Jan 29, 2010, 12:41 AM // 00:41
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#1
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Krytan Explorer
Join Date: Feb 2009
Location: Not Dead
Profession: W/
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Codex changes
Quote:
Originally Posted by Update Notes
* General Changes
- Codex rotation has been reduced to 6 hours.
- In the Skill Panel (K), a new sorting option allows players to toggle between viewing all available Codex skills and only skills available to their profession.
- Priests in Codex Arena no longer have Heal Area and have had their health increased to 800.
* Codex Balance Changes
- Assassins, Dervish, Warriors and Paragons will receive 17 normal skills and 3 elites.
- Elementalists, Necromancers and Mesmers will receive 20 normal skills and 5 elites.
- Monks and Ritualists will receive 16 normal skills and 4 elites.
- Rangers will receive 19 normal skills and 4 elites.
* Skill Selection Changes
- Protector's Defense has been added to the list of restricted Codex skills.
- Assassin skills are guaranteed to include one randomly selected lead attack and one randomly selected off-hand attack. Neither will be elite, and the off-hand attack will require a lead attack.
- Ritualist skills are guaranteed to include one randomly selected, non-elite binding ritual.
- Necromancer skills are guaranteed to include one randomly selected, non-elite minion-summoning skill.
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Why could this have not been done from the start?
The skill list is amazing now. No more prot defense, and no guaranteed fox fangs. No doubt the arena is going to remain dead, and QQ at warrior nerf, but this is going to improve the few matches that do take place here.
Discuss.
Last edited by Revelations; Jan 29, 2010 at 12:44 AM // 00:44..
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Jan 29, 2010, 12:49 AM // 00:49
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#2
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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I like the changes. It still won't do anything about the low population, and it still won't solve my biggest gripe with the format, but at least it shows Anet is still trying which is all we can ask of them.
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Jan 29, 2010, 12:49 AM // 00:49
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#3
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Decent balance changes, but I don't think balance was ever the biggest problem with the format. Albeit the 6 hour thing is a little more promising.
Warrior should still be somewhere between the monk and ranger bracket though, despite their auto-attacks, they still have far more jank skills than the other melee classes, and spread over more attributes.
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Jan 29, 2010, 06:10 AM // 06:10
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#4
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Silence and Motion
Join Date: Jul 2006
Location: Buffalo NY
Guild: New Horizon [NH]
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Looks good to me, my Alliance will be doing a lot of Codex this weekend! Ebon Dust Aura will probably come back on D/A's with Jagged Strike or something, but it will certainly no longer be as annoying. Protector's Defense is best gone, and I'm glad they didn't waste time adjusting the skill for Codex.
It does bother me that there is no guaranteed Assassin dual attack though, since they are generally weaker in this format than Warriors. Ritualists and Necros will continue to be hit or miss though in my opinion.
__________________
Currently active in GW1 as of February 2015!
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Jan 29, 2010, 07:10 AM // 07:10
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#5
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Yeah looks really solid, they basically used the feedback that was available days after implementation. Will try to get some people together to play this again.
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Jan 29, 2010, 08:02 AM // 08:02
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#6
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Necro's were fine, really.
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Jan 29, 2010, 11:02 AM // 11:02
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#7
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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we can rest assured, for we can always count on being able to summon minionz now!
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Jan 29, 2010, 01:19 PM // 13:19
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#8
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Krytan Explorer
Join Date: Feb 2009
Location: Not Dead
Profession: W/
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Now we have a use for blood of the master when it rolls around in the pool!
But srsly, why could this stuff not have been churned out a couple weeks after they pushed codex live? Pretty sad how they just released the format, let it die without any support, and then wait until it's well and truly empty before they make an attempt at resurrecting it.
Said this in OP, but the skill list is amazing. This should have been present from day one.
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Jan 29, 2010, 02:40 PM // 14:40
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#9
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Having not played codex I cant really comment, but what was the problem with protectors defence?
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Jan 29, 2010, 02:52 PM // 14:52
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#10
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Desert Nomad
Join Date: Mar 2006
Location: Ganking, USA
Guild: Retired
Profession: R/
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I don't play Codex much, but I assume the issue with Protector's Defense is multiple members of the team bringing it along, everyone balling up and casting it over and over. If the entire team brings it and uses 4 points in Tactics the skill can be up 28 out 0f every 30 secs. Now really it makes no sense to ball up every 7 seconds, but hey if you catch 3 out of 4 of your teamates consistanly your still mitigating alot of damage.
It's not a stance, it's not an enchantment so there is no way to remove it and it has no cast time so no way to interupt it.
Your melee and Rangers are pretty useless at this point and 3 people can keep kiting while only the caster needs to stand still and tank damge.
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Jan 29, 2010, 07:46 PM // 19:46
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#11
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Krytan Explorer
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Quote:
Originally Posted by urania
we can rest assured, for we can always count on being able to summon minionz now!
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Haha!!! I was wondering about that too. Minions wtf!
Nice changes, I would say all game play related issues were addressed or fixed.
Unfortunately, the real problems were not even scratched, I expect little if any change in the population.
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Jan 30, 2010, 01:04 AM // 01:04
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#12
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Silence and Motion
Join Date: Jul 2006
Location: Buffalo NY
Guild: New Horizon [NH]
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This thread is to discuss the recent changes to the Codex Arena format.
Any more posts that are just complaining about the population will be removed, and the posters will receive infractions.
__________________
Currently active in GW1 as of February 2015!
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