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Old Nov 12, 2005, 06:33 AM // 06:33   #1221
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You can still see the full effect of AoE nukes.

USE A SNARE! (hamstring, pin down, water hexes, mesmer burdens)
KNOCKDOWN! (hammer-knockdown and elementalist's Gale/Whirlwind)

It's called coordinating with what the team has. People coordinated in the past by having tanks take aggro, monks heal, nukers nuke. Now it's time to coordinate in a different way.

Funny how nobody thinks to use new ideas, even after we shove it in their faces.

Last edited by Loch; Nov 12, 2005 at 06:35 AM // 06:35..
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Old Nov 12, 2005, 06:34 AM // 06:34   #1222
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thats nto gonna give u the full effect of the aoe. aoes last up around 10 seconds. it doestn take a cripplped moster 10 seconds to get out of an aoe even w/ the above being used.
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Old Nov 12, 2005, 06:34 AM // 06:34   #1223
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Ah, so Avicaras shouldn't run. And neither should Charr. And neither should White Mantle. And neither should the Stone Summit. And neither should Mursaat, etc.

Perhaps animals and "beasts" could act differently, but that's a different consideration from yours - eliminate the update completely.

Last edited by pyrohex; Nov 12, 2005 at 06:37 AM // 06:37..
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Old Nov 12, 2005, 06:38 AM // 06:38   #1224
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if people would get out of this mentality they have grown into over the past 6 months and learn what aoe spells really do this would be so painless.

aoe are not used for dmg. yes they do dmg but that's not the point. they are used for breaking up groups. now instead of a warrior having to hold arggo. you can cast an aoe spell to prevent an entire group from bum rushing you. so that over zealous war just arggoed 3 group cast an aoe and watch them split. this is more affective then dealing some miniscul dmg that takes 10 seconds to even amount to anything.

balth aura is now a truely god spell for pve. i protect cast some protection rush in behind group and cast it on myself. move next to group and make them run towards my party. while they are running we are killing. so which is more affective. dealing a small 20 dmg for 10 secs or make them stop attacking for 10 seconds. if they are not attacking then they can't kill you.

aoe is better this way and will improve the success of pugs by being defensive and offensive. the patch didn't make pve harder it made it easier.

Last edited by twicky_kid; Nov 12, 2005 at 06:42 AM // 06:42..
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Old Nov 12, 2005, 06:42 AM // 06:42   #1225
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they split until the aoe wears off then they come back. if aoes werent meant for dmg then y the heavy energy cost and exhaustion? if aoes were meant to scatter then they need to lower energy cost for them huge. so ya this patch is crap
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Old Nov 12, 2005, 06:43 AM // 06:43   #1226
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Quote:
Originally Posted by internetguy
There is a major difference between PVP and PVE, in PVP: two high intelligent groups against each other with the same amount of members, in PVE, one high intelligent group (Human players) against low intelligent (AI) computer controlled, but in high quantity monsters. All of these kind of combinations create something call balance or fairness. The newest patch totally destroyed this concept.

BTW, if you are writing in the thread, “do people around here have nothing better to do” will apply to you too. lol

You sir, are a genius. You worded it perfectly, I hope you don't mind, I copied and posted the above(with your name) in the poll thread also.

I got gangraped by about 15 minotaurs and trolls, my E/me doesn't have any good buffs or heals or knockbacks. They're improving the AI on the wrong side of the fense. Henchies not healing me, even though I'm the only one fighting, they will res me on the spot, while they're still not fighting, let me get killed again, by that time, some npc will aggro another then all hell breaks loose around my dead body. Healer kept them all alive too. Ress'd me. I'm only down to like 4 HP now, so I shut it off and come back to the forums to say it's still a piece of solid waste.

The only thing I don't care about anymore is Orion wasting his AoE when something is almost dead, wouldn't kill anything now that it's repulsive to any form of life.

I'm done playing unless they fix ele's, and I JUST bought the game.

For those of you that say it's stupid to stand there and take a shower, read all my other posts, and if you still don't get it........well damn, if you like the patch so much, why are you in the forums?

