Guild Wars Update - Nov 10 and Nov 11
legandry
what about zealots fire/shield of judgement?
Alone)
Hm... well. We'll all see maybe in a few days, or weeks as to how the whole community of guild wars takes it. I just find that there are more problems that are spawning from this. Like that quote somewhere above "when a door closes, a window opens." (swoosher!)
How I feel what this created:
1. More of an option to buying gold to get what you want.
2. Low level people getting up to places easier than before, and the spam of give me money increasing.
3. Making skills of almost to no use, personally.
4. Prices dramtically increasing, or decreasing.
5. Lots of players feeling like they wasted time.
All are just speculations. But I do love this update, because it makes a bit more fair to those who are new to the game.
How I feel what this created:
1. More of an option to buying gold to get what you want.
2. Low level people getting up to places easier than before, and the spam of give me money increasing.
3. Making skills of almost to no use, personally.
4. Prices dramtically increasing, or decreasing.
5. Lots of players feeling like they wasted time.
All are just speculations. But I do love this update, because it makes a bit more fair to those who are new to the game.
EternalTempest
Did some testing, nuking AOE on mobs bent on your tank tend to not make them scatter or all on me. I can still do Fire AOE I just have to be more careful so far with targets. But AOE on the distant spell caster or group... nope.
The Son Of Morgoth
Quote:
Originally Posted by EternalTempest
To be honest I do think the goal was to make PvE harder overall to make it more of a challenge and take longer. You will not go through as quick and you will have to play smarter now. This is the perfect time to look at Air or Air/Earth for me that I've been thinking about.
(Edit) - Didn't think about this but this affects fire rain and metor shower. The Burst AOE should still work fine like Phoenix and Rodgort's Invocation as well as the fast cast direct fire. |
Asplode
Well although proactive AI changes to hinder automatic farming is a good thing, you gotta awknowledge the depressing fact that this puts everyone who isn't a bot at the same disavantage as the bots, rather than just hindering the bots.
What I'm trying to say is that now that gold isn't as easy to farm as it used to be, those who exploited the fact, and have millions of gold are at a huge economic advantage than those who didn't, back when it was possible.
End result? Perhaps lower prices, but it really didn't teach those botters a lesson. They can charge more for gold on ebay or wherever they sell their dirty money, and that's about it, and thus come out on top.
At least, that's my speculation.
What I'm trying to say is that now that gold isn't as easy to farm as it used to be, those who exploited the fact, and have millions of gold are at a huge economic advantage than those who didn't, back when it was possible.
End result? Perhaps lower prices, but it really didn't teach those botters a lesson. They can charge more for gold on ebay or wherever they sell their dirty money, and that's about it, and thus come out on top.
At least, that's my speculation.
Jaia Shadowless
Quote:
Originally Posted by Klmpee
i knew this day would come.. the game.. much harder with the moving away from aoe.. this will truely weave out the inexperirenced eles and new players... from the advanced players..
gj anet |
Quote:
Originally Posted by Alone)
Anyone remember that petition thread for nerfing the reason to farm, not the build?
|
Fire ele builds are certainly not the most nuanced of the builds, but that doesn't mean they shouldn't get used, or that they're only for dorks. And they're not the only ones affected (though the effect on them is certainly the most salient). It's not that I'm not experienced or a newb -- it's that I liked my fire ele and I spent a lot of gold getting her to the place I liked her. End of rant.
Loch
I think Firestorm and Searing Heat will get buffed in the near future. They just don't deal enough damage, considering how you need an AoE snare to get the full effect.
Great move though. PvE mobs won't seem so robotic now. Nuking was way too easy before.
Great move though. PvE mobs won't seem so robotic now. Nuking was way too easy before.
Sekkira
Firestorm, Maelstrom, Meteor Shower, Lava Font, Searing Heat just a few of the spells rendered useless by this. Add to that the whole concept of tanking is thrown out the window, those casters back there are going to be targeted first. Regardless of who gets the aggro.
UW farming was made slightly harder, they now run away from your Aura, but you're the only one there to attack, they'll be back for more, also giving you time to recharge your energy and hp while chasing after them. Too bad for the groups that go in there though, there's no such thing as a tank to absorb the damage, unless you want to call your monks tanks considering they'll be the first to get hit. Yet another reason to solo farm.
