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Old Jul 07, 2009, 01:25 PM // 13:25   #81
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Dying Nightmares now have Signet of Disenchantment in addition to Rend Enchantments.
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Old Jul 07, 2009, 01:34 PM // 13:34   #82
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They will nerf 1 or two skills that are common in PvP, well GvG atleast. They will continue to lower team defensive skills as they push for more offensive builds.

They will randomly buff 7 - 12 skills that 1 or 2 of wich will be insainly overpowered.

I think they will change the way Wells work like they've been talking about. They almost did it last update by way of discription change, this time the function change may happen too.

They will not touch Shadow Form. No Paragon Love. Rits are done for a atleast a year now with the last "WTF?" buff, if you can call it a buff.

Many people will read the update and say "WTF? Seriously, WTF?"
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Old Jul 07, 2009, 02:50 PM // 14:50   #83
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I'd like to see a slight buff to bring back Budger a bit.
[Poor guy's wife and kids are home starving now. xD]
Nothing major, something to the effect of 1 second between kegs rather than almost 3, drop the damage on them a few points from 50 to 45, possibly even 40, and take away the knockdown.

The obvious fix on SoS.

Nerf the Sweet tooth and party title gain.
If I gotta wait 60 seconds between beers, people should have to wait between their candy and pyro stuff too. :]
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Old Jul 07, 2009, 02:58 PM // 14:58   #84
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Quote:
Originally Posted by fenix View Post
The point of his change wasn't to make Discord bad but usable, it was to destroy it. Which it did. You clearly missed the point.
I didnt miss the point, i stated its clearly stupid to put that recharge time and have not not in his opinon to be any condition but BLIND, Maybe you clearly didnt read the post. When theres a mesmer non-elite skill with almost same damadge but different functionality which is a non elite.
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Old Jul 07, 2009, 03:05 PM // 15:05   #85
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Originally Posted by AngeliqueSynner View Post
I'd like to see a slight buff to bring back Budger a bit.
[Poor guy's wife and kids are home starving now. xD]
Nothing major, something to the effect of 1 second between kegs rather than almost 3, drop the damage on them a few points from 50 to 45, possibly even 40, and take away the knockdown.
I think an easier fix would have been a financial one. Since he was only being abused by farmers, just make him charge 100g per keg, not per trip. You'd end up spending more on kegs then you'd make from the drops unless you got some nice skins or mods to sell.

I think the change to wells has them scared, which is why I am only expecting a test change for them. As noted, they already introduced the description changes for some, so they have some of it in the works. Curious to see what they do with them when they do change them.... if they do.
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Old Jul 07, 2009, 03:35 PM // 15:35   #86
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Originally Posted by MagmaRed View Post
I think an easier fix would have been a financial one. Since he was only being abused by farmers, just make him charge 100g per keg, not per trip. You'd end up spending more on kegs then you'd make from the drops unless you got some nice skins or mods to sell.
True.
Even if it was 1 gold per keg that'd still be approaching profit nullification.
o__o
I blasted in the neighborhood of 75-100 kegs per 60 kills.
The 8,000 - 9,500 made off the full inven would be gone in 9 rezones max.
At 100 gold each that'd be a downing of near 100 plat. for 9 rezones.

Last edited by AngeliqueSynner; Jul 07, 2009 at 03:42 PM // 15:42..
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Old Jul 07, 2009, 04:07 PM // 16:07   #87
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Originally Posted by MagmaRed View Post
I think the change to wells has them scared, which is why I am only expecting a test change for them. As noted, they already introduced the description changes for some, so they have some of it in the works. Curious to see what they do with them when they do change them.... if they do.
The rest of them, who really cares (except maybe Well of Power, that'd actually become decent i suppose). But Well of Profane is going to screw things up so much and just generally piss everyone off.
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Old Jul 07, 2009, 04:33 PM // 16:33   #88
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Wishing secretly anet will update Pious Assault's recharge to scale with Mysticism.
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Old Jul 07, 2009, 04:57 PM // 16:57   #89
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My predictions:

They will miss everything thats crucial,
They will fix some minor things,
Completely destroy something,
Introduce a new crash bug that will immediately have to be fixed,
In all cause more problems than they solve.

