Trust me, if there were a way for WoW players to solo the most difficult raid in the game, there would without a doubt be thousands of people doing it within a week, and then a week after that, Blizzard would hurry up and fix it (since it would likely be a bug causing it).
In GW? The same thing happens, except ANet takes 2 years to somewhat, kinda fix the problem. |
Preliminary Skill Update Notes: Feb 19
Tenebrae
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Xsiriss
My earlier general criticisms aside, these 'buffs' are largely reworkings of the skill that make them more versatile (spirit rift for example). Looking at the necro skills, they need to slap some damage on their so we don't have to go, 'uh this is a buff right?'. As mentioned before, bleeding is not worth sacing 12% of your health for when your Jagged Horror is pumping it out for you as you discord their asses.
Again, GET YOUR DAMAGE ON,for god sake it's pve and it's need much more than various new ways of adding cracked armour or that random stuff.
Again, GET YOUR DAMAGE ON,for god sake it's pve and it's need much more than various new ways of adding cracked armour or that random stuff.
tealspikes
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The thing I've noticed about the Guild Wars community is that A-Net can't stop them. I remember when good old Shield of Judgement was great for farming trolls in Prophecies. Now? We've got tons of people that are "Not too Shabby" and rich as hell because of simple skills. People that constantly do FoWSC and lots of people with Savior of (faction).
I hope A-Net realizes that with in time, nearly every title that seems very time consuming with be as easy as they are now. That's what I love about this community - people have such creativity and intelligence. You won't find that in other MMORPG's, so that's something to be proud of. |
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Well that certainly sounds reasonable. But perhaps before we spend much time working on effective ways to clear elite areas someone could explain what is "acceptable"?
Is there a certain length of time you would like us to stay above and/or certain classes that must be included or the method would be deemed unacceptable? I'm only being slightly sarcastic actually. It would be nice to know what the TK thinks is appropriate so that if I happen to play outside the lines of what is "acceptable" in pve clears (lol) I'll try and keep it to myself and not let it get out and become a nerf target. |
Orry
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Only a handful of people are creative and intelligent. The rest just know how to copy/paste off the wiki.
It's not exactly black & white as to what's acceptable and whats not. I'm guessing by Regina's comments on SF and 600, that builds that allow people to consistently clear areas with only a fraction of a full party is one example of whats not acceptable. |
Ugh
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if TK (even not openly as TK but just as a 'guru member') created a thread to discuss what needs the biggest buffs/nerfs/changes and why and monitored it very well, taking it into consideration and following at least some of the playerbase requests, it might have nice effects.
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1. Dervishes
2. Mesmers
3. Rangers
4. Eles (can't act like eles)
5. Paragons (only have one build)
Quote:
Originally Posted by furpigs
Did I miss the actual wording to the shadow form nerf? Or was it not posted?
And what is the guess for it? |
And I'm hoping for a functionallity change.
Jk)Phoenix
hope at least they will fix a bit also drop rate for rare skinned weapons... since will took now to make a run "anywhere" almost triple of the time of before...
and hope they RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOin low down the dmg of bosses with normal attacks... it's unbelievable that a monk boss in HM wanding me hit for 150-200 dmg... wtf!
and hope they RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOin low down the dmg of bosses with normal attacks... it's unbelievable that a monk boss in HM wanding me hit for 150-200 dmg... wtf!
Chthon
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Using Offhand or Dual Attacks out of chain will be the same as a "fail", without the instant cast. They will recharge instantly, but won't count as being activated. They'll still cost energy tough.
Thus, you can simply use exhausting assault on any target (test it in temple if you don't believe me), and spam it as much as you want. Right now, tough, there isn't any known use to it, as it doesn't trigger on anything. (Not even Illusionary Weaponry) With this update, as noted on wiki, it will trigger on demonic flesh, and result in 1 trigger of the skill per Exhausting Assault. Same for blinding power. (It also recharges instantly) |
2. If that is the case, it's a bug problem, not a balance problem. (Though the new Demonic Flesh sounds like it may be OP anyway...) Failed skills should not count as "used." Problem solved.
