GameAmp Fansite Network Gamer Shirts, GameAmp T-Shirts
Change Game Sites   
About GameAmp, Inc GameAmp Staff Register for a free account
GameAmp Login GameAmp Password
GameAmp Homepage
GameAmp Game MapsGameAmp Game ListLatest Video Game NewsVisit the Video Game ForumsGame Item AuctionsFind Gamer FriendsGame Screenshots
Video Games Subnav
GameAmp Information

GameAmp: Skill Balance and VoD Changes

clear gif
Forum >> General Discussion >> General Discussion >> Skill Balance and VoD Changes

1 2    Next >

 
User Message
Wyat_hawke Profile
Wyat_hawke
View Profile of Wyat_hawke
Posts: 66
Joined: 06/16/2006
Credibility: 0 pts
Skill Balance and VoD Changes 

from http://wiki.guildwars.com/wiki/Gaile...09_August_2007

You can see the upcoming skill changes as well as the changes to VoD in the link above. To make it easier, here is what it says:

Our goal for this test week is to assess some global changes—-namely adjustments to Victory or Death and long-lasting shut-down Hexes. Specific builds that were either overpowering or uninteresting to play, such as the Shadow Prison Assassin and Ritualist spikers, were scaled down. As with previous test weeks, we'll carefully monitor the metagame throughout the week and make changes as needed. After the testing, we'll decide which changes to keep and which to revert.


Skill Changes


Assassin

* Black Spider Strike: increased Energy cost to 10.
* Dark Prison: decreased recharge time to 30 seconds.
* Death's Charge: decreased recharge time to 30 seconds.
* Expose Defenses: increased recharge time to 25 seconds.
* Golden Phoenix Strike: decreased Energy cost to 5.
* Shadow Prison: decreased duration to 1..10 seconds.

To diversify Assassin Skill Bars, we've helped some non-elite Shadow Step options by making them more readily available. Combined with the duration reduction to Shadow Prison, the increased cost of Black Spider Strike, and the decreased cost of Golden Phoenix Strike, this will hopefully lessen the Assassin's reliance on Shadow Prison and encourage interesting build choices. Expose Defenses proved a superior Assassin Hex, so we increased its recharge time to make using it more of a tradeoff.

Mesmer

* Arcane Echo: decreased recharge time to 20 seconds.
* Cry of Frustration: decreased recharge time to 15 seconds.
* Drain Enchantment: increased Energy cost to 15; increased casting time to 2 seconds; decreased recharge time to 20 seconds; increased Energy gain to 15..25.
* Echo: decreased recharge time to 10 seconds.
* Illusionary Weaponry: decreased recharge time to 25 seconds.
* Panic: decreased duration to 5..20 seconds.
* Signet of Illusions: functionality changed to: "Your next 1..2 Spells use your Illusion attribute instead of their normal attribute."
* Spirit of Failure: increased Energy cost to 15.
* Spirit Shackles: decreased duration to 5..20 seconds.

The theme behind the Mesmer changes is to decrease the power of long-lasting "passive" Hexes. Decreasing the duration of Panic and Spirit Shackles and increasing the Energy cost of Spirit of Failure should make Mesmer builds more active and Energy-bound. Echo and Arcane Echo received another decrease to their recharge time to make them a possibility for dynamic new builds. Meanwhile, we're experimenting with bumping up Signet of Illusions for cross-attribute strategies.

Necromancer

* Faintheartedness: decreased duration to 3..24 seconds.
* Meekness: decreased duration to 5..30 seconds; decreased recharge time to 15 seconds.
* Price of Failure: increased Energy cost to 15; decreased damage to 1..46.
* Plague Sending: functionality changed to: Sacrifice 10% maximum Health. Transfer 1..3 negative Conditions and their remaining durations from yourself to target foe and all adjacent foes.
* Plague Signet: decreased recharge time to 4 seconds.
* Plague Touch: functionality changed to: Transfer 1..2 negative Conditions and their remaining durations from yourself to target touched foe; attribute is now Curses.
* Poisoned Heart: functionality changed to: All adjacent foes are Poisoned for 5..15 seconds. For 10 seconds, you suffer -5..-2 Health degeneration.
* Reckless Haste: decreased Energy cost to 10; decreased casting time to 1 second; decreased recharge time to 10 seconds; decreased duration to 4..10 seconds; increased miss chance to 50%.
* Rip Enchantment: functionality changed to: You lose 30..10% Health. Remove one Enchantment from target foe.
* Shadow of Fear: decreased duration to 5..30 seconds.

