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Re: Rapid Fire (515) Updated! 02/05/2016 01:58 PM CST
Definitely would be nice to have something to handle the swarming which tends to happen quite often at/near capped. All I can do right now is basically run or die. Even the 1 second RT makes all the difference in that life or death so the nerf does hurt, but I can also learn to deal with it and am learning slowly.


Big swarm? 410. 518. ... 518 518 518 518.. done.
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Re: Rapid Fire (515) Updated! 02/05/2016 02:03 PM CST
I'm sure you can take out a big swarm in less than 100 mana, Draf.

Doug
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Re: Rapid Fire (515) Updated! 02/05/2016 03:47 PM CST
<Big swarm? 410. 518. ... 518 518 518 518.. done.

It's hard to beat cone for taking out swarms. Although, at cap that plan often falls a bit short. Try that in a room with a lich, a destroyer, a cerebralite, a fetish master, and a soul siphon. The destroyer is immune to 410, the master and lich will likely fall down, but due to their runestaff DS your cone of elements will miss. So you'll obliterate the soul siphon and cerebralite, but the destroyer will just keep tackling and forcing you into offensive and the lich and master are probably waiting out the remainder of a fairly short RT from e-wave before they unleash spikethorn and major e-wave on you.

Better to lead with call wind and then cone. The cone will stun the cerebralite and siphon regardless, even though call wind will likely miss the siphon. You should be able to hit the lich/master with the cone due to the stance-forcing effect of call wind. If the destroyer tackles you at this point, at least you have some time before the lich and master can cast. That assumes that the lich doesn't EBP or 540 the cone (probably happens nearly 1/3 of the time!) and that the initial cast of call wind hits. If you do miss, your best bet is to bail out before you get dead. Standing in front of liches and trusting to luck rarely works out in your favor!

Of course, you know how to hunt the scatter. I'm only illustrating the point that handling swarms as a wizard isn't always as simple as all that. Since wizards were poorly compensated defensively, it's more important than ever that we minimize the number of combat rolls we leave to chance. In the example above, leading with ewave rather than call wind presents a great deal more risk. Knowing which spell to use and when will make hunting go a lot more smoothly.

I would also remind wizards of the new tremor TAP/STOMP mechanics. Think about where a 0 RT knockdown could play well with your usual strategies. You should be able to find frequent use for this effect.

~Taverkin
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Re: Rapid Fire (515) Updated! 02/05/2016 06:36 PM CST
I've said it before, but I don't understand why Haste was nerfed after splitting it in half and moving part of it from a level 6 slot to a level 35 spell slot. As Taverkin said, nothing else was given to compensate for the reduced effectiveness of the defensive benefit of Haste, let alone the hit to BOTH Immolate and Rapid Fire. Instead, Wizards lost a 35th level spell slot and had a drastically reduced floor on their defensive combat RT.

That seems a bit punitive.
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Re: Rapid Fire (515) Updated! 02/05/2016 10:08 PM CST
<I've said it before, but I don't understand why Haste was nerfed after splitting it in half and moving part of it from a level 6 slot to a level 35 spell slot. As Taverkin said, nothing else <was given to compensate for the reduced effectiveness of the defensive benefit of Haste, let alone the hit to BOTH Immolate and Rapid Fire. Instead, Wizards lost a 35th level spell slot and <had a drastically reduced floor on their defensive combat RT.

<That seems a bit punitive.

I wonder if it's coincidence all of the things I've been using the heck out of (rapid fire, haste, enhancives) are all getting the nerf bat? It's almost like someone was listening, but decided to shoot the messenger for having too much fun!

~Taverkin
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Re: Rapid Fire (515) Updated! 02/05/2016 10:28 PM CST
>> As Taverkin said, nothing else was given to compensate for the reduced effectiveness of the defensive benefit of Haste,

It does stack for four hours now vs. having a 60 second non-refreshable duration.

-- Robert

Bazzelwyn says, "Maul maul maul maul maul maul maul."
Bazzelwyn says, "The answer is maul."
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Re: Rapid Fire (515) Updated! 02/05/2016 11:51 PM CST
>>It does stack for four hours now vs. having a 60 second non-refreshable duration.<<

For 35 mana a shot it had better stack; it should also sing "America the Beautiful" while tap dancing with a top hat and cane.

