Dev Updates Today!

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

24% of 8 is actually closer to 2 seconds...
Where'd you learn math?

EDIT: That comment was directed at Ace, not you, Fox

noblepaladin

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Ace2001
I have a question... can somebody please explain spawning/weapon duration spells? x_x;

if I read it correctly, it's 2% increase for every point is spawning, correct? so at max level (without runes) that'd be a 24% increase.... yet at max, 24% of 8 seconds is only .33 (or is my math screwed up?) so 12 points into spawning only increases it from 8 seconds to 8.33? o_O; I must...have screwed something up in that... so feel free to point out my faults and tell me how much it'll actualy increase it.
Your math is screwed up. 24% of 8 seconds is about 2 seconds.

scottyboysn

scottyboysn

Ascalonian Squire

Join Date: Apr 2006

USA

Kingdom Of Deities [KOD]

R/

Quote:
Originally Posted by Gaile Gray
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.
Does this include spells/enchantments or just "skills"?

miles

Academy Page

Join Date: May 2006

The Best Guild In The Game [Best]

N/

no i think its more like u gain 80 from feigned and thats it. so ur normal armor/insignias/sheilds+feigned

qazwersder

Frost Gate Guardian

Join Date: Apr 2006

I'll be looking soon

E/

i believe skill encompasses everything

ca_aok

ca_aok

Krytan Explorer

Join Date: Sep 2006

Xen of Onslaught

E/Me

Quote:
if I read it correctly, it's 2% increase for every point is spawning, correct? so at max level (without runes) that'd be a 24% increase.... yet at max, 24% of 8 seconds is only .33 (or is my math screwed up?) so 12 points into spawning only increases it from 8 seconds to 8.33? o_O; I must...have screwed something up in that... so feel free to point out my faults and tell me how much it'll actualy increase it.
24% of 8 is roughly 2, so the spell will be roughly 10 seconds long.

EDIT: Damn, should've posted a bit faster lol.

As for the updates, the only thing that pisses me off is the SR functionality, which is still dumb, and the armor cap, which is idiotic and renders armor increasing skills much less useful.

sykoone

Jungle Guide

Join Date: Dec 2005

Mystical Chaos

E/

Quote:
Originally Posted by Longasc
So let's make an example with random numbers: Dolyak Signet +32 AL, Watch Yourself +20, Stand Your Ground +24 = 32+25, 57 instead of 76.
It looks more like to me that Dolyak will give you +32, but adding Watch Yourself won't add anything, since it goes over the +25 cap. Plus, if you used WY and SYG, 20+24=25 capped.

Someone please tell me I'm wrong here, because I really don't like that math.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Quote:
Originally Posted by FoxBat
Longasc, assuming they implement exactly what they said and it works like IAS and run speed caps, your math is also off. With DS, WY, SYG you only get 32 AL. With feigned, SYG, and WY you only get 80. If you have a skill that pushes past 25, you (should) get the highest value skill, and the others are ignored.
Yeah, I re-read what Gaile wrote.

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.


But you know what is sad? This gives an even lousier result. As soon as you have a skill buff you over 25, you can forget about any other buff. Wonderful.

keli

Krytan Explorer

Join Date: Sep 2006

Budapest

E/

Nice update, good job anet

semantic

semantic

Lion's Arch Merchant

Join Date: Feb 2005

Quote:
Originally Posted by lyra_song
^_^ Clumsiness / Ineptitude spike! Woot!
or how about [skill]Visions of Regret[/skill] + [skill]Clumsiness[/skill]

go to use Evis and not only do you fail to land a hit, you take ~180 armor ignoring damage and waste the adrenaline, while you degen from Phantasm. And now you know that Clumsiness will be recharged before your adrenal skill is, so you're pretty much wtfbbq

Nuclear Eclipse

Nuclear Eclipse

Banned

Join Date: May 2007

Everything looks pretty good, but the Armor stacking nerf is total bullshit...

Make it so shouts wont stack on shouts, chants wont stack on chants, enchants wont stack on enchants ect... but why nerf dozens of builds that have NOTHING at all to do with pvp for the pve players??

I mean with this update warriors wont even be able to use Dolyak + WY..., and we all know that was SO overpowered.../sarcasm.