The Necromancer's "fire and forget" anti-melee Hexes have been an increasing source of passive defense that we would like to move away from. The longer-lasting shut-down Hexes (Faintheartedness, Price of Failure, Reckless Haste, Shadow of Fear, and Meekness) were scaled down to make them more active or to further strain resources. The Condition transferring abilities of the Necromancer are largely ignored, so we've improved Plague Touch, Plague Sending, and Plague Signet to flesh out this aspect of the profession.

Elementalist

* Arc Lightning: decreased recharge time to 6 seconds.
* Blinding Surge: decreased Blindness duration to 2..8 seconds.
* Blurred Vision: decreased Energy cost to 10; decreased casting time to 1 second; decreased recharge time to 12 seconds; decreased duration to 4..10 seconds.
* Chilling Winds: decreased Energy cost to 5.
* Glyph of Elemental Power: increased duration to 25 seconds; increased number of Spells affected to 10.
* Glyph of Energy: decreased recharge time to 10 seconds.
* Glyph of Renewal: decreased recharge time to 10 seconds.
* Rodgort's Invocation: decreased casting time to 2 seconds; decreased recharge time to 5 seconds.

After improving Glyph of Lesser Energy earlier this year, we wanted to push more Glyphs into a similar range. Elemental Power got a massive power increase, affecting your next 10 Spells, while Renewal and Energy got lowered recharge times to make them more worthy of their elite status. Chilling Winds is a hard-to-use combo Skill, so we decreased the cost to reward that build choice, while Rodgort's Invocation and Arc Lightning received recharge boosts to improve their damage over time. On the defensive front, Blurred Vision was made more active (and therefore more Energy-intensive over time) as part of our sweeping Hex balance, and Blinding Surge took a minor duration hit to pressure resources a bit more.

Monk

* Aegis: decreased Energy cost to 10; decreased area of effect to earshot.
* Blessed Light: decreased recharge time to 3 seconds.
* Guardian: increased duration to 2..7 seconds; increased block rate to 50%.
* Judge's Intervention: decreased recharge time to 8 seconds.
* Remove Hex: decreased casting time to 1 second; increased recharge time to 8 seconds.
* Shield of Regeneration: increased recharge time to 8 seconds.

Aegis received a rework this month, reducing its range from party to earshot (1/5 of the original range) to address the passive nature of "Aegis Chaining." To compensate, the more active Skill, Guardian, received a boost to both duration and block chance. Combined with effective Energy management, Shield of Regeneration's prior reduction to .25 second cast time has made it popular in 4v4 play, but we'd like to see a bit more diversity. In the same vein, Blessed Light received a buff, in the hopes that it would compete with its big-brother, Divert Hexes. Remove Hex's 2-second cast time kept it in the scrap yard, so we're hoping its superior recharge makes it viable next to Holy Veil.

Warrior

* Berserker Stance: decreased recharge time to 20 seconds.
* Crude Swing: functionality changed to: Attack all adjacent foes. Each foe you hit is struck for 1..20 damage. You have -40 armor while activating this Skill.
* Flourish: decreased recharge time to 8 seconds; increased Energy gained per recharging attack Skill to 2..7.
* "For Great Justice!": decreased Energy cost to 5; increased adrenaline gain to 100%.
* Savage Slash: decreased Energy cost to 5.

The Warrior received a few boosts, mostly to Skills that often go unused. We made Flourish more worthy as an elite, hoping to see it in more builds. "For Great Justice!" now has greater potential to boost adrenaline at the expense of less Energy, while the negative end effect of Berserker Stance is enough of a drawback that a 20-second recharge time seems appropriate. Lastly, we made Savage Slash more affordable, halving its cost to promote interrupts in melee combat.

Ranger

* Equinox: decreased casting time to 3 seconds; decreased recharge time to 15 seconds.
* Escape: decreased recharge time to 12 seconds; decreased duration to 1..8 seconds; increased move speed boost to 33%.
* Famine: decreased casting time to 3 seconds; decreased recharge time to 15 seconds.
* Flame Trap: increased damage to 5..20.
* Greater Conflagration: decreased recharge time to 15 seconds.
* Infuriating Heat: decreased casting time to 3 seconds; decreased recharge time to 15 seconds.
* Lacerate: decreased Energy cost to 10; decreased activation time to 3 seconds; decreased recharge time to 15 seconds.
* Point Blank Shot: decreased Energy cost to 5; increased damage to 10..40.
* Punishing Shot: decreased recharge time to 5 seconds.
* Run as One: decreased recharge time to 15 seconds.
* Storm Chaser: decreased recharge time to 20 seconds.
* Zojun's Shot: decreased Energy cost to 5; increased damage to 10..40.

