ArenaNet talk:Skill feedback/Monster/Twisting Jaws

From Guild Wars Wiki
Jump to navigationJump to search
Info-Logo.png Note: As of September 2, 2009 this page is no longer active. If you have suggestions for Guild Wars skills please go to Feedback:Main to learn how to submit suggestions that ArenaNet can use.

Agreed. It's unprottable, it's instant, it's silly. Just make it a touch skill. ~Seef II <|۞> 01:53, 28 February 2008 (UTC)

I like it just the way it is, just dont aggro massive groups of dinosaurs --66.45.173.98 16:53, 28 February 2008 (UTC)
Cause it's not a problem if only three of them use it, right? Wait...
Yeah, keep this as it is if Twisting Fangs is buffed to do 60 life steal per hit, kk? Otherwise, dump the damage a chunk. Like, to 50. -- Armond WarbladeUser Armond sig image.png 21:37, 7 March 2008 (UTC)
Kill the deep wound and it helps a bit. Lower the damage and it helps a lot. What should be relatively simple PvE tasks in the Asura lands are KILLER with this skill. MiraLantis 05:36, 8 March 2008 (UTC)
EDIT: Killer, meaning I'm the one that's dying. MiraLantis 05:39, 8 March 2008 (UTC)
umm gorden, GOOD JOB that would work, because i dont like agroing those dam earth dinos then getting hit by dam tough dinos and i like being able to well... survive,(although if i do it right i can use my para to deal with the deep wound with blank skills i wont talk about, i dont like divulging my paras secrets --The preceding unsigned comment was added by User:74.216.76.94 (talk).

Fix this please. 76.64.56.90 02:46, 24 April 2008 (UTC)

Yes, this skill makes Asura PvE take more time and usually adds to my death count. Why make a skill that instantly kills you, then make the wording long and meaningless? 72.235.48.41 11:22, 30 April 2008 (UTC)

Is this going to be fixed anytime soon? 76.64.189.145 04:27, 12 May 2008 (UTC)

Sadly, I doubt it... and I depise this thing. Horrendous idea... 120 unprottable damage, and dinos come in groups of 4-5 (except Ceratadons, which are an entirely different story, at least for me). hmm... 4*120 = 480 damage, which is exactly the unbuffed health of a level 20 character. It's like it was MEANT to instagib a character every time you encounter dinos. --Kalas Silvern 04:39, 13 May 2008 (UTC)
Do remember that most PvErs gimp themselves with sup runes and radiant insigs and take their health down to the high 300s. Even if you've got 600 health like a smart person, all they need to do is pressure you a bit and you're dead. -- Armond WarbladeUser Armond sig image.png 05:10, 13 May 2008 (UTC)
Thanks- and unlike most PvErs, I prefer not getting insta spiked by an ele boss every time I see one. However, 5 of these = 600 unstoppable damage + deep wound*6... It's kinda nuts. And with what you said, you're right- this thing is even WORSE than it would be if the entire team had normal amounts of health. --Kalas Silvern 10:19, 13 May 2008 (UTC)
Imo low amounts of health in the majority of players would be acceptable if the monks I ran into had the skill to maintain prot spirit on anyone being attacked. But hey, then you run into angorodons and there's nothing you can do to prot them. (And given how Guild Wars focuses so much on the prot line, that seems... kinda dumb...) -- Armond WarbladeUser Armond sig image.png 14:38, 13 May 2008 (UTC)
Even making this damage and not lifesteal would be nice. And personally, I get annoyed when anyone in my group has less than 480 health. With survivor insignias, weapons, and vigor runes, they have no excuse not to at least break even. That said, this skill is broken either way, since it goes through prot spirit. And I've seen a few monks who do keep prot spirit on anyone taking big hits, it's kinda nice since it makes my sin quite good for some pve, which is nice. Now if they'd just buff sins a bit solely for pve (doable now) and nerf this so it doesn't have the ability to instagib, we'd be getting somewhere. --Kalas Silvern 04:21, 15 May 2008 (UTC)

Cry More.

If you dont have a team of "Cant Touch This!!" Paragon's, you suck. --The preceding unsigned comment was added by User:Phill Gaston (talk).

Yeah, everything that has a counter is perfectly balanced. No exceptions! XD -- Gordon Ecker 04:29, 2 October 2008 (UTC)
I use Mending Touch with my spare attribute points to counter this, and it works like a charm...... --User Wandering Traveler Oie User Wandering Traveler Sig2.png Wandering Traveler 04:31, 2 October 2008 (UTC)
I didn't know Mending Touch could prevent lifesteal. People must've been really fucking dumb back when bspike was around, eh? --71.229.253.172 04:51, 2 October 2008 (UTC)
Epic quote. --Ezekial Riddle 04:57, 2 October 2008 (UTC)
Unfortunately, "Can't Touch This!!" affects only the user, and having to be secondary paragon in every area where Raptors can be found it's quite annoying. They move fast enough to be able to quickly reach and team up at any party member. So "Can't Touch This!!" is not really a good option unless they change it for PvE to target one ally. MithUser MithranArkanere Star.pngTalk 13:41, 2 October 2008 (UTC)
That's why you get the asuran rank: Not Too Annoying.. It helps ;) PLZ CLICK HERE ^Teo^ 20:39, 15 October 2008 (UTC)

Sometimes when I look at this skill and at Gloat I can´t shake off the idea, that the developers deliberatly put both in the gane to annoy PvE players. As if they are angry at them that their "awesome PvP game" failed to be an "awesome PvP game". --The preceding unsigned comment was added by User:84.56.213.103 (talk).

