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Old Feb 27, 2010, 01:33 AM // 01:33   #1
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Default Adjustment to Seeping Wound, Text Fixes

As we mentioned in the other thread, our devs were taking a closer look at Seeping Wound, in response to feedback which we collected from players via the forums and other sources. There were also some localized text issues, which were corrected.

You can take a look at the update notes on the official wiki: http://wiki.guildwars.com/wiki/Game_updates

We will have these posted on the website as soon as we can (our web master is out of the office today).

Thanks, and have a good weekend.
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Old Feb 27, 2010, 02:07 AM // 02:07   #2
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Since you are here Regina, is it possible to share a word with the gamers about the lack of PvE balance for Mesmers, Paragons and Dervishes?
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Old Feb 27, 2010, 02:18 AM // 02:18   #3
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Neat that someone called her out on this issue. It should be commented on by an official source.
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Old Feb 27, 2010, 02:39 AM // 02:39   #4
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Originally Posted by Raynb View Post
Since you are here Regina, is it possible to share a word with the gamers about the lack of PvE balance for Mesmers, Paragons and Dervishes?
The developers have been experimenting with a few other professions, however certain professions simply didn't test well enough to make it into this build. They've been bouncing around some ideas and doing a few test experiments, but those didn't pan out well enough to get through to the final phases. Rest assured, though, the designers have been reading your feedback and feelings. They know that certain professions felt left out in this update.
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Old Feb 27, 2010, 02:53 AM // 02:53   #5
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Originally Posted by Regina Buenaobra View Post
Rest assured, though, the designers have been reading your feedback and feelings. They know that certain professions felt left out in this update.
Yeah, don't worry guys. In just 5 months, you'll get a couple of skills updated <.<

Anywho, thanks for putting in the overtime, Regina. We appreciate SW being dialed down a bit, even if it's still a bit overpowered.

Have a good weekend
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Old Feb 27, 2010, 02:54 AM // 02:54   #6
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You know what, it's probably better since they can now focus more on those other professions with the next update in two months as well as a few tweaks to this update's skills.
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Old Feb 27, 2010, 03:00 AM // 03:00   #7
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Originally Posted by Regina Buenaobra View Post
The developers have been experimenting with a few other professions, however certain professions simply didn't test well enough to make it into this build. They've been bouncing around some ideas and doing a few test experiments, but those didn't pan out well enough to get through to the final phases. Rest assured, though, the designers have been reading your feedback and feelings. They know that certain professions felt left out in this update.
Thanks for sharing this information with us
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Old Feb 27, 2010, 06:14 AM // 06:14   #8
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Woohooo! Feedback worked! Made my day.....ty =D
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Old Feb 27, 2010, 08:54 AM // 08:54   #9
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Quote:
The developers have been experimenting with a few other professions, however certain professions simply didn't test well enough to make it into this build. They've been bouncing around some ideas and doing a few test experiments, but those didn't pan out well enough to get through to the final phases. Rest assured, though, the designers have been reading your feedback and feelings. They know that certain professions felt left out in this update.
when we reach the moment when 'diplomatic answer' means 'screwing you over and don't care', there's something wrong.
more buffs to ritualists please. some of their elites are still not at SoS/Xinrae level.
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Old Feb 27, 2010, 09:53 AM // 09:53   #10
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How about you also look in adjusting more elite assassin skills. SW was fun update, refreshed them. But would be nice to stop killing them so you can nerf other classes that abuse assassin skills.
Also perma is back
Kill it....
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Old Feb 27, 2010, 10:47 AM // 10:47   #11
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Originally Posted by YunSooJin View Post
If people had a truly legitimate complaint about their classes before the update, why weren't there threads upon threads about how certain classes were completely shortchanged before the update?
I and surely other players were unaware that the skill update would be so strongly focused. Not that focus is a bad thing, but it was also because who which professions were focused on.

Last edited by Cuilan; Feb 27, 2010 at 10:49 AM // 10:49..
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Old Feb 27, 2010, 05:53 PM // 17:53   #12
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In all honesty, I'm not at all impressed with the "fix" applied to Seeping Wound. It is still OP. A small adjustment to the damage does not change the fact that it can still be chained in a myriad of ways that make it ridiculously difficult to counter with all the conditions and hexes being brought into the meta by the rest of the update. The assassin does not even have to be attacking to meet the requirement for the hex's damage. You could literally just sit there and spam it with a skill like Deadly Haste, and you would still pump out more dps than is necessary to pressure some teams out, because it is nearly impossible to do any sort of PvP where there is not condition application. Either rework it entirely, or reduce at least one of those attribute dependent numbers; it's absolutely ridiculous.