Elite Nature Rituals can have extensive effects, but their 5 second cast time made them interrupt-bait (when near the battle) and their long recharges made them unreliable. We lowered their casting time to 3 seconds and significantly decreased their recharge time so teams feel they can rely on them as build choices. Natural Stride left its friends Storm Chaser, Escape, and Run as One eating its dust, so we improved those run-speed Stances in hopes they'll be valid options. Additionally, we increased several Ranger bow attacks to evaluate in the various metagames.

Dervish

* Attacker's Insight: functionality changed to: For 20 seconds, your next 1..3 attack Skills cost 5..20 less Energy.
* Enchanted Haste: decreased recharge time to 15 seconds.
* Featherfoot Grace: decreased recharge time to 15 seconds.
* Grenth's Fingers: decreased recharge time to 10 seconds; increased Cripple duration to 5..15 seconds.
* Meditation: decreased recharge time to 8 seconds.
* Rending Touch: decreased recharge time to 5 seconds.

We improved the Dervish's largely unused speed boost Stances to grant this profession more access to mobility without cross-classing. Attacker's Insight was adjusted to take into account the low cost of Dervish attack Skills. Situational skills, such as Meditation and Grenth's Fingers received lower recharge times so that they are more likely to be available when the opportunity to use them arises.

Ritualist

* Ancestors' Rage: this Skill now causes Exhaustion.
* Anguish: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
* Defiant Was Xinrae: decreased Energy cost to 5; decreased recharge time to 5 seconds; increased duration to 5..15 seconds; this Skill now causes Exhaustion.
* Disenchantment: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
* Dissonance: decreased Energy cost to 10; decreased recharge time to 20 seconds; this Skill now causes Exhaustion.
* Gaze of Fury: decreased recharge time to 20 seconds.
* Recovery: fixed a bug that caused the effect to persist even after the Spirit had died.
* Sight Beyond Sight: decreased recharge time to 15 seconds.
* Spirit Burn: decreased recharge time to 6 seconds; decreased damage to 5..50 damage; decreased conditional damage to 10..40.
* Spirit Rift: increased casting time to 2 seconds.
* Splinter Weapon: decreased recharge time to 20 seconds.
* Vital Weapon: decreased duration to 5..35 seconds.
* Wanderlust: this skill now causes Exhaustion.
* Wielder's Strike: this skill now causes Exhaustion.
* Xinrae's Weapon: decreased Energy cost to 10; decreased recharge time to 10 seconds; this skill now causes Exhaustion.

A while back, we adjusted expensive Ritualist spells. This week we wanted to examine Exhaustion and see if the reduced sustainability of these skills would make them more balanced and interesting. We scaled down a number of Ritualist damage Spells as well, to further move away from "Rit Spike" builds that combine too much damage and defense on a single character. Vital Weapon, a staple of Ritualist builds, took a light shot to duration because it so easily enables many other Ritualist skills.

Paragon

* Awe: decreased recharge time to 10 seconds.
* Signet of Aggression: increased the strikes of adrenaline you gain to 2; decreased recharge time to 5 seconds.

The Paragon remains largely untouched, although we did boost a couple underused Skills.

Heroes' Ascent Changes

After monitoring the impact of last week's update on Heroes' Ascent and reading player feedback, we are adjusting some maps. Map changes take time to implement and test; so they will not be ready this week. We aim to increase the playable space in Fetid River and smooth out the height advantage around the river. We are also changing Forgotten Shrines by removing the middle path and altering the area around each point. This will encourage more of a tactical choice about which points you can capture, and reduce the chaos of a more open map layout. Overall, we feel that the last update improved Heroes' Ascent and we plan to continue in this vein. We understand that the Relic gametype in the Hall of Heroes needs adjustment and that a lot of people miss Sacred Temples. We will evaluate these and other changes for future updates. Once again, we appreciate the feedback.

