Update - Thursday, July 21, 2011

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drkn
drkn
Forge Runner
#1
Skill Changes

Mysticism
Changed functionality to: "Each rank in Mysticism reduces the cost of your Dervish enchantments by 4%. In PvE, you have +1 armor per rank of Mysticism while you are enchanted."

Assassin
Shadow Walk: decreased duration to 15 seconds.

Dervish
Pious Fury (PvP): increased recharge to 15 seconds.

Mesmer
Fevered Dreams (PvP): removed application of Dazed.
Mind Wrack (PvP): split for PvP; changed functionality to: "For 5...40 seconds, whenever this foe is the target of one of your non-hex Mesmer skills, that foe loses 1 Energy. If the target foe's Energy drops to 0, Mind Wrack ends and that foe takes 15...100 damage."

Feature Changes
  • Adjusted the locations for Luxon Longbows in "The Jade Quarry."
  • Adjusted the timing and AI for jade carriers in "The Jade Quarry."
  • Adjusted the timing and AI for Siege Turtles in "Fort Aspenwood."
  • When used by Siege Turtles in "Fort Aspenwood," Siege Turtle Attack now ignores collision.
  • NPCs and creatures in "Fort Aspenwood" now use the PvP versions of their respective skills.




http://wiki.guildwars.com/wiki/Feedb...dates/20110721




Quote:
Originally Posted by lemming View Post
Just a reminder: This is a discussion thread for yesterday's update. Stay on topic.
Yeah, remember that, otherwise lemming will just delete your post, however long, valid and tackling the problem of balance might it be. Way to go!
Yol
Yol
Wilds Pathfinder
#2
Fixes for JQ and FA

I hope they work.....
vader
vader
Wilds Pathfinder
#3
Quote:
Originally Posted by drkn View Post
When used by Siege Turtles in "Fort Aspenwood," Siege Turtle Attack now ignores collision.
Wow. What a horrible and lazy way to fix that.
makosi
makosi
Grotto Attendant
#4
Quote:
Fevered Dreams (PvP): removed application of Dazed.
Wow. What a horrible and lazy way to fix that.
S
Sankt Hallvard
Guest
#5
Quote:
Originally Posted by makosi View Post
Wow. What a horrible and lazy way to fix that.
Rather a lazy fix than no fix at all, eh?

GG imo.
drkn
drkn
Forge Runner
#6
Quote:
u don't make other classes skills less effective because another over powered class is abusing it... u fix the over powered classes skill(s)...
I thought the same about a year ago. But in the meanwhile i've realised that, in this game, it's impossible. The primary/secondary system is too intertwined, too much rooted in the game, and there are way too many skills to achieve anything even close to balance.

Probably the only way to keep the game 'balanced' is to change, let's say, 10 skills every month or every fortnight. Nerf five that cause the most overpowered builds, buff five that have potential but are neglected - and hope that no one will find out yet another broken, overpowered build in the first two days, to exploit its power for the next four weeks.
Seriously, GW1 can have little 'ultimate balance potential', a state when the game needs no skill updates and everything's working. SC1 is an example of such a game in strategies, GW2 has the potential to be one for MMOs, but GW1 ain't even remotely there. With ten professions, 1319 skills total (1235 of which are available in PvP, over a THOUSAND skills to balance!), and the primary/secondary system being probably the biggest 'problemogen' around, the only possibility to maintain such game is to keep changing it, constantly, over and over; either by slight, but constant and precise cuts, or by shuffling the whole meta every month, changing its flavor completely. Mind it, even ANet themselves admit they wanted to greatly reduce the amount of skills in GW2, one of the reasons being the impossible to achieve balance.
Both options require loads of manpower and understanding of all the builds that circulate in the current meta; and why do they work, why they are abused, what are their strong/annoying points. The Live Team can't afford that much time and work for it, and they can't be aware of every overpowered skill/build (and their potential), even (especially?) with Test Krewe.
And yes, i was talking above PvP side. For PvE, the devs should have set a limit of balancing before they have attempted it. One thing that is the least likely to change or update is the mobs' AI. The game's monsters should have been designed first, then the skills balanced among them, then further balanced for players to be able to overcome the PvE side - that way the 'difficulty level' of specific PvE parts is much easier to tackle, as well as there are no god mode skills or, most likely, speed clears in the first place. In short, the monsters should have been the base to cut PvE balance to, not the players (thus getting mobs with higher levels, more armor, and using pvx builds...).

