User talk:Isaiah Cartwright/Update20080123

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Guild versus Guild

Victory or Death

  • The Guild Lord will now use his axe when combating other Guild Lords.
  • NPCs during Victory or Death will do 30% more damage, and an additional 10% more damage each minute after Victory or Death.
Yay i asked them to be stronger and it happened! protecting npc now will be a beyond major factor with archers hitting for 120 easy 05:30, 24 January 2008 (UTC)
OMG I wanna just test this lol. Bond the GL and protect him until its like 100 minutes into the battle. So thats i think 820% more damage at that point so if they do the normal 72 damage...about 600-700 damage per hit xD. The arche becomes The Leviathan--The Gates Assassin 11:01, 24 January 2008 (UTC)
I thought the purpose of the last update was to "reduce the effect of defensive teams and encourage offensive play". Now, heavily defensive teams can just stall farther into VoD and get rediculous attack damage from their protected npcs.72.78.158.133 14:46, 24 January 2008 (UTC)
make them do 5x dmg at vod and strip enchants from themselves and their target on every successful hit.</troll> --Lou-SaydusHow dare you put that damned dirty thing on me! 17:32, 24 January 2008 (UTC)
Saydus, I liek u. BlazeRick 01:06, 25 January 2008 (UTC)
What about giving the Archers Antidote Signet and Seeking Arrows? -- Gordon Ecker 03:01, 25 January 2008 (UTC)
Seeking arrows would end instantly its pretty often and easy to dodge 1 arrow, not to mention pin down and troll are already pretty major cast times, give them power shot! lol and for the knights they really need a block stance or have an hp bonus skill like defy pain anything to give them better survive-ability since you only get 2 of them, and thier in the front lines. 04:37, 25 January 2008 (UTC)
I forgot about Called Shot, which should work extremely well with the damage bonus. They could also give them Guiding Hands. -- Gordon Ecker 10:05, 25 January 2008 (UTC)
Called shot would be awesome, but we should probably stick to ranger only skill 21:16, 25 January 2008 (UTC)
Oh I agree with this one. [Me]'s Sineptitude pwned. Lightblade 20:51, 27 January 2008 (UTC)

Skill Updates

Monk

no hammer warriors rape even more.... 24.141.45.72 03:08, 24 January 2008 (UTC)
Still overpowered, compared to Balthazar's Pendulum. The solution is really to improve pendulum by a lot. Reverse a kd with a nearby-aoe kd? --8765 04:21, 24 January 2008 (UTC)

This deserved the nerf .. could even go to shorter duration or be limited to 1 KD ... for 3 years the game has been balanced around the fact that most knockdowns require significant investment (lots of adrenaline, exhaustion, conditional, etc). Skills like AoS that easily and cheaply nullify all the work you put into achieveing a KD just take KD out of the game, which is bad...

This skill isnt overpowered, it takes up a skill slot on a monks bar which is very very very tight and you cant even use it on yourself, it also doesnt even heal. No need to touch it. --Lou-SaydusHow dare you put that damned dirty thing on me! 17:30, 24 January 2008 (UTC)
Yet again, Izzy has proven that nerfs are based on GvG usage, and have little or nothing to do with HA, because this nerf has just given rise to thumpers owning monks all over again, a HUGE problem in HA. This means that in order to counter the (minimum) 3 second delay in coverage from AoS, ward eles are going to be forced to carry Ward of Stability for the monks to kite through... Seriously, please stop taking the fun out of HA by allowing "button masher" builds like IWAY to continue to dominate- they take no skill to run, and have little in the ways of creativity, whereas balanced builds take time to put together and moderate skill to make them function. --The preceding unsigned comment was added by User:65.27.90.46 (talk).
You don't know button mashing until you've played something like Ragnarok Online. GW is pretty mundane as far as button mashing goes. Then again, 1-2-3-4-1-2-3-4 combos aren't really that different. Indeed a monk bar is very tight, but everyone's bar is usually tight as well. AoS is reasonably strong on a non-monk, assuming you bring other prot skills to justify the point investment. Either way, this skill is probably fine as is, it's just the other anti-kd skills need to be brought up to par. --8765 18:53, 25 January 2008 (UTC)
At the balthazar's pendulum comment, it should be a skill (irremovable, like Ancestor's rage), last forever until KD (or last 60 seconds, or a VERY LONG time), and then when you are kded, it kds all foes within earshot. It's an ELITE anti-knockdown skill. Why should someone bring Pendulum as opposed to, say, word of healing? Or if they are running it on a secondary monk, why should someone bring that instead of a much more useful skill (say, Offering of Spirit on those smiter-rits)? You have to make elite's like Pendulum and other useless ones like it more viable, for EVERY profession; then we might see some more skill and creativity in PvP. 68.238.196.130 20:55, 25 January 2008 (UTC)
Earshot KD? imba much??? at best make it adjencent if you really want to give it area 21:18, 25 January 2008 (UTC)

Adjacent would be too small. Besides PvE where kd isn't as critical, adjacent won't get more than 2 people. I say start with nearby and see how the community uses it. --8765 08:22, 26 January 2008 (UTC)

In response to that HA comment, last i checke HA wasnt real PvP.... 24.141.45.72 15:14, 27 January 2008 (UTC)