Victory or Death

* Victory or Death now occurs at 18 minutes.
* The Guild Lord now walks to the flag stand at 20 minutes.
* The Guild Lord no longer deals 300% damage to non-Guild Lord NPCs.
* Guild Battle NPCs now deal 300% damage to Guild Lords.
* Guild Battle NPCs now march out in three waves. The first wave arrives at the stand at 18:45, the second wave arrives at 19:00, and the third wave (Bodyguards and Knights) arrives at 19:15.

The long-awaited VoD adjustments are ready for testing. The focus of these changes is to emphasize the NPC resource and to reward fluid tactics (such as splitting) and NPC advantage at VoD. We also ensured NPCs won't bunch up at gates during VoD, and cleaned up their pathing and placement—making them harder to annihilate with simple area-of-effect attacks. The additional deadliness to the Guild Lord at the flag stand should mean that NPCs become a valuable resource again.

Please discuss
08/09/07 14:58 Login to rate this user's post!
Belshazaarswrath Profile
Belshazaarswrath
View Profile of Belshazaarswrath
Posts: 6
Joined: 12/29/2005
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

Don't really care about the Ha stuff. The only thing I don't like is the ancestors rage thing. Everything else is fine by me.



08/09/07 15:10 Login to rate this user's post!
Cow Overlord Profile
Cow Overlord
View Profile of Cow Overlord
Posts: 2
Joined: 01/15/2007
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

um, I think the rit spike is dead... Stupid exhaustion.



Help World Hunger!
freerice.com

08/09/07 15:18 Login to rate this user's post!
Toa Hahli Profile
Toa Hahli
View Profile of Toa Hahli
Posts: 0
Joined: 02/14/2007
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

Expose Defenses: increased recharge time to 25 seconds.
Lawl at the touchies who complained




08/09/07 15:19 Login to rate this user's post!
The Soldat Profile
The Soldat
View Profile of The Soldat
Posts: 0
Joined: 11/26/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

Oh noes! My favourite class, Ritualists got nerfed a bit and they got better too in some ways. Vital Weapon plays a "vital" role in my pve build... Though the exhaustion thing might just be good, since many 25 ene spirits cost only 10 ene now, so can be spammed more, exhaustion may not matter that much. I think hardest hit went to Spirit Rift. As my Triple Echo Rifter relys on short cast...

Still wondering about Splinter Weapon, DEcreased recharge time to 20 seconds. How is it decreased if it was originally 5 seconds eh?






IGN:s
Attuned Was Leiba Rt/ - main and tehh best eva
Shroomed Slicer A/ - don't know why made, but actually quite good
Reaping Darkness N/ - better farm char and 2nd best after Rit
The New koss E/ - farm char, 3rd best
Pvp Nalle I-IV x/ - my pvp chars
08/09/07 15:30 Login to rate this user's post!
Al Profile
Al
View Profile of Al
Posts: 13
Joined: 05/25/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

Wow Nice

They nerfed Rit Spike to get Rid of Meta

Now everyone will run Glass Arrow Spike or Paragon Pressure Spike

=/



08/09/07 15:36 Login to rate this user's post!
Yuri Adrian Profile
Yuri Adrian
View Profile of Yuri Adrian
Posts: 17
Joined: 11/29/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

The link is dead?

http://wiki.guildwars.com/wiki/Gaile...09_August_2007

This link is dead!

--------------------------

It's not on the GW RSS feeds and both of the wikis, wth is going on?

--------------------------

http://wiki.guildwars.com/wiki/Game_updates:August_2007

No Aug. 9th Update Here!

Or Here Either

--------------------------

So...

And to prove my point also:





***THIS POST HAS BEEN EDITED***



Check out my new website!
08/09/07 15:41 Login to rate this user's post!
Wyat_hawke Profile
Wyat_hawke
View Profile of Wyat_hawke
Posts: 66
Joined: 06/16/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

QUOTE
Wow, the link is dead?

http://wiki.guildwars.com/wiki/Gaile...09_August_2007

This link is dead!

WTH did you get this?

It's not on the GW RSS feeds and both of the wikis, wth is going on?

http://wiki.guildwars.com/wiki/Game_updates:August_2007

No Aug. 9th Update Here!

Or Here Either

So...WTH?


CLICK

I think that when Andrew posts something, it's safe to call the info correct...