UW farming was made slightly harder, they now run away from your Aura, but you're the only one there to attack, they'll be back for more, also giving you time to recharge your energy and hp while chasing after them. Too bad for the groups that go in there though, there's no such thing as a tank to absorb the damage, unless you want to call your monks tanks considering they'll be the first to get hit. Yet another reason to solo farm.
The Son Of Morgoth
Sigh i sense a great increase in ebay gold..........thanks a lot a net.........didnt plan this one out at all.......if you trying to nerf farming get a nice equation to calculate lower item drops? DONT TAKE AWAY AOE lol........maybe giving henchies the ability to run from it is good but a experienced player can get their hench away from an aoe anyway........
necrozsi
Richer gets richer due to inflation because farming is almost impossible now
poor stays poor
poor stays poor
The Son Of Morgoth
THIS UPDATE SUXXXXXXXXXXXX!!!!!! im not even going to play pve or try to farm at all with my puny n/e farmer to get my measly gold and im just going pure pvp thanks a lot a net...........this discussion is rite now like 50 50 in each way and if u think about it either 50 percent of the people get real pissed off at game and leave for a while or 100 percent of people stay on game at moderate happiness.
knives
Quote:
Originally Posted by twicky_kid
then get knocked down. it strikes every 2.5 seconds. you are knocked down for 2 seconds. soon as you stand you are hit by another KD.
say good by to your UW trappers. soon as one 1 trap triggers they will run away from it. |
LiQuId StEeL
[rant]
Well, I am more than likely done completely with PvE now. I had a monk, and all I enjoyed in the slightest eas heal/prot in SF groups... can anyone imagine killing a mob of bosses without a decent dmg output of an ele or two. What about that ele? All I used it for was FoW and UW in groups with my guild... deleted, I'm not going to do that crap anymore. One shot with an AoE blast and all of my spells are useless? pffft! What about that Warrior? The only thing I used it for was farming griffons in between tombs runs with my guild. Might as well trash that one too... nobody wants these goddamn W/Mo's.
Now all 3 of my uses in PvE are trash. Complete and utter trash. Yes, I could 'adapt', but what was so wrong with the AoE damage? Now guess what I egt to farm! THE COMP ARENAS! Goody... more than likely will not stick with GW for much longer.
[/rant]
Well, I am more than likely done completely with PvE now. I had a monk, and all I enjoyed in the slightest eas heal/prot in SF groups... can anyone imagine killing a mob of bosses without a decent dmg output of an ele or two. What about that ele? All I used it for was FoW and UW in groups with my guild... deleted, I'm not going to do that crap anymore. One shot with an AoE blast and all of my spells are useless? pffft! What about that Warrior? The only thing I used it for was farming griffons in between tombs runs with my guild. Might as well trash that one too... nobody wants these goddamn W/Mo's.
Now all 3 of my uses in PvE are trash. Complete and utter trash. Yes, I could 'adapt', but what was so wrong with the AoE damage? Now guess what I egt to farm! THE COMP ARENAS! Goody... more than likely will not stick with GW for much longer.
[/rant]
killer toast
well we got what we wanted people saying "these people dumb not moveing out of aoe spells LoLzOrZ" oh well i dont mind though because im a runner
The Son Of Morgoth
Quote:
Originally Posted by LiQuId StEeL
[rant]
Well, I am more than likely done completely with PvE now. I had a monk, and all I enjoyed in the slightest eas heal/prot in SF groups... can anyone imagine killing a mob of bosses without a decent dmg output of an ele or two. What about that ele? All I used it for was FoW and UW in groups with my guild... deleted, I'm not going to do that crap anymore. One shot with an AoE blast and all of my spells are useless? pffft! What about that Warrior? The only thing I used it for was farming griffons in between tombs runs with my guild. Might as well trash that one too... nobody wants these goddamn W/Mo's. Now all 3 of my uses in PvE are trash. Complete and utter trash. Yes, I could 'adapt', but what was so wrong with the AoE damage? Now guess what I egt to farm! THE COMP ARENAS! Goody... more than likely will not stick with GW for much longer. [/rant] |
Jczech
My thoughts:
Elementalists are going to learn there's more than one element in the game. They'll either adapt and take some water magic to pin enemies in their AoE for longer (very unlikely) or learn air. In the same thought, henchmen and monsters are now smarter than 90% of the players (as they move out of AoE now...)
