Update- Thurday January 28

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by zwei2stein View Post
Now they essentially have permanent cracled armor, which means that they take bullshitton damage more.
Sir, that is bullshit.

Enemies in PvE (especially warriors/paragons in HM) already have a very high amount of armor. -20 armor isn't going to make them take a bullshitton more damage. You aren't going to notice a huge difference in your numbers.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by zwei2stein View Post
I will repeat for clarity: no pvp based ballance will ever make pve harder but it will instead make it easier.
That's also wrong. RoJ buff made Fleshreavor Hounds tons harder. We Will Return buff made Desolation tons harder. HealSig and Ether Feast buffs made tons of monsters harder across the board.

Sum:
If you nerf a skill players use and monsters don't - game gets harder.
If you nerf a skill monsters use and players don't - game gets easier.
If you nerf a skill both players and monsters use - game gets harder. (Player is weaker vs. most monsters and on even footing with the rest.)
If you buff a skill players use (or could adopt) and monsters don't use - game gets easier.
If you buff a skill monsters use and players don't (and still can't adopt) - game gets harder.
If you buff a skill both players and monsters use (or could adopt) - depends...
...If the skill benefits significantly from an insane attribute or level, game gets harder in some places (monsters gained more than players) and easier in others.
...If the skill has a mostly flat effect curve - game gets easier. (Player is stronger vs. most monsters and on even footing with the rest.)

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

Quote:
The game has both PvP and PvE, and it was originally intended for people to play both. People who play all of the game - and, believe it or not, there are a lot of us - shouldn't have to suffer because you're married to one form of it alone, particularly when a nerf of a particular skill has such a negligible effect on general PvE. There was literally one skill in this update that you can make a case for a PvP/PvE split
First of all, I play both PvE and PvP (RA, HA, casual GvG). My perspective isn't that of a pure PvE-er, so stop trying to make it out to be.

How is splitting PvE and PvP properly "hurting" people who do both? If you have such a hard time remembering what a skill does, that is not my problem. A.net shouldn't cater towards people with terrible memory. If you can't remember ~10 skill changes every several weeks, perhaps you should consider a different game to play, like "Hello Kitty World."

Quote:
Originally Posted by Chthon View Post
That's also wrong. RoJ buff made Fleshreavor Hounds tons harder. We Will Return buff made Desolation tons harder. HealSig and Ether Feast buffs made tons of monsters harder across the board.
By "PvP balances" I'm pretty sure he meant nerfs, since that's how PvP is most often balanced. At any rate, semantics, doesn't change his point.

Martin Alvito

Martin Alvito

Older Than God (1)

Join Date: Aug 2006

Clan Dethryche [dth]

Quote:
Originally Posted by Killed u man View Post
*I talked to an R10 IWAY'er yesterday who was argueing that the +5 HP mod was better than a Stonefist Insignia on a warrior o.0*
Sure, if all you do is spew out damage and never knock anything down.

He'd even be right if disruption weren't so undercosted in this game. Bull's Strike was obviously broken at release.

Quote:
Originally Posted by Apathetic Tom View Post
you can't reflex a 3/4 at close range?
If your ping sucks, then no, it isn't happening.

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

Quote:
Originally Posted by trcvrs View Post
First of all, I play both PvE and PvP (RA, HA, casual GvG). My perspective isn't that of a pure PvE-er, so stop trying to make it out to be.

How is splitting PvE and PvP properly "hurting" people who do both? If you have such a hard time remembering what a skill does, that is not my problem. A.net shouldn't cater towards people with terrible memory. If you can't remember ~10 skill changes every several weeks, perhaps you should consider a different game to play, like "Hello Kitty World."
There are, what, 1000 skills in GW right now? I'm going to conservatively estimate that I have 95% of those memorized right now; not the exact numbers of each skill obviously, but +/- 10% is a good estimate. That's not a terrible memory, nor is it really a good memory, it's just the result of playing the game for 5 years, so kindly stop impugning my ability to remember what skill X does. Memorizing another 1000 skills on top of those I already have memorized would be hard enough, and this would be compounded by the fact that, in order for many skills to be truly viable in PvP and PvE, they'd need drastic functionality changes. You can pump up the duration time on Imagined Burden all you want, it's not going to make it a skill worth bringing in general PvE. If we go down the path of splitting every skill that isn't properly balanced in PvE and PvP, we're just going to create headaches for people trying to keep track of what skills do what and in which areas, and it won't lead to everything magically being balanced unless they devote significant time to overhauling all of the skills in PvE. Guess what: that's not happening.