08/09/07 15:47 Login to rate this user's post!
Fijito Profile
Fijito
View Profile of Fijito
Posts: 0
Joined: 12/28/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

They improved al Dervs skills



***THIS POST HAS BEEN EDITED***



08/09/07 15:47 Login to rate this user's post!
AnvilChorus Profile
AnvilChorus
View Profile of AnvilChorus
Posts: 19
Joined: 03/30/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

QUOTE
I think that when Andrew posts something, it's safe to call the info correct...


Here's another posting of it.

08/09/07 15:50 Login to rate this user's post!
retro77 Profile
retro77
View Profile of retro77
Posts: 14
Joined: 01/27/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

He just copied word for word from guru? right down to the "Please discuss"

here is where the Guru posting was linking: Link



08/09/07 15:53 Login to rate this user's post!
Yuri Adrian Profile
Yuri Adrian
View Profile of Yuri Adrian
Posts: 17
Joined: 11/29/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

For some weird reason, I can never get into Guru, that's why I joined AMP, Guru is like not ever loading, so.

And for another strange reason, the link was busted.
Nothin on the page.


But still, something was messed.



***THIS POST HAS BEEN EDITED***



Check out my new website!
08/09/07 15:54 Login to rate this user's post!
Evil Geek Profile
Evil Geek
View Profile of Evil Geek
Posts: 15
Joined: 10/18/2005
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

It's also Here, posted by Gaile.

Triple spirit rift was alot of fun, shame it's been changed but I can see the reasoning. Exhaustion....only problem I have here is the energy pool available to Ritualists is nowhere near as high as Elementalists who can therefore handle exhaustion, could prove problematic in PvE as much as it may fix the need for diversity in PvP. I'll wait until Ive used the adjusted skills in PvE properly before I comment more.

Interesting set of skill changes, nice buffs to some of the Ele skills and to Ranger spirits.




• Guild Wars: Mutants [MU] • Age of Conan: Ampian Forerunners •
08/09/07 15:59 Login to rate this user's post!
Belshazaarswrath Profile
Belshazaarswrath
View Profile of Belshazaarswrath
Posts: 6
Joined: 12/29/2005
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

@Evil Geek
Peopel use that a lot in pve? Whenever I use my rit in pve she either heals or uses spirits...



08/09/07 16:14 Login to rate this user's post!
M A S T E R Profile
M A S T E R
View Profile of M A S T E R
Posts: 0
Joined: 07/07/2007
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

* Escape: decreased recharge time to 12 seconds; decreased duration to 1..8 seconds; increased move speed boost to 33% .This sux super bad



(\__/)
(='.'=) This is Bunny. Copy and paste bunny into
(")_(") your signature to help him gain world domination.
08/09/07 16:41 Login to rate this user's post!
retro77 Profile
retro77
View Profile of retro77
Posts: 14
Joined: 01/27/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

QUOTE
* Escape: decreased recharge time to 12 seconds; decreased duration to 1..8 seconds; increased move speed boost to 33%  .This sux super bad


Its already on a lot of M/A builds, just makes it that much better.



08/09/07 16:48 Login to rate this user's post!
Evil Geek Profile
Evil Geek
View Profile of Evil Geek
Posts: 15
Joined: 10/18/2005
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

QUOTE
@Evil Geek  
Peopel use that a lot in pve? Whenever I use my rit in pve she either heals or uses spirits..


A triple spirit rift Rit could be as effective as the traditional nuker in alot of high end areas, people may have been sceptical but channeling was always a much under used but highly effective attribute set for the Rit. The damage dealing effectivenes of channeling builds have been sadly under used in PvE, I enjoy using a channeling skillbar alot :) You should experiment, you may well be pleasently surprised. The triple spirit rift dealt hundreds of points of damage in a very short time, very good fun :)



***THIS POST HAS BEEN EDITED***




• Guild Wars: Mutants [MU] • Age of Conan: Ampian Forerunners •
08/09/07 16:51 Login to rate this user's post!
Charlotte The Harlot Profile
Charlotte The Harlot
View Profile of Charlotte The Harlot
Posts: 4
Joined: 11/07/2005
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

I had suggested the 30 sec recharge to izzy on his talk page for the shadow steps glad he decided to go with that. However assassin didn't get any much needed buffs to lead-offhand-dual combos so with the hex based offhand-dual-offhand-dual combo and sp/expose nerfed it doesn't look like the assassin has much left except those stupid mobeous DB spams which are basically just frontline pressure that i've always found a war or derv can do better.

The escape change is good messes up my running build but i could care less about that atleast in RA you have a window of opportunity to kill those dumb stance spam rangers.

