Originally Posted by BigTru
Before the update, the Mesmer could have 3 main jobs (in non-specialized builds) - interruption, frag bombing or energy denial. Now that you've taken away energy denial, we only have interruption (pretty much forcing us to all concentrate on Domination). You make an entire profession devoid of variety and fun and then you expect the mesmers to be happy because of the "new skill monitor"'s potential at doing a single job? Yay?
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Big Update & Feedback: rant or praise [MERGED]
Mysterial
Quote:
Freyas
What boggles me is that people are complaining about every skill getting nerfed- let's look at the nerf/buff average with this update:
Mesmer:
Buffs- Epidemic, Guilt
Nerfs- Hex Breaker, Soothing Images, Diversion, Signet of Weariness
Mixed- Energy Drain, Energy Tap, Ether Feast, Fragility, Mantra of Persistance
Sure, energy denial via inspiration got reduced, but the average energy gain from the skills got buffed- you can now use Energy Drain to full effect(for yourself) against an enemy with 10 energy instead of having no benefit for enemies with low energy levels.
Hex breaker was far overpowered- 5 energy instant-cast for hex immunity, basically- compare that to even a straight remove hex- 2 second cast, 5 energy, 7 recharge, and you have to suffer through the effects of the hex.
Soothing Images was a little powerful for 10 energy- basically shut down a group of warriors with a fast recast and 10 energy cost.
Diversion was far too spammable- with some energy management, you could basically lock one person down indefinately using it. It's a bit harder now, but can still be used to good effect.
Overall, I agree with all of these changes- Inspiration is a utility line, not shutdown- if you look at the other skills, they all boost your effectiveness. Illusion/Domination are the lines based around shutting down an opponent. When 2-3 skills from inspiration magic were able to shut down a person more than a skillbar full of illusion/domination skills, there's something wrong. Energy Drain/Tap/Ether Feast are still useful skills- in fact for any non-denial purpose, they were buffed. And Energy Denial still works fine- I was playing in the arena earlier and was triggering mindwrack on elementalists in about 5 seconds- obviously the update didn't kill it- it just made it more difficult than having 2 skills that anyone could mindlessly use.
Buffs: 2, Nerfs: 4, Mixed: 4
Necromancer
Buffs: Necrotic Traversal, Unholy Feast, Insidious Parasite, Dark Bond, Infuse Condition, Vile Touch, Desecrate Enchantments, Aura of the Lich, Grenth's Balance, Vampiric Touch, Blood Renewal, Plague Signet
Nerfs: Order of Pain, Order of the Vampire, Dark Fury, Faintheartedness
Mixed: Rend Enchantments
The necro really got a lot of skill buffs, on a lot of skills that rarely if ever saw the light of day. The only nerfs put the affected skills on par with the range of other skills(such as Heal Party/Aegis), and Rend Enchantments gained a benefit for investing points into curses for it.
Buffs: 12, Nerfs: 4, Mixed: 1
Elementalist
Buffs: Whirlwind, Kinetic Armor, Magnetic Armor, Incendiary Bonds, Searing Heat, Glyph of Sacrifice, Glyph of Renewal, Rust, Mind Freeze, Frozen Burst, Ice Spear, Lightning Touch, Deep Freeze, Windborne Speed
Nerfs: Ether Renewal, Ward Against Foes
Mixed: Ether Prodigy
Some very nice buffs, with a big nerf to Ether Renewal and a minor one to Ward Against Foes. Ether Prodigy now triggers damage more often, but provides a lot more energy, making it a buff overall, in my opinion. Ether Renewal was likely the most broken and abused skill in the game before this update, so I think it was a good nerf. It can be difficult to make good use of now, but it's still useable and powerful with the right build. Much better than the infinite energy that it used to provide.
Buffs: 14, Nerfs: 2, Mixed: 1
Monk
Buffs: Smite, Divine Intervention, Pacifism, Amity, Mark of Protection, Divine Healing, Live Vicariously, Divine Spirit, Holy Strike, Holy Veil
Nerfs: Draw Condition, Aegis, Balthazar's Aura, Zealot's Fire
Mixed: Shield of Deflection, Vital Blessing
Single target smiting skills got boosted while the AoE ones got nerfed some. A lot of nice buffs for some of the unused skills that make them look somewhat useful now.
Buffs:10, Nerfs: 3, Mixed: 2
Warrior
Buffs: Cleave, Endure Pain, Belly Smash, Earth Shaker, Dolyak Signet, Shield Bash, Warrior's Endurace, Riposte, Deadly Riposte, Defy Pain, Skull Crack
Nerfs: Fear Me
Mixed: none
A lot of buffs which should help out considerably- some may still be a little weak, but overall, this update significantly helped out warrior skills.
Buffs: 11, Nerfs: 1, Mixed: 0
Ranger
Buffs: Called Shot, Point Blank Shot, Read the Wind, Escape, Lightning Reflexes, Dodge
Nerfs: Debilitating Shot, Distracting Shot, Savage Shot, Concussion Shot, Punishing Shot
Mixed: Dust Trap
Good boosts on skills that were sub-par. The only real nerfs was to correct an issue with the interrupts that was introduced with the last update- you were never intended to be able to fire off 4 arrows a second. The delay just takes the interrupts back to having the same time as normal attacks, just frontloaded so that you can actually interrupt with them. Dust Trap seems better to me, though if someone just hits one pulse of the trap, it does less damage than previously.
