Jun 18, 2007, 11:40 PM // 23:40
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#1
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Hold it!
Join Date: Jul 2006
Location: In your local courthouse.
Guild: The Arctic Marauders [TAM] (elite PvE, PM)
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Update - Monday, June 18, 2007
Update - Monday, June 18, 2007
Skill Updates
As a part of this playbalance test week, we’ve made the following skill changes:
Assassin
Critical Agility: decreased duration to 4 seconds, the duration now increases by 1 second for each rank of Critical Strikes.
Elementalist
Elemental Lord: decreased the bonus to Elemental attributes to 1.
Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds.
Mesmer
Cry of Pain: decreased recharge time to 15 seconds.
Ether Nightmare: decreased recharge time to 15 seconds.
Paragon
"There is Nothing to Fear": decreased duration to 4 seconds, the duration now increases by 1 second for every 2 ranks of Leadership.
Ritualist
Vamprism: increased duration to 30..150 seconds.
Faction Reward NPCs
Characters must now be level 20 to learn Kurzick or Luxon skills.
Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000.
Miscellaneous
Moved the footmen away from the middle teleporters of the Jade Isle to prevent players from targeting them from below.
Faction gain messages are no longer displayed in the Chat panel when you gain less than 25 faction points.
Updated the Korean game ratings icons.
------------
On Guild Wars Wiki (Offical).
Discuss.
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Jun 18, 2007, 11:43 PM // 23:43
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#2
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Wilds Pathfinder
Join Date: Jan 2006
Location: WoW. :3
Guild: PM if you need me.
Profession: W/
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Very disappointed how "There is Nothing to Fear" is now worded - I was hoping to use the skill (as a W/P) while hero/henching HM. Vanquishing is a title thing, and I only focus on 1 character for that.
Interesting about the Raise Alliance reputation option. Guess I'll be doing that from now on.
Edit: Agreed with below, forgot. :P Ty for making the first tier easier.
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Jun 18, 2007, 11:43 PM // 23:43
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#3
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Site Contributor
Join Date: Jan 2006
Profession: R/
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ouch nerf. but yay for making getting r1 easier!THANKS ANET!
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Jun 18, 2007, 11:45 PM // 23:45
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#4
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Lion's Arch Merchant
Join Date: Oct 2006
Guild: MD
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That's all vampirism gets? Boo.
Give Summon Spirits +X health regen to spirits for X seconds as opposed to a weak heal.
Intensity got hit pretty hard.
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Jun 18, 2007, 11:46 PM // 23:46
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#5
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Desert Nomad
Join Date: Nov 2005
Location: Check behind you again.
Profession: N/
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So they make the title easier to get, yet do nothing for those who have already donated faction?
/sigh. it gets worse with each update...
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Jun 18, 2007, 11:47 PM // 23:47
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#6
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Frost Gate Guardian
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Nice, they just cut half the amount of faction farm required to get the skills.
Too bad they are nerfed now ;D
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Jun 18, 2007, 11:47 PM // 23:47
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#7
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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The intensity skill for elementalists is pretty much worthless now with a 45 second recharge...
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Jun 18, 2007, 11:49 PM // 23:49
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#8
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Jungle Guide
Join Date: Feb 2006
Location: Oregon
Guild: Mo Mo Patty Blinks [MoMo]
Profession: R/
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They kept Eternal Aura the way it was so my Dervish is still happy
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Jun 18, 2007, 11:53 PM // 23:53
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#9
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Guildless :(
Profession: R/
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Wow, yeah, they really made good skills bad ones now....hope this doesn't last. I liked the fact that they didn't tie into any attributes, but rather the titles.
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Jun 18, 2007, 11:54 PM // 23:54
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#10
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Wilds Pathfinder
Join Date: Jul 2006
Profession: Mo/Me
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Well... That's an... Interesting update.
The Faction thing has me a bit bummed out that all the current Faction I donated is lessened, but I suppose it can't be helped.
Arigatou, ANet.
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Jun 18, 2007, 11:55 PM // 23:55
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#11
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Frost Gate Guardian
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Quote:
Originally Posted by Silly Warrior
Update - Monday, June 18, 2007
Skill Updates
As a part of this playbalance test week, we’ve made the following skill changes:
Assassin
Critical Agility: decreased duration to 4 seconds, the duration now increases by 1 second for each rank of Critical Strikes.
Elementalist
Elemental Lord: decreased the bonus to Elemental attributes to 1.
Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds.
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Assassin: so basically restricting all Assassins using the skill to Critical Strikes... It was bestter the way it was before.
Elementlist: Lol, now what was the purpose of these skills then if they are going to get hit so badly? Especially "Intensity" lasting only 10 seconds and coming back in 45... Oy!
The PvE only skills are rather amusing now that the decent ones have been nerfed and the ones that needed buffed barely seen go that.