Rits needed a nerf so did Aegis now you cant run deep in the backline to cast it but instead you have to be in interupt range for it to get most of your team which should hurt it.

Worst part about this is a nerf to sp but nothing except golden phoenix (which is only ever used in that gps horns comno anyway) was given to compinsate for the assassins only combo that kept them in play gettign nerfed.




08/09/07 17:11 Login to rate this user's post!
M A S T E R Profile
M A S T E R
View Profile of M A S T E R
Posts: 0
Joined: 07/07/2007
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

QUOTE
QUOTE
* Escape: decreased recharge time to 12 seconds; decreased duration to 1..8 seconds; increased move speed boost to 33%  .This sux super bad


Its already on a lot of M/A builds, just makes it that much better.
M/A?? Escape is a ranger elite





(\__/)
(='.'=) This is Bunny. Copy and paste bunny into
(")_(") your signature to help him gain world domination.
08/09/07 17:14 Login to rate this user's post!
FareHangora Profile
FareHangora
View Profile of FareHangora
Posts: 8
Joined: 06/17/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

crap





.:Fare Hangora|Alion Bangora|Bliss Hangora|Ho Ho Ha Ha|Jargon Boy:.
08/09/07 18:36 Login to rate this user's post!
AMmayhem Profile
AMmayhem
View Profile of AMmayhem
Posts: 2
Joined: 05/03/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

My only complaint is with the Rit-spike nerf. Especially considering that I'm just getting into rits and that's what I was doing too: spiking.

Really sucks considering ele air-spike is mediocre compared to the rit-spike and elemental nukers. Spirit spamming is just boring, people can only have one weapon spell on them at a time, only leaves healing, which is good, but monks are still better for healing.

Uggg, why have so many different attributs if you can only use one effectively? Water magic is bad, Earth and air magic are fair, beast mastery is practically useless, and smiting just isn't effective. Hammer mastery is subpar, as with Axe mastery, although axe should get a nice buff with the GW:EN skill. It's just frustrating to me. They may not need to nerf some attributes if they'd buff the unused ones.



08/09/07 18:45 Login to rate this user's post!
Chaos_Theory Profile
Chaos_Theory
View Profile of Chaos_Theory
Posts: 0
Joined: 04/18/2007
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

NOOO. My ritualist how could they do this. All the cool spirits call exaustion. The channeling stuff causes exaustion. This plain sux for me anyway. The ritualist was my favorite proffession ever. Oh well looks like I have to adapt.



08/09/07 19:06 Login to rate this user's post!
Il Onlyblue Il Profile
Il Onlyblue Il
View Profile of Il Onlyblue Il
Posts: 1
Joined: 01/22/2007
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

Seems like the skill update just went LIVE...



08/09/07 19:11 Login to rate this user's post!
Chrisworld Profile
Chrisworld
View Profile of Chrisworld
Posts: 11
Joined: 07/12/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

Ancestors' Rage: this Skill now causes Exhaustion.
Wielder's Strike: this skill now causes Exhaustion.
Spirit Rift: increased casting time to 2 seconds.
Splinter Weapon: decreased duration to 20 seconds

They completely destroyed me, way to go anet...

messed with aegis too... i see some good skill updates and some bad, so....



***THIS POST HAS BEEN EDITED***




Gameamp Guides [AMP]

~ Playing Guildwars Since 3/19/06 ~ [AMP] Member since November 2007 ~

~ Playing Everquest II Since 7/21/07 ~
08/09/07 20:08 Login to rate this user's post!
Bubbada Muse Profile
Bubbada Muse
View Profile of Bubbada Muse
Posts: 38
Joined: 12/13/2005
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

i am really happy with the shadow prison change. going up against the invincible and ever present two shadow prison sins and a monk was getting very old in gvg.

i'm glad they nerfed rit spike because it was so powerful both offensively and defensively.

the buff to the glyphs are amazing and for once the paragon didnt get nerfed it got buffed! hoooray



***THIS POST HAS BEEN EDITED***



08/09/07 20:25 Login to rate this user's post!
Crossbow Profile
Crossbow
View Profile of Crossbow
Posts: 20
Joined: 09/09/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

QUOTE
My only complaint is with the Rit-spike nerf.  Especially considering that I'm just getting into rits and that's what I was doing too: spiking.

