User talk:Isaiah Cartwright/Izzy Talk Archive 14

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Glitch Found in Pets (Please help!)[edit]

Maybe I'm missing some crule joke in the function of pets, but I recently found while playing RA on a pure pet build that when the pet is chasing a moving foe the pet will NOT attack until they stop moving for about 1-2seconds, so skills like pounce become completely useless. Also there is a pretty high chance that when your target foe is stopped the pet will do something odd and run away in a random direction then charge back at your target, thus delaying the attack skill and giving your target room to run away. It becomes very frustrating when you see your pet within touch range of someone, but not do anything but run into them, to make things even more of a piss off all the pet attack skills have a timer on them so if you don't HIT something in about 6-8 seconds, the attack skill is wasted, and although this sounds like it is not a problem it is when you are using long recharge skills such as pounce, and chasing after someone running away. Keep in mind that my pet IS outrunning the foes I am speaking of (Run as one is being used on my pet, and the foes have no running skill). After a few hours of testing I decided it was about time this glitch, and YES I will call it a glitch(because if it isn't, it's just a crule joke) is fixed.

...and I know Izzy might not want to fix this because no one is using pet builds, but this here is one of the MAJOR reasons pets are useless in organized PvP, Izzy I challenge you to go out with a pure pet build and feel my pain, because I know that when you see what I am talking about your blood will boil as your "near death" foe is just walking away while your pet snuggles against him/her like your pet is a pregnant women and your foe is a chocolate bar. -IGN Betrayed Tiaga

Hexes[edit]

Quote on you at Deny Hexes "When hexes where the meta, this skill is by far a required skill it blows all other hexes out of the water, and seeming how hexes are very weak right now any buffs to hex removal I think would really hurt the balance form that. ~Izzy"

May I point you to this, this, this and this. Antiarchangel 04:47, 21 March 2008 (UTC)

Maybe not a popular view, but I think hexes need a stack limit rather than buffing hex removal. Buffing hex removal means you'll need hex stacks just for them to be effective. --Redfeather 07:07, 21 March 2008 (UTC)
I think having hex stacks nerfed will just mean that necromancers will be even less popular. Water magic isn't affected by hex stack nerfs, nor are short duration hexes of the mesmer domination line. --Life Infusion «T» 15:15, 21 March 2008 (UTC)

last update[edit]

Why izzy why do you hate assassins so much ? I mean they came from imba to totally underpowered vs other classes.Dont nerf the assassin but buff the defense against it.More active defense less passive. The pew pew ranger was strong but it didnt deserve such a hard blow.Angy gaze was the only thing keeping bloodspike alive (well "alive") and now you nerfed that to oblivion 2 :s. The whole updates was 1 nerf didnt notice any buffs.I know its hard to balance and you have done a great job but many skills that werent unbalanced should be restored to there former glory.Lilondra 06:44, 21 March 2008 (UTC) also, what's the point on Mantra of Concentration and Hex Breaker nerfs? 189.70.135.153 12:56, 21 March 2008 (UTC)

Hex breaker isnt that bad the duration was to long anyway,mantra of concenration however was unnecesary it was barely used anyway.Lilondra 14:28, 21 March 2008 (UTC)

In changing hex breaker to a skill rather than a stance, it is nonremovable. I fail to see how nonremovable damage/skill prevention is a good idea. (i.e. stuff like shouts, Warrior's Cunning, and weapon spells). It's even worse when the cast time is basically nonexistent. Whenever there is something that has a strong effect and is nonremovable you can expect to see it abused one day. For example, if ripostes stopped all damage and people actually attacked warriors we'd see that being used too. --Life Infusion «T» 15:20, 21 March 2008 (UTC)
Hex Breaker was made a skill so that it could be used in addition to a stance in GvG to help mitigate Illusion mesmers. There are other such uses for it being a skill, but that is a big one. As for it being non-removable. It is and it isn't. You can always "break" it by putting on a cover hex first. Instead of SS/Parasitic, you do Parasitic/SS/Parasitic. Most humans cant reapply it fast enough.

What did[edit]

Magehunter's Smash and Mokele Smash do to the meta that made you nerf them?--Ryudo 06:46, 21 March 2008 (UTC)

I haven't been playing much these few weeks, but I don't see how something that requires 7 adrenaline on a hammer is going to be broken. Maybe Enraging Charge/Mokele Smash - For Great Justice instantly charges it or something? --Life Infusion «T» 15:22, 21 March 2008 (UTC)
FGJ + Mokele DID charge it instantly, but if im using 2 adren gaining skills on my skill bar, im expecting that sort of payoff. Its really not worth it at 8 adren. And I have no clue how Mokele was overpowered...--Ryudo 15:38, 21 March 2008 (UTC)
obs some, top guilds are still using both of these. Antiarchangel 17:49, 21 March 2008 (UTC)
Was the magehunter smash nerf because of me saying it might be better balanced at 8 adren, or am I just being a tad conceited? Naturally, I think these last few updates have all been really good regardless. The recent Magehunter nerf put it back in line with devastating hammer, rather than completely replacing it like it had initially. People have to chose to run it for the unblockable kd, rather than simply because it was better than dev. No real complaints from me, at least for the moment ;) Pluto 12:41, 23 March 2008 (UTC) edit: [[1]] that's where i mentioned 8 adren magehunter, if anyone cares.

Mainly it was the relationship between Mokele and Enraging, you could so quickly get to 6a in one hit, and Magehunters outshined Dev hammer which bothered me. Izzy @-'---- 22:37, 25 March 2008 (UTC)

so if another elite outshines dev hammer then it needs to be nerfed? --The preceding unsigned comment was added by User:72.78.31.147 (talk).
pretty much, the only thing dev hammer has over magehunter's now is 1 less adrenaline, before it just gave weakness, which is good old RC food. Antiarchangel 12:48, 2 April 2008 (UTC)

Suggestion for NF professions[edit]

Make Scythes and Spears unusable in GvG/HA if you want those to be more balanced gametypes. (Or if that's technically impossible, make their attack skills PvE only?)

Problem is that even if you nerf skills for so called "pack hunters" or "critical assassins" (or other such gimmicks) those don't take off what's originally imbalanced for them (also they're just replaced by other skills). Ie. +% critical buffs aren't imbalanced alone, but scythe does too much critical damage to synergize properly (also it's wrecking in spikes with even primary dervishes). Other option would be setting their weapon to their profession only, though it wouldn't remove dual derv spikes, paragonways etc...banning those weapons totally would.

Also please ignore all PvE character carebears who just say "omg no, have i done pve paragon for nothing in pvp" or "don't remove diversity from pvp", Skill Balance should be on top of that.

(As for diversity argument, would someone balance supporter like former Blood Spike existing as powerful as it was "just for diversity"? No.) 91.154.2.117 11:54, 21 March 2008 (UTC)

<sarcasm> As long as we are banning whole professions for the sake of balance, lets ban axe warriors!!! ZOMG, MESMERS ARE IMBA FOR CASTERS TO, LETS BAN THEM! </sarcasm> Dervs and Paras have weaknesses, just like the rest of the professions in GW, you just need to learn how to deal with them. --Angelic Loki 00:09, 22 March 2008 (UTC)

No one cares, this idea was epic fail. 83.171.171.55 00:55, 22 March 2008 (UTC)
The idea is not epic fail. Everything that came after proph fucked up the PvP. They should not have added those classes in the first place. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 10:43, 22 March 2008 (UTC)
You are right in this point. But now the classes (/skills) are in and shouldn't be deleted. And btw you could balance those professions with some bigger changes to some mechanics of the classes, etc. But as long as good suggestions are ignored and micro balancing is the only method to deal with the most immediate problems, bad synergies won't be removed out of the game. I still think this idea was pretty bad. Scythes are not a real problem, only maybe some Dervish skills are. Spears are OP, but as long Izzy doesn't care about this there won't be any changes. Reducing Spear damage to 15-22 would be enough to balance passive weapon damage here (for example).... A. von Rin 14:07, 22 March 2008 (UTC)
Lol Lokilern2pvp srsly if youre saying that on any serious level, Nuclear said the thruth: everything after GW:P screwed "balanced pvp" which upkeep Izzy is supposed to be paid for. If people don't like disallowing some, nerf those weaps to oblivion (compared what theyre now)? Like scythe dmg 10-20 (it still has its aoe) and spear dmg 10-20 (it's still ranged, 1.33s re-attack). 91.152.183.101 14:36, 22 March 2008 (UTC)
Lol, I PvP daily, and I dont have problems with Dervs or Paras, because luckily, they both get shut down the same way all other melee classes do, and there is plenty of Block/Miss/Attack slower skills in the game. L2notbitch. --Angelic Loki 09:35, 31 March 2008 (UTC)
Eh, I'd argue that scythes need to lose crits on moving targets, and maybe spears need their range reduced, so paragons become more of a risky class. BUt yeah, Propsh pvp was the best. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 22:15, 22 March 2008 (UTC)
Dervishes are bad for the game, but Paragons aren't. People complain about Paragons too much. The only problem with them is they don't take enough skill to play. They don't even have their own special niche for how you play. Every Prophecies class (besides the Necro lol) has a specific playstyle that requires a unique type of player skillset. What the hell does a Paragon need to be good at? Hitting the spacebar? Pressing the T key and mashing some attack skills? The Paragon isn't bad for the game except that it gives you a place to put your weakest player without him crippling your team. We need more skills that make Paragons move around such as Spear Swipe, imo. Also single target shouts/chants/echoes that make you micro and be aware of who needs your support would be good. --TimeToGetIntense 23:32, 23 March 2008 (UTC)
You clearly don't know well enough what kind of dmg spear crits/near-crits do, referring to someone saying that any paragon with under 12 spear is bad. And when primary paras hit with attacks for 150s+, secondary paragons also do some insane dmg they shouldn't. I agree that paragon as a class is ok if you keep the partywide utility there, but spear damage is broken when same character does same or more damage than a warrior and takes off pressure from party by healing/"protting it" and supports partys offense. 91.154.8.95 09:29, 24 March 2008 (UTC)

