Feedback talk:Game updates/20120813
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Oh Noes[edit]
Bah. The flux just became unusuable for everyone except Elementalists. If you don't want to encourage build diversity, creativity and possible meta changes, and want everybody to revert back to standard meta again, you may aswell just remove fluxes altogether ANet. Hey why not, GW2 is out soon anyway -_-. 82.11.226.30 00:57, 14 August 2012 (UTC)
- Agreed. I was happy since they finally implemented a flux that monks could use. Now you have to spec high tactics to gain bonus, too high for it to be worthwhile. User:YoUrMoM
- I also agree. I understand not wanting to allow monks the ability to tank with a high tactics attribute, since that encourages more defensive than offensive play, but changing it to 10 pretty much limits any non Master of Magic(MoM) character from taking advantage of the flux. You could split attributes 10-10-8-8 or 9-9-9-9(assuming you only use your profession’s attributes) and then apply runes, but by that point you’ve either lowered your health too much and/or spread your attributes too thin to be effective at anything. I would suggest removing the “not counting buffs” aspect of the flux and allow teams to consider bringing a source of weakness to nullify a characters potential use of the flux. It would add extra variety to the way you could play the flux as well as encourage the use of attribute reducing skills such as Wail of Doom and Atrophy. The only problem would be that MoM (which is the only skill that I can think of which gives a large attribute buff) would probably need a PvP version that requires investment in an elemental attribute above X value to prevent abuse; however most users of MoM could probably meet that requirement since they’re probably using mostly elemental skills anyways. Anyways, the older version allowed more professions to take advantage of the flux, thus creating more diverse play, which is the purpose of fluxes.BlackNova 03:29, 14 August 2012 (UTC)
- You guys do realize that it's a realy strong buff, right? It shouldn't be easily attainable. People were speccing random attributes they had no skills in because it was that good. Now they can still do that, it's just a bit harder (you have to actually put minors on).
- Take your standard Invoke ele. You could do 12+1+2 air and 12+1 estorage, but a lot of people went for 15 air, 9-12 estorage, and 7-10 in a defensive attribute (tactics, earth prayers, etc). When this flux came out, people started running 11+3+1 air, 8+1 estorage, 8+1 fire/water/earth, 9 tactics. What they traded was a few points of damage per hit for WHOA KILL EVERYTHING. Now they need to adjust that to 9+1 in four ele attributes (or 10-9+1+2/3-9+1-8+2), but they still get the WHOA KILL EVERYTHING part. It's still a problem. 50.136.229.5 17:09, 14 August 2012 (UTC)
- Or people could finally realize that no one gives a shit about this game anymore. 72.72.49.246 13:41, 16 August 2012 (UTC)
- I also agree. I understand not wanting to allow monks the ability to tank with a high tactics attribute, since that encourages more defensive than offensive play, but changing it to 10 pretty much limits any non Master of Magic(MoM) character from taking advantage of the flux. You could split attributes 10-10-8-8 or 9-9-9-9(assuming you only use your profession’s attributes) and then apply runes, but by that point you’ve either lowered your health too much and/or spread your attributes too thin to be effective at anything. I would suggest removing the “not counting buffs” aspect of the flux and allow teams to consider bringing a source of weakness to nullify a characters potential use of the flux. It would add extra variety to the way you could play the flux as well as encourage the use of attribute reducing skills such as Wail of Doom and Atrophy. The only problem would be that MoM (which is the only skill that I can think of which gives a large attribute buff) would probably need a PvP version that requires investment in an elemental attribute above X value to prevent abuse; however most users of MoM could probably meet that requirement since they’re probably using mostly elemental skills anyways. Anyways, the older version allowed more professions to take advantage of the flux, thus creating more diverse play, which is the purpose of fluxes.BlackNova 03:29, 14 August 2012 (UTC)
(Reset indent) See User:Robert Gee/Journal#August 15, 2012 – Flux Changes for the reasoning behind the change to the Flux. --Silver Edge 05:42, 16 August 2012 (UTC)
I might not be so upset if I were using a pvp toon[edit]
but since I don't feel like putting redundent runes on my pve toon, this flux is irrelevent. 76.121.145.172 22:48, 14 August 2012 (UTC)
- That's why it's worth hanging on to a suit or two of your HoM armor. Robdalf 12:01, 17 August 2012 (UTC)