I was pretty much perma hasted with the old spell. I had a script that every 45 seconds would "stop 506\rincant 506\r".
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Re: Rapid Fire (515) Updated! 02/06/2016 07:18 AM CST
>> For 35 mana a shot it had better stack; it should also sing "America the Beautiful" while tap dancing with a top hat and cane.

How about "Elanthia the Beautiful" instead? :p

>> I was pretty much perma hasted with the old spell. I had a script that every 45 seconds would "stop 506\rincant 506\r".

So before you were spending 80 mana every 10 minutes during your hunt and now you are spending 35 mana while sitting around in town for somewhere between 20 minutes to nearly 2 hours of haste (mileage will vary by training) yet you seem incredulous at the mana cost? This doesn't seem to be a very compelling argument for change or for the addition of a musical score as you have suggested.

-- Robert

Bazzelwyn says, "Maul maul maul maul maul maul maul."
Bazzelwyn says, "The answer is maul."
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Re: Rapid Fire (515) Updated! 02/06/2016 08:24 AM CST
>This doesn't seem to be a very compelling argument for change or for the addition of a musical score as you have suggested.

Yeah, we should probably stick to the fact that the old haste was mechanically superior and didn't take up 2 spell slots, one of them being 35th level. That, and everyone else getting a free bastardized version of Haste in the form of Quickstrike.
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Re: Rapid Fire (515) Updated! 02/06/2016 09:03 AM CST
>> Yeah, we should probably stick to the fact that the old haste was mechanically superior and didn't take up 2 spell slots, one of them being 35th level.

Agreed. As well as acknowledging all of the changes (the good and the bad) and making logical arguments for why additional changes are needed.

-- Robert

Bazzelwyn says, "Maul maul maul maul maul maul maul."
Bazzelwyn says, "The answer is maul."
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Re: Rapid Fire (515) Updated! 02/06/2016 10:46 AM CST
The logic has been pretty well spelled out in this case. People can keep hammering the point home, but beyond that, pointing at the obvious with both hands instead of one doesn't seem to be making much of a difference.
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Re: Rapid Fire (515) Updated! 02/06/2016 11:56 AM CST
>>doesn't seem to be making much of a difference

We don't know that, for all we know the GMs might be trying to get through this festival and then plan to take a look.

Despite my dissatisfaction with a couple of things that have occurred, I'm still fairly sure that:

1) There was a plan;
2) That plan was adjusted;
3) Feedback is still being considered, and;
4) We haven't exactly covered ourselves in glory encouraging real-time conscious-stream thought sharing.

So, we wait.

Doug
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Re: Rapid Fire (515) Updated! 02/06/2016 12:08 PM CST
I don't think trying to stifle conversation is the way to go either, but hey, everyone's entitled to their opinion. Some just appear to be trying to stop others from sharing theirs.
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Re: Rapid Fire (515) Updated! 02/06/2016 12:09 PM CST
> 4) We haven't exactly covered ourselves in glory encouraging real-time conscious-stream thought sharing.

I can only speak for myself, but I can say that I am not avoiding interaction because of any anger/irritation/frustration that might be directed towards me if I were to interact. I am more than willing to receive criticism regardless of how harsh it might be.

I'm not interacting because:
1) The stuff that I'm working on right now isn't ready to share.
2) A lot of the things being discussed right now aren't things that can be easily commented on. Questions like "What are your plans?", "Is this going to change?", and "Don't you agree this is broken?" aren't things I can discuss.

All I can do is assure you that I'm reading everything that is being said.

~ Konacon
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Re: Rapid Fire (515) Updated! 02/06/2016 12:12 PM CST
>> I am more than willing to receive criticism regardless of how harsh it might be.

You really should water your lawn more.

-- Robert

Bazzelwyn says, "Maul maul maul maul maul maul maul."
Bazzelwyn says, "The answer is maul."
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Re: Rapid Fire (515) Updated! 02/06/2016 12:24 PM CST
>> I am more than willing to receive criticism regardless of how harsh it might be.

You water your lawn too often.

Chad, player of a few
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Re: Rapid Fire (515) Updated! 02/06/2016 12:24 PM CST
>All I can do is assure you that I'm reading everything that is being said.

Thank you for this acknowledgment.
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Re: Rapid Fire (515) Updated! 02/06/2016 12:35 PM CST
<We don't know that, for all we know the GMs might be trying to get through this festival and then plan to take a look.