Running became easier, yes. Also though, monsters aren't going to chase the last surviving monk all the way back to town anymore.
For those that say ranger farm groups aren't going to survive, I believe it just means people will have to bring spike trap. Monsters rush in, get knocked down and crippled, then try to flee, but move too slowly to get out of the trap AoE. Traps might have to be placed closer together and monsters might have to be pulled to a certain spot instead of a certain area, but I believe it can still work.
More smiting spells will get the enemy off someone's back, rather than be used to do massive armour ignoring damage.
It'll be interesting to see how Sorrow's Furnace farming teams change now that one person can't hold all the monsters while two elementalists nuke from afar. Hell, it will be interesting to see how lots of farming builds change.
Overall, I'm pleased with the update. Can't wait to see how things have changed in many places.
Elementalists are going to learn there's more than one element in the game. They'll either adapt and take some water magic to pin enemies in their AoE for longer (very unlikely) or learn air. In the same thought, henchmen and monsters are now smarter than 90% of the players (as they move out of AoE now...)
Running became easier, yes. Also though, monsters aren't going to chase the last surviving monk all the way back to town anymore.
For those that say ranger farm groups aren't going to survive, I believe it just means people will have to bring spike trap. Monsters rush in, get knocked down and crippled, then try to flee, but move too slowly to get out of the trap AoE. Traps might have to be placed closer together and monsters might have to be pulled to a certain spot instead of a certain area, but I believe it can still work.
More smiting spells will get the enemy off someone's back, rather than be used to do massive armour ignoring damage.
It'll be interesting to see how Sorrow's Furnace farming teams change now that one person can't hold all the monsters while two elementalists nuke from afar. Hell, it will be interesting to see how lots of farming builds change.
Overall, I'm pleased with the update. Can't wait to see how things have changed in many places.
Zoolooman
The enemy AI simply shouldn't scatter from AoE.
Look at the fire and smiting lines.
The vast majority of those skills weren't designed for serious PvP. Obviously, they were designed for PvE, where we relied one thing: that our enemies would not dodge our attacks.
Think about it. Question your old skill choices and ask yourself, why did we use Firestorm? It's a horrible spell, unless your opponent decided to camp under it. Why did we use a Chaos Storm? It was worthless, unless your enemy thought it was a good idea to stand still. Why did we use Balth's Aura *ever* (it cost 25 energy for-gods-sake), unless we expected our targets to remain in range?
These PvE skills were obviously designed with stupid, stand-still enemies in mind; enemies that no longer exist.
Now, I ask you, after this patch, what purpose do these skills serve?
Nothing, I say. If we want these skills to be useful, then this change must be reversed.
Look at the fire and smiting lines.
The vast majority of those skills weren't designed for serious PvP. Obviously, they were designed for PvE, where we relied one thing: that our enemies would not dodge our attacks.
Think about it. Question your old skill choices and ask yourself, why did we use Firestorm? It's a horrible spell, unless your opponent decided to camp under it. Why did we use a Chaos Storm? It was worthless, unless your enemy thought it was a good idea to stand still. Why did we use Balth's Aura *ever* (it cost 25 energy for-gods-sake), unless we expected our targets to remain in range?
These PvE skills were obviously designed with stupid, stand-still enemies in mind; enemies that no longer exist.
Now, I ask you, after this patch, what purpose do these skills serve?
Nothing, I say. If we want these skills to be useful, then this change must be reversed.
Eet GnomeSmasher
PVE was boring...at least this makes it...interesting. But I probably won't feel this way once the novelty wears off....
TekkenIronfist
This is the worst update i have ever seen! They flee from area spells - well what is the point in an area spell then? absolutely none!
ALL of the area spells need to be replaced they have NO purpose in this game anymore. An example of how extreme this can be is when i used Earthquake on trolls, a 1 hit ele spell that knocks down that target foe and others near it (area basically) - once it hit i saw the trolls run away and run back?? it had already hit them and it had finished doing this aoe business and they still run?...
To add to that the traps make monsters flee... well what is the point! what is the point!?
Not even players flee like this in PvP its insane!
Guild Wars will loose many players if they dont get rid of this horrible update. This is not the Guild Wars that i purchased, or used to enjoy playing.