Bottom line, splitting skills does by necessity create more variables to remember, which can in no way be construed as a positive thing. You obviously consider it less of a negative than I do, but it is a negative, and one that ANet clearly shares my view in limiting as much as possible. Really, that's all that matters on the topic; they don't want to split skills every time they could, because it increases the complexity of this game. I'll remind you that the complexity of the bloated skill system was one of the reasons they decided to GW2 in the first place. If a skill does not need a skill split, there is no reason to give it one, because the split's existence itself is an undesirable attribute. This negative factor needs to be counteracted by some weighty positive effect of the skill being split.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

Quote:
Originally Posted by lutz View Post
I don't understand this logic. Can you explain it a little better?
They are suppose to know the game and skills better then anyone here. When they nerfed PvE's Winter's Embrace you know as much how knowledgeable they are (not saying i am the super skill guru, but I happens to know my Water and Fire Elementalist well)

Not related to the above, going to talk about Winter's Embrace again because I do not understand the logic behind the nerfing of said skill's PvE version.

For instant, what about Gylph of Immolation? Cost 5 energy, casting 1 recharge 10, very nice to use with Glowing Gaze (you could have these two skills on your bar and don't have to worry about energy management [without using elemental attunement]. Low cost, just like Winter's Embrace once was. How come it is fit to nerfed the PvE of Winter's Embrace and not Glyph of Immolation? And there isn't even a Glyph of Freezing to talk about . They do not know that when you are playing a Water Elementalist that there are very few skills to choose from to begin with and (in PvE) nerfing PvE's Winter's Embrace just plain unreasonable.

back to collecting spider's web

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by pumpkin pie View Post
They are suppose to know the game and skills better then anyone here. When they nerfed PvE's Winter's Embrace you know as much how knowledgeable they are (not saying i am the super skill guru, but I happens to know my Water and Fire Elementalist well)

Umm...what? Do you have any idea what the test krewe even does?

PS: The skill was already terrible in PvE, absolutely no point in splitting it.

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

FWIW, I never really used Winter's Embrace in PvE except a few times to test it and I played a water el when I eled. So nerfing it in PvE isn't that big of a deal.

You need to do damage (or support) more than snaring anyways in PvE as an el depending on if you are in HM or not. And if I wanted to snare, I'd probably use something else.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

Its not a big deal to nerf Winter's Embrace in PvE but it is not the right move either is what I am saying.

@Winterclaw
In area where I use water ele, I don't have to do much damage, all i have to do is make sure the crowd is under control and my H/H will do the rest. They are usually area where the monsters likes to run around a lot very fast, and those imps don't like my water ele much, I could run other water magic skill bar just fine, I just don't see how ArenaNet see fits to nerf a skill that is already useless in PvE to even more useless than it used to be. Just look at the attention people give to Winter's Embrace in this thread, NONE its an insignificant little skills. now its an invisible skill.

@Arkantos

Quote:
Originally Posted by Arkantos View Post
Umm...what? Do you have any idea what the test krewe even does?

PS: The skill was already terrible in PvE, absolutely no point in splitting it.
Yeah, you are right Arkantos, I have no idea what the Test Krewe does, but I am of the impression that, logically, if someone is on the Test krewe, the most basic thing they need to know is the game and its skills, how else they going to do a good report of weather the skills is running fine or not?

How can they not split it when the skill was already terrible in PvE? they are making it more terrible.

