Dec 21, 2005, 02:37 AM // 02:37
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#22
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Academy Page
Join Date: Sep 2005
Location: Richmond, VA
Guild: Scars Meadows [SMS]
Profession: W/
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Wow... my friend on TS almost bought one for over 100k just before the update and luckily didn't buy it because I wouldn't give him 6k. Being a miser FTW!
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Dec 21, 2005, 02:38 AM // 02:38
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#23
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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Hammers dont matter much because that's sacrificing 12 energy and cast/recharge or whatever else you'd normally have in an offhand.
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Dec 21, 2005, 02:39 AM // 02:39
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#24
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Florida USA :)
Guild: [Anti]
Profession: W/E
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Quote:
If you knew, you knew you shouldn't have bought an axe grip.
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they could have.. done something along the lines of.. keeping the better of the two axe grips on that axe... instead of deleting both of them... thats what i thought they would do....
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Dec 21, 2005, 02:40 AM // 02:40
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#25
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Krytan Explorer
Join Date: May 2005
Location: NC, USA
Guild: Ohm Mahnee Pedmay [Hoom]
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Quote:
Originally Posted by Loviatar
the HOD was a little boo-boo and the axe was a great big oopsie that had to be fixed.
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So then what does the 40% enchant hammer count as? A medium oopsie? Bring out the axe grips, bring on the hammer grips! Apparently we're due for a few more days of mayhem until ANet fixes the hammers too. At least more people are going to be wary though .
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Dec 21, 2005, 02:41 AM // 02:41
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#26
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Ascalonian Squire
Join Date: Sep 2005
Location: Miami, FL
Guild: Anybody Killaz
Profession: W/N
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Heh, funny watching this dude in LA 1 screaming out "I HATE ANET"
But seriously this axe needed to be done away with, just too damn good.
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Dec 21, 2005, 02:42 AM // 02:42
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#27
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Desert Nomad
Join Date: Aug 2005
Location: California, USA
Guild: Angel Sharks [AS] (RiP [KaiZ] T__T")
Profession: Mo/E
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STORY RECAP::
The axe that has been nerfed in the update was obtained from the SCAVENGERS OF ASCALON quest, found in Ascalon. The axe was a quest reward that in fact was found to have a bug associated with it. This bug allowd two axe grips to be used at once. The bug was that the inherent Fortitude mod on the axe could be replaced with an axe grip, and then ANOTHER axe grip could then also be added. This meant that the axe could have 1 axe haft AND 2 axe grips active at once!! Word spread quickly that the axe could be used to stack +Health mods or the ever most popular dual +20% Enchant upgrades making the axe a full +40% longer enchantments!! The exploit GREATLY unbalanced all PvP situations as all types of enchantments would last much longer then Anet ever had intended. The Update/Fix/Nerf was highly expected when the word spread about this bugged axe, and much to our delight (?) Gaile Gray had confirmed our suspicions in a recent thread about this axe.
Wow that was a long recap eh? lol for those that had no clue, that is the story. Also, for those that keep asking, feel free to just copy the recap and PM them with it!! THANK GOD its over!!! now we can get on with life...
AAAaaaand..... Continue...
Last edited by Batou of Nine; Dec 21, 2005 at 02:44 AM // 02:44..
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Dec 21, 2005, 02:42 AM // 02:42
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#28
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Krytan Explorer
Join Date: May 2005
Location: NC, USA
Guild: Ohm Mahnee Pedmay [Hoom]
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Quote:
Originally Posted by unienaule
Hammers dont matter much because that's sacrificing 12 energy and cast/recharge or whatever else you'd normally have in an offhand.
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As I pointed out in another post about this hammer, this is a trivial inconvenience for an experienced player. Simply equip the hammer in a different weapon slot and switch to it immediately before casting an enchantment, then switch back. Of course you won't be able to do this while your'e very low on energy, but it's still a major advantage, somewhere between the HoD sword and the SoA axe, but much closer to the SoA axe.
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Dec 21, 2005, 02:43 AM // 02:43
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#29
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Academy Page
Join Date: Jul 2005
Guild: There Is A Cow Level
Profession: W/A
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Quote:
Originally Posted by unienaule
Hammers dont matter much because that's sacrificing 12 energy and cast/recharge or whatever else you'd normally have in an offhand.
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Are you serious?
The point of the 40% enchants was so you could cycle spells that weren't meant to be. With the hammer you can still rotate Spellbreaker, IW, Obsidian Flesh...
It's still the same problem.
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Dec 21, 2005, 02:45 AM // 02:45
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#30
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Lion's Arch Merchant
Join Date: Aug 2005
Profession: Me/E
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I agree
Why not compensation?
Why not simple put a req of 17 axe and give them gold value 1k or something?
Why not allow for grips to be salvaged?
Why not address it sooner? Either here or Official site?
