User talk:Shard/Translation

In short, We [ANet] decided to do the only thing that makes since. Overly buff skills that we will inevitably nerf in PvP, because we think players want the gameplay to be based on spamming of overpowered skills that can only succeed if you manage to hit a window of opportunity. We do not realize in reality it would make sense have a gameplay style where timing, positioning, awareness, and other forms of skillful active play generate success.~>Sins  WDB 05:12, 12 December 2008 (UTC)
 * Problem is, they're not going to nerf these skills. -[[Image:User Auron csig.png]] Auron  05:32, 12 December 2008 (UTC)

Skills you will see nerfed The rest won't get touched because in my personal opinion they won't work in 8 man land, and are probably balanced around 4 man arenas.~>Sins  WDB 10:39, 12 December 2008 (UTC)
 * Mark of Insecurity - Because of Upkeep
 * Double Dragon - Because 20 Fire Magic is unnecessary in PvP
 * Cultist's Fervor - Because necros need more e-management?
 * Angelic Bond - Because Paragay will abuse it
 * Hundred Blades - Because of Barbs
 * Destructive Was Glaive - Because HA will be full of suicidal rit's running with 5 of these and 3 Grasping Was Kuurongs
 * I lol'd. Keep telling yourself that. The only one that will see a fix is cultists because of abuse on boon prots. -[[Image:User Auron csig.png]] Auron  10:49, 12 December 2008 (UTC)
 * You forgot to mention that they nerfed hexway, something you have been begging for a long time. You're being very ungrateful, not to mention that you overlook (read: purposefully neglect to mention) the obvious fact that buffing underused elite will create alternatives to the current elite, not boost the effectiveness of those elites. 145.94.74.23 12:37, 12 December 2008 (UTC)
 * They didn't nerf hexway, they just added another bad counter to it. Admittedly, it isn't as bad as Divert, but outside of Hexway, it's a 7 second recharge condition removal outclassed by RC.
 * I predict Fevered Dreams may get the hammer soon, since getting 2 conditions on someone is loleasy. --[[Image: User_Ezekial_Riddle_sig.jpg|Talk]] Riddle 13:07, 12 December 2008 (UTC)
 * They nerfed hexway? How did that happen? Did they introduce viable skills that can be run in balanced without sacrificing required skills like RC or WoH? Last I checked, RC delivers 300 hp heals along with full-condi-stack removal. PnH strips one person clean, but doesn't heal any of the damage he took from Spiteful Spirit, Insidious Parasite, Empathy, Visions of Regret, Backfire, nor does it heal the degen from Faintheartedness, Suffering, Lingering Curse, and Parasitic bond, nor does it restore energy lost from Depravity or Shame.
 * Divert was the only skill that was okay against hexway, because it offered a benefit for removing hexes. It gave a quite potent HP heal on top of a bit of condi removal - who cares if PnH removes 9 of each if it leaves the person one Wounding Strike away from death? And remember, I said viable - if you already knew you were going to fight hexes and nothing but hexes, you could spec for it decently already. Divert isn't half bad, and you can bring spotless mind/deny on the heal monk (and convert on the runner, purge on the ranger, etc), but when you're making a balanced build to beat everyone based on skill (you know, the founding concept of the game) you still lose to hexes because PnH sucks hairy nuts vs any kind of balanced (because you're losing either the 300 point rc heals that save countless spikes or the 250 point WoH heals that keep you from degening to death and are amazing for bringing yourself back up after infuses).
 * LASTLY (and this is the biggest problem), why are you required to sacrifice an elite to counter hexes? Why is Holy Veil not better than Faintheartedness, Suffering or Parasitic Bond? Why is Remove Hex so far below Empathy, Backfire or even Conjure Phantasm? Why do you have to spec so fucking hard against a mindless, skill-less tab/buttonmash build? Because hexes are overpowered. Still. -[[Image:User Auron csig.png]] Auron  14:26, 12 December 2008 (UTC)
 * Lol update was lol imo. Misery  14:40, 12 December 2008 (UTC)
 * I woke up this morning thinking I had dreamed up last nights insanity. Then I logged in here and saw your page still up and realized the nightmare that was yesterday did happen. I'm still in shock.-- *Yasmin Parvaneh* [[Image:User_yasmin_parvaneh_sig.png]] 20:24, 12 December 2008 (UTC)
 * Stripping someone clean of hexes and conditions is useful in any build, especially since you can now devote the rest of your bar to healing, because you only need 1 skill to get rid of everything. To answer your question with a question, why should you be able to counter several (10+) enemy skills, including their elites, with just 1 non-elite of your own? 145.94.74.23 21:38, 12 December 2008 (UTC)
 * Because there is one (1) Monk/Monk Substitute for every three (3) other people on most teams. There are six (6) people trying to kill your party, while there are only two (2) people entirely dedicated to preventing this from happening.  Therefore, a Monk's ability to keep people alive must be three (3) times as strong as one person's ability to kill things in order to create balance.
