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Old Sep 25, 2008, 05:44 PM // 17:44   #1
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Default [Dev Update] Guild Battles - 25 September 2008

Quote:
* Removed the reduced durations of hexes and conditions on the Guild Lord so that they last the normal amount of time.
* Refined how aggressiveness is measured for teams in Guild Battles. Dealing damage to the enemy Guild Lord still increases your team's aggressiveness. Casting enchantments and weapon spells on your Guild Lord now decreases your aggressiveness. If neither Guild Lord is killed before 28 minutes have passed, the more aggressive team is awarded the victory.

Originally, the reduced duration of hexes and conditions was meant to keep powerful, long-lasting effects from bypassing the Guild Lord's high armor, making him unable to do damage, or abusing his AI. As the game has matured, we've discovered this is not necessary and also creates problems (such as making spells like Wastrel's Worry stronger when used on the Guild Lord). We've removed this mechanic entirely.

Our goal is to encourage active and tactically rich play in Guild Battles. Because of this, we've used each team's "aggressiveness" to determine which team should win if neither Guild Lord is slain. Recently, some degenerate builds were developed to exploit how aggressiveness was calculated. Using six or seven Monks, these builds would attempt to prevent any damage to their Guild Lord while sending a token offense to deal nominal damage to the enemy Guild Lord. We've changed how aggressiveness is determined to prevent these builds from playing a role in the upcoming Monthly Tournament and in the future. In the long term, as necessary, we will make adjustments to ensure that the primary objective in Guild Battles is to kill the enemy Guild Lord.
from: http://wiki.guildwars.com/wiki/Arena...September_2008

small update but some might want to know
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Old Sep 25, 2008, 05:47 PM // 17:47   #2
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lol 6 or 7 monks
wtb primary profession limits
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Old Sep 25, 2008, 05:52 PM // 17:52   #3
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I don't know if adding more and more mechanics is the best way to go about making GvG less passive.
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Old Sep 25, 2008, 05:58 PM // 17:58   #4
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Did anyone actually see this on obs? It was.... it was... O_O

Mesmer was just *twitch* WW *twitch* WW *spin* enchant removal. It was monks and mesmers. They actually won. It was very O_O

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Old Sep 25, 2008, 06:14 PM // 18:14   #5
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So cripshot splits off ? deals some damage to the guildlord ?

Comes back ; other teams fires once at guidlord ? monk put guardian on him // & the teams damage goes back to zero ?

I'm missing something here i think
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Old Sep 25, 2008, 06:19 PM // 18:19   #6
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Originally Posted by slowerpoke View Post
lol 6 or 7 monks
wtb primary profession limits
If they'd only done that a couple years ago PVP might have been something other than exploit-of-the-month the whole time. But RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO ideas that make sense.
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Old Sep 25, 2008, 06:22 PM // 18:22   #7
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Quote:
Originally Posted by phan View Post
So cripshot splits off ? deals some damage to the guildlord ?

Comes back ; other teams fires once at guidlord ? monk put guardian on him // & the teams damage goes back to zero ?

I'm missing something here i think
Quite, a bit more detail on how using defensive spells on your guild lord effects you.
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Old Sep 25, 2008, 06:25 PM // 18:25   #8
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Meh, lame update.
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Old Sep 25, 2008, 06:25 PM // 18:25   #9
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Clearly, further obscuring game mechanics is the solution here. Well, until people figure them out again.
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Old Sep 25, 2008, 06:27 PM // 18:27   #10
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Originally Posted by Rift View Post
Clearly, further obscuring game mechanics is the solution here. Well, until people figure them out again.
Easy way to prolong interest in game.

Make the rabid fans figure it all out!

This just in:
-Fixed bug in an area with a tree.
-Added an item somewhere.
-Gave a monster somewhere a new skill.
-Added a new area that you have to click on the ground somewhere while doing some emote to get to.

Last edited by DarkNecrid; Sep 25, 2008 at 06:34 PM // 18:34..
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Old Sep 25, 2008, 06:36 PM // 18:36   #11
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This is pretty stupid since it doesn't tell you HOW MUCH aggressiveness is decreased by each weapon spell and enchantment. This note is useless until that information is released.
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Old Sep 25, 2008, 06:39 PM // 18:39   #12
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Quote:
Originally Posted by DarkNecrid View Post
This just in:
-Fixed bug in an area with a tree.
-Added an item somewhere.
-Gave a monster somewhere a new skill.
-Added a new area that you have to click on the ground somewhere while doing some emote to get to.
Found that one! You have to run to The Falls and click on "The Falls" and type /jump.. oh wait :3

An agressive-o-meter would be nice though, instead of getting a random "A winner is you!" screen at 28 mins.
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Old Sep 25, 2008, 07:03 PM // 19:03   #13
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heal your GL and you may lose, dont heal him and you WILL lose. hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
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Old Sep 25, 2008, 07:12 PM // 19:12   #14
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Originally Posted by jiggles View Post
heal your GL and you may lose, dont heal him and you WILL lose. hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

healing is fine i think, they just dont want you casting enchants (most prot monk stuff) and weapon spells on him.
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Old Sep 25, 2008, 07:15 PM // 19:15   #15
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/ponders what the above poster said, hmm so they reward players having a bar full of heals but not use brains and protting? oh and you guys missed it there was a
- Added 2 new elite areas Lyssa's relam and Melendru's relam
- Added 5 new weopens and armor sets
- Added extra storage and a better dye preview window.
oh wait nvm
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Old Sep 25, 2008, 07:22 PM // 19:22   #16
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Quote:
Originally Posted by DarkNecrid View Post
This just in:
-Fixed bug in an area with a tree.
-Added an item somewhere.
-Gave a monster somewhere a new skill.
-Added a new area that you have to click on the ground somewhere while doing some emote to get to.
The tree is probably in Ice Floe, the item can be found in the Depths of Madness, Fendi Nin now uses Toxic Chill in both forms and a shrine has been put of Lyssa somewhere in the bottom left corner of Archipelagos.

Ontopic: Interesting timing with the GvG and 1v1 tournaments coming up...

Last edited by StormDragonZ; Sep 25, 2008 at 07:23 PM // 19:23.. Reason: ontopic material needed
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Old Sep 25, 2008, 08:02 PM // 20:02   #17
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/Don't care.

nice to see there makeing changes but i was hopeing a change to the hole blood spike build.
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Old Sep 25, 2008, 08:05 PM // 20:05   #18
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Call it the turtle meter instead.

There are only a few rare and special matches where real teams will actually last up until 28, and these factors aren't going to be any more fair to the stronger team than the previous rules were.

Last edited by Spazzer; Sep 25, 2008 at 08:07 PM // 20:07..
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Old Sep 25, 2008, 08:19 PM // 20:19   #19
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Quote:
Originally Posted by dilan155 View Post
oh and you guys missed it there was a
- Added 2 new elite areas Lyssa's relam and Melendru's relam
- Added 5 new weopens and armor sets
- Added extra storage and a better dye preview window.
oh wait nvm
When I read what you said about Lyssa and Melendru's realms finally being made, I was just about to get up to go install the game. Then I saw the last part and my hopes and dreams died.

Oh well.
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Old Sep 25, 2008, 08:25 PM // 20:25   #20
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is there anywhere that shows a teams "aggressiveness" level on the UI, or is it just some kind of hidden sekrit magic
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