Also, in the future, a lot of players would like to see skills that are "dead" to be buffed, or to have their functions changed completely, so that they can actually be viable for general use, whether it be in PvE or PvP. It is wrong that one elite skill is superior to another elite skill in every single way, in every single situation, which is almost exactly what you ended up doing with Seeping Wound, when you look at the rest of the elite skills for the profession; there are very few that even start to compare to it. It is even more wrong that an elite is substandard in comparison to a similar skill that is non-elite.

Another quick example: Healing Light. It is inferior to both Patient Spirit AND WoH, in just about every situation you could apply it.

Unless the team is really concentrating that much on GW2, I think more attention should be payed to skills that are clearly OP, and ones that are unusable.

I'm sorry if not all of this was appropriately relevant to the topic, but this is a concern of mine.

Last edited by AndroBubbles; Feb 27, 2010 at 06:10 PM // 18:10..
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Old Feb 27, 2010, 06:49 PM // 18:49   #13
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Originally Posted by Winterclaw View Post
You know what, it's probably better since they can now focus more on those other professions with the next update in two months as well as a few tweaks to this update's skills.
Heh, I can see it now... Reworked Sword and Axe mastery so warriors can now dual wield, reworked soul reaping so necro's now get +1 pip of energy regen for 10 seconds every time an enemy dies. Nah next big update is gonna be more warrior and necro, they can still find ways to buff them even more.
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Old Feb 27, 2010, 06:50 PM // 18:50   #14
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Originally Posted by Karate Jesus View Post
Yeah, don't worry guys. In just 5 months, you'll get a couple of skills updated <.<
welcome to gw 2010 boys,
imo, over the past few months since the tk was implimented we have gotten some pretty quality updates.

And if you honestly think that "omg sf WTF anets how do I play pve nao I quit"
please leave because these updates have been way better than just smiters booming everything like has been done in the past.
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Old Feb 27, 2010, 07:14 PM // 19:14   #15
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GJ nerfing something what is basicallly an IoP except the fact, that:

- it deals around 50% less damage over time (and ~33% less per second)
- it has half-range
- it takes up an elite slot

GJ Anet, you are my saviour!
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Old Feb 27, 2010, 07:54 PM // 19:54   #16
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Originally Posted by AndroBubbles View Post
In all honesty, I'm not at all impressed with the "fix" applied to Seeping Wound. It is still OP. A small adjustment to the damage does not change the fact that it can still be chained in a myriad of ways that make it ridiculously difficult to counter with all the conditions and hexes being brought into the meta by the rest of the update. The assassin does not even have to be attacking to meet the requirement for the hex's damage. You could literally just sit there and spam it with a skill like Deadly Haste, and you would still pump out more dps than is necessary to pressure some teams out, because it is nearly impossible to do any sort of PvP where there is not condition application. Either rework it entirely, or reduce at least one of those attribute dependent numbers; it's absolutely ridiculous.

Also, in the future, a lot of players would like to see skills that are "dead" to be buffed, or to have their functions changed completely, so that they can actually be viable for general use, whether it be in PvE or PvP. It is wrong that one elite skill is superior to another elite skill in every single way, in every single situation, which is almost exactly what you ended up doing with Seeping Wound, when you look at the rest of the elite skills for the profession; there are very few that even start to compare to it. It is even more wrong that an elite is substandard in comparison to a similar skill that is non-elite.

Another quick example: Healing Light. It is inferior to both Patient Spirit AND WoH, in just about every situation you could apply it.

Unless the team is really concentrating that much on GW2, I think more attention should be payed to skills that are clearly OP, and ones that are unusable.

I'm sorry if not all of this was appropriately relevant to the topic, but this is a concern of mine.

I didn't read whole post, but wanted to reply back to a certain part of it.

You could literally just sit there and spam it with a skill like Deadly Haste, and you would still pump out more dps than is necessary to pressure some teams out, because it is nearly impossible to do any sort of PvP where there is not condition application.