ALL of the area spells need to be replaced they have NO purpose in this game anymore. An example of how extreme this can be is when i used Earthquake on trolls, a 1 hit ele spell that knocks down that target foe and others near it (area basically) - once it hit i saw the trolls run away and run back?? it had already hit them and it had finished doing this aoe business and they still run?...
To add to that the traps make monsters flee... well what is the point! what is the point!?
Not even players flee like this in PvP its insane!
Guild Wars will loose many players if they dont get rid of this horrible update. This is not the Guild Wars that i purchased, or used to enjoy playing.
legandry
Using water hexes to slow PvE mobs and prevent them from escaping your fire spells won't work too well unless you have two well-coordinated eles (never gonna happen in PUGs). Let's look at the AoE water spells that slow:
Deep Freeze:
25 en
3 sec cast
90 dmg/10 sec slow at lvl 16
Advantages: long slow, AoE
Disadvantages: 25 energy, three second cast time. The main problem with this is that you will not be able to slow them until three seconds after your spell has landed if you cast it after casting your meteor shower/firestorm. If you cast this first, then you lose 4 or 5 seconds of slow while you cast your nuke, and they will be able to move out when it wears off.
Ice Spikes
15 en
2 sec cast
84 dmg/6 sec slow at lvl 16
Advantages: moderate slow, AoE
Disadvantages: two second cast time and only 6 sec slow time. To keep foes slowed for the full duration, you have to cast it twice.
Frozen Burst
15 en
3/4 sec cast
116 dmg/11 sec slow at lvl 16
Advantages: good dmg, good slow, AoE
Disadvantages: you must be in point-blank range to use this spell. Elementalists do NOT want to be in point-blank range 95% of the time, so this one is basically thrown out the window.
All other slows are single-target (except ice prison, but if you can't figure out why not to use that, I pity you), and the point of ele nukes is to hit multiple targets, so those are pretty much gone also.
The fire and smite lines just got destroyed for PvE. Have a nice day
Deep Freeze:
25 en
3 sec cast
90 dmg/10 sec slow at lvl 16
Advantages: long slow, AoE
Disadvantages: 25 energy, three second cast time. The main problem with this is that you will not be able to slow them until three seconds after your spell has landed if you cast it after casting your meteor shower/firestorm. If you cast this first, then you lose 4 or 5 seconds of slow while you cast your nuke, and they will be able to move out when it wears off.
Ice Spikes
15 en
2 sec cast
84 dmg/6 sec slow at lvl 16
Advantages: moderate slow, AoE
Disadvantages: two second cast time and only 6 sec slow time. To keep foes slowed for the full duration, you have to cast it twice.
Frozen Burst
15 en
3/4 sec cast
116 dmg/11 sec slow at lvl 16
Advantages: good dmg, good slow, AoE
Disadvantages: you must be in point-blank range to use this spell. Elementalists do NOT want to be in point-blank range 95% of the time, so this one is basically thrown out the window.
All other slows are single-target (except ice prison, but if you can't figure out why not to use that, I pity you), and the point of ele nukes is to hit multiple targets, so those are pretty much gone also.
The fire and smite lines just got destroyed for PvE. Have a nice day
The Son Of Morgoth
Quote:
Originally Posted by Zoolooman
The enemy AI simply shouldn't scatter from AoE.
Look at the fire and smiting lines. The vast majority of those skills weren't designed for serious PvP. Obviously, they were designed for PvE, where we relied one thing: that our enemies would not dodge our attacks. Think about it. Question your old skill choices and ask yourself, why did we use Firestorm? It's a horrible spell, unless your opponent decided to camp under it. Why did we use a Chaos Storm? It was worthless, unless your enemy thought it was a good idea to stand still. Why did we use Balth's Aura *ever* (it cost 25 energy for-gods-sake), unless we expected our targets to remain in range? These PvE skills were obviously designed with stupid, stand-still enemies in mind; enemies that no longer exist. Now, I ask you, after this patch, what purpose do these skills serve? Nothing, I say. If we want these skills to be useful, then this change must be reversed. |
borkbork
PvE was a joke when all you had to do was drop 5 Meteor Showers on anything to win missions. Even with the update, 5 Meteor Showers will pretty much stop anything.
