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Old Oct 11, 2008, 05:02 AM // 05:02   #101
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There needs to be a shrine dedicated to the awesomeness of removing Iron Mist from Gadd. For a genius he was the biggest retard when it came to combat.
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Old Oct 11, 2008, 04:56 PM // 16:56   #102
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my ranger loves the new burning arrow... the rest of my people, not so much. the added burning time i think is excessive. ba was already the largest damage skills a ranger had already and the new burning time brought it even with the pre-last nerf incendiary. they just added a +2s recharge to that and put ba equal to what they just changed. now you burn far too long. i was on a team yesterday against a ba with serps quickness and apply and he could spread that burn/poison out on the team faster and far more efficiently than i could draw it. plus the raw damage from ba puts them at a health where you have to watch cuz dw+ a bit of damage could score a kill. insane pressure, needless to say my team (w/e earth shaker, e/rt sh/warmonger, e/me sh, and (me) monk word) lost but i blame that mostly on the other two squads leaving. 12 v 4 makes for pressure that no monk can handle but mostly from what i saw the ba did most of the hurt.
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Old Oct 11, 2008, 06:27 PM // 18:27   #103
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What was wrong with the Deathbane inscribtion?
For gold items that should have always had an inscription slot (or inherent mod for Proph/Factions), having the deathbane mod introduced a high probability that the inscription slot(/inherent mod) would be mysteriously absent. That was a bug.

It particularly irritated people who found extremely rare skins, only to ID the items and find out that it was worthless because of the missing mod slot. For instance, there's a not-too-old thread QQ-ing about finding a no-inscription Eternal Blade from the UW chest. Ouch!
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Old Oct 11, 2008, 06:48 PM // 18:48   #104
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I can finally go to Japanese districts to bother them like clueless tourist.
No one is ever there.

