Update - Monday, June 18, 2007
Silly Warrior
Update - Monday, June 18, 2007
Skill Updates
As a part of this playbalance test week, we’ve made the following skill changes:
Assassin
Critical Agility: decreased duration to 4 seconds, the duration now increases by 1 second for each rank of Critical Strikes.
Elementalist
Elemental Lord: decreased the bonus to Elemental attributes to 1.
Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds.
Mesmer
Cry of Pain: decreased recharge time to 15 seconds.
Ether Nightmare: decreased recharge time to 15 seconds.
Paragon
"There is Nothing to Fear": decreased duration to 4 seconds, the duration now increases by 1 second for every 2 ranks of Leadership.
Ritualist
Vamprism: increased duration to 30..150 seconds.
Faction Reward NPCs
Characters must now be level 20 to learn Kurzick or Luxon skills.
Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000.
Miscellaneous
Moved the footmen away from the middle teleporters of the Jade Isle to prevent players from targeting them from below.
Faction gain messages are no longer displayed in the Chat panel when you gain less than 25 faction points.
Updated the Korean game ratings icons.
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On Guild Wars Wiki (Offical).
Discuss.
Skill Updates
As a part of this playbalance test week, we’ve made the following skill changes:
Assassin
Critical Agility: decreased duration to 4 seconds, the duration now increases by 1 second for each rank of Critical Strikes.
Elementalist
Elemental Lord: decreased the bonus to Elemental attributes to 1.
Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds.
Mesmer
Cry of Pain: decreased recharge time to 15 seconds.
Ether Nightmare: decreased recharge time to 15 seconds.
Paragon
"There is Nothing to Fear": decreased duration to 4 seconds, the duration now increases by 1 second for every 2 ranks of Leadership.
Ritualist
Vamprism: increased duration to 30..150 seconds.
Faction Reward NPCs
Characters must now be level 20 to learn Kurzick or Luxon skills.
Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000.
Miscellaneous
Moved the footmen away from the middle teleporters of the Jade Isle to prevent players from targeting them from below.
Faction gain messages are no longer displayed in the Chat panel when you gain less than 25 faction points.
Updated the Korean game ratings icons.
------------
On Guild Wars Wiki (Offical).
Discuss.
Star Alfur
Very disappointed how "There is Nothing to Fear" is now worded - I was hoping to use the skill (as a W/P) while hero/henching HM. Vanquishing is a title thing, and I only focus on 1 character for that.
Interesting about the Raise Alliance reputation option. Guess I'll be doing that from now on.
Edit: Agreed with below, forgot. :P Ty for making the first tier easier.
Interesting about the Raise Alliance reputation option. Guess I'll be doing that from now on.
Edit: Agreed with below, forgot. :P Ty for making the first tier easier.
Neo Nugget
ouch nerf. but yay for making getting r1 easier!THANKS ANET!
DeBron
That's all vampirism gets? Boo.
Give Summon Spirits +X health regen to spirits for X seconds as opposed to a weak heal.
Intensity got hit pretty hard.
Give Summon Spirits +X health regen to spirits for X seconds as opposed to a weak heal.
Intensity got hit pretty hard.
Retribution X
So they make the title easier to get, yet do nothing for those who have already donated faction?
/sigh. it gets worse with each update...
/sigh. it gets worse with each update...
Niila
Nice, they just cut half the amount of faction farm required to get the skills.
Too bad they are nerfed now ;D
Too bad they are nerfed now ;D
Yichi
The intensity skill for elementalists is pretty much worthless now with a 45 second recharge...
TheMosesPHD
They kept Eternal Aura the way it was so my Dervish is still happy
trobinson97
Wow, yeah, they really made good skills bad ones now....hope this doesn't last. I liked the fact that they didn't tie into any attributes, but rather the titles.
FelixCarter
Well... That's an... Interesting update.
The Faction thing has me a bit bummed out that all the current Faction I donated is lessened, but I suppose it can't be helped.
Arigatou, ANet.
The Faction thing has me a bit bummed out that all the current Faction I donated is lessened, but I suppose it can't be helped.
Arigatou, ANet.
