Update - Thursday October 9
Molock
joshuarodger
and it is a lot faster now. it's almost ridiculous when i remember the old delay and how it is now. much better. between that and gadd losing iron mist and me getting all my RP's from last month, i'm pretty happy with this update.
tre_peter
Sill no points for me, so I'm owed two months also
MithranArkanere
Perfect.
Every single update brings the game towards my idea of how GW should be.
I can finally go to Japanese districts to bother them like clueless tourist.
Every single update brings the game towards my idea of how GW should be.
I can finally go to Japanese districts to bother them like clueless tourist.
Shasgaliel
tre_peter
Lol, yes of course. And I've triple checked my Guild Wars account name is entered correctly. Just my bad luck. Good thing is I don't really care about virtual points, feel bad for anyone that does.
Painbringer
* Streamlined Leah Stone's path and increased her speed for the bonus in Abaddon's Mouth
Finally
Finally
Hollow Gein
Yes!! The only thing important for me is the fix on Gadd. No more Iron Mist!! Hazzzahhhh!!!!
Koning
No more rebirth trick in the deep...
Tyla
Well, considering most of my 'Sin builds use the same attribute spread (12+1+1 Dagger, 8 Critstrikes, rest go in whatever) I guess I can reallocate (is this a word? ) my attribute points to fit the new BB. (?)
Nightow
What was the reason for the FGJ! nerf this time? (This coming from someone who only does AB/Fort Aspy)
Tom Swift
So what was the necessity of removing the delay in rezing? It made rezing a runner a little safer to have the delay but it hardly seems like it was being abused. It's not like you could rez them clear across the map like you could with UA.
DarkNecrid
A11Eur0
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So what was the necessity of removing the delay in rezing? It made rezing a runner a little safer to have the delay but it hardly seems like it was being abused. It's not like you could rez them clear across the map like you could with UA.
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The only "exploit" I can think of is overpopulating rooms in The Deep. This is a way of getting past the aspect of exhaustion while giving each of the other rooms an extra bit of damage to make the run go faster.
That's alright, I started doing the Deep doing 3 per room...tank monk nuker each of the 3 non-exhaustion rooms, 2 SS and BiP in room 2. Let them just chill there until the three other rooms are cleared and the next aspect is killed, then go in and kill Exhaustion.
Age
I never had a problem with Abaddons bonus mission with the npc walking to slow after the ether seals she speeds up and I rather like that part of the mission.
What was wrong with the Deathbane inscribtion?
What was wrong with the Deathbane inscribtion?
miskav
Deathbane mod.
And if a weapon had a deathbane mod and it came from z-chest, it had no inscription slot.
And if a weapon had a deathbane mod and it came from z-chest, it had no inscription slot.
Age
I had one Ebon Falchion of Deathbane but it didn't come from a Z chest it was a drop.I changed it to shocking Falchion of Fortitude.
Dronte
You are wrong on multiple stuff. All inscribable stuff had that bug not only zchest items, those that drop in NF/EOTN/Hohchest/zchest whatever. And it seemed to appear only if it was a non perfect (19%) mod, but still, I got items with 19% deathbane mod WITH inscription.
sixofone
Yawgmoth
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* Fixed a bug that caused some high-end weapons to be created without an inscription slot if they had the Deathbane property. |
Oh and most importantly - it was here since Prophecies release! It wasn't just about Deathbane and inscribables, it's the way all weapons with a +dmg% vs Mobtype dropped since ever! All those Bows of Pruning and Swords of Dwarfslaying have always dropped without a dmg mod!
Has this update 'fixed' those too? No more 'clean' (after removing mods) golds for Tyria and Cantha?
I'd like a confirmation on this, I don't have time to farm or chestrun today.
Chocobo1
There needs to be a shrine dedicated to the awesomeness of removing Iron Mist from Gadd. For a genius he was the biggest retard when it came to combat.
jaximus
my ranger loves the new burning arrow... the rest of my people, not so much. the added burning time i think is excessive. ba was already the largest damage skills a ranger had already and the new burning time brought it even with the pre-last nerf incendiary. they just added a +2s recharge to that and put ba equal to what they just changed. now you burn far too long. i was on a team yesterday against a ba with serps quickness and apply and he could spread that burn/poison out on the team faster and far more efficiently than i could draw it. plus the raw damage from ba puts them at a health where you have to watch cuz dw+ a bit of damage could score a kill. insane pressure, needless to say my team (w/e earth shaker, e/rt sh/warmonger, e/me sh, and (me) monk word) lost but i blame that mostly on the other two squads leaving. 12 v 4 makes for pressure that no monk can handle but mostly from what i saw the ba did most of the hurt.
Chthon
For gold items that should have always had an inscription slot (or inherent mod for Proph/Factions), having the deathbane mod introduced a high probability that the inscription slot(/inherent mod) would be mysteriously absent. That was a bug.
It particularly irritated people who found extremely rare skins, only to ID the items and find out that it was worthless because of the missing mod slot. For instance, there's a not-too-old thread QQ-ing about finding a no-inscription Eternal Blade from the UW chest. Ouch!
It particularly irritated people who found extremely rare skins, only to ID the items and find out that it was worthless because of the missing mod slot. For instance, there's a not-too-old thread QQ-ing about finding a no-inscription Eternal Blade from the UW chest. Ouch!