;-;
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Old Oct 11, 2008, 08:08 PM // 20:08   #105
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The Deathbane bug: any damage modifier inherent property was overwritten during the creation process by a damage modifier postfix. So, if your Eternal Blade dropped with a Deathbane mod it would either come with a caster inscription like +5 energy, or without any inscription at all (and without an inscription slot) and would thus be worthless. This was most prominent with supposedly inscribable items but there's some evidence that the bug had existed even before the inscription system.
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Old Oct 11, 2008, 08:12 PM // 20:12   #106
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Originally Posted by jaximus View Post
my ranger loves the new burning arrow... the rest of my people, not so much. the added burning time i think is excessive. ba was already the largest damage skills a ranger had already and the new burning time brought it even with the pre-last nerf incendiary. they just added a +2s recharge to that and put ba equal to what they just changed. now you burn far too long. i was on a team yesterday against a ba with serps quickness and apply and he could spread that burn/poison out on the team faster and far more efficiently than i could draw it. plus the raw damage from ba puts them at a health where you have to watch cuz dw+ a bit of damage could score a kill. insane pressure, needless to say my team (w/e earth shaker, e/rt sh/warmonger, e/me sh, and (me) monk word) lost but i blame that mostly on the other two squads leaving. 12 v 4 makes for pressure that no monk can handle but mostly from what i saw the ba did most of the hurt.
maybe u need to learn to monk better.
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Old Oct 11, 2008, 08:14 PM // 20:14   #107
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Izzy did 1 thing right Hidden Caltrops.
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Old Oct 12, 2008, 03:36 AM // 03:36   #108
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can someone explain how BB was changed exactly, for the life of me i can't figure out the difference from the old version.
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Old Oct 12, 2008, 03:37 AM // 03:37   #109
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can someone explain how BB was changed exactly, for the life of me i can't figure out the difference from the old version.
You actually have to spec into hammer now instead of just putting leftovers in it... ?
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Old Oct 12, 2008, 04:41 AM // 04:41   #110
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Originally Posted by kade View Post
can someone explain how BB was changed exactly, for the life of me i can't figure out the difference from the old version.
Before the change, you could get a 4 second knockdown no matter what your hammer master was. Now it's scaled.
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Old Oct 12, 2008, 08:45 PM // 20:45   #111
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I just wish they would leave my ranger builds alone! I tend to avoid the cookie-cutter-wiki builds and go for something a little more interesting to me. Incindiary arrows, as it used to be, alternated with Choking Gass and used with Needling Shot was a continual interrupt/shutdown when used with the usual interrupting shots. It was fun for me to hear the continual "chirp" of interrupted skills/spells...Then it changed. I adapted, played with it and used it with Kindle Arrows and Ignite Arrows as well as Apply Poison...finally I settled on spreading conditions (not my usual style, but I went with it). I found it fairly useful and was just getting in the hang of things...then the nerf bat...5 second recharge. It seems that every time I find a skill with some synergy with another, the good folks at ANet mash my build and say it was "over-powered" How the F*ck so? Compare damage rates with other classes and the ranger gets religated to "support" time after time...average is all regards. Sloth Hunter's Shot, Sundering Attack...If bow and arrow can't deal the damage, maybe I should pick up a hammer? .../end bitch, whine, fuss...
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Old Oct 12, 2008, 11:23 PM // 23:23   #112
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Originally Posted by TwinRaven View Post
I just wish they would leave my ranger builds alone! I tend to avoid the cookie-cutter-wiki builds and go for something a little more interesting to me. Incindiary arrows, as it used to be, alternated with Choking Gass and used with Needling Shot was a continual interrupt/shutdown when used with the usual interrupting shots. It was fun for me to hear the continual "chirp" of interrupted skills/spells...Then it changed. I adapted, played with it and used it with Kindle Arrows and Ignite Arrows as well as Apply Poison...finally I settled on spreading conditions (not my usual style, but I went with it). I found it fairly useful and was just getting in the hang of things...then the nerf bat...5 second recharge. It seems that every time I find a skill with some synergy with another, the good folks at ANet mash my build and say it was "over-powered" How the F*ck so? Compare damage rates with other classes and the ranger gets religated to "support" time after time...average is all regards. Sloth Hunter's Shot, Sundering Attack...If bow and arrow can't deal the damage, maybe I should pick up a hammer? .../end bitch, whine, fuss...
Sorry, but the game is balanced around high end PvP, not what individuals find fun to play. No point in bitching.
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Old Oct 12, 2008, 11:33 PM // 23:33   #113
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I wish this update had come out before that req10 emerald blade of deathbane dropped for me a few weeks ago....come to think of it that dwarven hammer I got from the halls chest 1.5 years ago also had no damage modifier on it either
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Old Oct 13, 2008, 03:19 AM // 03:19   #114
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Originally Posted by Arkantos View Post
Sorry, but the game is balanced around high end PvP, not what individuals find fun to play. No point in bitching.
I don't play high-end PvP, I play for fun so it makes me sad when my fun is tinkered with for a part of the game I'll never really get into. And there is a point to bitching...catharsis...Aristotle says so.
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Old Oct 13, 2008, 03:39 AM // 03:39   #115
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Originally Posted by TwinRaven View Post
I don't play high-end PvP, I play for fun so it makes me sad when my fun is tinkered with for a part of the game I'll never really get into. And there is a point to bitching...catharsis...Aristotle says so.
I think he meant that it's hard to complain about something being changed in an online-only game when that's what they're made for - change.
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Old Oct 13, 2008, 04:16 AM // 04:16   #116
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Yay for Japanese districts!!!


And abt the tonic... thanks I'll keep my floating head >.>

Oh well.. nice update Anet. :3
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Old Oct 13, 2008, 04:44 AM // 04:44   #117
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I don't play high-end PvP
Which is what the game is about, so don't be surprised when your own gameplay is not held in equal priority.
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Old Oct 13, 2008, 05:43 AM // 05:43   #118
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Originally Posted by Bryant Again View Post
I think he meant that it's hard to complain about something being changed in an online-only game when that's what they're made for - change.
Are you saying change for change sake is a good thing? (lets argue about it until the thread gets locked and posts get deleted)

Semi-good update btw.
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Old Oct 13, 2008, 07:13 AM // 07:13   #119
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Quote:
Originally Posted by Arkantos View Post
Sorry, but the game is balanced around high end PvP, not what individuals find fun to play. No point in bitching.
Quote:
Warrior

* "For Great Justice!" (PvP) "For Great Justice!" (PvP): reduced duration to 8 seconds.

This skill already had a separate PvP version; so this change does not affect PvE. "For Great Justice!" made it too easy to fuel adrenal skills when used with daggers, considering their double-strike capability. This was used commonly within Hero Battles to rapidly build adrenaline. We've reduced the duration to limit this interaction.
When did HB become high-end PvP?
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Old Oct 13, 2008, 07:16 AM // 07:16   #120
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When did HB become high-end PvP?

Well seeing as HB has a ladder and (m)AT's, it's more high end than some other forms of PvP in ANet's eyes.

Anyways, backbreaker sins were also used in HA, if you didn't know. Just because they only mentioned one form of PvP doesn't mean it wasn't used in others.
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