10/25/06 Patch -- Please Read Before Posting --

Tsunami Rain

Tsunami Rain

mmmmmmmm pie.

Join Date: Aug 2005

Honolulu, Hawaii

Favorable Winds [Gust]

Mo/

In regards to the recent patch and the massive influx of posters wanting to voice their opinions about it, I have created this thread to help you (the forumer) navigate the various threads in this section that deal with the 10/25/06 patch (and to keep these threads to a minimal level).


First Off: For those of you who don't exactly know what has taken place, THE RELEASE NOTES:

Quote:
Originally Posted by Arena Net
Update - Wednesday October 25

New Features of Guild Wars Nightfall

Today we are publishing the new features of Guild Wars Nightfall in anticipation of the campaign’s release this Friday, October 27 at 12:01 am PDT. Players won’t be able to acquire Heroes or participate in Hero Battles until they can play through the Nightfall campaign, but many of the other features of Nightfall are available today as free updates.

Skills and Attributes
Skill selection, attribute adjustment, and secondary profession selection are now centralized on the new Skills and Attributes panel.
Your characters can now change their secondary professions whenever they are standing in a town or outpost. PvP characters can change to any secondary profession, while Roleplaying characters can change to any profession that character has previously learned.
You can now save and load templates containing Skill Bar setup, attributes, and professions. This allows you to switch a character between different roles quickly, and to share your strategies with your friends.
To save a Skill Template, click the disk icon inside the Skills and Attributes panel, then click “Save to Template.” The template will be saved to a small file in the Templates/Skills folder below the Guild Wars installation directory. You can copy this file to other computers, share it with your friends, or post it on the Internet.
To load a Skill Template, click the disk icon, then click “Load from Template.” You can load any template that matches your character’s primary profession.
If your character doesn’t have as many attribute points as the character who saved the template, the attribute levels will automatically be adjusted down for you.
If your character doesn’t have access to skills that were saved in the template, those skills will appear grayed out.

Equipment Templates
PvP characters can now save and load Equipment Templates containing a complete set of armor and weapon selections.
To save an Equipment Template, click the disk icon inside the Inventory panel, then click “Save to Template.” The template will be saved to a small file in the Templates/Equipment folder below the Guild Wars installation directory.
To load an Equipment Template, click the disk icon, then click “Load from Template.” You can load any template that matches your character’s primary profession.
Loading a template will replace your character’s current weapons and armor, unless your character is using weapons or armor that were acquired through roleplaying.
If you load a template that uses item upgrades that are not currently available on your account, the items that require those upgrades will not be created.

Equipment Builder
Equipment can be made for any PvP character, including PvP Heroes, using the new PvP Equipment panel.
You can open the PvP Equipment panel whenever your PvP character is standing in a town or outpost by clicking on the PvP Equipment button within the Inventory panel or by pressing “J” on your keyboard.
To create an item, click on the portrait of the character you would like to build the item for, then select the tab for the type of item you would like to create. Choose the item, upgrade components, and color from the list of available selections.
If you would like the item to be equipped immediately, select the “Equip Immediately” option before clicking “Create.” The new item will be placed onto your character, and the old item that your character was previously wearing will be destroyed. If you choose not to equip immediately, the new item will be placed into your character’s inventory instead.
Items created with the PvP Equipment panel cannot be upgraded or salvaged.

Armor Insignias
New armor crafted in Elona or through the PvP Equipment panel can contain swappable insignias, which provide the same types of bonuses that previously were permanent parts of the armor, plus new bonuses that are being introduced with Nightfall.
With the use of armor insignias, you can now mix and match different armor bonuses with different armor appearances. Additionally, the use of insignias simplifies the process of creating armor with the PvP Equipment panel because you can choose the armor appearance and bonus separately.
Outside of the PvP Equipment panel, you can only place an insignia on a piece of armor if that armor has a blank insignia slot. Certain types of armor crafted in Elona include blank insignia slots.
Like other types of armor upgrades, insignias must be unlocked on your account before you can use them in the PvP Equipment panel. Because some insignias are replacements for bonuses that used to be inherent properties of PvP armor, those insignias are already unlocked on your account.
Because insignias allow you to place bonuses on certain types of headgear that could not receive bonuses in the past, some existing high-end headgear from Tyria and Cantha is being updated with this build to include new bonuses.

