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Old Mar 20, 2008, 08:39 PM // 20:39   #1
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Default 03/20/08 update

Assassin
• Fox's Promise: functionality changed to: For 5..20 seconds, your dagger attacks cannot be blocked. This enchantment ends the next time you fail to hit.

Dervish
• Guiding Hands: decreased number of attack skills that cannot be blocked to 0..3.

Mesmer
• Enchanter's Conundrum: functionality changed to: For 10 seconds, target foe casts enchantments 100% slower. When this hex is applied, that foe takes 30..120 damage if not under the effects of an enchantment or hex spell.
• Mantra of Concentration: decreased duration to 1..38 seconds; increased recharge to 30 seconds.
• Hex Breaker: decreased duration to 5..80 seconds.

Necromancer
• Angorodon's Gaze: decreased Energy cost to 5; decreased Health stolen to 10..40; decreased Energy gained to 1..9.

Warrior
• Mokele Smash: decreased adrenaline gained to 2 strikes.
• Magehunter's Smash: increased adrenaline cost to 8 strikes; updated the animation to match Hammer Bash.

Ranger
• Sundering Attack/Penetrating Attack: decreased damage to 3..10; decreased armor penetration to 10%; increased recharge to 4 seconds.
• Power Shot: decreased damage to 5..20.
• Precision Shot: decreased damage to 3..18.

Automated Tournaments
• You now lose K value (25 for daily, 50 for monthly) rating if you sign up for a tournament and forfeit the first round.
• Tournament Reward points are now based off the number of teams who did not forfeit in the first round.
• Bonus tournament reward points are now awarded for playing in every round of a daily tournament: 5 for 1v1 daily tournaments, and 15 for GvG daily tournaments.

Please Discuss.

Last edited by Andrew Patrick; Mar 20, 2008 at 08:47 PM // 20:47..
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Old Mar 20, 2008, 08:43 PM // 20:43   #2
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Was Fox's Promise really abused by Scythesins? :/
And Magehunter's, the adren cost is worth the animation update IMO
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Old Mar 20, 2008, 08:46 PM // 20:46   #3
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eh... you guys missed the point on the turret ranger skills. they need aftercast, not lower damage.
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Old Mar 20, 2008, 08:49 PM // 20:49   #4
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no HB fixes... gfg
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Old Mar 20, 2008, 08:51 PM // 20:51   #5
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Ranger updates: Why don't you just remove the 1s cast on them...? Or as Moriz said, put aftercast on them?

Mesmer updates: Nice work on the Hex Breaker / Mantra of Concentration imo, but wasn't Enchanter's Conundrum already....well, practically dead?

Apart from them, the rest are alright.
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Old Mar 20, 2008, 08:52 PM // 20:52   #6
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Good update for the most part. Could've just put the activation on ranger attacks back to what is was, but izzy doesnt like to admit mistakes apparently.

On another note, make expertise only affect ranger skills.

Last edited by la_cabra_de_vida; Mar 20, 2008 at 08:56 PM // 20:56..
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Old Mar 20, 2008, 08:54 PM // 20:54   #7
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The fox's change is good, saves trying out A/D spike counters this weekend anyway.

The 25 rating point loss is a lil harsh for a 1st round forfeit, especially since sometimes you intend to play but have a last minute drop or error.

Mantra of concentration change was needed, it was just being abused by spike teams.
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Old Mar 20, 2008, 08:55 PM // 20:55   #8
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i like the fix to the A/D. Hex Breaker & Mantra are too pretty nice now, and the turret fixes are fine IMO.

the tiny bspike nerf seems fun, and the hammer balanced seems alright for now.

good AT changes, too, but i don't get this one..