Sjeng

Sjeng

Desert Nomad

Join Date: Aug 2005

in my GH

Limburgse Jagers [LJ]

W/

Quote:
Originally Posted by Chocobo1
Summary: More crying over cracked armor added to a skill. If you love it so much that your prepared to write an essay about it then continue to use it, 10 seconds of cracked armor isn't the end of the world.
It's 10 seconds EVERY TIME a shout or chant stops on you. Being a paragon, that means continuous cracked armor, and as Shadow says:
Quote:
Originally Posted by Perfected Shadow View Post
But it is a pain when you're running heroes with foul feast/draw conditions who will continually waste time and energy removing cracked armor. I don't see why a pve player would or should stop qqing when a pvp update nerfs a skill that could've been split.
Thanks for agreeing. Restore Soldiers Fury for PvE please Anet. I really don't see why this skill should give you cracked armor in PvE. It makes no sense at all.

Gill Halendt

Gill Halendt

Desert Nomad

Join Date: Mar 2008

Quote:
Originally Posted by Sjeng View Post
Thanks for agreeing. Restore Soldiers Fury for PvE please Anet. I really don't see why this skill should give you cracked armor in PvE. It makes no sense at all.
Because EVERY IAS skill in the game has some sort of a trade-off, be it non-mantainability, high cost or, as with Soldier's Fury, a negative effect.

Soldier's Fury was cheap, mantainable even with @ 0 Leadership and also gave you +33% adrenaline gain. And it still does. You're just required to cope with a disadvantage, like everyone else.

If the condition being repeatedly applied is actually that much of a problem, well, they could have gone straight with a fixed -20AC malus while under the effects of Soldier's Fury and be done with it.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Chthon View Post
That's also wrong. RoJ buff made Fleshreavor Hounds tons harder. We Will Return buff made Desolation tons harder. HealSig and Ether Feast buffs made tons of monsters harder across the board.

Sum:
If you nerf a skill players use and monsters don't - game gets harder.
If you nerf a skill monsters use and players don't - game gets easier.
If you nerf a skill both players and monsters use - game gets harder. (Player is weaker vs. most monsters and on even footing with the rest.)
If you buff a skill players use (or could adopt) and monsters don't use - game gets easier.
If you buff a skill monsters use and players don't (and still can't adopt) - game gets harder.
If you buff a skill both players and monsters use (or could adopt) - depends...
...If the skill benefits significantly from an insane attribute or level, game gets harder in some places (monsters gained more than players) and easier in others.
...If the skill has a mostly flat effect curve - game gets easier. (Player is stronger vs. most monsters and on even footing with the rest.)
RoJ buff ... say, ainĀ§t that buff that made monk trio viable and ass-kicking?

See, anyone anywhere can take RoJ-equipped monks.
Only few monsters used RoJ and benefited from buffs.

So this is: in few (~5%) of areas mobs benefit from buff, however players can benefit from the same buffs in every single area.

My point is, players ability to adapt builds will always end up with them "winning update".

"If you nerf a skill players use and monsters don't - game gets harder." - This is not entirely true. Nerfs have generally failed to make PvE harder: More often than enough, they pushed players to adopt actually stronger strategies. It does not matter that one skill is nerfed if better one is waiting in line to be abused by players who are forced to think out of box.

WWR buff, for example, was last straw to force people adopt Frozen Soil into their desolation builds. As result, area got a lot easier.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

The RoJ buff made Afflicted mobs a more credible challenge in Hard Mode, and forced a bit of flagging.

DarkNecrid

Furnace Stoker

Join Date: Jul 2006

Quote:
Originally Posted by pumpkin pie View Post
@Arkantos
Yeah, you are right Arkantos, I have no idea what the Test Krewe does, but I am of the impression that, logically, if someone is on the Test krewe, the most basic thing they need to know is the game and its skills, how else they going to do a good report of weather the skills is running fine or not?
They test updates to try and find bugs (some of which they might not catch like the recent update because stuff can screw up on live servers). They might give ArenaNet feedback but ArenaNet can choose to ignore said feedback all they want as they are just there to test, blaming them coz ArenaNet did a nerf you didn't like (that was actually fine, OH NO THEY MADE IT MORE TERRIBLE THAN IT ALREADY WAS, how does this exactly impact your experience if you (shouldn't of) weren't using it already?) is wrong because they do not decide the skill balances or anything, that is still in ArenaNet's court.