Weapon Inscriptions
New weapons found in Elona or created through the PvP Equipment panel can contain swappable inscriptions, which provide a variety of weapon bonuses and enhancements.
Like armor insignias, weapon inscriptions allow you to swap bonuses between different items you acquire by playing through the roleplaying content, and they simplify the process of creating items with the PvP Equipment panel by enabling you to choose the base weapon and the weapon bonuses separately.
You can only place an inscription in a weapon if that weapon has a blank inscription slot. Inscriptions and inscription slots are sometimes found on rare weapons dropped by monsters in Elona.
Inscriptions must be unlocked on your account before you can use them in the PvP Equipment panel. Inscriptions that provide bonuses that were previously inherent bonuses of PvP weapons are already unlocked on your account.

New Item Upgrades
Shields, wands, and focus items created through the PvP Equipment panel or found in Elona can now have upgrades applied to them.
Shields can have a Shield Handle upgrade plus one inscription.
Wands can have a Wand Wrapping upgrade plus one inscription.
Focus items can have a Focus Core upgrade plus one inscription.
These new upgrades are equivalent in power to inherent item bonuses that were found in previous campaigns.

New Salvage/Upgrade System
Salvaging an item with upgrade components now gives you the ability to pick which item you would like to salvage.
If you salvage an item to extract a magical component, there is now a 50 percent chance that the base item will not be destroyed.
When you upgrade an item with an upgrade component, you now see a preview of what that item will look like after the upgrade.

New Dye System
The new dye system improves the appearance of base dye colors and mixed dye colors. The new system is used when you newly apply dye to an item. Existing item colors are not affected.
Newly crafted armor now starts out gray. If you dye it to another color and then later want to restore it to its original appearance, just dye it gray. Vendors now sell gray dye instead of dye remover.
White and brown dye colors are now available as loot drops.
Silver is now an equipment color option during character creation.
A new Dye Preview panel lets you preview the effect of dye color combinations on your items before applying the dye.

New Damage Interface
The new Damage Monitor panel shows all skills that your opponents have recently used against you. You can hover the mouse over any skill icon to get a tooltip explaining that skill.
The numbers that float above characters’ heads are now bigger, and use different animations to help distinguish between damage, healing, and experience.
When an enemy uses a skill against you, the skill icon will display next to the damage number. The Options panel allows you to switch from displaying skill icons to displaying skill names.

PvP-Only Character Creation
The PvP character creation process has been simplified. During character creation, you now choose only the character’s primary profession, character appearance, and name.
Newly created PvP characters start off with a set of equipment and six basic skills for their primary profession, so you can start playing immediately.
To outfit your PvP character with other skills and equipment, you can use the new Skill and Equipment Templates systems.
So that your PvP characters have immediate access to skill and equipment swapping, new PvP characters you create now start in the Great Temple of Balthazar once you have unlocked Random Arenas on your account.
You can still access Zaishen Basic Training by walking from the Great Temple back into the Isle of the Nameless and talking with the Master of Paths.
First-time PvP players must complete Zaishen Basic Training to gain access to the Random Arenas and to gain the ability to purchase unlocks from the Priest of Balthazar.

Balthazar’s Faction
The rate of Balthazar’s faction has been doubled for all types of PvP!
In high-level arenas, players now earn 40 faction per unique kill, 50 faction for winning, 50 faction for a flawless victory, and 50 faction for a five-game winning streak.
In Heroes’ Ascent, players now earn 40 faction per unique kill, 200–800 faction for winning (depending on the map), and 200 faction for a flawless victory.
In Guild Combat, players now earn 40 faction per unique kill, 1,000–4,000 faction for winning (depending on their guild rating), and 200–800 faction for a flawless victory (depending on their guild rating).
In Alliance Battles and Competitive Missions, players now earn 6 faction per kill.

