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Old 04-10-2007, 04:45 PM   #11 (permalink)
Vaedar
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Quote:
Originally Posted by Garn
Cull is hardly an I win button.
Easy Button != I Win Button

Easy Button is for those who are lazy or twitch-gaming challenged.

Which here, apparently, means quite a few people.
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Old 04-10-2007, 04:51 PM   #12 (permalink)
Amerien
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its not that big of an advantage plus if it is itll get nerfed again no worries.

i love the patch for the most part THANK YOU WoD!
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Old 04-10-2007, 05:00 PM   #13 (permalink)
Uthal
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Personally, I love the changes to Cull. In fact, I registered just now to voice my appreciation. I'm a bit surprised that people are complaining and saying things like it somehow makes it easy now. The pre-change Cull is virtually worthless. If you have to macro it to be useful (which I refused to do) then there is a problem. Right now I barely even get to use it.

I have been hoping that the devs would give us a real lifetap like we had in EQ1. I like to use lifetaps to help with damage spikes and for emergency situations. For example, the healer dies so we snare and then tap back enough health to prevent a wipe. We end up draining all of our energy, but it saves the wipe. On raids, we can be somewhat self-sustaining for encounters with AEs.

The other changes sound good too.
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Old 04-10-2007, 05:07 PM   #14 (permalink)
Garn
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Quote:
Originally Posted by Vaedar
Quote:
Originally Posted by Garn
Cull is hardly an I win button.
Easy Button != I Win Button

Easy Button is for those who are lazy or twitch-gaming challenged.

Which here, apparently, means quite a few people.

You seem like a very pleasant person.

I bet you can hardly live with yourself.

Back on topic. How has it dumbed down twitch-gaming when the game allows macros?

When grouped.

/cast "Cull II"
/cast "Vexing Strike"

When solo

/cast "Omnious Fate"
/cast "Cull II"


Thats just 2, there are many ways to accomplish this. I was not a twitch gaming challenge before unless you just wanted to make it that way and avoid looking at anything other than the debuff bar when grouped.

It simply has greater functionality now than before.

Everyones complaint of it being useless in groups was 100% justified. Not because they were not good enough players to get it off during a group situation but the simple overlooked fact that in a full group setting with a couple melee involved the entire ability would loose it's intent.

It is intended as a lifetap. If you could not use it when you needed to in a normal group setting (your low life and you don't see a heal INC) then it was not serving it's purpose.

just because it was easily Useable in solo/duo, hell even trio situations does not mean it has been dumbed down for those of us just too slow and infierior to you and your great "fast-twitch muscles"

What it means is the Dev's (the ones developing the game...) decided it was living up to what they had intended.

But feel free to rant pointlessly with no constructive meanings or explanations behind it if that's what makes you feel super speacial and above us "slow twitch gamers"

P.S. I guess all of us who wanted the stun component removed were just lazy and twitch gaming challenged. I'm sure it had nothing with wanting to be able to use the Lifetap at our discretion... :roll:
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Old 04-10-2007, 05:29 PM   #15 (permalink)
xythalia
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assuming that the energy cost is scaled well with the damage upgrade, this is an upgrade indeed. However just because people didn't think it needed to be changed doesn't mean that they thought cull was a 'skill based' thing because if anything it was luck based. Or atleast I didn't. I always figured that its intent was to be used when you weren't in a full group and needed the healing!

when do you need the healing in a full group? almost never, considering how common healers are, are in duos / trios it was very usuable.

since they did not increase the cd like i feared, I'll admit i was wrong in doubting sigil, and it still sounds like a usefull solo and now group too.

I don't see how getting lucky that you weren't under global cooldown when the mob got stunned 'skill'.

btw I'm int spec so it probably is the biggest upgrade for me.
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Old 04-10-2007, 05:39 PM   #16 (permalink)
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I don't think it's original intent was group or solo. I think it was simply a lifetap for a class that it fit very well with. And pretty much exactly like SoD they nerfed it with some haste and then once revisited and thought over decided to put it pretty much back to the way it was but increase the costs so it could not be overpowering. Exactly like they did with SoD.
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Old 04-10-2007, 05:45 PM   #17 (permalink)
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Quote:
Originally Posted by Garn
I don't think it's original intent was group or solo. I think it was simply a lifetap for a class that it fit very well with. And pretty much exactly like SoD they nerfed it with some haste and then once revisited and thought over decided to put it pretty much back to the way it was but increase the costs so it could not be overpowering. Exactly like they did with SoD.
Yes, that sound reasonable. It sounds very nice now, if the cd is still 10 seconds, my group will appreciate it quite a bit, and will finally let me use my int 8) .

Now... just to get DC +crit working and the symbol 1 energy / sec to either -20% mana or something that doesn't kill our already poor energy regen.
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Old 04-10-2007, 05:46 PM   #18 (permalink)
Amerien
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True enough i think they are trying to find the right balance for a self healing tank, as it is even without cull (didnt grab it because i really didnt think i would benefit from it - will now) i can keep myself alive efectivley solo and im the ideal tank for a duo or trio group because without DPS i dont need a healer. Its that whole finding the balance thing, life taps are scary they can get overpowered FAST.
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Old 04-10-2007, 06:06 PM   #19 (permalink)
Vaedar
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Garn,

It isn't about me being better than everyone else because that certainly isn't the case. My complaint is that Sigil is slowly removing all of the things in VG that help make us all better gamers. Cull was one of those abilities that forced you to do a number of things: ask groupmates to use their stun abilities more often and planning ahead on setting up a stun attack to use Cull when soloing just to name a couple. Now, we simply have another button to push. How does that make us better?

I suppose we're just going to have to agree to disagree.
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Old 04-10-2007, 06:12 PM   #20 (permalink)
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I didn't see it mentioned:

- Damage Shields are no longer subject to mitigation.
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