Alderin
Quote:
Originally Posted by Silly Warrior
Update - Monday, June 18, 2007
Skill Updates As a part of this playbalance test week, we’ve made the following skill changes: Assassin Critical Agility: decreased duration to 4 seconds, the duration now increases by 1 second for each rank of Critical Strikes. Elementalist Elemental Lord: decreased the bonus to Elemental attributes to 1. Intensity: decreased duration to 10 seconds, increased recharge time to 45 seconds. |
Elementlist: Lol, now what was the purpose of these skills then if they are going to get hit so badly? Especially "Intensity" lasting only 10 seconds and coming back in 45... Oy!
The PvE only skills are rather amusing now that the decent ones have been nerfed and the ones that needed buffed barely seen go that.
Well with the majority still being pretty much useless and the once useful ones not so anymore I do not see any reason to put them on my bar.
How about anyone else out of the ones that where nerfed, anyone going to use them?
The Great Al
both elem skills are now unusable. i guess i only need 20k more faction so i'll get the skill, but forget it...i thought these skills were supposed to be powerful? they're not even going to make it into my skillbar anymore
sindex
Quote:
Originally Posted by TheMosesPHD
They kept Eternal Aura the way it was so my Dervish is still happy
|
bilateralrope
Quote:
Originally Posted by Retribution X
So they make the title easier to get, yet do nothing for those who have already donated faction?
/sigh. it gets worse with each update... |
And halving the faction your required to farm doesn't mean much, as you still need to farm 5 million faction to max them out.
The nerfs to crit agility and nothing to fear aren't really surprising, as they were very usable by other classes.
VitisVinifera
so we waited 2 extra months for skill that got immediately nerfed?
what exactly was the 2 months used for then?
what exactly was the 2 months used for then?
pingu666
retro active doubling of faction donation would be good?
but yeah, theyve gone too far/not done enuff on the skills
vamparism sucked because it doesnt do much damage, not cos it didnt last forever.
the ranger skill cost too much for what it did and required a pet (not popular)
but yay to mesmer buff
paragon probably got a slight nurf by 1sec...
but yeah, theyve gone too far/not done enuff on the skills
vamparism sucked because it doesnt do much damage, not cos it didnt last forever.
the ranger skill cost too much for what it did and required a pet (not popular)
but yay to mesmer buff
paragon probably got a slight nurf by 1sec...
GloryFox
I'm rather disappointed with the Vamprism as 90 Seconds was more than fair. In many Ritualist Builds you want to respawn summoned Spirits many times so the extra duration won't help the pure Ritualist much. However for characters with Ritualist Secondaries that duration will help a lot as an extra passive cannon turret for raw firepower.
What I was hoping to see was an Increased damage amount based on ranks in Spawning. For example you would see your normal damage of 10 + 1 damage per rank of Sunspear and +1 damage per 2 ranks of Spawning Power. In this way it would be more important for the Ritualist to carry the Spirit turret in comparison to other classes.
What I was hoping to see was an Increased damage amount based on ranks in Spawning. For example you would see your normal damage of 10 + 1 damage per rank of Sunspear and +1 damage per 2 ranks of Spawning Power. In this way it would be more important for the Ritualist to carry the Spirit turret in comparison to other classes.
Aera Lure
Very poor update. Skills that needed a buff see nothing. Some of the good ones got cut down to be less than the value of a normal elite and not contenders to be in most skill bars anymore. What was the point of PvE-only skills again? Now not to be more powerful than an elite, but simply another skill that involves a long title track? Many of them dont even make it into a bar.
Also no removal or toggle option for that cursed Auto Target. I can just simply ignore the PvE skills but please fix this darn thing.
Also no removal or toggle option for that cursed Auto Target. I can just simply ignore the PvE skills but please fix this darn thing.
Shadis
Quote:
Originally Posted by Alderin
Assassin: so basically restricting all Assassins using the skill to Critical Strikes... It was bestter the way it was before.
Elementlist: Lol, now what was the purpose of these skills then if they are going to get hit so badly? Especially "Intensity" lasting only 10 seconds and coming back in 45... Oy! |
These skills are meant to augment PvE Builds, not become centerpieces of them. I like the changes, I'm not a "whiny PvP" as another poster so eloquently put it either. Some of these skills were insanely powerful, even for PvE standards.
Also a lot of you knee-jerk reaction people need to remember that this was a certainty, and that this week is for tinkering with these skills so expect to see more buffs/nerfs in the coming days. Should've known this would start today.
