ArenaNet talk:Developer updates

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Next skill balance

Anyone know when the next skill balance is? Shouldn't it be today? User Dero Dero's Sig.pngDero Ahmonati 20:27, 11 June 2009 (UTC)

I hope not...
it's supposed to be my Birthday, I wouldn't want it ruined by another FAIL-Upwards-date --ilr 23:45, 11 June 2009 (UTC)
I sincerely hope they nerf mending! Too strong >.< They'll prolly just nerf moar & buff less for PvP.. like they did last time.. and the time b4 that.. and the time b4 that.. and the time b4 that.. and the time b4 that.. and the time b4 that.. and the time b4 that.. and the time b4 that.. and the time b4 that.. and the time b4 that.. and the time b4 that.. /endsarcasm --Ulterion 22:14, 24 June 2009 (UTC)
Here I was about to flame you, but then I saw the sarcasm tag. Useful, that. --Jette User Jette awesome.png 22:19, 24 June 2009 (UTC)
I'm gonna flame him anyway, since pvp needs mostly nerfs at the moment. ~Shard User Shard Sig Icon.png 20:58, 12 July 2009 (UTC)

no nerfdates for today?--Wealedout 19:54, 30 July 2009 (UTC)

Never expect arenanet to do something early. well that extra week doesnt matter because they usually fail to understand how their game works (with exceptions) ofc --Boro 10px‎ 09:19, 31 July 2009 (UTC)
They know it better than you though. 145.94.74.23 06:14, 17 August 2009 (UTC)

Speed clear/solo

OK I am a little confused here, shadow form is not nerfed (good) but the 55 monk and visage monk were nerfed to the point of death and the general reason given was that the Anet team wanted us to play as teams rather than solo. So now they encourage solo but nerf SC. It seems to have no consistency and feels like someone at Anet loves their sin but hates monking. However, shadowform does play an important part in sc group play. Rather than nerf RoJ and Cry, how about making the clear a little longer by making it necessary to use shadowform with the rest of the group (i.e. no soloing while the rest of the group clears elsewhere). The average SC for UW/FoW/DoA lasts 30mins to 1 hour depending on the skill level of the group. The average balanced build lasts well in excess of 2 hours. Some players just don't have the time to spend doing a 3 hour clear but are happy to join in a SC and be part of the team. What tends to happen with a balanced team is that someone will have to leave mid way through the clear and leave the rest of the group with no monk (it creates tensions and problems in the guild) - or simply some players have poor internet connections and dc after an hour. SC seems to encourage communication on vent etc. and between players building good team communities in the game because of the shorter time period most players entering can complete without having to leave mid-way. I feel that Anet needs to show some consistency on what its aims in the game are - do they want solos or do they want people working as teams? Also nerfing skills is not the only answer to dealing with issues and problems in the game. Finally, the economy of the game was crushed long ago, so it is not an excuse when it comes to nerfing farm builds (for example the EotN halls has destroyed the cost of greens, and greens destroyed the cost of alot of golds, predictions destroyed the cost of z-keys and so on). Just because someone connected with Anet is sitting on a lot of ectos shouldn't be an excuse for nerfing the UWSC. Skill changes should be made to balance the professions to open up areas to more than just one kind of build - this should be done not by nerfing the current dominating group but by increasing the attractiveness of the other professions as equally viable options. When you nerf a group then that profession dies as a viable option (take rangers in tombs as an example - once pets were nerfed to not allow minions it meant that nobody would invite a ranger to a tombs group - instead people now solo it with sins - the current RoJ/Cry nerfs runs the risk of making mesmers and monks less viable options if someone comes up with a replacement build). --The preceding unsigned comment was added by User:82.39.49.44 (talk).

