Update #2 - Thursday, April 24, 2008 [edit] Bug Fixes * Fixed a bug that prevented players from gaining access to the original Guild Wars end run (following the Hell’s Precipice mission). * Fixed a bug that prevented the Priest of Balthazar from working correctly with PvP characters. [edit] Bug * Purchased Gold weapons from the collector introduced in this update,do not mod properly, for example: shield handles will not attach to Gold Deldrimor Shields. [edit] Update - Thursday, April 24, 2008 [edit] Guild Wars Third Anniversary Celebration * Made preparations for the Guild Wars Third Anniversary event. * New end-game area: Players who complete Hell's Precipice (the final mission of the first campaign) will receive a Deldrimor Talisman. This trophy can be exchanged for one of the new Deldrimor weapons. The end-game area is permanent and will remain in place after the anniversary event finishes. * Beginning at Noon Pacific (-7 GMT) on Friday, April 25, 2008, players will be able to access the Rollerbeetle Racing and Dragon Arena outposts by speaking with special event NPCs located in the Great Temple of Balthazar, Lion's Arch, Kamadan, and Shing Jea Monastery. * Beginning at Noon Pacific (-7 GMT) on Friday, April 25, 2008, players will be able to access the Boardwalk in Shing Jea Monastery. * The event will conclude and all special event NPCs will leave at Noon Pacific (-7 GMT) on Tuesday, April 29, 2008. * For more information, see the Guild Wars Third Anniversary event page. [edit] Skill Update [edit] Necromancer Dark Pact Dark Pact: reverted back to 10..48 damage. [edit] Bug Fixes * Fixed a bug that could cause Heroes to occasionally ignore placed flags. * Improved Hero/Henchmen responses to effects that cause skills to fail, such as Spell Breaker. If the target is immune to a skill, Heroes will now stop activating that skill after a small number of failures. * Improved Hero AI for the Monk skill Pacifism; Heroes will no longer use the skill on spellcasters unless specifically ordered to. * Fixed a bug that caused the Monk skill Spirit Bond to heal an incorrect number of times when recast on a target already enchanted with Spirit Bond. * Fixed a bug that prevented some players from unlocking the Hero Battles outpost. * Fixed a bug that allowed characters to equip skills from multiple secondary professions. * Fixed Monk Obsidian Armor to make it appear correctly from the back. * Fixed a bug that caused multiple copies of the Ram effect (in Rollerbeetle Racing) to interact incorrectly. This skill now cannot be reused until its initial effects wear off. * Fixed a bug that caused the Paragon primary attribute Leadership to not give Energy to characters when the skills "The Power Is Yours!" and "Never Give Up!" were used. [edit] Miscellaneous * Updated the selection of Wayward Wands and Straw Effigies at the end of the Factions campaign to include attributes that could not be found on rods and focus items when that campaign was released. * Updated the selection of Staves of the Forgotten and Golden Boar Scepters at the end of the Nightfall campaign to include Energy Storage versions. |
Game Update April 24, 2008.
Age
The latest Update for April 24,2008
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Master Knightfall
Great they nerfed "Dark Pact" and I was having so much fun with it at 70 damage which is what it should be considering you have to take a penalty to hit points anyways to use it. Izzy just doesn't like necros he's done everything he can short of just deleting them from the game to delete them from gvg. You really should resign izzy you're too biased toward the holy trinity and rangers.
FengShuiDove
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Originally Posted by Master Knightfall
Izzy just doesn't like necros he's done everything he can short of just deleting them from the game to delete them from gvg.
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I'm still pretty happy with this update.
Master Knightfall
Um, you go home where was it you said it was? Hells Principe? <grin>
xshadowwolfx
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Originally Posted by Master Knightfall
Um, you go home where was it you said it was? Hells Principe? <grin>
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Anyways what monk obby armor bug did they fix? I never noticed a problem before.
FengShuiDove
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Originally Posted by Master Knightfall
Um, you go home where was it you said it was? Hells Principe? <grin>
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If you think Necros are Izzy's least favorite, you must've been around since, what, today? Check out the last temporary update on Rits. Check out any other update for... most anything. Nerfing a single non-elite skill is hardly breaking a profession.