Cuilan
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Guild Wars is a team game, as hinted by the name, NOT a solo/2 man game.
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You may not have went into any detail, but there is some truth to that. Anet appears to have changed their goal. It was to balance for players who are new, casual, and on 'n off players along with many of the advanced players found here and in game. Basically put consideration of different play styles. While the few greatly over-powered skills are being changed, this update has a lot wrong.
This update is focused on keeping the pet professions of the Test Krewe happy as they blow though the game as they prefer to. The changes further increase synergy of professions that already have amazing synergy and high damage. You'll won't need a paragon when you have warriors, dervish, and assassins running SY.
This update ignores professions. While it's nice that there is a continuing effort to help beast mastery, what happened to the professions that needed changes the most? The update preview went straight at professions that most players agree are useful.
To me, a damage warrior is still a tank, as they have high armor and most damage isn't really armor ignoring. Waiting around for a perma to finish a dungeon is boring and so is waiting for them to ball up enemies to nuke.
Elementalist shouldn't have too much armor ignoring damage unless it's in air perhaps. Making all or most ele nukes like air would make air less special. Fire can still damage with the help of Assassin's Promise/Gylph of Sacrifice and hitting the big red Meteor Shower nuke button over and over is nice.
Mesmer is my main and there are some fair builds, however they are unused by the great majority of mesmer players I've played with. This is a problem that needs to be addressed and those players should have the ability to contribute. I'm aware mesmers are useful in PvP and I do jump into such play now and then, but being good in one area while blowing chunks everywhere else isn't right and isn't an excuse to not have balance.
I for one still enjoy this game and I was hoping for some really meaningful changes to my often used builds. Please scrap the Test Krewe or weed out the ones who are only looking out for themselves. The new direction Guild Wars is going in is scary.
Del
because you play a class designed for one aspect, and you play the other aspect, doesn't mean there's something wrong with the class, it means there's something wrong with you. just because you don't like pvp, but want to play a class designed mainly for pvp doesn't mean it should be "fixed" just to suit you.
Orry
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Mesmer is my main and there are some fair builds, however they are unused by the great majority of mesmer players I've played with. This is a problem that needs to be addressed and those players should have the ability to contribute. I'm aware mesmers are useful in PvP and I do jump into such play now and then, but being good in one area while blowing chunks everywhere else isn't right and isn't an excuse to not have balance.
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drkn
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because you play a class designed for one aspect, and you play the other aspect, doesn't mean there's something wrong with the class, it means there's something wrong with you. just because you don't like pvp, but want to play a class designed mainly for pvp doesn't mean it should be "fixed" just to suit you. |
e:
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The problem with the good mesmer builds is people can't copy/paste them PvX and 1-2-3 them since their use is situational. |
the problem with good mesmer builds is that you have to be goddamn lucky to interrupt mobs in hard mode, not to mention bosses.
the problem with good mesmer builds is that they don't deal any direct damage but they punish mobs' actions - what's clearly a pvp design - and that those punishment hexes can easily be taken off or expire really fast on a boss.
the problem ...
builds being situational is not the biggest problem.
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The only use of a mesmer in the end-game is to fast-cast those over powered pve skills we hear so much about. |
aaaand just to clear things up. i defend mesmers and point out their inferiority in pve aspects of the game all the time not becuase i need a buff to my class cause i can't achieve something - got gwamm, done uw, killed mallyx. the point is that even as neglected class as a paragon or as buffed now as ritualist - who, as ANet says, had no place in end-game pve :rotfl: - is much more desired and playable in high-end than mesmers. that's just a fact - if you don't believe me, go and see.
i've even rerolled to a paragon to see what's the fuss about in their case. yes, they are crappy and they can run only one effective build, but it's goddamn effective and they're still much more desired in groups and playable than mesmers.
Del
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The problem with the good mesmer builds is people can't copy/paste them PvX and 1-2-3 them since their use is situational. The best use of a mesmer is to fast-cast those over powered pve skills we hear so much about.
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if there's anything that requires more skill than rolling your face on your keyboard, leave it to someone to complain.
