Dev Updates Today!

Gaile Gray

Gaile Gray

ArenaNet

Join Date: Feb 2005

Hi, there,

We've just posted two significant Dev Updates on the GWW. Please head to this page to read about Chat Channels and Trade "Spam" as well as the much-anticipated notes on the upcoming Skill Balances and PvP Changes.

Quote:
Originally Posted by GWW
[Dev Update] Skill Balances and PvP Changes -- 12 June 2007

The design team has spent considerable time reviewing the game, and a number of skill balances and PvP changes will be implemented into the game this week. These changes will remain in place for the week and, if they are successful, will remain in the game permanently. We will continue to monitor the state of the game and make adjustments as needed. The game update that is being implemented this week makes the changes listed below:

Automated Tournaments

* Participants in Daily GvG Tournaments no longer require 14-day guild membership.
* Teams in Daily GvG Tournaments now require only four guild members instead of the previous eight.

After monitoring Automated Tournaments, we believe the number of eligible guilds is too low. To resolve this, we plan to relax some restrictions for Daily GvG Tournaments, and to allow guests. It is our hope that this increases the number of teams that can play and raises the popularity of the tournaments.

Hero Battles

* Reduced the rate at which shrines increase the morale meter in Hero Battles.
* The cannon on the Bombardment map now fires every 10 seconds instead of every 15 seconds.
* To encourage more aggressive play and to make kills count for more, we slowed down the speed at which shrines award points. Also, we increased the rate that the cannon fires to make it harder to hold the center shrine if the other player controls the cannon. We noticed that many strategies focus on highly defensive builds to control shrines. With these tweaks, we hope to discourage some of these strategies.

General

We added a cap of +25 to the armor buff when stacking skills. A single skill can still bring the bonus over +25, but multiple skills with smaller bonuses will not do so. Armor bonuses from shields, weapons, insignias and inscriptions are not affected and still stack.

Assassin

* Beguiling Haze: increased the Dazed duration to 3..9 seconds.
* Expose Defenses: increased recharge time to 15 seconds.
* Expunge Enchantments: now removes an additional Enchantment.
* Hidden Caltrops: now triggers when the Hex ends. This skill now ends when you hit a moving foe.
* Recall: now ends if the target moves out of compass range.
* Sharpen Daggers: Fixed a bug that caused players using Sharpen Daggers to suffer from Bleeding when an attack skill is used against them.
* Siphon Strength: decreased Energy cost to 10.

Our last change to Recall helped players better counter with Enchantment removal but, at the same time, it gave Assassins a larger freedom of movement than they had before. So, we brought back the range restriction. We augmented some weaker, less-seen Assassin skills in hopes to make a few more builds viable. We changed Expose Defenses mainly because we thought it did too good a job of countering block skills.

Mesmer

* Arcane Conundrum: now affects adjacent foes.
* Clumsiness: reduced recharge time to 4 seconds.
* Conjure Nightmare: increased duration to 2..17 seconds.
* Conjure Phantasm: increased duration to 2..17 seconds.
* Ether Feast: reduced casting time to 1 second.
* Fast Casting: each rank now decreases Signet activation time by 3%.
* Imagined Burden: increased duration to 10..30 seconds.
* Lyssa's Balance: functionality changed to: "Target foe loses one Enchantment. If you have more Enchantments than the target foe, this skill has no effect."
* Mantra of Persistence: decreased duration bonus to 20..50%.
* Power Block: now affects Chants as well as Spells.
* Power Drain: now affects Chants as well as Spells.
* Power Flux: now affects Chants as well as Spells.
* Power Leak: now affects Chants as well as Spells.
* Power Leech: now affects Chants as well as Spells.
* Power Return: now affects Chants as well as Spells.
* Power Spike: increased damage to 30..120, now affects Chants as well as Spells.
* Shared Burden: increased duration to 5..25 seconds.

