ANet, I have a lot more faith in you now

Tozen

Tozen

Lion's Arch Merchant

Join Date: Apr 2005

All Senses Failed [aSF]

A/N

Your responses in the forums on controversial topics has been few and far between lately, but your update proves that you DID indeed listen to us.

1) Assassin and Ritualist Skills
-Now I have a reason to keep playing my Assassin and feel less bad about making the new character classes. Even without armor or weapon support (which hasn't been confirmed or denied yet), new skills make it more fun.

2) Maps for places like UW
Done... thank goodness!

3) Less nerfing... TONS of buffing.
Very few changes in this update were nerfs, which I think is a huge accomplishment. The few nerfs that were done I think were warranted, and so many skills were made more useful that I was really excited to log back in today.

In short, thank you!

gr3g

Frost Gate Guardian

Join Date: Jul 2006

So how much did Anet pay you to post this?

... just kidding!

Malice Black

Site Legend

Join Date: Oct 2005

Maps for UW..tut, should map it in your head

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

You'd need a pretty clear head to keep the map of the Twin Serpent Mountains clear :S

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Wait, do they count for cartographer now?

Absolute Destiny

Absolute Destiny

Wilds Pathfinder

Join Date: Sep 2006

Oklahoma City

Forgotten Realms [FR]

W/

I didn't see much improvement, in my limited field of vision.
I'm just annoyed that Irresistible Blow was downgraded.

Solange

Solange

Banned

Join Date: Feb 2006

Kings Army of Surmia [KAOS]

Whenever a persons favorite class gets improved that person will of course jump for joy --->

While if the class or build you might play gets some things reduced you frown --->

I do trust A.NET with balanced, they are a bit slow when it comes to it but they have always seemed to make well thought out decisions

I think people should stop crying nerf or even cheering when a class is changed, it has to happen both ways if they see a problem in certain areas. If they continually improved all classes WITHOUT reduction in some areas balance could never be maintained, I've been witness to this in previous Massive Multiplayer games such as Asheron's Call which continued to buff classes instead of nerf them which lead to them having to re-adjust MONSTERS in the game to meet how much they powered up the character classes across the board.

Juicey Shake

Juicey Shake

Jungle Guide

Join Date: Jun 2005

CA

in it for the trimmmm

R/

twin serpents were easy to memorize after clearing it so many times. oh well, the convenience will be nice... would be cool if uw/fow counted towards their own cartography title, i think then people would form real parties to clear uw to get a "Grandmaster Underworld Explorer" title.. especially if it would count towards KOABD. less farm more... actual play. in fow, less forge runs and more clearing of BOTH forests and doing all quests! oh well

Rera

Rera

Wilds Pathfinder

Join Date: Jul 2006

The reason you don't see much 'playing' in FoW/UW/etc. is that these runs can take hours, and many players simply don't have hours at a time to play. On the other hand, a typical mission takes maybe 20 minutes, especially if you're any good at the game, so it's easy for someone to just sit down and play for a little bit.

This recent update was refreshing, although I admit I wasn't happy with some of the nerfs. At this point however, I'm mostly waiting to see how badly the Dervish and Paragon are going to be nerfed from their godlike states in the PvP weekend event.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

I love UW/FOW quests but they take too long, need favor, and most of the time PUGs don't cut it because people leave or just plain suck (only can farm and cannot do the quests).

Malice Black

Site Legend

Join Date: Oct 2005

FoW quests are my favorite, the only problem was nobody was willing to take anything but your standard cookie cutter build in. I got so tired of playing SS and i refused to play the lame build that is B.I.P...why ppl couldnt wait 5 secs for energy regen is beyond me...monk needs regen in middle of battle? find new monk

ohh a rant lol

k3nn3tH123

Academy Page

Join Date: Apr 2006

W/

Tiger's fury shouldn't have been nerfed just because of iway.. now rangers only have lightning reflexes for 33%.. and that has a 45 sec recharge time...

