User talk:Kalas Silvern

From Guild Wars Wiki
Jump to navigationJump to search

Perma Shadow Form[edit]

its still possible. — Teh Uber Pwnzer 12:50, 25 April 2008 (UTC)

Ok, sins can tank with that... assuming there aren't skills that remove it or disable skills, because they are then screwed? Not sure if those show up in elite areas, please do correct me if I'm wrong, but it strikes me a being ruined easier than any obs. tank build, especially since if it does get screwed up, you aren't surviving, the health drop ensures that. --Kalas Silvern 04:50, 29 April 2008 (UTC)

My suggestion is serious, sins are underused, and they still have non scythe potential, just requires some pretty hard emanegment, they need attack skill buffs, Shadowshock 04:30, 8 May 2008 (UTC)

That's exactly what I'm asking for, but your idea is a bit... silly. People complain about instagibs, which is exactly what that would cause. A better idea is restoring their + damage while hindering the shadowsteps that cause problems- hence my "Shadow Prison needs to die" campaign. Once that happens, and once guild NPCs can defend themselves against a wet paper bag, sin damage can be buffed reasonably, while maintaining the idea of a highly mobile, spike oriented class. Sorry if I came across as harsh, I just get sick of seeing suggestions that are either aimed to kill sins or make them OP. P.S.- my main character is a sin, I would LOVE buffs... it's just that I want them to be reasonable so they don't lead to more nerfs. --Kalas Silvern 06:28, 9 May 2008 (UTC)
thats a great idea. im cool with shadowsteps being killed for PvP, make them faster movement or something like 75% boost for 3 seconds directly to target. so you cant use it to get up cliffs and stuff, then fix thier dmg yes, make the 3 chain dagger attacks, with no boosters deal at least 300dmg, and buff dash, 4..6..7 seconds(shadow arts) 9 sec recharge to make them mobile, give them a base 1.3 dmg buff on crit+Sq root of 2, to a 1.81 dmg on crit (with daggers only, at 9+ crit strikes), and, sins are more useful, and more balanced, and no shadowstep spikes. Annoying And Deadly
Still not quite getting it. The point isn't "Kill a mechanic for pvp" of "Make short high damage combos" or "Give them huge run speed increases". The idea is to maintain shadowsteps on assassins alone, prevent unkillable sinsplits while retaining the mobility from Shadowstepping, and make sins choose between the ability to either a) survive and pressure on the frontline while again preserving mobility, or b) be able to spike at intervals (recharges should by 10-15 seconds on the spike chain) and minispike slightly more often(for faking/low pressure, keep deep wound skills high recharge so they can't be used for minispiking), while again maintaining mobility. If you want quick, high burst, play a dervish. The goal should be a niche for all melee- warriors are top pressure and control, with the ability to minispike, sins are spike oriented, but with the ability to move around the map better, and with decent pressure. Dervishes, imo, should be high spike damage, but have far less utility. It would look like warrior = util + pressure, sin = pressure or spike, with a little utility(though less than wars), and dervs = straight up damage. This forces interesting choices for teams as well as players- do you bring a war for utility and pressure, and a sin as backup utility and spike capability? Do you bring a derv and a war? A derv and a sin, with the sin focusing on pressure and utility? The idea is to make sins into less of a one trick pony, but at the same time prevent them from having the ability to do EVERYTHING at once. Warriors are already like that to a large extent, and dervishes could use some retuning so that they can afford to do slightly lower damage. Making the player make choices on how they play, making them choose what they do for their role is key on a damage class.

Also, on the topic of crits- sqare root of 2 is ~ 1.41. The math behind that suggestion is that 1.8*17 ~ 30. That may even be too high, since that would put a dagger crit = a sword crit. However, if they did implement that, they could solve numerous problems- it'd fix sin pressure to a large extent(auto attack for pressure), it'd enable them to fix the dervish crit problem(41*1.4 = 57.81, and I believe 41 is the max scythe damage... haven't been on in quite a while) by lowering the modifier on just scythes. Having the sin crit modifier scale based on crit strikes would be good, but it has to scale incrementally, not just "Bam, 9 crit strikes, .4 added to modifier". That raises problems with anything over 9 crit strikes being severely devalued. A better solution would be adding ~ .04 for each point- that way, sins who do invest a lot into crit strikes get the bonus, but even a small allocation has an effect- for instance, if a build focused on Deadly Arts or Shadow Arts, they would have much weaker daggers depending on how they distributed their attributes. --Kalas Silvern 12:47, 27 May 2009 (UTC)

