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Old Oct 15, 2007, 10:09 PM // 22:09   #41
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Guess what, French localization is so bad I often switch the game from French to English to get better wordings. For instance, many target other ally spells fail to mention they only target an other ally in French.

More on topic, I'd like a clear and consistent wording on every single skill. Some flavor text where ever there is room left would be great too. (MtG and L5R player FTW)
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Old Oct 15, 2007, 10:38 PM // 22:38   #42
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You have way too much time on your hands! Wow!
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Old Oct 16, 2007, 05:02 AM // 05:02   #43
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http://guildwarsguru.com/forum/showthread.php?t=3050484
yeah this has always been an issue...=/ and IF ONLY Anet had taken on MTGs example for other things as well (2 year block lifecycle...) they could have curbed this massive powercreep they created as well as kept PvP fun and dynamic.

PvE Elite zones could have been like playing Legacy Formats...or the whole PvE experience could have been like Legacy, either way its a better solution than constantly changing skill effects or modifying how Attributes act, seriously how many times has that happened in MTG over the last 14 years....
brought it up ages ago when i still naively believed that Anet would hold true to their promises of multiple chapters per year, obviously went "WHOOSH" over everyones head...
http://www.guildwarsguru.com/forum/s...php?t=10013449
turns out they used the system for PvE skills in the end.
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Old Oct 16, 2007, 05:28 AM // 05:28   #44
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I agree with this 100%. I hate some of the descriptions out there.
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Old Oct 16, 2007, 05:38 AM // 05:38   #45
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Quote:
Originally Posted by Lagg
One of my pet peeves with Guild Wars' skill system, is the way some of the skill descriptions are ambiguously worded. Especially for skills that work in a similar fashion, the wording is often very different, confusing or outright wrong.

What say you?
I say you're absolutely right! And, unbenownst to players (I think) we're working on changing that by "disambiguating" descriptions and reformatting their presentation across languages.

I am not sure of the roll-out date, but we hear ya and we will be making positive changes!
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Old Oct 17, 2007, 01:15 AM // 01:15   #46
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Quote:
Originally Posted by Gaile Gray
I say you're absolutely right! And, unbenownst to players (I think) we're working on changing that by "disambiguating" descriptions and reformatting their presentation across languages.

I am not sure of the roll-out date, but we hear ya and we will be making positive changes!
Good to hear. It will surely help.
It has been proposed for a year...
http://guildwarsguru.com/forum/showthread.php?t=3050484
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Old Oct 17, 2007, 01:17 AM // 01:17   #47
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thankyou gaile and anet
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Old Oct 17, 2007, 08:15 AM // 08:15   #48
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Quote:
Originally Posted by Gaile Gray
I say you're absolutely right! And, unbenownst to players (I think) we're working on changing that by "disambiguating" descriptions and reformatting their presentation across languages.

I am not sure of the roll-out date, but we hear ya and we will be making positive changes!
That is... GREAT!!

Well, I'm glad I brought this issue back up, though (as many in this thread have stated) I definitely wasn't the only one (or the first one) to think so.



Quote:
Originally Posted by Riceboi
You have way too much time on your hands! Wow!
What else do you expect me to do?

Play Guild Wars or something?
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Old Oct 20, 2007, 05:01 PM // 17:01   #49
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One more example. I was taking Well of the Profane to kill Smite Crawlers and other stuff in the Underworld. I had a Curses build and only 4 Death Magic.

Well Spell. Exploit nearest corpse to create a Well of the Profane at its location. For 8...18...20 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.)

The wording is correct - but not clear. I took 4 Death Magic. Should have read closer and made it 5. Because at 4 Death Magic you still have 50% failure chance.

I would call this a misleading skill description.

See also: Verata's Gaze e.g..
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Old Oct 20, 2007, 06:32 PM // 18:32   #50
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Quote:
Originally Posted by Longasc
One more example. I was taking Well of the Profane to kill Smite Crawlers and other stuff in the Underworld. I had a Curses build and only 4 Death Magic.

Well Spell. Exploit nearest corpse to create a Well of the Profane at its location. For 8...18...20 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.)

The wording is correct - but not clear. I took 4 Death Magic. Should have read closer and made it 5. Because at 4 Death Magic you still have 50% failure chance.

I would call this a misleading skill description.

See also: Verata's Gaze e.g..
thats a terrible example. That was just you misunderstanding it. 50% with 4 or less. Therefore at 4,3,2,1, or 0 theres a 50% chance to fail. thats actually quite simple to understand. But yes i'm not denying that there are many skills where i have too just scratch my head and reread the description.
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Old Oct 20, 2007, 06:46 PM // 18:46   #51
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50% failure chance below 5 Death Magic.

How about that? Is it not much easier to get?

I highlighted the key phrase for you, ingame you do not have that. I see a high chance that people misunderstand it.
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Old Oct 21, 2007, 03:24 AM // 03:24   #52
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That EOTN poison signet... haven't tried it out yet (only got expansion today despite swearing i wouldn't, lol) but it basically doesn't make it clear if it will inflict on your next skill attack or just regular attack.

Similarily, i get confused by conditions. There's so many different variables, skills, items that change condition times etc that we basically put our trust in Anet to make sure the calculations are done.

Poison/Barbed string
Nature rituals - with varying attributes
Runes
Inscriptions
Spells for reducing timers- with varying attributes
Spells for increasing timers - with varying attributes
Environmental effects
Traps which inflict the same conditions but with different durations, also with varying attributes.
Skills, such as throw dirt/hunters... again with varying attributes.

I'd love to see how a situation involving a selection of these is worked out because we take actual skill descriptions with a pinch of salt and even then conditions can be removed, especially in PvP.
Does his clarity rune come before my string and where does my ritual fit in, what about that monk reducing the conditions? Heh, i'm getting a headache thinking about it!

Cross yer fingers and hope they rot, yarr!
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Old Oct 21, 2007, 03:31 AM // 03:31   #53
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i think for new players the skill description is conufsing, playing to game for a whiel ur used to it so i can;t rly complain here
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Old Oct 21, 2007, 09:58 AM // 09:58   #54
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Quote:
Originally Posted by Tactical-Dillusions
That EOTN poison signet... haven't tried it out yet (only got expansion today despite swearing i wouldn't, lol) but it basically doesn't make it clear if it will inflict on your next skill attack or just regular attack.

Similarily, i get confused by conditions. There's so many different variables, skills, items that change condition times etc that we basically put our trust in Anet to make sure the calculations are done.

Poison/Barbed string
Nature rituals - with varying attributes
Runes
Inscriptions
Spells for reducing timers- with varying attributes
Spells for increasing timers - with varying attributes
Environmental effects
Traps which inflict the same conditions but with different durations, also with varying attributes.
Skills, such as throw dirt/hunters... again with varying attributes.

I'd love to see how a situation involving a selection of these is worked out because we take actual skill descriptions with a pinch of salt and even then conditions can be removed, especially in PvP.
Does his clarity rune come before my string and where does my ritual fit in, what about that monk reducing the conditions? Heh, i'm getting a headache thinking about it!

Cross yer fingers and hope they rot, yarr!
Poison Tip Signet: Says "next attack"... not that hard to figure out.
Conditions: Use the base of the skill and multiply all modifiers (eg, 20% less is equal to a 0.8 multipler, 33% longer is 1.33, etc)... not hard to figure out either.
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