If something isn't being used in PvE, nerfing it does not affect PvE other than making some monsters slightly easier (and the number of monsters that use Winter's Embrace is few and far between).

EDIT:
ArenaNet might as well just not nerf anything in PvE ever at this rate. They were already pretty close to doing that before, now people complain when you nerf stuff no one should have been using in the environment in the first place.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Yeah, you are right Arkantos, I have no idea what the Test Krewe does, but I am of the impression that, logically, if someone is on the Test krewe, the most basic thing they need to know is the game and its skills, how else they going to do a good report of weather the skills is running fine or not?


How can they not split it when the skill was already terrible in PvE? they are making it more terrible.
If you have no idea what the test krewe does, don't bring it up in your arguments. Stop trying to call the test krewe bad when it's ANet who makes the changes.

Also, you pretty much answered your own question there. It was already terrible in PvE, it wasn't used in PvE, so a split would have been useless.

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

Quote:
There are, what, 1000 skills in GW right now? I'm going to conservatively estimate that I have 95% of those memorized right now; not the exact numbers of each skill obviously, but +/- 10% is a good estimate. That's not a terrible memory, nor is it really a good memory, it's just the result of playing the game for 5 years, so kindly stop impugning my ability to remember what skill X does. Memorizing another 1000 skills on top of those I already have memorized would be hard enough, and this would be compounded by the fact that, in order for many skills to be truly viable in PvP and PvE, they'd need drastic functionality changes. You can pump up the duration time on Imagined Burden all you want, it's not going to make it a skill worth bringing in general PvE. If we go down the path of splitting every skill that isn't properly balanced in PvE and PvP, we're just going to create headaches for people trying to keep track of what skills do what and in which areas, and it won't lead to everything magically being balanced unless they devote significant time to overhauling all of the skills in PvE. Guess what: that's not happening.
Gross mischaracterization is gross. You do not need to memorize 1000+ skills every update. It is usually ~10 or so.

If you can't remember 10 things every month or so, you have terrible memory. If you have trouble remembering what skills do after 5 years of playing, you have terrible memory.

And I'm sorry, "impugning on your ability to remember what skills do"....? Seriously? Remembering 10 things every month is not hard, especially when you don't even have to remember exact numbers and it's not even a functionality change. It just isn't hard. It's just 10 fricking things... every month. Seriously. If you want to talk about games that require good memory, look at trading card games like M:TG. GW isn't even comparable. I'm sorry if you have terrible memory, but A.net shouldn't cater to you.

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

Soldier's Fury was used. It wasn't meta, but it was used. Some people preferred using it over Aggressive Refrain. now there's absolutely no reason to use it over Aggressive Refrain.

It already had a downside of needing a should/chant up in order to actually use it, which takes up 1/2 slots. that's 2/3 slots just to make the elite work. Sure, it was ridiculous in comparison to Soldier's stance, and being maintainable at 0 leadership probably isn't a good thing, but what they did probably wasn't the best. I don't know why simply splitting the skill is that hard to do. It's not a matter of "no one uses it in PvE" it's the fact that there's simply no outstanding reason that it needed to be nerfed.

Personally, I'd revert it, but make it lower duration and non-maintainable at lower attribute levels in PvE

Xenex Xclame

Xenex Xclame

Desert Nomad

Join Date: Mar 2006

DPX

R/

Quote:
Originally Posted by DarkNecrid View Post
If something isn't being used in PvE, nerfing it does not affect PvE ....
I hope you are not in the Test Krewe and if you are, I hope you are not the loudest person in it.





Skill X is pretty bad, Lets make it worse.
Yeah that's a great idea.