The Mesmer movement speed debuffs were weak compared to the Elementalist. To address this, we increased the duration of some Illusion Magic Hexes that Mantra of Persistence affects so that these skills wouldn't depend on it as much to make them attractive choices. We didn't increase the duration of Migraine or Arcane Conundrum because these spells already do enough to counter Hex removal. We changed Arcane Conundrum to an adjacent AoE so that Mesmers can better handle large clumps of casters as are sometimes encountered in PvE. We dropped the recharge time on Clumsiness to improve its usefulness in the faster, large-group combats of PvE; the Energy cost should keep it balanced in PvP. To increase the likelihood that Lyssa’s Balance will remove an Enchantment, we changed the skill so that if you and your target have an equal number of Enchantments, your target still loses one. We also changed all Mesmer "Power" interrupts so they can interrupt Chants, giving them the ability to counter Paragons. Last, but not least, we've tweaked Fast Casting to benefit Mesmers who equip Signets.

Elementalist

* Ash Blast: increased damage to 20..65.
* Ebon Hawk: increased damage to 10..100.
* Ride the Lightning: decreased recharge time to 5 seconds, increased damage to 10..100.
* Shockwave: decreased recharge time to 15 seconds.
* Stoneflesh Aura: decreased duration to 5..15 seconds

Although we are keeping an eye on the powerful AoE damage of Searing Flames, we haven't done anything to it because we expect a lot of destruction from Fire Magic. We tweaked some Earth Magic skills to encourage Earth Elementalist builds, but overall we like the current balance of the Elementalist and are happy to see them in all styles of play and game types.

Necromancer

* Soul Reaping: Energy gain now triggers 3 times every 15 seconds (if you are already at maximum Energy when something dies, it does not count toward this limit). You now gain full Energy when a Spirit you control dies; you gain no Energy when other Spirits die.
* Signet of Sorrow: fixed a bug that prevented this Signet from recharging properly when near an exploited corpse.
* Spiteful Spirit: increased Energy cost to 15.
* Well of Blood: decreased casting time to 1 second.
* Well of Darkness: decreased casting time to 1 second.
* Well of Power: decreased Energy cost to 5, decreased casting time to 1 second.
* Well of Silence: decreased Energy cost to 10, decreased casting time to 1 second.
* Well of Suffering: decreased Energy cost to 10, decreased casting time to 1 second.
* Well of Weariness: decreased Energy cost to 5.

As we mentioned in previous notes, we’ve wanted to refine the changes we made to Soul Reaping. In many cases, the 5 second timer capped the effectiveness of Soul Reaping to the right degree, but when multiple creatures died all at once, this limitation was more severe than we liked. We've extensively tested an Energy gain process of 3 times every 15 seconds and determined this flowed a lot better with the rate at which things die, while keeping the overall Energy gain per second the same. Also, if things die when Necromancers already have full Energy, it does not count toward this cap, which means they are more likely to gain Energy when they need it.

We've also changed the way Soul Reaping works with Spirits. You now gain full Energy when a Spirit you control dies, but you gain no Energy when other Spirits die. We hope this will dissuade Necromancers from being the super Spirit Energy engines that they are in some game types, and restore balance

Lastly, we reduced the Energy cost and cast times of Wells so they feel different than Hexes and minion skills. Because the corpse requirement is the main limitation of these spells, we can safely lower their casting times and Energy cost.

Warrior

* Agonizing Chop: decreased activation time to .5 seconds.
* Battle Rage: increased movement speed to 33%.
* Dwarven Battle Stance: decreased recharge time to 20 seconds.
* Warrior's Endurance: increased duration to 5..35 seconds.
* Yeti Smash: decreased adrenaline cost to 6 strikes.

Though we continuously monitor anti-Warrior Hexes and how they affect the frontline, we are leaving those Hexes alone. We've buffed some unused Warrior skills to encourage more builds.

