause; if the cure is more taxing than the burden, there's no reason to cure.

I'm being terribly clear about this, the only way for you not to understand this is if you don't know what you're talking about, and surely that can't be the case.

Diomedes

Lion's Arch Merchant

Join Date: Jun 2005

Blue Island (think Chicago)

Me/N

Quote:
So you're saying then that if you go against a single ranger with NR, you've lost?

And you want me to tell you how to win?

Just to be clear...
I would encourage you read either the quotes that I posted, or the arguments on the thread that I linked to. From my understanding of the argument (and please read those threads and feel free to correct me if I have misunderstood the situation), the problem is not that NR == win! it's that NR == an environment in which many strategies become unfeasible and many skills become useless, and as such, is unhealthy for the game.

-Diomedes

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

I say we ban all the people who make ignorant posts. They are pretty much just trolling.

noblepaladin

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by MSecorsky
So you're saying then that if you go against a single ranger with NR, you've lost?

And you want me to tell you how to win?

Just to be clear...
Abuse NR.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Silmor
No, I'm talking about you suggesting a team build that devotes half a character to stopping NR from ever dropping, so that the rest of your team can run the skills that would otherwise be nullified by NR. After all, a specific counter against a character should be lighter than the cause; if the cure is more taxing than the burden, there's no reason to cure.

I'm being terribly clear about this, the only way for you not to understand this is if you don't know what you're talking about, and surely that can't be the case.
Even then if a second ranger is present, or if nr gets plopped down once and the team was dependant on the enchant/hex build then its pretty much over at that point as the longer cast times and setup take its toll and the team falls apart. It would be much simpler to make a mirror of the nr team and just work under it. This falls back to relegating a percentage of the game obscelete or useless, in addition to all the other skills that are "subpar" or useless that fall in different catagories. This leads to the feeling that the game has no diversity or depth.

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Well, I could be wrong in my assessment here (no, really, I could be...)

But, mainly there's two prongs to NR to deal with, correct?

1. All hexes and the like go away.

2. They now take twice as long to cast.

Well, (1) you can't do anything about. Just don't throw everything at once to see if you draw out the NR guy without tapping your own reserves. (2) are there things to offset that by decreasing casting times of hexes and enchantments? Still, you need to treat the ranger with NR as an elementalist, disrupt him to keep it from being cast again and kill him off fairly quickly. I'd think a hydromancer, for example, would be good here... glyph,deep freeze,glyph,maelstrom for example will minimize the second NR being cast while your heavier damage-dealers take him down. If their monk was too close to the ranger, so much the better.

It shouldn't destroy a gameplan as much as require a rethink on the fly.

Just thoughts, feel free to mercilessly dismantle them.

Diomedes

Lion's Arch Merchant

Join Date: Jun 2005

Blue Island (think Chicago)

Me/N

Quote:
Well, I could be wrong in my assessment here (no, really, I could be...)

But, mainly there's two prongs to NR to deal with, correct?

1. All hexes and the like go away.

2. They now take twice as long to cast.
All hexes and enchantments.

Quote:
I'd think a hydromancer, for example, would be good here... glyph,deep freeze,glyph,maelstrom for example will minimize the second NR being cast while your heavier damage-dealers take him down.
Deep Freeze is a great spell, but I'm not quite sure how slowing movement is going to help the situation much, perhaps if you told me a little more about your strategy I might understand it better.

Maelstrom, on the other hand, only interrupts spells, Nature's Renewal is a skill not a spell. Further, Maelstrom is an AoE that can be moved out of. Lastly, Maelstrom has a recharge time of 25 seconds. NR can be spammed with oath shot to get it off every 20 seconds with one ranger, or every 10 seconds if you decide to bring two rangers. Every time one of these goes off, all enchantments and hexes are removed (including deep freeze as it is a hex spell).

I thought that Tellani Artini had a good idea for an anti-NR build:

Quote:
http://www.guildwarsguru.com/forum/s...9&page=3&pp=40
Here's what a total ritualist shutdown player could look like, just for fun.

R/Me
Signet of Humility
Leech Signet
Distracting Shot
Savage Shot
Oath Shot {E}
Diversion
Serpent's Quickness
etc

Signet of Humility with oath shot+serpent's quickness will keep his oath shot locked down constantly and allow you to use your interrupts more often. If the target is using a stance to block/evade attacks (whirling defense, etc.), use leech signet to interrupt rituals and diversion when he's nearly finished casting rituals, then use bow attacks when the stance wears off (he can't use oath shot to recharge it). If they're using a stance to stop interrupts (mantra of resolve/concentration), hit them with savage shot then distracting shot, then leech signet if that didn't break the mantra.

If your team can handle it, use quickening zephyr to make signet of humility easier to manage.

If you really hate spirit spam, give this build a shot
At this point I would like to state that everything I am about to say is my understanding of other posts that have come long before me and made the point far more eloquently than I am about to make them, however as I do not have the links handy I would like to try and repeat these arguments as I understand them.

