Game Update April 24, 2008.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

The latest Update for April 24,2008

Quote:
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.

Master Knightfall

Banned

Join Date: Dec 2007

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

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

Quote:
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.
Um, go home.

I'm still pretty happy with this update.

Master Knightfall

Banned

Join Date: Dec 2007

Um, you go home where was it you said it was? Hells Principe? <grin>

xshadowwolfx

xshadowwolfx

Krytan Explorer

Join Date: May 2006

California | Ascalon

Mo/

Quote:
Originally Posted by Master Knightfall
Um, you go home where was it you said it was? Hells Principe? <grin>
Huh? Don't get it.

Anyways what monk obby armor bug did they fix? I never noticed a problem before.

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

Quote:
Originally Posted by Master Knightfall
Um, you go home where was it you said it was? Hells Principe? <grin>
Coherent insults ftw. Unintelligible idiocy ftl.

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

FelixCarter

Wilds Pathfinder

Join Date: Jul 2006

Mo/Me

Deldrimor Weapons? Are these going to be different from Droknar Weapons?

I am not sure if I should expect little or have high hopes...?

Lykan

Lykan

Forge Runner

Join Date: May 2005

StP

R/

Quote:
* Fixed a bug that allowed characters to equip skills from multiple secondary professions.
um what?

xshadowwolfx

xshadowwolfx

Krytan Explorer

Join Date: May 2006

California | Ascalon

Mo/

Quote:
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...?
They're out check it http://www.guildwarsguru.com/forum/s...php?t=10282440

FelixCarter

FelixCarter

Wilds Pathfinder

Join Date: Jul 2006

Mo/Me

Quote:
Originally Posted by xshadowwolfx
oic...

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

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

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

Kale Ironfist

Jungle Guide

Join Date: Jul 2006

Australia

Venatio Illuminata [VEIL]

W/

Quote:
Originally Posted by Lykan
um what?
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.

ManMadeGod

ManMadeGod

Frost Gate Guardian

Join Date: Dec 2005

Quote:
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.
This is from Developer Updates note:

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

Wilds Pathfinder

Join Date: Aug 2006

Melbourne

Quote:
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.
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?

Mork from Ork

Lion's Arch Merchant

Join Date: Aug 2007

Quote:
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.
Interesting - does this mean the 10 hit count will reset with the new cast now?

Could be very good news for dungeon runners!

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

Quote:
Originally Posted by Mork from Ork
The thing about Spirit Bond
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. Now if they would only remove that hit limit... =)

BLOODGOAT

BLOODGOAT

Wilds Pathfinder

Join Date: Jun 2007

long a

Mo/

Quote:
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!
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.

Mork from Ork

Lion's Arch Merchant

Join Date: Aug 2007

Quote:
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.
Well true - the refresh time was low enough that it was easy to keep it up and keep max energy at same time without BiP. But it was amazing how many so called "professional" runners had no idea how to do it.

mistokibbles

Lion's Arch Merchant

Join Date: Mar 2008

N/A

Quote:
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.
It was annoying though. It's easy to accidentally click on Spirit Bond and with a 1/4 cast, it's difficult to cancel. It's taken my life enough in the UW -_-

Master Knightfall

Banned

Join Date: Dec 2007

Quote:
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?
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.

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

finally they fixed some hero AI now just fix crossing and the aoe AI and ill stop bitching anet

korcan

korcan

noobalicious

Join Date: Jun 2006

Quote:
* Fixed Monk Obsidian Armor to make it appear correctly from the back.
does anyone know what the armor fix is all about? i didn't even know there was a problem to begin with.

a-kyle

Krytan Explorer

Join Date: Apr 2008

A/R

Quote:
* Fixed a bug that could cause Heroes to occasionally ignore placed flags.
I never noticed that before. :S

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

Quote:
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!
I didn't say that I just posted the notes you figure it out.

TideSwayer

TideSwayer

Wilds Pathfinder

Join Date: Jul 2005

We Farm Your [?????????s]

Quote:
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.
Yeah, EIGHT months ago I actually started a thread in Riverside about Spirit Bond trying to get ANet's attention about it's problems. I'm glad ANet finally got around to noticing that SB was acting annoying.

Buzzer

Buzzer

Wilds Pathfinder

Join Date: Nov 2005

Australia

Quote:
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.
It was overpowered at 70: 1 energy, 2 recharge, used with lifesteal spells to mitigate sacrifice.

Esan

Esan

Jungle Guide

Join Date: Jul 2007

Wars

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

Longasc

Forge Runner

Join Date: May 2005

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.

Buzzer

Buzzer

Wilds Pathfinder

Join Date: Nov 2005

Australia

Quote:
Originally Posted by Longasc
Recycled shit for the 3rd B-day
Oh, I didn't know birthday gifts were our god-given right. My bad.

Vilaptca

Vilaptca

Pre-Searing Vanquisher

Join Date: Jun 2005

Fifteen Over Fifty [Rare]

Quote:
* 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.
I don't get this, can someone explain to me what they are talking about. Because as far as I know, we haven't added any new casters to the game since Factions, so what attributes were added that weren't around during Factions?

Is the wording just dumb, or is it me?

ManMadeGod

ManMadeGod

Frost Gate Guardian

Join Date: Dec 2005

Quote:
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.
Why must it be either 48 or 70?
How about 60?
There is no such a thing called fine-tuning for Izzy?

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
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?
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.

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

J.Kougar

Academy Page

Join Date: Apr 2006

Quote:
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.
That was probably me. I posted screen shots of a ranger I made that had skills from 7 different classes on his bar at once. He could use them too.

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

ManMadeGod

Frost Gate Guardian

Join Date: Dec 2005

Quote:
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.
abused?
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

Krytan Explorer

Join Date: Dec 2006

W/

Quote:
Originally Posted by a-kyle
I never noticed that before. :S
ugh your luckier than me then. random overextention was a pain in the ass

Quote:
Originally Posted by Buzzer
Oh, I didn't know birthday gifts were our god-given right. My bad.
duh. i paid a one time fee for the game so of course it should be expected that they continually update the game and give us better stuff. i thought everyone knew this.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Quote:
Originally Posted by ManMadeGod
abused?
What kind of abuse? spike or pressure?
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...

ManMadeGod

ManMadeGod

Frost Gate Guardian

Join Date: Dec 2005

Quote:
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...
So you are talking about all necros team spike again.
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.