Everyone on this site is bad. O, hi loki. 72.199.26.35 23:12, 28 March 2008 (UTC)

I'll agree that the idea is fail but only because it doesn't do enough. Ban paragons, ritualists, assassins, and dervishes from PvP as primary and secondary professions and ban nightfall and eotn skills from PvP (all of them, not just paragon/ritualist/assassin/dervish ones). Voila, game balance is instantly improved. -- Armond WarbladeUser Armond sig image.png 22:25, 31 March 2008 (UTC)

Why do somepeople seem to think that during the original original prophecies everything was perfect?

~>Sins (Shadow Steps) 00:22, 1 April 2008 (UTC)

Because formerly everything seemed to be better, even the future... -.- The only bigger problems Scythes produce are at VoD with the NPCs, because of their terrible AI. No good players will ball being attacked by Dervishes, so AoE dmg doesn't matter besides VoD. The overall damage of Scythes is lower or at the same level as on Hammers. The second problem are Sins, which got the terrible Way of the Master skill and can abuse high crits of Scythes (would be a similar problem with Sins + Hammers imo). Anyhow if you dare to touch Scythes, change their damage to something about 20-30 dmg to decrease crits without making the weapon pointless (like with the dumb suggestion of giving them almost Dagger damage @ 10-20). I really think the best idea is simply to make NPCs auto kite on Scythes' AoE (fixed?)... Armonds idea fails btw. Yes the game would have a lot more balance, but would also become - from a tactical point of view - fucking boring (hey, there exist only about 5 viable builds but they are really balanced to each other! Yeaha! Oh exactly the same as we have now...). A. von Rin 00:05, 1 April 2008 (UTC)
Too harsh on the scythes, just give Way of the master this Enchantment Spell. For 60 seconds, your next 1...5...6 attacks while holding a non-dagger weapon, you have an additional 3...27...33% chance to land a critical hit., like Way of the Fox. (~>Sins (Shadow Steps)) 01:10, 1 April 2008 (UTC)

WOWWWW.... i feel sorry for izzy, its quite amusing actually... "Fix paras" "fix warriors" "fix assassins" "fix eles" "fix dervs" "fix mesmers" "fix necros" hmm..... what did i forget.. oh yeah the only thing that i havent seen any complaining about is the monks, but seriously everyone is complaining about all the classes... also a few skills that need to be changed, wastrels collapse(not worthy of the elite) jaunced gaze(same as vampiric gaze, cept you sacrifice 10% health, maybe someone was thinking "zomg lets make this skill the same as vampiric....BUTTTT lets make it worse!!!) and blood bond(-3 degen to give an ally +6 regen? i mean srsly, isnt mending or healing breeze even better than that?)i know ur tryin izzy but.. dannnnggg--Arrythmia 02:08, 1 April 2008 (UTC)

Gotta keep him on his toes :P

(~>Sins (Shadow Steps)) 03:36, 1 April 2008.

Banning Paras and Dervs fails. Just balance Derws a little and nerv way of master + assasins remedy, and everything is fine :)) Ulkiges Ding 14:09, 9 April 2008 (UTC)

Needs Attention[edit]

Please fix the bug with Death Nova/shadow walk. Currently, it has the highest DPS in the game (close to 10000 in ten seconds). Rlly needs a fix. 68.35.91.2 21:22, 21 March 2008 (UTC)

what and how do u do it? --Cursed Angel talk 21:32, 21 March 2008 (UTC)
It is explained in one of the bug report sections we are so often urged to use with this kind of stuf. Yseron - 90.29.55.68 21:34, 21 March 2008 (UTC)
I was able to get over 8k in 10 seconds. This brought me back to Guild Wars, if only for a few minutes. — Teh Uber Pwnzer 22:28, 21 March 2008 (UTC)

Yeah, what is it? Gotta try it... File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 22:31, 21 March 2008 (UTC)

Nerfed now, it was this thou Antiarchangel 22:42, 21 March 2008 (UTC)

This was fixed pretty fast :) Izzy @-'---- 22:37, 25 March 2008 (UTC)

  • gives izzy the "NEW RECORD" medal* 76.26.189.65 06:51, 27 March 2008 (UTC)

SKILL ALTERATIONS[edit]

Sorry, not sure where to post this, but i do feel that something needs to be said. After spending many hours reading through description of skills, trying different combination, spending time, gold and effect bring together a build of your own. To finally get to a build that you are happy with, only to have it underminded by arenanet making changes to certain skills. Surely, if someone comes up with an unstopable build, thats good on their part. After all the same skills are available to all to try. Why does arenanet feel that they have to pick apart this builds. To relevel the playing field? Sorry but you are just making that one part of the game, that of finding the right build, totally frustrating. Can who ever it is, please please please stop altering the skills, leave them be, PLEASE. 77.99.43.34 01:46, 21 March 2008 (UTC) 77.99.43.34 21:35, 22 March 2008 (UTC)

Simple reason why they do it. To make skills equal in Damage / Healing slash what ever it is ment to do. So that no skill will be a skill which wille take over the game because it is so good. --Fox007 User:Fox007 21:40, 22 March 2008 (UTC)
It's called balance. And it's only 1k per skill, and that's only for pve. Stop whining and make a new build. Lord Belar
Fixed your header. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 22:10, 22 March 2008 (UTC)
I never thought I could miss Readem badly, but when reading some posts on Izzy's page I do... o.O A. von Rin 22:30, 22 March 2008 (UTC)
He is like tear gas. You really don't want to get any of him, but it is mighty fun to use him on someone else. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 22:51, 22 March 2008 (UTC)
Go to PvXwiki. — Teh Uber Pwnzer 02:00, 23 March 2008 (UTC)
It's also called Build Waaarz, but if reading this anymore just fyi: there's gonna be more of similar "skill changes" and better get used to it. (And yes go say hello to pvxwiki plz.) 91.154.8.95 10:35, 23 March 2008 (UTC)

Translation of OP: "I am upset that you nerfed my dark bomb build. Yes, it made anything else virtually unplayable, and distorted the metagame more than anything else since signet of might, but it's okay, because everyone else can run it too. And when pvp stops being fun because all I face are people playing this broken build, I can just go back to pve, so it's all fine with me." Pluto 12:49, 23 March 2008 (UTC)

Fix eles please[edit]

Yeah, fix eles. Mb + rodgort nerfed, nf nerfed (and never been viable in eotn anyway), air magic has been nerfed and never been viable in pve. Earth magic has some good skills for solo build and tanking, tanking fails tho. Water magic has some nice hexes for pvp, no use in pve tbh. Eles are supposed to deal some nice dmg, atm anything deals more dmg than eles, especially in hm. Limu Tolkki (Limu Tolkki - talk) 13:09, 23 March 2008 (UTC)

