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Talk:Game updates/20070618

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Critical agility bug?[edit source]

I have found that when critical agilit is reaplied with a critical hit it's duration does not increase with your critical strikes level, wich means it only last 4 seconds with each re-aplication. I hope this is a bug because this makes it almost impossible to mantain critical agility continiously during a fight.-Leader of Armys 20:27, 18 June 2007 (CDT)

yea i was finding this as well, and ive addedd it to its page, it will get fixed soon ^^--Diddy Bow 20:29, 18 June 2007 (CDT)
Most likely due to the change they made; they reduced the duration, added the bonus, but forgot to make sure the coding would count the bonus when it reapplies. Minor oversight on their part, I suppose, and should be an easy fix (just depends on how long it takes them to notice it and actually get around to updating). --GEO-logo.png Jioruji Derako.> 05:28, 19 June 2007 (CDT)

Balancing =/= Nerf it to hell[edit source]

Seriously. Those nerfs makes those skills pointless to bring. At least "Raise Alliance reputation" is worth doing again. --8765 20:47, 18 June 2007 (CDT)

No, just doesn't make them Imba. Reg skills beter than elites? Now really. Readem (talk*contribs) 20:54, 18 June 2007 (CDT)

Ill tell you this, Elemental Lord has lost its spot on my skill bar. No longer worth it. Its PvE for crying out loud. what are we going to do? exploit some enemy monster? *goes and rants somewhere else*~ Zero rogue x 03:59, 19 June 2007 (CDT)

Even though the skills are meant for PvE, they affect the P's in it, I guess. What if every party required three paragons and all elementalist to be saviours of their allegiance? --–IshmaeelLazyeyes.pngping/peek 04:31, 19 June 2007 (CDT)

The elemental lord change was wtflol — Skuld 04:37, 19 June 2007 (CDT)

Typical ANET.......give you something really good, then nerf it its practically worthless. I dont think I'll be trading 100k faction for any of those skills; after all, they're not elite, right? ;P Andraste Athena68.54.131.134 05:19, 19 June 2007 (CDT)

It was very odd why they added awesome skills with obivous uses into the game, then just kill em with a nerf. I agree with the changing a few of the skills to require the primary attribute a little bit, but to just suddenly ruin skills such as this and Intesity is silly. I serious think Anet does not look at how they updats affect Pve game plan much. I mean the remains of shalja "glitch", how the hell didn't Anet know it was used for a farm, how did they think is was easy to get Sunspear max title. Solus DiscipleSymbol2.jpg 06:03, 19 June 2007 (CDT)

Well, I can understand, if ANet wanted to see how these skills would work out, you don't start out small and work your way up until they get overpowered; you start big, then see what needs to be fixed. But it would have been nicer if perhaps, they let everyone try out the skills for a week (e.g., everyone has the skills for free, but only during the event). That way, they can balance and tweak as much as they like, without screwing anyone over. At the end of the week, nobody can complain "well that skill was a big waste for me, I got it and then they nerfed it so it's just a waste of my faction now".
I imagine though, these skills are fun to design for the developers; a lot of the new skills had unique ideas and effects, such as Shadow Sanctuary's great effect coupled with a nasty drawback that just screams "work around me!". Trying to release a normal skill like those would be suicide for the developers, but making them PvE gives ANet a good chance to really see how the community likes an idea, or dislikes an idea, without the issue of PvP balancing an whatnot. All in all, I'm still glad they managed to release these skills, and I hope ANet gets into the habit of doing this more often (though just with a tweak or two to their methods, maybe). Give the developers a nice chance to try out quirky skill effects, and give the PvE'rs a nice new set of skills to play with. --GEO-logo.png Jioruji Derako.> 06:16, 19 June 2007 (CDT)

Unfair[edit source]

Does anyone else think this is unfair to ppl, like me, that have been donation faction as the time and efort we have put in now seem like a waste.

yeh, i've donated 250k faction and now look :) Anet i hate you even more
QQ. and I don't say that to grief you, but because in general, in real life, the sooner you learn to accept things like that, the sooner you'll be happy. Foo 16:24, 19 June 2007 (CDT)

June 17th[edit source]

→ Moved to Talk:Game updates/20070615
"There's Nothing to Fear!": Lasts 4 Seconds +1 Second per 2 Ranks of Leadership. Critical Agility: Lasts 4 Seconds +1 Second per 2 Ranks of Critical Strikes Vampirism lasts Longer Elemental Lord is +1 instead of +2.