CalypsoX

Frost Gate Guardian

Join Date: Feb 2006

Xen of Onslaught

N/Me

Quote:
Originally Posted by k3nn3tH123
Tiger's fury shouldn't have been nerfed just because of iway.. now rangers only have lightning reflexes for 33%.. and that has a 45 sec recharge time...
That nerf has little to do with iway. It's to cut down on the bunny thumpers running rampant and steam rolling your backline.

gasmaskman

gasmaskman

Krytan Explorer

Join Date: Jun 2006

None, I don't play anymore.

Mo/W

NOOOOOO!!! MY EVISCERATE!!!!!

Nerfing those ritualists was a good decision: soothing, recuperation, shelter, and boon of creation.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

so what about sorrows? Map that too plz.

Ulivious The Reaper

Ulivious The Reaper

Desert Nomad

Join Date: Jan 2006

The Shadowed Assassins

W/Mo

Actually, this update was more of a fix than it was a nerf, if you check it they made GvG much less Endurance and much more skill, with Die or win (i think thats it) set at 20 minutes now, its gonna be much more faster than normal, i can't wait to watch the gvg's now

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Quote:
Originally Posted by Ulivious The Reaper
Actually, this update was more of a fix than it was a nerf, if you check it they made GvG much less Endurance and much more skill, with Die or win (i think thats it) set at 20 minutes now, its gonna be much more faster than normal, i can't wait to watch the gvg's now
All the leet GvG'ers play for Die Or Win.

Chilly Ress

Chilly Ress

Jungle Guide

Join Date: Oct 2005

Kinetic Fusion [kF]

Me/

Its "Victory or Death!", and no, you dont die, you just get a shout that increases everyone's dmg and decreases health.

lambda the great

lambda the great

Jungle Guide

Join Date: Nov 2005

here

Almost a Guild

W/N

Yeah, I've had uw and fow map for a while now(been in ma noggin)

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

i'm very happy that the assassin has been made decent! Now i feel justified that i capped all the skills and bought em. However, i am only a little dissappointed about the Tiger's Fury nerf... it was a safe haven for reverse bunny thumpers (W/R). I suppose i'll use Flurry with a 15^50, +20% hammer now. The damage won't be too affected I hope.

bart

bart

Desert Nomad

Join Date: Aug 2005

omg more nerf??!?!? gotta go check em out

Makkert

Makkert

Black Beast of Aarrrrgghh

Join Date: May 2005

The Netherlands

The Biggyverse [PLEB] // Servants of Fortuna [SoF]

Always amusing that someone 'discovers' ANet listens to it's playerbase.
They always have.

Not every change is popular, but they always listened to it's playerbase.

Kyle The Piemaster

Academy Page

Join Date: Mar 2006

Shadowy Burden: decreased duration to 3..15 seconds.

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I think Anet is trying to set a record for longest time before a skill has been put on a skill bar

Rera

Rera

Wilds Pathfinder

Join Date: Jul 2006

I'm still trying to deal with the Tiger's Fury nerf. My current plan of action is to just Frenzy nonstop and have my friends the monkbots(TM) keep an eye on me ... somehow I don't think that'll go over too well though >_>.

Irresistable Blow was the main reason thumpers were so good. If thumpers are the reason for the TF nerf, I don't really see the need given that Irresistable was already hit by the nerf bat. As such, I still think that iway holds some (most?) responsibility for the nerf.

gasmaskman

gasmaskman

Krytan Explorer

Join Date: Jun 2006

None, I don't play anymore.

Mo/W

Quote:
Originally Posted by Kyle The Piemaster
Shadowy Burden: decreased duration to 3..15 seconds.
You do realise it is actually an INCREASED duration?

It can be useful in a certain build. And I think these (AWESOME!!) Assassin buffs will make an increase in many new builds.