Is there something unfair about spending all your time and money to provide a hot item to players? I solo farm the UW, it takes time.But ecto are a hot item.
How was this handled by Anet: Hod & 20/20 Rockmolder ?
Better than SoA.
f.y.i it was my thread that got deleted.
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Dec 21, 2005, 02:47 AM // 02:47
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#31
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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/sarcasm off just so you know, I sent a message yesterday to Anet about the hammers, to let them know to remove them. Apparently they didn't read it yet.
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Dec 21, 2005, 02:49 AM // 02:49
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#32
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Academy Page
Join Date: Sep 2005
Profession: W/Mo
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Cool!
What a *Message* this will send out to the Guild Wars community!
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Dec 21, 2005, 02:51 AM // 02:51
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#33
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Underworld Spelunker
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Quote:
Originally Posted by RYCHER969
f.y.i it was my thread that got deleted.
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since you solo the UW you can make up your small 200k loss in a short time.
and how could you only lose 200k when you spent 30+ hours on the axe quest rather than the UW ?
you must have gotten 60-90 of them since the whole thing from start to finish is only 20-25 minutes
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Dec 21, 2005, 02:54 AM // 02:54
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#34
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Less Crying is Key [kThx]
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If anyone from ANet reads this, which I seriously doubt they will, thanks for treating your players like dirt. Instead of doing something reasonable, you completely %&$*ed over a certain population of people in the game. Those who sold the axes are now rich, and those who bought them are now NOT ONLY dirt poor, but WITHOUT any axe mods.
And guys like the one who posted earlier in this tread had the opportunity to sell the axe after he learned of the upcoming nerf and make a nice profit off of it by screwing over a fellow player.
So essentially you are rewarding people who find bugs and exploit them, you are rewarding people who read GWG religiously and got the first news of a nerf. You punish people who decided to buy something that was potentially very nice. I'm sure there is some portion of the population of SoA axe owners who didn't know they had an "exploited" axe.
Whatever happened to being fair or being understanding?
You guys have so many bugs that need to be addressed and yet you just keep nerfing. More often than not in PvE monsters appear far, far, away from where they actually are. Not a big deal though, not priority by any means...
Don't get me wrong; the axe needed to be nerfed. People should have been able to have the mods salvaged into their inventory though, or keep the axe with the greatest mod.
Perhaps it was just an issue of incompetant people on your staff without the skills to implement such a change? I seriously doubt it is though, just another example of your apathetic approach to "improvements".
Last edited by Rhuobhe; Dec 21, 2005 at 02:56 AM // 02:56..
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Dec 21, 2005, 02:55 AM // 02:55
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#35
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Banned
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Instead of deleting them like they did they should have just blocked their use in any type of PvP. I didn't even get a chance to use it.
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Dec 21, 2005, 02:57 AM // 02:57
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#36
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Academy Page
Join Date: Jul 2005
Guild: There Is A Cow Level
Profession: W/A
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Quote:
Originally Posted by Rhuobhe
If anyone from ANet reads this, which I seriously doubt they will, thanks for treating your players like dirt. Instead of doing something reasonable, you completely %&$*ed over a certain population of people in the game. Those who sold the axes are now rich, and those who bought them are now NOT ONLY dirt poor, but WITHOUT any axe mods.
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Anyone who bought the axe deserves it. They were attempting to abuse an exploit. And those who sold their axes...well..they exploited the exploiters. Seems like justice to me.
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Dec 21, 2005, 02:57 AM // 02:57
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#37
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Academy Page
Join Date: Oct 2005
Location: Oklahoma, US
Profession: E/Me
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Not such a great idea. I think it would have been better if they had simply fixed the axe by only allowing one grip and deleting the second grip. The prices of axe grip of enchanting are going to be as high as ever now that such a huge amount of them have just gone poof.
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Dec 21, 2005, 02:59 AM // 02:59
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#38
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Academy Page
Join Date: Sep 2005
Location: cali
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Quote:
Originally Posted by Ajora
Looks like they didn't fix the hammers though. Mwuahahhaa.
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yup, I still have a few stockpiled
<.<
>.>
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Dec 21, 2005, 02:59 AM // 02:59
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#39
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Academy Page
Join Date: Jul 2005
Guild: There Is A Cow Level
Profession: W/A
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Quote:
Originally Posted by sonicLife
The prices of axe grip of enchanting are going to be as high as ever now that such a huge amount of them have just gone poof.
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Not true. The demand for these grips will be non-existant, so the price will drop.
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Dec 21, 2005, 03:00 AM // 03:00
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#40
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Underworld Spelunker
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Quote:
Originally Posted by jray14
So then what does the 40% enchant hammer count as? A medium oopsie? Bring out the axe grips, bring on the hammer grips! Apparently we're due for a few more days of mayhem until ANet fixes the hammers too. At least more people are going to be wary though .
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see post 21 this thread
2 months if that
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