Buffs: 6, Nerfs: 5, Mixed: 1
So, between all 6 professions, there were 55 skills that got buffed, 19 skills that were nerfed, and 9 that were mixed- nerfed in some way, but buffed in another. Far more skills were increased in effectiveness than were reduced- yet everyone is complaining about the skills that got nerfed.
The intent of these changes was balance- not coddling. If a skill seems too good to be true, or a no-brainer to put on your bar, then it's likely out of balance- Energy Drain, Ether Renewal, Debilitating Shot, Hex Breaker, and a couple others definately fit in this category- how many mesmers did you see before the update who didn't use Energy Drain, and how many people took mesmer secondaries solely for Energy Drain or Hex Breaker(or both)? Ether Renewal allowed people to infinitely spam spells without ever running out of energy- including throwing in a 25 energy cost spell quite often. Try doing that with any other skill in the game. Balthazar's Aura and Zealot's fire had the potential to do far more AoE damage and were much harder to avoid than any of the elementalist skills, and Elementalists are supposed to be the AoE-oriented class. Obviously, these skills were more powerful than others.
It's kind of sad when 5% of the skills in the game are used 90% of the time- simply because they are more powerful. Then when they are brought back into line with other skills, everyone complains about how their favorite build exploiting the power of those couple skills is ruined. Guild Wars has over 450 skills- ideally, they should all be equally attractive. Balancing means that skills should be brought to the same effectiveness- meaning the overly powerful skills should be nerfed and the underpowered ones buffed- which is exactly what this update did. The other option would be to increase the effectiveness of the other 95% of skills so they match the 5% that are above average- it's far easier to reduce a handful of skills than increase the others- especially when it's a choice between increasing 400+ skills versus reducing 20ish.
Overall, most classes got a very nice buff in this update. Mesmers got hit kinda hard, but I still have no problems making a mesmer build that generates a large amount of hatred in opposing teams. Sure, it's not as easy to drain an enemy completely out of energy and keep them from ever getting enough to cast a spell, but that's a good change too- it's not really fun to play a match where all you do is run around and try to stay alive without ever being able to contribute anything other than wand attacks due to an energy lock.
Mesmer:
Buffs- Epidemic, Guilt
Nerfs- Hex Breaker, Soothing Images, Diversion, Signet of Weariness
Mixed- Energy Drain, Energy Tap, Ether Feast, Fragility, Mantra of Persistance
Sure, energy denial via inspiration got reduced, but the average energy gain from the skills got buffed- you can now use Energy Drain to full effect(for yourself) against an enemy with 10 energy instead of having no benefit for enemies with low energy levels.
Hex breaker was far overpowered- 5 energy instant-cast for hex immunity, basically- compare that to even a straight remove hex- 2 second cast, 5 energy, 7 recharge, and you have to suffer through the effects of the hex.
Soothing Images was a little powerful for 10 energy- basically shut down a group of warriors with a fast recast and 10 energy cost.
Diversion was far too spammable- with some energy management, you could basically lock one person down indefinately using it. It's a bit harder now, but can still be used to good effect.
Overall, I agree with all of these changes- Inspiration is a utility line, not shutdown- if you look at the other skills, they all boost your effectiveness. Illusion/Domination are the lines based around shutting down an opponent. When 2-3 skills from inspiration magic were able to shut down a person more than a skillbar full of illusion/domination skills, there's something wrong. Energy Drain/Tap/Ether Feast are still useful skills- in fact for any non-denial purpose, they were buffed. And Energy Denial still works fine- I was playing in the arena earlier and was triggering mindwrack on elementalists in about 5 seconds- obviously the update didn't kill it- it just made it more difficult than having 2 skills that anyone could mindlessly use.
Buffs: 2, Nerfs: 4, Mixed: 4
Necromancer
Buffs: Necrotic Traversal, Unholy Feast, Insidious Parasite, Dark Bond, Infuse Condition, Vile Touch, Desecrate Enchantments, Aura of the Lich, Grenth's Balance, Vampiric Touch, Blood Renewal, Plague Signet
Nerfs: Order of Pain, Order of the Vampire, Dark Fury, Faintheartedness
Mixed: Rend Enchantments
The necro really got a lot of skill buffs, on a lot of skills that rarely if ever saw the light of day. The only nerfs put the affected skills on par with the range of other skills(such as Heal Party/Aegis), and Rend Enchantments gained a benefit for investing points into curses for it.
Buffs: 12, Nerfs: 4, Mixed: 1
Elementalist
Buffs: Whirlwind, Kinetic Armor, Magnetic Armor, Incendiary Bonds, Searing Heat, Glyph of Sacrifice, Glyph of Renewal, Rust, Mind Freeze, Frozen Burst, Ice Spear, Lightning Touch, Deep Freeze, Windborne Speed
Nerfs: Ether Renewal, Ward Against Foes
Mixed: Ether Prodigy
Some very nice buffs, with a big nerf to Ether Renewal and a minor one to Ward Against Foes. Ether Prodigy now triggers damage more often, but provides a lot more energy, making it a buff overall, in my opinion. Ether Renewal was likely the most broken and abused skill in the game before this update, so I think it was a good nerf. It can be difficult to make good use of now, but it's still useable and powerful with the right build. Much better than the infinite energy that it used to provide.
Buffs: 14, Nerfs: 2, Mixed: 1
Monk
Buffs: Smite, Divine Intervention, Pacifism, Amity, Mark of Protection, Divine Healing, Live Vicariously, Divine Spirit, Holy Strike, Holy Veil
Nerfs: Draw Condition, Aegis, Balthazar's Aura, Zealot's Fire
Mixed: Shield of Deflection, Vital Blessing
Single target smiting skills got boosted while the AoE ones got nerfed some. A lot of nice buffs for some of the unused skills that make them look somewhat useful now.