Fay Vert

Desert Nomad

Join Date: Apr 2006

R/

Quote:
Originally Posted by Zahr Dalsk View Post
The RoJ buff made Afflicted mobs a more credible challenge in Hard Mode, and forced a bit of flagging.
Or, you could just drop Pain Inverter on the Monk and steam roller through as normal

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Quote:
Originally Posted by Xenex Xclame View Post
I hope you are not in the Test Krewe and if you are, I hope you are not the loudest person in it.

Skill X is pretty bad, Lets make it worse.
Yeah that's a great idea.
More like:
"Winter's Embrace is being abused in PvP and has no purpose in a PvE setting."
"So let's just change both instead of adding it to the 100+ (103 for those who are wondering) skills that are split. After all, giving a snare a duration of 30 minutes would still make it useless in PvE."
"Good point. Although people are still going to whine and bitch and moan about something that will never affect them ever because there's not a single PvE enemy in the entire game who uses Winter's Embrace without first stealing it with mesmer skills (edit: I can't think of any, please prove me wrong)."
"Ah. Well, you would think that some people would realize that splitting every skill for no real reason would just separate the PvE and PvP fanbases even more than they already are, not to mention affecting players who play both, but I guess not."
"Righto, old bean."

Meridon

Meridon

Lion's Arch Merchant

Join Date: Dec 2008

Funny Business Inc [FBI]

Quote:
Originally Posted by zelgadissan View Post
More like:
"Winter's Embrace is being abused in PvP and has no purpose in a PvE setting."
"So let's just change both instead of adding it to the 100+ (103 for those who are wondering) skills that are split. After all, giving a snare a duration of 30 minutes would still make it useless in PvE."
"Good point. Although people are still going to whine and bitch and moan about something that will never affect them ever because there's not a single PvE enemy in the entire game who uses Winter's Embrace without first stealing it with mesmer skills (edit: I can't think of any, please prove me wrong)."
"Ah. Well, you would think that some people would realize that splitting every skill for no real reason would just separate the PvE and PvP fanbases even more than they already are, not to mention affecting players who play both, but I guess not."
"Righto, old bean."
The problem is, PvE and PvP are already miles apart, and shouldn't be treated as something that needs to be linked anymore. At least for GW1 that is. The game is old and dying enough already, the amount of people crossing over from PvE to PvP because theyre 'advancing in the game' or whatever is incredibly low, and rather pointless at this stage. A better thing would be to just treat both aspects differently to suit their own needs (in other words: split PvE/PvP), to keep the current player base interested and active. In the end, it will be better for the PvE'ers and the PvP'ers. And the PvX'ers like myself will manage just fine, as they're keen on adapting to either format anyway.

EwolxNavi

Ascalonian Squire

Join Date: Aug 2009

Dormant Vengeance

E/Me

The following is probably a noobish question, but I'm kinda curious now.

Say a warrior is enchanted with the new Reversal of Fortune. This warrior deals a single attack to a ritualist that is covered by the new Vengeful Weapon.

What happens?

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by Xenex Xclame View Post
I hope you are not in the Test Krewe and if you are, I hope you are not the loudest person in it.





Skill X is pretty bad, Lets make it worse.
Yeah that's a great idea.
It's more like:

Skill X isn't used in PvE, lets not waste time to split it.
Yeah, that's a pretty good idea.

It's not a hard concept to grasp. Skill X sucks in PvE and isn't used. If it's nerfed, it won't be used. If it isn't nerfed, it still won't be used, therefore splitting it is going to be a waste of time.

Now, if skill X was used in PvE and wasn't a crazy powerful skill and didn't deserve to be touched, then yeah, I'd probably agree, but that certainly isn't the case. At the end of the day, it's a useless skill in PvE regardless of whether or not it's nerfed.

Quote:
The problem is, PvE and PvP are already miles apart, and shouldn't be treated as something that needs to be linked anymore. At least for GW1 that is. The game is old and dying enough already, the amount of people crossing over from PvE to PvP because theyre 'advancing in the game' or whatever is incredibly low, and rather pointless at this stage. A better thing would be to just treat both aspects differently to suit their own needs (in other words: split PvE/PvP), to keep the current player base interested and active. In the end, it will be better for the PvE'ers and the PvP'ers. And the PvX'ers like myself will manage just fine, as they're keen on adapting to either format anyway.
You do realize that splitting over 1,000 skills would take way too much time and man power, right? Not to mention I highly doubt PvXers want to memorize 2k skills as opposed to 1k. Yes, PvE and PvP are miles apart, but they're still the same game. Not every skill needs to be different for PvE and PvP. Not close.