Secksy
tmakinen
The Deathbane bug: any damage modifier inherent property was overwritten during the creation process by a damage modifier postfix. So, if your Eternal Blade dropped with a Deathbane mod it would either come with a caster inscription like +5 energy, or without any inscription at all (and without an inscription slot) and would thus be worthless. This was most prominent with supposedly inscribable items but there's some evidence that the bug had existed even before the inscription system.
House Silvermoon
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my ranger loves the new burning arrow... the rest of my people, not so much. the added burning time i think is excessive. ba was already the largest damage skills a ranger had already and the new burning time brought it even with the pre-last nerf incendiary. they just added a +2s recharge to that and put ba equal to what they just changed. now you burn far too long. i was on a team yesterday against a ba with serps quickness and apply and he could spread that burn/poison out on the team faster and far more efficiently than i could draw it. plus the raw damage from ba puts them at a health where you have to watch cuz dw+ a bit of damage could score a kill. insane pressure, needless to say my team (w/e earth shaker, e/rt sh/warmonger, e/me sh, and (me) monk word) lost but i blame that mostly on the other two squads leaving. 12 v 4 makes for pressure that no monk can handle but mostly from what i saw the ba did most of the hurt.
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Bowstring Badass
Izzy did 1 thing right Hidden Caltrops.
kade
can someone explain how BB was changed exactly, for the life of me i can't figure out the difference from the old version.
Michael805
Arkantos
TwinRaven
I just wish they would leave my ranger builds alone! I tend to avoid the cookie-cutter-wiki builds and go for something a little more interesting to me. Incindiary arrows, as it used to be, alternated with Choking Gass and used with Needling Shot was a continual interrupt/shutdown when used with the usual interrupting shots. It was fun for me to hear the continual "chirp" of interrupted skills/spells...Then it changed. I adapted, played with it and used it with Kindle Arrows and Ignite Arrows as well as Apply Poison...finally I settled on spreading conditions (not my usual style, but I went with it). I found it fairly useful and was just getting in the hang of things...then the nerf bat...5 second recharge. It seems that every time I find a skill with some synergy with another, the good folks at ANet mash my build and say it was "over-powered" How the F*ck so? Compare damage rates with other classes and the ranger gets religated to "support" time after time...average is all regards. Sloth Hunter's Shot, Sundering Attack...If bow and arrow can't deal the damage, maybe I should pick up a hammer? .../end bitch, whine, fuss...
Arkantos
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I just wish they would leave my ranger builds alone! I tend to avoid the cookie-cutter-wiki builds and go for something a little more interesting to me. Incindiary arrows, as it used to be, alternated with Choking Gass and used with Needling Shot was a continual interrupt/shutdown when used with the usual interrupting shots. It was fun for me to hear the continual "chirp" of interrupted skills/spells...Then it changed. I adapted, played with it and used it with Kindle Arrows and Ignite Arrows as well as Apply Poison...finally I settled on spreading conditions (not my usual style, but I went with it). I found it fairly useful and was just getting in the hang of things...then the nerf bat...5 second recharge. It seems that every time I find a skill with some synergy with another, the good folks at ANet mash my build and say it was "over-powered" How the F*ck so? Compare damage rates with other classes and the ranger gets religated to "support" time after time...average is all regards. Sloth Hunter's Shot, Sundering Attack...If bow and arrow can't deal the damage, maybe I should pick up a hammer? .../end bitch, whine, fuss...
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Loot Junkie
I wish this update had come out before that req10 emerald blade of deathbane dropped for me a few weeks ago....come to think of it that dwarven hammer I got from the halls chest 1.5 years ago also had no damage modifier on it either
TwinRaven
I don't play high-end PvP, I play for fun so it makes me sad when my fun is tinkered with for a part of the game I'll never really get into. And there is a point to bitching...catharsis...Aristotle says so.
Bryant Again
I think he meant that it's hard to complain about something being changed in an online-only game when that's what they're made for - change.
Evil_Necro
Yay for Japanese districts!!!
And abt the tonic... thanks I'll keep my floating head >.>
Oh well.. nice update Anet. :3
And abt the tonic... thanks I'll keep my floating head >.>
Oh well.. nice update Anet. :3
Zahr Dalsk
DreamWind
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I think he meant that it's hard to complain about something being changed in an online-only game when that's what they're made for - change.
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Semi-good update btw.
upier
Quote:
Sorry, but the game is balanced around high end PvP, not what individuals find fun to play. No point in bitching.
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Quote:
Warrior * "For Great Justice!" (PvP) "For Great Justice!" (PvP): reduced duration to 8 seconds. This skill already had a separate PvP version; so this change does not affect PvE. "For Great Justice!" made it too easy to fuel adrenal skills when used with daggers, considering their double-strike capability. This was used commonly within Hero Battles to rapidly build adrenaline. We've reduced the duration to limit this interaction. |
Arkantos
Well seeing as HB has a ladder and (m)AT's, it's more high end than some other forms of PvP in ANet's eyes.
Anyways, backbreaker sins were also used in HA, if you didn't know. Just because they only mentioned one form of PvP doesn't mean it wasn't used in others.