Monk

* Balthazar's Pendulum: decreased casting time to .25 seconds.
* Empathic Removal: decreased recharge time to 7 seconds.
* Shield Guardian: decreased casting time to .25 seconds.
* Signet of Rage: decreased casting time to 1 second, increased conditional damage to 5..20.
* Strength of Honor: increased damage to 3..15.

We improved some underpowered skills to increase their likelihood of being equipped but have generally kept changes small so as to not upset the current play style of the Monk.

Ranger

* Barrage: no longer removes Glyphs.
* Crippling Shot: decreased Energy cost to 10.
* Heal as One: now states that it heals instead of giving a Health "gain."
* Melandru's Resilience: decreased recharge time to 15 seconds, increased Health regeneration gained for each Condition to +4.

We've returned Crippling Shot to 10 Energy provide players with an alternative to the ever-popular Burning Arrow. The number of Condition counters has grown since our last major skill balance update, and it is now safe to reduce the Energy cost. Heal as One has been extremely prevalent in Hero Battles, and after looking it over, we've found a number of bugs, all of which we have been fixed. We haven't changed the functionality of the skill much because we want to see how it plays before we make any further adjustments. Finally, we changed some Ranger skills to make them more attractive.

Ritualist

* Spawning Power: each rank now adds 2% to weapon spell duration.
* Weapon of Warding: Decreased duration to 3..8 seconds.

We decided to be conservative with Ritualist changes in this update. We continue to monitor them in Heroes' Ascent, and we want to see how the Soul Reaping changes affect them. Recent balance changes encouraged greater use of Weapon spells, but secondary Ritualists could still use many of these with similar effectiveness. To address this, we modified Spawning Power so that it now also increases the duration of weapon spells. Weapon of Warding seemed overpowered with a longer duration, so we reduced its duration in conjunction with the change to Spawning Power.

Paragon

* "Never Surrender!": increased duration to 15 seconds.
* Defensive Anthem: increase casting time to 2 seconds.

We increased the casting time of Defensive Anthem to weaken it in PvP while not detracting excessively from its effectiveness in PvE. Now it should be easier to interrupt, especially when combined with the changes to Mesmer Power spells. We intend for Paragons to have a supplemental defensive role, not a dominant one, and to encourage active play.

[edit] [Dev Update] Chat Channels and Trade "Spam" -- 12 June 2007

As you know, we offer several types of chat options in Guild Wars. Lately, players have shared their concerns about the increasing problem of people spamming trade messages to the All Chat ("Local") Channel, instead of using the Trade Channel which is designated for that purpose. In response to that concern—which we share—we will be taking steps to increase our enforcement of the existing Rules of Conduct. As you are probably aware, spamming of any kind is strictly against the Rules of Conduct, but we are specifically concerned with those who are spamming the All Chat Channel. In order to encourage those with sales, purchases, and trade to use the designated Trade Channel instead, we will begin keeping records of the worst offenders, and those who spam All Chat with trade messages may have their accounts suspended. (You can find details on our policies and practices in our Conduct Breaches and Outcomes document.)

The Trade Channel is there for you, and we will not be taking action against those put their trade messages in the Trade Channel. You are free to go about your buying, selling, and trading messaging as you desire, as long as you keep it within the Trade Channel. (The use of a “spam bot”—like any bot—is still strictly disallowed, and we will action accounts that are found to be using them.)

This increased diligence towards trade spam in the All Chat Channel is not intended to stop trade – not at all! We fully encourage and support trade; that is why we have a channel completely dedicated to sales, purchases, and trades. This increased enforcement is designed to keep trade chat in the Trade Channel, and to help reduce the amount of spam in the All Chat Channel.

We thank you for your patience with this situation, and appreciate your support of the new initiative to improve the Guild Wars experience.