Buffs:10, Nerfs: 3, Mixed: 2
Warrior
Buffs: Cleave, Endure Pain, Belly Smash, Earth Shaker, Dolyak Signet, Shield Bash, Warrior's Endurace, Riposte, Deadly Riposte, Defy Pain, Skull Crack
Nerfs: Fear Me
Mixed: none
A lot of buffs which should help out considerably- some may still be a little weak, but overall, this update significantly helped out warrior skills.
Buffs: 11, Nerfs: 1, Mixed: 0
Ranger
Buffs: Called Shot, Point Blank Shot, Read the Wind, Escape, Lightning Reflexes, Dodge
Nerfs: Debilitating Shot, Distracting Shot, Savage Shot, Concussion Shot, Punishing Shot
Mixed: Dust Trap
Good boosts on skills that were sub-par. The only real nerfs was to correct an issue with the interrupts that was introduced with the last update- you were never intended to be able to fire off 4 arrows a second. The delay just takes the interrupts back to having the same time as normal attacks, just frontloaded so that you can actually interrupt with them. Dust Trap seems better to me, though if someone just hits one pulse of the trap, it does less damage than previously.
Buffs: 6, Nerfs: 5, Mixed: 1
So, between all 6 professions, there were 55 skills that got buffed, 19 skills that were nerfed, and 9 that were mixed- nerfed in some way, but buffed in another. Far more skills were increased in effectiveness than were reduced- yet everyone is complaining about the skills that got nerfed.
The intent of these changes was balance- not coddling. If a skill seems too good to be true, or a no-brainer to put on your bar, then it's likely out of balance- Energy Drain, Ether Renewal, Debilitating Shot, Hex Breaker, and a couple others definately fit in this category- how many mesmers did you see before the update who didn't use Energy Drain, and how many people took mesmer secondaries solely for Energy Drain or Hex Breaker(or both)? Ether Renewal allowed people to infinitely spam spells without ever running out of energy- including throwing in a 25 energy cost spell quite often. Try doing that with any other skill in the game. Balthazar's Aura and Zealot's fire had the potential to do far more AoE damage and were much harder to avoid than any of the elementalist skills, and Elementalists are supposed to be the AoE-oriented class. Obviously, these skills were more powerful than others.
It's kind of sad when 5% of the skills in the game are used 90% of the time- simply because they are more powerful. Then when they are brought back into line with other skills, everyone complains about how their favorite build exploiting the power of those couple skills is ruined. Guild Wars has over 450 skills- ideally, they should all be equally attractive. Balancing means that skills should be brought to the same effectiveness- meaning the overly powerful skills should be nerfed and the underpowered ones buffed- which is exactly what this update did. The other option would be to increase the effectiveness of the other 95% of skills so they match the 5% that are above average- it's far easier to reduce a handful of skills than increase the others- especially when it's a choice between increasing 400+ skills versus reducing 20ish.
Overall, most classes got a very nice buff in this update. Mesmers got hit kinda hard, but I still have no problems making a mesmer build that generates a large amount of hatred in opposing teams. Sure, it's not as easy to drain an enemy completely out of energy and keep them from ever getting enough to cast a spell, but that's a good change too- it's not really fun to play a match where all you do is run around and try to stay alive without ever being able to contribute anything other than wand attacks due to an energy lock.
id0l
I was shocked when I read this:
Capped attack speed adjustments at 133% of normal attack speed, down from 150% previously.
ArenaNet - are you saying attack speed buffs have been running at 150% this entire time...and you have never noticed this...? How can this be?
Regardless...why make them less useful? Is there a point to this? I think people would rather see a fixed skill description (reading: 50% increase in attack speed vs. the 33%) than to take an actual hit in the speed buff.
My reasoning? I use Flurry. Constantly. I know other people that do as well. It is (was?) a good, and UNDER-USED, skill. But it was borderline good. Us Flurry users use it mainly for...
a) Increased Adrenaline Gain
b) Increased Damage Over Time (yes, even considering the 25% less damage penalty)
...now...Alex, my man... Why have ya'll decided to take this nice skill and throw it in the trash?
You might say, well id0l, we didn't change the skill!
But the speed debuff inherently changes the mechanics of this skill.
Frenzy, on the other hand, is still nice due to its SHORTER cooldown and LONGER duration (4 sec cooldown/8 second duration). But with Flurry still being a 5 energy requirement (as is Frenzy) and 5 second duration/5 second cooldown...it almost doesn't seem worth it now with a "nerf" in the attack speed.
Point being, you made me and other Flurry users cringe hard with this under-used [yet very useful] attack speed buff getting "nerfed", or as you might say "fixed."
All I ask...and I think this is a very, very small request...is to buff Flurry with a few different options:
a) Increase the speed of Flurry to (back to?) 50% faster attack speed.
b) Decrease the "less damage dealt" penalty of 25% to 15%.
c) Decrease the "less damage dealt" penalty of 25% to 20%, and extend the duration of Flurry to 10 seconds.
I rank these in order of personal preference...but I think alot of users of the skill would agree.
I know there may not be many Flurry users are out there. Their loss. But, PLEASE, Alex...don't soften my backbone warrior skill with this debuff. At least buff up Flurry to counter the change, as I have proposed. The skill was already weak from lower damage and shorter duration than comparable skills (I do realize each of these skills has a penalty).
