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  1. #1
    Community Member Grailhawk's Avatar
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    Default Alternative Nerf to Adrenaline + Manyshot

    Ok so the nerf is coming I don’t think there are enough people who care to try and stop it (like Madstone boots) and I know turbine won’t let it exist in the stat it’s in now I would like to present an alternative nerf

    Rather than preventing Adrenaline and ranged combat all together I suggest that you just stop Adrenaline from working with Manyshot. This shouldn't be too hard just set it up so that if you have Adrenaline active and you activate Manyshot it dismisses the Adrenaline, similarly if you have manyshot active you can’t activate Adrenaline. This leaves it so that you can still use Adrenaline with a bow just not Manyshot. I don’t believe that anyone thinks normal ranged combat and Adrenaline is a problem.

    Now at the top of Fury of the Wild add a new active ability call it Wild Volley or some such this acts as a mini Manyshot it fires 12 arrows, 3 volley of 4, each arrows fired with an Adrenaline effect. This should have a long cooldown timer say 5min maybe even make this an alternative epic moment or add a 20 second cool down on the normal Manyshot, basically use cool downs as the balancing factor for this ability. Yes this is a lot of damage in a shot amount for time that’s not a bad thing it is no different than a caster doing a mana dump that’s why it needs a lengthy cool down. This is just a thought you could come up with something else but it’s better to refractor this then to just remove it out right.

    The reason for this alternative nerf is that Fury of the Wild is currently the ED home for many Tempest Rangers one of the strongest points for going Fury was the synergy between Adrenaline and Manyshot. I can understand how that synergy could be viewed as to strong by some but rather then blatantly removing that aspect how about we rework it into something more manageable?

  2. #2
    The Hatchery danotmano1998's Avatar
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    Quote Originally Posted by Grailhawk View Post
    Rather than preventing Adrenaline and ranged combat all together I suggest that you just stop Adrenaline from working with Manyshot.
    This would have been the obvious solution. I don't understand this thinking of theirs, I really wish they could or would give us a clue why they chose this path. Kind of like the challenge xp. Why fix the one smaller problem when they can just nerf it to oblivion across the board? *insert eyeroll here*
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  3. #3
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by danotmano1998 View Post
    This would have been the obvious solution. I don't understand this thinking of theirs, I really wish they could or would give us a clue why they chose this path. Kind of like the challenge xp. Why fix the one smaller problem when they can just nerf it to oblivion across the board? *insert eyeroll here*
    Its probably because manyshot is one of the key ability to ranged combat if you have a destiny who's primary ability doesn't apply to manyshot then why should any of it? That's not exactly a good reason but is the most likely. This is why I suggested the extra ability that can use manyshot as a base or even as a prerequisite.

  4. #4
    Community Member DeafeningWhisper's Avatar
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    The best reason I can think off is that its easier to code that way... Which is really, really sad as a reason.
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  5. #5
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    All I want right now is a comment from a dev as to why they are wanting to nerf the adrenaline with ranged combat? This makes no sense to me...Rangers have always been underpowered and everyone, including the devs are aware of this. So please enlighten us dev's as to why you are going to nerf this? Why let all the other classes that are already way overpowered compared to a ranged character get a nice boost in DPS but the archers get shafted again...I'm getting more and more frustrated with this game with every update/patch that comes out.

    Not that I want them to nerf anything else, but if you're gonna follow through with taking away ranged adrenaline then in my opinion, Shiradi effects shouldn't work for spellcasters. It's just not fair that other classes can benefit from the ranged destiny, but ranged toons can't benefit from caster OR melee destinies.
    Last edited by LelandHill; 09-08-2012 at 06:15 PM.

  6. #6
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    I agree that it is pretty sad in general that adrenaline for ranged is getting nerfed.

    The original case of an entire manyshot having adrenaline work was unintended I get. They had said that manyshot + adrenaline worked as intended when the 4 shots were all amped up. As others have stated, this is a way to actually improve the group viability for ranged characters or classes like tempests that can use this as a temporary damage amp. Since there are timers involved then it is situational for a temporary boost at best.

    It is once again disheartening that the devs are trying to increase the challenge by taking away abilities/established things from the player.

    It is just plain sad when things like this, cooldown for supreme cleave, spell resistance working on implosion even though it clearly states no spell resistance.

    I would hope that the lesson in community anger from removing things like disease immunity/poison immunity had given them food for thought. Doesn't look like that is the case.

  7. #7
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    Also the code reason why they are simply not nerifng the manyshot adrenaline combo is due to adrenaline being a rage effect, so chances are manyshot would have to negate madstone/rage/shout/barbarian rage which would have wild temperment in the field. As an example you'd throw a manyshot and then your constitution/strength would drop 5 due to the shout not working on you (nullify rage effects).

    Iirc in the case of stalwarts/defenders to get a benefit they have to be out of stance then hop back in. Would be the same case for manyshot and too confusing to explain.

    That's my impression of why they are choosing a blanket nerf.

  8. #8
    Community Member licho's Avatar
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    Manyshot is not essencial for ranged combat, its same as cleaves or dmg boost.
    Its due to overall ranged gimpness that creates the felling that manyshot is important, its the only time ranged dps is right and this is a problem.

    The solution to stop adrenaline work with manyshot is obviously better.

    And im preatty sure the reason for nerf is "easier to code".

    And i agree its sad. Its same why we have bugs, since it was easier to code.

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