The Great Al
Anet, you may as well make the ele skills usable for PvP....it won't throw off balance because it won't even be used. Wasn't the point of making these skills PvE only, because they'd be too powerful for PvP? These skills now aren't even useful enough for PvE, much less PvP.
bilateralrope
Quote:
Originally Posted by Alderin
Assassin: so basically restricting all Assassins using the skill to Critical Strikes... It was bestter the way it was before.
|
Thats news to me. But this skill did look overpowered when x/A could use it.
Quote:
How about anyone else out of the ones that where nerfed, anyone going to use them? |
Inger
heh intensity got hit real hard... i thought it was a tad overpowered before but now its... useless
what do u know, skills that badly needed a buff didn't get any attention at all. Warriors, rangers are still left in the dust, ritualist got a very very very miniscule buff... hardly even worth mentioning.
I'll still keep an open mind hoping anet will come up with something...
EDIT: Whoops didn't realize mesmers did get a buff :P
what do u know, skills that badly needed a buff didn't get any attention at all. Warriors, rangers are still left in the dust, ritualist got a very very very miniscule buff... hardly even worth mentioning.
I'll still keep an open mind hoping anet will come up with something...
EDIT: Whoops didn't realize mesmers did get a buff :P
Racthoh
4 seconds of godmode is still better than the 10 seconds of Shield's Up! my warrior was using last week. And my primary paragon is completely unaffected by that change.
Faith somewhat restored in the future of PvE skills come GW:EN.
Faith somewhat restored in the future of PvE skills come GW:EN.
WildmouseX
stealth necro nerf - reckless haste changed from 10e cost to 15e cost.
Shadis
Quote:
Originally Posted by Inger
heh intensity got hit real hard... i thought it was a tad overpowered before but now its... useless
what do u know, skills that badly needed a buff didn't get any attention at all. Warriors, rangers and mesmers are still left in the dust, ritualist got a very very very miniscule buff... hardly even worth mentioning. I'll still keep an open mind opening anet will come up with something... |
Well like I said in my earlier post, I kinda buried it at the end but the major point is that this is a week long process for these skills. I highly doubt this is the end of the changes.
A.net likes to go towards the high-end/low-end then find something in the middle when it comes to PvE. I expect more tinkering as the week progresses.
Alderin
Quote:
Originally Posted by Shadis
These skills are meant to augment PvE Builds, not become centerpieces of them. I like the changes, I'm not a "whiny PvP" as another poster so eloquently put it either. Some of these skills were insanely powerful, even for PvE standards.
Also a lot of you knee-jerk reaction people need to remember that this was a certainty, and that this week is for tinkering with these skills so expect to see more buffs/nerfs in the coming days. Should've known this would start today. |
The skills where supposed to be over powered, hence the PvE only part so nerfing them into being pretty much useless kinda makes having them as PvE only skills pointless.
pingu666
retro active doubling of faction donation would be good?
but yeah, theyve gone too far/not done enuff on the skills
vamparism sucked because it doesnt do much damage, not cos it didnt last forever.
the ranger skill cost too much for what it did and required a pet (not popular)
but yay to mesmer buff
paragon probably got a slight nurf by 1sec...
but yeah, theyve gone too far/not done enuff on the skills
vamparism sucked because it doesnt do much damage, not cos it didnt last forever.
the ranger skill cost too much for what it did and required a pet (not popular)
but yay to mesmer buff
paragon probably got a slight nurf by 1sec...
X89
Huh was hoping for a hex removal buff, but I guess changing some major ones would be to much to ask for.
GloryFox
Quote:
Characters must now be level 20 to learn Kurzick or Luxon skills. Using the "Raise Alliance reputation" option with the Kurzick/Luxon faction reward NPCs now gives 10,000 points toward the corresponding title track. The cost is still 5,000 faction points, and the reputation gained by the alliance is still 5,000. |
J.Kougar
Quote:
Originally Posted by bilateralrope
So assassins don't always run high critical strikes ?
Thats news to me. |
Alderin
Quote:
Originally Posted by bilateralrope
So assassins don't always run high critical strikes ?