/endofftopic
FelixCarter
Deldrimor Weapons? Are these going to be different from Droknar Weapons?
I am not sure if I should expect little or have high hopes...?
I am not sure if I should expect little or have high hopes...?
Lykan
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* Fixed a bug that allowed characters to equip skills from multiple secondary professions. |
xshadowwolfx
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Originally Posted by FelixCarter
Deldrimor Weapons? Are these going to be different from Droknar Weapons?
I am not sure if I should expect little or have high hopes...? |
FelixCarter
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Originally Posted by xshadowwolfx
They're out check it http://www.guildwarsguru.com/forum/s...php?t=10282440
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But I'm guessing same end game mods as Factions, Nightfall, and GW:EN?
Not complaining if that is the case, though. People have been asking for this for a while. More proof that ANet does keep an ear open.
cosyfiep
does this mean that they have fixed the wayward wand for the mesmers (the one that requires illusion magic and does half casting for inspiration??) and that there is a fast casting one now????
Kale Ironfist
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Originally Posted by Lykan
um what?
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The skills are the ones given out for new characters to 'have a taste' of having that profession as a secondary.
ManMadeGod
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Originally Posted by Master Knightfall
Great they nerfed "Dark Pact" and I was having so much fun with it at 70 damage which is what it should be considering you have to take a penalty to hit points anyways to use it. Izzy just doesn't like necros he's done everything he can short of just deleting them from the game to delete them from gvg. You really should resign izzy you're too biased toward the holy trinity and rangers.
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Dark Pact: increased damage to 10..70.
Dark Pact's damage was not worth its cost. We've raised that damage by more than 20 at the high end, hopefully making this skill a viable way to inflict damage at a Health cost.
Now it's the only one that has been reverted (and without any reason).
I don't see the point.
xDusT II
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Originally Posted by Master Knightfall
Great they nerfed "Dark Pact" and I was having so much fun with it at 70 damage which is what it should be considering you have to take a penalty to hit points anyways to use it. Izzy just doesn't like necros he's done everything he can short of just deleting them from the game to delete them from gvg. You really should resign izzy you're too biased toward the holy trinity and rangers.
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Mork from Ork
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Originally Posted by Age
* Fixed a bug that caused the Monk skill Spirit Bond to heal an incorrect number of times when recast on a target already enchanted with Spirit Bond.
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Could be very good news for dungeon runners!
FengShuiDove
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Originally Posted by Mork from Ork
The thing about Spirit Bond
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BLOODGOAT
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Originally Posted by Mork from Ork
Interesting - does this mean the 10 hit count will reset with the new cast now?
Could be very good news for dungeon runners! |
Mork from Ork
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Originally Posted by BLOODGOAT
Maybe for the bad ones. I mean I like this update but any decent 600 knows how to use Spirit Bond as it was after the original nerf.
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mistokibbles
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Originally Posted by BLOODGOAT
Maybe for the bad ones. I mean I like this update but any decent 600 knows how to use Spirit Bond as it was after the original nerf.
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Master Knightfall
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Originally Posted by xDusT II
You are aware it was just recently buffed right? Meaning this change just reverted the skill back to what it originally was about a week ago?
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RavagerOfDreams
finally they fixed some hero AI now just fix crossing and the aoe AI and ill stop bitching anet
korcan
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* Fixed Monk Obsidian Armor to make it appear correctly from the back. |
a-kyle
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* Fixed a bug that could cause Heroes to occasionally ignore placed flags. |
Age
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Originally Posted by Mork from Ork
Interesting - does this mean the 10 hit count will reset with the new cast now?
Could be very good news for dungeon runners! |
TideSwayer
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Originally Posted by FengShuiDove
Yeah I noticed that too. It's been a known issue long enough... I'm glad they fixed it, assuming, of course, that it now actually behaves as it should.
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Buzzer
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Originally Posted by Master Knightfall
Yes I am aware that's why I'm teed. They buffed it 22 points from 48 to 70 and it was useful at that damage output vs the amount of hit points I had to give up. It was perfect at 70, it suks at 48. You have to give up more hit points than it deals now.