CalypsoX

Frost Gate Guardian

Join Date: Feb 2006

Xen of Onslaught

N/Me

Quote:
Originally Posted by Rera
I'm still trying to deal with the Tiger's Fury nerf. My current plan of action is to just Frenzy nonstop and have my friends the monkbots(TM) keep an eye on me ... somehow I don't think that'll go over too well though >_>.

Irresistable Blow was the main reason thumpers were so good. If thumpers are the reason for the TF nerf, I don't really see the need given that Irresistable was already hit by the nerf bat. As such, I still think that iway holds some (most?) responsibility for the nerf.
I agree IB was the bigger hit to thumpers, but ask this: when was the last time you actually saw iway/vimway owning good teams in halls (much less gvg). Compare this to thumper builds (dual/triple smite, for instance) that were basically able to overwhelm any build.

andrewf

Academy Page

Join Date: Jun 2006

I Seek Guild H K

R/

THe previous update was the biggest piece of crap i have ever seen, anet has successfully destroy the Rt profession..



What a bunch of dumbasses.

gasmaskman

gasmaskman

Krytan Explorer

Join Date: Jun 2006

None, I don't play anymore.

Mo/W

Quote:
Originally Posted by andrewf
THe previous update was the biggest piece of crap i have ever seen, anet has successfully destroy the Rt profession..



What a bunch of dumbasses.
You sir, are a "dumbass."

One with half a brain can realise how much the ritual needed this. The rit was amazingly overpowered. And how did they destroy it? They gave it a few buffs.

Kyp Jade

Jungle Guide

Join Date: Aug 2006

USA

Lack of Talent [Luck]

P/

Yep, they most definatly destroyed the "set macro to spam keys 1-5 at set intervals" build. You are so narrow sighted that you fail to see all the INCREDIBLY HUGE BUFFS that the rit has, his damage is comparable to the ele proffesion atm

Kyp Jade

Jungle Guide

Join Date: Aug 2006

USA

Lack of Talent [Luck]

P/

Yep, they most definatly destroyed the "set macro to spam keys 1-5 at set intervals" build. You are so narrow sighted that you fail to see all the INCREDIBLY HUGE BUFFS that the rit has, his damage is comparable to the ele proffesion atm, his healing is on par with a monk

gg rt profesion

Tyl Kai

Tyl Kai

Ascalonian Squire

Join Date: May 2006

W/N

LOve The Update So many New Assassin options before it was difficult to make a competetive build without fangs ox or spider

Doomlord_Slayermann

Doomlord_Slayermann

Jungle Guide

Join Date: Jul 2005

Chicago IL

Dark Phoenix Risin [DPR]

W/P

Quote:
Originally Posted by andrewf
THe previous update was the biggest piece of crap i have ever seen, anet has successfully destroy the Rt profession..



What a bunch of dumbasses.
I certainly hope this is sarcasm.

The Ritualist was both nerfed and buffed here, not reducing potential but rather shifting it to a more offensive output. It should be interesting to see how offensive Rits will fare in higher-level PvP, but i doubt they will ever have the damage potential of an Elementalist, especially after the Mind spells buff. They are actually... *gasp* useful now!

gr3g

Frost Gate Guardian

Join Date: Jul 2006

Quote:
Originally Posted by Doomlord_Slayermann
[...] i doubt they will ever have the damage potential of an Elementalist, especially after the Mind spells buff. They are actually... *gasp* useful now!
I really don't think the Mind spells will be used even now. The exhaustion on them is a total bummer.

falling demon

Frost Gate Guardian

Join Date: Jun 2006

dunno

Dawn's Omen {Leader}

W/Mo

^^ agreed, i hate the exhaustion too, but still very effective spells, if only there was a non-elite skill to negate/reduce exhaustion

mega_jamie

Wilds Pathfinder

Join Date: Apr 2006

UK

Warlords of Ruin

A/Mo

I didn't like the Rit Lord Nerf, but thats probably because I play Rit lord alot, But I don't really count it as too much of a Nerf anyway, its still a playable build and still very effective, just no longer rediculously overpowered. Perhpas I may have to use my brain in FoW now.