Hella Good
Geez what's all the drama about? So now you'll have to use deepfreeze and such and then nuke, big deal. All that happened was that instead of the boring max fire max storage builds, now we will see more flexibility. Yes, it is a big change for people who cannot adapt but for the rest of us, it sounds perfectly fine and I say a bit more challenging.
yslee
I'm generally not too pleased with this. While there some good points (making the game more challenging, forcing new builds), there are a number of problems that'll come with it!
1. Fights are going to take much longer now - With the mobs running away from the slightest AOE spell (I mean, come on, running away from a Fireball?), it's going to be much harder to deal any damage for most classes. You'll hae to chase monsters who are doing the AoE Avoiding Cha-Cha, and that is not necessary good, because..
2. Tediousness of the PvE game will just increase. Going from Point A to Point B normally meant fighting a lot of mobs (usually 10-20). Making these extremely tedious and repitative fights even longer is just going to put people off, and that leads me to..
3. It's no longer a pick-up and go kind of game. I know the hardcore PvP players will be happy at thought of PvE players getting more "training", but some of us have different ideas on how we want to be entertained. Chasing monsters and feeling frustrated is NOT how we want it to be. And for those of you who tell us to work on new builds, I say, we don't want to "work", we just want to have fun our own way. I have enough work as it is with numbers that I don't want to crunch them in a game! GW was a game that promised a casual and fun experience, and it was, but with this new update I'm not so sure.
My suggestion is to not let the monsters run like wimps upon the first contact of an AoE spell. Like I said, running away from a single shot fireball is pretty silly. Even humans don't have that kind of reaction! I say that AI should take a few hits at least, and that the priority of moving out of the AoE damage be a bit lower. That way there's a chance they might move out, but there's also a chance they might not while they perform an action. This also will make it a bit more realistic, as I'm sure we all have been in the situation of wanting to get a spell off first before moving out of the AoE range (unless it's something like Chaos Storm or Maelstrom, I guess. :P). Also, I could do with a thinning of the mobs along the way. Having fewer, but more challenging fights, thanks to the update, will make the game a lot more fun and fresh!
1. Fights are going to take much longer now - With the mobs running away from the slightest AOE spell (I mean, come on, running away from a Fireball?), it's going to be much harder to deal any damage for most classes. You'll hae to chase monsters who are doing the AoE Avoiding Cha-Cha, and that is not necessary good, because..
2. Tediousness of the PvE game will just increase. Going from Point A to Point B normally meant fighting a lot of mobs (usually 10-20). Making these extremely tedious and repitative fights even longer is just going to put people off, and that leads me to..
3. It's no longer a pick-up and go kind of game. I know the hardcore PvP players will be happy at thought of PvE players getting more "training", but some of us have different ideas on how we want to be entertained. Chasing monsters and feeling frustrated is NOT how we want it to be. And for those of you who tell us to work on new builds, I say, we don't want to "work", we just want to have fun our own way. I have enough work as it is with numbers that I don't want to crunch them in a game! GW was a game that promised a casual and fun experience, and it was, but with this new update I'm not so sure.
My suggestion is to not let the monsters run like wimps upon the first contact of an AoE spell. Like I said, running away from a single shot fireball is pretty silly. Even humans don't have that kind of reaction! I say that AI should take a few hits at least, and that the priority of moving out of the AoE damage be a bit lower. That way there's a chance they might move out, but there's also a chance they might not while they perform an action. This also will make it a bit more realistic, as I'm sure we all have been in the situation of wanting to get a spell off first before moving out of the AoE range (unless it's something like Chaos Storm or Maelstrom, I guess. :P). Also, I could do with a thinning of the mobs along the way. Having fewer, but more challenging fights, thanks to the update, will make the game a lot more fun and fresh!
twicky_kid
people are missing the ENTIRE point of this update.
before update if you are a mes, ranger, or necro you are screwed at getting a group. might as well give up on mes and go pvp only for that class. necros only got in if they are batteries. rangers only got in if they where trappers.
here are my points
1. this opened the window for other classes to get groups easier. wars, monks, and eles are not the only classes on this game.
2. farming is not an effective gold machine. drops are nerfed and the more you do it the less you get. takes huge amounts of money to make the farmer and endless (boring) hours farming to even make a buck. its pointless to begin with.
3. smart people know that running is where you make the real gold. if you can tell me a better way to make 120k in 4 hours then sign me up. with the update running just got easier. GW did not make it harder to get gold they just made it easier.
