:)
These double standards, I 'kinda' get.
:)
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
Only skill with a double CD. One of a kind. It’s a gem.
later. It doesn’t care that I’m there.”
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
I’m annoyed that it’s the only skill that has it’s cool-down time dictated by what the enemy does.
Come on dude, what if thieves backstab went on 20s cd if it missed. Or a mesmers shatter going on double cooldown if it missed. Or wars rush on Gs going on 40s if it missed.
You see what my point is?
:)
Only skill with a double CD. One of a kind. It’s a piece of poo..
Fixed that for you. Unless it was sarcasm. Which it was. Nonetheless.
:)
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
That’s a nice way of twisting words you have there. RtL is the only weapon-based gap closer in the game with an OOC recharge of 40. It doesn’t do the most damage, doesn’t cover the most distance, and isn’t the only one that ignores slowing effects (which was one of the reasons for the nerf). When it hits, the damage is negligible and you temporarily gain base-level combat mobility.
They tried to nerf RTL if used for fleeing (and this was already wrong).
What they did wrong is that RTL used as intended is one of the easiest skills to evade so its basically a 40 sec cd unless used in melee range.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
I might actually be able to run from a zerg if they reverted it. But no, Anet wants us to die while warrior catch you, stun you, and the rest of the zerg catches up. I have a new respect for necros.
Bad Elementalist
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
Since appear to play a warrior (and other classes), then I ask what penalty do you suffer when you miss your burst attacks? you don’t lose adrenaline, it goes onto a 3 second cooldown not 10 second. So where is your penalty for missing?
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
Since appear to play a warrior (and other classes), then I ask what penalty do you suffer when you miss your burst attacks? you don’t lose adrenaline, it goes onto a 3 second cooldown not 10 second. So where is your penalty for missing?
Just so you know, when a warrior misses a burst skill, the burst skill goes on full cooldown. If I am using a mace and miss my skull crack my cooldown is effectively doubled.
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
Since appear to play a warrior (and other classes), then I ask what penalty do you suffer when you miss your burst attacks? you don’t lose adrenaline, it goes onto a 3 second cooldown not 10 second. So where is your penalty for missing?
Just so you know, when a warrior misses a burst skill, the burst skill goes on full cooldown. If I am using a mace and miss my skull crack my cooldown is effectively doubled.
My mistake I just tested this with my warrior, it did indeed go on a 7.5 second cooldown.
Why are you saying the cooldown is effectively doubled though?
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
I’m annoyed that it’s the only skill that has it’s cool-down time dictated by what the enemy does.
Come on dude, what if thieves backstab went on 20s cd if it missed. Or a mesmers shatter going on double cooldown if it missed. Or wars rush on Gs going on 40s if it missed.
You see what my point is?
For thieves, if the amount of initiative was doubled for a miss, 90% of players would quit playing thieves the same day.
On the other hand, if Warriors lost adrenaline on misses, without even hitting their F1 skill… they might be a bit more balanced.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
I’m annoyed that it’s the only skill that has it’s cool-down time dictated by what the enemy does.
For the record, any enemy that uses chill affects all of your skills in the same way. Are you annoyed at them as well?
You see what my point is?
Yes and I agree with you. I don’t see the point of the effect either. It seems too artificial and complex, to solve an issue that is allowed to roam freely on other professions.
I’m annoyed that it’s the only skill that has it’s cool-down time dictated by what the enemy does.
For the record, any enemy that uses chill affects all of your skills in the same way. Are you annoyed at them as well?
You see what my point is?
Yes and I agree with you. I don’t see the point of the effect either. It seems too artificial and complex, to solve an issue that is allowed to roam freely on other professions.
At least you agree. The chill condition in my honest opinion is really overpowered, but it has its counters too. I can just cleanse it. at least that’s something i can control to at least some extent.
Not only can i cleanse chill, but almost every class can use it inherently and if not inherently, then every class can use it through sigils and runes.