I would really like a response to this. I have already emailed Anet regarding this, but I never have much hope with that - I have gotten my share of cut and paste email responses. They will tell me to post it on the Forums, and I have done so. Now, I just need ya'll to actual consider it.
I will keep it in my skillbar, hoping that for the sake of all of us Flurry Warriors, we will once again have a reason to use this skill. I will continue to use it solely because receiving double damage (referencing Frenzy here) appalls me - especially when PvE'ing in FoW, UW, SF, and the like.
I couldn't have said it better myself.
Capped attack speed adjustments at 133% of normal attack speed, down from 150% previously.
ArenaNet - are you saying attack speed buffs have been running at 150% this entire time...and you have never noticed this...? How can this be?
Regardless...why make them less useful? Is there a point to this? I think people would rather see a fixed skill description (reading: 50% increase in attack speed vs. the 33%) than to take an actual hit in the speed buff.
My reasoning? I use Flurry. Constantly. I know other people that do as well. It is (was?) a good, and UNDER-USED, skill. But it was borderline good. Us Flurry users use it mainly for...
a) Increased Adrenaline Gain
b) Increased Damage Over Time (yes, even considering the 25% less damage penalty)
...now...Alex, my man... Why have ya'll decided to take this nice skill and throw it in the trash?
You might say, well id0l, we didn't change the skill!
But the speed debuff inherently changes the mechanics of this skill.
Frenzy, on the other hand, is still nice due to its SHORTER cooldown and LONGER duration (4 sec cooldown/8 second duration). But with Flurry still being a 5 energy requirement (as is Frenzy) and 5 second duration/5 second cooldown...it almost doesn't seem worth it now with a "nerf" in the attack speed.
Point being, you made me and other Flurry users cringe hard with this under-used [yet very useful] attack speed buff getting "nerfed", or as you might say "fixed."
All I ask...and I think this is a very, very small request...is to buff Flurry with a few different options:
a) Increase the speed of Flurry to (back to?) 50% faster attack speed.
b) Decrease the "less damage dealt" penalty of 25% to 15%.
c) Decrease the "less damage dealt" penalty of 25% to 20%, and extend the duration of Flurry to 10 seconds.
I rank these in order of personal preference...but I think alot of users of the skill would agree.
I know there may not be many Flurry users are out there. Their loss. But, PLEASE, Alex...don't soften my backbone warrior skill with this debuff. At least buff up Flurry to counter the change, as I have proposed. The skill was already weak from lower damage and shorter duration than comparable skills (I do realize each of these skills has a penalty).
I would really like a response to this. I have already emailed Anet regarding this, but I never have much hope with that - I have gotten my share of cut and paste email responses. They will tell me to post it on the Forums, and I have done so. Now, I just need ya'll to actual consider it.
I will keep it in my skillbar, hoping that for the sake of all of us Flurry Warriors, we will once again have a reason to use this skill. I will continue to use it solely because receiving double damage (referencing Frenzy here) appalls me - especially when PvE'ing in FoW, UW, SF, and the like.
Quote:
Originally Posted by Arcanis the Omnipotent
I think the problem always lies in "Yes, this certain combination of skills is overpowered, we must nerf it"
But for someone who just uses one or two of those skills in their build which is normal and not overpowered at all, it then becomes underpowered or weakened by the change. |
NightOwl
Idol, I believe (could be wrong, perhaps) that stacking attack speed buffs could put you up to a prior max of 150%, now 133% is the flat max...one speed buff per customer please.
Edit: spelling error
Edit: spelling error
BeatWolf
Quote:
Originally Posted by Gaile Gray
The in-game music has been expanded.
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Seeing you pet's damage is pretty awsome tho.
MarkyX
Quote:
Originally Posted by BeatWolf
That's the only thinkg i like about this update, the hit on mesmers render them even more weak. They die pretty damn fast since there a primary target (after monks) and they cannot absorb any damage what so ever!. There energy draining was there biggest upside and thats been nerfed
Seeing you pet's damage is pretty awsome tho. |
Spirit of failire, warrior stances, prot spells might work.
Lots of options. Lots of whining too. Don't rely on monks too much.
Phades
Quote:
Originally Posted by LuLu
Energy denial. Again I can't speak for pve, but in PvP, energy denial was rediculous. Imagine playing an entire 30-40 minute match with 3-4 characters on yoru team at or near 0 energy. Energy lock was crazy. While energy denial should be effective, having your enenrgy at 0 for an entire much is no fun at all.
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I like the multiplying effect, but the abscense of drain available hurts as well as how often it can be used. I also wonder how long its going to take before people realize you can have divine spirit up virtually permentaly for only 5e extra. Ice spear damage matches water trident, but outpaces flare by alot and frozen burst exceedes after shock damage, minus the additional knockdown effect. Lots of, er, funny stuff including the near spamable necro changes and the near pointless changes to ether prodigy and things like epidemic.
KonohaFlash
they broke a few skills that's for sure. they will be abused soon enough..
but one thing that really bugs me is why they buffed Desecrate Enchantments?!? i see no reason to this.. it's practically shouting "EVERYONE SPIKE WITH ME!!!"
ranger spikes, IWAY and smiting were all nerfed by the balance changes one way or another.. but FOC spiking? untouched by the nerf bat and even had Desecrate buffed. and with rangers interrupt spiking(best bet against FOC spikers) out of the way.. i think we have a new king of the tombs.. sigh
but one thing that really bugs me is why they buffed Desecrate Enchantments?!? i see no reason to this.. it's practically shouting "EVERYONE SPIKE WITH ME!!!"
ranger spikes, IWAY and smiting were all nerfed by the balance changes one way or another.. but FOC spiking? untouched by the nerf bat and even had Desecrate buffed. and with rangers interrupt spiking(best bet against FOC spikers) out of the way.. i think we have a new king of the tombs.. sigh
id0l
Quote:
Originally Posted by NightOwl
Idol, I believe (could be wrong, perhaps) that stacking attack speed buffs could put you up to a prior max of 150%, now 133% is the flat max...one speed buff per customer please.