Brother Andicus

Lion's Arch Merchant

Join Date: May 2005

Scotland

The Illuminati

Cheers for the update.

assassin_of_ni

assassin_of_ni

Lion's Arch Merchant

Join Date: Dec 2006

Undercity... shhh dont tell Gaile =P

Back to Medieval Assassins [MA]

can someone post the whole update shpeel on here? my company web filter doesnt let me access that page. woe art me =(

Coridan

Coridan

Forge Runner

Join Date: Jun 2006

US

Old Married Gamers {OMG}

W/

wow not very many nerfs...imo

EDIT:

So dolyak signet and Watch yourself don't stack anymore??

Also too bad you didn't give any alternate way of trading such as increaseing the text size in the party/trade search panel. The reason that trade spilled over into the Local chat was because 1 trade channel was not enough....this will not solve the problem....it may slow down the spam in local chat...but will not solve the issue of players selling to other players in an efficient manner. Put in a large text limit and actually get some use out of the party search panel.

Zabe

Wilds Pathfinder

Join Date: Oct 2006

In world with nothing to do except poker

W/Rt

Recall change is good. Changes to AT's are also good to get more participants and soulreaping might be good (Don't know without testing). But still many skills to be balanced.

Edit: Also the crip shot to compete with Burning Arrow is good one.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

Whoa, +armour cap. Kinda saw that coming.

moko

moko

??uo??o??

Join Date: May 2006

........

you buffed one of the most dangerous and lame things; hexes.

you buffed stuff NOBODY will EVER care about. (see: warrior & elementalist stuff

you buffed ritualists - one of the most common spikes. GOOD JOB!!

you nerfed SR - i'm not sure if this is better or worse regarding the PvP spirit abuse, but at least you made a step in the right direction with your own spirits. now if you did the same with minions only.

you nerfed griefing builds in ra very poorly.

you tried to promote the smiting line, and it basically made zero changes.

you did not even manage to balance hero battles, not to speak of ACTUAL PvP.

just..wow.

the only good changes are the ATS and the Cripshot buff. oh and the armor cap, along with a defensive anthem nerf which might possibly be quite dangerous with the mesmer buffs but yeah..i want to see some actual game dominating things that just make stuff hilarious easy to win nerfed.

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

So you didn't do anything to fix the spam, such as increase the text size in the "P" window or remove the up/down arrow functionality in the chat areas? Pity.

Love the mesmer changes. Clumsiness, 4 sec recharge! Increased durations on the conjures! It's like you looked at my build and buffed the whole thing!

Francis Crawford

Forge Runner

Join Date: Dec 2005

So much for classical Earth farming unless you have Nightfall. Armor of Earth and Kinetic Armor don't stack any more.

And for that matter, so much for Me/E Earth farming in many zones. You have to be elementalist primary now.

Even so, Earth farming will probably be less fun now because of the precision with which Stoneflesh Aura needs to be recast.

assassin_of_ni

assassin_of_ni

Lion's Arch Merchant

Join Date: Dec 2006

Undercity... shhh dont tell Gaile =P

Back to Medieval Assassins [MA]

can anyone post it pllzz? ill give you cookies =D if nothin else gimme a link to another thread with update details

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

There's still no changes to spirit spamming or Shadow Prison and now Vital Weapon will be prolonged and still cannot be removed by any means other than death.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Some of the mesmer stuff is interesting, and the stoneflesh nerf is nice, but for the most part, none of the buffs are really significant enough to change usage.

ACreator

Lion's Arch Merchant

Join Date: Sep 2006

Mo/

treble post..

read bellow

PC: lagging..

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

The stoneflesh nerf was to nail greifing in RA/AB somewhat I can only guess.

There's some nice changes, especially the one for AT requirements, but...

-No hex nerf (MoP helps, but faintheartedness needed hitting direly)

-No ritspike nerf

makes all those other minor tweaks for naught.

I hope you at least have jade isle ready... this isn't the entire patch notes anyway, but it's all we can expect from skill balance.