*uses much restraint to not go hog wild and flame fire and brimstone all over the place

Last edited by Aeon_Xin; Nov 12, 2005 at 06:49 AM // 06:49..
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Old Nov 12, 2005, 06:43 AM // 06:43   #1227
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I just went to 2 guildwars fansites...and i must say...the results vary
Over in guildwars-Ogaming...most of em like the update...
while in gwonline.net ...well...most of em just hate it...
ive yet to view the other forums...just givin u the info..
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Old Nov 12, 2005, 06:48 AM // 06:48   #1228
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Quote:
Originally Posted by I pwnd U
they split until the aoe wears off then they come back. if aoes werent meant for dmg then y the heavy energy cost and exhaustion? if aoes were meant to scatter then they need to lower energy cost for them huge. so ya this patch is crap
only a few aoe spells have exhaustion. only one of them even worth a damn is mealstrom. the rest was crap to begin with.

i can push 90 dmg per second aoe dmg that they don't run from and ignores armor within 4 seconds with a large range. meteor shower hits for 3 times for a little less or more depending on elemental weakensses. each hit is about 2.5 seconds apart from each other. this skills is obviously crap for dmg. the only thing that made it any good in the first place was the fact that it would knock them down INTERRUPTING the foe. now every aoe spell has the interrupt affect by making them run.

so i can deal more dmg per second and have the entire spell set cast 1 second before you even get your meteor shower off.

Last edited by twicky_kid; Nov 12, 2005 at 06:51 AM // 06:51..
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Old Nov 12, 2005, 06:50 AM // 06:50   #1229
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good 4 u but thats U not the other players. other players may not have yur "superior" skill and intelict so give them a chance. its a crap patch they need to just get rid of it.
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Old Nov 12, 2005, 06:55 AM // 06:55   #1230
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Quote:
Originally Posted by I pwnd U
good 4 u but thats U not the other players. other players may not have yur "superior" skill and intelict so give them a chance. its a crap patch they need to just get rid of it.
so anet should keep rewarding the weak and simple minded while the other players that want a challenge stay numb?

this is not that hard to figure out that they only run vs "spells." i can list a ton of skills that are aoe but not "spells."

learn to adapt. the ele is not dead still getting groups very easily. eles releave the burden off of monks by regulating the monsters. instead of vs 10 good monsters 4 of them are running. give me a few more seconds and i'll have the rest of them running.

pve just got easier but in a different way.

people really can't stand change. get in your little bubble and everything will be ok. anything on the outside is just met with fear right aways. guess its just human nature.
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Old Nov 12, 2005, 06:57 AM // 06:57   #1231
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Quote:
Originally Posted by Jezter14
NOW WTF , i think they made it worse. They willl attack u outside of aggro.
My lvl 12 monk couldn't heal outside of aggro without beassts turning on me. Then the whole group is chaotic scattering and we die, and mission ends.
RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO u anet.
pugs will have to learn to play differently then they used to. old tricks won't work.
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Old Nov 12, 2005, 07:00 AM // 07:00   #1232
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no the ele isnt dead but the fire nuker basically is. the point of the fire nuker and meteor shower was to stop monks in places such as FoW. now its pointless. the monks move and 25 energy is wasted. yes a challenge is fun but to make it where monsters run and then cause warriros to follow and aggro more it adds up. eventually u have 20 enemies fiting a max group of 8 players. and u cant use an aoe to dmg them instead u scatter them causing members to go in different directions totally defeating the point of a team. and no guild wars does not reward the week and simple minded. if players want a challenge they can find them. go try to solo. not for a reward but for a challenge. tahts what i do i solo for the challenge not for the reward. they shouldnt make it extremely tough on players to beat missions the way it was was fine. no one complained a/b how bad it was before teh patch so ovbiously u liked it just fine before the patch. all of a sudden sumthin changes and u arent content w/ how it was. we were all content w/ it. just go back to how it was and we can all be content again.
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Old Nov 12, 2005, 07:04 AM // 07:04   #1233
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Quote:
Originally Posted by twicky_kid
so anet should keep rewarding the weak and simple minded while the other players that want a challenge stay numb?