4. they are combating bots and i'm all for it. i'd rather the devs ruin the game then bots ran by millionars that don't give a crap about the game or the people that took years to make it.
5. welcome to GW. the game constantly changes. if you haven't noticed this in 6 months you probly shouldn't play it. adapt or die its survival of the fittest.
before update if you are a mes, ranger, or necro you are screwed at getting a group. might as well give up on mes and go pvp only for that class. necros only got in if they are batteries. rangers only got in if they where trappers.
here are my points
1. this opened the window for other classes to get groups easier. wars, monks, and eles are not the only classes on this game.
2. farming is not an effective gold machine. drops are nerfed and the more you do it the less you get. takes huge amounts of money to make the farmer and endless (boring) hours farming to even make a buck. its pointless to begin with.
3. smart people know that running is where you make the real gold. if you can tell me a better way to make 120k in 4 hours then sign me up. with the update running just got easier. GW did not make it harder to get gold they just made it easier.
4. they are combating bots and i'm all for it. i'd rather the devs ruin the game then bots ran by millionars that don't give a crap about the game or the people that took years to make it.
5. welcome to GW. the game constantly changes. if you haven't noticed this in 6 months you probly shouldn't play it. adapt or die its survival of the fittest.
The Son Of Morgoth
Quote:
Originally Posted by borkbork
PvE was a joke when all you had to do was drop 5 Meteor Showers on anything to win missions. Even with the update, 5 Meteor Showers will pretty much stop anything.
|
Run Away Shower
-makes monsters run away from you
-basically costs 35 energy OMFG
-basically wastes 5 secs of your life
and now runners got it easier as well so expect to see like lvl 3s in ring of fire pretty soon.......
Jaia Shadowless
Quote:
Originally Posted by Zoolooman
These PvE skills were obviously designed with stupid, stand-still enemies in mind; enemies that no longer exist.
Now, I ask you, after this patch, what purpose do these skills serve? |
There shouldn't be a right or wrong way to play any character.
borkbork
If all fails, Air spike in PvE!
...Unless you want to bring out the firestorm + hamstring builds!
...Unless you want to bring out the firestorm + hamstring builds!
twicky_kid
i do agree that 1 shot aoe dmg spells should not be reacted to till it hits. they should only scatter on aoe dmg spells with a duration.
unienaule
Just a hint to the UW groups now, weakness is your friend.
MarkyX
Quote:
Originally Posted by Ard Wen
Talk about reducing the ability of a nuker
Well now its just monks and warriors |
knives
Frozen Soil
Ward Against Foes
Ward Against Melee
Armor of Earth
Frozen Burst
Armor of Mist
Elemental Attunement {E}
Crystal Wave
Grasping Earth/Deep Freeze
Wow, an ele that is a support class, who would have thought?
Ward Against Foes
Ward Against Melee
Armor of Earth
Frozen Burst
Armor of Mist
Elemental Attunement {E}
Crystal Wave
Grasping Earth/Deep Freeze
Wow, an ele that is a support class, who would have thought?
fgarvin
DoT? What damage over time? Fire Storm, Meteor Shower, Lava Font and any number of Smiting skills are now COMPLETELY useless. Only the spike skills are of any real use, but how many affect mobs from a distance. Warriors get up close and personal, casters do not. ANet boned this away.
Damage over time skills were put in for a reason, try to remember that.
Damage over time skills were put in for a reason, try to remember that.
Jaia Shadowless
Quote:
Originally Posted by twicky_kid
5. welcome to GW. the game constantly changes. if you haven't noticed this in 6 months you probly shouldn't play it. adapt or die its survival of the fittest.
|
IMO, the skill/spell changes up to this point have been based on unfair exploits and loophole junkies. To disable AoE or make it essentially a crapshoot to use.... that's just ridiculous.
The Son Of Morgoth
Quote:
Originally Posted by borkbork
If all fails, Air spike in PvE!