Edit: spelling error |
Besides, it wouldn't be efficient to bring along two speed-buffs for a 17% increase in attack speed...well, not to me at least.
MarkyX
Quote:
Originally Posted by KonohaFlash
but FOC spiking? untouched by the nerf bat and even had Desecrate buffed.
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Descerate needed that buff. It was 15 eng for something that didn't deal much damage unless your target was an enchant RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO.
Hanuman li Tosh
Quote:
Originally Posted by MarkyX
FOC sucks, thats why it isn't nerfed
Descerate needed that buff. It was 15 eng for something that didn't deal much damage unless your target was an enchant RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO. |
we
todd
did
NightOwl
Quote:
Originally Posted by id0l
Thanks for the insight NightOwl - but I don't believe you could/can stack any speed buffs as they are all stances (correct me if I'm wrong here)...and you can only use one stance at a time.
Besides, it wouldn't be efficient to bring along two speed-buffs for a 17% increase in attack speed...well, not to me at least. |
Shynai_The_Storm
All in all, a damned good update. As all updates do, it sent most players back to the drawing board, so we can see a fresh set of new and interesting builds during the upcoming ladder season.
...and for those who so despise the "Mesmer Nerf"...why don't you take a closer look at some of the overlooked mesmer skills? With Mantra of Recovery, and a quick build adjustment or two, a primary mesmer can still E-deny just as effectively as he/she could before. How dare ANet go make you use rarely-used skills!
Hope everyone's enjoying the new update as much as I am. As it stands, I already have a page and half of new build ideas
...and for those who so despise the "Mesmer Nerf"...why don't you take a closer look at some of the overlooked mesmer skills? With Mantra of Recovery, and a quick build adjustment or two, a primary mesmer can still E-deny just as effectively as he/she could before. How dare ANet go make you use rarely-used skills!
Hope everyone's enjoying the new update as much as I am. As it stands, I already have a page and half of new build ideas
MarkyX
Quote:
Originally Posted by Hanuman li Tosh
yeah, people said iway sucks too, and that you cant make it to the hall with it. hmm, took the hall with iway before, took the hall with foc before. they nerfed iway but not foc, becasue not many people use foc (compared to other fotms).
we todd did |
Sorry to say this, but the way HOH is designed, winning HOH isn't a freaking yardstick on how good a build is.
Phades
Quote:
Originally Posted by Freyas
Mixed: Rend Enchantments
Rend Enchantments gained a benefit for investing points into curses for it. |
Quote:
Originally Posted by Freyas
Some very nice buffs, with a big nerf to Ether Renewal and a minor one to Ward Against Foes. Ether Prodigy now triggers damage more often, but provides a lot more energy, making it a buff overall, in my opinion. Ether Renewal was likely the most broken and abused skill in the game before this update, so I think it was a good nerf. It can be difficult to make good use of now, but it's still useable and powerful with the right build. Much better than the infinite energy that it used to provide.
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Quote:
Originally Posted by Freyas
The intent of these changes was balance- not coddling. If a skill seems too good to be true, or a no-brainer to put on your bar, then it's likely out of balance- Energy Drain, Ether Renewal, Debilitating Shot, Hex Breaker, and a couple others definately fit in this category- how many mesmers did you see before the update who didn't use Energy Drain, and how many people took mesmer secondaries solely for Energy Drain or Hex Breaker(or both)?
|
Quote:
Originally Posted by Freyas
Ether Renewal allowed people to infinitely spam spells without ever running out of energy- including throwing in a 25 energy cost spell quite often. Try doing that with any other skill in the game.
|
Quote:
Originally Posted by Freyas
Balthazar's Aura and Zealot's fire had the potential to do far more AoE damage and were much harder to avoid than any of the elementalist skills, and Elementalists are supposed to be the AoE-oriented class. Obviously, these skills were more powerful than others.
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Quote:
Originally Posted by Freyas
It's kind of sad when 5% of the skills in the game are used 90% of the time- simply because they are more powerful. Then when they are brought back into line with other skills, everyone complains about how their favorite build exploiting the power of those couple skills is ruined. Guild Wars has over 450 skills- ideally, they should all be equally attractive. Balancing means that skills should be brought to the same effectiveness- meaning the overly powerful skills should be nerfed and the underpowered ones buffed- which is exactly what this update did. The other option would be to increase the effectiveness of the other 95% of skills so they match the 5% that are above average- it's far easier to reduce a handful of skills than increase the others- especially when it's a choice between increasing 400+ skills versus reducing 20ish.
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Quote:
Originally Posted by Freyas
Overall, most classes got a very nice buff in this update. Mesmers got hit kinda hard, but I still have no problems making a mesmer build that generates a large amount of hatred in opposing teams. Sure, it's not as easy to drain an enemy completely out of energy and keep them from ever getting enough to cast a spell, but that's a good change too- it's not really fun to play a match where all you do is run around and try to stay alive without ever being able to contribute anything other than wand attacks due to an energy lock.
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id0l
Quote:
Originally Posted by NightOwl
I Will Avenge You is a shout, and with iway warriors being /r, with Tigers Fury (stance) you get more attack speed from stacking the two.