Pro Tip: While releasing specifics far in advance isn't recommended, popping in to let us know that you are planning to address an issue in the near future is advised - we call that "communication." In the absence of communication, expect players to assume whatever they like. And good luck with that!

I get that nobody wants to admit when their pet project doesn't receive quite the warm welcome they were hoping for. But the feeling I get from the little communication we have received is that the devs feel the ELR was a success and the complaints are from a vocal minority with a penchant for hyperbole. If that isn't the message you intended to convey, perhaps stopping in and discussing where we're going next would be prudent at this point? I know I can't be the only one left wondering: Is this it?

~Taverkin
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Re: Rapid Fire (515) Updated! 02/06/2016 12:40 PM CST


>I get that nobody wants to admit when their pet project doesn't receive quite the warm welcome they were hoping for.

I think he's still a little hurt over the reception of exploding animates :) I wouldn't call the 506/515 changes a pet project for the staff, it was in the works for a long time and was likely handed down from above.
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Re: Rapid Fire (515) Updated! 02/06/2016 12:41 PM CST
>> If that isn't the message you intended to convey, perhaps stopping in and discussing where we're going next would be prudent at this point?

I think one did, Tav. In fact, I deleted a couple of responses because they served no purpose after the lawn-watering debate.

You did see it, right?
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Re: Rapid Fire (515) Updated! 02/06/2016 12:48 PM CST
<I'm not interacting because:
<1) The stuff that I'm working on right now isn't ready to share.
<2) A lot of the things being discussed right now aren't things that can be easily commented on. Questions like "What are your plans?", "Is this going to change?", and "Don't you agree this is <broken?" aren't things I can discuss.

While I can certainly understand the tough position you find yourself in, I'm afraid I must remain unreasonable: I'm looking for acknowledgment of the issues we're discussing here and a commitment to addressing them.

~Taverkin


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Re: Rapid Fire (515) Updated! 02/06/2016 12:54 PM CST
>>I don't think trying to stifle conversation is the way to go either

I respect that opinion, and hold it dearly myself.

>>So, we wait.

A statement of fact - unless your opinion is we're not waiting to hear more?

>>Some just appear to be trying to stop others from sharing theirs.

Indeed.

Doug
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Re: Rapid Fire (515) Updated! 02/06/2016 12:54 PM CST


>I'm afraid I must remain unreasonable: I'm looking for acknowledgment of the issues we're discussing here and a commitment to addressing them.


... seriously?
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Re: Rapid Fire (515) Updated! 02/06/2016 01:02 PM CST
>While I can certainly understand the tough position you find yourself in, I'm afraid I must remain unreasonable: I'm looking for acknowledgment of the issues we're discussing here and a commitment to addressing them.

This line is unproductive at this point given it's been explicitly stated that these things cannot be discussed under the terms of their NDA, which I respect. Even though I think whoever included such onerous restrictions doesn't understand the impact of poor communication on player morale and customer retention, I don't blame the GMs for it. That blame lies solely with Simu management.
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Re: Rapid Fire (515) Updated! 02/06/2016 01:07 PM CST
>>> I am more than willing to receive criticism regardless of how harsh it might be.

You should water your lawn with Brawndo.

~ Methais
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Re: Rapid Fire (515) Updated! 02/06/2016 01:13 PM CST
I have changed my opinion based on Methais persuasive counterpoint.

https://www.youtube.com/watch?v=Tbxq0IDqD04

You really should water your lawn more with Brawndo.

-- Robert

Bazzelwyn says, "Maul maul maul maul maul maul maul."
Bazzelwyn says, "The answer is maul."
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Re: Rapid Fire (515) Updated! 02/06/2016 02:30 PM CST
> While I can certainly understand the tough position you find yourself in, I'm afraid I must remain unreasonable: I'm looking for acknowledgment of the issues we're discussing here and a commitment to addressing them.

I understand your point, but unfortunately I can't help you out with what you're looking for right now.

~ Konacon
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Re: Rapid Fire (515) Updated! 02/06/2016 05:08 PM CST
<I understand your point, but unfortunately I can't help you out with what you're looking for right now.

I know. Like I said, I must remain unreasonable. It's not a position I enjoy taking. Frankly, I'd rather be playing GS. But I'm just too disappointed in the current state of the only class I play to justify paying or playing.