EinherjarMx

EinherjarMx

Wilds Pathfinder

Join Date: May 2006

Mexico

La Legion del Dragon [LD]

E/

never thought a 6 page thread about e/d's on RA would cause a skill nerf.

armor cap is good though

and anet needs to be VERY careful about the trade channel spam tracking, just think of 6-10 ppl (friends or guildies) complaining about someone who doesn't even trade at all, and get him/her banned just because

Theus

Jungle Guide

Join Date: May 2005

W/Mo

Terrible....

ACreator

Lion's Arch Merchant

Join Date: Sep 2006

Mo/

a tip to A-NET

if u want to solve the spam problems, I sugest u created the promised (and now canceled) auction house.

And Thx Again Anet

if mesmers coulnt "solo" nearly anything, u have just made it worse

--

another note: why tha hell u made archane conundrum AOE and not the elite migraine??? smart move..

clumsiness 4sec recharge and 10 mana cost..... is it suposed to be spammable?

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Because migrane is already stupid strong in PvP...

Feminist Terrorist

Feminist Terrorist

Desert Nomad

Join Date: Nov 2005

Oh Noes! The 'burbs!

Interesting. No explanation of why Spiteful Spirit's cost was increased. Buffing wells? Why?
"We hope this will dissuade Necromancers from being the super Spirit Energy engines that they are in some game types, and restore balance". Why not just say PVP necros screwed PVE necros and have done with it?

Those Monk skills-pointless IMO.

Crippling Shot-excellent buff.

AlienFromBeyond

Jungle Guide

Join Date: Dec 2005

Heros of Titans Realm [HotR]

W/

So, still no update on Sunspear skills? Because this update is pretty underwhelming for me as a whole, though I suppose Mesmers will be happy.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Quote:
Originally Posted by Feminist Terrorist
Interesting. No explanation of why Spiteful Spirit's cost was increased. Buffing wells? Why?
Spiteful Spirit's cost was reduced from 15 to 10 energy at the last SR update so I'm guessing this re-increase is to align SS with the new 'improved' soul reaping.

People barely used wells which and I think the devs wanted to see some more usage.

Alianna Mayrune

Ascalonian Squire

Join Date: Apr 2007

Elements of the Dragon

N/Me

Yeah, the SS nerf seems a little uncalled for...

VitisVinifera

VitisVinifera

Banned

Join Date: Nov 2005

Northern California

HoTR

N/Me

so the leaked steaming poo pile that is called 'soul reaping' really was intended to be so......totally weak
then SS gets put back to 15e as if the above change would help

and recall got nerfed......so sin farming gets another kick in the groin
I don't think I've used a single skill that got buffed

Healers Wisper

Healers Wisper

Lion's Arch Merchant

Join Date: Apr 2007

Anaheim, CA

BoMB

N/

I hate the SR changes, I tested this out last week and it made my energy management in PvE worse not better! I think you guys are going the wrong way with the timer limits, I mean the spirits things are cool and the Not counting gains when full energy is a plus, but getting three quick busrsts of energy then waiting 15 sec in the middle of a fight for more energy gain is retarted. I was hoping you would FIX SR, not make it worse. I will adapt and I'm not getting rid of my necro but this is bad. To top it off, you guys increased energy cost of SS.... Do you hate this class or what?

sixdartbart

sixdartbart

Forge Runner

Join Date: Jun 2005

Peace Machine GRRR [DiE]

W/N

Sorry guys but thats not a fix for the ATs. You have just reinstalled a bunch of problems you tried to get rid of in past tournaments. Welcome the smurf guilds back to the tourney system [Grenth knows we don't have enough smurfs everywhere already]

No Guests for the ATs was one of the few good ideas you people had for this mess of a system. Oh well I guess in 3 or 6 months you will look at it again and say "well that didn't work"

Where is the fix for the broken Jade isle map???????