So far they have a good track record
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Old Jul 07, 2009, 05:52 PM // 17:52   #90
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Ritualist PvP update please! People complained and got some changes in PvE, but they are still horrible in PvP.

That and Paragons too. Don't play one but they would look fun to try and they actually fit almost PERFECTLY to how I played in the game before Guild Wars - partywide buffs, high armor, long range too.
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Old Jul 07, 2009, 07:14 PM // 19:14   #91
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Originally Posted by Bristlebane View Post
Shadow Form: reduced recharge time to 30 seconds. Functionality changed to: "For 4...9 seconds, all hostile spells that target you fail and all attacks against you miss, but you deal 33% less damage. When Shadow Form ends, lose all but 5...41 Health. Shadow Form refreshes every time you land a critical hit. This skill is disabled for 30 seconds."
Oh my gods, I would love that.

Only downside is then I'd have to angst over whether to bring SF or MS. Such a sweet dilemma!
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Old Jul 07, 2009, 08:48 PM // 20:48   #92
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Quote:
Originally Posted by Bristlebane View Post
Shadow Form: reduced recharge time to 30 seconds. Functionality changed to: "For 4...9 seconds, all hostile spells that target you fail and all attacks against you miss, but you deal 33% less damage. When Shadow Form ends, lose all but 5...41 Health. Shadow Form refreshes every time you land a critical hit. This skill is disabled for 30 seconds."
The more I ponder this, the more I like it. Assassin would be the only class to use it effectively unless you used a skill like Wild Blow, and I doubt a W/A would be able to handle the energy cost for it very well. And by requiring the critical hit, you are basically requiring the Assassin to invest in Critical Strikes and use daggers.... or spec for a high critical hit on a scythe/axe/sword/hammer/spear/bow. This would mean A/E using Sliver Armor wouldn't work too easily as attributes would be shifted too much, and making those critical hits would be difficult.

Farming would be possible, but slow, as the 33% damage reduction would make those dagger skills do less damage. And not many options are around for AoE skills with critical hits being required. I'd expect to see A/W used for it most of the time for Whirlwind and Wild Blow.

I think this would be a more feasible fix than any other I've heard so far. Assassin's using Shadow Arts, Critical Strikes and Dagger Master/Scythe Master/Axe Master/Swordsmanship/etc.
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Old Jul 07, 2009, 08:53 PM // 20:53   #93
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Originally Posted by Zinger314 View Post
I predict it won't happen until August.
And the excuse will be the broken XTH takes up too much of their time (lol) or GW2.

But seriously, I'm expecting them to fix spirit AI on SoS (please), some random Paragon buffs, Dervish buffs/skill changes (since they haven't touched them all year), various nerfs including a rework to MB, general nerf to necros and warriors and possibly assassins (hopefully a SF rework). The "PvP loving" update will probably be pushed back to....oh.....let's say anywhere between 6 months and Never.

Actually, I really don't "expect" anything from GW anymore. I've learned from the last few months that expecting things from Anet is lolworthy.

EDIT: Oh, and I forgot to add that it will take 4 extra updates to fix the errors that they introduce in this update.....and they still wont fix everything.

Last edited by Karate Jesus; Jul 07, 2009 at 08:56 PM // 20:56..
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Old Jul 07, 2009, 09:01 PM // 21:01   #94
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SF has to be changed so people can't SC.

If you don't think that its broken, then your stupid.

I don't know what other changes should be made for the PvP community, because I dont PvP.
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Old Jul 07, 2009, 09:24 PM // 21:24   #95
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TBH i cant think of much of an update for pvp anymore now that hexgay is gone, herogay is on its way out (well so they say)
Besides MB, could do with 1 or 2 more seconds on recharge, there isnt that much broken stuff now.
Ether prism needs a cast time even if it is 1/4 coz then you cant use it while casting a spell.
RoJ does not need fixing in pvp. You QQ about getting killed in ab, its ab nobody gives a crap. If its an issue in higher end pvp HA/GvG maybe ta to an extent. a) your monk should see jesus beam come down and think oh time for heal. b) You should be on vent- say on vent you need a prot/heal whatever. if your not on vent you'll lose vs anyone good anyway unless your team are incredible.