I'll hang out for a bit longer and keep an eye on the forums in case something changes. And in the mean time, back to guild wars and other games. If I do come back, it'll be with some fresh game design perspectives. Based on the ELR, I think you guys could use some.

~Taverkin
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Re: Rapid Fire (515) Updated! 02/06/2016 09:17 PM CST


I'm so excited to see the awesome new wizard class that I cancelled my wizard account and am waiting eagerly for it as well (probobly for a few years).
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Re: Rapid Fire (515) Updated! 02/13/2016 11:09 PM CST
After using the new 515 now for nearly a month, I wanted to suggest a change that would bring this spell to a place of compromise. I believe the general consensus among the player base is that the cooldown should be removed because the addition of a 1 second RT was enough to lower the power of the spell. We're also seeing that 515 has a tendency to become unreliable when it falls at the wrong time in combat, essentially leaving a wizard in a tight spot, especially against powerful capped foes. Even at 3x harness and 2x EMC, I'm finding it very unattractive to activate 515 during the cooldown. The added mana penality is definitely effective in making you not want to do it.

I agree that removing the air lore benefit of occasionally casting a spell at zero RT was the right thing to do. It only encouraged mindless keyboard spamming. However, the new air lore benefit of occasionally channeling a spell is unfortunately even worse in my opinion. Currently, I'm not even seeing real hard evidence that channeling bolts is something I'm ever going to want to do. Maybe it's just decades of never being in hard RT that I need to let go of, but I'm also not seeing the results of channeling that I think most of us would want to see. The true downfall of channeling though, is that is basically has zero effect against non critable foes. Too many critters are immune to being crit killed for channeling to ever be a staple in capped hunting. I have to admit that it hurts hunting the confluence and seeing rapidfire's zero second channel flaring, and knowing that it isn't helping me at all.

What I would suggest to balance some of the concerns of 515 is removing the channel perk and adding something like this.

Training in Elemental Lore, Air has a seed 5 summation chance of renewing rapidfire for (seed 10 summation/2(rounded down))seconds on every cast of a spell.

Example a wizard with 35 air lore ranks has a 05% chance of renewing rapidfire for 1 second
Example a wizard with 108 air lore ranks has a 10% chance of renewing rapidfire for 4 seconds
Example a wizard with 202 air lore ranks has a 16% chance of renewing rapidfire for 6 seconds

Lets use the example of a wizard with 108 air lore ranks. Lets say they are standing in the middle of a large swarm where targets were not an issue. If they cast 60 spells in the 60 seconds of rapidfire, which honestly isn't happening, but lets just say they did, they would see, on average over time, rapidfire flaring 6 times, adding a total of 24 seconds to the length of the spell. In that additional 24 seconds, rapidfire will flare another 2 times, adding 8 seconds, and then possibly once more again, adding 4 seconds, for a total of 36 seconds to rapidfire's length on average. You would only see the addition of 36 seconds if you were standing in that huge swarm, casting a spell once a second on the second. This would be hugely beneficial in keeping rapidfire from falling during a swarm, when you really don't want the spell to fall. However, the second the swarm is finished, by the time you pick up your treasure and head out to find more critters, your added time to rapidfire will expire and you'll be on cooldown, just like normal. Effective when surrounded with targets and at your most vulnerable, less so when facing a critter at a time and moving around a hunting ground.


Isle Snack Muncher
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Re: Rapid Fire (515) Updated! 02/14/2016 06:33 AM CST
Just remove the cooldown and call it a day. We're still going to be limited by mana even at 3x HP, and the current "benefit" of CHANNELing bolts is like a sick joke combined with a big slap in the face with a salty cheese grater dipped in broken glass, and that's against crittable stuff. Against non-crittable stuff, it's completely useless. It literally serves zero purpose, just like the RF CHANNEL proc when casting spells that can't be channeled.

It's all such short sighted and uncreative game design, and I can't fathom how anyone involved in it that has any real experience playing a capped wizard could be brainstorming, come up with this stuff, and be like, "Sounds good to me, let's do it!" while keeping a straight face and not feeling like Gomer Pyle during the jelly donut scene on FMJ.

I don't mean that as an insult (glances at Aulis), but more along the lines of "I'm not mad at you, I'm disappointed in you."