this is not that hard to figure out that they only run vs "spells." i can list a ton of skills that are aoe but not "spells."

learn to adapt. the ele is not dead still getting groups very easily. eles releave the burden off of monks by regulating the monsters. instead of vs 10 good monsters 4 of them are running. give me a few more seconds and i'll have the rest of them running.

pve just got easier but in a different way.

people really can't stand change. get in your little bubble and everything will be ok. anything on the outside is just met with fear right aways. guess its just human nature.
Any random new player is not simply weak and simple. I find that highly offensive. In fact, almost your entire post is condescending.
The monsters affected don't go running, they step a little way out of it, and then turn and fight. Out of those 10, 4 are out of the fight for approximately 2-3 seconds, if that, less if they are creatures with ranged attacks.
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Old Nov 12, 2005, 07:06 AM // 07:06   #1234
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I have a wonderful idea for the next "realism" update.
Let's just assume that the enemies have the same minimap that each player has, including colored dots for allies and foes. Now as soon as the player is able to see a red dot on his minimap (which is an enemy), the enemy, of course, will also be aware of the player being there. Maybe implement something like a 50/50 chance for the enemy to actually notice the intruder. Once he notices, he will somehow let each and every nearby mob know that the player is close, which will result in all those groups going for the big hunt at once.
Of course the aggro-circle wouldn't be necessary anymore, but how realistic is that anyway, if you can stand in front of somebody and he doesn't see you just because your circle doesn't touch him, while you're already able to make out the stains on his armor?

Honestly, if real players in a group tell their teammates where the red dots on the minimap are coming from, why shouldn't the enemies do the same? It adds realism, it makes it a whole new challenge.
/Sarcasm
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Old Nov 12, 2005, 07:06 AM // 07:06   #1235
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Originally Posted by I pwnd U
good 4 u but thats U not the other players. other players may not have yur "superior" skill and intelict so give them a chance. its a crap patch they need to just get rid of it.
Guild Wars has always maintained it's a skill-based game. But you want players to have the option of playing in a less-skilled fashion? No. Gain skill. Learn to overcome.

(Aggro problems are a separate issue, actually. However, even with fixed aggro, if you complained "omg, I can't rely on Meteor Shower and Firestorm now, this game is dead", you'd be demonstrating you have minimal skill, and that clearly means Guild Wars is NOT the game for you.)

If this update is causing less-skilled players to leave, I'm happy. PUGs might be worth looking into now.
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Old Nov 12, 2005, 07:09 AM // 07:09   #1236
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Quote:
Originally Posted by Lugosi
I have a wonderful idea for the next "realism" update.
Let's just assume that the enemies have the same minimap that each player has, including colored dots for allies and foes. Now as soon as the player is able to see a red dot on his minimap (which is an enemy), the enemy, of course, will also be aware of the player being there. Maybe implement something like a 50/50 chance for the enemy to actually notice the intruder. Once he notices, he will somehow let each and every nearby mob know that the player is close, which will result in all those groups going for the big hunt at once.
Of course the aggro-circle wouldn't be necessary anymore, but how realistic is that anyway, if you can stand in front of somebody and he doesn't see you just because your circle doesn't touch him, while you're already able to make out the stains on his armor?

Honestly, if real players in a group tell their teammates where the red dots on the minimap are coming from, why shouldn't the enemies do the same? It adds realism, it makes it a whole new challenge.
/Sarcasm

I beat you to it, but I think it was in the poll version, same topic.
Good nonetheless though.
Job well done.

Quote:
Originally Posted by calamitykell
Guild Wars has always maintained it's a skill-based game. But you want players to have the option of playing in a less-skilled fashion? No. Gain skill. Learn to overcome.

(Aggro problems are a separate issue, actually. However, even with fixed aggro, if you complained "omg, I can't rely on Meteor Shower and Firestorm now, this game is dead", you'd be demonstrating you have minimal skill, and that clearly means Guild Wars is NOT the game for you.)

