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Old Jul 15, 2006, 10:49 PM // 22:49   #1
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Default Rockmolder Nerf

so I had my 20% recharge rockmolder sitting around for a long time. I finally find a use for it on my fc nuker which i set up last week. Took a look today and noticed it got nerfed back to 10%. Now not really complaining... but was just wondering was this done in mistake? Otherwise why would they leave it in the game for so long and then nerf it out of the blue?
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Old Jul 15, 2006, 10:54 PM // 22:54   #2
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They left ALOT of things till late... i really don't get why they left the Knights and Virtuosos till now to stop it been Global.

The 1 thing i don't get is... why the hell did they nerf the old Nolani Fire Wand?!
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Old Jul 15, 2006, 10:55 PM // 22:55   #3
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http://www.guildwarsguru.com/forum/s...php?t=10002823

Here's a link to the thread about the update.
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Old Jul 15, 2006, 10:58 PM // 22:58   #4
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Quote:
Originally Posted by Evilsod
The 1 thing i don't get is... why the hell did they nerf the old Nolani Fire Wand?!
To further equalize the balance btwn pvp chars and pve chars.

It was used frequently by warriors in pvp to build up adrenaline quickly.
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Old Jul 15, 2006, 11:05 PM // 23:05   #5
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Which makes a difference? What did it cost to get again? 5 Gargoyle Skulls? Something that could be collected in approximately 30 seconds with a lvl20 Ele. I'm not sure its beyond a hardcore PvPer to spend a few minutes getting a PvE friend to find him that item so he can use it too.

And yes i knew they used it in PvP... i had 1 myself, although i usually ended up using it for staying back so i didnt agro more while building adren.
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Old Jul 15, 2006, 11:26 PM // 23:26   #6
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Quote:
Originally Posted by Evilsod
Which makes a difference? What did it cost to get again? 5 Gargoyle Skulls? Something that could be collected in approximately 30 seconds with a lvl20 Ele. I'm not sure its beyond a hardcore PvPer to spend a few minutes getting a PvE friend to find him that item so he can use it too.

And yes i knew they used it in PvP... i had 1 myself, although i usually ended up using it for staying back so i didnt agro more while building adren.
The point is - They are trying (slowly) to remove any reason to PvE in PvP. Its been a long standing goal to make it where you dont have to do ANY PvE or use any PvE items to stay competitive in PvP.

First: The Lt. Helm was nerfed, and added as a choice in PvP. Then: All possible damage mods were added to PvP for pve style selection. Now: They are started "nerfing" items only avialable in PvE - like the the Nolani Wand.

They have also talked about expanding the PvP creation screen to allow further sets of weapons, and things like that.
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Old Jul 15, 2006, 11:29 PM // 23:29   #7
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So why did they give us quest items?

Taking bets that the next nerf involves the -2 stance quest reward bow.
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Old Jul 15, 2006, 11:33 PM // 23:33   #8
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No Quest Items are good enough in the first place for PvP use. They have to think about when adding these to the game.

None of the quest items that have "unique" mods are max dmg (The Stance bow, the bow with reduce poison duration, etc) - which basically negates with argument about their use in PvP.

Nolani Wand didn't have to be max...stats don't matter when its only used for speed.
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Old Jul 15, 2006, 11:36 PM // 23:36   #9
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Next the 15%FFS and 55HP HoD axe will bite the dust, both are fairly imbalanced.
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Old Jul 15, 2006, 11:39 PM // 23:39   #10
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Those I can see getting it next.

They actually have an influence in PvP (or can) if only as small as being the swith to set on a caster.
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Old Jul 15, 2006, 11:52 PM // 23:52   #11
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Well if ANEt want everything just for PvP why don't they come clean about it and drop PvE altogether then those of us not interested in PvP can save our money rather than getting screwed over all the time.
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Old Jul 15, 2006, 11:54 PM // 23:54   #12
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Quote:
Originally Posted by Divinus Stella
Next the 15%FFS and 55HP HoD axe will bite the dust, both are fairly imbalanced.
Nah, the 55hp HoD axe isnt max damage. Therefore would never find its way into an Axe Warriors hands. Although i guess we couldn't stop them.

The 15% FFS is gonna go though definatly. Dunno why they didnt take it out in that update tbh.


I already gave you an example of 1 quest item thats useful. The -2 damage in stance Bow. Near enough max damage but perfect for those Practiced Stance/Choking Gas w/ Flurry Rangers.
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Old Jul 15, 2006, 11:57 PM // 23:57   #13
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Originally Posted by Pompeyfan
Well if ANEt want everything just for PvP why don't they come clean about it and drop PvE altogether then those of us not interested in PvP can save our money rather than getting screwed over all the time.
Not want everything for PvP, want PVE and PVP totally equal and seperate.

In the design as it is now, you are basically forced to PvE to be good at PvP...atleast too much for some PVP'ers comfort.