Henchmen Controls
Henchmen controls are now available on the Compass. To direct your henchmen, click the Henchmen button on the Compass, then click anywhere on the Compass or in the world to select where you’d like your henchmen to go.

Improved Hero/Henchmen AI
Heroes and Henchmen now take into account Conditions and Exhaustion when choosing which skills to cast. They also consider attribute levels for stolen skills, and combo states for Assassin skills.
They have improved combo awareness for some important skill combinations.
They have improved knowledge of skills, so that they make smarter decisions about which skills to cast.
They manage their Energy better.
They are better at kiting opponents.
They are better at getting out and staying out of AoE damage spells.
They move in formation around their leader, with melee characters in front and ranged or casting characters in back.
They follow their leader whenever they haven’t been specifically directed to move to a point. The leader for Heroes is the player who owns the Hero, and the leader for henchmen is the party leader.
They also know how to have fun.

Improved Monster AI
Monsters no longer run from AoE damage when they are very healthy, or when they think they’re very close to killing their opponent.
Melee monsters are more intelligent about keeping themselves spread out, so that they don’t put themselves into a position where they’re highly susceptible to AoE attacks.

Gameplay Changes
The rarity of items within locked chests is now properly randomized.
Armor swapping is now disabled during PvP games.
Certain situations that caused players to get stuck and not be able to move have been fixed, and a new command “/stuck” has been introduced to help players free their characters if they become stuck.

Title System Changes
The Treasure Hunter and Seeker of Wisdom titles now confer a benefit to players who earn them. For each rank of either title earned, the chance of an item not being destroyed when salvaging a magical upgrade component is increased by 3 percent from a base of 50 percent.
The Hero, Gladiator, and Champion titles now confer a benefit to players who earn them. Gaining ranks in these titles increases the maximum cap of unspent Balthazar’s faction. The cap increases by 2,000 faction points for each of the first five ranks of the Hero title and 5,000 faction points for each subsequent rank, and the cap increases by 5,000 faction points for each rank of the Gladiator and Champion titles earned.

Materials Storage
The Materials Storage panel, which was previously a feature of Guild Wars Factions, is now available to all players.

User Interface Improvements
While forming a party, you can now control+click on your Skill Bar to announce your skill setup to your party members.
Called targets now remain active for up to 30 seconds after being attacked by their caller, and do not go away when the caller changes targets.
During Guild Combat, a countdown timer now displays the amount of time remaining until the team that holds the shrine will gain a morale boost.
In all types of PvP, the new score screen option “Team Status” shows a summary of the Health and morale of your entire team, including allied NPCs.
A new option “Hide UI” on the login screen allows you to use the login screen as a screensaver. The client continues to download game assets in the background while in screensaver mode.
The text and audio languages can now be independently selected in the Options panel.
Other new options enable you to keep windows open when pressing escape, to disable tooltips on Skill Bars, and to disable tooltips on effect monitors.

Equipment Balance Changes
Reduced the cost of all armor sets found on Shing Jea Island.
Updated the Henge of Denravi Axe to have +5 inherent Energy instead of +25 inherent Health.
Updated the Henge of Denravi Bow to have +5 inherent Energy instead of +10 inherent armor.
Updated some Fiery Flame Spitters that had a 15% recharge chance instead of the normal 10% chance.

Green item staffs, crafted staffs, and collector staffs with any sort of recharge bonus have been updated to reduce the recharge time of all spells with a chance of 20% instead of the attribute-specific bonuses they had previously.