Seriously, I love how Anet can take PvE into consideration when nerfing a paragon elite, which is mainly a PvP class to begin with, but can haphazardly nerf a mechanic that will effect thousands of PvE players, across ALL classes...

GG anerf.

scottyboysn

scottyboysn

Ascalonian Squire

Join Date: Apr 2006

USA

Kingdom Of Deities [KOD]

R/

I forgot to mention I love the update! Mesmer buffs + Crip Shot buff = <3



Now if there was just an obsidian ranger mask in this update....


M'Aiq The Liar

Academy Page

Join Date: Oct 2006

Neck-braska

Me/

Quote:
Originally Posted by Ace2001
I have a question... can somebody please explain spawning/weapon duration spells? x_x;

if I read it correctly, it's 2% increase for every point is spawning, correct? so at max level (without runes) that'd be a 24% increase.... yet at max, 24% of 8 seconds is only .33 (or is my math screwed up?) so 12 points into spawning only increases it from 8 seconds to 8.33? o_O; I must...have screwed something up in that... so feel free to point out my faults and tell me how much it'll actualy increase it.
8 * 1.24 = a little under 10. So depending on if they round up or down, it's either a 9 or 10 second duration. Hardly worth pumping 12 points into Spawning if you ask me.

And the mesmer buff is interesting, but I still doubt it'll get me to delve into Illusion or come up with a Signet build. I can either spend 10 energy and do 94 damage once, or I can spend 10 energy and do 47 damage every time they attack for a good 20 seconds. Hmm...

I'd give Fast Casting and Signets a look if they did more to make signets playable. I don't overlook signets because they don't activate fast enough, I overlook them because I don't like playing with a ganked version of a spell with a 30 second+ recharge.

Theus

Jungle Guide

Join Date: May 2005

W/Mo

Yeah.That Fast Casting change sure did help Mesmers..I mean,they have so many slow casting high damage signets don't they.

Ace2001

Frost Gate Guardian

Join Date: Apr 2007

D/W

Quote:
Originally Posted by FoxBat
Yes, your math is bad.

8 * .24 = 1.92

If it works like the enchanting mod, it will round up to 2 seconds. So you should get a 10 second weapon then.
Ah, thank you. I was doing 8 / 24, not 8 * .24. x_x I knew my brain would melt over the summer.

ShadowsRequiem

ShadowsRequiem

Furnace Stoker

Join Date: Oct 2005

Inde is Smoking [Hawt] *ToA*

W/E

omfg yes!!! crip shot

back to the original pre nerf

and cluminesss just got waaayyyy better muahahah

Koudelka

Koudelka

Frost Gate Guardian

Join Date: Apr 2007

England

The Khaotic Empire (TKE)

Me/Mo

Quote:
Originally Posted by MSecorsky
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!
Same. I use mesmers constantly (5 pve mesmers :P) and the change to fast casting... gosh. Not to mention the insane mesmer powers we have now we rule the world. The armour cap? Well I'm sick and tired of E/Ds and this nerf won't affect them seeing as they use damage reduction rather than armour (mainly). Ritualist changes? Unexpected. And annoying too... ritualists are strong enough as it is.

No change to SF?!?! For goodness' sake, I despise fire eles, no creativity or origionality... and this elite is the epitomie of cookie cutters. I would have like to seen this reduced. Why for the love of god do they keep nerfing poor paragons?! They are laying on the floor, bleeding from many nerf bat hits...

It appears that they still can't quite grasp it. People will still be spamming, and at the end of they day banning everyone that does doesn't help anyone, perhaps if people bothered to use party search... then again it is almost unusuable.

Just my opinion

Phantom Gun

Phantom Gun

Frost Gate Guardian

Join Date: Aug 2006

Minion Bombing in Elona

The Drunken Dragons [DRNK]

Rt/N

It's about time the mesmer proffesion got some love. I've made do with mine but these are some nice changes.

Rit changes look nice as well. I think I read you guys are watching them. All I can say is please don't nerf the spirits. I'm not sure what the deal with rits is in pvp, but in pve the cast times usually leave you in the dust while the rest of your group continues on. Most of the good spirits already have high energy costs as it is. Boon of Creation helps. So leave that alone to lol.