From the start it was advertised that you could PVE and you could PVP or do both just as effectively. Alot of PVP only people are feeling REALLY forced into PVE'ing when they don't like it - when the game was advertised as not having to do a style if you don't like it.

SO making things where you don't have to pve to get them...is in balance for the game. PvE items shouldn't give you an advantage over PvP.


EDIT:
Quote:
Nah, the 55hp HoD axe isnt max damage. Therefore would never find its way into an Axe Warriors hands. Although i guess we couldn't stop them.
You should know that Melee weapons nowadays are almost NEVER designed for melee weapon classes. Casters love them more.

Just like Nolani Wand...saying it shouldn't have been nerfed because that mod on it was useless to Elementalists would be dumb...as you know elementalists weren't the ones using the speed feature.

Last edited by Former Ruling; Jul 15, 2006 at 11:59 PM // 23:59..
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Old Jul 15, 2006, 11:57 PM // 23:57   #14
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if their trying to balance the game then why not add in the +10 ele denfense, +10 slash, etc... shields into the pvp character selection?

the list just goes on and on of further imbalances...

it is good that they are doing this, its not fun spending 150k on pve items for pvpers.
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Old Jul 16, 2006, 12:01 AM // 00:01   #15
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Its a slow process.
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Old Jul 16, 2006, 12:05 AM // 00:05   #16
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Quote:
Originally Posted by Former Ruling
You should know that Melee weapons nowadays are almost NEVER designed for melee weapon classes. Casters love them more.

Just like Nolani Wand...saying it shouldn't have been nerfed because that mod on it was useless to Elementalists would be dumb...as you know elementalists weren't the ones using the speed feature.
Good point. A monk wielding a 20% enchantments +25health weapon (that would work on it right?) is a bit unbalanced.

In that case yeah it's gonna go bye bye.

What confuses me though is why it took Anet so long to nerf that 40% enchantment axe bug. It was known for weeks and they ignored it for ages. Its been proved they can act fast, they set about fixing the mistake with the CCS shields the next day.
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Old Jul 16, 2006, 12:11 AM // 00:11   #17
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What confuses me though is why it took Anet so long to nerf that 40% enchantment axe bug. It was known for weeks and they ignored it for ages. Its been proved they can act fast, they set about fixing the mistake with the CCS shields the next day.
The Bug was "known" (I'm talking on a public scale) for little more than 4 days at most (started seeing "wtb that axe from soa" about a day before it came to a head), and has only REAL popular (like Enchantment mod price spike) for like 2 days MAX.
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Old Jul 16, 2006, 12:20 AM // 00:20   #18
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Quote:
Originally Posted by Former Ruling
The Bug was "known" (I'm talking on a public scale) for little more than 4 days at most (started seeing "wtb that axe from soa" about a day before it came to a head), and has only REAL popular (like Enchantment mod price spike) for like 2 days MAX.
I'm sure it was longer than that. I remember people trying to sell them for at least 4 days while people warned them of the inpending nerf. Even then it took a few more days.
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Old Jul 16, 2006, 12:21 AM // 00:21   #19
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Quote:
Originally Posted by Former Ruling
In the design as it is now, you are basically forced to PvE to be good at PvP...atleast too much for some PVP'ers comfort.

From the start it was advertised that you could PVE and you could PVP or do both just as effectively. Alot of PVP only people are feeling REALLY forced into PVE'ing when they don't like it - when the game was advertised as not having to do a style if you don't like it.

SO making things where you don't have to pve to get them...is in balance for the game. PvE items shouldn't give you an advantage over PvP.
Anmd PvE players shouldn't have to be affected by balanmcing PvP play - al;l ANET has to o is not allow certain i8tems in PVP areas rather than nerf them - it's not rocket science, although every balancing act for PvP seems to screw over PvE players who now finding PvP stuff being forced on to PvE players in Factions.

Why don't ANEt just split the game in two? those that want to PvP can unhindered by PvE elements anmd vice versa - I'm getting hacked off with all the PvE changes just to suit PvP players
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Old Jul 16, 2006, 12:39 AM // 00:39   #20
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Quote:
Originally Posted by Evilsod
I'm sure it was longer than that. I remember people trying to sell them for at least 4 days while people warned them of the inpending nerf. Even then it took a few more days.
I stay with my estimate of about 4 days for the major part of the event.

The "event" started when people started buying the axes in Ascalon, and ended when it was changed.

Woulda been a week AT MOST - a far cry from "for weeks".

1 day you saw a few "WTB that axe from Scavengers" in Ascalon, and THAT NIGHT the major threads were posted about the bug on forums.

a 1-2 period (maybe 2-3) followed where it got worse - everyone farming them and selling the axe bare for 4-5k (I know this time period because I myself farmed them. Could get it in like 10 minutes), and Enchantment hafts raised in value within hours.

Then it was changed within 1-2 days of the top prices on enchantment mods.
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