Sadly enough, and it is truly a pain for me to say this, elementalists were never meant to deal damage. Ever. Warriors always occupied that slot, we were merely after thoughts. Air magic is still viable in PvP, and you can still use fire in some parts (Sf is still gud.). Water magic.. meh... I still use sandstorm is PvE, so what do I know? File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 13:42, 23 March 2008 (UTC)
Uh, I just finished getting absolutely blown apart by three eles. Two Mind Blast Rodgorts spammers and a bsurge. If you think it's weak... 100+ AoE damage and a lengthy burn is quite enough for a single spell with quick recharge, thank you very much.
In that vein, I've cleared slaver's exile hard mode with 1 para, 5 nukers, and 2 monks. If "nuking" was somehow underpowered, we wouldn't have won. If you want a single caster to deal the damage that 5 currently do, imagine the damage possible if people just ran 5 eles anyway :/ That's (one of the reasons) why you can't have a godly nuke spell.
Eles are great for utility, and thanks to ANet's power creep and bad marketing decisions (OMG LETS ADD DAMAGE TO CASTERS SO PPL WILL BUY THE NEXT GAME), great for damage too (which was, imo, the biggest balance mistake this game's ever had). Mesmers had spiritual pain, eles have rodgorts/savannah/teineis/searing, rits had the entire channeling line until rit spike happened. Adding damage to casters is simply a bad idea - every time they've tried, a huge gimmick came out of it that basically forced re-nerfing. Unfortunately, fire eles haven't been re-nerfed, even though they're top on the list that needs it (in terms of caster damage). Rodgorts is simply ridiculous. If it wasn't so overpowered, nobody would be running fire eles. Period. People build bars entirely around rodgorts (and mind blast), simply because it's too good of a damage skill.
For PvE... who cares? You aren't out of options, you just aren't looking; AT ALL. I play Ele more than anything in PvE and I have no complaints about it. Use Air of Superiority to get around long recharge times on spells, use attune and glyph lesser to get around high costs, and you can use any element you want (although, I agree, water and earth quite suck for pure damage). Air bars can do an easy dual attune + orb + hammer + bflash build; not AoE in the least, but not weak, either.
I don't see the point to have plain damage added to all elements. What would be the purpose of running another element if it just did the same thing as fire? Would it improve anything if you just had Rodgorts Invocation re-named as "Earth's Fist" and specced for earth, ditto for water and air? It's a pointless change. If you want damage, go with fire. If you want snares, go with water. If you want wards, go with earth. If you want blind and armor-ignoring single-target damage, take air. I don't see why you want to take something with as good a defense as wards and add damage to it; it sort of defeats the point of attributes if you can do it all with one spec.
Finally, don't be so focused on PvE that you forget PvP. ANet can't simply add a cast-one-spell-and-clear-the-map nuke (although rodgorts and savannah are scarily close), because that would break balance in the other half of the game we call PvP. I do PvE a lot more than PvP, and I fervently support the PvP balance changes. Assuming changes should be made to make PvE easier than it already is would just be egocentric. PvPers have to deal with balance changes too; their opponents, however, are much harder to fight against, and thus builds are held to a higher standard. In PvE, you can win with heroes and henchies, so any organized build past that wins automatically. Just go find something else that works. You already know what your opponent is going to use; I guarantee you can find a counter to it. Or, at least, that I can :P -Auron 14:12, 23 March 2008 (UTC)
Actually, the other elements do have an equivelent Rodgort's, just doing their own thing a bit more. We Have deep freeze and Earthquake, Both of which are wide area 25 energy power spells, with the possibility to really mess up an enitre team, because, exhaustion aside, Meleers really love it when you snare or knockdown their targets as it makes their life so much easier, especially on hard mode. And anyway, Fire Magic is the only attribute which is actually designed to do lots of damage, Air is a single target debuffer before it is a damage dealer (the damage it does do is mostly there to keep the enemy monk working hard), water is snaring and some melee and caster hate, again with damage just to keep it from being totally overlooked and earth is schitzophrenic in that it's a convoluted mix of the other three just on a wider scale, with damage, blindness, weakness, a snare or two and some wards. PvE has always been about group'n'nuke, so Fire magic has always been god there, and if you think you have it bad, go make a PvE Assassin and look for variety there. --Ckal Ktak 14:27, 23 March 2008 (UTC)
Oh yeah, this stuff again, warriors are meant to deal dmg. In nm eles still do more dmg, at least in most areas. But in hm it fails. Whats the point to hit 15dmg with rodgort. And yeah, i've played quite a lot as ele too. Limu Tolkki (Limu Tolkki - talk) 14:44, 23 March 2008 (UTC)
Oh, I was answering from a pvp perspective: In pve, Ursan is meant to deal damage. Ursan and cry of pain. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 15:28, 23 March 2008 (UTC)

Basically PvE + Ele = FAIL! This is because armor levels are poorly balanced so foes take even less damage than they normally do! Done25 18:34, 23 March 2008 (UTC)

Lolwtf this is Izzys page GTFO PVE! On more serious note, Ursan Blessing+6 nuking spells+Sunspear Rebirth Signet. Any more questions?
Can't see what's problem as so far SH nukers been working well enough in HM while I vanquish. Cry less, go back grinding or if it's too slow with nukes take ursan. (Btw, point of hitting 15dmg with rodgort is so that it's not fkin instawin by fire but would need some thinking, now though it's instawin with Bear Force One (ursan) so go withit or don't.) 91.154.8.95 23:05, 23 March 2008 (UTC)
Yeah right, pve doesnt matter, balance pvp let pve fail. Tbh i made ele so i can play as ele. If my purpose was to play as ursan i would have picked warrior or para. But yeah, you can vanquish areas as ele, theres no problem, done that. But other classes are better atm and thats what im asking to fix. Limu Tolkki (Limu Tolkki - talk) 10:08, 24 March 2008 (UTC)
Limu, there is only one advice I can give you: Wait for gw2. Izzy is not going to change anything serious for a while. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 16:39, 24 March 2008 (UTC)
I still think that aNet has been great with their balances, even if it means that certain builds are doomed to hell, it just means that we have to keep up and evolve as the meta in PvP AND PvE changes. Renin 11:03, 26 March 2008 (UTC)
BLIIIIINDING SUUUUURGE wins PvE. I almost always take a hero with it, ward melee, and a few other antimelee skills. If you're looking to do just flat damage, in all honesty, learn more about the game. There is far more to guild wars than just damage, else no one would bring monks, now would they? The problem most players have is they get their mind trapped into the idea that their ele or rit or whatever should be able to do one thing and they completely ignore all the other options they have out there. Don't let it happen to you; once I realized it I became a far better player (and PvE got far easier). -- Armond WarbladeUser Armond sig image.png 01:09, 1 April 2008 (UTC)
Thanks Armond, but I know that an Ele can do more. However, a warrior can do more too (damage+interrupt, damage+snare, damage+degen, damage+knockdown, longer knockdown, defend his team with unremovable shouts that don't suffer from positioning issues) and he can not only do all that, but also better than the Ele, in a single skill bar, and still have more armor and better energy management. 145.94.74.23 09:49, 1 April 2008 (UTC)
Eles used to suck even more in PvE. Check out how bad the skills were when Prophecies was released:
Rodgort's Invocation,
Fireball,
Searing Heat,
Firestorm,
Mind Burn
Those links go to the earliest history pages for those skills on gw.gamewikis.org from like 2-3 years ago.
Right now Eles are many times stronger than they were back then. They are good enough. Besides, if the problem is Ursanway being overpowered, it should be nerfed. Well, I don't really care about Ursanway or PvE. I don't see the big deal since it's basically a solo format now. --TimeToGetIntense 10:39, 2 April 2008 (UTC)

Signet of Midnight, Plague Sending[edit]

I know ArenaNet doesn't care about making conditions commonplace (i.e., no longer a skilled timing of conditions game, more a force conditions so much so often that the other team simply runs out of energy trying to dismiss), but Signet of Midnight/Plague Sending Me/Ns or N/Mes are too much. They're the equivalent of a 5 energy, 2 second recharge bsurge, but with a much longer duration. Since Bsurge isn't 5 energy and 2 recharge, I'm assuming you thought those were the balancing factors. Well... those balancing factors are missing from the sig midnight build. If the blind spam from a single Me/N is enough to keep an assassin's remedy sin blind roughly 90% of the match, it's too much blind. Just thought I'd give you a heads up, it must be a bug or something. -Auron 06:40, 24 March 2008 (UTC)

I agree. I think the balancing factor was supposed to be "Oh, well they don't have Gale or nearly as much damage as Air Eles" Well sure, but they are still overpowered. --TimeToGetIntense 09:19, 24 March 2008 (UTC)

It requires touch range and mesmers who are going into touchrange mostly become toast.(The first blind does.)Even if the mesmer is backlining it gets rcd and you got a nice heal.If it was so overpowered it would be meta.But guess what ? BS is not som.81.244.104.208 10:49, 24 March 2008 (UTC)

it is meta in ta and its the only build we loose against regularly. 2x blinding every 5 secs and not interruptable is just not right.