Balancing Pve with Pvp. Must be a nasty task.

Chilly Ress

Chilly Ress

Jungle Guide

Join Date: Oct 2005

Kinetic Fusion [kF]

Me/

Quote:
Originally Posted by VitisVinifera
I don't think I've used a single skill that got buffed
Maybe that's why they were buffed?

Ninjutsu Honor Code

Ninjutsu Honor Code

Frost Gate Guardian

Join Date: Jan 2006

Holland

Sidon, Order of Assasins

R/W

Quote:
Originally Posted by Longasc
Can someone explain me Skill Armor Buff stacking? (the +25 AL max thing)

I understood it as follows:

So let's make an example with random numbers: Dolyak Signet +32 AL, Watch Yourself +20, Stand Your Ground +24 = 32+25, 57 instead of 76.

So it is now better to have a strong buff and a weak on instead of several weak ones. Do people still follow?

If you have a +80 AL buff like Feigned neutrality, Stand Your Ground still adds +24 AL. But if you also add Watch Yourself, you only get +1 more armor (+25 max). - Did I understand that right?
No it means one skill may exceed the 25 max wich means if you use Dolyak Signet +32 AL, Watch Yourself +20, Stand Your Ground +24 = the highest one will count wich is dolyak signet the others will be a waste of skills and energy if it was this case Dolyak Signet +10 AL, Watch Yourself +5, Stand Your Ground +24= stand your ground would work with +1 from dolyak signet watch yourself would be wasted.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Healers Wisper
I hate the SR changes, I tested this out last week and it made my energy management in PvE worse not better!
haha. They weren't implemented then. They were only in the description.

That is not to say I agree with the 3 times in 15 second clause with all the technicalities, but you judge before it was even implemented.

Hex Nexus

Hex Nexus

Academy Page

Join Date: Sep 2005

Dragonic Killers

Cheers on Spawning Power change!

DeBron

DeBron

Lion's Arch Merchant

Join Date: Oct 2006

MD

Hooray for Spawning Power!

Now just tweak it so it makes held items last longer too . . .

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Quote:
Originally Posted by Theus
Yeah.That Fast Casting change sure did help Mesmers..I mean,they have so many slow casting high damage signets don't they.
Humility says hi. Not that it's actually a good change...

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Buff to Balthazars Pendulum!!!! ZOMG!

Ok seriously, wtf was the point? There are some skills that Anet just need to accept are completely bollocks and some elites that are even more so.

Sherry wtf are you on about... there is nothing wrong with water magic, it snares and does reasonable damage.

The SR change could be interesting. But its still ridiculously artificial.

I find it funny that the comment along with the Ranger updates was purely 'We thought Burning Arrow needed some competition, so we buffed a now complete outclassed skill by a tiny bit that is meant for snaring to compete with the BA damage output.' Sorry, but are they f*cking stupid or something? An entire bow line that 'is fine' supposadly. 'fine' translating to 'we're a bunch of lazy RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs'

-Pluto-

Lion's Arch Merchant

Join Date: Feb 2007

US

Diversionary Tactics [DT]

Mo/

Quote:
* 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.
Yay. Just when I was getting tired of pugs and smurfs in ladder play...

Gaile Gray

Gaile Gray

ArenaNet

Join Date: Feb 2005

Hiya,

Below you'll find a bunch of individual responses from Isaiah in response to a number of your concerns. (Oh, and my earlier quoted comment was from Isaiah as well, rather than James).

Quote:
Originally Posted by Francis Crawford
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.
It was not our intention to destroy Earth Farmers, so after these changes if you are unable to farm please post about it, we do realize these changes will hard or slow down farming, but we were not trying to destroy it.

Quote:
Originally Posted by FoxBatBecause
migrane is already stupid strong in PvP...
While it may be a bit hard to notice, there is actually a nerf to Migraine, because we dropped persistence, and didn’t increase Migraine's duration.

Quote:
Originally Posted by Feminist Terrorist
Interesting. No explanation of why Spiteful Spirit's cost was increased. Buffing wells? Why?
The main reason for changes to Spiteful Spirit is because it is the strongest PvE skill in the game. It destroys monsters in droves. We feel these Soul Reaping changes are a buff to Soul Reaping from our last change, and as we don’t want to buff the most powerful PvE skill any more then it all ready is, and we lowered the energy cost in hopes to help balance out the Soul Reaping change, we feel 15e is still the right costs vs the effect for this skill.