Quote:
Tournament Reward points are now based off the number of teams who did not forfeit in the first round.
no clue what what's up with that tbh.
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Old Mar 20, 2008, 09:07 PM // 21:07   #9
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Quote:
Originally Posted by moko
i like the fix to the A/D. Hex Breaker & Mantra are too pretty nice now, and the turret fixes are fine IMO.

the tiny bspike nerf seems fun, and the hammer balanced seems alright for now.

good AT changes, too, but i don't get this one..



no clue what what's up with that tbh.
The equation for reward points is on wiki, basically the top 25% of teams gets the bulk of reward points, but before the top 25% included all the teams that didnt play so in an AT like last night, where only 3 out of 30 teams actually played you would get 60rp's for failing.


http://wiki.guildwars.com/wiki/Tournament_Reward_Point

I was getting a bit bored of 1st round forfeits so its definately an improvement, they compensated for the lower numbers of RP's with a bonus 15 for playing.

Last edited by Divinus Stella; Mar 20, 2008 at 09:22 PM // 21:22..
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Old Mar 20, 2008, 09:16 PM // 21:16   #10
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So I heard R/Ds were really good and took no skill. Oh and party wide healing still sucks.
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Old Mar 20, 2008, 09:23 PM // 21:23   #11
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I like the update,
A/D was good
Mantra of Concentrations isn't too much? , but is good, two days ago I saw one Blinder with hexbreaker and mantra and it was :S :S :S
Warrior is fine no more KD machine

and about. AT yesterday i played B AT, only 3 guilds finished AT, we got 2d place, and won like 46 RP.
when we saw that only 4 guilds were playing we decided finish the at just for RP

Forfeit in first round is good.
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Old Mar 20, 2008, 10:14 PM // 22:14   #12
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Quote:
Originally Posted by Andrew Patrick
Assassin
• Fox's Promise: functionality changed to: For 5..20 seconds, your dagger attacks cannot be blocked. This enchantment ends the next time you fail to hit.
Good. Bye Bye Scythesinesis
Quote:
Dervish
• Guiding Hands: decreased number of attack skills that cannot be blocked to 0..3.
Good. Bye bye unblockable melee spikes

Quote:
Mesmer
• Enchanter's Conundrum: functionality changed to: For 10 seconds, target foe casts enchantments 100% slower. When this hex is applied, that foe takes 30..120 damage if not under the effects of an enchantment or hex spell.
• Mantra of Concentration: decreased duration to 1..38 seconds; increased recharge to 30 seconds.
• Hex Breaker: decreased duration to 5..80 seconds.
Why that nerf for Conundrum? Now this skill has fallen into the oblivion forever..

Also, I don´t now why that nerf for Mantra. Perhaps some interruptable casters?

And the Hex Breaker nerf....well, it was a good alternative for Holy Veil. It was

Quote:
Necromancer
• Angorodon's Gaze: decreased Energy cost to 5; decreased Health stolen to 10..40; decreased Energy gained to 1..9.
Bye Bye blood spike

Quote:
Warrior
• Mokele Smash: decreased adrenaline gained to 2 strikes.
• Magehunter's Smash: increased adrenaline cost to 8 strikes; updated the animation to match Hammer Bash.
Well....nothing for pointing

Quote:

Ranger
• Sundering Attack/Penetrating Attack: decreased damage to 3..10; decreased armor penetration to 10%; increased recharge to 4 seconds.
• Power Shot: decreased damage to 5..20.
• Precision Shot: decreased damage to 3..18.

Good nerf for the Pew Pew attacks but....why that nerf for Power Shot? Now the Ghoslty cannot kill anymore !!

Now seriously. Was that nerf for preventing new players for not using that horrible skill?
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Old Mar 20, 2008, 10:16 PM // 22:16   #13
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The losing pts for a first round forfeit is a HORRIBLE implementation. It basically admits they are too lazy to actually fix the at system. Sometimes things actually go wrong, such as an err7 right before time. It should NEVER be implemented in this game to take away points for a match that is not even played.

If they need ideas to actually fix the system properly i can give some, but apparently they dont want to waste the time to fix it.
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Old Mar 20, 2008, 10:31 PM // 22:31   #14
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Quote:
Originally Posted by langola
The losing pts for a first round forfeit is a HORRIBLE implementation. It basically admits they are too lazy to actually fix the at system. Sometimes things actually go wrong, such as an err7 right before time. It should NEVER be implemented in this game to take away points for a match that is not even played.