Cuilan
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because you play a class designed for one aspect, and you play the other aspect, doesn't mean there's something wrong with the class, it means there's something wrong with you. just because you don't like pvp, but want to play a class designed mainly for pvp doesn't mean it should be "fixed" just to suit you.
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So mesmers aren't for button mashing and likely shouldn't be such, but they still greatly need some help in useful skill choices, recharge, and energy. Along the way they should make some sort of attempt to make them easier to at least get into as they learn how to use them. There's plenty of useless stuff to pick from.
Killed u man
drkn
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if there's anything that requires more skill than rolling your face on your keyboard, leave it to someone to complain. |
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Profession: W/A |
as right now i have a feeling that you just read somewhere that mesmers are hard to play but they're playable, maybe even they're powerful and superior to other classes, as those little things they do can save a big battle. that's utter bullshit. it's a lie that came from manuscripts/wiki and is consecutively repeated by people who haven't played mesmers or seen them briefly, and moved back to their pve-valiable main.
just take a look here - it's one of the worst jokes ever.
it's time to wake up.
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This update is focused on keeping the pet professions of the Test Krewe happy as they blow though the game as they prefer to. |
Gonzo_Neo
Good update but i had hopes of a buff to Motivation PVE and Dervish
flapjack
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It's not exactly black & white as to what's acceptable and whats not. I'm guessing by Regina's comments on SF and 600, that builds that allow people to consistently clear areas with only a fraction of a full party is one example of whats not acceptable. |
"But perhaps before we spend much time working on effective ways to clear elite areas someone could explain what is "acceptable"?
Is there a certain length of time you would like us to stay above and/or certain classes that must be included or the method would be deemed unacceptable?"
I've certainly logged plenty of time playing through the games with big armory dude up front kept alive with little prot/healy dude in back with degening/bombing caster dude in middle.......meh...... balanced, lovely.....yawn......
Or the equally fascinating armory/shadowy/protected dude up front gathering for spiky dude/dudes etc etc.
Ive had quite a lot of fun with some of the "over powered" skills that have caused such an uproar amongst many GURU readers. I will miss SF for the easy to find "pick-up-groups" and higher skilled FL teams formed to clear elite areas. On the other hand there is always something else fun or interesting to do/exploit in the game
Shayne Hawke
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1. Can you point me to this note on the wiki? I'm a little unclear on how anyone is posting with certainty what an unreleased skill is going to count as "use a skill."
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Quote:
Originally Posted by Wiki
Demonic Flesh is being changed to work best on characters that use skills frequently, such as physical attackers. It will steal health from other foes adjacent to your target whenever you use a skill that targets a foe. Its new costs will be 5 energy, with a 1 second cast time, and a 30 second recharge.
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2. If that is the case, it's a bug problem, not a balance problem. (Though the new Demonic Flesh sounds like it may be OP anyway...) Failed skills should not count as "used." Problem solved. |
A similar kind of avoidance is probably going to be put in place for this set of skills. Since Demonic Flesh is the main culprit here, it seems like it will be the one to get changed.
LazyLink
Nerfs to SF,OB, 600: good, its about time
Buffs to Hammer PvE: good, they suck right now.
Ritualist PvE buffs: don't care
Tactics buffs: interesting, adrenaline gain could fuel Warrior who use adrenaline (Bonetti's Defense) to farm.
Blood Magic buffs: Good, maybe blood will finally be worth something in 4v4
Other Stuff:
Primal Rage nerf: unneeded, it wasn't THAT good.
Shattering assault nerf: Unneeded, it was fine
Resilient Weapon nerf: unneeded.
Crippling shot change: ummm, why?
Buffs to Hammer PvE: good, they suck right now.
Ritualist PvE buffs: don't care
Tactics buffs: interesting, adrenaline gain could fuel Warrior who use adrenaline (Bonetti's Defense) to farm.
Blood Magic buffs: Good, maybe blood will finally be worth something in 4v4
Other Stuff:
Primal Rage nerf: unneeded, it wasn't THAT good.
Shattering assault nerf: Unneeded, it was fine
Resilient Weapon nerf: unneeded.
