Jun 08, 2007, 04:58 AM // 04:58
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#121
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Krytan Explorer
Join Date: May 2007
Location: Australia
Guild: [Lawl]
Profession: Mo/
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Quote:
Originally Posted by Socrates The Mauler
Gotta say I wholeheartedly agree 100% with everybody here on SR.
Surely they must understand this is an unpopular nerf. They making it worse, not better. PvP'ers can stay in their closed in arenas. Cmon revert it for the majority of us.
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Anet rarely gives a dam what the majority of Pve players think, there main focus is and has always been balancing Pvp, and nerf farming
But unfornately pleas to Anet are pointless, the nerf has hit and is to stay.
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Jun 08, 2007, 05:09 AM // 05:09
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#122
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Wilds Pathfinder
Join Date: Aug 2006
Location: California
Guild: Swords of Night & Day [SWRD]
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Quote:
Bug Fixes
Fixed a bug that prevented players from entering a Challenge Mission in Hard Mode.
Removed inaccurate changes to several skill and attribute descriptions.
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Lol. It was more of a beta test then an inaccurate change. I think they got the reaction, to what they wanted to know from the community.
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Jun 08, 2007, 05:26 AM // 05:26
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#123
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Desert Nomad
Join Date: Nov 2005
Location: Oh Noes! The 'burbs!
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This update is complete and utter BS, if that's really how it's going to be rolled out. The SR change really looks like they didn't even try. Epic fail for Anet.
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Jun 08, 2007, 05:32 AM // 05:32
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#124
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Frost Gate Guardian
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Quote:
Originally Posted by MistressYichi
Update - Thursday June 7
Bug Fixes
* Fixed a bug that prevented players from entering a Challenge Mission in Hard Mode.
* Removed inaccurate changes to several skill and attribute descriptions.
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So, does it mean that those attribute updates won't happen?
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Jun 08, 2007, 05:54 AM // 05:54
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#125
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Wilds Pathfinder
Join Date: Aug 2006
Location: Nodnol
Guild: Meeting of Lost Minds
Profession: E/Mo
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This is what happened. Obviously a test build got live by accident. Thsi caused the text changes all over.. Anet then realised and changed the build back to the correct update. The attribute changes arn't here, for now, but they'll be back methinks.
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Jun 08, 2007, 05:56 AM // 05:56
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#126
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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This change would be ... WTF?
Yes, anet, this leak confirmed what you already knew: that timer is ... dumb. multiplying it 3 times is even dumber.
SR needs some fix, but this definitelly aint it.
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Jun 08, 2007, 06:06 AM // 06:06
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#127
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Academy Page
Join Date: Mar 2007
Guild: The Space Rangers
Profession: W/
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its the worst nerf ever!!!!!!!!!!!!!
wonder if they're really doing their jobs !!!!!!!!!!!!!!!
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Jun 08, 2007, 06:23 AM // 06:23
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#128
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Jungle Guide
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Quote:
Originally Posted by Feminist Terrorist
This update is complete and utter BS, if that's really how it's going to be rolled out. The SR change really looks like they didn't even try. Epic fail for Anet.
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There's nothing wrong with soul reaping as it is, I don't see what all the crying is about.
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Jun 08, 2007, 06:23 AM // 06:23
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#129
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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So, FC signets and interrpting chants are the big mesmer fixes that are supposed to make them work in PvE?
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Jun 08, 2007, 06:34 AM // 06:34
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#130
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Jungle Guide
Join Date: Apr 2005
Location: Hell. AKA Phoenix, AZ
Guild: The Gear Trick [GEAR]
Profession: W/A
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Quote:
Originally Posted by KebabVan
Spirits were nothing to do with any paragon nerfs except the very specific change of shouts and chants no longer affecting spirits. Neither will they be responsible if paragons are nerfed again.
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actually, I was speaking of the change of many chants to no longer affect ALLIES, but only PARTY MEMBERS. and it was said at the time it was because of spirit abuse. making them just not work on spirits was what a lot of people suggested, but like with SR, anet completely refuses to listen to reason and just applies wide-spectrum nerfs and convoluted mechanics
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Jun 08, 2007, 06:47 AM // 06:47
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#131
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Forge Runner
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Quote:
Originally Posted by Solus Spartan
Anet really hates pragon.
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They shouldn't have made them so broken.
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Jun 08, 2007, 06:57 AM // 06:57
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#132
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Wilds Pathfinder
Join Date: Aug 2006
Location: California
Guild: Swords of Night & Day [SWRD]
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Quote:
Originally Posted by Winterclaw
So, FC signets and interrpting chants are the big mesmer fixes that are supposed to make them work in PvE?
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You forgot the Sunspear new PvE skills, after seeing this I hope they can only be better. It's funny, I thought those would be coming in first before this.
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Jun 08, 2007, 07:04 AM // 07:04
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#133
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Lion's Arch Merchant
Join Date: Nov 2006
Location: Belgium
Guild: Forgot the Ghostlyyyyy
Profession: R/
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When i hear about a new update
I always stay positive: I tell my self every time “It cant get any worse then this” right?