blastm

Academy Page

Join Date: Jul 2006

Quote:
Originally Posted by Doomlord_Slayermann
I certainly hope this is sarcasm.
The Ritualist was both nerfed and buffed here, not reducing potential but rather shifting it to a more offensive output. It should be interesting to see how offensive Rits will fare in higher-level PvP, but i doubt they will ever have the damage potential of an Elementalist, especially after the Mind spells buff. They are actually... *gasp* useful now!
depends of what you call usefull.
if it's a damage-dealing rit, you may be right. but in PuGs, there isn't much people expecting you to play channeling when they recruit you.
Channeling is easier to play when you'r henching the game, though.

Most of the teams wants you to play restoration. resto wasn't really buffed, but balanced (as most of resto spells, like spirit light and MB&S depends on a spirit to be fully effective, the +10e cost put on recuperation kind of balance that.)
and some expect you to play ritlord. RL and BoC where underpowered, but not much. Nerfing shooting, shadowsong and shelter was a good thing. While rising the cost of +5e on shadowsong is understandable, but +15 and +10 at once on shelter and shooting seems a bit much.

I can understand why some PVP players welcomed this, even if some of the few viable rit builds where crushed.
Now, if I am thinking "pvp" and not pve, I finded base-raiding sins and touchs R a lot more annoying than rit lords...and sins were helped and touch is still running...

Doomlord_Slayermann

Doomlord_Slayermann

Jungle Guide

Join Date: Jul 2005

Chicago IL

Dark Phoenix Risin [DPR]

W/P

Quote:
Originally Posted by blastm
depends of what you call usefull.
if it's a damage-dealing rit, you may be right. but in PuGs, there isn't much people expecting you to play channeling when they recruit you.
Channeling is easier to play when you'r henching the game, though.

Most of the teams wants you to play restoration. resto wasn't really buffed, but balanced (as most of resto spells, like spirit light and MB&S depends on a spirit to be fully effective, the +10e cost put on recuperation kind of balance that.)
and some expect you to play ritlord. RL and BoC where underpowered, but not much. Nerfing shooting, shadowsong and shelter was a good thing. While rising the cost of +5e on shadowsong is understandable, but +15 and +10 at once on shelter and shooting seems a bit much.

I can understand why some PVP players welcomed this, even if some of the few viable rit builds where crushed.
Now, if I am thinking "pvp" and not pve, I finded base-raiding sins and touchs R a lot more annoying than rit lords...and sins were helped and touch is still running...
Touchers always have been and always will be weak to anyone using a bit of tactical common sense. And PUG opinion should not be a determining factor in the strength of a build, because PUGs are stupid. No serious player will do much PvP PUGing - that's what a guild is for.

The Assassins, on the other hand, were not buffed in the critical way that they really need: defense. Most Assassin players know this, but it needs to be said. Assassins are still fragile in battle. VERY fragile. That's not to say that they should always die (again, a good Assassin will embrace the fragility and work arround it), but it DOES make the class rather inflexible.

If your team can't deal with Touchers and Gankers, you need to rethink your strategy of leaving your base undefended, not call on Arenanet for another nerf.



Quote:
Originally Posted by gr3g
I really don't think the Mind spells will be used even now. The exhaustion on them is a total bummer.
I should have been more clear about that. Somone earlier compared the damage output of a Communing Ritualist to an Elementalist, and that was just to reinforce the point that that is not true at all. The exhaustion IS painful, but being able to do loads of damage to one enemy every 8 seconds otherwise practically for free isn't exactly bad, especially without a line-of-site. It may or may not find it's way into mainstream builds. We'll just have to see, but I would agree with your prediction of no.