Gloat has two intentions actually. To denote that Charr have their own rift to the Hall of Heroes and to make fun of those that gloat about their /rank in outposts. MithUser MithranArkanere Star.pngTalk 18:38, 8 December 2008 (UTC)
PvE Monsters have access to a PvP format and they win it, every single Charr?? Making fun of PvP players gloating would be great, but it doesn´t make sense to do that in the PvE areas! Since reward points pay for formerly PvE only armor, PvE players have rightfully asked for equal treatment, which would mean emotes for PvE players, but instead they gave PvE monsters emotes. Why do monsters get emotes before PvE players get them?? --The preceding unsigned comment was added by User:84.57.253.2 (talk).
Because PvE it's PvP for the Charr. You'll know more in Guild Wars 2, when they bring the World PvP. MithUser MithranArkanere Star.pngTalk 14:29, 23 December 2008 (UTC)
Which is a terrible concept from ground up. I hope like hell they avoid putting it in, world pvp is nothing compared to what they have now. -Auron 06:36, 8 January 2009 (UTC)
So anyway, PvE players complaining about lack of equal treatment in a PvP-oriented game is lmao-worthy. Vili User talk:Vili 06:56, 8 January 2009 (UTC)
In PvE there is no uch thing as 'balance', it can't be balanced since monsters and players will never be in equal footage. Mind and AI, stats, monster skills and pve skills... too many differences. That can't be balanced. But there is something that can be done, and it's cutting off something when it's excessive, that's usually done with some farming builds and some monsters. This is one of those cases of 'excess'. MithUser MithranArkanere Star.pngTalk 15:03, 8 January 2009 (UTC)

So my 2 cents is that this needs to move to the realm of attack skills. In essence, the dino bites you (bleeding) then twists its head to tear off some flesh (deep wound) and eat it (life steal). The problem is, if this is a bite, it should reasonably fail against things like Mist Form and Shadow Form, where the premise seems to be making the user incorporeal for its duration. Admittedly, even as an attack, this would still screw up a Mist Form user, but that is a failing on the part of Mist Form's mechanics, not making this an attack. This kind of skill also used to be far less common, being only on bosses or other rare creatures.

As for how dangerous this is, lets not forget how many dino parties are roving patrols with overlapping paths. You accidentally aggro one, and while you are dealing with that group another wanders into you, and possibly a third depending on location. A pack of 6 raptors is bad enough with this skill. Add in another 6 and 3 angorodons and you may as well start nibbling on that candy cane now. Guildwarsrunner 08:19, 17 January 2009 (UTC)

So you'd like to make raptor farming even easier? No thanks. Mori no Kinoko ni go Youjin QQ 08:23, 17 January 2009 (UTC)
This should come with the build that nerfs shadow form too. Boro 10px‎ 06:15, 14 June 2009 (UTC)

well, the ctt buff more or less fixes this issue. ;o ··· Danny Pew Pew 17:07, 22 July 2009 (UTC)

Since Can't tuch this affects allies now, it works as a decent counter now. There is no more problem with Twisting Jaws spikes for me. MithUser MithranArkanere Star.pngTalk 17:16, 23 July 2009 (UTC)

Not too bad

I never had any trouble against dinosaurs using this skill. Never brought anything special either, like PvE skills or special counters. Just spread out a bit, making sure none of my party members got hit by multiple dino's at the same time, and then quickly spiked down dino's to make the group less of a threat. I never even knew that the skill was that powerful until I read what it does. The shockwaves are a lot more dangerous, imho. 145.94.74.23 06:44, 15 June 2009 (UTC)

The problem is not the skill hitting different party members at once, the problem is when the dinos all target one person and spike them with this. This is bloodspike on crack. King Neoterikos 06:47, 15 June 2009 (UTC)
Maybe it's just for me, but every single time I see Ferothrax or Raptors, they always go target one single random ally, and all of them go for the same one. Without minions to die instead players, Vanquishing areas with dinosaurs it's impossible for me. They even seem to have bigger radar vision, not as big as Kournan Spotters but big enough to forget about what they have nearby and go directly for casters. I'm lucky that they stop to fight minions when they are present. MithUser MithranArkanere Star.pngTalk 08:20, 15 June 2009 (UTC)
They have the usual aggro range, they just happen to have vast patrol routes.... so it may seem that they really are running towards you from large distance, but in reality they're just doing their usual patrol routes. Mediggo 10:46, 15 June 2009 (UTC)
I always check their patrol routes, and approach them perpendicularly, so they don't run to me nor from me, so I always attack them for a side. Angorodons are a different thing, since they tend to be spread and you can take one or two before they regroup, but raptors and Ferothrax do seem to have bigger radar range. I've seen a raptor going from in front of me directly for a spirit that was almost outside my own radar range, in the opposite direction. MithUser MithranArkanere Star.pngTalk 12:38, 15 June 2009 (UTC)
Maybe patrolling makes AI aggro differently then. Anyways, I kinda like how AI behaves differently in EotN... though it can sometimes be annoying, especially with dinosaurs. :P Mediggo 12:47, 15 June 2009 (UTC)

So now people are QQing about parts of the game being too hard. Make up your mind, please? Dark Morphon 08:36, 16 June 2009 (UTC)