Nov 14, 2007, 11:52 AM // 11:52
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#441
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Desert Nomad
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gg izzy
like every change
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Nov 14, 2007, 11:53 AM // 11:53
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#442
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Wilds Pathfinder
Join Date: Aug 2006
Location: Scotland
Guild: Dragons of Torment (DOA)
Profession: Me/
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Would be nice to see some kind of explanation for some of these changes from devs here.
Would be nice to knwo if they will remove the timer limit on soul reaping.
Would love to here some kind of coherent reason for player pets not leaving exploitable corpses. They are meat and blood creatures, do they leave them when tamed by the enemy in PvE, I know they dont when untamed.
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Nov 14, 2007, 11:58 AM // 11:58
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#444
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Desert Nomad
Join Date: May 2006
Profession: N/
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It's not like the no-exploitable-pets change epicly changed any gameplay, but for some reason I can't help feeling like I'm in a giant box of creativity that keeps getting smaller. I think WoH's update made it a bit bigger though, I have to give them credit. Well done there.
Maybe it was the time I brought a pet into FoW with Jagged Bones...
I'm not gonna lie, it was totally "noobish" but I had a frickin blast, as did my guildies!
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Nov 14, 2007, 12:03 PM // 12:03
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#446
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by Aerial Assault
Your joke fails about as hard as your comment. Trampling Ox was nerfed too, needlessly as well, since you already need a crippled foe for the KD effect. How many assassin skills are there again that you can use to fulfill that requirement...?
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I think he means lotus strike, but that's nothing like BLS apart from the energy gain.
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Nov 14, 2007, 12:04 PM // 12:04
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#447
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Krytan Explorer
Join Date: Nov 2006
Profession: Rt/
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bah, make the orders in tombs and the bip in urgoz suicide a few times for a minion army if it means that much to ya
if anything, the corpseless pet "issue" makes it easier on barragers. now they don't have to waste 2 slots on their bars for the stupid minion factory pet and can bring something more useful. they also don't have to listen to idiots spam REZ YOUR PET REZ YOUR PET the very instant your pet dies, as if you aren't sharp enough to notice all yr skills are blacked out and you can't insta-rez your pet anyway.
instead of a pet, how about bringing more spirits? maybe some shouts or chants? a weapon spell that isn't splinter weapon? (there are other gud weapon spells, you know.) or how about this amazing idea...don't rely on bp's for every challenging area of the game. =O it makes those areas stale and boring. honsestly, how many times can you bp tombs or urgoz before you want to bash yr head into a wall. pve isn't so hard you have to resort to gimmicks to beat it. (except for maybe doa, but isn't that why everyone hates it?)
/endrant
anyways, i like these changes. gg no re spiritway, don't let the door hit you on the ass on yr way out.
i agree the timer should be removed from soul reaping now.
now if lod would be changed i could be completely happy. the 2 second cast just adds it to the big stack of useless monk elites. hell, lots of elites could use a buffing of some sort to add diversity to the game.
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Nov 14, 2007, 12:07 PM // 12:07
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#448
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Krytan Explorer
Join Date: Sep 2006
Location: The Netherlands
Guild: Twisted Revenge [TR]
Profession: E/
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Quote:
Originally Posted by Official Guild Wars Wiki
Originally Posted by Official Guild Wars Wiki
Necromancer
Soul Reaping: no longer gains any benefit from Spirits.
Player Pets: no longer leave exploitable corpses.
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Pets... meh, could be worse.
Now change Soul Reaping back to the way it was now that you can't exploit it anymore with spirits!!
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Nov 14, 2007, 12:07 PM // 12:07
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#449
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Academy Page
Join Date: Nov 2006
Location: Holland
Guild: Looking for one
Profession: Mo/E
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It took some time but after more then a year they finaly nerfed Spiritway! And not just a little bit but totaly, i love this update. No more E-management for the N/Rt, no more spammable RaO and no more hero necro's with an whole army of minions.
About the other changes:
I like them also, Ineptitude was overpowered in an sineptitude build, split with high presure at stand. Like the nerfs both on Ineptitude and SP Assassin.
WoH was indeed to strong.
I still miss the update that makes BLight an playable skill again so it can compete with skills like RC, SoD and WoH. Also i would like to see update on LoD. Almost unplayable now.
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Nov 14, 2007, 12:10 PM // 12:10
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#450
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by rohara
instead of a pet, how about bringing more spirits? maybe some shouts or chants? a weapon spell that isn't splinter weapon? (there are other gud weapon spells, you know.) or how about this amazing idea...don't rely on bp's for every challenging area of the game. =O it makes those areas stale and boring. honsestly, how many times can you bp tombs or urgoz before you want to bash yr head into a wall. pve isn't so hard you have to resort to gimmicks to beat it. (except for maybe doa, but isn't that why everyone hates it?)
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Leaves me wondering what warmonger's weapon and barrage can do to the caster mobs there, might be hax. As for creativity, the usual PvE-er kinda fails at that unfortunately. I once spend a long time in tombs getting a group together to test a build I made up. They all kept leaving when they saw it wasn't a traditional B/P team.
Still, kinda like barrage groups in a way, sometimes when I'm tired and the group is fun I really enjoy farming there.
Last edited by bungusmaximus; Nov 14, 2007 at 12:13 PM // 12:13..
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Nov 14, 2007, 12:12 PM // 12:12
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#451
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Frost Gate Guardian
Join Date: May 2007
Guild: Society Of Souls [Argh]
Profession: R/
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Pets - Should just make it they so they dont leave corpses in PvP. The same way they only get death penalty in PvP.
Or at least when they die it's only the pet rez that needs to recharge, not your whole skill bar. =/
Barrage - Pointless. An extra 3 Damage why bother.
