Contraversial Updates
Ard Wen
I've only been around these forums for a few weeks so I don't know all the discussions that have gone on. My question is this the most contraversial update? What are other updates people were upset about?
Lasareth
The biggest cry of outrage from what I can remember was the Protective Bond update a while back. Since then, though, people have adjusted
sixdartbart
And I'm sure they will adjust to this as soon as they stop spending all their time complaining about it and actually go play and find out it's not as bad as it sounds from the posts about it on these forums.
And before this starts people flaming yes I do have an ele.
And before this starts people flaming yes I do have an ele.
Shadowdaemon
the green items and the chests caused a bit of an uproar too, everyone said they would "ruin the economy", and they all got over it
Zakarr
Certain players rely on primitive senses which tell them to crush everything they can't understand except crushing has turned to crying. I thought we humans have superior ability to adapt changes but nowadays everything must be so easy that you won't get a headache.
Okay, Guild Wars is a game but if you can't re-think your strategies, it must tell something about how you think in first place. The future worries me...
Yes, the AoE damage avoiding needs (or needed) improvements but Nov 10 patch didn't make farming or anything too hard. Still tons of players start to complain because their old rooted strategy doesn't work anymore.
Okay, Guild Wars is a game but if you can't re-think your strategies, it must tell something about how you think in first place. The future worries me...
Yes, the AoE damage avoiding needs (or needed) improvements but Nov 10 patch didn't make farming or anything too hard. Still tons of players start to complain because their old rooted strategy doesn't work anymore.
Shadowdaemon
heck as soon as i heard every monster will drop something for you if you go alone, i havent farmed with more than 2 people in my group since, there is always a way, especially when they let you change your secondary class with no effort after the first time, and plus, attribute points are free now, so basically you can remake your character 40 times a day if you want to.
my farming did change a bit, instead of taking 30 minutes to make 5k, now it takes 32 or 33, and i get to laugh at the enemies running around like roaches with the lights coming on, its great
my farming did change a bit, instead of taking 30 minutes to make 5k, now it takes 32 or 33, and i get to laugh at the enemies running around like roaches with the lights coming on, its great
Shimus DarkRaven
"Controversial" is a word depending on what side you're one.
For me, "Controversial" is the AOE avoiding, glitching, when mobs run from AOEs, seem to dissapear, and then later when you least expect they come back -- With help.
Especially in FoW. IT SUCKS. Hardcore. You're fighting an shadow group and another shadow group that ran away from an AOE earlier comes back with help-- more warriors. It, in essence, is a cool AI boost, but executed poorly. Needs alot of work still.
--The Shim
<I don't even nuke, as I'm a W/Mo, but it still aggravates me when they run away and drag part of the group with them causing multiple aggro. Granted, they shouldn't sit around and take it, but it's glitched to hell. Needs alot of fixing>
For me, "Controversial" is the AOE avoiding, glitching, when mobs run from AOEs, seem to dissapear, and then later when you least expect they come back -- With help.
Especially in FoW. IT SUCKS. Hardcore. You're fighting an shadow group and another shadow group that ran away from an AOE earlier comes back with help-- more warriors. It, in essence, is a cool AI boost, but executed poorly. Needs alot of work still.
--The Shim
<I don't even nuke, as I'm a W/Mo, but it still aggravates me when they run away and drag part of the group with them causing multiple aggro. Granted, they shouldn't sit around and take it, but it's glitched to hell. Needs alot of fixing>
Epinephrine
horrible update, even if to some extent the ideas are good. Enemies giving up after 100 feet? Garbage - why would they? How does that benefit the game? It's already unreal that you can kill a group of Charr 100 feet away and in line of sight of another group - why make enemies lose interest fast? For most predators a fleeing opponent is a GREAT target, run them to the ground, and a sentient race shouldn't just let intruders get away.
The AoE stuff makes sense in principle, but needs adjustment to reflect the damage being taken, the morale of its teammates and such.
The AoE stuff makes sense in principle, but needs adjustment to reflect the damage being taken, the morale of its teammates and such.
=HT=Ingram
ok I played the update today for the first time, and I can see why some are upset, but just to me. this is just IMO... This is an interesting update for 2 reasons.