So with the above build, you've sacrificed an entire character from your build to counter one single skill. If the other team decides to bring a second NR spammer, then you'll have to sacrifice two whole character slots.

So of course you can work around NR. You can choose to go into battle with few or no enchantments or hexes (hence you don't need to worry about them vanishing every 10-20 seconds), you can shut down the ranger using the above build or other similar builds, or possibly some other option that I'm just not thinking of at the moment (or don't recall someone else mentioning).

Given that in general, it is a stronger position to be dictating game play than to be reacting to it, dedicating player slots to shutting down NR is a somewhat weaker position, and even if it can work out well and lead to a win for your team, dedicating two whole player slots solely due to one skill would appear to be a balance issue. I would claim this since most other times characters take skills to handle specific strategies rather than specific skills. For example, a player might take several hex removal/protection spells if they are concerned about hexes, or they might take several condition mending spells if they are concerned about conditions. Both of these are taking into consideration skills dedicated to working against strategies (i.e. countering condition builds [that involves all the poison skills, all the "on fire" skills, all the disease skills, etc]). But in the case of NR we're not talking about carrying one or two counters on you, we're talking about dedicating two whole players to babysit the other team because of one skill. To say this again in another way, a skill is a problem when whole builds revolve around one skill coming into play (not one /strategy/ coming into play [i.e. a dot strategy, or an air spike strategy] but one skill).

So again, it's not about NR always winning, or being unbeatable, it's that it either greatly limits game play (don't take any enchantments or hexes with long casting times/long recharge times) or it dictates many character choices in advance (oh yeah, you'd like to play your curses necro? better dedicate two character slots to handling the possibility of two NR spamming rangers).

If one of the more knowledgeable on either side of the fence would like to jump in, I would gladly hear more on the subject, however barring that I will simply attempt to repeat those arguments that have made a good deal of sense to me, and confess that I am not the source of these arguments, nor the most qualified one to make them. Rather I just read these boards a lot and try and remember all that I can.

-Diomedes

Sekkira

Sekkira

Forge Runner

Join Date: Apr 2005

Canberra, AU

Quote:
Originally Posted by Kishin
Dear Clueless Person(s):

Attached is a list of all the skills that spamming Nature's Renewal effectively renders useless. If you do not think the spamming of one skill shutting down 132 other skills is a balance issue, or better yet, a severe detriment to versatility in the play environment, you are supporting a game environment in which 25% of the total available skills are not an option. Thank you for playing.

Elementalist (30)
=============
Air Attunement
Conjure Lightning
Glimmering Mark
Lightning Surge (Dubious, since its short duration, but its a Hex, so it counts)
Thunderclap
Earth Attunement
Grasping Earth
Iron Mist
Kinetic Armor
Magnetic Aura
Obsidian Flesh
Elemental Attunement
Aura of Restoration
Ether Prodigy
Ether Renewal
Conjure Flame
Fire Attunement
Incendiary Bonds
Armor of Frost
Armor of Mist
Blurred Vision
Conjure Frost
Deep Freeze
Frozen Burst
Ice Prison
Mind Freeze
Mist Form
Rust
Swirling Aura
Water Attunement

Mesmer (28)
======
Backfire
Diversion
Empathy
Guilt
Shame
Ignorance
Mind Wrack
Panic
Wastrel's Worry
Arcane Conundrum
Conjure Phantasm
Crippling Anguish
Ethereal Burden
Fevered Dreams
Fragility
Illusion of Haste
Illusion of Weakness
Illusionary Weaponry
Imagined Burden
Ineptitude
Migraine
Phantom Pain
Soothing Images
Sympathetic Visage
Channeling
Ether Lord
Spirit Shackles
Spirit of Failure

Monk (40)
====
Aura of Faith
Blessed Aura
Divine Boon
Divine Spirit
Peace and Harmony
Spell Breaker
Unyielding Aura
Watchful Spirit
Healing Breeze
Healing Hands
Healing Seed
Live Vicariously
Mending
Vigorous Spirit
Essence Bond
Holy Veil
Succor
Vengeance
Aegis
Guardian
Life Attunement
Life Barrier
Life Bond
Mark of Protection
Pacifism
Protective Bond
Protective Spirit
Shield of Deflection
Shield of Regeneration
Shielding Hands
Vital Blessing
Balthazar's Aura
Balthazar's Spirit
Holy Wrath
Judge's Insight
Retribution
Scourge Healing
Scourge Sacrifice
Shield of Judgment
Strength of Honor
Zealot's Fire

Necromancer (34)
===========
Awaken the Blood
Blood Renewal
Blood Ritual
Blood is Power
Dark Bond
Dark Fury
Demonic Flesh
Life Siphon
Life Transfer
Mark of Subversion
Order of Pain
Order of the Vampire
Soul Leech
Barbs
Defile Flesh
Faintheartedness
Insidious Parasite
Lingering Curse
Malaise
Mark of Pain
Parasitic Bond
Price of Failure
Rigor Mortis
Shadow of Fear
Soul Barbs
Spinal Shivers
Spiteful Spirit
Suffering
Weaken Armor
Wither
Aura of the Lich
Death Nova
Tainted Flesh
Verata's Aura

Ranger (0)
=====
None

Warrior (0)
======
None
That's still what, 45 Elementalist, 47 Mesmer, 35 Monk, 41 Necromancer, 75 Warrior and 75 Ranger skills that Nature's renewal doesn't do a damn thing to. Along with that, ward against melee can help against oath shot. Send the warriors in to deal with the spirits while your casters continue attacking.