Crippling shot change: ummm, why?
Ugh
They should make Demonic Flesh only trigger when you successfully use a skill against a foe.
It kinda was.
No.
Because the buff made it less skillful to use by allowing a ranger to shoot an undodgable, unblockable arrow from longbow range. Now positioning will be important again.
The increased duration makes it more effective in RA and CM. I'm not sure why they added that, though. It could've just been to prevent people such as myself from raging about more ranger nerfs (but this nerf was appropriate, so I would'nt have complained if they didn't touch the duration).
It kinda was.
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Shattering assault nerf: Unneeded, it was fine |
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Crippling shot change: ummm, why? |
The increased duration makes it more effective in RA and CM. I'm not sure why they added that, though. It could've just been to prevent people such as myself from raging about more ranger nerfs (but this nerf was appropriate, so I would'nt have complained if they didn't touch the duration).
Jensy
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This update is focused on keeping the pet professions of the Test Krewe happy as they blow though the game as they prefer to. The changes further increase synergy of professions that already have amazing synergy and high damage. You'll won't need a paragon when you have warriors, dervish, and assassins running SY. I for one still enjoy this game and I was hoping for some really meaningful changes to my often used builds. Please scrap the Test Krewe or weed out the ones who are only looking out for themselves. The new direction Guild Wars is going in is scary. |
We test what's given to us to test. We don't have some all-consuming power over anet to get them to ask how high when we say jump.
The main issue is that you're stuck on "my often used builds" and... so you want us to not look out for ourselves (We're not) but we're to have your personal interests in mind for balance. How, exactly, does that work?
Hyperventilate
With the impending "nerf" to shadow form.. just a thought: What's going to happen to the Skeletons of Dhuum? They were put in place (and failed) to damage the SF farmers, so are they going to remove them because they will become forever more useless? I still find it ridiculous to completely to disable an entire "species" of monk entirely because of those little bastards.
The ecto from them is nice, but, really? I'd like to see them gone. Also, I don't expect to see this update until February next year. Being incredibly vague and nonspecific isn't the proper path down this clarity route they were talking about months ago.
The ecto from them is nice, but, really? I'd like to see them gone. Also, I don't expect to see this update until February next year. Being incredibly vague and nonspecific isn't the proper path down this clarity route they were talking about months ago.
QueenofDeath
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Based on our testing, observation and discussion, we expect to make changes to Shadow Form, Obsidian Flesh, and to a skill or two used in 600-Smite builds. |
Cuilan
Stop picking single bits and using it to twist what I say, please.
drkn
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We test what's given to us to test. |
Del
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please finish all storylines with a mesmer, both h/h and with people, and try to get into an end-game group - even with guildies. if you don't end up running FC echo RoJ or another imba gimmick, come back and share with us.
as right now i have a feeling that you just read somewhere that mesmers are hard to play but they're playable, maybe even they're powerful and superior to other classes, as those little things they do can save a big battle. that's utter bullshit. it's a lie that came from manuscripts/wiki and is consecutively repeated by people who haven't played mesmers or seen them briefly, and moved back to their pve-valiable main. just take a look here - it's one of the worst jokes ever. it's time to wake up. |
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Basically the profession in question should be very limited to only one area. No, that doesn't make sense at all. It sounds more like you want the profession to suit how you want it to be like.
So mesmers aren't for button mashing and likely shouldn't be such, but they still greatly need some help in useful skill choices, recharge, and energy. Along the way they should make some sort of attempt to make them easier to at least get into as they learn how to use them. There's plenty of useless stuff to pick from. |
Turbo Ginsu
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Shadow Form and Invulnerability In tackling Shadow Form, we decided to take a larger look at the issues involved. We want to simply nerf Shadow Form, 600, hell: farming in general and cause a mass migration to another overpriced game, for instance Aion, or the upcoming GW2 (We swear it's not Vaporware!) which will guarantee us more of your $$$'s. The costumes didn't suck you all in as well as we'd hoped, and now we need to recoup costs on that too. |
I really am having a hard time seeing this update as anything more than one big cruel joke.
aNet: "Let's ignore Mesmers Beastmasters and Paragons, give Rits and Nec's some more unneeded love, and nerf farming for all but the "We live on GW in a permanent party with other like-minded individuals"-types, who are about the only ones who will be unaffected by this.