If a team is so shitter that 150-200 damage per 6-10 seconds destroys them because they dont have Hex Removal or Dismiss condition/Mending Touch, they DESERVED to be blown up.

Do not listen to this feedback A-Net. Seeping Wound was decent before update, but now it can compete with Palm Strike as a PvP Viable elite for Sins. Thank you for this small part.
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Old Feb 27, 2010, 08:39 PM // 20:39   #17
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Originally Posted by AndroBubbles View Post
In all honesty, I'm not at all impressed with the "fix" applied to Seeping Wound. It is still OP. A small adjustment to the damage does not change the fact that it can still be chained in a myriad of ways that make it ridiculously difficult to counter with all the conditions and hexes being brought into the meta by the rest of the update. The assassin does not even have to be attacking to meet the requirement for the hex's damage. You could literally just sit there and spam it with a skill like Deadly Haste, and you would still pump out more dps than is necessary to pressure some teams out, because it is nearly impossible to do any sort of PvP where there is not condition application. Either rework it entirely, or reduce at least one of those attribute dependent numbers; it's absolutely ridiculous.
Quote:
Originally Posted by Ambient Melody
GJ nerfing something what is basicallly an IoP except the fact, that:

- it deals around 50% less damage over time (and ~33% less per second)
- it has half-range
- it takes up an elite slot

GJ Anet, you are my saviour!
See this, this right here? This is why it seems ANet "doesn't listen to the community"; the community doesn't frickin know what it wants.
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Old Feb 27, 2010, 09:31 PM // 21:31   #18
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Originally Posted by The-Bigz View Post

If a team is so shitter that 150-200 damage per 6-10 seconds destroys them because they dont have Hex Removal or Dismiss condition/Mending Touch, they DESERVED to be blown up.

Do not listen to this feedback A-Net. Seeping Wound was decent before update, but now it can compete with Palm Strike as a PvP Viable elite for Sins. Thank you for this small part.
With Seeping Wound I apply an unconditional snare to any character I choose, be it a warrior or a kiting monk. I have the ability to virtually instacast this hex and chain it with an attack skill before most hex removals can even complete casting. The number of attack skills I can chain this with just from the beginning mean that a monk can never really predict what I'm going to do first. On top of that, my hex's damage triggers whenever anybody on my team applies a condition. I don't even have to HIT you for it to do some form of pressure, because even if there's no condition, a snared target is less effective than one that is not. Oh, and if I'm having trouble with a warrior, I can just apply a condition and kite him with my hex for an auto-win. Because it's armor ignoring, the only way to avoid this is to have some form of direct damage reduction. I have a ten second recharge, so even if you remove this, I can reapply before your hex removal even recharges, and then you have to deal with the other hexes that are inevitably going to be in play. I tear your team apart because you cannot keep up with my hexes and damage, and preprotting is almost useless because I can change targets so quickly with little to no penalty. Trying to purely heal through all my damage will eventually wears a monk's energy down as my team assists me in destroying you. I run around with my cracked out Shadow Prison which doesn't even need a shadow step because there's ultimately no way to avoid me if I want to kill you and have even a sub-par team.

There was a reason for the Shadow Prison nerf: The skill was OP.
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Old Feb 28, 2010, 12:37 AM // 00:37   #19
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Anet sure seem to need to do a lot of bouncing around and testing to ever make Paragons and Mesmers viable in PVE. Apparantly, every other class can be continuously buffed and nerfed every month or two, but Mesmers and Paragons are extra special and take a lot longer, like 1-2 years for random nerfs that make no sense outside of PVP.

But wait, while rits already have SoS, WoR, and plenty of other viable elites, and necros can be MMs, SS, N/Rt healers, Discordway etc etc etc, they still need ever more pointless buffs as opposed to mesmers, who you know, are totally ridiculously overpowered in PVE with Energy surge and Stolen Speed :x.
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Old Feb 28, 2010, 01:14 AM // 01:14   #20
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Quote:
Originally Posted by AmbientMelody View Post
GJ nerfing something what is basicallly an IoP except the fact, that:

- it deals around 50% less damage over time (and ~33% less per second)
- it has half-range
- it takes up an elite slot

GJ Anet, you are my saviour!
You forgot

- Half the cast cost.
- impossible to interrupt.
- Unconditional snare for duration.
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