 * That's a really basic example, and there are many other factors to take into consideration. That's just a rough sketch.
 * The problem is, one (1) VoR Mesmer can completely shut down a Monk, leaving one (1) Monk to defend against five (5) other people trying to kill the party. Monks don't heal 5:1.  They heal 3:1.
 * That's why Hexway wins. You can't do shit about it.  One cover hex means two Veils to remove, two or three means it's not coming off until Veil (on both Monks, no less) recharges, and Hex Stacks mean, fuck, wait for it to blink.  Skills like this are a problem.  72.243.251.77 21:58, 12 December 2008 (UTC)
 * Monks can't keep 6 people alive all by themselves. If they could, why on earth would you need things like Blinding Surge eles or any of those other support characters? 145.94.74.23 22:11, 12 December 2008 (UTC)
 * Why do you have to dedicate your elite just to counter one build? That's a horrible PvP strategy, and almost always never works in your favor. All this skill is good for is countering Hexway and nothing else. There are no balanced builds that require stackings hexes on people, thus that aspect is useless, and for the condition removal, RC is better due to the coupled healing and Lower Recharge. PnH still sucks as of this update. --[[Image: User_Ezekial_Riddle_sig.jpg|Talk]] Riddle  01:46, 13 December 2008 (UTC)
 * ^ That. -[[Image:User Auron csig.png]] Auron  02:52, 13 December 2008 (UTC)
 * "That's a really basic example, and there are many other factors to take into consideration. That's just a rough sketch." 72.243.251.77 05:24, 13 December 2008 (UTC)
 * Except you're not using your elite to counter just one build. You can use Peace and Harmony to counter any conditionway build, and all builds that use lots of hexes. Even if you'd remove just 2 hexes with it, it's better than Expel Hexes. It removes more conditions per energy than your non-elites, which can never be bad for a monk. If you bring it, then you can devote the rest of your bar to healing/protection. Sure, other elites can be more practical or useful in other situations, but that is exactly the point: to make them different, but all of them useful. But please stop talking about Peace and Harmony as if it only counters hexway, because that is per defenition not true. 145.94.74.23 08:32, 16 December 2008 (UTC)
 * Except you're not using Peace And Harmony to counter just hexway. You can use Peace and Harmony to gimp your RC monk, and hexway.  Even if you remove just two hexes with it, it's still not as good as veil.  It removes more conditions per energy than draw and foul feast.  If you bring it, you can devote the rest of your bar to (insert bad monk skills here).  Sure, other elites are useful in 100% of situations, but that is the point: to make some skills worse than others.  Please stop talking about PnH as though it only counters hexway, because everyone knows hexway can't be countered.  ~Shard  [[Image:User Shard Sig Icon.png]] 23:50, 16 December 2008 (UTC)
 * You're right, they should add a 100 health heal per hex removed. Oh wait, they should also remove the hex from the opponent's bar. No wait, from the game entirely! And then this turns into a chant and we all sing a hippy song about love and that there should be no war. Now excuse me while I go hug an afflicted. 145.94.74.23 07:32, 19 December 2008 (UTC)
 * Is it just me or do you have nothing useful to say because you don't understand balance? Dark Morphon  (contribs)  10:51, 29 December 2008 (UTC)
 * Yes, it's just you. 145.94.74.23 14:51, 29 December 2008 (UTC)
 * Here's how broken and uncounterable hexway is. If PnH had ward-sized aoe, hexway would still beat it.  ~Shard  [[Image:User Shard Sig Icon.png]] 23:07, 20 January 2009 (UTC)

quite funny
how I did the same thing only worse without knowing you did it lol anyway lol'd Lilondra   *gale*  21:16, 13 December 2008 (UTC)
 * Great minds think alike?-- *Yasmin Parvaneh* [[Image:User_yasmin_parvaneh_sig.png]] 00:51, 14 December 2008 (UTC)
 * TBH i'm not that great :) the only reason i keep playing gw is because old school builds make it worthwhile things like gale warrior i even run energy drain boonprot in pve lol ^^ Lilondra  [[Image:User_Lilondra_Eviscerate.jpg|19x19px]] *gale*  08:49, 14 December 2008 (UTC)
 * You know, one thing I'm not impressed with is whirling axe.. When they use a block stance, you probably won't have the adrenal to use that damn attack cause they'll keep blocking. If it was or something it would have some use. --  Halogod35  [[Image:User Halogod35 Sig.jpg|15px]] 16:45, 12 May 2009 (UTC)
 * I'm doing a translation on the skill update this week (if there is one). If not, I'll just make one up, because it will be good. There will be a lot of gaps in logic and failure in general on Thursday.  ~Shard  [[Image:User Shard Sig Icon.png]] 21:17, 12 May 2009 (UTC)