my idea for a sin, something highly mobile, but with no other defenses, with an ability to spike a target solo, in under four seconds. with no IAS. Sins are not a good primary class. you have to rely on IAS's at low att for them, and you already lack enough to spread around. ANOTHER idea for sins, massive spikes with 50+ cooldown, again they be ownage in TA, but fail in GvG, you cannot balance this class ever... never Annoying And Deadly 03:37, 28 May 2009 (UTC)
Now you just sound idiotic. Those "balances", and I use the term VERY loosely there, are completely ridiculous. There are easy fixes that can leave the class balanced, but so long as people remain totally focused on the idea of "No defense 2-4 second insta kills" the class won't be balanced. Sins need to learn that they need to fight with a balance of pressure, utility, and spike damage, not just instakill things while smashing their face on the keyboard. Please, for the sake of everyone who plays this game, stop throwing out all the random crap you can think of and instead, take some time and think your ideas through. Assuming you're capable of that. --Kalas Silvern 19:37, 28 May 2009 (UTC)

The skill balance page..[edit]

Is on my page. I'll go ahead and put some stuff down, but I expect you to ping me at the talkpage. -- NUKLEAR User NuclearVII signature 3.jpgIIV 14:37, 26 May 2008 (UTC)

Incoming Flame[edit]

Might as well come from me.

First off, I have to say you get points for expressing your mind, especially when your mind doesn't confer to what most of the community thinks.

Regardless, it would be a sin if I didn't stab a few holes in your argument (GET THA PUN???!!!).

You think that the game is too slow, I take it? That, my friend, is up to game design. At one point, balance discussions spiral into what I call a "meant to be" discussions. GW was meant to be a slow paced strategy game. Games, especially in the early proph, was always about wars of attrition and slow paced combat that involved emphasis on long term resource management and tactical, well, discipline. Hence exhaustion, hence the whole concept of monks. If you feel like you want more speed in the game, I have to point you to starcraft or C&C.

Lets get back to balance issues with classes. What's wrong with dervishes? Simple: They make game easier for people who'd abuse dervishes to get unfair advantage, hence gimmicks. tell me this: Don't you hate it when you see an idiot who rank's your corpse after he/she rolls you by just hammering his head into a keyboard (and not one necessarily connected to a computer). So, by your logic, we should buff every other damage to match dervishes?

That's called power creep. Down that road, we get every class insta killing with 3 skills. When that happens, the game won't speed up - people will just pack more and more monks to handle the damage. Remember post NF? You had to carry at least 3 monks, or you didn't survive. This is precisely why monks are powerful - weaker monks, ironically enough, lead to slower games. People just hammer on more defense and more healing from midline until they get the survivability they need to, well, be competitive.

An example: Back when proph was first released, a single guild ripped apart pretty much everyone with only 4 wars and 4 monks - pure power.

Again, this goes back to "what was meant to be". Weaken monks, or increase power of casters, and only two things can happen - Either we get 4 monk builds in gvg that has to survive, or we get powerful gimmicks that pack 5 Sf's and melt everything (thousand tigers, anyone?). The example above is just that - too much power and too much power combined. If Gw was "meant to be" a fast-paced game, we buff monks, and people start packing more and more damage to quickly roll stuff. They save space from their defense, see? What happens after that is real fast games with gale locks in pvp, and real hellstorms in HA. Remember the old air spike?

The whole bit about GvG affecting other forms of PvP is another issue entirely. To fix RA, what has to be done is very simple: remove glad titles from RA. You'd be surprised about the quality of the end product.

TA, that's a mini gvg, and TBH it's all about skilled play (Excluding some broken shit). Again, it's about a "how it is meant to be" - do you want TA to be a fragfest like CS?

HA, the problem is the format itself. You'd be surprised, again, how awesome the games were way before VIMWAY. IWAY wasn't that great a gimmick, and real balanced fights on halls were epic to behold. Whence came the super AoE from NF, the campability from spirits, and insane scythe damage, this got out of hand. Of course, We had real fast games like Sfway vs Sfway, but you gotta admit that kind of play sucks sometimes.

AB. I'd that's the best of formats. Never did I complain about slow games there. Things go down fast. And If a cripshot camps you, well, that's a cripshot. It is built for attrition, and there is nothing wrong with that. You can't camp in AB, you can't AoE your way to win, and you can't trap everything (Though, you should try trapping teleporters once...). That just goes to show you that open spaces fit GW best.

As for HB, HB are not about combat. Just cap cap cap. Where's the fun in that?