Del

Del

Desert Nomad

Join Date: Sep 2009

In a van, down by the river.

RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO if I know, ask Lynette.

R/

Quote:
Originally Posted by EwolxNavi View Post
The following is probably a noobish question, but I'm kinda curious now.

Say a warrior is enchanted with the new Reversal of Fortune. This warrior deals a single attack to a ritualist that is covered by the new Vengeful Weapon.

What happens?
i'm guessing the vengeful triggers rof.

but what i wanna know is if rof would trigger on vamp or weapon damage.

Chocobo1

Chocobo1

Desert Nomad

Join Date: Sep 2007

New Zealand

CoA

N/

Quote:
Originally Posted by Apathetic Tom View Post
i'm guessing the vengeful triggers rof.

but what i wanna know is if rof would trigger on vamp or weapon damage.
Weapon damage was changed from Life Stealing to Life Draining. You can read the vamp weapons and you will notice. So no, it doesn't trigger on Life Draining.

Meridon

Meridon

Lion's Arch Merchant

Join Date: Dec 2008

Funny Business Inc [FBI]

Quote:
Originally Posted by Arkantos View Post
You do realize that splitting over 1,000 skills would take way too much time and man power, right? Not to mention I highly doubt PvXers want to memorize 2k skills as opposed to 1k. Yes, PvE and PvP are miles apart, but they're still the same game. Not every skill needs to be different for PvE and PvP. Not close.
I do, but I don't think splitting all skills is neccesary, nor is it the point of what I was trying to prove. My point was that the argument to not split nerfed PvP skills for PvE in order to not seperate communities is invalid.

On the subject of amount of time it takes to split a skill or not, I think it's about equal. Now I have no idea how much time it takes to actually program a split skill, but since it would not require a change to it's modification in PvE, the extra time spent/wasted is only for just that: programming that it's split, nothing else. My best guess is that the amount of time to program that would be little (maybe 30 minutes?). On the other hand, the amount of users in PvE affected by a rarely used skill is also little. It's a trade-off: Spending just a little bit of extra time to satisfy PvE-users just a little bit. I call that a decent deal, especially if Anet likes to keep it's players happy.

Finally, about skill memorization, the amount of skills used in PvP meta is always significantly less, maybe 200 or so. If skills in PvE are kept the way they were, as opposed to being modified along with PvP, it wouldn't add much to the amount of skills needed to memorize, as you know the old function already.

I'm not asking for every skill to be split, and yes my point is fairly trivial. However, it is this minor attention to detail that I think would benefit players in the long run, and would show greater care from ArenaNET, and would certainly make me put more trust in them.

Junato

Junato

Lion's Arch Merchant

Join Date: Dec 2008

Between J&K spending time at the spacebar

Insert here

A/D

If this matter has already been addressed I grant any moderator of guildwars guru to delete this thread and pm me an active thread of this discussion

http://www.guildwars.com/gameplay/de...pvp_update.php

The highlights is of the following
-Addressing the issue of solo farming
-Ranged Spike/Damage in GvG
-Party-Wide Healing in GvG
-Blood Spike in PvP
-Individual Problem Skills

I want this discussion to a minimal in regards to sf, yet one of my questions revolve around Sf. I just want to know in perspective to Anet why is it such an issue worth addressing? PLEASE DELETE THIS THREAD

chaosincarnate87

Wilds Pathfinder

Join Date: Oct 2006

Behind You ;)

