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Old 01-23-2008, 08:39 PM  
Testiculos habet et bene pendentes!
 
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Default Re: Adrenaline "Fix"

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Originally Posted by Aeralik View Post
It's supposed to deactivate if you are no longer berserk since thats part of the spell. I can fix the power crits though thats pretty easy to do.
Ouch, talk about a kick in the nuts. This spell gets worse each time a dev thinks about it, lol
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Old 01-23-2008, 08:52 PM  
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Default Re: Adrenaline "Fix"

Really should not have to be berserk the entire time. Considering we will get the mana drain every time, whether it is actually ever up or not. Why should we have to take full mana drain if theres a good chance we won't even get to use the spell for the duration. This sucks.
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Old 01-23-2008, 08:54 PM  
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Default So...

So Aeralik would u mind telling me the purpose of giving zerkers the only special abilities that have actually maluses in them (Juggernaut and Adrenaline), are we so special?

About Adrenaline: can you tell me the purpose of a defensive buff of the same quality of guardian's Tower of Stone (worse against delevels, high DDs, better against multi-mob fights) that in comparison:

+ doesn't damage your equipment

- makes you lose power overtime (for a total of 100% MAX Power)
- makes you unable to go berserk for a period of time
- doesn't work when you're not berserk

I think the first 2 maluses counter for ToS's shield dmg, but what's the point of having a defensive buff if it's not reliable (And in CoD or VP or Contesteds you won't be 100% of the time berserk even if u're tanking because ur hit rate will be around 60% if you're lucky)
What's the point of making the berserker unable to go berserk after adrenaline expires if u don't even have the certainty of being berserk for the whole duration of the spell? It's Adrenaline, only by the name of it it should either WORK all the time and/or MAKE YOU BERSERK for the whole duration... if you wanna put it on a RPG terminology (since u argued it should be normal for adrenaline to work only while being berserk).

So in all honesty, if you want to keep this spell useful and don't want to see more zerkers quit/betray (since if things stay like this ToS will be way way better than this), either:
-make it so that when u have adrenaline up you're always berserk, keep the rest of the maluses
-keep your questionable idea of how adrenaline works but remove ALL the maluses on termination, since it is absolutely innatural (kind word to mean stupid) to have an unreliable temporary buff that has relevant maluses on termination
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Old 01-23-2008, 08:56 PM  
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Default Re: Adrenaline "Fix"

or just make it so that when u have adrenaline it doesn't matter if you're berserk or not the buff still applies with it's bonuses (for the whole duration regardless of what happens) and with its maluses on termination... but then again u didn't seem keen on this one

Also please don't copy/paste spell description from Juggernaut if the final behaviour of the spell isn't the same of the one you copied/pasted from as that causes just confusion.
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Old 01-23-2008, 10:17 PM  
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Default Re: Adrenaline "Fix"

I'd just like to echo what Comalv is saying, and emphasise that on mobs where fighters' hitrates are 40-50% (which is half of VP while tanking), being able to be predictably berserk, even with max AA in both group and single berserk buffs, is not reliable at all. Seems to me that's yet another drawback to a skill that was barely passable in comparison to the Guardian's Tower of Stone to begin with.
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Old 01-23-2008, 10:32 PM  
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Default Re: Adrenaline "Fix"

Owned.
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Old 01-24-2008, 12:03 AM  
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Default Re: Adrenaline "Fix"

I can live with adrenaline being the way it is, provided they remove the mana drain....
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Old 01-24-2008, 01:48 AM  
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Default Re: Adrenaline "Fix"

i can live with the mana drain so long as it isn't the 100% it states in the desc, more rather based on some base stats. if so then it is a rather usless ability since you cant turn it off to save a little bit of power when you really need it post "fix".

if the ability goes through yet another transformation where it untriggers once not zerk then i would have rather transmuted the master than scribed it, really...

i'm not saying anything else until i see the final product but if what i wind up getting is a 12/32 second spell with a full power bar cost over the duration i think you can shove the goddamn ability up your ass. vice versa if the duration is cut short from zerk falling off prematurely then the mana cost should be altered to the % it was cut short by.

best fix would be leave it as is and remove the ability to turn it off early to avoid the current mana drain on termination, aside from that the full drama threads on this ability before the expansion might finally be realized in a pure worthless piece of shit spell that we will never use if you base it around the description and common sense.

honestly though, i'm beginning to think you really hate us or something.

Last edited by Lyger; 01-24-2008 at 01:56 AM.
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Old 01-24-2008, 03:47 AM  
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Default Re: Adrenaline "Fix"

These "fixes" make no sense. What the fuck is the point of adrenaline?!? Here's a logical fix, make us berserk 100% so it will never fail. What's a measly permanent 30% haste gonna do, make us overpowered? LAFF
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Old 01-24-2008, 07:34 AM  
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Default Re: Adrenaline "Fix"

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Originally Posted by Skel View Post
Owned.
Would have really really liked to see what would have happened if the ToS nerf hit live servers, but then again too many kindergarden crybabies play guardians so devs seem to listen more to them than to us, shame.
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