Izzy really shouldn't (and normally he doesn't) balance skills around TA. Both skills are ok and if you fail to win because of a touch ranged skill, then you should check your build's movement controll... A. von Rin 16:59, 24 March 2008 (UTC)
If you've no clue what you're talking about, then please don't say anything at all. — Skadiddly[슴Mc슴]Diddles 22:44, 25 March 2008 (UTC)
I actually like the way it is now. You force a mesmer or a necro to use his/her elite on a blind skill. Sure, It's potent, but Migraine and Wail of Doom are even more potent. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 17:06, 24 March 2008 (UTC)
If you've no clue what you're talking about, then please don't say anything at all. — Skadiddly[슴Mc슴]Diddles 22:44, 25 March 2008 (UTC)
why shouldn't be skills which are actually not used in gvg at all but are imba in ta not be balanced? use movement controll against him? lawl. in ta maps are small, he can get rid of all conditions himself and hexes are gone with spotless.
cause gvg is considered the highest form of pvp, same thing as pve players QQing about there skills getting nerfed cause of pvp. Antiarchangel 21:45, 24 March 2008 (UTC)
Because surprisingly enough, Guild Wars is based around Guild Vs. Guild....every thing else is an afterthought for ANet. --Deathwing 22:27, 24 March 2008 (UTC)

Getting in to touch range is not a problem with this skill. What are you afraid of, getting hit? Ohnoes, the warrior with blind on 100% of the match is going to hit me! Really, frontline/midline isn't a consideration when the opposing team's melee is going to miss the entire match. Again, it would be a balancing factor if the recharge wasn't so ridiculous, but because you can easily maintain blind, melee-castering isn't dangerous. -Auron 01:46, 25 March 2008 (UTC)

Auron, use draw? Seriously, I think the problem with this awesome synergy is the classes. Both necroes ad mesmers have much better things to do than blind (Wail of doom comes to mind..) so I really don't think this to be problem. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 20:57, 25 March 2008 (UTC)
If you've no clue what you're talking about, then please don't say anything at all. — Skadiddly[슴Mc슴]Diddles 22:44, 25 March 2008 (UTC)

I play TA a lot lately, and we normally deal with this with a good Dshot, it's really easy to see a Sig of Midnight guy coming to you and deal with it, or call for removal, I think this is such a small issue compared to say the Healers Cov guys, the Spotless mind bugs, or the insane smiter teams. I'm just saying, most teams I play with don't have any issue with this skill. Izzy @-'---- 22:38, 25 March 2008 (UTC)

Played against a good SoM yet? Bad players will just run up and use it, but anyone with half a brain will draw out some interrupts before using it. It's too reliant on ping to interrupt a .5 on reflex, not to mention you have to be in their face because of flight time. — Skadiddly[슴Mc슴]Diddles 22:42, 25 March 2008 (UTC)

You don't interrupt stuff like that on reaction, you have to predict it, which normally isn't too hard for a good ranger. I play with some of the old vD guys who are 10 million times better then me, and they just D shot the thing over and over. A mesmer has to really give away positioning to use this thing, and even then if you have to remove the blind and Dshot the Plague Sending. All in all I think there are a number of ways to deal with it, it's probably some higher skill required, but I'm just saying this isn't an insane as people are making it out to be. Izzy @-'---- 22:47, 25 March 2008 (UTC)

The problem is that it's not hard in TA for a midliner on your team to run up into their frontline (which would be in your backline). I've landed a bunch of dshots on it too, but that was only against bad players. If you go up against someone with some practice against rangers, you'll notice how annoyingly difficuly it is to dshot it. — Skakid 23:04, 25 March 2008 (UTC)
To Izzy, positioning doesn't really matter when that melee is almost full-time blinded. And as for "predicting dshot", it's done by predicting when mesmer comes to target supposing he/she uses SoM immediatly and as said above good mesmers don't cast it immeadiatly, but wait some time so it's totally luck if you get that 0.25s dshot hitting 0.5s skill with any "lag". Maybe raise recharge like 5 or 10 seconds to make it more counterable with condition removal yet not nerfing too much? (Also remember that Plague Sending too is affected by fast casting.) 137.163.16.66 09:22, 26 March 2008 (UTC)
All I'm saying is when we play vs this, we never have an issue, because we can dshot it, I'm not saying it's super easy to do, just saying it's very possible, and if your having a huge issue with it, bring plague touch on your warrior, and use that long blind duration against them. Izzy @-'---- 18:33, 27 March 2008 (UTC)
Ebon Dust Aura D/P can pretty much keep 3 people blinded and blind someone every second, and it can be unblockable. Blind surge/Blind Flash could also blind every 2 seconds. if the problem gets TOO bad you could always bring rust *rofles* 76.26.189.65 06:50, 27 March 2008 (UTC)
That requires an enchant, adrenaline, your secondary, your elite, a bare minimum of two skill slots, and most of your attribute points. This requires touch range, your secondary, your elite, and two skill slots. Which one is more flexible? --67.176.107.126 08:09, 27 March 2008 (UTC)

Run ignorance warrior. I guess this discussion is over. 72.199.26.35 18:39, 27 March 2008 (UTC)

I do see how the discussion is over, as I was early offering a suggestion on how to deal with the issue. Izzy @-'---- 19:02, 27 March 2008 (UTC)
Foul Feast is another good skill you can take to counter SoM. I do however agree that SoM is a touch too strong. – Rok (talk) 20:05, 27 March 2008 (UTC)
Well seeing as most decent teams who use SoM are also carrying an ass ton more conditions, as well a secondary blinder (Rit or ele) it makes bringing a melee class character into TA pretty pointless. --Shadowsin 20:56, 27 March 2008 (UTC)
Avater of Melandry anyone? --Fox007 User:Fox007 21:11, 27 March 2008 (UTC)
Sight beyond Sight perhaps? (@72.199 lol at the ignorant warrior), most teams brings some form of caster shutdown, usually its meant for the monk but having it focus the blind bot is common, either ranger who can hit interrupts or a mesmer disabler with diversion and other, but mostly I think you guys are overrating this build... if you really want then suggest SoM blind duration to be specced into illusion or something 76.26.189.65 21:20, 27 March 2008 (UTC)
Unseen fury dervish. pretty much counters everything. 72.199.26.35 23:16, 28 March 2008 (UTC)

Penetrating Attack / Sundering Attack / Precision Shot[edit]

As with the update from March 20, 2008 to the aforementioned skills, wouldn't it be feasible and fair to adapt the energy costs of those skills? This applies especially to Penetrating Attack and Sundering Attack, as those two skills severly suffered from the changes with every respect to their effects (dmg, penetration, recharge). I can imagine that those skills might disappear completely from a Ranger's skillbar, else. Any thoughts? ChaosCom 12:06, 26 March 2008 (UTC)

the build still puts out roughly the same dps, and it isnt like energy was ever a problem with the build either 76.26.189.65 06:44, 27 March 2008 (UTC)
As much as i'd like to believe you, as much i have to say that you're wrong. While your formulation alone ("roughly") gives the lie away, even the thought at how pointless the changes would be in case you were right should make you think better. Ultimately, there's that NPC called Master of Damage with which you can "run the numbers" - i advise you to check him out. Energy was and is still a concern, otherwise Ranger's wouldn't incorporate Prepared Shot / Marksmann's Wager / Zealous Bow Strings / <insert your favorite choice of en management here>. Lowering the cost to 5 energy would allow for more diversity and make those skills feasible to non-primary Rangers as well, as those naturally are not able to benefit from Expertise. ChaosCom 08:59, 27 March 2008 (UTC)
hmm, I gotta say what i mean much more clearly. Energy was never a problem with the build since it incorperated such a powerful energy management. Also even with master of damage and real game play situation, they still die in roughly the same amount of shots, with only about 1 shot difference then before, which would mean only 1 more second to kill your target. 76.26.189.65 17:45, 27 March 2008 (UTC)
The build IS still able to pull the amount of dps unfortunately, a conjure skill/brutal weapon restores what was lost. Adapting the energy around the build is necessary, but stress on energy needs to go up. At 12 expertise these skills cost 5 energy after spamming the 3 you end up netting 4 energy from regen. Then if your using prepared shot with a hornbow 2 energy is returned during regen while attacking, and 8 energy is returned from the skill's conditional. The total cost of the skill spam is 18 energy at 12 expertise, while the energy returned while using the skills is 14. So you effectively have rediculous ranged DPS at the cost of 4 energy. Something needs to happen to make this more energy intensive. The Sins We Die By 17:32, 28 March 2008 (UTC)
now do your calculations using marksman wager instead (assuming every hit... hits) which isnt hard to do 76.26.189.65 08:01, 29 March 2008 (UTC)
Why? You're netting energy if you connect. No need to crunch numbers for this one when it's so obvious. If the skills are to remain at 1 second in activation time, energy must become an issue for these types of builds. The problem is with so many ways to implement energy management into a ranger I don't think all of them can be covered (unless the plan is to nerf expertise, which I don't think would be recieved well). They could be reverted to normal activation, or drop the damage they do even more. My solution would be to keep precision shot and power shot at 1 second activation and return the two with AP back to normal. That way rangers still have a couple of quick hits but can't chain them into machinegunning. The Sins We Die By 09:23, 29 March 2008 (UTC)
This skills are now far from OP. Don't know what's your problem of this pure dps build with no utility. The skills themselves even now look under powered to me (especially Power Shot with it's 6 seconds recharge and low +dmg), only in combination they are still viable... And do you see as many machine gunners out there as before? I don't think so... A. von Rin 00:32, 30 March 2008 (UTC)
Fact: Machine gunners still kill shit without any skill required. Same with every other non-warrior direct damage physical. Sorry Izzy, but all these builds are a result of design failure. Whether or not they are overpowered is not the problem. The problem is they act as a crutch for weak players and prevent them from growing stronger. --TimeToGetIntense 13:12, 30 March 2008 (UTC)
Some Care Bear Cake? It is not our / Izzy's problem if bad players won't improve... If you don't think this is really over powered, why bother? A. von Rin 00:38, 1 April 2008 (UTC)
If you don't need to have skill to win, why bother with skill? A bad player on a machingunner, R/D, D/*, A/D, P/*, etc... can be as effective as a better player on a Warrior. The only time the Warrior (which rewards skill) is stronger is when it's a very expert Warrior. There's something wrong with this. The lower level players don't see the potential of the higher level builds and therefore don't improve as long as they can win with easy builds. --TimeToGetIntense 14:16, 1 April 2008 (UTC)
I herd "Blind Bots" were good against "Machine Gunners" (no Mending Touch is bad in arenas and I don't think you are talking about GvG)... I really can't see the problem, sry. A. von Rin 16:37, 1 April 2008 (UTC)
I heard sniping a blind bot dead with a horn bow and favorable winds before he even managed to get in range of you was better (just btw, im actually for having this build existing)76.26.189.65 07:30, 2 April 2008 (UTC)