:)
(edited by The Game Slayer.7632)
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
Since appear to play a warrior (and other classes), then I ask what penalty do you suffer when you miss your burst attacks? you don’t lose adrenaline, it goes onto a 3 second cooldown not 10 second. So where is your penalty for missing?
Just so you know, when a warrior misses a burst skill, the burst skill goes on full cooldown. If I am using a mace and miss my skull crack my cooldown is effectively doubled.
My mistake I just tested this with my warrior, it did indeed go on a 7.5 second cooldown.
Why are you saying the cooldown is effectively doubled though?
Late response, haven’t been posting much lately, but the reason I said that it is effectively doubled is because you now have 15 seconds between skull cracks instead of 7.5.
The problem with RTL before was the range… it would take you out of combat immediatley after using it regenerating all your hp back to full…they nerfed the range and the cooldown at the same time and it was way to much…. i really think this would not be a problem if they left the range how it is now and just put it on a 20 second CD, i rarely use this skill to engage anymore and instead save it almost exclusively as an escape. ANET if you change this back i will send a delicious ice cream cake to your offices!
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
Since appear to play a warrior (and other classes), then I ask what penalty do you suffer when you miss your burst attacks? you don’t lose adrenaline, it goes onto a 3 second cooldown not 10 second. So where is your penalty for missing?
Just so you know, when a warrior misses a burst skill, the burst skill goes on full cooldown. If I am using a mace and miss my skull crack my cooldown is effectively doubled.
My mistake I just tested this with my warrior, it did indeed go on a 7.5 second cooldown.
Why are you saying the cooldown is effectively doubled though?
Late response, haven’t been posting much lately, but the reason I said that it is effectively doubled is because you now have 15 seconds between skull cracks instead of 7.5.
yea thats not the same… and can be said for anyskill in the game.. its like saying if we miss its going on a 60 second CD instead of a 40 second CD …. are warriors really upset by RTL?
Sigh, this again. Anyone that believes that RTL needed a nerf is suffering from Stockholm Syndrome.
The Nerf:
Ride The Lightning = 1200 / 40 = 30 u/s increase
Ride The Lightning = 1200 / 20 = 60 u/s increase
Lightning Flash = 900 / 40 = 22.5 u/s increase
Burning Speed = 600 / 15 = 40 u/s increase
The Hypocrisy:
Warrior’s Rush = 1200 / 20 = 60 u/s increase
Warrior’s Whirlwind Attack = 450 / 10 = 45 u/s increase
Warrior’s Savage Leap = 600 / 8 = 75 u/s increase
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
i dont know what any of that means but i like it!!!!
It’s the distance travelled divided by the cooldown thus showing how many units it uses per second. The higher, the better. It’s like meters/second.
Quickblade Vince – Thief
The Asurnator – Elementalist
YOu should also consider channeling time, which is very important, but in anyway we apply the math, warrior are ont the top u_u
…
It does the job well :-)
I used to love using RTL to get around the world quickly, it helped cut my leveling time.
But 40 seconds is ridiculous. Also 45 seconds on Fire Grab is ridiculous, it’s hard as hell to hit a moving target with that :S
(edited by Wintel.4873)
, it’s hard as hell to hit a moving target with that.
First thing you learn when you are ele: you have to work twice more for halfed effect
…
It does the job well :-)
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
Since appear to play a warrior (and other classes), then I ask what penalty do you suffer when you miss your burst attacks? you don’t lose adrenaline, it goes onto a 3 second cooldown not 10 second. So where is your penalty for missing?
Just so you know, when a warrior misses a burst skill, the burst skill goes on full cooldown. If I am using a mace and miss my skull crack my cooldown is effectively doubled.
My mistake I just tested this with my warrior, it did indeed go on a 7.5 second cooldown.
Why are you saying the cooldown is effectively doubled though?