Don't get me wrong, I like to build, but to me these all look like a case of exchanging one set of cheesy /gimmick builds which were whinged about too much, with a new set of cheesy /gimmick builds that are yet to be picked apart and whinged about enough to receive the nerfbat.
This game is old hat, not some new flashy fandangulous wonder. We all know how it works, we all know why aNet are really trying to force as many loyal customers away from it as they can. They saw what happened in the NwN>NwN2 thang, and don't want to have to bundle GW2 with GW1 just to sell it.
They want us off, and they want it now. Or at least it sure seems that way.
Cuilan
ShadowsRequiem
Darn they're nerfing SoS, plus they should nerf shadow form... I mean like really nerf it. I have a sin and its a complete joke. No one in their right mind should have made a skill that can make you invincible.
oh well slightly less dmg for SoS isnt that bad XD
oh well slightly less dmg for SoS isnt that bad XD
Shayne Hawke
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can you say if it's ANet giving you things to test? if yes, is it someone competent or a random, not necessarily playing guy knowing nothing about all the classes/skills?
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On a side note, I've decided that I don't believe Mesmers need a lot of help in PvE, reason being that giving Mesmers aid in PvE settings would require either:
- Buffing a number of Mesmer skills, mainly and especially in direct, immediate damage, which would probably not be beneficial for PvP.
- Require a shitton of skill splits, which are bad for the game in essence, because they're skill splits.
I should add though, I'm willing to change my position on this if you can give me a list of proposed changes to Mesmer skills that would make them viable in high-end PvP, wouldn't break PvP, and wouldn't require more than three skill splits (it was going to be zero, but I guess I'm being generous).
drkn
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So, Mesmers aren't really meant for high-end PvE, or at least the way they're meant for PvP doesn't transfer well to high-end PvE. I don't see a problem here. |
if that's what you think, then change the manuscripts and note on wiki that mesmers are not designed for pve and if someone's thinking about making one, they won't get buffed in because not, because they're pvp-only. warn newcomers beforehand, as i followed the wiki descriptions when i picked my very first char and i loved mesmers from what i've read. too bad it's all a lie and it turns out that it's intended to be kept that way.
more buffs for necros and rits then, go go.
Turbo Ginsu
^Skill splits hurt no-one. They're an intelligent and beneficial way of keeping both sides of the bread buttered without dropping it in the dirt.
Mesmers were just fine in PvE, IMHO. Right up until VoR got lulwut-nerfed, for no real reson except to appease PvP'ers who got sick of being VoR chained to oblivion, mainly because most of them are just too stupid to stop attacking.
IMO, PvP'ers, unless they play just as much PvE-probably more, simply because PvP is so niched by design, don't really have the PvE experience to have an opinion anyway. As such, IMO anything they say is generally driven by a "Those other bastards" mentality, and based on a whole load of experience. At PvP.
You're right there. Thing is, VoR was tremendously effective in PvE. Onoes! Mesmers are shining! Can't have that!! NERF!!!
Good start to fixing Mesmers, let me flog this dead horse just a little more: FIX F##$$%G VoR!!!
Mesmers were just fine in PvE, IMHO. Right up until VoR got lulwut-nerfed, for no real reson except to appease PvP'ers who got sick of being VoR chained to oblivion, mainly because most of them are just too stupid to stop attacking.
IMO, PvP'ers, unless they play just as much PvE-probably more, simply because PvP is so niched by design, don't really have the PvE experience to have an opinion anyway. As such, IMO anything they say is generally driven by a "Those other bastards" mentality, and based on a whole load of experience. At PvP.
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Mesmers being centered on disruption and caster control isn't effective in pve.
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Good start to fixing Mesmers, let me flog this dead horse just a little more: FIX F##$$%G VoR!!!