Updated a sword received from a quest in pre-Searing Ascalon to remove the inherent +5 armor while enchanted bonus. It now deals an additional 15% damage while Health is above 50.
Updated the Warrior’s Dreadnought and Dragon armor suits to +10 vs. elemental to match how the armor bonus works under the new insignia system.
Updated the Warrior’s Sentinel armor suit to +20 vs. elemental (req. 13 Strength) to match how the armor bonus works under the new insignia system.
Updated the Necromancer’s Tormentor armor suit to add 6 holy damage on the chest, 4 on the leggings, and 2 on all other pieces. It was previously 5 damage for all pieces.
Updated the Assassin’s Saboteur, Infiltrator, and Vanguard armor suits to have +10 armor vs. all physical damage and an additional +10 armor vs. a specific type of physical damage. The Condition reduction bonuses were removed to match how the bonuses work under the new insignia system.
Updated all instances of Stonefist Gauntlets to remove the -5 armor penalty to match how the bonus works under the new insignia system.
Updated all instances of the Lieutenant's Helm to remove the -10 armor vs. physical penalty to match how the bonus works under the new insignia system.
Updated maximum level headgear found in Prophecies and Factions with a +1 Energy bonus to equalize it with possibilities found in Nightfall and at the new PvP Equipment panel. Warrior headgear that already had built-in armor bonuses will remain unaffected.


Skill Balance Changes

Assassin
Black Lotus Strike: reduced recharge time 12 seconds.
Enduring Toxin: increased duration to 5 seconds.
Expose Defenses: increased duration to 5..20 seconds.
Impale: increased damage to 25..100. This skill must now follow a dual attack.
Mirrored Stance: decreased casting time to .25seconds.
Moebius Strike: reduced recharge time to 2 seconds.
Shameful Fear: reduced recharge time to 10 seconds.
Siphon Strength: removed touch requirement.
Way of the Lotus: changed this skill so that it is now an Enchantment.

Elementalist
Armor of Frost: this skill no longer reduces your armor against fire.
Ash Blast: increased damage to 20..55, increased Blindness duration to 3..15 seconds.
Conjure Flame: decreased recharge time to 30 seconds, increased damage to 1..21.
Conjure Frost: decreased recharge time to 30 seconds, increased damage to 1..21
Conjure Lightning: decreased recharge time to 30 seconds, increased damage to 1..21
Double Dragon: this spell no longer causes Exhaustion.
Eruption: decreased casting time to 2 seconds.
Fire, Water, Air, Earth Attunement: each of these skills now return 1 Energy plus 30% of that spell’s cost.
Glimmering Mark: decreased recharge time to 5 seconds, increased duration to 5 seconds.
Glyph of Concentration: changed this Glyph to work on the next two spells, increased recharge time to 10 seconds.
Glyph of Elemental Power: increased recharge time to 15 seconds. This Glyph now works on the next 5 spells.
Glyph of Lesser Energy: this Glyph now works on the next 2 spells.
Glyph of Energy: increased Energy reduction to 25.
Grasping Earth: decreased recharge time to 12 seconds.
Gust: decreased casting time to 1 second.
Inferno: decreased recharge time to 10 seconds.
Lava Arrows: increased damage to 10..40.
Lava Font: increased damage to 5..50.
Lightning Javelin: decreased Energy cost to 5.
Lightning Surge: no longer causes Exhaustion, increased Energy cost to 15.
Lightning Touch: decreased Energy cost to 5.
Mark of Rodgort: decreased Energy to 15. This skill now affects all adjacent foes.
Phoenix: decreased recharge time to 10 seconds.
Searing Heat: decreased casting time to 2 seconds.
Shatterstone: increased damage to 25..100, increased conditional damage to 25..100.
Shock Arrow: increased damage to 5..45.
Smoldering Embers: increased damage to 15..75.
Swirling Aura: decreased recharge time to 45 seconds.
Teinai's Heat: decreased casting time to 2 seconds.
Vapor Blade: increased damage to 15..135.