1: It makes the consistent farming of items lessen a little and makes the 2 and 5 man farming groups kind of obsolete, at least for now.
and 2: By making PvE NPC mobs more like a real player, it makes the game more challenging, and better prepares a PvE player for PvP. As you all know a real player is not just going to stand there and take a meteor shower or smiteing so why should the creature NPCs. By making then run away when the area effect happens it makes it more like you are playing a real player and not a NPC. This makes the game more challenging...
OK that being said. I too was overtly surprised by this, but I will make the adjustment. In truth I have not been playing much as I was waiting for chapter two to come out, but now this is bringing me back in when I was actually planing on not playing for a while. Why? Because I am now curious how to play the game again with the new challenge. In a certain way, I think that is also what Arenanet was looking for by doing this... We will see...
1: It makes the consistent farming of items lessen a little and makes the 2 and 5 man farming groups kind of obsolete, at least for now.
and 2: By making PvE NPC mobs more like a real player, it makes the game more challenging, and better prepares a PvE player for PvP. As you all know a real player is not just going to stand there and take a meteor shower or smiteing so why should the creature NPCs. By making then run away when the area effect happens it makes it more like you are playing a real player and not a NPC. This makes the game more challenging...
OK that being said. I too was overtly surprised by this, but I will make the adjustment. In truth I have not been playing much as I was waiting for chapter two to come out, but now this is bringing me back in when I was actually planing on not playing for a while. Why? Because I am now curious how to play the game again with the new challenge. In a certain way, I think that is also what Arenanet was looking for by doing this... We will see...
Shimus DarkRaven
Quote:
Originally Posted by =HT=Ingram
ok I played the update today for the first time, and I can see why some are upset, but just to me. this is just IMO... This is an interesting update for 2 reasons.
1: It makes the consistent farming of items lessen a little and makes the 2 and 5 man farming groups kind of obsolete, at least for now. and 2: By making PvE NPC mobs more like a real player, it makes the game more challenging, and better prepares a PvE player for PvP. As you all know a real player is not just going to stand there and take a meteor shower or smiteing so why should the creature NPCs. By making then run away when the area effect happens it makes it more like you are playing a real player and not a NPC. This makes the game more challenging... OK that being said. I too was overtly surprised by this, but I will make the adjustment. In truth I have not been playing much as I was waiting for chapter two to come out, but now this is bringing me back in when I was actually planing on not playing for a while. Why? Because I am now curious how to play the game again with the new challenge. In a certain way, I think that is also what Arenanet was looking for by doing this... We will see... |
I agree for the most part, but how it's executed, as I've said, is HORRIBLE. It needs to be executed better. To back this up, read any numerous post I've did on people discussing these updates. It simply doesn't work. They run away, people laugh. Then they come back later with help <they aren't supposed to, to my knowledge> and then people get wiped due to it.
--The Shim
Savio
This isn't a thread on the recent updates. Stop discussing it here and go discuss it in the two main threads.
Shimus DarkRaven
to Rectify, Savio, the title of the post was "Controversial" updates..and I found it controversial. But as per request, I have taken it to the main ones, just to clarify, he was asking about everything in general.
--The Shim
--The Shim
unienaule
Yeah, he's asking which one was the most controversial ever. Sort of like which Super Bowl was the best.
Anyway, I'd have to go with the prot bond nerfing update. People yelled about it for days. Of course, with this one, there's no way to really tell yet. It does seem to be dying down a bit already, which is a good sign.
Anyway, I'd have to go with the prot bond nerfing update. People yelled about it for days. Of course, with this one, there's no way to really tell yet. It does seem to be dying down a bit already, which is a good sign.
Epinephrine
Naw, the prot bond update was minor compared to this - it only hurt a vocal group that used it for farming.
This is the one with the most negative feedback I've seen. Some of the early ones with skill balance changes had strong reactions too, around the time of the Nature's Renewal nerfing and the smiting nerfing.
This is the one with the most negative feedback I've seen. Some of the early ones with skill balance changes had strong reactions too, around the time of the Nature's Renewal nerfing and the smiting nerfing.