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Now I am left to wonder if the attack rate of Flurry has been tweaked at all. Any insight?
It could have been my imagination/lack of sleep that Flurry appeared slower than normal post-patch. I asked a guildie that uses it as well, and he said it looked a tad slower. Of course my paranioa could have spread to him easily, and he fell for the illusion as well.
Xue Yi Liang
Every time there's a big update in skills and/or professions we're quick to assume it's just to nerf overly successful players. While some of that is, no doubt, true I think there is a simpler reason - and that is to keep people actively creative in PvP and PvE.
Whenever there's a major update in skills and professions, some skills get "better," some get "worse" but the majority will just get "different." I believe it when ANet says they're not trying to quash innovation. As a matter of fact, it forces us to reshape new builds and strategies. And shaping a suitable build for a quest or a match is what the game is all about.
The players using the 55 monk or IWAY fall into 2 categories - the experimenters and the copy-cats. When protective bond got tweaked, the copy-cats just sat around saying "OMG We've been nerfed! No fair!" while the experimenters just adapted or overhauled their builds and went back to farming.
In other words, it encourages players to become creative instead of just copy-cats. In time someone will discover some juicy way to exploit the new set of rules - I suspect that ANet wants it's players to actually find these solutions by themselves.
Change is good.
Today it's IWAY - maybe the next one will be an innovative Mesmer or Necro build, who knows? Then 2-4 weeks will pass and there will be a new update that changes all of that -
Whenever there's a major update in skills and professions, some skills get "better," some get "worse" but the majority will just get "different." I believe it when ANet says they're not trying to quash innovation. As a matter of fact, it forces us to reshape new builds and strategies. And shaping a suitable build for a quest or a match is what the game is all about.
The players using the 55 monk or IWAY fall into 2 categories - the experimenters and the copy-cats. When protective bond got tweaked, the copy-cats just sat around saying "OMG We've been nerfed! No fair!" while the experimenters just adapted or overhauled their builds and went back to farming.
In other words, it encourages players to become creative instead of just copy-cats. In time someone will discover some juicy way to exploit the new set of rules - I suspect that ANet wants it's players to actually find these solutions by themselves.
Change is good.
Today it's IWAY - maybe the next one will be an innovative Mesmer or Necro build, who knows? Then 2-4 weeks will pass and there will be a new update that changes all of that -
Axle_Fieshe
xD i made a topic exactly like this, but it was merged with the bigger one.
john little
In my opinion balancing is dynamic PvE/PvP content. Anet make the changes, the players have to adapt. Those that create builds thrive, those that copy builds falter.
One and Two
Adapters win. It also keeps the game fresh. I get to use different skills!
Xue Yi Liang
Quote:
Originally Posted by Axle_Fieshe
xD i made a topic exactly like this, but it was merged with the bigger one.
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Audhumla
I like random changes. It keeps things from getting stale.
Naprius
i don't give a crap if they change everything. it keeps me playing
Rieselle
I think the problem is that "balance changes" get released like "bugfixes".
Implying that one day, (ignoring future content), all the skills will be "balanced" and thus no more changes will occur ever. Builds that are good at that time, will forever be good after that, etc.
If that's ANet's plan, so be it.
However, if the plan is to regularly shake things up a little, then a policy or mechanism should be explicitly made to handle that, rather than (seemingly) leaving it up to the whim of the devs.
They could state, for example, "At the start of every pvp season, we will change some skills around (for fun) so that every season has a different gameplay."
Or, they could implement some sort of autobalancing or randomising system that tweaks numbers around between every season, or due to the phases of the moon or due to over/underpopularity or whatever.
Implying that one day, (ignoring future content), all the skills will be "balanced" and thus no more changes will occur ever. Builds that are good at that time, will forever be good after that, etc.
If that's ANet's plan, so be it.
However, if the plan is to regularly shake things up a little, then a policy or mechanism should be explicitly made to handle that, rather than (seemingly) leaving it up to the whim of the devs.
They could state, for example, "At the start of every pvp season, we will change some skills around (for fun) so that every season has a different gameplay."
Or, they could implement some sort of autobalancing or randomising system that tweaks numbers around between every season, or due to the phases of the moon or due to over/underpopularity or whatever.
RTSFirebat
Quote:
Originally Posted by Pharalon
They've added an aftercast time of 1.25 seconds (from my measurements) to those skills. In effect, they now work more like spells, with a cast time followed by a cooldown. I can't imagine why people would complain about the cooldown, as it's less than what casters get when they cast PBAoEs, only slightly longer than that of a normal spell, and still lets you chain them faster than standard bow attacks (without a speed buff).
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In anycase this is much better then removing the extra damage they can have from things like Kinder arrows, so I'm pleased.
I'm not please however that "I Will Avenge You!" was not changed in anyway, even the range of the spell is the same. So IWAY will continue to be a royal pain the ass in the Tombs.
I'm at work at the moment, but I look forward to looking at the skill monitor.
BUT why no Toggleable capes and no Energy bar in the interface STILL... /doh!