...Unless you want to bring out the firestorm + hamstring builds! |
i bought guildwars for a casual gaming experience in which everything was balanced........elementists were made to do this type of high damage aoe with a side effect of low armor and stuff.
warriors can take a beating and dish out pretty moderate damage.
mesmers can not do serious damage but can shut down another class.
monks cannot like be uber leet kick asz people who can never die........they can die but are good supports.
necros are good supports but get rap3d if no corpses
and so on and on...........gw is supposed to be balanced! thats one of the reasons i got it instead of World of warcraft! This is why their were jokes going around in w.o.w about their being a new patch saying that "Shamans now couldnt die" bascially people commenting on how shamans were like the uber leet and should be nerfed........ i wanted a game that was balanced and i took gw.......now it doenst seem balanced anymo .......hopefully this update will be fixed soon of im just going to have to go back to fps and screwz that expansion( which will probably add more useless aoe spells)
Sekkira
Quote:
Originally Posted by twicky_kid
people are missing the ENTIRE point of this update.
before update if you are a mes, ranger, or necro you are screwed at getting a group. might as well give up on mes and go pvp only for that class. necros only got in if they are batteries. rangers only got in if they where trappers. here are my points 1. this opened the window for other classes to get groups easier. wars, monks, and eles are not the only classes on this game. |
Zoolooman
Quote:
Originally Posted by Hella Good
Geez what's all the drama about? So now you'll have to use deepfreeze and such and then nuke, big deal. All that happened was that instead of the boring max fire max storage builds, now we will see more flexibility. Yes, it is a big change for people who cannot adapt but for the rest of us, it sounds perfectly fine and I say a bit more challenging.
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Not only that, this scattering breaks aggro, making it impossible to hold enemies in place around tanks. Soft targets beware, you're going to be targeted if someone uses an AoE spell.
I see that you're falling for the fallacy of change. Remember, change is not necessarily reasonable, right, or even beneficial. In the same vein, just because something requires adapation does not mean it is reasonable, right or beneficial.
Go out into the field and compare pre-patch and post-patch nuking. The result is obvious: AoE is terribly, terribly nerfed.
Yet you're telling me to adapt. Why should I have to adapt? Along the same lines, why did AoE have to be nerfed? People are rationalizing this change after the fact, claiming "it's better this way" while appealing to hasty excuses. But in all aspects, those who praise this are missing the fundamental fact: a large set of skills made for PvE have been nerfed, and no amount of adaptation will make up for that loss.
germanturkey
Quote:
Originally Posted by LiQuId StEeL
[rant]
Well, I am more than likely done completely with PvE now. I had a monk, and all I enjoyed in the slightest eas heal/prot in SF groups... can anyone imagine killing a mob of bosses without a decent dmg output of an ele or two. What about that ele? All I used it for was FoW and UW in groups with my guild... deleted, I'm not going to do that crap anymore. One shot with an AoE blast and all of my spells are useless? pffft! What about that Warrior? The only thing I used it for was farming griffons in between tombs runs with my guild. Might as well trash that one too... nobody wants these goddamn W/Mo's. Now all 3 of my uses in PvE are trash. Complete and utter trash. Yes, I could 'adapt', but what was so wrong with the AoE damage? Now guess what I egt to farm! THE COMP ARENAS! Goody... more than likely will not stick with GW for much longer. [/rant] |
also, now the point of having orion as a henchmen is pointless. this guy casts firestorm left and right, and now everything just runs from it. it runs away and runs back. runs away and runs back. not only does this make people turn to the w/mo build, but it takes the fun of the game for people who have e/me & e/mo builds.
my sole character is a e/me, so now she's basically useless. i have a bunch of skills from other elements, but IMO i don't think any work as well to take out enemies as fire did... *sigh*
The Son Of Morgoth
Kinda Sad isnt it
GREAT HALLOWEEN UPDATE
then.....
SUXY UPDATE WE HAVE TODAY.......
sigh im going to start calling this the Nerf that was heard around the world...... lol(if you didnt get go take u.s history)
GREAT HALLOWEEN UPDATE
then.....
SUXY UPDATE WE HAVE TODAY.......
sigh im going to start calling this the Nerf that was heard around the world...... lol(if you didnt get go take u.s history)
Lasareth
There certainly are ways to adapt to the change, but all spells should be useful in their own given situations. Rendering spells useless is a self-defeating task which does not contribute to the overall quality of the game.
As I haven't played, I still haven't drawn a definite conclusion on whether or not some aforementioned skills still have use... We'll see.
As I haven't played, I still haven't drawn a definite conclusion on whether or not some aforementioned skills still have use... We'll see.