OMG, not again!

GW1 discussion

OMG, not again!

Postby Rhayader » Fri Jul 14, 2006 9:40 am

today i woke up, went to see the fan sites. and there it was... yet another update, with yet anoher nerf for the mesmers!
sure, all of the other updates seem fine to me, except elemental attunement now is energy strage based (so long fast casting air Me/E)
but really, poor mesmers, wont we ever get a break? blackout gets nerfed yet again!! leave it alone already!! argh!
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Postby Infinity » Fri Jul 14, 2006 9:54 am

Just be thankfull your not a warrior.
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Postby Muppet » Fri Jul 14, 2006 11:46 am

Darn - can't access the GW page from work.
Have to read that when I get home and see what they did.
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Postby Infinity » Fri Jul 14, 2006 11:50 am

Guild Wars Game Update Notes
Update - Thursday July 13

Imperial Supplymaster Kagno is no longer stationed in Shing Jea Monastery.
Added a crafting material storage upgrade for the Xunlai Agent storage vault. To purchase the upgrade, visit one of the new Xunlai Representatives in Shing Jea Monastery or Kaineng Center. (PvP characters gain access to the crafting material storage once any roleplaying character on the account purchases it.)
Added the ability to split stacks of inventory items. Holding the Shift key while dragging a stack of items allows you to "split off" a portion of the stack before moving it.
Modified the algorithm that causes the alliance battle line to shift. A faction that pushes into enemy territory will temporarily gain a "momentum bonus" that helps it drive the battle line further into enemy territory.
Added support for EAX audio when sound quality is set to maximum.
Modified the Burning Isle guild battle map so that Flame Cursed Sentinels are now Lesser Flame Sentinels. Lesser sentinels are vulnerable to all Conditions, do not heal when out of combat, and slowly die on their own in the first 25 minutes of the match.
Updated Mesmer Courtly and Virtuoso armor sets so that the +15 armor bonus applies only to the piece the bonus is on, not to the entire body. The bonus is now active whenever the equipping character activates any skill (not just spells).
Updated Warrior Ascalon and Knight's armor sets so that the damage reduction applies only when the corresponding location of the body is struck. The damage reduction applies only to physical damage, and the amount of reduced damage was increased from 2 to 3.
Updated shields, armors, and runes with damage reduction abilities so that they only reduce physical damage.
Increased the inherent armor level on all unique (green text), promotional, crafted, and collector shields so that they behave the same way as other shields when the characters equipping them do not meet the necessary attribute requirement.
Updated all Ascalon Bows so that they now include their bow type in the name.
Raised the armor penetration bonus for the following promotional items: Bonecrusher, Bear's Sloth, Rhino's Sloth, and Rhino's Charge.
Raised the conditional Energy bonus on the following promotional items: Quicksilver, Unicorn's Wrath, Peacock's Wrath, and Luminescent Scepter.
Raised the conditional damage reduction on the following promotional items: Bronze Guardian, Hog's Gluttony, Spiders Gluttony, and Serrated Shield.
Removed the increased attack rate and decreased damage attributes from the fire wand found at the collector outside of Nolani Academy.
Reduced the chance to halve skill recharge time from 20% to 10% on Rockmolders dropped prior to the item being corrected.
Fixed bugs and made improvements to the following quests: The True King, A Monk's Mission, and A Second Profession.
Improved support for hardware acceleration on some low-end audio cards.
Fixed a bug that caused a number of skill sounds to play incorrectly as non-positional sounds.
Improved the pathing in the Sunjiang District explorable area and the Imperial Sanctum outpost.
SKILL UPDATES

All

Lowered the cap for Healing Reduction to 40%. *
Lowered the cap for Recharge Reduction to 50%. *
You can no longer be knocked down immediately after you respawn from a resurrection shrine.
* Note: like all reduction caps, these only affect the cap from multiple sources. Any single skill that exceeds this cap will still work. Thus, skills such as Lingering Curse or Ritual Lord still gain their full effect.

Assassin

Expunge Enchantments: no longer disables pet attack skills.
Moebius Strike: now recharges pet attack skills if it hits a foe below 50% health.
Return: reduced recharge time to 15 seconds.
Shadow Form: increased Energy cost to 10.
Shadow Shroud: no longer prevents the casting of untargeted enchantments.
Signet of Malice: reduced cast time to .75 seconds.
Siphon Speed: increased duration to 5..20 seconds.
Elementalist

Bed of Coals: now deals damage only to non-moving foes.
Burning Speed: reduced cast time to .25 seconds.
Elemental Attunement: this skill is now attributed to Energy Storage; increased duration to 30..55 seconds.
Immolate: increased damage to 15..60.
Mark of Rodgort: increased duration to 10..35 seconds.
Mind Burn: reduced recharge time to 10 seconds.
Smoldering Embers: increased damage to 15..60.
Ward skills no longer affect spirits.
Mesmer