Shriketalon
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On a side note, I've decided that I don't believe Mesmers need a lot of help in PvE, reason being that giving Mesmers aid in PvE settings would require either:[LIST][*] Buffing a number of Mesmer skills, mainly and especially in direct, immediate damage, which would probably not be beneficial for PvP.[*] Require a shitton of skill splits, which are bad for the game in essence, because they're skill splits.
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Give Mesmers more skills that are triggered by "every time you interrupt...", "your next hex...", "whenever you steal energy...", etc. Make them rewards for doing what a mesmer is supposed to do, thus keeping the tactics and specialties, but give adequate incentive to use those strategies in high end play. And the more of these that are tied to Fast Casting, the more viable a primary mesmer is in these roles.
A single interrupt is nearly worthless, but if the interrupt was also a vector for another effect, your mesmerizing skills would be rewarded with more power without being simple HURR, DAMAGE!
Del
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^Skill splits hurt no-one. They're an intelligent and beneficial way of keeping both sides of the bread buttered without dropping it in the dirt.
Mesmers were just fine in PvE, IMHO. Right up until VoR got lulwut-nerfed, for no real reson except to appease PvP'ers who got sick of being VoR chained to oblivion, mainly because most of them are just too stupid to stop attacking. IMO, PvP'ers, unless they play just as much PvE-probably more, simply because PvP is so niched by design, don't really have the PvE experience to have an opinion anyway. As such, IMO anything they say is generally driven by a "Those other bastards" mentality, and based on a whole load of experience. At PvP. You're right there. Thing is, VoR was tremendously effective in PvE. Onoes! Mesmers are shining! Can't have that!! NERF!!! Good start to fixing Mesmers, let me flog this dead horse just a little more: FIX F##$$%G VoR!!! |
but really, my opinion on the whole thing is that mesmers aren't bad enough that they're unable to pve in hm, and it isn't likely to be changed, so it's prob a better idea to suck it up rather than make a buff mesmers thread once a week.
jazilla
i am pretty sure some of the most fun i have in GW is with my mesmer using Mindbender.
Arduin
Because you aren't able to SC an elite area anymore, the influx of rare weapons to the game will stagger, making them more valuable, thus providing an incentive for the farmers to play those elite areas.
Turbo Ginsu
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a VoR split and cry of pain revert would be a pretty reasonable request, but reworking every mes skill, making them all pve/pvp split isn't.
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See, the thing about VoR is, it was ours. A true Mesmer skill. What was it replaced with? Nothing. In fact, it was double-slapped by nerfing CoP alongside it, rather than simply changing it to rely on the FC attribute, which would have ended any cross-class abuse right there and then. Sure it would still have been useable with SoI, but for non-mes primaries, this would have the effect of limiting it to 12 points(+cons), rather than 16 which only Mesmers can hit.
This might of course, involve re-working the FC line a little, shove a few skills that should always have been there over to it. Bit of work, but aNet have shown in this latest update that they can and do change skills attribute line when it suits them. I ask, why not do the same thing when it suits everyone, and not just them?
Velgre
Cuilan
We have already established that caster control in general isn't effective. The never gonna happen part is a pretty lame excuse to not do anything.
Del
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I couldn't agree more. My point is simple: We already had limited tools at our disposal for PvE, VoR is just the most glaringly apparent example atm of a skill pointlessly nerfed for reasons completely unrelated to PvE.
See, the thing about VoR is, it was ours. A true Mesmer skill. What was it replaced with? Nothing. In fact, it was double-slapped by nerfing CoP alongside it, rather than simply changing it to rely on the FC attribute, which would have ended any cross-class abuse right there and then. Sure it would still have been useable with SoI, but for non-mes primaries, this would have the effect of limiting it to 12 points(+cons), rather than 16 which only Mesmers can hit. This might of course, involve re-working the FC line a little, shove a few skills that should always have been there over to it. Bit of work, but aNet have shown in this latest update that they can and do change skills attribute line when it suits them. I ask, why not do the same thing when it suits everyone, and not just them? |
nothing wrong with mysticism in itself, the problem is more the cause of the poor synergy between skills. cracked armor isn't a big deal. seriously.