Apart from certain stupid builds,

igayers - Pets are now only usable by rangers.
to bspike - Vamp spirit - disables your other blood magic skills for 15 seconds - 15e,20r,1c
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Old Jul 07, 2009, 09:30 PM // 21:30   #96
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Originally Posted by Shrivelling Fire View Post
RoJ does not need fixing in pvp. You QQ about getting killed in ab, its ab nobody gives a crap. If its an issue in higher end pvp HA/GvG maybe ta to an extent. a) your monk should see jesus beam come down and think oh time for heal. b) You should be on vent- say on vent you need a prot/heal whatever. if your not on vent you'll lose vs anyone good anyway unless your team are incredible.

Apart from certain stupid builds,

igayers - Pets are now only usable by rangers.
to bspike - Vamp spirit - disables your other blood magic skills for 15 seconds - 15e,20r,1c
The solution to being killed by RoJ? Move one inch to your left. Ups, adjacent range is bad.

And making Pets only usable by rangers is stupid. They need to completely change the Beast Mastery line or pets in general. Pets should be more useful alive rather than dead. That has never made sense to me.
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Old Jul 07, 2009, 10:09 PM // 22:09   #97
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Originally Posted by MagmaRed View Post
The more I ponder this, the more I like it. Assassin would be the only class to use it effectively unless you used a skill like Wild Blow, and I doubt a W/A would be able to handle the energy cost for it very well. And by requiring the critical hit, you are basically requiring the Assassin to invest in Critical Strikes and use daggers.... or spec for a high critical hit on a scythe/axe/sword/hammer/spear/bow. This would mean A/E using Sliver Armor wouldn't work too easily as attributes would be shifted too much, and making those critical hits would be difficult.
I think that with this new functionality, some of the penalties could be reduced or removed as well. It could be a two step process:

1. Change functionality and reduce one of the penalties like health loss. The health loss itself will be a major let down if you can't ensure to keep it up.

2. Wait a month and see how it plays out and adjust penalties accordingly.
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Old Jul 07, 2009, 11:57 PM // 23:57   #98
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What should happen:

- Shadow Form loses the health loss and is disabled for 120 seconds like the dervish avatars.

- Ether Renewal changed to only affect Elementalist skills.

- Pet death not disable skills (to encourage use of them by characters other than pure beastmasters and make them better in general)

- Dervishes become the best scythe users

- SoS gets fixed

What probably will happen:

- SoS is fixed

- Dartboard buffs/nerfs

- Random ranger nerfs

- Some spirits get nerfed slightly

Honestly, I don't expect much from this update, because of the big one that occured last month. And I certainly don't expect Ritualists or Paragons to be touched again for some time (if ever). It would be nice if dervishes were finally given their rightful title of "best scythery guys", but I honestly don't mind very much (I'm satisfied with AoM, AoD, and WS/SY!). It is a glaring balance issue, though, and I agree that it should be fixed. However, I get the feeling that Anet doesn't see any problems with the dervish.

Bugfixes tend to be pretty high on the list of priorities for any programming team, especially those that are annoying (RoJ is an exception in that some considered it a feature, complicating matters), so SoS will probably get fixed.

Last edited by reaper with no name; Jul 08, 2009 at 12:45 AM // 00:45..
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Old Jul 08, 2009, 12:15 AM // 00:15   #99
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Another change:
Dead pets will not count as dead allies.
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Old Jul 08, 2009, 07:56 AM // 07:56   #100
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I would like to see some DPS buffs to Earth Magic and Water Magic. Everyone is using fire now for obvious reasons, at least this is true for PvE. It would be nice to have more use for water/earth builds in PvE and competitive missions.
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