Quote:
Originally Posted by Healers Wisper
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?
The change didn’t go in last week -- just the text. So you were still playing with the same Soul Reaping. Also a lot of us play Necromancers here at work and we feel this tweak is an improvement. Once it goes live, give it a try then and tell us what you think. It actually is more energy then before because when you're at max, it doesn’t count against you.

Quote:
Originally Posted by the_jos
Does the Power Block change also affect the Chants that are on the Para (in the same attribute) or does it just interrupt?
Yes it does.

Quote:
Originally Posted by Shanaeri Rynale
Arcane Conundrum: now affects adjacent foes. At first glance this looks to be a great buff. However. Adjacent range is too close for a lot of PvE mobs, especially in hard mode. Also Slowing down the cast rate does not, in reality achieve much. The affected mob still has to be interupted. In my view an AC mesmer will not deplace a BHA ranger for mob shut down
This is a really hard thing to balance as giving it any AoE at all could really cause problems for PvP, so Adjacent is a good balance between the two because you can catch the AI clumped up far more then you will catch players. But lets see how it plays and we can make adjustments from there.

Quote:
Originally Posted by Shanaeri Rynale
In summary
While I totally and utterly appreciate the hard work that went into these changes, in my opinion they will do nothing to help the mesmer find teams, especially in places such as DoA.
These are just a few changes, we really hope the PvE Skills will better address the problem with the Mesmer finding teams.


Quote:
Originally Posted by bam23
4 sec clumsiness sounds painful already.
This is one we are worried about so please keep an eye on it during this week and do give us feedback on how it feels to play against and how it feels to use.

Quote:
Originally Posted by Orphan Anthem
id like to point out that Barrage now dosnt remove GLYPH'S, didnt it remove preperations? i think this is a typo
Because of the way some of our system works, it was also removing Glyphs because it thought they were preparations. This wasn’t our intention, so we simply fixed the bug.

blackbane

Lion's Arch Merchant

Join Date: Mar 2006

new york

Korean Gawd Mode

Mo/A

how are u going to interrupt chants with power block, we are freaking humans not robots.

wetsparks

wetsparks

Desert Nomad

Join Date: Nov 2006

I dont understand all the hate because of the AL cap. There are people that bring 4 or 5 AL boosting skills to PVP and you can't do damage to them unless it is armor ingoring damage like life stealing. Eles do this a lot in places like AB and they are completely worthless to their team because they dont do any real damage. This will make people play more offensive builds which is a good thing instead of boring you to death. Same with the Hero Battle changes. Instead of running and having a boring game (if I want to run I'll run and charge people for it) you actually do something and play the game instead of standing there pressing 1-2-3-4-1-2-3-4-1-2-3-4 until the opponent kills himself.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Again, regarding the Armor Stacking Nerf:

Did PvP issues of WY, SYG and whatever stacking again cause a MAJOR destruction of PvE builds?

This is the end of armor stacking
No doubt about that.

Tank Builds. Armor Tank builds. Almost exclusive to DoA. Now they are done.
No more armor stacking - build dead.

You need a very strong armor buff to exceed +25, but then you need no other armor buff anymore, as they do not count anymore at all.

All these builds got killed -> now specialized armor tanks are completely extinct.


Watch Yourself, Stand Your Ground - +25 now instead of 20+24=44. Defy Pain does not increase that anymore.
My Dervish with Conviction no longer profits from Watch Yourself or Stand Your Ground (okay, +1, as Conviction is 24...) at all.


Just... wonderful. And again unintuitive bullcrap, just like soul reaping.