Hanuman li Tosh
point blank they nerfed a lot of stuff not because it was overpowerd but because they didnt want everybody playing the same builds.
on the other hand they buffed stuff not becasue it was underpowered but because they wanted people to start using it.
guess what, now its overpowered.
funny how many people defended iway on the grounds that its not all that good of a build and therefore easilly countered, then supported anet ewhen they nerfed it.
i guess the grass is always greener on the other side.
on the other hand they buffed stuff not becasue it was underpowered but because they wanted people to start using it.
guess what, now its overpowered.
funny how many people defended iway on the grounds that its not all that good of a build and therefore easilly countered, then supported anet ewhen they nerfed it.
i guess the grass is always greener on the other side.
exploding flowers
Quote:
Originally Posted by knives
I have just played my Mesmer out in PvE, and I must say, I do love the skill monitor. I was just wondering about the skills balance. Decreased durations, increased recharges, I am wondering how that will help a mesmer if he/she is not running QZ, SQ, or Mantra of Recovery. I also am wondering why Guilt got put down to 5, but not Shame?
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Rieselle
I find it hard to understand how people dont get excited over skill changes. (especially if there are buffs). I get bored pretty quickly, I dislike it when things like EDrain or Eviscerate become mandatory skills. I want to use lots of different builds and skills without knowing from the outset that I'm gimping myself.
Rieselle
Quote:
Originally Posted by RTSFirebat
I'm not please however that "I Will Avenge You!" was not changed in anyway, even the range of the spell is the same. So IWAY will continue to be a royal pain the ass in the Tombs.
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NightOwl
Quote:
Originally Posted by Freyas
What boggles me is that people are complaining about every skill getting nerfed- let's look at the nerf/buff average with this update:
Mesmer: Overall, I agree with all of these changes- Inspiration is a utility line, not shutdown- if you look at the other skills, they all boost your effectiveness. Illusion/Domination are the lines based around shutting down an opponent. When 2-3 skills from inspiration magic were able to shut down a person more than a skillbar full of illusion/domination skills, there's something wrong. Energy Drain/Tap/Ether Feast are still useful skills- in fact for any non-denial purpose, they were buffed. And Energy Denial still works fine- I was playing in the arena earlier and was triggering mindwrack on elementalists in about 5 seconds- obviously the update didn't kill it- it just made it more difficult than having 2 skills that anyone could mindlessly use. Buffs: 2, Nerfs: 4, Mixed: 4 |
Quote:
Necromancer The necro really got a lot of skill buffs, on a lot of skills that rarely if ever saw the light of day. The only nerfs put the affected skills on par with the range of other skills(such as Heal Party/Aegis), and Rend Enchantments gained a benefit for investing points into curses for it. Buffs: 12, Nerfs: 4, Mixed: 1 |
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Elementalist Some very nice buffs, with a big nerf to Ether Renewal and a minor one to Ward Against Foes. Ether Prodigy now triggers damage more often, but provides a lot more energy, making it a buff overall, in my opinion. Ether Renewal was likely the most broken and abused skill in the game before this update, so I think it was a good nerf. It can be difficult to make good use of now, but it's still useable and powerful with the right build. Much better than the infinite energy that it used to provide. Buffs: 14, Nerfs: 2, Mixed: 1 |
Quote:
Monk Single target smiting skills got boosted while the AoE ones got nerfed some. A lot of nice buffs for some of the unused skills that make them look somewhat useful now. Buffs:10, Nerfs: 3, Mixed: 2 |
Quote:
Warrior A lot of buffs which should help out considerably- some may still be a little weak, but overall, this update significantly helped out warrior skills. Buffs: 11, Nerfs: 1, Mixed: 0 |
Quote:
Ranger Good boosts on skills that were sub-par. The only real nerfs was to correct an issue with the interrupts that was introduced with the last update- you were never intended to be able to fire off 4 arrows a second. The delay just takes the interrupts back to having the same time as normal attacks, just frontloaded so that you can actually interrupt with them. Dust Trap seems better to me, though if someone just hits one pulse of the trap, it does less damage than previously. Buffs: 6, Nerfs: 5, Mixed: 1 |
Quote:
So, between all 6 professions, there were 55 skills that got buffed, 19 skills that were nerfed, and 9 that were mixed- nerfed in some way, but buffed in another. Far more skills were increased in effectiveness than were reduced- yet everyone is complaining about the skills that got nerfed. |
I've not been hugely opposed to the changes made in the past. This patch, however, is deep and wide spread changes. Smite (which I rarely play, pretty much just earlier today, normally heal monk or warrior) took hits from all angles. Tombs iway groups got some nerfs (I do play this, but note the lack of complaint on this part). Ranger interrupts were nerfed, not necessarily unjustly, but this will have a significant impact, I believe. Mez took a beating. Warriors didn't really feel much pain...but the love received wasn't earth shaking anyhow.
This type of patch might go a little smoother if Anet would post a thread for people to comment on what they feel needs nerfing, and what they feel needs buffing. Consolidated discussion on the topic, where all parties concerned have a spot to voice their opinion and KNOW it will be read (for example, that's why I'm including this paragraph in this thread).
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RTSFirebat-look deeper, the changes to IWAY were not made to that skill itself, but elsewhere. The necro Order skills took a nerf, stacking Tigers Fury and IWAY is no longer helpful (not that it was awesome anyhow, but hey). Necro Dark Fury also got a bit of a nerf (directed at IWAY, isn't it?). The tombs iway groups did take a hit in this patch.
Savio
Quote:
Originally Posted by Rieselle
Well, it's attack speed buff no longer stacks with other attack speed buffs. Does that count?
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NightOwl
Quote:
Originally Posted by Rieselle
I think the problem is that "balance changes" get released like "bugfixes".