So, here is the question - what is GW meant to be, and how do you propose to achieve that end? -- NUKLEAR User NuclearVII signature 3.jpgIIV 11:53, 5 June 2008 (UTC)

Yep, it was more frustration than anything else. I'm very aware of most of the points- the argument was actually aimed at people who keep advocating greater buffs to defensive play and nerfs to damage (not you btw- you're quite sensible compared to most). And I agree, I love AB. My only problem with it right now is when you run up against a team meant to stall, or an escape scythe ranger...- it just sucks the fun out of it. I agree that other modes of play are inherently flawed (remove gladiator = good idea). TA shouldn't be a fragfest, but I feel it should be similar to an organized version of RA. No VoD actually makes it better, since there is more of an emphasis on offense And admittedly, I started after NF was out, so I can't compare to pre-NF. As to rolling a team by smashing your head on the keyboard- I agree, it's bad. I'd rather all characters require skilled play, and be equally viable. However, I don't feel that any class is inherently imbalanced. The problem I see with dervishes is that they get no bar compression within their attacks- for dervishes especially, they can't do anything other than damage because they weren't given any utility (rending touch = Overpowered exception). Sins are the epitome of that problem- 123456 bars are all they can really do, since L-O-D is a joke, and their utility is worse in almost every way than a warrior's. I wouldn't call what I'm advocating power creep though- I'd call it power balance. I'd actually like all melees to be on par with warriors, since they seem to have what is necessary to be versatile and still powerful, so I'm sorry if it seemed like I was asking for all to be on par with dervs. Spell damage- single target buffed, AoE nerfed for pvp. They can do that now. I guess I should've clarified that single target spell damage needed a buff, not AoE. Nothing annoys me more than watching a team spam SF or something and win. Single target spells require some skill though, since you need to at the very least be able to select your target, and ensure that said target can't dodge in the case of projectile spells.

As far as game speed, it is up to the developers. However, my attack was on the idea of all matches being based on stalling until VoD solely for an npc bonus... that's my issue. Slow play is fine as long as it is impossible to stall by not fighting for over 8 minutes (I saw one match where the team couldn't break in to the opponent's base due to the number of npcs there- the other team stood there emoting. Worst 8 minutes of GvG ever. The worst part- the stalling team won due to having a build meant to protect the npcs while they used unblockable, powered up skills to penetrate the other teams defenses.) Defensive play is fine, but PURE defensive play is not, and that seems to be what some people are advocating. My issues with monks aren't on their actual power either- the issues are with that power being multiplied by other factors in certain formats. Of course, my main issues come from alliance battles, where a team of one or two damage dealers is exceedingly hard to be effective at capping with, unless you're using AoE spamming eles (which is bad, skilless play). You don't have room for the necessary shutdown if you want decent capping speed- I have immense fun playing a shutdown mesmer, but I'm nearly useless when capping shrines. Of course, power block + power drain + power spike on a necro for a good 60 seconds was fun, since it was solo. Funny how the npcs always cause the problems, huh...

Perhaps I should start focusing on that, since having any non-player controlled characters seems to be what creates most of these situations. NPCs in GvG promote stalling, they force greater emphasis on AoE and damage in AB (to the point where including shutdown becomes highly difficult, they are the issue with hero battles (mode based on npcs = bad), and the ghostly hero and small capture zones/maps in HA seem to be the issue. Hmm... I'll have to focus on that aspect some more.

Now for a few fun random comments. Trapping teles drives me nuts if the person brags. Otherwise, perfectly tactical thing- any magic class will come along and kill you. Comical if the person doesn't brag though :). You can AoE your way to a win in AB, sadly- npcs are retards, I'd rather have shrines have spirits spread around than npcs that are groups at the center. Shattering Assault is, in my opinion, one of the most important skills in the game, since it can pierce those defenses and force a change of pace.

To sum up, thank you for poking holes in my argument, and in doing so, helping me to realize the roots of the problem so that I can stop complaining about it and start thinking of ways to fix what causes the problem. --Kalas Silvern 06:30, 6 June 2008 (UTC)

I have something to add. You said "block them and they're useless." Well, it's quite hard to block them as a ranger when they have Critical Defenses and they spam Golden Fox Strike-Wild Strike which is unblockable, spammable, and cheap. Ever thought of that?
Sign comments if you're coming to my talk page, it's nice to know who I'm debating with without having to go look up who's changed this when. It shows that you're not just trying to make trouble, and are actually interested in talking.
  • And now to respond to the content. Let's see, where to begin... I've said numerous times defense piercing is important, in case you're really dense (read about a paragraph before the end of my previous comment, last sentence). Also, that's one skill, one combo that works against block? Hmm... Let's see, what OTHER options do we have... Rigor Mortis... Expose Defenses (LOL at this point)... self enchants on long timers that are easily removed... not to mention blind ruins your "Oh noes, one skill isn't blockable" argument. Let me guess, the next part is "But they use Assassin's Remedy, so they aren't stoppable, WAHHHHHHHHHHHHHHHHHHHHHH". The answer is yes, they did. They still do, but the thing is that spamming 10 energy skills while reapplying a 10 energy enchant makes sin energy management rather... well, it's nothing special. Not to mention that missing a single skill kinda screws you. I've even admitted that as of now, Golden Fox may be slightly strong, as is wild strike, the problem is that if you take those, the class DOESN'T HAVE ANY GOOD DAMAGE SKILLS LEFT THAT ALLOW FOR UTILITY. Wonder if that got through... probably not. Anyway, the point was that a single block at an inopportune time (try shield bash against a L-O-D sin sometime, it's hilarious) completely screws the class, which is NOT THE CASE for other melee damage dealing classes.
  • If this was about block n' stall being fine, I'm hardly the first to say it's retarded and needs skills to destroy it. --Kalas Silvern 02:36, 21 October 2008 (UTC)

