Feedback talk:User/Bathory/Non-Elite Bow Interrupts

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You know, auto-attacking counts as not using a spell. So if you use your Disrupting Shot on an auto-attacker, you got a huge spike assist. Titani Uth Ertan 09:22, 21 September 2009 (UTC)

I don't get why some people seem to be so determined to see Ranger interrupts nerfed. I've never had a problem with someone spamming interrupt skills at me, but maybe that's just because I don't try casting Meteor Shower when being attacked by a ranger. There are many very accessible counters to Rangers,through either blocking their attacks or making them miss. Don't try telling me something is too strong when you can't even be bothered to try and prevent it. --Curse YouCurse You(talk|contribs) 17:14, 21 September 2009 (UTC)
I usually don't try casting Meteor Shower at all. I'm aware there are counters but that doesn't make the fact that non-elite interrupt attacks make elite interrupts negligible on interrupt-focused Rangers. Burning Arrow builds typically focus more on shutting down casters, using their elite only to spike assist. Being able to focus mainly on something as powerful as interrupts without devoting an elite to it has always seemed wrong to me. Titani, updated the description to clarify it. Thank you for pointing that out. User Bathory Spirit to Flesh.jpg Bathory talk 18:11, 21 September 2009 (UTC)
Mesmers can do the same thing, except their interrupts can't be blocked or made to miss. Interrupts are not as Über-powerful as you seem to think they are; the majority of interrupt skills are non-elite. An interrupt is basically using up a skill slot in an attempt to shut down a single skill slot of an opponent, something that isn't actually that strong if you think about it. Sure if they manage to stop the right skill it can be effective, but it's all about timing and skill; a person who is unable to interrupt will essentially be wasting any slots with interrupts in them.
Now with the non-elite ranger interrupts, each one has a drawback, most of them deal normal or less damage if they don't interrupt, some have long recharges and others have a high cost. By comparison, the elite ranger interrupts have bonuses, Magebane Shot cannot be blocked and deals normal damage (unlike Distracting Shot) and Punishing Shot deals bonus damage regardless of if it interrupts. Really it also comes down to knowing how to counter them and actually countering them if they're a problem, instead of just talking about it. --Curse YouCurse You(talk|contribs) 21:20, 21 September 2009 (UTC)
You can try to make it sound like they're under-powered all you like, but as long as they recharge the same amount there's nothing stopping you from dealing with the "drawbacks" of less damage for an elite that will more than make up for it. Counters =\= Balance, nor does the ability to replace elites with non-elites sound fair. User Bathory Spirit to Flesh.jpg Bathory talk 22:51, 21 September 2009 (UTC)
Diversion is pretty powerful compared to Distracting Shot and you don't have to spend your elite on it. Magebane Shot is pretty powerful, I think you can make Punishing Shot worth it by making it unblockable and giving it the same progression as Savage.
Counters are an important part of balance; if something can be countered too easily it is more likely to be underused; if something has very few to no counters it is more likely to be overused. There are a massive number of skills in almost every profession that can either block attacks or make an opponent miss (through Blind or otherwise). Even without those, you can always simply duck behind something, obstructing the ranger's attacks, allowing you time to cast a few skills if required. That means there are numerous options for preventing a ranger's ability to interrupt. The only skill that bypasses block is an elite, thus making it better than the non-elites in terms of reliability.
Perhaps in Random Areas it can be hard to deal with a ranger, but as so many people have said numerous times, RA should never be the sole purpose for nerfs. When the game mode has builds like this managing to win matches, it's quite obviously not a reflection of the rest of the game. --Curse YouCurse You(talk|contribs) 15:57, 25 September 2009 (UTC)
Oh yes. I'm totally making this suggestion on nothing based but RA. Thank you for your lack of respect. Yes, Blind, Obstruction and Blocking all happen. Blind and Obstruction really don't stop rangers for very long. Blind has short durations anyway, and most Rangers can remove it pretty easily. Most rangers also have an IMS, which lets them move to somewhere they aren't being obstructed pretty quickly. Blocking is really the only thing that does stop them. And if we're comparing Ranger and mesmer skills now , I think only one heavy downside (blocking) really doesn't make up for the difference in recharge. Besides, these suggestions aren't giving them very long recharges, just slightly longer. If anyone really needs more interrupts, they could bring one of the elites that still have 5 second recharge, or the buffed Distracting Shot I've suggested, which would have recharge equal to Savage. User Bathory Spirit to Flesh.jpg Bathory talk 17:48, 25 September 2009 (UTC)
I never said you were, I simply stated that RA is the only place it could be a problem.
You forget all about hexes that cause foes to miss, namely Blurred Vision, Price of Failure, Reckless Haste, Spirit of Failure and Calculated Risk. Most rangers never carry a hex removal skill, making them very effective. Also, if a person can't get off a few necessary spells while the ranger repositions, they really need to reconsider their skills, since obviously they aren't cut out for what they're trying to do. Most monks can fire off one or two healing or protection spells before the ranger can get line of sight again; they can sometimes even fire them off while the ranger is still able to hit them.
Oh and 'we' were comparing rangers and mesmers a while ago, and the fact that spells cannot be stopped without something like Spell Breaker or interrupting them (good luck catching a 1/4 cast), and take effect on cast instead of when a projectile hits, makes them much more reliable, thus warranting a longer recharge. --Curse YouCurse You(talk|contribs) 22:19, 25 September 2009 (UTC)
Ranger interrupts (technically) have 0.25¼Activation time as well. But mesmer interrupts have fast casting and no flight time. -~=Sparky User Sparky, the Tainted charr sig.PNG (talk) 22:40, 25 September 2009 (UTC)
If ranger interrupts get nerfed i wanna see all mesmer interrupts get nerfed as well. Ranger interrupts might be overused but i dont think theyr overpowered... Raemon 07:33, 5 October 2009 (UTC)
Most mesmer interrupts aren't as bad as they were, concerning things like PBlock and PLeak. I can't think of any that need nerfs in particular. Care to enlighten me? User Bathory Spirit to Flesh.jpg Bathory talk 15:12, 5 October 2009 (UTC)
In case you never realized, most of the Mesmer interrupt skills have been buffed since they were implemented. Power Spike was originally

10 Energy¼ Activation time15 Recharge time and is now 5 Energy¼ Activation time12 Recharge time. Power Drain was originally 5 Energy¼ Activation time25 Recharge time and is now 5 Energy¼ Activation time20 Recharge time. Even Cry of Frustration was buffed from 15 Energy¾ Activation time20 Recharge time to 10 Energy¼ Activation time15 Recharge time. Not to mention that they are now all able to interrupt chants. --Curse YouCurse You(talk|contribs) 16:19, 9 October 2009 (UTC)

I'm aware they've been buffed over time. What I said was I wasn't aware they needed to be nerfed. =\ Your information is correct, but irrelevant. User Bathory Spirit to Flesh.jpg Bathory talk 18:36, 9 October 2009 (UTC)


Shouldnt this say... Interruption effect: deals +13...25...28 damage if that action was a non-spell skill... instead of if that action was not a non-spell skill? ^_^ --Falconeye 23:39, 29 March 2011 (UTC)