Nature's renewal is only really a counter against enchantmant heavy builds. The counter to that would be a pure melee build such as pure marksmanship rangers and warriors. The diverse build is hardly effected by this at all for nature's renewal to be practically useless putting down.

I do agree though, Nature's Renewal is quite powerful, possibly worth changing to an elite, that way oath shot couldn't be taken with it. But other then that, it isn't really asking for a nerf.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Sekkira
That's still what, 45 Elementalist, 47 Mesmer, 35 Monk, 41 Necromancer, 75 Warrior and 75 Ranger skills that Nature's renewal doesn't do a damn thing to. Along with that, ward against melee can help against oath shot. Send the warriors in to deal with the spirits while your casters continue attacking.

Nature's renewal is only really a counter against enchantmant heavy builds. The counter to that would be a pure melee build such as pure marksmanship rangers and warriors. The diverse build is hardly effected by this at all for nature's renewal to be practically useless putting down.

I do agree though, Nature's Renewal is quite powerful, possibly worth changing to an elite, that way oath shot couldn't be taken with it. But other then that, it isn't really asking for a nerf.
Ok back up here. First off, how the hell does ward against MELEE attacks affect a ranged attack like oath shot?

Now, warriors can do good if the target is debuffed and if they are buffed. If this is not the case and they are trying to hack through something like ward against melee and harm, then they arent accomplishing a whole hell of a lot.

Any instance you have 1 skill countering many and replicating the effect of many skills at the same time is a sure sign of imbalance, especially when it cycles faster than other forms (from the class owning the skill), hits every target and completely wipes out everything under it. That would be like arguing that a spirit that stops all instant effect healing spells/enchantments is fine because it doesnt touch healing over time options.

Sekkira

Sekkira

Forge Runner

Join Date: Apr 2005

Canberra, AU

As far as I knew, arrows were classed as melee, physical damage.

Oni No Arashi

Frost Gate Guardian

Join Date: Apr 2005

Puget Sound area, WA State

KnightMare Brigade [KB]

E/R

Melee by definition of the word is hand to hand combat.

Arrows are ranged weapons (projectiles in the GW rules and explanations), thus are not melee.

Ward vs. Melee does not affect incoming arrows from rangers, especially the rangers at the citedel/tower in the FOW. It will help vs. The abyssals, but not the incoming rangers barrage

Kishin

Krytan Explorer

Join Date: May 2005

The Twilight Vanguard [TTV]

R/

Quote:
Originally Posted by Sekkira
That's still what, 45 Elementalist, 47 Mesmer, 35 Monk, 41 Necromancer, 75 Warrior and 75 Ranger skills that Nature's renewal doesn't do a damn thing to. Along with that, ward against melee can help against oath shot. Send the warriors in to deal with the spirits while your casters continue attacking.

Nature's renewal is only really a counter against enchantmant heavy builds. The counter to that would be a pure melee build such as pure marksmanship rangers and warriors. The diverse build is hardly effected by this at all for nature's renewal to be practically useless putting down.

I do agree though, Nature's Renewal is quite powerful, possibly worth changing to an elite, that way oath shot couldn't be taken with it. But other then that, it isn't really asking for a nerf.
At this point, I care more about the fact that its taken a huge chunk of available skills choices then how to beat it. I want people playing with everything out there. Well, except for Searing Heat. Maybe Invocation of Rodgort, too.

Changing Renewal to an elite won't stop it from getting used with Oath Shot. See: Arcane Mimicry. It also won't stop it from being used with Quickening Zephyr, or even Serpents Quickness. Its still very spammable sans Oath Shot.

Renewal isn't the singular problem though. Its the fact that Enchant Removal outside of Renewal is terrible, primarily due to abysmal recasts, so the only viable option is the most extreme one. There's no other way to remove stacked enchants at a reasonable rate, so we have to settle for effectively TacNuking the entire enchantment line.

If Renewal were to be dumbed down a little, and other enchant removers given a leg up, things would equal out (ideally) and we wouldn't go straight from complaining about Renewal to complaining about Healing Balls.

PieXags

PieXags

Forge Runner

Join Date: May 2005

The Infinite Representation Of Pie And Its Many Brilliances

You know, as much as I enjoy seeing updates that fix bugs and what not, the only thing I really give a damn about right now is the updated 15k tormentors set. It's the only one Pie needs to look neat to finish his necro 15k collection, and I wait week after week to see update after update and no tormentors 15k armor graphics...

I'm sad.

Still a good update I guess. The whole trader thing didn't really do a whole hell of a lot though.