Mesmer
Arcane Languor: increased duration to 1..10 seconds.
Distortion: duration now scales with attribute, and you now only lose 2 Energy when this skill triggers.
Drain Enchantment: increased recharge time to 30 seconds, decreased Energy gained to 5..20.
Echo: increased duration to 30 seconds.
Empathy: decreased duration to 5..15 seconds, increased damage to 15..45.
Energy Drain: decreased Energy stolen to 2..9.
Epidemic: decreased Energy cost to 5 Energy.
Ether Signet: decreased recharge time to 60 seconds.
Ethereal Burden / Kitah’s Burden: decreased casting time to 1 second.
Illusion of Pain: decreased casting time to 1 second.
Inspired Hex / Revealed Hex: decreased Energy gained to 4..10.
Keystone Signet: decreased casting time to 1 second.
Mantra of Recall: decreased Energy gained to 10..25.
Overload: decreased recharge time to 3 seconds.
Panic: decreased casting time to .25 seconds.
Power Return: decreased recharge time to 5 seconds.
Psychic Instability: decreased recharge time to 10 seconds.

Monk
Bane Signet: decreased casting time to 1 second.
Peace and Harmony: decreased recharge time to 10 seconds.
Ray of Judgment: decreased casting time to 1 second.
Smite: this skill is now a spell instead of an attack.
Spirit Bond: expires after 10 attacks or Spells.
Succor: decreased Energy cost to 5.
Watchful Spirit: decreased recharge time to 5 seconds.
Zealot's Fire: decreased casting time to .25 seconds, decreased recharge time to 30 seconds. You now lose 1 Energy whenever this skill triggers.

Necromancer
Barbs: decreased recharge time to 5 seconds.
Blood Bond: you lose 3 pips of Health regeneration, and your ally gains 1..6 pips of Health regeneration.
Icy Veins: decreased recharge time to 5 seconds.
Insidious Parasite: increased life steal to 15..45.
Life Transfer: decreased Energy cost to 5 Energy, decreased casting time to 1 second.
Lingering Curse: decreased casting time to 2 seconds.
Malign Intervention: decreased recharge time to 12 seconds.
Mark of Pain: decreased casting time to 1 second.
Rising Bile: decreased recharge time to 20 seconds.
Spoil Victor: increased damage to 25..100.
Suffering: decreased recharge time to 5 seconds.
Unholy Feast: decreased recharge time to 12 seconds.
Vile Miasma: now falls under the Death Magic attribute.

Ranger
Archer's Signet: increased number of bow attacks affected to 1..7.
Call of Protection: increased damage reduction to 5..20.
Concussion Shot: decreased recharge time to 5 seconds.
Debilitating Shot: reduced Energy reduction to -1..10. This skill now falls under the Marksmanship attribute.
Dual Shot: increased recharge time to 10 seconds.
Expertise: For each rank of Expertise, the Energy cost of all of your attacks, Rituals, touch skills, and Rangers skills are decreased by 4%. Several skills, especially those related to Energy costs and skill recharge times, become more effective with higher Expertise.
Heal as One: decreased recharge time to 10 seconds. This skill now resurrects your pet.
Marksman's Wager: increased duration to 18 seconds.
Run as One: decreased recharge time to 25 seconds.

Warrior
"Victory is Mine": this skill is now a targeted Shout that returns 3..7 Energy per Condition.
"You Will Die": decreased recharge time to 15 seconds.
Berserker Stance: increased adrenaline gain to 50%.
Deadly Riposte: increased damage to 15..90.
Disciplined Stance: decreased Energy cost to 5.
Dwarven Battle Stance: increased attack speed to 25%.
Furious Axe: this skill is now an Energy skill with 5 Energy and a recharge time of 6 seconds.
Lacerating Chop: reduced adrenaline cost to 5 swings.
Protectors Defense: decreased recharge time to 30 seconds.
Skull Crack: this skill now interrupts the target’s action but only causes the Dazed Condition if it interrupts a spell.
----------------------------------------

Incase you didn't want to read all of that, here are some of the major updates that seem to be sparking conversations in the farming community:

Quote: Originally Posted by Arena Net The rarity of items within locked chests is now properly randomized. -This means that even if the first person to open a chest gets a gold item, the second person still has the possibility of getting a purple and vice versa.