Nebuchadnezzer

Nebuchadnezzer

Lion's Arch Merchant

Join Date: Aug 2006

bish

The Carebear Club [care]

N/

I dont see how you can balance random things like Ash blast, and then totally ignore things that cause so many problems. I know TA isnt the main focus of most your updates (thanks hero battles.) But things like Warmonger's Weapon, Broadhead Arrow, Fear Me (Steady stance BS), have totally ruined TA. These skills make TA totally skilless. People have been running builds with Fear Me and Broadhead arrow, and they dont even need a monk anymore because of the retarded amount of pressure and shutdown -_-

Despozblehero

Despozblehero

Frost Gate Guardian

Join Date: Jan 2006

Me/

as for things that affect me:

I like the things added to mesmers! pretty much all i can say is KEEP GOING!!! Mesmers need love too Anet! (this was just a hug).
Mesmers got some help vs. Paras but they really need some help vs Rits.(weapon removal/weapon spells)

Eles im indifferent about in PvE and in PvP SF groups in most instances are easily counterable and earth armor eles were annoying but not enough of them for me to care much about.

Soul Reaping = try again, minions are native to necros not spirits so take rits out of their equasion and just have spirits give 0 (ZERO) energy. If i were say just a Prophecies/NF only player this does um nothing for me unless for some weird reason im running a necro/ranger with a ranger spirit? Unless oh yeah I fit the minor role of a N/Rit healer in PvP(all this for from what ive seen 1 possible skill role?);p

Paragons im indifferent about i need to go use one more

Ritualists im not happy about. I dont care much about, kudos on the the weapon buffs cause that will help some of their underused spells (warmongers), but the "over-used" ones havent been touched at all. I HA a lot not too big on the other PvP's but Rit spike needs somthing done about it, i think someone at Anet loves rits too much... take out some of their healing or damage spamming potential please.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

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

Requirement Begins With R [notQ]

Me/

Does new the new fast-cast signets change affect Resurrection Signet?

/ponder

WarKaster

WarKaster

Lion's Arch Merchant

Join Date: Dec 2006

Los Angeles

SlingBlades

D/Mo

Quote:
Originally Posted by Koudelka
The armour cap? Well I'm sick and tired of E/Ds and this nerf won't affect them seeing as they use damage reduction rather than armour (mainly).
thats the same thing i was thinking if you read the skill its says:

For 5...17 seconds, damage you receive is reduced by 1...25 and you are immune to critical attacks.

no where does it stay it increases armor to do so. I think it was mainly a shot the Cross buffing Paragon groups in PvP and not the Earth Tanks

As far as the rest of the changes the only one that really affects me is Crip Shot - and even then most of the time I use Pin Down and leave my elite slot open.

Dragonious

Lion's Arch Merchant

Join Date: Jun 2005

Hot Springs, AR

Dei Victorae [dV]

R/W

Gaile...could you please check to see if there is any news about Kill Count in HA? It purely promotes spike and degen and monk shutdown is left out and I'm pretty sure that all of us want the fix. I really like the king of the hill in HoH with holding every 30 seconds gives you a point but I am woried of some builds like rit spike which is pretty hard to take off the altar. I believed that problem could be fixed with a balance of Vital Weapon perhaps because that skill is pretty IMBA. Whatever the case, please check on HA for us.

Healers Wisper

Healers Wisper

Lion's Arch Merchant

Join Date: Apr 2007

Anaheim, CA

BoMB

N/

Quote:
Originally Posted by LifeInfusion
haha. They weren't implemented then. They were only in the description.

That is not to say I agree with the 3 times in 15 second clause with all the technicalities, but you judge before it was even implemented.
Actually they put them up for a bout three hours last thursday when they leaked this. it was from around 3:00-6:00 pm PST. I noticed the change when I was working on a build. Me and two other guildies were taking a look to see if the changes were actually working or if it was just description changes. they later told all of us to restart cause they changed the game again. I also belive there is a post about it here somewhere where some other necro players were complaining about it.

It may have just been a description change but it sure seemed like I had less energy and energy in was alot slower. We'll see and I'lll have more top say about it in a week or two. Hopefully this change will not be what I expect it to be

Diddy bow

Diddy bow

Furnace Stoker

Join Date: Oct 2006

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

looking for one :p

A/D

Will poor power shot ever get buffed, or just ranger attacks in general for that matter .Beguiling Haze is still a bit silly at 15 energy imo, but i suppose the bigger daze might make it somewhat usful.