Implying that one day, (ignoring future content), all the skills will be "balanced" and thus no more changes will occur ever. Builds that are good at that time, will forever be good after that, etc. If that's ANet's plan, so be it. However, if the plan is to regularly shake things up a little, then a policy or mechanism should be explicitly made to handle that, rather than (seemingly) leaving it up to the whim of the devs. They could state, for example, "At the start of every pvp season, we will change some skills around (for fun) so that every season has a different gameplay." Or, they could implement some sort of autobalancing or randomising system that tweaks numbers around between every season, or due to the phases of the moon or due to over/underpopularity or whatever. |
morgothstark
The main problem is that it's the game goes through many changes in a short time.
Gamers like to play in a stable environment.
Again, this update change economic balance as well.
I know, I know - this game is not for gold collectors, but still.
Less farmers, less good items in the market, less rare materials, all will go high, but now if a charachter cannot farm, how on earth he can get those things?
The developers force the gamers to play in a specific way, they slowly remove the limited freedome the game had.
I don't always have playersto play with, Just a quick look, there are 3-5 people in mission towns. Should i sit and wait for more people to come?
I could just go out and farm a bit till more players join, but no, it's possible but not enjoyable as before
There is more I can say about this game, it started good - developers of Diablo, new game type... slowly it sinks
It's not a nerf of one or two skill that will make me leave the game, but, it adds and adds, and the ties to this game are thinning.
lol, I became to melodramatic.
Gamers like to play in a stable environment.
Again, this update change economic balance as well.
I know, I know - this game is not for gold collectors, but still.
Less farmers, less good items in the market, less rare materials, all will go high, but now if a charachter cannot farm, how on earth he can get those things?
The developers force the gamers to play in a specific way, they slowly remove the limited freedome the game had.
I don't always have playersto play with, Just a quick look, there are 3-5 people in mission towns. Should i sit and wait for more people to come?
I could just go out and farm a bit till more players join, but no, it's possible but not enjoyable as before
There is more I can say about this game, it started good - developers of Diablo, new game type... slowly it sinks
It's not a nerf of one or two skill that will make me leave the game, but, it adds and adds, and the ties to this game are thinning.
lol, I became to melodramatic.
GW Monkey
Quote:
Originally Posted by LuLu
Hope yall like the new skill monitor. I think it's fantastic.
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ABSOLUTELY NO CLUCKING WAY.
I mean, many of these skill "balances" are drastic -- there's no need for me to discuss which -- and it has totally (again) changed gameplay. And I like that, that's the good part. Keeps things fresh, interesting.
But the Skill Monitor? In a single move they've insulted the skilled players yet again. Interruption has been dumbed down to the point anyone, and I mean any fool who screams "I R TEH PNZORING INT3RRPT0R!!", can do so accurately. With zero practice.
I was really miffed back when elite capture was made idiot-proof; took any additional meaning of "elite" away from acquiring them. But this? This is just rude.
Along this same vein, I hereby request a Fame Merchant. I don't want to play for it, I want to buy it. Something around 100g per 1 fame. No? Why not? Many non-talented people are famous due to money. It's only fair.
I know it's for the better. And I'll calm down. Maybe. It's just so damn drastic.
[[slips off muttering to himself]]
unienaule
Huh. I think you insulted smart CASTERS everywhere. Suppose I want to get up Obsidian Flesh, which has a 30 sec recharge time. Do I cast it first? Nooooo. I cast armor of Earth first, "noob int3rupt0r" goes "i c4n 1nt3rrupt that," does so, and then while he's waiting for his next interrupt i get off Obsidian Flesh. It still takes effort and planning to interrupt correctly.
Eet GnomeSmasher
Oh pipe down. No one can be as "elite" as you so give us a break eh? Seems most people like the skill monitor....as well as the Elite skill acquisition a while back. So tough break you're in the minority.
*Addressed to GW Monkey.
*Addressed to GW Monkey.
Ollj
i love all the changes.
i shouted "YES YES" after reading every one of them!
GREAT
Necros and Mesmers...
RISE!
i shouted "YES YES" after reading every one of them!
GREAT
Necros and Mesmers...
RISE!
GW Monkey
Quote:
Originally Posted by Eet GnomeSmasher
Oh pipe down. No one can be as "elite" as you so give us a break eh? Seems most people like the skill monitor....as well as the Elite skill acquisition a while back. So tough break you're in the minority.
*Addressed to GW Monkey. |
Now, on topic, if you think it's a good thing to get ability w/o any experience or practice, then yes I'd imagine you would like it. Some of us took the hours necessary to become good interrupters, not just in the timing of it, but in the planning, in knowing what they are casting now vs. what they'll be casting next... good interruption requires prediction as well as positioning and timing. Well it did, anyway. Now that's removed.
Sol_Vie
I like the changes. Interrupt rangers haven't been hit bad- they've just been made fair. I don't have any trouble with mine. Mesmers took a hit, but come on... work around it. My favorite change? The new music! <3. I'm a band geek too, so I'm loving it.
Eet GnomeSmasher
Quote:
Originally Posted by GW Monkey
If we can push your ego aside (It's bloated and heavy) maybe you could see what I am talking about. Or who knows, maybe you do and just disagree. That's fine. That's what I'm doing, disagreeing. You don't like it? Take the personal insults to PM if you're going to be childish. Stop trolling in a public thread.
Now, on topic, if you think it's a good thing to get ability w/o any experience or practice, then yes I'd imagine you would like it. Some of us took the hours necessary to become good interrupters, not just in the timing of it, but in the planning, in knowing what they are casting now vs. what they'll be casting next... good interruption requires prediction as well as positioning and timing. Well it did, anyway. Now that's removed. |
You've basically called everyone idiots and noobish just because they like the skill monitor and (old news) the Elite skills acquisition. But feel free to throw more tantrums.