I'd love to see the Live Team to focus on the game's mechanics first and foremost, rather than skills. Fixing carriers and turtles, or Longbows (however they were changed), is a good step. A technical fix every fortnight/month, along with several most pressing skill updates, would be cool. Too bad it's a bit too late in the game's life to undertake such process.
Apok
Apok
Frost Gate Guardian
#7
Attention ANet:

*clears throat*

Nothing, I repeat, NOTHING is wrong with Fevered Dreams! It is 1000000% the Dervish's fault!!!!!!!!!!!!!!!


God.....
Kc Quipor Ultra
Kc Quipor Ultra
Frost Gate Guardian
#8
Sorry to QQ
but the turtles are still stuck so its not fixed at all

played 4 times luxon in FA and 4 wins
Belle Dwayna
Belle Dwayna
Desert Nomad
#9
Quote:
Assassin
Shadow Walk: decreased duration to 15 seconds.
Why ? oO

/12char
Pugs Not Drugs
Pugs Not Drugs
Krytan Explorer
#10
Quote:
Originally Posted by Belle Dwayna View Post
Why ? oO

/12char
split sins



and fevered is the type of skill that will be either be used in a gimmick, or not used at all, so i am happy to see it gone.
Mireles
Mireles
Wilds Pathfinder
#11
Lol, how many updates they going to make like this before they admit "sorry we were on acid when we made changes dervishes, they are severely over powered".... u don't make other classes skills less effective because another over powered class is abusing it... u fix the over powered classes skill(s)... so wheres warrior. ele, and rangers revamped primary attribute with a over powered pve specific bonus. When you have to split the primary attribute for pvp effectively making pvp a different game for that class, you screwed up your math hard and u had to change it because it was blatantly obvious mistake... Take the armor buff off and give back some of the warrior's leverage as an heavy armored class in the whole game...
Pugs Not Drugs
Pugs Not Drugs
Krytan Explorer
#12
Quote:
Originally Posted by drkn View Post
Anyone has found out how the Luxon Longbows were adjusted, or can someone enlighten me how they were supposed to be changed?
The longbows at the yellow quarry wouldnt attack the juggernaut if they were left uncapped, so the kurzicks took advantage of that glitch (at least, i think that was how it happened, i never really jq much)
Lithril Ashwalker
Lithril Ashwalker
Jungle Guide
#13
hot damn they heard me RED ENGINE about FA turtles not hitting players on the hills!!!
T
Third
Pre-Searing Cadet
#14
Mind Wrack (PvP): split for PvP; changed functionality to: "For 5...40 seconds, whenever this foe is the target of one of your non-hex Mesmer skills, that foe loses 1 Energy. If the target foe's Energy drops to 0, Mind Wrack ends and that foe takes 15...100 damage."

NICE, THANK YOU !
cosyfiep
cosyfiep
are we there yet?
#15
perhaps they took out that old keyboard with the 'pick x skill and change y on it'....
not sure they really needed to fix those skills---when there is obvious stuff that needs fixing (see thread about minister cho and hm)....
/facepalm
Elnino
Elnino
Wilds Pathfinder
#16
Quote:
Originally Posted by cosyfiep View Post
perhaps they took out that old keyboard with the 'pick x skill and change y on it'....
not sure they really needed to fix those skills---when there is obvious stuff that needs fixing (see thread about minister cho and hm)....
/facepalm
Did you know that there is a completely different side to GW called PvP, with more pressing issues? Shocking, isn't it?
lemming
lemming
The Hotshot
#17
Quote:
Originally Posted by Mireles View Post
Lol, how many updates they going to make like this before they admit "sorry we were on acid when we made changes dervishes, they are severely over powered"....
apparently more than four

Nerfing Fevered is just a bandaid solution to 3 derv fevered, albeit one that'll work. We'll see about the dervish nerf, though.
T
TheRakeman
Ascalonian Squire
#18
I'm glad Anet finally gave some attention to competitive missions and continued nerfing the OP dervs even if this still isn't enough.
Chrisworld
Chrisworld
Krytan Explorer
#19
Quote:
Originally Posted by vader View Post
Wow. What a horrible and lazy way to fix that.
It is lazy but it's nothing new to me. SOE changed encounters in eq2 a long time ago because the foe was getting stuck on just about anything. So after the change the foe just appears to you and commences the attack. Lazy lazy developers today.
superraptors
superraptors
Grotto Attendant
#20
oh right removed the damageoff mind wrack cool!