Blackout: reduced blackout time to 2..6 seconds.
Conjure Nightmare: removed the long pause after this spell was cast.
Illusionary Weaponry: reduced recharge time to 35 seconds.
Recurring Insecurity: reduced the duration to 1..10 seconds.
Signet of Disenchantment: reduced cast time to 1 second.
Monk

Air of Enchantment: added a minimum 1 Energy cost; increased recharge time to 8 seconds.
Divine Spirit: now reduces energy cost for Monk spells, not all Monk skills.
Infuse Health: fixed a bug that occasionally caused it to execute without healing the target.
Life Sheath: now renews damage reduction when it is cast on a target that already has Life Sheath on it.
Signet of Rejuvenation: reduced recharge time to 8 seconds; increased the conditional heal to 15..75 Health.
Spell Shield: no longer disables skills more than once when renewed.
Necromancer

Bitter Chill: increased damage to 15..60.
Chilblains: now removes 1..2 Enchantments.
Enfeebling Blood: increased the area-of-effect to "nearby".
Feast of Corruption: increased Energy cost to 15.
Fetid Ground: reduced cast time to .75 seconds.
Ranger

Archer's Signet: no longer disables pet attack skills.
Broad Head Arrow: reduced recharge time to 15 seconds.
Determined Shot: now recharges pet attack skills if it misses.
Equinox: reduced recharge time to 45 seconds.
Famine: reduced recharge time to 45 seconds.
Focused Shot: now disables pet attack skills when used.
Greater Conflagration: reduced recharge time to 45 seconds.
Lacerate: reduced recharge time to 45 seconds.
Marauder's Shot: no longer disables pet attack skills.
Oath Shot: increased recharge time to 25 seconds.
Ritualist

Displacement: Changed the skill's description to match its behavior.
Draw Spirit: reduced cast time to .25 seconds.
Lamentation: increased the target's needed proximity to a corpse or Spirit to "in the area".
Wielder's Boon: increased conditional heal to 15..60 Health.
Warrior

Quivering Blade: increased Daze duration to 8 seconds.
Standing Slash: reduced adrenaline cost to 6.
Victory is Mine!: no longer displays "-0" on targets with no conditions
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Postby Infinity » Fri Jul 14, 2006 11:54 am

People are seriously pissed off because:

Updated Warrior Ascalon and Knight's armor sets so that the damage reduction applies only when the corresponding location of the body is struck. The damage reduction applies only to physical damage, and the amount of reduced damage was increased from 2 to 3.

Updated shields, armors, and runes with damage reduction abilities so that they only reduce physical damage.


so now warriors have no damage reduction against elemental attacks, which seems to be a huge kick in the teeth, massively increasing the damage they recieve.

Also, skills that didnt need nerfing have been nerfed. And skills which did need nerfing (rit lord) have been left alone.
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Postby Muppet » Fri Jul 14, 2006 3:45 pm

oh shit !!!
I had no idea they were gunna do that to the warrior armor. What a bitch.
Gunna need a serious rethink on my warrior now, and on tanking in general.

Gah... :mad:
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Postby Rhayader » Fri Jul 14, 2006 7:50 pm

hurray!!! no more iway!!!! oh wait... i have a warrior too... darn :(

they did almost the same thing to the mesmers armor. maybe it will be ok to go again into HA.
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Postby Muppet » Fri Jul 14, 2006 8:23 pm

Well... I am already surprised by the impact of this.

I decided to keep my glad set, just replaced the knights boots (-3 physical damage to my feet?) with a beserker boot (+5health). Play a while and see how the changes work out.

Was running around in Ascalon, helping some n00b do his quests just to kill stuff. All was fine until we met the Lev3 bandit Ele. They did damage to me ! OK, not a lot (firestorm was -1 on me only), but still. Dmaage from a Lev3 Ele! Clearly missing that -2 on them spells, and the -5 on all attacks :{

If it makes a small difference with a small Ele, wonder what the difference will be with big ones, and big other chars wielding elemental weapons.
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Postby Rhayader » Sat Jul 15, 2006 2:30 am

if the warriors turn out too weak, perhaps i should go into HA as soon aspossible to take advantage of it before they even consider rolling back the changes!
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Postby Lys » Sat Jul 15, 2006 9:08 am

You Shall Not Nerf My Tank :lol:

Honestly, I can't complain about warriors being toned down "a bit". It really makes sense they do NOT have inherent elemental protection. So yes, tanking/farming/running is harder and it might change warriors invinci mentality. In PvP, well, elemenal mods will be even more played probably. To be honest, anything hardly changed in HA yesterday, still half of the teams were IWAY and Bloodspike/FoC Spike was holding the Hall...

About the Blackout update, I think you don't have to fear it as a Mesmer Rhay =) The duration remains the same if you have 14+ dominaction. It just hits that R/Me Cripshot/Trapper Ranger who used to blackout your war/monk as if he was eating cheese!
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