Thats news to me. But this skill did look overpowered when x/A could use it. Elemental Lord still looks useable once I get my rank up to at least 7 so I can keep it up. But its probably not worth the required grind any more. |
Shouldn't the skills entice you to play to max them out rather than "If I get it I get it and if not then oh well."? A mighty plus one isn't really that enticing for me when I can just "Glyph of Elemental Power" to take it up 2 points for the next 5 spells.
Gli
Bleh... Can my ranger be rolled back please, to where I had 2 more platinum and 2 more skill points and no Critical Agility and "There's Nothing to Fear!" skills?
TYpical... I pick my ranger as the one character I'm going to complete all HM content with, end up with duds for ranger PvE skills, and hardly got to play with cross-class skills at all before they got nerfed to uselessness.
TYpical... I pick my ranger as the one character I'm going to complete all HM content with, end up with duds for ranger PvE skills, and hardly got to play with cross-class skills at all before they got nerfed to uselessness.
Series
Thanks for the change to the paragon skill. Great! But as for people who play ele's... sorry guys
Swift Thief
Lmao, that makes Critical Agility even better for me.
Shadis
Quote:
Originally Posted by Series
Thanks for the change to the paragon skill. Great! But as for people who play ele's... sorry guys
|
Shanaeri Rynale
This update is pretty much spot on IMHO. I'd like to see changes to the faction requirements for the kurz/luxon skills. But now it feels about right. Great buffs to the mesmer with the reduced recharges and thank to MoR intensity is nicely usable
GloryFox
Quote:
Originally Posted by Series Thanks for the change to the paragon skill. Great! But as for people who play ele's... sorry guys |
Quote:
Originally Posted by J.Kougar Why would they? The skills in Critical Strikes primarily suck, and the benefit to actually getting critical hits is pathetic in comparison to the bonus given by Dagger Mastery and the great damaging skills that come with it. You're far better off running Dagger Mastery at a 16 and Shadow Arts at a 13... that way you don't end up dead on the floor every 2 minutes like most Assassins I see in PvE, and you aren't totally reliant on running back to the monk to heal all the time. I played an Assassin through all three campaigns without Critical Strikes, and did better than most. I did enjoy the new skills for the fast attacking and fact that it stayed recharged for the duration of the battle with just one cast, but it's useless to me now. |
GOT IT
I think someone needs complete training on Shing Jea.
Fact is the "Critical Strikes Nerf" to the Assassin Sunspear skill was needed to help Assassins find their nitch in PvE groups. In this way an Assassin running the skill is better than a Paragon (running GFTE) with the skill who can also keep that Assassin Sunspear skill running at 100%.
Connecting the skill to Critical strikes was the RIGHT thing to do to preserve class uniqueness to the Assassin in PvE.
The Great Al
Quote:
Originally Posted by Shadis
lol wut, Sorry for Eles? They've been borderline overpowered in PvE since Prophecies. Nothing has changed for them.
|
Tactical-Dillusions
I'll just carry on collecting the breadcrumbs that is PvE faction points and pretend this update didn't happen.
At least Anet was kind enough to remove the faction points from the chat window. There's nothing worse than seeing the pitiful returns you get from running around grinding.
I'll cross my fingers and hope that they slip in another update before tomorrow, like doubling the faction for amber/jade or shrine blessings, which amusingly has to be paid for.
As for the skill nerfs, i was expecting it.
At least Anet was kind enough to remove the faction points from the chat window. There's nothing worse than seeing the pitiful returns you get from running around grinding.
I'll cross my fingers and hope that they slip in another update before tomorrow, like doubling the faction for amber/jade or shrine blessings, which amusingly has to be paid for.
As for the skill nerfs, i was expecting it.
Guardian of the Light
<--PvPvEr
Well Anet reinforced their purpose behind the PvE skills. Make unwanted classes wanted again. They DID give you a fair warning and I'm happy that know maybe...just maybe we can find a place for those little assassins and paragons out there . I'm not too sure if the mesmers and rits are in the same situation.
The dervish are 100% fine now 24h Dwanya or Balthazar, I should be fine .
Well Anet reinforced their purpose behind the PvE skills. Make unwanted classes wanted again. They DID give you a fair warning and I'm happy that know maybe...just maybe we can find a place for those little assassins and paragons out there . I'm not too sure if the mesmers and rits are in the same situation.
The dervish are 100% fine now 24h Dwanya or Balthazar, I should be fine .