GvG[edit]

The game is not being balanced around gvg. If it was, gvg would be balanced by now. ~Shard (talk) 07:40, 18 June 2008 (UTC)

Oh, so I herd they balance completely randomly. -- NUKLEAR User NuclearVII signature 3.jpgIIV 08:09, 18 June 2008 (UTC)

Oni agreez with them balancing in gvg. and that its very frusterating. its not funny to see skills die because of gvg. tbh its pretty pathethic of anet to not be able to balance a skill correctly, so they just -DESTROY IT-. take a look at shroud of silence <.< fu sinsplitOni User talk:Oni 00:13, 20 June 2008 (UTC)

Also, Dervs are seen overpowerd due to the fact that they can actually KILL squishy people in 3-4 hits. and then instantly move on to other players. tbh, imho something is really wrong if a team with 2 D/E in RA, 1 SS necro and 1 BA ranger can outdamage 3 healing monks. (i were the BA,we got up to 14 fckn wins untill we lost against a lameway. dervs damage rolls everything.)Oni User talk:Oni 00:17, 20 June 2008 (UTC)

First, I split your message in two (sorry, the spacing was screwed up). Second, what were the derv's actual builds? D/E could mean plenty. Also, what were the monk builds? Lastly, did they have hex removal? If not, the necro could've overwhelmed them. Lastly, RA tends to be a bad place to compare- unorganized teams means that you have no way to judge the skill of the other players beforehand. Also, most decent monks could've owned your team, unless the necro was ench removal(you said SS, so I assume it wasn't). And by owned, I mean just not died. That doesn't prove the OPness of dervs, it just proves that you had a strong team. Dervs are strong- I don't deny that. But the greatest problems seem to come from OTHER classes using scythes, not the dervs themselves. I'd actually like to see enchant juggling (using the effect on end enchants) become more viable, since it would take plenty of skill to utilize them effectively. --Kalas Silvern 02:59, 20 June 2008 (UTC)


WOOT[edit]

Big post on youre revamp talk page :p I hope you find the time to read it all ^^ Lilondra 06:44, 25 June 2008 (UTC)

Aw my gawd[edit]

impawsible izzy did something right but it looks like it youre rant is outdated (well part of it) keep up the rants XD Lilondra 20:35, 21 August 2008 (UTC)

But then they went back and did something wrong by ruining Smiter's Boon. And I'm leaving it there for now, partly because I've pretty much stopped playing GW aside from hanging out with guildies/alliancemates. Hopefully they realize, but I've honestly stopped caring. --Kalas Silvern 06:29, 27 August 2008 (UTC)
traitor ! Nobody can stop caring about a game that will eventually die anyway ! and smiters boon needed a nerf however now it actually says : For 5 seconds you feel like an idiot because you wasted 25 energy on a minimal effect.Were just putting this here because you dont have to figure it out ! Lilondra 05:37, 6 September 2008 (UTC)
I seriously need to play in game with some of you people some time... get another perspective for my crazy, insane builds that only work in alliance battles and the like :P. Especially since it seems like every time I have one of my brainstorming sessions, having new people helps bring a new idea or a modification that helps. The lack of caring is solely due to the way the game is balanced... not the people (most of the time). It gets fixed, I play some again. --Kalas Silvern 05:57, 6 September 2008 (UTC)

I divinity reigns I ;) add me ^^ and if you dont euhm ill send nuke after you (not that i have that kind of power) Lilondra 12:37, 6 September 2008 (UTC)

Can ya help me with my sig it looks quite meh atm :( Lilondra Eviscerate.jpg*poke* 07:51, 7 September 2008 (UTC)

a) I added you, not on much though. b) Maybe do a recolor of a cool skill icon? And make the text an original color? I'm not much of a sig person- as shown by leaving mine alone. Not all are this way, but I feel like I'm showing off or trying to look important by doing a flashy sig :) --Kalas Silvern 05:33, 11 September 2008 (UTC)
yeye give me youre ign so i can pokespam you as long as i'm bored :) Lilondra Eviscerate.jpg*poke* 17:32, 11 September 2008 (UTC)