If they need ideas to actually fix the system properly i can give some, but apparently they dont want to waste the time to fix it.
If you get an err7 just before time, grab a henchmen/hero. You were obviously intending to play, so the possible loss in the first round should be worth playing the other rounds. Not sure, but is the rating loss for not playing now higher then the loss for losing? Either way, it will make people think before signing up, always a good thing.

About the ranger skills, aftercast would completely destroy the original thought behind them. With their damage a lot lower and their recharge higher, their insane dps is limited to short bursts. Bursts that do actually less damage then before. So it should do the job.
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Old Mar 20, 2008, 11:02 PM // 23:02   #15
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Quote:
Originally Posted by RiKio
Good. Bye Bye Scythesinesis
Wonder if people really have to spell it out for others, Fox's Promise wasn't the core of the build. It might've been great synergy to make the whole spike unblockable, but even today alone I've seen several people try with Dark Apostasy or some scythe elites.. and guess what, it still works.

(I really hate this nerf=useless mindset, no offence.)
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Old Mar 21, 2008, 01:32 AM // 01:32   #16
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Quote:
Originally Posted by moriz
eh... you guys missed the point on the turret ranger skills. they need aftercast, not lower damage.
QFT

also, why nerf Enchanter's Conundrum even more? it was already nerfed enough on the other updates, and now it's just a waste of elite slot.
I can't see why they nerfed Mantra of Concentration and Hex Breaker, both of them were perfectly fine

the other updates were good anyway, good change on angorodon's gaze imo
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Old Mar 21, 2008, 02:40 AM // 02:40   #17
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Quote:
Originally Posted by Buns United
but even today alone I've seen several people try with Dark Apostasy
Depends on whether enchants are removed before or after the hit, in theory.
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Old Mar 21, 2008, 03:02 AM // 03:02   #18
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Escape needs to die. I mean rangers already have high natural elemental defense, intense survivability, the best primary attribute in the game, superior interrupt skills, great degen pressure, the ability to pretty much play any secondary melee class as effective or even more effective than a primary at times (*cough* R/W thumper, R/D scythe, R/A dag sin *cough*), natural stride, whirling defense, the "touch" ranger build.... Do they REALLY need a griefer skill like escape?

I mean come on, escape is pretty much Shadow Form Lite. With all the great build diversity and survival options a ranger has (being able to survive to the point of camping INSIDE an enemy ward without being killed) Escape really should be nuked hard enough to burn a plate of glass permanently into the face of the earth. That's common sense.

~

But instead of addressing obvious issues like the one stated, we get stuff like overkill on an already dead skill like Enchanter's Conundrum...

Granted, this update fixes alot of major issues. But jeez everytime there's an update you guys miss some blatantly obvious stuff. I also remember Izzy stating that he KNOWS that some skills have been intentionally overpowered so that they see play, but megabuffing skills to a stupid level (like what has been seen with pious assault and pre-nerf magebane) just results in a meta that is designed more by skill balancers than players.

Because of these overbuffs, obvious build changes come around that players are forced to play if they don't want to be dogfood for other adaptive guilds. Rather than creating diversity out of a list of 800+ skills, it seems like you skill balancers select pick a handful and tell us "hey play these this monthly or get your ass kicked."

And you sit here and wonder why so many people are so pissed off with the state of the game... jeez.

Last edited by Lordhelmos; Mar 21, 2008 at 03:08 AM // 03:08..
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Old Mar 21, 2008, 03:05 AM // 03:05   #19
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what was the reasoning behind fox's promise? a preemptive nerf to a build that really cant be as abusive as what was totally ignored?

seriously, izzy

you killed the build that exemplified proffession synergy, and left alone that disgusting R/D that abuses a broken attribute and stance instead?
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Old Mar 21, 2008, 03:22 AM // 03:22   #20
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R/D's don't do damage. That's why no one cares about them.
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