This whole thing with all 3 spells has all been such an incredible disappointment and has to be ranked as one of the biggest blunders in GS history, right up there with GP2 sorcerers.

~ Methais
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Re: Rapid Fire (515) Updated! 02/14/2016 05:31 PM CST
Personally I dislike the 1 sec per cast and would gladly trade an even harsher cooldown for that, but still find RF useful as is now.

Saying that the changes were the biggest blunder in GS history is a bit of a stretch though, I can think of many major blunders way back in the day. Leaving things the way they were wasn't good game design. Common using RF and 901, or just Immolate Immolate Immolate, that's boring stuff there.


At least the RF cooldown penalty makes using harder bolts more likely 910 at a cost of 5 extra a lot more appealing than 901 at 5 extra. Same holds true for the other bolts.

According to the GMs the nerfs were directed from above, not by the Dev team.

There's a few people whom are dissatisfied with the changes, but there are many more whom are pleased with many of the other benefits that came our way. 502 I use almost every critter, cone of elements fantastic! and etc...

I doubt if the original idea was for people to build in such a way that they are using 1 single spell as their attack, and now we have taken a few more steps towards using more spells. Currently using 502, 505, 904, 518 All on a regular basis each hunt....
Just an elf about town...
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Re: Rapid Fire (515) Updated! 02/14/2016 07:55 PM CST

>Saying that the changes were the biggest blunder in GS history is a bit of a stretch though, I can think of many major blunders way back in the day. Leaving things the way they were wasn't good game design. Common using RF and 901, or just Immolate Immolate Immolate, that's boring stuff there.

I personally cackled with glee every time 519 1-shot something. It was fun. It made my wizard feel powerful. To each their own.

> According to the GMs the nerfs were directed from above, not by the Dev team.

The biggest problem I have with this whole fiasco (aside from the fact that I now play my sorcerer almost exclusively) is that there did not appear to me to be any rhyme or reason with the timing. Why change something that was part of the game of literally decades NOW, particularly if the Dev team wasn't ready to come up with solutions/compensatory changes that made the wizard class more fun in other ways?

Nerf first, come up with buffs later = bad, bad, bad plan.
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Re: Rapid Fire (515) Updated! 02/14/2016 08:44 PM CST
Just remove the cooldown (on 515) for natural wizards. It exists for 506 so why not for a higher level greater expense spell. Leave the cooldowns for sharing at the existing rates.
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Re: Rapid Fire (515) Updated! 02/15/2016 06:26 AM CST
> Leaving things the way they were wasn't good game design.

Know what's even worse game design? Nerfing everything while having zero fixes in place to address the problems the nerfs caused.

>Common using RF and 901, or just Immolate Immolate Immolate, that's boring stuff there

According to who, you? Gee, I guess I've been playing my wizard wrong all these years because I was actually having ridiculous amounts of fun with pre-nerf wizards.

Maybe taking forever to kill something and barely naming it out alive is your idea of fun, but for most people, not so much. You must be having boatloads of fun now though, right?

And yes I know the changes came from above. So did "let's make everything about microtransactions" and "let's use all the GS revenue to fund other stuff like the illustrious smashing success that was the super innovative and definitely doesn't look like a PS2 game Dragons of Elanthia," along with most other questionable game design decisions that happen. I'll just bite my tongue and say that it's quite a shame.

Just out of curiosity, what level is your wizard?

~ Methais
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Re: Rapid Fire (515) Updated! 01/20/2017 09:10 PM CST


"what other ideas would you suggest?"

What is the design goal for having air lore ranks affect rapid fire? Is air lore considered not balanced with the other lores, without a benefit to rapid fire?
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Re: Rapid Fire (515) Updated! 01/20/2017 09:13 PM CST

If some air lore benefit is needed, I personally thought the best suggestion was to provide a cooldown time reduction. Simple, sensible benefit from air lore (a utility lore, so here the utility is more rapid fire instead of "better" rapid fire)
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Re: Rapid Fire (515) Updated! 01/24/2017 08:10 AM CST
>If some air lore benefit is needed, I personally thought the best suggestion was to provide a cooldown time reduction. Simple, sensible benefit from air lore (a utility lore, so here the utility is more rapid fire instead of "better" rapid fire)

EMC already does this.

~ Methais
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