User talk:TimeToGetIntense

i really like what you're doing on Izzy's page, keep up the good work :D +1 rep --The preceding unsigned comment was added by Anti Oath.
 * Wish you woulda left your name, but thanks. :) --TimeToGetIntense 20:56, 16 July 2007 (UTC)

You can use the coding to "strike" out text, just so you know. :D -- Jioruji Derako.> 08:56, 1 August 2007 (UTC)
 * text is superior for lazy people. –Ichigo724 12:16, 1 August 2007 (UTC)
 * This comment was originally going to be a sarcastic joke about similar codes, until I found out that, , and don't even work. Strange. -- Jioruji Derako.> 12:39, 1 August 2007 (UTC)
 * Thanks guys. I feel invincible with this new knowledge! --TimeToGetIntense 22:22, 1 August 2007 (UTC)

Weapon of Remedy
First, I will say your post on my talk page was well formed and, as condescending as it sounded, I agreed with most of it and complement that you avoided irrelevant insults.

However, I have no problem with understanding Guild Wars balance. I am not some random guy who has never played the game and only looks at the math of things. I play many games of skill, and though GW is on a fuzzy line between "game of skill" and non, I consider it as such because of its potential. I know when something is imbalanced by not only having it used against me, but by using it myself. If I say "This is easier to use, and always has better results than X," something is wrong.

I know Weapon of Remedy is overpowered because it is simply too easy to use and its benefits always outweigh its costs. Whether its "life advantage" is considered or not, this skill still breaks the game. The more pressing matter about skills like WoR is that they have absolutely no counter, and whether their math or usage is overpowered becomes irrelevant as long as they have some benefit. Something is automatically broken if it has no viable counters, and WoR falls into that category. I don't hate this skill because of its healing or because of its damage. I hate it because it gives low-skilled players a no-risk advantage over "better" players, and in a game of skill, that's unacceptable. ~Shard (talk / Nerf List) 10:17, 25 February 2008 (UTC)


 * I never thought to emphasize ease of skill use. I figured a lot of the people who post on izzy's talk page are noobs who don't want to see their shit nerfed and speak in the only terms they understand.  Thanks for your perspective, I'll give it a try. ~Shard (talk / Nerf List) 14:10, 25 February 2008 (UTC)

Your Comment
Thanks for your comment. I mean all that I said about warriors as much as I said that I would start using healing breeze and mending. MiraLantis 05:06, 11 March 2008 (UTC)

Hai2u
This page needs moar action. 85.103.56.190 20:09, 31 March 2008 (UTC)

Could use some feedback
nao. Advice I would appreciate would be composed of "you suck" and "you rock." Mainly the latter. -- NUKLEAR   IIV  15:09, 27 May 2008 (UTC)

SoH
Well... remaking the game to focus on splits would require even more work than making caster damage viable. A huge buff of healing signet and a de-nerf of WoWarding and SoR would have to lead that off; if you aren't able to survive against a split sin or deep-wound spamming escape ranger with a scythe, you aren't going to achieve anything on the split. I dunno, really. We all know that ANet doesn't know what it wants to do with the game, and their confusion has really crippled any remaining options. They (seemingly at random) nerfed viable split skills to a point where only rangers are able to solo stuff via top-tier skills like natty stride and mending touch (and now antidote signet, hurrrr, gud1 anet... like rangers needed more shit to help them on the split). They really need to make Deep Wound belong to the warrior, like you said. If dervs can hit for 150 damage and sins can teleport around the map, they need a huge gimp on their DW applying ability (it shouldn't be the least bit spammable, and should be expensive as hell regardles). I'm still a fan of making every energy-based deep wound skill having a 20 second recharge, simply to prevent abuse. You don't need it more often than that tbh, you're just abusing it past that point. Heavily regulating Deep Wound would promote actual skill on sins and dervs, which would be a step in the right direction. - Auron 14:05, 13 June 2008 (UTC)
 * Well I don't think the game can go back to being as good as it once was because of Assassins, but if they'd at least bring back some self defense like Distortion, every character would stand much more of a chance on splits. Also, Aegis should be non-viable for Monks because it is a whole slot that is 100% devoted to 8v8 play with both Monks together. If you have Aegis (even with the 15e cost) you win 8v8 against a team without it, but if you try to fight them on two fronts you automatically lose because their Monks will have more efficient self defense such as stances, or better mobility. BTW this is why Boon Prot was good for the game; it was really strong for split and 8v8, and it could not run Aegis. But anyway, I think Assassins really ruined everything. They have too much mobility and make most splitting possibilities moot. --TimeToGetIntense 14:30, 13 June 2008 (UTC)

About Rakryen
Dude, just ignore the little wanker. He is obviously trolling, and he is doing a pretty good job of mimicking an elitist attitude. Stop feeding him, tbh. -- NUKLEAR   IIV  15:03, 21 June 2008 (UTC)

Brawl
I'm in hawaii, so online play is really, really laggy for me. The best I get is like 500 ping. One time, my sister and I were playing with someone from canada, and a 3 minute brawl lasted for about 10 real time minutes. ~Shard (talk) 22:15, 21 June 2008 (UTC)
 * You play Brawl? As in, Smash Bros? One of my favorite games  --Kalas Silvern 05:46, 10 September 2008 (UTC)