Quote: Originally Posted by Arena Net Energy Drain: decreased Energy stolen to 2..9. -Energy Drain [Elite Skill] now steals less energy and may be a problem for energy management.

Quote: Originally Posted by Arena Net Spirit Bond: expires after 10 attacks or Spells. -One of the major upsets in the farming community. A lot of builds depended on this skill. This skill now expires very rapidly as 10 attacks go by very quickly.

Quote: Originally Posted by Arena Net Zealot's Fire: decreased casting time to .25 seconds, decreased recharge time to 30 seconds. You now lose 1 Energy whenever this skill triggers. -Zealot's Fire is used in some farming builds but now may not be used as frequently due to the -1 Energy rule added on in this past update.

Quote:
Originally Posted by Arena Net
Mantra of Recall: decreased Energy gained to 10..25. -Less energy gained from MoR means that energy management may be affected in some builds.

Quote:
Originally Posted by Arena Net
Distortion: duration now scales with attribute, and you now only lose 2 Energy when this skill triggers. -Rangers who use distortion in their builds will be affected.

Quote:
Originally Posted by Arena Net
Monsters no longer run from AoE damage when they are very healthy, or when they think they’re very close to killing their opponent.

Melee monsters are more intelligent about keeping themselves spread out, so that they don’t put themselves into a position where they’re highly susceptible to AoE attacks. -This means that previously farmable monsterse such as trolls will run/scatter when being attacked by such skills as Spiteful Spirit and Shield of Judgement. Obviously, this will make farming melee monsters a lot harder.


---------------------------------------

For those of you who would like to express your concerns please consider posting in one of the following threads (before deciding to make your own):

http://www.guildwarsguru.com/forum/s...php?t=10066984
^Major discussion thread about melee farming.

http://www.guildwarsguru.com/forum/s...php?t=10067314
^Thread promoting new ideas and new areas to farm.

http://www.guildwarsguru.com/forum/s...php?t=10066927
^AoE discussion thread.

http://www.guildwarsguru.com/forum/s...php?t=10067353
^PvE sacrificing for PvP progression thread.

http://www.guildwarsguru.com/forum/s...php?t=10067332
^A very intresting point about heroes and farming.

http://www.guildwarsguru.com/forum/s...php?t=10066909
^Thread about the AoE effect on Necro skills.

Please look around before even thinking about posting another thread about this update. I hope this guide helped you out a bit. If you found anything that I may have missed or anything that you think I should add to this please feel free to leave a comment here.

-Tsunami Rain

Kerberus

Kerberus

Pre-Searing Cadet

Join Date: Jul 2006

Arkansas

W/N

Quote:
Spoil Victor: increased damage to 25..100.
Unholy Feast: decreased recharge time to 12 seconds.
Vile Miasma: now falls under the Death Magic attribute. My Necro is happy.

My Monk is less-happy.

Eric_Et

Ascalonian Squire

Join Date: Sep 2006

Toronto Ontario Canada

We Are Too Cute in [Pink]

W/

eh i duno how i am going to make money like i used to...

Saider maul

Saider maul

Wilds Pathfinder

Join Date: Nov 2005

Baltimore, Maryland

I think in some ways its good but in others its totally rediculous. I feel it will shut ebay gold farming down. They do however need to make some source of income for the players. I feel 3months worth work should yeild enough for an elite suite of FoW.

I feel sorry for all the new players. But the players will adapt. what other choice do they have.

Tsunami Rain

Tsunami Rain

mmmmmmmm pie.

Join Date: Aug 2005

Honolulu, Hawaii

Favorable Winds [Gust]

Mo/

in my opinion, i think this is how arenanet invisioned guildwars to be like. I personally am a bigtime farmer type but I think I will enjoy the game a lot more now due to this update. In the end, thats a lot better than the old ways.