WRONG
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Jun 08, 2007, 07:36 AM // 07:36
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#134
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Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
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I'm guessing there's someone at A-net going "Boy is my face red!" LOL
But it did make for some interesting conversation in Remains of Sahlajah tonight.
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Jun 08, 2007, 07:40 AM // 07:40
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#135
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Wilds Pathfinder
Join Date: Jan 2006
Location: The Netherlands
Guild: The Lore Enforcers
Profession: Me/A
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Sounds nice those mesmer buffs it won't make them more popular i think, but it will make way for mes signet builds
And interuption of chants Meh.. most chants aren't that high priority to interupt.
But i can't find any of the changes in game just missed em it seems
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Jun 08, 2007, 07:53 AM // 07:53
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#136
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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Quote:
Originally Posted by ShadowsRequiem
Well you might want to get your vision checked >_<
look and see how much dmg was taken away, and durations
like flame trap used to do like 31 dmg now it does like 13 -.-
and spike trap did like 70 something
now it does 30
but remember this thread is about soul reaping >_>
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The duration of conditions on traps were never affected. Also, the damage numbers were corrected. So how were traps nerfed again?
* Damage numbers used to show the actual damage for 0 armor targets. Now they are correctly showing the damage on 60 armor targets.
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Jun 08, 2007, 08:08 AM // 08:08
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#137
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Wilds Pathfinder
Join Date: Nov 2005
Location: Australia
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Hopefully Anet can tweak some of these changes before they go live.
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Jun 08, 2007, 08:19 AM // 08:19
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#138
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Forge Runner
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Interesting.
My comments
1. FC for signets is nice. But nothing more.
It does not make Mesmers any better in PvE. A cosmetic change that does not matter in the big picture.
2. Soul Reaping. From 1x in 5 seconds to 3x in 15 seconds.
What do we want?
A steady stream of energy, or able to get more energy when many things die roughly around the same time. SS style farming comes to mind.
I see people moaning about it, BUT... it is a bit better than 1x in 5 seconds. It is more flexible!
If you can live with the current state of SR, I can, it becomes even better ... but ... it is clumsy and 3x in 15s looks even clumsier. Sorry, this is still a bandaid but no proper solution.
3. Spawning Power (2% to duration of weapon spells per point in SP)
Okay, let's assume 12 or 13 SP. That makes for 25% longer duration of weapon spells.
Does not matter! Vampiric Weapon or Splinter Weapon, very nice spells to wreck havoc with Barrage Rangers, do not benefit from it too much. The duration does not matter, they get used up earlier anyways.
Resilient Weapon: Around 17 seconds at 12, it is then 21.
Warmonger's Weapon: 13 seconds to 16.
Weapon of Warding: Some 10 to 12/13
I would still rather invest in another attribute if you plan to use a lot of weapon spells. The benefit is too small.
It does not help. Spawning Power is too much tied to the failed concept of spirits and to the Communing line. Restoration and Channeling are very nice by now, the spirit complex is still in a sad state. Either IMBA or boring and useless.
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Jun 08, 2007, 08:22 AM // 08:22
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#139
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Krytan Explorer
Join Date: Dec 2005
Profession: N/
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Wow, just wow people. You go doom and gloom the minute something changes not to your liking. Mere hours since its been out, and you've only seen immediate changes, not long term and bam!, it's horrible.
Yes, your builds (and mine) that revolved around near-limitless energy may need to be changed. So? I guess it's crazy to think that a caster should be limited by energy.
Let's say most Necros have around a 10 in Soul Reaping (balancing out the SS Curse/Soul and MM Death/Soul with others that might use more attributes.)
That's 10 energy, three times, in a period of 15 seconds. It's very possible to have nearly 60 energy on a Necromancer (+8 Radiant, +12 Off-hand, +5 Wand, and a 2-3 Runes of Attunement (6) That's actually 61 Energy as listed.)
So we enter battle with 61 Energy, somehow manage to blow through all of that in a period of fifteen seconds DESPITE gaining anywhere from 15-39 additional energy (and 20 extra from 4 pips of energy over 15 seconds)
Start with 61, gain up to ~59 every 15 seconds. That's PLENTY of energy.
Besides, if three things just died, chances are your group is doing fine.
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Jun 08, 2007, 08:23 AM // 08:23
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#140
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Frost Gate Guardian
Join Date: Dec 2006
Guild: Green and Pink
Profession: Mo/
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Do you think what you guys think about how the game should be designed will matter at all?
That's the game designer's job. Most of them don't even read the forums. Not the ones that matter anyway.
Just enjoy the game with whatever profession/skills you feel are most fun/powerful at the moment and move along. Theres no need to grow attachments to any one profession or character. You may just be really disappointed after your playstyle gets nerfed to hell. Have lots of backup chars .
ANet has shown they will change your gameplay experience for better or for worst. You have no control over it. The disclaimer is on the box!
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