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Quote:
Originally Posted by Doomlord_Slayermann


I should have been more clear about that. Somone earlier compared the damage output of a Communing Ritualist to an Elementalist, and that was just to reinforce the point that that is not true at all. The exhaustion IS painful, but being able to do loads of damage to one enemy every 8 seconds otherwise practically for free isn't exactly bad, especially without a line-of-site. It may or may not find it's way into mainstream builds. We'll just have to see, but I would agree with your prediction of no.

Its channeling, not Communing where the damage lies on a per Spell Basis (although with 5 spirits on the floor, a ritualist does 60-80Dps or so, Adds a Blind, Removes Enchantments Ect, So A Communing Ritualist Can Out DPS An Ele With Ease)

But in Terms Of Spike:

Ritualist: Channeled Spike+Attuned Ashes
Ele: Mind Spell + Non Elite Attunement Spell

Ritualist Does 138 Damage, Its NonConditional (as long as your holding an item, easly Done)

Ele Does 63+63 Damage, Only Half as much if you have the same or less energy, the tradeoff is Either a KD, 6 Seconds Or Burning Or A Snare for 6 seconds, oh, and he gets a mouth full of exaustion after a few casts


So lets Compare, Ele Does 126 Damage, Half if they dont meet the conditional, and stacks exaustion very, very quickly

The Ritualist does More damage, but had elite energy management, spending half as much to fire off, he can use Spirit Burn for Essentially free in between casts (you'll gain more from regen than you lose from casting it)

A Ritualist can Easly Outdamage an Elementalist, in DPS or Spike damage

Doomlord_Slayermann

Doomlord_Slayermann

Jungle Guide

Join Date: Jul 2005

Chicago IL

Dark Phoenix Risin [DPR]

W/P

Quote:
Originally Posted by Tainek
Its channeling, not Communing where the damage lies on a per Spell Basis (although with 5 spirits on the floor, a ritualist does 60-80Dps or so, Adds a Blind, Removes Enchantments Ect, So A Communing Ritualist Can Out DPS An Ele With Ease)

But in Terms Of Spike:

Ritualist: Channeled Spike+Attuned Ashes
Ele: Mind Spell + Non Elite Attunement Spell

Ritualist Does 138 Damage, Its NonConditional (as long as your holding an item, easly Done)

Ele Does 63+63 Damage, Only Half as much if you have the same or less energy, the tradeoff is Either a KD, 6 Seconds Or Burning Or A Snare for 6 seconds, oh, and he gets a mouth full of exaustion after a few casts


So lets Compare, Ele Does 126 Damage, Half if they dont meet the conditional, and stacks exaustion very, very quickly

The Ritualist does More damage, but had elite energy management, spending half as much to fire off, he can use Spirit Burn for Essentially free in between casts (you'll gain more from regen than you lose from casting it)

A Ritualist can Easly Outdamage an Elementalist, in DPS or Spike damage
I was refering to spike damage, not DPS.

However, you have a perfectly valid point that I should have thought of.

Orinn

Krytan Explorer

Join Date: Jul 2006

Defiant Dragons

Quote:
Originally Posted by Kyp Jade
Yep, they most definatly destroyed the "set macro to spam keys 1-5 at set intervals" build. You are so narrow sighted that you fail to see all the INCREDIBLY HUGE BUFFS that the rit has, his damage is comparable to the ele proffesion atm
Still sad that they left the "spam keys 1-2 as fast as you can" build that is touch rangers. I was really hoping they would make SOME change to make them take an ounce of skill to play, or make them counterable either as caster (make vamp touch/bite spells) or as melee (make them "attack skills" that can miss.)

Overall, though, I like the new update. Didn't see the minor nerf to Divine Boon coming, Eviscerate took a hit that was barely a hit at all, and RitLord, well, that was coming. I'd rather have seen them hit RitLord harder, personally, and leave the energy cost for defensive spirits alone.

As someone said earlier, ritlords now have to seriously watch their energy. A change, but players will adapt.