Stone Sheath[edit]

Everyone and their mothers say that they wouldn't take this skill if it weren't an elite. Would you please either change it, buff it, or tell us why it is a great skill worthy of being elite? Thank you. 145.94.74.23 15:52, 26 March 2008 (UTC)

Because if your whole entire team takes Mantra of Earth it is almost as good as Enfeebling Blood. --Deathwing 22:03, 26 March 2008 (UTC)
Almost.--The Gates Assassin 22:58, 26 March 2008 (UTC)
theres a none elite enchantment that does better 76.26.189.65 06:43, 27 March 2008 (UTC)
Thank you, that was the kind of reply I was waiting for. I'm glad it has one use at least. 145.94.74.23 07:57, 27 March 2008 (UTC)
It's Greater Conflagration, Winter and Dulled Weapon together in a single 5 energy hex. It counter assassins energy management. It ruins skills that rely on a Critical hit or cause it. Making someone cause earth damage can ruin alot of skills like Mark of Rodgort or Spinal Shivers. thats why it's elite? --Cursed Angel talk 19:53, 27 March 2008 (UTC)
its the same reason that elite hex removal isn't used (with the rare exception of Expel), useless if your facing the wrong thing, pwnage if you are Antiarchangel 21:46, 27 March 2008 (UTC)
That being said, would you ever choose this over all other elites when you play PvE and/or PvP? 145.94.74.23 08:22, 28 March 2008 (UTC)

Cleaning Suggestion Page[edit]

http://wiki.guildwars.com/wiki/User:Isaiah_Cartwright/User_feedback I dont recommend archiving all the pages, but selecting which ones has been changed and archiving those... I would do it myself but I dont really know how 76.26.189.65 06:55, 27 March 2008 (UTC)

Yeah I'm not sure how I'm gonna go about Archiving this :) Izzy @-'---- 18:34, 27 March 2008 (UTC)

just delete it --Cursed Angel talk 19:17, 27 March 2008 (UTC)
I suggest two things. First, add a policy that all skills you've changed since they were posted should be archived. If there's a new issue, someone can repost it. If you have a policy, the users will follow it and do some work for you.
Second of all, I suggest you impliment some way to address the skill suggestions efficiently since there are so many of them. Maybe we should all vote on say, 10 skills per month that should be addressed? Another idea is get a few people to help you review the suggestions. --TimeToGetIntense 23:55, 27 March 2008 (UTC)
Is there even any need for an archive? Leaving the issue/suggestion on the page with a "resolved"/{{resolved}} would probably be easier than archiving. If the talk pages get too long, then sure, archive that, but I don't think it's necessary for the issues themselves. --User Brains12 Spiral.png Brains12 \ Talk 23:58, 27 March 2008 (UTC)
in balancing nothing is ever completly resolved. as soon as a skill gets changed any suggestions for that skill should be archived. and as already been said - they can always remake the page fresh afterwards 76.26.189.65 01:17, 28 March 2008 (UTC)
The front discussion page needs some cleaning as well for that matter. Any talk about individual skills or whatever should be shuffled quickly to the appropriate discussion pages. PlacidBlueAlien 17:08, 28 March 2008 (UTC)

Draw[edit]

Dearest Izzy,

Why do both teams lose if there's a draw in the Arenas? It's punishing players for not sucking, and that's really fucking gay.

Love always,

66.97.128.58 02:37, 28 March 2008 (UTC)

then who's supposed to win eh? 68.94.189.92 12:27, 28 March 2008 (UTC)
Both, so people can earn free points by not doing anything. 145.94.74.23 16:53, 28 March 2008 (UTC)
add a sudden death? --Blood Anthem 16:57, 28 March 2008 (UTC)
sudden death doesnt work since then it goes back to having endless games 76.26.189.65 18:01, 28 March 2008 (UTC)
Depends on how you implement this sudden death. +100% dmg would be horribly imba, but would definitely make things interesting. :P — Galil Talk page 18:07, 28 March 2008 (UTC)
Teams with most consecutive wins, wins the match. If both are on their first game, they both lose. Problem solved? --Deathwing 18:31, 28 March 2008 (UTC)
I was thinking they should count it as, you know, a tie. Both teams proceed without the game counting as a win for either of them. --66.97.128.58 19:20, 28 March 2008 (UTC)
That works too...as long as it gets rid of a Team A losing on their 10th battle because Team B consists of 3 Monks and a Restro Rit. However, I think the team that causes the no deaths, the team with no offense, should actually be kicked out. If both teams are fairly balanced, someone WILL die at some point, it is only when one team has no offense and 3-4 defensive characters that a draw happens. The pure defense team should be eliminated because they cannot win a battle, I mean really, who is benefiting from letting the 4 healer group continue? --Deathwing 19:30, 28 March 2008 (UTC)
I hit three draws yesterday, all on one-monk teams fighting two-monk teams. I guess you could do it by total damage dealt, but considering how far off obs is right now I don't think I trust GW to do that properly. --66.97.128.58 20:16, 28 March 2008 (UTC) if you don't know what I'm talking about, obs mode occasionally messes up and alters entire fights to the point where it shows the wrong team winning.
VoD in RA. Glyph Sac + Meteor SHOWWWWWWWWWWWWWWWWWWWWWEEEEERRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 72.199.26.35 23:18, 28 March 2008 (UTC)
How about remove glad points from RA and restore it to how it was before the dishonor system and time limits and stuff? GLAD POINTS ARE BAD FOR RA. RA IS GAY NOW. IT'S NOT FUN. OK?! --TimeToGetIntense 13:08, 30 March 2008 (UTC)
If the team with more wins was made to win, all you would have to do is make a 3 monk team and win 1 or 2 matches, then the wins would quickly stack up just because you keep tying against teams with a lower amount of wins. 69.137.78.47 18:46, 30 March 2008 (UTC)
PvP is his work mostly :) --Fox007 User:Fox007 18:56, 30 March 2008 (UTC)
Don't even talk about that guy. He has no idea what he's doing. I doubt that the higher-ups at ANET realize how incompetent he is or how much the PvP community dislikes him. He's the one behind the dishonor system afiak. He put the final nail in the coffin for RA. It's simply not a fun experience anymore on the majority of matches. Also, he doesn't even DO his job. He doesn't do any community relations with the PvP community. Izzy does it for him on this page. Why would Izzy even have this page if ANET had a competent PvP CR manager? --TimeToGetIntense 14:11, 1 April 2008 (UTC)
As far as I know, Andrew did his job well. He posts on other fan sites (though I only really visit the guru and teamQQ forums and he's not as active on the latter to my knowledge) and the like and relays information and feedback from top players etc. So far, it seems like he's a vast improvement over the last as he actually communicates with players. This might be a more direct line of feedback but I doubt half of the suggestions here get as much as weight judging by some of the random suggestions and the disorganized mess this page is becoming with people just throwing out their issues everywhere in attempts to be heard. You'll be happy to hear that he may be stepping down and what not. PlacidBlueAlien 18:31, 2 April 2008 (UTC)

The people hating on the dishonor system make me laugh. The only people who don't like the dishonor system are the lame assholes who immediately leave game after game until they get their perfect team. GO PLAY TA IF YOU WANT A PERFECT TEAM! Ok, enough with that rant. As for the, 3 monk teams getting a win or two, how are they going to do that? I mean look at what all has to be met for that to happen.

1). Team A has 3 monks and a damage dealer.

2). Team B has zero survival ability.

3). Team B has also won no battles.

4). Team C in all consecutive games, has to of won less battles than Team A.