DPR

Quote:
Originally Posted by Junato View Post
If this matter has already been addressed I grant any moderator of guildwars guru to delete this thread and pm me an active thread of this discussion

http://www.guildwars.com/gameplay/de...pvp_update.php

The highlights is of the following
-Addressing the issue of solo farming
-Ranged Spike/Damage in GvG
-Party-Wide Healing in GvG
-Blood Spike in PvP
-Individual Problem Skills

I want this discussion to a minimal in regards to sf, yet one of my questions revolve around Sf. I just want to know in perspective to Anet why is it such an issue worth addressing?
if you scroll through the last probably week you'll most likely find about 8-9 threads in reguards to sf and the upcoming nerfs. they're the ones that are like 20 pages long

chessyang

chessyang

Not far from Elite

Join Date: Apr 2006

Florida

W/

i dont' GvG or PvP. don't care but l Love GW for the free access and just soloing stuff. ya i PvE and regardless of the next update (and whatever it screws up) i'll always enjoy playing GW!!

Junato

Junato

Lion's Arch Merchant

Join Date: Dec 2008

Between J&K spending time at the spacebar

Insert here

A/D

Thanks Chaos I'll rephrase my original thread.

Xsiriss

Xsiriss

Jungle Guide

Join Date: May 2008

Yawn. Indeed nothing exciting,a delayed update that is only nerfs? Come on...

vamp08

vamp08

Krytan Explorer

Join Date: Nov 2006

PA, USA

[COPY]

D/

Did I miss something? Did the 28th update replace the (supposidly) Feb 9th PvE rebalance? If so shame on you Anet and Test Krewe!

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Quote:
Originally Posted by vamp08 View Post
Did I miss something? Did the 28th update replace the (supposidly) Feb 9th PvE rebalance? If so shame on you Anet and Test Krewe!
I'm not sure what exactly you're saying, but there's still yet going to be an update to address some PvE issues coming later this month, most likely in a week or so.

Xsiriss

Xsiriss

Jungle Guide

Join Date: May 2008

But we were told that the updates would come in consecutive weeks,therefore we should have recieved one yesterday?

toocooltang

Frost Gate Guardian

Join Date: Sep 2008

USA

ToA

W/

Quote:
Originally Posted by Shayne Hawke View Post
I'm not sure what exactly you're saying, but there's still yet going to be an update to address some PvE issues coming later this month, most likely in a week or so.
HAHA a skill update this month, i wont believe it until I see it.

QueenofDeath

Krytan Explorer

Join Date: Jul 2009

Another useless update for PVE. Where's the SF nerf? Where's the 600 smite nerf? Where's the nerf to monks nerf?

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by QueenofDeath View Post
Another useless update for PVE. Where's the SF nerf? Where's the 600 smite nerf? Where's the nerf to monks nerf?

You do realize there's a rather large PvE based skill update that's going to be released in the next few weeks (hopefully), right?

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Quote:
Originally Posted by Arkantos View Post
You do realize there's a rather large PvE based skill update that's going to be released in the next few weeks (hopefully), right?
Yeah... I mean, normally I give people slack (not everybody has to be an obsessed fan and know everything)... but there is another post saying the same thing and Shayne Hawke explaining things 2 posts above Queen's.

Don't whine just for the sake of whining people.

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

Quote:
Originally Posted by Arkantos View Post
You do realize there's a rather large PvE based skill update that's going to be released in the next few weeks (hopefully), right?
If by weeks you mean months then yes :P

I'm pretty sure there's a huge portion of people registered to this site that only come here to complain about updates. I just ignore them

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

Quote:
Originally Posted by DarkNecrid View Post
how does this exactly impact your experience if you (shouldn't of) weren't using it already?) is wrong because they do not decide the skill balances or anything, that is still in ArenaNet's court.

If something isn't being used in PvE, nerfing it does not affect PvE other than making some monsters slightly easier (and the number of monsters that use Winter's Embrace is few and far between).
I am using it. Thats why I was wandering why the hell was it neft because its a petty little skill.

nerf something that has no one uses and hope no one notices is just lame
people could start speculating (and it would be bad) that arenanet do not care about PvE (not saying they don't but when you say that because no one uses it, and its okay to nerf it.... just lame.