Timmy Shinobi

Timmy Shinobi

Frost Gate Guardian

Join Date: Jul 2006

OGF Ohio Geek Fest

W/

Change is good and adapting may take some time.

Heinrich Deathlord

Heinrich Deathlord

Academy Page

Join Date: Jul 2006

Ice Cold Elements [ICE]

N/Me

Thanks for making this post Tsunami

And lets hope people A) keep to one thread for each update and B) keep it civil

Coocks

Academy Page

Join Date: May 2006

Bucharest, Romania

none

Mo/

Like Tsunami said, i really think this is how anet invisioned this game. It's called Guild Wars for heaven't sake, not Troll Wars. I think the main objective of the game was to satisfy the need of more PvP and less grind caused by WoW. I personally know ALOT of people who left WoW and bought GW simply because they wanted to PvP more then grinding... I'm actually happy that this update didn't affected the skills that much as the actual PvE campaign.

Triple Evel

Frost Gate Guardian

Join Date: Dec 2005

Order Of Noble Excellence {ONE}

N/

this sure seems normal to people who arent used on 55hp farmin ... some people only got their necs / monks for farming and i expect that many people spent hell of money to make their farmers especially old 55hp monks when the sups were sold for 16K+ anyway , the necs are on the same view ..... so people got seriosly frustrated :S ..... some people used their 55HP monks not just to farm ... they used to unlock skills for their PvP charrs ... its simple , money + skill points = Ember light camp > unlock all u can .... but its not that common ...... anyway , FoW Armor is gonna be sooo Rare and buyers wont be that excited to get it anymore due to the hard work with no use ! but maybe Anet is planning for something else ... or whatever their doing , their not random about it .... everything got a reason , and i dont think that they wanna dissapoint their players without a VERY good reason , i think its just to balance the game for new players ... but who knows :S ... hope they change it back *VOTE* ...

milcs

Ascalonian Squire

Join Date: Feb 2006

GODless

W/Mo

I very rarely post things in Guru forum (which is fantastic by the way!), but all this talk going on around about GW has compelled me to it!!!
So... true that now farmers will be upset, but think about it!
People are complaining for all sort of things, including having monsters that actually have a bit of a brain and don't sit there while you whack them off (doing it in a very interesting and repetitive way!), because the game now is more challenging! I mean, let's be reasonable here... GW was supposed (and it's more and more going towards that) to be a SKILL game! A game that puts people at more or less same levels and allows them to play with the same "potential"! What makes people different in this game, is their ability, their capability to better use skills and resources!
So I have to say, bless Anet for making monsters more intelligent (maybe the AI is better now than some of the mindless and vicious farmers... oh, and bots... bye bye!), to open the doors to a funnier, more challenging and more interesting gameplay (love running behind Corsair monks or spell casters... I mean, that's exactly what I do when I'm playing PvP... With skilful people, of course)!
And that's about it... Anet done a FANTASTIC work with the release of NF (Nightfall is absolutely delicious...) and should be praised for that and not ranted about just because some spoiled brats want to have lots of goldies and FoW armours and blah blah blah!

/cheers Anet!

edit: More... If they didn't do it, Dervishes and their scythe attacks would be completely too much! Dervish are fantastic btw... Everything since NF is fantastic!

Pojnx

Pojnx

Guest

Join Date: Mar 2006

I farm ALOT.. i jsut like to have money.. i think fow armor isnt worth it.. i only spend large amounts on my warrior.. im actually happy that alot of farming has been nerfed.. it was way too easy and everywer was coverd in bots.. there are still farmable things so im still happy.. and this is also good coz drops will be better now since places arent being over farmed by bots..

lundis

Frost Gate Guardian

Join Date: Jun 2006

Ingame

The Monstrous Fangs [fang]

Me/

Hmm i immediatley remade my spirit bond SoJ build to a 55 SoJ build when i noticed the update and tried to farm wardens(my fave ). It worked without any problems at all

So... anyway.. Nightfall is so great so i cant complain about farming now.. I'm too busy with Nightfall