Is all of this possible? Yeah probably, but is all of this likely to happen often? Not really. --Deathwing 22:20, 2 April 2008 (UTC)

I had an inspiration. The perfect solution. In the event of a draw, each team continues on without gaining a win. You stay with your team but you gain nothing. It would not reset your consecutive win run either, it would have no effect on anything. This would solve the problem of good team vs. 4 monks but it would not reward the 4 monk team. BTW, 3 Monks + 1 Warrior can beat most teams assuming it's a good Warrior. --TimeToGetIntense 18:11, 4 April 2008 (UTC)
for small arenas hammer warriors are definatelly better, but that idea makes me wonder if its good. It just means the 4 monk(or w/e) team continues and keeps bugging more and more teams 76.26.189.65 12:03, 5 April 2008 (UTC)
Hammer warriors are easier to play, but the Shock-Axe is a stronger build in the right hands. Anyway, it seems to me we have to make a choice here. Do we want those 4 Monk teams to end winning streaks or simply have them annoy people? --TimeToGetIntense 12:07, 5 April 2008 (UTC)
Why, that's almost exactly what I suggested. Since it doesn't count as a win for either, they'll have to fight a TA team to get their ten-win streak. 3 healer teams will get obliterated and good teams have a fighting chance. --66.97.128.58 23:24, 5 April 2008 (UTC)
I don't think it should count for a match as far as going to TA either. I think it should just be like that match didn't happen if there was a draw. --TimeToGetIntense 01:25, 7 April 2008 (UTC)

Favorite feedback[edit]

I think meteor shower should go there. 72.199.26.35 23:22, 28 March 2008 (UTC)

i think ur face should go there --Blood Anthem 03:04, 29 March 2008 (UTC)

Heroes (not) using Smiter's Boon[edit]

Hello Izzy, I'm borrowing a couple of minutes of your time to make a remark about how heroes use Smiter's Boon. Even when put at the far left of their skill bar, with a supportive build (Smite Hex, Smite Condition, Reversal of Damage and Balthazar's Pendulum mainly), heroes don't tend to use Smiter's Boon a lot. I mean, it seems they enchant themselves with it only when most of the party members are already in a bad position rather than having it precast on themselves like Attunements and Aura of Restoration are on Elementalists. I know you're not the right person to bother with heroes' AI, but if you could give it a whisp to the right person, that would be nice. Smiters have been given nice options as Monks primaries imo, it would be bad to let that down only because heroes have a little trouble with skill combinations.

Regards.

IG: Estrella Kodengaar -- 81.242.174.76 18:40, 30 March 2008 (UTC)

They problem is that they only use it during battle instead of maintaining it, which means they might end up not using because they're already busy using other skills. I already reported this particular problem here: User_talk:Mike_Zadorojny/Guild_Wars_AI_issues. If you find a problem that's not already on the list feel free to add it there. --Draikin 19:26, 30 March 2008 (UTC)
I added my comments about that on the above page -- 81.242.174.76 20:19, 30 March 2008 (UTC)

Fix shadow stepping[edit]

The ability to be anywhere on the map at anytime you want is stupid. Fix it. ~Shard (talk / Nerf List) 02:36, 31 March 2008 (UTC)

Personally I like the added threat this poses. I have no problem with the current casting range, but the step distance needs to be limited to spirit range for sure. The recharges being 30 seconds (20-25 if the skill is elite) is a good balancing factor to the current mechanic. To elaborate on the spirit distance, what I mean is that to step to a target the shortest possible path should be within that range for the shadow step to complete. Otherwise stop the player where the path reaches outside of that range, this would hopefully also fix hero battles. It would be nice if an additional bubble could be added to the radar to account for this as it would help players know how far they can stray from spirits and help with such a change to shadow stepping. Of course this bubble should be optional to use. The Sins We Die By 04:21, 31 March 2008 (UTC)
Also add a 1/2 - 1 second disabling of spells to the mechanic as this should aid melee and positioning over casting. The Sins We Die By 04:25, 31 March 2008 (UTC)
1/2 second isn't much. A 2 second blackout would still make shadow stepping broken, but it would at least be manageable. It's not only about shadow stepping for spikes though, it's also a problem with sin gankers. I run one that uses shadow meld and it's absolutely impossible to catch. I gank the enemy base for 1-2 NPCs between flag caps, so I'm pretty much doing the job of 2 characters simply because I can be anywhere I want, anytime I want. It's such a bad game mechanic for pvp and really should never have been in the game in the first place. ~Shard (talk / Nerf List) 05:10, 31 March 2008 (UTC)
I love seeing this used, b/c it adds more to GvG as it gives a way to penetrate the defenses of a base creating another element that must be prepared for regarding positioning. I favor this even more b/c it adds to the offensive capabilities of a team (though I feel this advantage should only be granted to melee); there are so many counter's to melee that it needs to have a good way to press it's advantage of dps. Think about it, how spammable are anti-melee skills? How spammable are shadow steps? 30 seconds normal and 20-25 elite. The only change I would make is to adjust shadow stepping around spirit range instead the radar range, b/c that is overkill. Oh and the spell disable.The Sins We Die By 07:21, 31 March 2008 (UTC)
The only actual fix to shadow stepping is to remove it altogether, GW would be a much better game without it. Since that won't happen, nerfing the range you can shadowstep (meaning the actual traveling distance, not just the point-to-point range on the compass) and introducing a 2 second skill blackout would probably be the next best thing. --Draikin 10:37, 31 March 2008 (UTC)
no that's retarded --Cursed Angel talk 18:59, 3 April 2008 (UTC)
I think we should remove enchantments from the game too lol. They mess up my spike so I don't like them :( lets get rid of them or make then all 5 second casts. --Deathwing 14:35, 5 April 2008 (UTC)
Enchants can be stopped, hindered, or used against you. Shadow Steps.. not so. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 08:25, 6 April 2008 (UTC)
What about making Shadow Steps hex the foe you are targeting and if you remove the Hex they will be teleported back to where they activated the skill? This would fix Shadow Steps being unpredictable, without destroying the whole mechanics. To this you could add an Anti-Shadow-Step-Effect to Guild Halls and decrease the teleportation distance to Spirtirange (as suggested above), to make it impossible to get the imbalanced movement advantage in splits. Fixed? A. von Rin 17:29, 8 April 2008 (UTC)
That's a creative idea, but it doesn't solve all the problems. I've added to my suggestions a bit, if you want to look they are all here, I'm not sure I should post them in list like that on this page so I am just going to leave the link, they are the suggestions I updated today btw. Copy pasted from my post on another forum to here. ~>Sins WDBAssassin-tango-icon-20.png 18:10, 8 April 2008 (UTC)

Remove The Crossing (Hero Battles)[edit]

I think you'll have noticed the username of the person that just won the HB MaT, which should show you just how tired people are of playing on this bugged map. There are more important (balance) problems with HB right now that need to be solved (and I hope Anet will actually do something about this before the next double reward MaT, so that we can at least have one MaT with real-world prizes that isn't reduced to a ridiculous battle between nothing but overpowered gimmick builds), but in the meanwhile this map should just be removed from the map rotation. --Draikin 17:12, 31 March 2008 (UTC)

Permanent, easy solution: Delete HB. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 20:00, 31 March 2008 (UTC)

Earth Magic[edit]

There's a lot of Earth Magic skills that need your attention. Oh, and you haven't reverted Ward Against Melee yet. If you ask for feedback, then at least pretend to listen to us by telling us why we're wrong. 145.94.74.23 20:49, 31 March 2008 (UTC)


Wail of Doom / Blackout[edit]

Ok I know you balance around gvg but when something is broken for other arenas you should change them also. A single WoD/Blackout keeps a monk COMPLETELY useless in 4v4 arenas, and there is no viable way to counter. There is no skill at all to protect against blackout, and wail of doom being 1/4 cast is impossible to interupt, and very hard to veil against b/c of blackout. Its completely imba and has forced people to take 2 monk teams in 4v4. Please fix!

It does suck, but positioning and having a support char like a rit or paragon works well. Not entirely sure what can be done other than up the recharges/casting time, but even that's sketchy. The durations are too short to do anything too.

