Apr 25, 2008, 04:44 AM // 04:44
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#21
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Desert Nomad
Join Date: Dec 2007
Location: somewhere over the rainbow....
Profession: A/
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finally they fixed some hero AI now just fix crossing and the aoe AI and ill stop bitching anet
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Apr 25, 2008, 04:55 AM // 04:55
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#22
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noobalicious
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Quote:
* Fixed Monk Obsidian Armor to make it appear correctly from the back.
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does anyone know what the armor fix is all about? i didn't even know there was a problem to begin with.
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Apr 25, 2008, 05:28 AM // 05:28
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#23
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Krytan Explorer
Join Date: Apr 2008
Profession: A/R
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Quote:
* Fixed a bug that could cause Heroes to occasionally ignore placed flags.
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I never noticed that before. :S
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Apr 25, 2008, 06:21 AM // 06:21
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#24
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Mork from Ork
Interesting - does this mean the 10 hit count will reset with the new cast now?
Could be very good news for dungeon runners!
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I didn't say that I just posted the notes you figure it out.
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Apr 25, 2008, 06:24 AM // 06:24
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#25
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Wilds Pathfinder
Join Date: Jul 2005
Guild: We Farm Your [트두므s]
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Quote:
Originally Posted by FengShuiDove
Yeah I noticed that too. It's been a known issue long enough... I'm glad they fixed it, assuming, of course, that it now actually behaves as it should.
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Yeah, EIGHT months ago I actually started a thread in Riverside about Spirit Bond trying to get ANet's attention about it's problems. I'm glad ANet finally got around to noticing that SB was acting annoying.
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Apr 25, 2008, 07:43 AM // 07:43
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#26
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Wilds Pathfinder
Join Date: Nov 2005
Location: Australia
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Quote:
Originally Posted by Master Knightfall
Yes I am aware that's why I'm teed. They buffed it 22 points from 48 to 70 and it was useful at that damage output vs the amount of hit points I had to give up. It was perfect at 70, it suks at 48. You have to give up more hit points than it deals now.
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It was overpowered at 70: 1 energy, 2 recharge, used with lifesteal spells to mitigate sacrifice.
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Apr 25, 2008, 08:11 AM // 08:11
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#27
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Jungle Guide
Join Date: Jul 2007
Guild: Wars
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At 48 damage, they might as well restore the 5e cost, lose the sac, and call it a wireless Vile Touch. It's too flimsy to bother with otherwise.
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Apr 25, 2008, 08:21 AM // 08:21
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#28
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Forge Runner
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Dark Pact is an example for a skill that should not exist.
It is either crap or only works so-so in some combinations (Vampiric Spirit) or it is becomes buffed and then is good enough that Izzy feels the need to reduce it to its previous shitty state again.
The Deldrimor Weapons idea is good, not that many would care overly much about it now. Maybe they also manage to unify their inscription-drops over the chapters, but I doubt anyone would bother besides the geeks who see their ultra rare weapon nobody has ever seen besides them become a little more common, causing and endless stream of tears.
Recycled shit for the 3rd B-day, as all the devs are busily working on GW2. Yeah. :> I am so glad my dad did not work on the 2nd child on my 3rd birthday.
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Apr 25, 2008, 08:35 AM // 08:35
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#29
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Wilds Pathfinder
Join Date: Nov 2005
Location: Australia
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Quote:
Originally Posted by Longasc
Recycled shit for the 3rd B-day
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Oh, I didn't know birthday gifts were our god-given right. My bad.
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Apr 25, 2008, 09:02 AM // 09:02
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#30
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Pre-Searing Vanquisher
Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
* Updated the selection of Wayward Wands and Straw Effigies at the end of the Factions campaign to include attributes that could not be found on rods and focus items when that campaign was released.
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I don't get this, can someone explain to me what they are talking about. Because as far as I know, we haven't added any new casters to the game since Factions, so what attributes were added that weren't around during Factions?
Is the wording just dumb, or is it me?
__________________
I like pizza.
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Apr 25, 2008, 10:26 AM // 10:26
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#31
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Frost Gate Guardian
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Quote:
Originally Posted by Longasc
Dark Pact is an example for a skill that should not exist.
It is either crap or only works so-so in some combinations (Vampiric Spirit) or it is becomes buffed and then is good enough that Izzy feels the need to reduce it to its previous shitty state again.
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Why must it be either 48 or 70?
How about 60?
There is no such a thing called fine-tuning for Izzy?
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Apr 25, 2008, 10:35 AM // 10:35
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#32
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by ManMadeGod
Why must it be either 48 or 70?
How about 60?
There is no such a thing called fine-tuning for Izzy?
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It was being abused in GvG pretty badly. A change from 70 to 60 would have done very little to stop that, and reverting it was the right choice. It never should have been buffed that way to begin with.
Izzy has repeatedly tried to push Necromancers into the game by buffing various aspects of them. Nine times out of ten he later has to revert these buffs, because it just leads to gimmick builds that ruin GvG.
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Apr 25, 2008, 11:04 PM // 23:04
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#33
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Academy Page
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Quote:
Originally Posted by Kale Ironfist
I remember a while ago, there was a picture of a Nightfall Ranger gallivanting around with 4+ professions' skills on their bar without a secondary.
The skills are the ones given out for new characters to 'have a taste' of having that profession as a secondary.
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That was probably me. I posted screen shots of a ranger I made that had skills from 7 different classes on his bar at once. He could use them too.
I'm sure that thread is long since gone from here, but if you're curious they are still on my long-since-dead for lack of updates Guild Wars fan page. Just click the multi-classing section. I might finish/update that page at some point, but who knows...
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Apr 29, 2008, 02:06 AM // 02:06
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#34
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Frost Gate Guardian
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Quote:
Originally Posted by JR
It was being abused in GvG pretty badly. A change from 70 to 60 would have done very little to stop that, and reverting it was the right choice. It never should have been buffed that way to begin with.
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abused?
What kind of abuse? spike or pressure?
Pressure with life sac is acceptable. And there is a spell called Scourge Sacrifice which is effective and cheap to counter.
And spike with 70 damage is not really deadly.
A change from 70 to 60 Does make it different imo.
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Apr 29, 2008, 02:51 AM // 02:51
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#35
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Krytan Explorer
Join Date: Dec 2006
Profession: W/
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Quote:
Originally Posted by a-kyle
I never noticed that before. :S
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ugh your luckier than me then. random overextention was a pain in the ass
Quote:
Originally Posted by Buzzer
Oh, I didn't know birthday gifts were our god-given right. My bad.
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duh. i paid a one time fee for the game so of course it should be expected that they continually update the game and give us better stuff. i thought everyone knew this.
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Apr 29, 2008, 04:53 AM // 04:53
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#36
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by ManMadeGod
abused?
What kind of abuse? spike or pressure?
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560 damage 1sec cast for 1 energy every 2 seconds... followed up by angorororodn which heals your sac and gives you even MORE energy, which you can then freely dump into heals/defense. Nothing broken there...
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Apr 29, 2008, 05:30 AM // 05:30
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#37
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Frost Gate Guardian
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Quote:
Originally Posted by FoxBat
560 damage 1sec cast for 1 energy every 2 seconds... followed up by angorororodn which heals your sac and gives you even MORE energy, which you can then freely dump into heals/defense. Nothing broken there...
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So you are talking about all necros team spike again.
everything * 8 = a lot of dmg
That's why i said they should make things (especially life steal) non stackable just like AR.
Buff dmg isn't the only way to make necro viable in GvG.
The point is, there were too much thoughtless skill updates so that they had to fix them.
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