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Esan
At 48 damage, they might as well restore the 5e cost, lose the sac, and call it a wireless Vile Touch. It's too flimsy to bother with otherwise.
Longasc
Dark Pact is an example for a skill that should not exist.
It is either crap or only works so-so in some combinations (Vampiric Spirit) or it is becomes buffed and then is good enough that Izzy feels the need to reduce it to its previous shitty state again.
The Deldrimor Weapons idea is good, not that many would care overly much about it now. Maybe they also manage to unify their inscription-drops over the chapters, but I doubt anyone would bother besides the geeks who see their ultra rare weapon nobody has ever seen besides them become a little more common, causing and endless stream of tears.
Recycled shit for the 3rd B-day, as all the devs are busily working on GW2. Yeah. :> I am so glad my dad did not work on the 2nd child on my 3rd birthday.
It is either crap or only works so-so in some combinations (Vampiric Spirit) or it is becomes buffed and then is good enough that Izzy feels the need to reduce it to its previous shitty state again.
The Deldrimor Weapons idea is good, not that many would care overly much about it now. Maybe they also manage to unify their inscription-drops over the chapters, but I doubt anyone would bother besides the geeks who see their ultra rare weapon nobody has ever seen besides them become a little more common, causing and endless stream of tears.
Recycled shit for the 3rd B-day, as all the devs are busily working on GW2. Yeah. :> I am so glad my dad did not work on the 2nd child on my 3rd birthday.
Buzzer
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Originally Posted by Longasc
Recycled shit for the 3rd B-day
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Vilaptca
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* Updated the selection of Wayward Wands and Straw Effigies at the end of the Factions campaign to include attributes that could not be found on rods and focus items when that campaign was released. |
Is the wording just dumb, or is it me?
ManMadeGod
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Originally Posted by Longasc
Dark Pact is an example for a skill that should not exist.
It is either crap or only works so-so in some combinations (Vampiric Spirit) or it is becomes buffed and then is good enough that Izzy feels the need to reduce it to its previous shitty state again. |
How about 60?
There is no such a thing called fine-tuning for Izzy?
JR
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Originally Posted by ManMadeGod
Why must it be either 48 or 70?
How about 60? There is no such a thing called fine-tuning for Izzy? |
Izzy has repeatedly tried to push Necromancers into the game by buffing various aspects of them. Nine times out of ten he later has to revert these buffs, because it just leads to gimmick builds that ruin GvG.
J.Kougar
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Originally Posted by Kale Ironfist
I remember a while ago, there was a picture of a Nightfall Ranger gallivanting around with 4+ professions' skills on their bar without a secondary.
The skills are the ones given out for new characters to 'have a taste' of having that profession as a secondary. |
I'm sure that thread is long since gone from here, but if you're curious they are still on my long-since-dead for lack of updates Guild Wars fan page. Just click the multi-classing section. I might finish/update that page at some point, but who knows...
ManMadeGod
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Originally Posted by JR
It was being abused in GvG pretty badly. A change from 70 to 60 would have done very little to stop that, and reverting it was the right choice. It never should have been buffed that way to begin with.
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What kind of abuse? spike or pressure?
Pressure with life sac is acceptable. And there is a spell called Scourge Sacrifice which is effective and cheap to counter.
And spike with 70 damage is not really deadly.
A change from 70 to 60 Does make it different imo.
Xx_Sorin_xX
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Originally Posted by a-kyle
I never noticed that before. :S
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Originally Posted by Buzzer
Oh, I didn't know birthday gifts were our god-given right. My bad.
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FoxBat
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Originally Posted by ManMadeGod
abused?
What kind of abuse? spike or pressure? |
ManMadeGod
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Originally Posted by FoxBat
560 damage 1sec cast for 1 energy every 2 seconds... followed up by angorororodn which heals your sac and gives you even MORE energy, which you can then freely dump into heals/defense. Nothing broken there...
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everything * 8 = a lot of dmg
That's why i said they should make things (especially life steal) non stackable just like AR.
Buff dmg isn't the only way to make necro viable in GvG.
The point is, there were too much thoughtless skill updates so that they had to fix them.