~>Sins (Shadow Steps)

Could you just post these issues where they belong? Everybody seems to think that his problem is the most immediate and just spamms on this page... A. von Rin 00:16, 1 April 2008 (UTC)
I would post it there, if only Izzy would read it. Some issues go back over 6 months, and still haven't been fixed (or commented on). 145.94.74.23 09:45, 1 April 2008 (UTC)
A von Rin, this s kinda urgent. WoD at any spike means a perfect kill. It needs to be adjusted (you should be KDing the infuser, Wailing the other monk, nuking the target) 4 seconds is plenty. 4 Seconds is long enough to kill (Why do you think BB hurts so fucking much, and Wail is so much better, as explained at my post under WoD). This needs to be fixed, and I refuse to play GW until it is fixed. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 13:30, 1 April 2008 (UTC)
There's no problem with Blackout. A Mesmer going deep for a Monk is both obvious and suicidal, though a Ranger can pull it off really well. This is why you need some kind of support on your team aside from your Monk. This is what makes TA interesting. It's not supposed to be 1 Monk + 3 Offense hitting the other Monk. If you think so, you're doing it wrong. This is why it's good to have some knockdowns, your own blackout, interrupts, etc, etc, etc... As far as WoD goes, well, it's only 4 seconds. You should have the ability to survive for 4 seconds without your Monk. Again, you should have your own shutdown to counter the enemy's shutdown. If you're running 2 Monks + 2 pure DPS offense, I have no sympathy for you. If you have no shutdown you WILL lose to good players who utilize it. If you have shutdown, use it to stop spikes. If they shut down all your healing, shut down all their damage. It's not rocket science. --TimeToGetIntense 15:41, 1 April 2008 (UTC)
Time, you can't possibly suggest that WoD is fine. It's a ranged blackout, for grenth's sake! Blackout is avoidable, a mesmer going in to touch your monk just begs for some sort of defensive maneuver, say, return. Wail hits instantly, and reloads just as fast. Also, it costs less. You can't say taht it is okay, time. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 16:37, 1 April 2008 (UTC)
Ah, ok. If it is sooo important on TA, then I will shut up - sry. I don't play there normally, so I didn't knew... Dear Mr. Izzy, please take a look at this and balance it like Shard suggested. A. von Rin 16:50, 1 April 2008 (UTC)
OH SHIT SOMEONE FOUND A USE FOR NECROMANCERS, NERF NERF! VegaObscura 19:14, 1 April 2008 (UTC)
I think WoD needs a 25% sac but thats it, imo. It's not insanely broken like you seem to be suggesting, Nuclear. Blackout lasts 2 moer seconds so it's not the best comparison. --TimeToGetIntense 09:19, 2 April 2008 (UTC)
IT also lacks the self inflicted blackout, and the instant cast. IT's not insanely gamebreaking, but it is broken, and it needs to be on top of the updates list. @ Vega, class promotion is no excuse for shoddy balance, Auron has stated this countless times. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 14:49, 2 April 2008 (UTC)
It doesn't clear adrenaline though, which is what makes Blackout so versatile. Blackout isn't removable either. Moush 00:17, 3 April 2008 (UTC)
@NuclearVII: Auron is good but not god. Only because you state something he said, you are not automatically right... ;o) But in this case it might be too powerful and could use a fine tuning. I'm just afraid that if people start QQing too loud here, Izzy will go too far and maybe destroy a fine skill (again). A. von Rin 00:27, 3 April 2008 (UTC)
When Ensign says it, it's holy scripture. When Auron says something, it automatically has a 65% percent chance of being utterly correct. Yes, he can be wrong, but not about this. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 15:46, 3 April 2008 (UTC)
Ensign perhaps has the best understanding of this game of anyone in the world, but he's still human. Think for yourself, though he does provide a great deal of insight whenever he writes anything. --TimeToGetIntense 01:33, 7 April 2008 (UTC)
I do think for myself, he just happened to say this very awesome thing about a very obvious issue, tbh. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 23:03, 9 April 2008 (UTC)

Game updates/20080401[edit]

Anet finally acknowledges that Ursan is overpowered, so any plans to nerf it? Please do tell. — Teh Uber Pwnzer 22:34, 1 April 2008 (UTC)

It's there because people complain about it a lot, that's the only necessary criteria. That's why Elementalists have no changes, because people keep suggesting them. (Hewman)01:50, 2 April 2008 (UTC)
i wish the shadow form change was real *cries* 76.26.189.65 07:27, 2 April 2008 (UTC)
Personally I belive the best solution to Ursan Blessing is to simply make Ursan Strike a Melee Attack. That would remove the main reason why it is so imbalanced, as ursan strike goes directly through blind, anti-melee, anti-spell, blocking... ect. Making it a melee attack (General, so everything but bows, staves, and spears work) would likely balance it. It would also allow it to be maintained easier, as you would strike twice wich nets 4 energy (if using a zealous weapon) rather than 2. It would still leave Ursan Blessing just as powerful as it was, technically speaking, just more... counter-able. 76.173.218.183 08:22, 5 April 2008 (UTC)
they dont care --Blood Anthem User Blood Anthem Sig.jpg 00:07, 7 April 2008 (UTC)

Bug with Glowstone[edit]

Dear Izzy,

I read the Mark of Rodgort page and it says there that Glowing Gaze gives energy even if the target isn't burning, as long as it is hexed with Mark of Rodgort. Glowstone and Ward of Weakness don't work like that. That sounds like a bug to me, and one of them needs fixing. 145.94.74.23 11:13, 2 April 2008 (UTC)

I just found out that Glyph of Immolation applies the burning first too, so it must be a bug with Ward of Weariness. 145.94.74.23 11:35, 2 April 2008 (UTC)
I thought WoW was designed to be like that. --66.45.173.98 19:24, 4 April 2008 (UTC)
Well, it is either a bug or really unfair, and it should be neither. Earth already gets the worst energy gain of the 4 (you need a secondary attribute to make it somewhat reliable) so it should be fixed, if only for fairness' sake. 145.94.74.23 08:31, 6 April 2008 (UTC)
/agree. A. von Rin 12:01, 6 April 2008 (UTC)
Thank you. 145.94.74.23 20:19, 6 April 2008 (UTC)

Question about Ursan Blessing[edit]

What is your stance on this skill? To my knowledge, you haven't commented on Ursan and it would be interesting to know your thoughts on it. — Teh Uber Pwnzer 06:46, 5 April 2008 (UTC)

i guess he doesn't care --Blood Anthem User Blood Anthem Sig.jpg 02:23, 6 April 2008 (UTC)

Ninja[edit]

want to nerf hammer my fake skills? This wiki doesn't support a feature so its gwiki. http://guildwars.wikia.com/wiki/User:Lost-Blue/My_skills Lost-Blue 20:07, 5 April 2008 (UTC)

Primal Rage[edit]

Hi Izzy

I tried to create a PvP build today, using Primal Rage as elite and i came up with this conclusion: There is NO build that uses this skill effectively. My idea was to use Conjure Air/Frost/Fire+Cripple+Primal Rage. Why not atleast give it a +33% IAS to make it atleast a little bit more useful, or make attacks unblockable. As it is now, Primal Rage is miserably underpowered compared to other elites. Thanks. --Treasure Boy 22:22, 5 April 2008 (UTC)

"Elite Stance. (10 seconds.) You have +10...46...55% chance to land critical hits and 20% armor penetration. Disables all your non-attack skills (10 seconds)." That would fix it. Hard enough not being able to use ias... And btw: this doesn't belong here, but on Izzy's skill suggestion page! -.- A. von Rin 22:28, 5 April 2008 (UTC)
It was hard enough to find his userpage! plz link if you know where i am supposed to look. --Treasure Boy 23:12, 5 April 2008 (UTC)
See the skill feedback section on this page? Go under there and select the profession you want to discuss skills about. (~>Sins (Shadow Steps/)) 23:42, 5 April 2008
Sry, didn't know you were new here. ^^ Link for you: Warrior Balancing Suggestions A. von Rin 23:50, 5 April 2008 (UTC)
this skill sucks pretty hard enough to be named here dousnt it? --Blood Anthem User Blood Anthem Sig.jpg 02:23, 6 April 2008 (UTC)
Because you can't prebuff yourself before using it, right? Its only downsides are that you cant use stances or attack skills with it. ~Shard (talk) 02:55, 10 April 2008 (UTC)
It also drains your adrenaline and prevents you from recharging it. Anyway, does anyone object to moving this discussion to User talk:Isaiah Cartwright/Warrior/Primal Rage? -- Gordon Ecker 05:57, 10 April 2008 (UTC)
Doing so would be in accordance to Izzy's policy, so just do it. I'm too lazy right now. --TimeToGetIntense 15:50, 10 April 2008 (UTC)
Shove it under the carpet, if he can't see it, it's not there! --Deathwing 18:32, 10 April 2008 (UTC)

Observer Mode[edit]

Hi. For matches featuring the guild Rebel Rising [rawr], can you implement a "fast forward to VoD" feature? Thanks. — Skakid 03:28, 6 April 2008 (UTC)

And Dark Alley [dR]--Underwood 00:11, 7 April 2008 (UTC)
It would be nice if you could watch obs games locally rather than joining a "district" with other observers and have manual control over the playback. What about a feature to allow you to download obs games to your computer and have the GW client be able to play them back locally? --TimeToGetIntense 01:34, 7 April 2008 (UTC)
Like in Steam Games yeh, that would be a nice feature, I'm currently creating a video and the current observer features are just annoying. -- Almada 14:42, 7 April 2008 (UTC)


Wake up[edit]

Izzy, please do your job. If you can't, quit it. ~Shard (talk / Nerf List) 02:50, 8 April 2008 (UTC)