If this update is causing less-skilled players to leave, I'm happy. PUGs might be worth looking into now.
Skill based, not 100% leet.
The game is also based on customization and different combinations.
This completely rules out one of the most popular combinations for elementalists.
Someone had a point above, there were how many complaints about the AI of monsters regarding AoE's? Now that some people do have a problem, those other people that don't care about the update act as if there was a problem, and they are trying to say, "Finally, I always thought it was unfair"

If elementailsts were so much of an unfair advantage, why have the skills in the first place, why let the skills function as long as they did? Something this hugely unfair surely would not have "slipped" through the cracks. Who honestly complained about the monsters and their questionable AI?
Some of the people also NOW state that it's silly to stand in meteor shower in the first place.
I've posted enough on that.

If this is a way to hinder farming, that poses more questions.
There will be a replacement for farming, are those skills going to be taken away, or worked around so that they are ineffectual also? If they are, how many times will you work down that train of thought, will you actually run the game into the ground in order to stop people from farming?

Last edited by Aeon_Xin; Nov 12, 2005 at 07:21 AM // 07:21..
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Old Nov 12, 2005, 07:11 AM // 07:11   #1237
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Quote:
Originally Posted by calamitykell
Guild Wars has always maintained it's a skill-based game. But you want players to have the option of playing in a less-skilled fashion? No. Gain skill. Learn to overcome.

(Aggro problems are a separate issue, actually. However, even with fixed aggro, if you complained "omg, I can't rely on Meteor Shower and Firestorm now, this game is dead", you'd be demonstrating you have minimal skill, and that clearly means Guild Wars is NOT the game for you.)

If this update is causing less-skilled players to leave, I'm happy. PUGs might be worth looking into now.
im not saying play it in a less skilled way im saying people have learned to play it in a certain way using certain skills and now they are extremely different messing it up. yes they can overcome but that causes more money to be spent and they prolly dont have much. this wil hurt guildwars if less skilled players leave since tehy mite have just got the game and have not had a CHANCE to build up there skill level.
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Old Nov 12, 2005, 07:13 AM // 07:13   #1238
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Quote:
Originally Posted by Aeon_Xin
Any random new player is not simply weak and simple. I find that highly offensive. In fact, almost your entire post is condescending.
The monsters affected don't go running, they step a little way out of it, and then turn and fight. Out of those 10, 4 are out of the fight for approximately 2-3 seconds, if that, less if they are creatures with ranged attacks.
this will be even better for new players. look at how majority of players thought about pve. tank, nuker, monk and that was it. if that's all that would get you into parties all the new players would learn.

now new players will have a better understanding of stategy and tactics as they play through pve. that will later transfer over to pvp if they ever decided to play that format making the game that more competitive.

aoe spells are great for mob control and has a much better benifit for entire party that way instead of dmg. lets face it most aoe spells don't do that much dmg for their cost. i can get 90 dmg out of a 5 energy cost spell in 1 shot with a 2-5 second recharge. it would take an aoe spell 10 seconds + cast time to barely over dmg that.

i think this helps more players in the end that hurts. it does hurt farming but farming hurts the econemy of the game by pumping endless gold into market causing inflation. bots are now less effective due to slower runs. soloing isn't dead its just slower. farming didn't make as much money as other methods so w/e i made my money in other ways than farming and faster.
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Old Nov 12, 2005, 07:16 AM // 07:16   #1239
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u keep bringing up what u can do. but players taht just started before the patch cant and besides necros were beign played as well idk how u left them out realy it was memsers being left out of pve b/c they could only really shut down casters (so it was thought unless u run a IW build) so start thinking community not just u.
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Old Nov 12, 2005, 07:17 AM // 07:17   #1240
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I don't really see that much of a differnce. Then again, I don't do the 2 warriors, 3 eles, 3 monks combination. Maybe you guys should get a bit original and let something other than heal monks, sword w/mo and E/me nukers in?

If it has such an affect as to stop people from using the Meatbag, Meatbag Healer, Nuker build than it's fine with me and the reason why I pressed the button that said it was a great job
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