Diddy bow

Diddy bow

Furnace Stoker

Join Date: Oct 2006

Jawsome!!!!!!!!!!!

looking for one :p

A/D

Yet another usless prargon elite...G.G...

As for the ohter buffs they seem ok, nothing wrong with the sin

Just when i start to use crip shot...Buff very nice

Balthazar's Pendulum still needs some work before it has a purpose

Loving FC with sigs ^^ (even though i dont mes much)

Please just remove the friggin shrine points in hb already...

Ride the ligtning is gonna need its exaulstion removed

After so much time SS is nerfed O_o

"you gain no Energy when other Spirits die"
I like this too but then again i love any spirit spam nerf .

Quantum Duck

Quantum Duck

Lion's Arch Merchant

Join Date: May 2006

Err7

Me/

Great update overall. I'm particularly fond of the Power X line getting expanded a bit.

Armor stacking joins the list. I wasn't really expecting it, but I can't say I'm at all surprised. This is an interesting roundabout way to nerf full teams of cross armor buffing Paragons without hitting single Paragons much. It also has a little collateral to a few specific warrior builds and a couple of others, but nothing particularly terrible. Is there anything left that stacks without a cap? If so, I'd expect to see it capped in an upcoming balance update.

I don't like the hit to all of the Illusion skills under MoP that didn't get their base durations buffed. Most of the Illusion line was already struggling anyway. Basicly, MoP really doesn't seem worth it's cost anymore. Maybe just lowering the energy cost would make up for it, but it would be nice to see something in exchange for the hit to MoP, more than a few specific buffs (Which are nice, of course).

FC effecting signets should be interesting. It's too broad of an effect for me to really judge without putting in a fair bit more play time to see how much it really impacts things.

Spawning Power needed help, and this just might do it. I'll have to play around with it and see how much this really effects anything. This could be really good with Warmonger's Weapon or Weapon of Quickening...

The Well of X changes are great. They pretty much all needed help, and Well of Power is now an amazing group support skill in PvE.

I like the fact that they hit DA in a way that won't make it notably worse in PvE, since it's fairly reasonable for an elite when defending against mobs. It needed a small PvP hit and it got it without getting broken on either side.

Last but not least, the SR change fixes everything that was actually wrong with the last change. The energy per time curve is much smoother and it functions exceptionally well (as it should) in all typical PvE combat situations. The passive effect is pretty weak in PvP now with no good way to control gains, but it still has some excellent PvP skills and I'm told that people who PvP more than I do are happy to see it go. Not triggering while at max energy is a nice touch that ensures that it stays useful in just about any case it was ever useful in.

I'm definitely looking forward to seeing this one go live.

Gaile Gray

Gaile Gray

ArenaNet

Join Date: Feb 2005

Thanks for the comments and insight, everyone. I will be passing it along to the designers.

Quote:
Originally Posted by AlienFromBeyond
So, still no update on Sunspear skills? Because this update is pretty underwhelming for me as a whole, though I suppose Mesmers will be happy.
The Sunspear/PvE-only skills will be included in this week's update. They were not included in the Dev Update because they are new, rather than changed, and therefore didn't really need the discussion at this point.

assassin_of_ni

assassin_of_ni

Lion's Arch Merchant

Join Date: Dec 2006

Undercity... shhh dont tell Gaile =P

Back to Medieval Assassins [MA]

bah so.....3 times every 15 seconds BUT! if your at full energy it doenst count. ffs why is it multiples of 5? 3 seconds would work much better =P
mesmer buffs are fun but still doesnt make them feasible as a main or even off source of DPS just more hexey hexey.
back to necros....i actually like the well buff quite a bit since i do use wells every now and then in RA/AB as anti MM and for aoe support.
stoneflesh nerf hurt me quite a bit in the sense that my pve earth build uses stoneflesh as a personal support so i can use PBAoE like shockwave and aftershock without making myself a big squishee target. but since runes still stack the mystic regen build is still very feasible using kinetic armor+mystic regen+ether renewal+stone daggers+blessed insignias.
ritualist buff was needed very badly since their feasibility as support is all but naught. everyone may disagree with me but whateva.
warrior buff is pretty much minor minor stuff. same with para.
ranger buff is pretty decent but could be better.
assassins didnt get hit as hard as i hoped but what can you do.

thanks for linkin me ^_^

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

In a futile effort to stop mass hysteria, let me re-emphasize this is NOT THE ENTIRE UPDATE. Only notes that explain pvp-relevant things. (Rebalancing skills for PvE is still vaguely PvP relevant.)