Izzy, I think what Shard really means, though a little more bluntly than I'll say it, is that you've not mentioned much of anything about any upcoming updates or when/what they will be regarding. Perhaps could we have a hint at what's on the priority list atm or a whisper of when we can expect something? ~>Sins WDBAssassin-tango-icon-20.png
Actually I meant that he should take shadow stepping out of the game, rework every ritualist skill, fix soul reaping, fix energy loss while dying with an item, and fix the AT system. In short, nerf gimmicks enough so skilled play has a chance at winning. If you can't, let Ensign or Gordon Ecker or someone do it. They actually play competitive games, so they know what game balance is. 72.235.48.41 03:36, 8 April 2008 (UTC)
Actually I generally don't play PvP or follow the metagame, I just pay attention to balance discussions. I'm definitely not qualified for Izzy's job. -- Gordon Ecker 04:42, 8 April 2008 (UTC)
For someone who doesn't pvp (much) you could've fooled me. For some reason I thought you did...
Yeah sorry about the first post. I was venting because my guild got beat by spiritway with heroes. I always get pissed off when we lose rating because we got beat by a 12-man team whose healers have a bottomless energy pool. That's like double cheating. Izzy even said in-game spiritway is too easy to win with...wonder why he hasn't fixed it yet. ~Shard (talk) 05:56, 8 April 2008 (UTC)
Izzy might be the skill balancer, or the public face of it, but come on, doesn't mean he's any good at it. Cause A Little Mayhem 22:59, 9 April 2008 (UTC)
if they gave the smartest person here around 1 chance to balance the skills gw and its whole pvp would fuck up and even moar QQing would follow, just drop it. --Blood Anthem User Blood Anthem Sig.jpg 23:05, 9 April 2008 (UTC)
I'm almost tempted to say "OH YEAH? LET'S TRY!" Almost. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 23:06, 9 April 2008 (UTC)
u said it, and i'd want to see what would happen acctually --Blood Anthem User Blood Anthem Sig.jpg 23:09, 9 April 2008 (UTC)
Prob is, any skill balancer would have somekinda biased balancing, but as for topic I guess Izzy's way more doing GW2 skills...and so GW1 balancing is kinda 2nd priority as long as nothing utterly broken. WTB another active balancer for current GW if too busy working on GW2... 91.152.186.234 23:26, 9 April 2008 (UTC)
If the most unbiased & smartest person here did one balance, it would fix a lot of things. It would take a lot of balance updates to make every skill useful though. You can't guess on over a thousand skills and expect to be right the first time. ~Shard (talk) 02:52, 10 April 2008 (UTC)

PvE Skills and Consumables[edit]

THEY ARE UNDERPOWERED AND NEED TO BE BUFFED. URSAN'S DAMAGE IS OUTDONE BY AN AXE WARRIOR IN IDEAL CONDITIONS AND YOU HAVE TO PAY MONEY FOR CONSUMABLES!!!!1 MONEY!! MY THOUGHTS ABOUT HOW TO FIX PVE SKILLS IS TO JUST DOUBLE ALL POSITIVE EFFECTS, BECAUSE THEY ALL REALLY SUCK. MY THOUGHTS ON CONSUMABLES IT TO LOWER THE PRICE BY ABOUT HALF AND ALSO IMPLEMENT A TITLE BASED OFF HOW MANY YOU'VE USED FOR AN ADDED INCENTIVE. THE TITLE WOULD ALSO INCREASE THE DURATIONS OF THE CONSUMABLES AT EACH RANK. OH, ALSO BUFF PARAGONS IN SOME WAY, THEY'RE OUTDONE BY EVERY OTHER CLASS. -- Generic PvE Gamer 04:52, 8 April 2008 (UTC)

yes, grief the balancers talk page, thats exactly how you get someone to be motivated about their job and try harder...Izzy, you dont deserve all the shit you get, ignore the idiots that post here.--Ryudo 06:01, 8 April 2008 (UTC)
People might take you more seriously if you knew how to fix your caps lock key :/
However, I do think a majority of the PvE skills are underpowered (for pve skills). 99% of them are bad enough to be allowed in pvp, where nobody would use them. Seed of Life, Necrosis, SS Rebirth, and the two mesmer ones are the only usable pve skills. The only reason ursan is good is because its main attack ignores armor, so it hits level 28 warriors for 100+ damage every time. PvE is already mind-numbingly easy, at least make the exclusive skills broken so it can be easy and funny. ~Shard (talk) 06:04, 8 April 2008 (UTC)
Don't forget There's Nothing To Fear. Whoever thought that one was underpowered when it can only be kept active 50% of the time was smoking something. It is nearly as powerful as Ursan Blessing (oh, and that Ursan Shout thingie...that does a lot of damage too, only through your party instead of directly). 145.94.74.23 06:17, 8 April 2008 (UTC)
CAPITAL LETTERS. Antiarchangel 12:37, 8 April 2008 (UTC)
"Save Yourselves!" — Teh Uber Pwnzer 12:41, 8 April 2008 (UTC)
I'm fairly certain the OP is being sarcastic...Lord of all tyria 12:46, 8 April 2008 (UTC)

I just want to say...[edit]

...I don't hate you and I think you're doing an ok job Izzy. While I may be a little aggressive at times, I do not mean it personally towards you. However, I think I have been a little too aggressive lately, so I apologize if I offended anyone, I never meant to do that. 06:25, 8 April 2008 (UTC) --The preceding unsigned comment was added by User:145.94.74.23 (talk).

Now if only you would mention who you are. VegaObscura 07:22, 8 April 2008 (UTC)

HELP![edit]

moved to Help:Ask a wiki question

you will never nerf my para[edit]

I make para builds i have 4 2 for hero henchie, 1 for soloing(yes i have my own little farm area) and 1 for hard mode/ elite areas. so eat that, you will never find out what my para does, and you will never be able to nerf it, the skills i use have only been buffed

Well that really narrows it down. And he could always mass nerf paragons. Trust me, if Anet wanted your build nerfed badly, it would be nerfed (badly). So I suggest you keep your secret to yourself and don't go around flaunting "uber 1337 h4x0r builds". Calor Talk 01:46, 9 April 2008 (UTC)
I agree.. -.- Halogod35 01:52, 9 April 2008 (UTC)
Anon, you're so dreamy. I wish I were more like you. —Tanaric 01:53, 9 April 2008 (UTC)
Omg, why do you wish an absence of brain? ^o^ A. von Rin 02:00, 9 April 2008 (UTC)
This is the most overpowered build in PvE, even more overpowered than Ursan. The only reason it doesn't get as many complaints is because for some reason the average PvE player thinks paras suck and don't use them. — Teh Uber Pwnzer 04:29, 9 April 2008 (UTC)
Did the OP try to give hiself an ego trip without letting us know who he is? LOL what a nublet.
Izzy doesn't nerf things to make pve nubs cry, he does it to fix something that wasn't meant to exist. 72.235.48.41 10:06, 9 April 2008 (UTC)
I'm quite sure Izzy will be having sleepless nights worrying over your builds. -- Mini Me talk 17:44, 9 April 2008 (UTC)
cough, cough, imbagon, cough cough Antiarchangel 22:35, 9 April 2008 (UTC)
I bought wow and all simple minded low iq moron nerfs for the sake of pvp were gone
cause wow doesn't balance, wow = i is higher lv than u, i auto win Antiarchangel 13:38, 11 April 2008 (UTC)

simple requests XD[edit]

Please buff air of enchantment, its elite after all, allow self targeting and maybe a few secs lower recharge.Buff burning speed....lol ive never seen it used once in pvp in the two years ive played....Nerf wounding strike, im tired of seeing them in ra, dw on an entire team is overpowered.Nerf corrupt enchantment and ebon dust aura, i play melee and all my entire team is blinded for the entire match... i play caster and wow 8 degen and no channeling on monks and attunments on eles, etc. Nerf scythe sins and dagger sins, im gonna go crazy if i see another one, so far ive been with one on at least one of them teams for 72 straight ra matches.....Buff golden skull strike, its a weaker version of temple strike with no advantage whatsoever.Buff amity, lol enough said, we all know it sucks...and its elite....Buff stonesheath, cause, well, its the worst elite to date. BUFF SHROUD OF SILENCE, its pitiful now and it wasnt even used that much before the nerf.Buff shadow shroud.revert foxs promise plz. and that concludes my wishes ^^....atm...plz look into a few at least, ty izzy.Snipey lizard 21:37, 11 April 2008 (UTC)

PUT your requests were they belong and no one will buff or nerf anything just because it's based on your wishes. TRY to be more constructive and don't spam. IMPROVE your PvP abilities and at least 50% of what you mentioned won't bother you anymore... A. von Rin 00:55, 12 April 2008 (UTC)
Nerf dagger sins? Scythe sins? A few months ago I remember seeing many complaints about Caster sins, what would you like assassins do exactly? -- BroodlingUser Broodling67 sig.PNG 01:25, 12 April 2008 (UTC)