Dervish

Izzy likes DPS? ~ SCobraUser-SuperCobra-Sig.png 00:11, 24 January 2008 (UTC)
I already said this on the other page, but it warrants being said again. Retarded buff is retarded. Here's to hoping I'm overestimating this skill. Pluto 02:02, 24 January 2008 (UTC)
WTF?! this is better than like all the dervish skills, whose stupid idea was this? make an elite imo 24.141.45.72 03:08, 24 January 2008 (UTC)
Ahh this again.. oh well its time to inform the people >.>, Izzy just buffed this so he could say it was overpowered a few weeks later and make it a 1 sec activation just like he did with critical chop and agonizing chop, which made the 2 skills slower then axe dps under a ias which is a BIG nerf. Prokiller88 03:32, 24 January 2008 (UTC)
I think hes tryin to force melandru out of gvg - Added more - Ok this skill is practically weary strike now, except the problem is that weary strike was overpowered, so instead of making weary strike weaker hes tryin to force it out by making something as strong as it? 05:28, 24 January 2008 (UTC)
weaker weary strike woulnd't make pvp dervs use another form, they want unconditional deep wound, with Pious Assault they no longer have to use melandru 87.189.243.196 12:41, 24 January 2008 (UTC)
People use AoM because it makes you unspikable, and immune to common anti melee like b-surge. Wearying is just a bonus. Lord of all tyria 20:21, 24 January 2008 (UTC)
Agree with the above- AoM is good for anti-spike- and Pious doesn't replace Wearying- because of the rediculous recharge time and casting cost, Pious will still be overlooked, unless at least the recharge is brought in-line with the rest of the Dervish melee skills. --The preceding unsigned comment was added by User:65.27.90.46 (talk).

Warrior

  • "Fear Me!" "Fear Me!": increased recharge time to 6 seconds.
What the f&#*ing h$%^!?!? I know this skill is strong on spammers but a 6 sec recharge is overkill! Why not just raise the cost to 6 adrenaline? (too lazy to re-write entire edit conflicted rant) Done25 00:13, 24 January 2008 (UTC)
They want it to be usable on 'balanced' warrior bars which are going to find it tough to spam more than every 6 seconds whilst making it so no skill warrior bars that just aim to spam this all day can't because when they can this skill is overpowered.
6seconds is by far overkill they should have done 4 05:27, 24 January 2008 (UTC)

This update is poor ... it does not address the root of the problem which is the ridiculous adrenaline gain from SS/DB. Basically, this update has made Fear Me absolutely useless UNLESS you run SS/DB ... furthermore it did nothing to adress the other ridiculous aspects of the SS/DB problem (such as disrupting chop every 6 seconds). And since the 6 sec recharge timer coincides neatly with SS/DB, IWAY (which is apparently supposed to be the target of this nerf) is barely effected. 4-5x Fearme every 6 seconds is still fairly ridiculous. No one is running IWAY today due to the *belief* that is has been nerfed, I think in a week or so people will eventually discover that its *actual* effectiveness has not been hurt much.

This is a lame attempt to stop IWAY, one which has very little in the ways of a chance at success- I see someone already did the math above for me- it's still overpowered in HA... Oh, that's right- Izzy doesn't care about HA players who run balanced- he must be an IWAY fame farmer himself if this is his idea of a nerf. As for the above comments, no, 4 seconds would not be enough, and 6 adrenaline would be quickly countered with FGJ or a furious weapon that most smart warriors carry, anyway. --The preceding unsigned comment was added by User:65.27.90.46 (talk).
Zerg has more problems that need addressing than fear me tbh. Lord of all tyria 21:28, 24 January 2008 (UTC)
Since the problem with this skill is the fact that it can be used repeatedly why not just turn it into a duration shout? Ex. Shout. 8 adren. Target foe and all Ajacent foes suffer -2 energy regeneration for 5...10 seconds. Done25 20:31, 25 January 2008 (UTC)
no degen would stack with mesmer/necro Edegen to lock someone at 0 regen or even negatives, if you going to do edegen max it at -1 -added more- 3...12 seconds would cause same amount of loss if its -1 21:20, 25 January 2008 (UTC)
Lol permanent -2 nrg regeneration... glad ure not the skill balancer... 24.141.45.72 15:16, 27 January 2008 (UTC)
It was just an example and it better that the -12 regen that the pre-nerf could give out with FGJ! + Mark of Fury. Done25 19:59, 28 January 2008 (UTC)

It's not like fear me is a skill you really want to see play, 6 second nerf was fine and the only smart thing ANet did in this update.

Ritualist

Before the revert it seemed like this could have been effective on a primary warrior or assassin. this revert sorta killed that. it is a useful blind removal though. Invincible Rogue 01:25, 24 January 2008 (UTC)
8 seconds of anti-blind at 0 spec vs 12 seconds of anti-blind at 0 spec, icwutudidthar. --Tankity Tank 09:00, 24 January 2008 (UTC)
Because the rit secondary is so useful on wars/dervs --Lou-SaydusHow dare you put that damned dirty thing on me! 17:29, 24 January 2008 (UTC)
Death pact signet. 193.63.129.173 18:58, 24 January 2008 (UTC)
Sounds like a good idea to me. If your squishy dies again go ahead and destroy your front line while your at it to make sure you lose. --66.45.173.98 17:31, 28 February 2008 (UTC)