Really sucks considering ele air-spike is mediocre compared to the rit-spike and elemental nukers.  Spirit spamming is just boring, people can only have one weapon spell on them at a time, only leaves healing, which is good, but monks are still better for healing.

Uggg, why have so many different attributs if you can only use one effectively?  Water magic is bad, Earth and air magic are fair, beast mastery is practically useless, and smiting just isn't effective.  Hammer mastery is subpar, as with Axe mastery, although axe should get a nice buff with the GW:EN skill.  It's just frustrating to me.  They may not need to nerf some attributes if they'd buff the unused ones.


Sorry if this will sound rude but you've only had the game for a little while haven't you? Hammer Mastery, subpar? WATER MAGIC, BAD? Axe Master subpar? Earth and air only fair? You haven't really played this game, have you? You've only seen fire magic, swords, and bow mastery users, havent you?





08/09/07 20:29 Login to rate this user's post!
AMmayhem Profile
AMmayhem
View Profile of AMmayhem
Posts: 2
Joined: 05/03/2006
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

I've been playing for just under 2 years. I'm not saying that hammer and axe don't have good builds. Nor that smiting builds aren't feesable, etc. I'm saying just look at the best fire builds to the best builds of the other elemental attributes. They just do not compare with effectiveness. Same with marksman/expertise builds vs beast mastery. Smite builds vs any other class that outputs damage.

I know that the purpose of a build varies from build to build. Some aren't supposed to be effective killers, but more to hinder the opposition. My main and favorite class is a Mesmer, which aren't made for killing. Mesmers are supposed to shutdown the enemy and let your teammates kill them off.

But let's just cut this argument short, we all know how arguments online go. We're just stating our opinions on the neccessity of buffs and nerfs. And no, I didn't feel that you were trying to be rude. :)


QUOTE
QUOTE
My only complaint is with the Rit-spike nerf.  Especially considering that I'm just getting into rits and that's what I was doing too: spiking.

Really sucks considering ele air-spike is mediocre compared to the rit-spike and elemental nukers.  Spirit spamming is just boring, people can only have one weapon spell on them at a time, only leaves healing, which is good, but monks are still better for healing.

Uggg, why have so many different attributs if you can only use one effectively?  Water magic is bad, Earth and air magic are fair, beast mastery is practically useless, and smiting just isn't effective.  Hammer mastery is subpar, as with Axe mastery, although axe should get a nice buff with the GW:EN skill.  It's just frustrating to me.  They may not need to nerf some attributes if they'd buff the unused ones.


Sorry if this will sound rude but you've only had the game for a little while haven't you? Hammer Mastery, subpar? WATER MAGIC, BAD? Axe Master subpar? Earth and air only fair? You haven't really played this game, have you? You've only seen fire magic, swords, and bow mastery users, havent you?






08/09/07 21:09 Login to rate this user's post!
Jamnog Profile
Jamnog
View Profile of Jamnog
Posts: 82
Joined: 10/09/2005
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

it just changes the game and so long as they nerfed the skills the pve monsters used as well it means im no worse off.



08/10/07 12:41 Login to rate this user's post!
shawnus1 Profile
shawnus1
View Profile of shawnus1
Posts: 21
Joined: 12/31/2005
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

well alot of it will probaly be switched again after the test period but i think its a good update altogether ^^

you cant please everybody though i guess :)
nothing here really affects the way i play or what i play ^^






WTB: mallyx's perpetrtuity or snapjaws powerstone! plz whisper me ingame/1 thanks ^^ name in sigclicky>W/A KD CONDITION
08/10/07 13:17 Login to rate this user's post!
kielus_ Profile
kielus_
View Profile of kielus_
Posts: 0
Joined: 04/03/2007
Credibility: 0 pts
RE: Skill Balance and VoD Changes 

well...

my conclusion is:
1. from pvp aspect - w00t gg rit spikes
2. -||- - people will play glass now :P
3. from pve aspect - Me/Rt and Rt/Me in DoA is dead

much of fun stuff with these changes, mes buff some assa nerfs, thought will be worse. what i wonder about is the GoEP buff, why did they nerf Elemental Lord then ;/

aegis nerf will hurt ;/
warrior buffs are awesome, ya rly

note: GvG NPC's drop items now... lol




Kielus [MU] and all is clear

QUOTE
nvm -_-
08/10/07 13:24 Login to rate this user's post!

1 2    Next >

clear gif
Don't Forget! - Rate users posts to reward or demerit their posts with Credibility!
GameAmp Footer