In the Anguish and Duncan's people can make things in separate steps, and then make a final hit to end things. Urgoz and Deep take some time, but are two separate things. So you never need 3 hours to do them, but 1 and a half. But there's the problem with the Underworld. Quests won't get saved, so you have to make all of them anytime you go down there. And not everyone has time to do all of that. A way to 'save progress' may by paying to a reaper or something like that, would help people making them in lapses of 1 or two hours instead having to rely on gimmicks to make them in record time. MithUser MithranArkanere Star.pngTalk 13:50, 25 June 2009 (UTC)
In my opinion the greatest mistake ANet did was to create player usable invencibility, or imunity to both atacks and spells. i remember back in 2005 when i didn't join the people of my guild who were clearing UW/FoW because i hadn't 5 hours to spend, and when i had i was prone to get dc every half hour or so, so all i did in UW was trapping chamber and smites with a 3-4 man group and usually yeld us 2-3 ectos per 30-40 minutes run (in the whole run, not for each of us). After Nightfall and Eye of the North came out people quickly learned how to make Shadow Form (invencibility for 95+% of GuildWars) last forever and made loads of farming builds with it, including FoW and UW. At that time i was playing a mesmer and though "i'll try out that Shadow Form build", with that i managed to get 7-11 ectos each 30 minutes run all by myself and got around 30 ectos by the end of the day... my point is back when there was only prophecies around the game was quite well balanced and it was quite a effort to make a farming build for a specific area, solo farming was restricted to meele mobs without healing abilities(troll/griffons) and there wasn't much more you could "farm", around a year ago you could easely farm almost anything in the game with a single build, maybe change a skill or two but the 'concept' remained the same. There were also many "rare" items added to the end chests of FoW/UW (the only two i acctually care doing, i have no idea about other elite areas) wich made doing speed clears worth a LOT, i mean you solo a area for like 30 minutes, get quite some worthly drops and also have a chance of getting a "rare" item (you can be reward a item thats worth more than a stack of ectos from that chest, and it takes you a merely 40 minutes for that).. one week ago i went with a friend to UW, 2 players and 6 heroes, it was the first time he went there so it took a while for us to clear the place(4+ hours), finally at the end chest we both got a passage scroll, ecto,key,etc. i agree that everything is much easyer to acomplish im pve guildwars nowadays, but i do think clearing a elite area in less than a hour is a bit too much.. what i'd like to tell ANet is that they should have tought carefully before putting those skills in the game, they should stop changing the player usable skills and change those outdated skills on mobs in a manner it becomes balanced."give candy to a child and it will make the child happy, take the candy away and the child will cry" simple as that. also the green/gold price problem makes me quite mad. some items i still have that were very valuable some time ago now became merchant food. rare skinned and well sought after weapons becoming easy to aquire as greens (=perf mods) is a bad idea.my favorite quote from CIV is "a engineer knows he has achieved perfection not when there is nothing left to add, but when there's nothing left to take away". with this i must say ANet is doing it wrong: adding too much stuff that are not needed, only to regret and try to fix shortly after and getting flamed by the end user.--Meheezen 00:12, 11 July 2009 (UTC)
600/smite has been possible since prophs. User Raine R.gif Raine - talk 01:20, 11 July 2009 (UTC)
Factions* -- Halogod35 User Halogod35 Sig.jpg 01:27, 11 July 2009 (UTC)
Retribution, Holy Wrath, Balthazar's Spirit, Essence Bond, Blessed Aura, Arcane Echo, Spell Breaker, Protective Spirit, and Spirit Bond are all core or prophs. Spirit Bond didn't end after 10 attacks before, so SoA wasn't necessary. User Raine R.gif Raine - talk 23:54, 11 July 2009 (UTC)
Spirit Bond is Factions. -- Halogod35 User Halogod35 Sig.jpg 00:14, 12 July 2009 (UTC)
Woah. I always thought it was Core. O.o User Raine R.gif Raine - talk 00:17, 12 July 2009 (UTC)
Nope, sorry. -- Halogod35 User Halogod35 Sig.jpg 00:30, 12 July 2009 (UTC)
What did people use to wtfkill spikes before SB? Just PS/RoF/Infuse? User Raine R.gif Raine - talk 20:28, 31 July 2009 (UTC)
Basically, yeah. Boon prot was popular, RoF healed for ~130 or so from the divine favor + boon, and then stopped the next hit, which usually results in +60 or so (not to mention the prevention). Infuse was the way to go, though. --Jette User Jette awesome.png 03:37, 1 August 2009 (UTC)
guess bonprots are viable in ha. with the wtfenergy channeling the energy cost wont matter. --Boro 10px‎ 06:58, 1 August 2009 (UTC)
I don't think Anet won't nerf SF because someone connected with them likes ecto's. That a baseless accusation which you know isn't true. 145.94.74.23 06:16, 17 August 2009 (UTC)
ZoS -- Armond WarbladeUser Armond sig image.png{{Bacon}} 06:39, 17 August 2009 (UTC)
Thumpers went unnerfed for literally over a year because someone couldn't win halls without them. True story. -Auron 07:28, 17 August 2009 (UTC)
True rumour you mean? 145.94.74.23 05:37, 9 September 2009 (UTC)