Those are all the changes I saw. -- 19:27, 18 June 2007 (CDT)

All these so-called "owerpowered" skills got nerfed. But I don't get why Eternal Aura wasn't nerfed then. Copper Elf 09:32, 19 June 2007 (CDT)

Having a permanent Avatar isn't as gamebreaking as permanent damage reduction (Look at "Incoming!" before it was nerfed, and even then it took several Paragons to chain it). With Critical Agility, previously, with high enough ranks in sunspear was a permanent IAS/armor boost in one skill. --Kale Ironfist 10:16, 19 June 2007 (CDT)

I believe having a permanent Avatar is still overpowering. That's the reason why Anet decided to disable every Avatar skills. And since they nerfed armor stacking, critical agility isn't that great. They should also change the new necros skills somewhat. Every class can use them, some even better than necros (mesmers). Sometimes I wonder if Anet wants to eliminate primary necros (especially after they nerfed SR) ----DK

/agree on the avatar ^^ The "nerf" to Critical Agility is ok, it's still easy to maintain on sin primary, but I just wish they'd fix the damn bug... Copper Elf 16:25, 19 June 2007 (CDT)
The armor stacking nerf doesn't have much of an impact on Critical Agility for Assassins unless they're focused on secondary profession skills. The only other 'sin skills that provide armor are Feigned Neutrality and Shadow Sanctuary, both of which synergize poorly with Critical Agility. Of course it does impede its usefulness for geosins. -- Gordon Ecker 19:46, 19 June 2007 (CDT)

So why exactly was 'There's Nothing to Fear' 'nerfed'? From what little time I actually looked at it when I got it, it would end before the recharge time finished. I was thinking of getting rid of my Para (primary) and just keep using my GFtE Barrager until I saw the update. Well, it is only a test. I guess we can still hope that it will go back to the way it was. Oh, and under the Derv for Myst, it says 1 HP and 1 E for 3 points in Myst, but I put on VB and waited it out and I still got 3 HP and 1 E, like before the "update" whenever that was. Mud One 19:53, 19 June 2007 (CDT)

"There's Nothing to Fear!" had a 10 second duration and 10 second recharge. You'd keep it up permanently with any character, and not with a primary Paragon (the nerf was to make Paragons more viable in PvE PuGs). --Kale Ironfist 20:00, 19 June 2007 (CDT)
Well, like I said, I only saw it for a limited time, as I had other things to do... Maybe they could have made the recharge longer? 15, 20 secs? 20:49, 19 June 2007 (CDT)
I think it's not so much a problem of the skill itself being overpowered as much as, everybody except for Paragons was getting great use out of this. What's the point of making it a Paragon skill if nearly every other profession uses it better? (all the other professions have higher energy regen, with the exception of Warriors, so it's a lot easier to fire this skill off continuously on another character.) The only bonus Paragons had in that respect was the fact that Leadership made it easier to pay the energy cost; since a Paragon with this is going to have all that Leadership anyway, the requirement's not that bad. All in all, it's really a nerf for everyone else. --GEO-logo.png Jioruji Derako.> 03:47, 20 June 2007 (CDT)
IMHO it's not a nerf at all. It's just "Fixed" to be "Used as intended". Same for Critical Agility. Yeah, I used it on my Assassin! Do I miss it? Yes, it was great. Do I think it's bad they fixed it? Not at all. — Poki#3 My Talk Page :o, 05:23, 20 June 2007 (CDT)
I'm quite happy with how Critical Agility turned out, too. It lasts longer then it needs to on my 'Sin with the changes; I've got 13 Critical Strikes (just like about every other assassin that likes energy). That's a 17-second duration there, not counting my dagger Enchanting mod. Now, it can even last long enough to travel from mob to mob without needing to re-cast it on the way. So my Ranger has one less easy IAS, big deal. I'm still happy with all the other IAS skills he has access to. --GEO-logo.png Jioruji Derako.> 06:12, 20 June 2007 (CDT)
The "I miss it but it's good they changed it" part was about TNTF :P CA is now Sin only, and that's good too. yeah, I'm talking to you, warriors! You have enough armor and IAS :P — Poki#3 My Talk Page :o, 17:10, 30 June 2007 (CDT)
Yep. The one thing Paragons can do really well that almost no other class can is party-wide damage reduction. Give that to everyone else, and suddenly, who needs a Paragon? So I'm happy with the "nerf" to TNTF as well. --GEO-logo.png Jioruji Derako.> 18:58, 30 June 2007 (CDT)

June 18[edit source]

Pretty sure there is a mispell or bug on the june 18 patch. It states that faction under 25 would not be shown on the chat log, but when I killed a boss with only like 12 foes killed in Hard Mode and got 120 faction, it was not shown on the chat log. I assume the change was for faction under 250 would not be shown. Rcollins779x 14:41, 20 June 2007 (CDT)

well that doesn't make sense since the max you can get from a boss is 125(NM) or 150(HM)
Boss maximum faction is 125 NM 250 HM. I have tested this multiple times. Rcollins779x 23:06, 28 June 2007 (CDT)