Tea Girl

Tea Girl

Banned

Join Date: Jan 2007

Mo/Me

Quote:
Originally Posted by Mokone
........

you buffed one of the most dangerous and lame things; hexes.

you buffed stuff NOBODY will EVER care about. (see: warrior & elementalist stuff

you buffed ritualists - one of the most common spikes. GOOD JOB!!

you nerfed SR - i'm not sure if this is better or worse regarding the PvP spirit abuse, but at least you made a step in the right direction with your own spirits. now if you did the same with minions only.

you nerfed griefing builds in ra very poorly.

you tried to promote the smiting line, and it basically made zero changes.

you did not even manage to balance hero battles, not to speak of ACTUAL PvP.

just..wow.

the only good changes are the ATS and the Cripshot buff. oh and the armor cap, along with a defensive anthem nerf which might possibly be quite dangerous with the mesmer buffs but yeah..i want to see some actual game dominating things that just make stuff hilarious easy to win nerfed.
QFT.

I should run off to HA with a zergway group now because so few current HAers have the skills to run good hex builds (lulz killcount).

edit: almost missed the SS changes too. 10nrg went well in pve with the SR changes... but now it's 15nrg again?! o.O

Kyp Jade

Jungle Guide

Join Date: Aug 2006

USA

Lack of Talent [Luck]

P/

Not to bash anet or anything, I always enjoy skill rebalances, and generally have had a high level of faith (only been dissapointed a few times), since if some team runs rampant, there is generally a way to counter it (but usually if you spec your build for that your hosed vs other teams).

I noticed they are closely monitoring Heroes Ascent when they mention SF, which largely isnt too much of a problem for most teams, and isnt even all that common, i see one team in 10 playing SF, yet they fail to notice Ritualist spike, which is more common and more powerful in both offense and defense than SF is. And Rt's get ANOTHER buff to vital weapon.

Yay for the Strength and Honor Upgrade

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

You know... my basic Illusion build looks like this:

[skill]Clumsiness[/skill][skill]Ineptitude[/skill][skill]Conjure Phantasm[/skill][skill]Conjure Nightmare[/skill][skill]Frustration[/skill][skill]Power Drain[/skill][skill]Drain Enchantment[/skill][skill]Ethereal Burden[/skill]

... and in ABs, I've had great success with this. But if I change Frustration now to [skill]Arcane Conundrum[/skill] I can even be a bigger pain in the arse than I already am...

I LOVE this update!

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

Odin's Hammer [OH] - Servant's of Fortuna [SoF]

R/

The mesmer buffs on the whole seem interesting, In response to everyone wondering why arcane conundrum is now aoe? compare the single target arcane conundrum to frustration... now that that is answered.... Does anyone else think it's safe to say mantra of persistence just got nerfed out of existence, not that it's too bad now, but just isn't worth the skill slot/energy expenditure anymore except in rare farming builds?

*Runs out to go play around with Melandru's Resilience toucher again *

pork soldier

pork soldier

Krytan Explorer

Join Date: Jul 2005

Quote:
Originally Posted by Gaile Gray
Hi, there,

We've just posted two significant Dev Updates on the GWW. Please head to this page to read about Chat Channels and Trade "Spam" as well as the much-anticipated notes on the upcoming Skill Balances and PvP Changes.
If you're going to start handing out mini-bans for spamming local chat you need to offer a better way to trade. The current system is stupid. MMO's from 5 years ago have better implementations (Lineage2 private store anyone?). Even district hopping to check all the seated people would be better than the system that's in place now.