Late response, haven’t been posting much lately, but the reason I said that it is effectively doubled is because you now have 15 seconds between skull cracks instead of 7.5.
yea thats not the same… and can be said for anyskill in the game.. its like saying if we miss its going on a 60 second CD instead of a 40 second CD …. are warriors really upset by RTL?
Umm yes, it is EFFECTIVELY doubled. I am not talking about RTL at all. Just responding to the guy who thought the cooldown on burst skills was only 3 seconds if you miss them. Wrong, they go on full cooldown.
So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?
I…uh, k.
Since appear to play a warrior (and other classes), then I ask what penalty do you suffer when you miss your burst attacks? you don’t lose adrenaline, it goes onto a 3 second cooldown not 10 second. So where is your penalty for missing?
Just so you know, when a warrior misses a burst skill, the burst skill goes on full cooldown. If I am using a mace and miss my skull crack my cooldown is effectively doubled.
My mistake I just tested this with my warrior, it did indeed go on a 7.5 second cooldown.
Why are you saying the cooldown is effectively doubled though?
Late response, haven’t been posting much lately, but the reason I said that it is effectively doubled is because you now have 15 seconds between skull cracks instead of 7.5.
yea thats not the same… and can be said for anyskill in the game.. its like saying if we miss its going on a 60 second CD instead of a 40 second CD …. are warriors really upset by RTL?
Umm yes, it is EFFECTIVELY doubled. I am not talking about RTL at all. Just responding to the guy who thought the cooldown on burst skills was only 3 seconds if you miss them. Wrong, they go on full cooldown.
But if you hit with the burst skill, the CD is 7.5 seconds, if you miss, the CD is 7.5 seconds, where is that doubled?
The post which started this debate was indeed comparing to the RTL CD situation….
Given what the warrior can do with rush, I’m surprised they haven’t given it an equal nerf yet, though RTL does have the advantage of more potent movement.
I don’t disagree with the idea of the nerf, but it doesn’t accomplish its primary purpose. It was supposed to limit the engage-disengage freedom the ele had, but even using it as an engagement tool now punishes you as if you used it for escaping.
If they made it so that evades, blocks, and the like didn’t trigger the long cooldown, then that would definitely be the best way to help it out now without redoing the nature of how it operates.
RTL didn’t go from 20 sec to 40 sec but from 16 sec to 40 sec.
First nerf was 20% increase, second was 100% increase.
RTL didn’t go from 20 sec to 40 sec but from 16 sec to 40 sec.
First nerf was 20% increase, second was 100% increase.
1200 / 16 = 75 u/s … which is the same increase as Warrior’s Savage Leap.
1. RTL was nerfed so that it couldn’t cross gaps. Warrior’s Savage Leap remained the same.
2. RTL was nerfed to 20s cooldown. 1200/20 = 60 u/s (Less than Warriors Savage Leap, but equal to Warrior’s Rush)
3. RTL was nerfed to a 40s cooldown if for any reason you didn’t hit a target. Is now worse than all warrior movement abilities.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
RTL didn’t go from 20 sec to 40 sec but from 16 sec to 40 sec.
First nerf was 20% increase, second was 100% increase.
1200 / 16 = 75 u/s … which is the same increase as Warrior’s Savage Leap.
1. RTL was nerfed so that it couldn’t cross gaps. Warrior’s Savage Leap remained the same.
2. RTL was nerfed to 20s cooldown. 1200/20 = 60 u/s (Less than Warriors Savage Leap, but equal to Warrior’s Rush)
3. RTL was nerfed to a 40s cooldown if for any reason you didn’t hit a target. Is now worse than all warrior movement abilities.
I think that the original CD was 15 secs.
Why do you want to use ride the lightning for escape? Stay awesome instead, fight to the death.
because if you want to use it as gap closer it just get evaded….
In order to go at 20 sec cd you must use it <300 range and hope…..
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.