Well with the majority still being pretty much useless and the once useful ones not so anymore I do not see any reason to put them on my bar.
How about anyone else out of the ones that where nerfed, anyone going to use them?
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Jun 18, 2007, 11:57 PM // 23:57
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#12
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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both elem skills are now unusable. i guess i only need 20k more faction so i'll get the skill, but forget it...i thought these skills were supposed to be powerful? they're not even going to make it into my skillbar anymore
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Jun 18, 2007, 11:59 PM // 23:59
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#13
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Wilds Pathfinder
Join Date: Aug 2006
Location: California
Guild: Swords of Night & Day [SWRD]
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Quote:
Originally Posted by TheMosesPHD
They kept Eternal Aura the way it was so my Dervish is still happy
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I feel the same way. Well the whole Ele PvE skills I actually thought they were going to get nerfed, did not know how though (it was a pretty big hit). However I think that should be the extent of it, in the nerfing category. I still feel that there are certain monster skills & environment effects that need to be handled, if they are going to do these nerfs. Of course most of all, "Put an energy cap on these enemy NPC’s A-net!"
Last edited by sindex; Jun 19, 2007 at 12:05 AM // 00:05..
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Jun 19, 2007, 12:00 AM // 00:00
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#14
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Quote:
Originally Posted by Retribution X
So they make the title easier to get, yet do nothing for those who have already donated faction?
/sigh. it gets worse with each update...
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And make it even harder to retroactively apply it for the people who spent lots of faction on jade/amber before the first update. And now the whining will increase.
And halving the faction your required to farm doesn't mean much, as you still need to farm 5 million faction to max them out.
The nerfs to crit agility and nothing to fear aren't really surprising, as they were very usable by other classes.
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Jun 19, 2007, 12:01 AM // 00:01
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#15
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Banned
Join Date: Nov 2005
Location: Northern California
Guild: HoTR
Profession: N/Me
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so we waited 2 extra months for skill that got immediately nerfed?
what exactly was the 2 months used for then?
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Jun 19, 2007, 12:03 AM // 00:03
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#16
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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retro active doubling of faction donation would be good?
but yeah, theyve gone too far/not done enuff on the skills
vamparism sucked because it doesnt do much damage, not cos it didnt last forever.
the ranger skill cost too much for what it did and required a pet (not popular)
but yay to mesmer buff
paragon probably got a slight nurf by 1sec...
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Jun 19, 2007, 12:04 AM // 00:04
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#17
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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I'm rather disappointed with the Vamprism as 90 Seconds was more than fair. In many Ritualist Builds you want to respawn summoned Spirits many times so the extra duration won't help the pure Ritualist much. However for characters with Ritualist Secondaries that duration will help a lot as an extra passive cannon turret for raw firepower.
What I was hoping to see was an Increased damage amount based on ranks in Spawning. For example you would see your normal damage of 10 + 1 damage per rank of Sunspear and +1 damage per 2 ranks of Spawning Power. In this way it would be more important for the Ritualist to carry the Spirit turret in comparison to other classes.
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Jun 19, 2007, 12:04 AM // 00:04
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#18
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Desert Nomad
Join Date: Aug 2005
Location: In Baltar's head
Guild: Bring Out Your Dead [BOYD], former officer [LBS]
Profession: Mo/
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Very poor update. Skills that needed a buff see nothing. Some of the good ones got cut down to be less than the value of a normal elite and not contenders to be in most skill bars anymore. What was the point of PvE-only skills again? Now not to be more powerful than an elite, but simply another skill that involves a long title track? Many of them dont even make it into a bar.
Also no removal or toggle option for that cursed Auto Target. I can just simply ignore the PvE skills but please fix this darn thing.
Last edited by Aera Lure; Jun 19, 2007 at 12:09 AM // 00:09..
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Jun 19, 2007, 12:04 AM // 00:04
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#19
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Frost Gate Guardian
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Quote:
Originally Posted by Alderin
Assassin: so basically restricting all Assassins using the skill to Critical Strikes... It was bestter the way it was before.
Elementlist: Lol, now what was the purpose of these skills then if they are going to get hit so badly? Especially "Intensity" lasting only 10 seconds and coming back in 45... Oy!
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These skills are meant to augment PvE Builds, not become centerpieces of them. I like the changes, I'm not a "whiny PvP" as another poster so eloquently put it either. Some of these skills were insanely powerful, even for PvE standards.
Also a lot of you knee-jerk reaction people need to remember that this was a certainty, and that this week is for tinkering with these skills so expect to see more buffs/nerfs in the coming days. Should've known this would start today.
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Jun 19, 2007, 12:05 AM // 00:05
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#20
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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Anet, you may as well make the ele skills usable for PvP....it won't throw off balance because it won't even be used. Wasn't the point of making these skills PvE only, because they'd be too powerful for PvP? These skills now aren't even useful enough for PvE, much less PvP.
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