I don't care what form it takes, as long as it's not as broken as the current one, at least it would be something instead of nothing.

One last thing: Do you really think we like spamming local chat? Do you think we do it to be obnoxious? That seems to be the consensus on the forums. We spam because it's the only effective method. Offer a better one and spamming will slow down greatly.

If you've ever tried to sell a large number of items you know exactly what I'm talking about, it's a giant pain in the arse and spamming is the only way to make it worth the time.

zknifeh

zknifeh

Lion's Arch Merchant

Join Date: Feb 2006

Kamadan

Acolites of Anguish [aOa]

A/

i love the assassin changes now if beguiling haze was 10e instead of 15, i would DEFINATELY use it... ut 15e is still kinda iffy... altho proved nice in gate of pain HM against the 400dmg hits from torturewebs
@vitisvinifera - i dont think recall was ever supposed to let u go waay out of the radar even past the bonds reach... altho it was now maintained on u not ally... but its like maintaining an invisible bond on ur ally but having it show up on u

Alderin

Alderin

Frost Gate Guardian

Join Date: Feb 2007

Quote:
Originally Posted by Skill Balances and PvP Changes
We tweaked some Earth Magic skills to encourage Earth Elementalist builds, but overall we like the current balance of the Elementalist and are happy to see them in all styles of play and game types.
That would hold more merit if not for these two statements as they don't really add up:

Quote:
Originally Posted by Skill Balances and PvP Changes
We added a cap of +25 to the armor buff when stacking skills. A single skill can still bring the bonus over +25, but multiple skills with smaller bonuses will not do so. Armor bonuses from shields, weapons, insignias and inscriptions are not affected and still stack.
So now the Earth armor skills don't stack....

Quote:
Originally Posted by Skill Balances and PvP Changes
Stoneflesh Aura: decreased duration to 5..15 seconds
Good way to balance around RA and AB.... There are so many counters, that are viable to many in many other cases as well, to this skill the way it was but I take it that counters aren't important anymore and just complaining about a skill to get it nerf is the way to go?

Quote:
Originally Posted by Skill Balances and PvP Changes
We changed Arcane Conundrum to an adjacent AoE so that Mesmers can better handle large clumps of casters as are sometimes encountered in PvE. We dropped the recharge time on Clumsiness to improve its usefulness in the faster, large-group combats of PvE....
Wow, now teams will surely be begging for my Mesmer in PvE almost as much as they are for the Monk or Elemenalist.
Note, that was sarcasm

Side note, I do like the Well buff.

lacasner

lacasner

Desert Nomad

Join Date: Jun 2006

Big dissapointment...

The Great Al

Forge Runner

Join Date: Jun 2005

ALOA

E/Me

"General

We added a cap of +25 to the armor buff when stacking skills. A single skill can still bring the bonus over +25, but multiple skills with smaller bonuses will not do so. Armor bonuses from shields, weapons, insignias and inscriptions are not affected and still stack. "

*cries*
*cries more*
Ooh!! SUNSPEAR SKILLS!! YES!!
*Thinks about earth ele farming, cries again*

I don't understand...you want to encourage earth eles, but give them a huge nerf at the same time...oh well, I'm super happy about the sunspear skills at least..

the_jos

the_jos

Forge Runner

Join Date: Jun 2006

Hard Mode Legion [HML]

N/

Does the Power Block change also affect the Chants that are on the Para (in the same attribute) or does it just interrupt?

Overall, the changes look fair from a PvE perspective.
A lot of the skills in Ensign's wishlist remain untouched, so not sure on the PvP outcome of the changes.

The SS reset to 15e seems fair, with the SR change.
It's not like it has become the weakest necro elite out there because of this.