Quote:
Originally Posted by blackbane
how are u going to interrupt chants with power block, we are freaking humans not robots.
1 or 2 seconds is more than enough time

DeBron

DeBron

Lion's Arch Merchant

Join Date: Oct 2006

MD

Quote:
Originally Posted by Despozblehero
i think someone at Anet loves rits too much... take out some of their healing or damage spamming potential please.
Lol. Nerf their healing? Why would A-NET nerf restoration before nerfing something like healing prayers? Restoration, although effective, still isn't a completely solid replacement for healing prayers; so why would it be nerfed first? (Not saying that healing prayers should be nerfed at all, just making a point.)

Oh, and I don't think a weapon spell removal will ever come into play, seeing as weapon spells aren't even stackable.

Ritualists have had a tough time as a primary class since the communing nerf. It seems like whenever they get a buff everyone jumps on the hate train.

Gaile Gray

Gaile Gray

ArenaNet

Join Date: Feb 2005

Here are some additional thoughts from Isaiah (our skill balancer, as you know) on your comments and questions:

Quote:
Originally Posted by Longasc
But: Can someone explain me this +25 Armor crap stuff?
Will "Watch Yourself" work with "Stand Your Ground" no longer stack? What will stack?
Those two skills will no longer stack, it will take the higher armor one.

Quote:
Originally Posted by zic
Bad fix to at's anet, You just let pugs run wild! Why be in a guild when you can just guest and run bs build to get reward points!!!!!
Well have to see how this plays out, even if the above is true, that means we will have a lot more teams playing and the competition will be better. Also keep in mind these are only for Daily AT’s not Monthly so it will only get you in the tournament.

Quote:
Originally Posted by ValaoftheFens
I'm so disappointed with the SR update I could scream. Why do we need a timer?? Its dumb and now I have to spend more time standing around, praying that things die at the right intervals. Unless you have a general update planned where SR gets the energy management skills it needs this solution does nothing. GW isn't about balances, buffs, and nerfs to me, its about the experience. The last few months have seriously affected my overall experience and not in a good way. Oh, I don't get turned away from parties or anything but I'm generally slower than I was before and people are always saying "Hurry up Necro!" or "Stop. We have to wait for Necro.".
The Main reason we nerfed Soul Reaping was because it was so insane, you could run 8 15e skills on your bar and not even bat an eye as your energy bar would barley notice, a lot of people would use +15 energy sets because they didn’t care about 4 pips of energy regen, this is a large sign of something being unbalanced, it was also a problem in PvP in a number of places, which meant it was a good time for a change, putting a limiting factor on something allows us to balance it. It’s going to take some tweaks and we’ve been tweaking it. We continue to monitor these changes and see how they effect the game, but overall Necros are still one of the strongest classes in PvE, and I think you see a nice change with this new soul reaping change it helps the most with downtime after the battle which seemed to be one of your complaints.

*****

Several members of the Design Team are actively reading the forums, and you may see further responses in the next day or two. Please do keep in mind the important message that this is a one-week trial, and therefore your constructive and detailed feedback about individual skills would be appreciated after you've had an opportunity to play and test them out. I believe everyone here knows that we truly listen to Guild Wars players, and we greatly appreciate your input.

Quote:
Originally Posted by Dragonious
Gaile...could you please check to see if there is any news about Kill Count in HA? It purely promotes spike and degen and monk shutdown is left out and I'm pretty sure that all of us want the fix. I really like the king of the hill in HoH with holding every 30 seconds gives you a point but I am woried of some builds like rit spike which is pretty hard to take off the altar. I believed that problem could be fixed with a balance of Vital Weapon perhaps because that skill is pretty IMBA. Whatever the case, please check on HA for us.
Hi, Dragonious. I have asked, and there are no changes to HA in the upcoming live build. We have not closed the door on potential changes, naturally! But that is not part of the current update.

ThorObliterator

ThorObliterator

Ascalonian Squire

Join Date: May 2006

Diversionary Tactics

W/E

Quote:
Originally Posted by Diddy bow
Will poor power shot ever get buffed...
/agree

Power Attack got a buff, wheres the power shot love?

In other news, totally agree with Pluto. One of the few good things about the ATs is there were no PUGs, etc. Thanks.

You want more people to be able to make the monthly tourney, put it to 4 tourneys a day so that people can find a useable time easier.