EW - Yeah kind of overkill. I cant see it having any use now in PvE. How much they have changed it(well nerfed it) is just pretty mad.
Example: now at 16 Beast Mastery it lasts for a max of 33 seconds. Before at 3 Beast Mastery it would last at 54 seconds.
Main reason why I get upset from changes like this is it takes away more builds in PvE giving you less choice again and most times less fun.
But yeah the same reply is 'lol pve iz E Z u nub go lurn to adapt'. Got nothing to do with how easy PvE is, just a pain seeing good skills get trashed making them pointless to use because of pvp, over and over. Yes we will adapt, but the fun aspect is on the down.
Anyway thats my view.
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Nov 14, 2007, 12:15 PM // 12:15
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#452
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Forge Runner
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The totally useless buff to Barrage seems to be the "cookie" handed to Rangers and Necros for removing pet corpses?
As compensation?
Seems PvE players need to be appeased like silly kids, nice stance towards the majority of your customers...
Instead of buffing the skill used the most ranger skill, try to make some skills see the light of day instead of making the list of trash skills longer in every update. People should be given some alternative ranger elites than BHA and Barrage for PvE, PvPers would say the "Meta got stale"... sigh.
EDIT: Giving Mhenlo Word of Healing was reasonable. But why did he get it? Because the elite he used before is now officially declared to SUCK BIG TIME. The king is dead, long live the new king.
Last edited by Longasc; Nov 14, 2007 at 12:19 PM // 12:19..
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Nov 14, 2007, 12:28 PM // 12:28
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#453
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Jungle Guide
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As a beastmaster I'm happy now that pets are more worth alive than dead.
Want an easily exploitable corpse? Invite a silly wammo to your team and let him run ahead. They even get DP to speed things up.
And with the folks saying how according to the lore fleshy creatures leave corpses, it's also in the lore that things dying get death penalty. Pets in PvE do neither now. Although, judging from the replies here, I'm sure majority of you would love to have pets with DP.
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Nov 14, 2007, 12:32 PM // 12:32
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#454
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Forge Runner
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Eh, pets were too good! They had to be balanced...
LOL... remove the pet corpses, remove one more argument for pets in PvE. They can still serve as meat shields.
Honestly, how can one see the exploits of pets for minions as a massive pve problem... when Ursan Blessing is allowed to stay.
But buff Barrage... as if anyone needed that. Many rangers have already superglued it on their pve bars.
Edit: Need to stop posting, this update got me cold in the morning.
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Nov 14, 2007, 12:34 PM // 12:34
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#455
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Ascalonian Squire
Join Date: Jun 2005
Profession: Rt/
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Thank you Anet for fixing so many problems in one scoop. Please keep up the momentum, the job is not yet finished
Quote:
Originally Posted by DDL
Repeatedly telling PvE people that they might have to OMG CHANGE THEIR BUILD seems a little short-sighted when it's coming from people who demanded nerfing of skills because they would otherwise have to OMG CHANGE THIER BUILD.
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A drastic change of build is unviable in PvP because you never know what you'll go up against and have to form your build around being able to handle many situations. (Yes, even with the existance of FoTMs. There was never a time where every single group run the exact same build.)
In PvE the opposite is true. You always know what you're up against, and can form a build to directly counter anything that you'll meet in the mission.
Of course, there's always some misunderstanding between the PvPers and PvEers. PvPers assumed that PvEers actually tweak their builds to suit the task at hand. In reality that rarely happens... To certain extend Anet is at fault I think. They never allowed primary-profession change in PvE, that greatly limits the builds some PvEers can play, and not enough is done to promote the dynamic playstyle.
Anyway, Anet had always envisioned the game to be forever changing, so why not just move on?
Last edited by lavenbb; Nov 14, 2007 at 12:53 PM // 12:53..
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Nov 14, 2007, 12:46 PM // 12:46
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#456
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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If people continue to drag the thread offtopic with their attempts to be e-gangsters by trolling PvE'ers or PvP'ers, there will be bans handed out.
This is not the proper thread to discuss the differences in PvE and PvP balance. This is a thread specifically for responses to the 13 Nov update.
__________________
And the heavens shall tremble.
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Nov 14, 2007, 12:49 PM // 12:49
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#457
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Desert Nomad
Join Date: Nov 2005
Location: Wales
Guild: Steel Phoenix
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Quote:
Originally Posted by Longasc
Seems PvE players need to be appeased like silly kids
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100% correct.
Funnily enough i cant remember seeing any assassins in pve, let alone any using the SP combo.
I don't understand the people complaining about their tombs farming build being nerfed, tombs is utterly pointless to farm, the greens are all merchant junk and the ecto drop rate is really poor.
If you are that reatarded you need to use cookie cutter builds to play pve then do what all the other degenerates do and use Ursan Blessing along with a load of consumables, but if all your doing is grinding cash then farming isnt the way to go.
The only skill they missed killing is RaO, but the rest of the skill changes were brilliant.
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Nov 14, 2007, 12:53 PM // 12:53
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#458
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Lion's Arch Merchant
Join Date: May 2005
Location: Scotland
Guild: The Illuminati
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Nice to see SR finally got the fix it needed. Shame it was months too late.
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Nov 14, 2007, 12:57 PM // 12:57
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#459
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Academy Page
Join Date: Jul 2007
Location: Dublin, Ireland
Guild: Victory Is Life Eternal [VILE]
Profession: W/A
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NO!!! Not EW again, this is gonna really mess up solo trapping
I hate When A-Net do this.
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Nov 14, 2007, 01:04 PM // 13:04
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#460
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Lion's Arch Merchant
Join Date: Feb 2006
Profession: R/
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I like how deadly paradox is still untouched.
:/
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