User talk:Borotvaltgandalf/update may 14
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lol Misery 22:54, 15 May 2009 (UTC)
Some disagreements[edit]
- "Visions of Regret, a game breaking change was left unnoticed." VoR is on par with Spiteful Spirit. One does AoE hexing (hexes multiple foes) the other does AoE damage (damge goes to multiple foes) - Also, VoR deals more damage, while having a bigger condition. VoR requires a skill, SS just needs an action besides movement (attack/skill). I don't think either is "over powered" to be honest. Just annoying, and that, my friend, isn't over powered.
- "The problem with castigation signet was that it gave the monks the ability to damage and gain energy at the same time." You do know that Monks need SOME energy management, right? Off the top of my head, there are only two skills that give energy (exception of Zealous Benediction which just basically reduces the energy cost). This FORCES Monks to go into a secondary, where other professions do not.
- "5 energy Screaming Shot without the range part. One more mindless pew-pew skill." But yet, there is no extra damage? Pew-pew? really? I don't think so. Just a conditionless bleeder, like Sever Artery.
- "Noticeboard: Ritualists still heal more than monks." They also have weaker protection, no hex removal, and fewer healing spells. As a profession that gives an alternative to Necromancers (Spirits instead of Minions), Elementalists (The damage aspect of Rits), and Monks (The healing aspects of Rits), they need some benefit in their small aspects. They are rather broken to be honest, but the ideal Ritualist would have fewer skills to work with, but slightly better/on par in individual skill comparison, and something that prevents other professions from abusing Ritualist skills. THAT is the problem, not that Ritualists heal more than monks.
Those are just my thoughts on a few things. Everything else you said, I agree with. Unfortunately (only unfortunately because the bad changes took place). -- Azazel The Assassin\talk 00:44, 16 May 2009 (UTC)
I can't believe how bad you sounded when I was reading through all of this. The balance team address the most broken skills in the game and you say that most of the nerfs are un-needed. W-o-w. Frosty 15:01, 16 May 2009 (UTC)
- Specify your problems please. Boro 15:05, 16 May 2009 (UTC)
- "spirit spamming takes too much time. Communing&spawning power needs to be tweaked". Disagree with this statement. If you allow the Ritualist to cast some of the spirits before engaging the enemy, you'd be amazed at the amount of damage a Signet of Ghostly Might build can do. Just add random attack spirits, vampirism and an Asura summon. Use Summon Spirits to transport them into the fight and you're set. 145.94.74.23 07:51, 17 May 2009 (UTC)
- The problem is: apart from a few people who use funbuilds, spirit spammers are just not viable in a dynamic game in the current state. Spirits need at least a 2 seconds cast time, their durations tweaked (somebody made a very elaborated ritualist rework), duration scaled with spawning power etc... Boro 08:56, 17 May 2009 (UTC)
- I think Boro's talking about pvp.
- Also, when you said The balance team addressed the most broken skills in the game, were you talking about this update? LOL on a stick. None of the game's problems even got thought about in this update. ~Shard 08:56, 17 May 2009 (UTC)
- This was a GvG oriented balance update, so naturally you would think that way considering you don't GvG. Pika Fan 09:12, 17 May 2009 (UTC)
- And that's what makes it lol. No real issue are been attended. Any build that got killed in this update are not the core of the problem. I agree with ya with the Ritualist. They really need to fix him for PvP.--ShadowFog 05:40, 18 May 2009 (UTC)
- This was a GvG oriented balance update, so naturally you would think that way considering you don't GvG. Pika Fan 09:12, 17 May 2009 (UTC)
- The problem is: apart from a few people who use funbuilds, spirit spammers are just not viable in a dynamic game in the current state. Spirits need at least a 2 seconds cast time, their durations tweaked (somebody made a very elaborated ritualist rework), duration scaled with spawning power etc... Boro 08:56, 17 May 2009 (UTC)
- "spirit spamming takes too much time. Communing&spawning power needs to be tweaked". Disagree with this statement. If you allow the Ritualist to cast some of the spirits before engaging the enemy, you'd be amazed at the amount of damage a Signet of Ghostly Might build can do. Just add random attack spirits, vampirism and an Asura summon. Use Summon Spirits to transport them into the fight and you're set. 145.94.74.23 07:51, 17 May 2009 (UTC)
- It's easy to dismiss spirit spamming as a funbuild Boro, but when their DPS exceeds that of a warrior, only armor ignoring (or life stealing), and they cause interrupts and blindness as well, does that continue to count as a fun build? 145.94.74.23 14:38, 26 May 2009 (UTC)
- it's slow Boro 16:15, 26 May 2009 (UTC)
- GvG? Things that actually matter? How about uninterruptable FC mesmers spewing out (AoE) hexes with less recharge than any non-elite hex removal? Oh, they "nerfed" steam, so now it can only keep one person permablind. Strong nerf, right? Let me quote Jaden:
- RE: Why Dom Mesmers are Bad
- "Take a time out and sit and watch the fast cast water mesmer. Watch as your warriors are blind and blurred and snared. Glyph, then steam, then blurred, then shard storm. Keep watching. Glyph, then steam, then blurred, then shard storm. This should give you enough time to ponder life and ask those important philosophical questions like why am I here, why do I exist, what am I doing here."
- How about prism flaggers that still make it damn near impossible to kill anything on ganks? "Snares like Hidden Caltrops killed split play." Well, eles get a non-elite version. Nerfing pot more really balances prism eles, right?
- Then there's things like Aegis's functionality change. Hi, people ran it for a good reason. Physical pressure has gone nowhere but up in the past updates. From Fuck This, I'm Quitting GW Strike to Free Ranged Instant Cripslash Shot and Frontline-Caliber Damage Shot to I Don't Even Have To Tab Poison Anymore Shot (Wow, anyone else notice anything?), Guardian has become less and less useful. It has a four second recharge; any physical can hit tab and chew through someone's health bar in four seconds. Charles Ensign got it right when he said that they killed blockwebs (this being the final nail in that coffin) while doing nothing to address the need for block webs. "What's going to spring up and become viable now that Ward doesn't work?"
- This update didn't break anything else, and slightly hampered Omegaspike (gogo spear assassin!). Oh, and No Honor doesn't work anymore. But I won't say that this did anything to really "fix" GvG, either. Raine - talk 17:06, 29 May 2009 (UTC)
More disagreements[edit]
- Steam's nerf sucked. Fast cast water mesmers didn't use it for the damage (hint: it was because of the 8 second blind)
- Peace and harmony still needs nerfs. Skills that exist specifically to counter a particular build give us BUILD WARS.
- Keen was used as a spike skill, just not recently (I guess people forgot it exists, because 3 energy for +50 damage is pretty crazy) <--one skill to remove from my nerf list, yay!
- I use strength of honor in pve :( ~Shard 09:10, 17 May 2009 (UTC)
- Changed some of the mentioned issues in my page. Boro 12:16, 26 May 2009 (UTC)