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Patch Notes for October 7th

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#61 Darkthunder

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Posted 08 October 2012 - 02:42 AM

View PostOnePunkArmy, on 08 October 2012 - 01:00 AM, said:

Did they really need to update this in the middle of the day? And also, I can't log on - I get stuck on the loading screen of the map I'm in.

Might one inquire what timezone your in? Patches are generally pushed to server at 00:00 Pacific timezone, which for most of Europe is early in the morning (when most people should be at work or school). I'm curious what timezone correlates with "middle of the day" compared to the patching hour generally used by ArenaNet.

EDIT: Then again, I just noticed the patch had already been pushed to server. Silly me, for not logging in to check :P

Not that a 30-60 minute downtime is a big deal to be honest.

Edited by Darkthunder, 08 October 2012 - 02:43 AM.


#62 Soryuju

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Posted 08 October 2012 - 02:47 AM

Having now tried the Ranger out with the new Crossfire, I can say that the change in firing speed really doesn't make much difference.  I sort of notice it if I'm paying attention, but my effectiveness is unchanged.  Took my Trap build out for a game and it played pretty much exactly like it did pre-nerf, and I still managed to finish with 16 kills, so I'm not really concerned about whatever marginal DPS drop this means for Rangers.

Guardian GS changes are...odd.  I'm not going to complain about the nerf (even though I'm not sure it's the best way to go about fixing Retaliation), but re-arranging skills at this point for the sake of consistency seems like a poor decision.  Is this going to happen every time a weapon skill's recharge is adjusted above or below that of another skill on the same weapon?  Seems like the precedent will cause some headaches down the road.

Also, bad luck for Eles, though some of Anet's past comments make me think they feel like the Ele is in as good of a place as it needs to be already.  I'm not going to comment on whether I think they're right or wrong, but I wonder what they're basing their decisions on, especially since they said they're keeping an eye on the tank/healing Ele as a possible candidate for nerfs.  If they think that Eles are viable competitively without that spec in its current form, what builds do they have in mind, and has the community at large found them yet?  All I've heard from Eles recently are complaints, so I'm genuinely curious.

Finally, no comments on the changes to Rune of the Earth/Grove?  Looks like a global blow dealt to Bunker specs to me, cutting down the 18 possible seconds of Protection to what, 7 or so?  That's big, and I'm looking forward to seeing where the meta will go from here.

Edited by Soryuju, 08 October 2012 - 02:49 AM.


#63 Xephyr

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Posted 08 October 2012 - 02:48 AM

View PostAuenwing, on 08 October 2012 - 02:13 AM, said:

Ok, where is the note that says they removed the ability to change head size in the Asura character creation screen?

Because it's missing now. Unless I am seriously bugged.


Edit/update:


Have had a couple of guildmates check this as well.

Asura male and female character creation :  slider for ability to change head size on Asura is missing.


/logs on to file bug report

yep I noticed this too

#64 Shadowrose

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Posted 08 October 2012 - 02:48 AM

View PostEzra, on 08 October 2012 - 02:35 AM, said:

Common sense would be realising no skill in the game is meant to revive defeated allies. Only very slow player reviving or the slow channel item from the market.


All you've done is act rude on the forums and embarrass yourself with your 'common sense'.
I'm still waiting for the part where you explain me how this is an apparent bug fix. Use your superior common sense and tell me how you deduced that.

You are really telling me that they didn't fix this skill from bwe's, after having pretty much nerfed eles all across the board according to what I hear? This is a nerf, there is no other way around it.

So really both your first and now this second post of yours are worthless... you started a pointless argument with no base whatsoever just for the sake of disagreeing, bravo.

#65 Venereus

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Posted 08 October 2012 - 02:51 AM

View Postchaosdude, on 08 October 2012 - 01:07 AM, said:

What am I suppose to do now as a thief? Dungeons were already a pain with our lack of support, S/P pistol whip spam made me useful.  I guess LDB spam is left.  Basilisk venom lasting for 1.5 sec still makes it useless in dungeons, even with venom share.

Thief is an offensive profession, so you have offensive support. Use the shortbow and utilities for combo fields. Even Warriors have to switch from melee to ranged in a lot of dungeon situations, so don't bring a knife to a gunfight!

Edited by Venereus, 08 October 2012 - 02:51 AM.


#66 Ezra

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Posted 08 October 2012 - 03:02 AM

View PostShadowrose, on 08 October 2012 - 02:48 AM, said:

I'm still waiting for the part where you explain me how this is an apparent bug fix. Use your superior common sense and tell me how you deduced that.

You are really telling me that they didn't fix this skill from bwe's, after having pretty much nerfed eles all across the board according to what I hear? This is a nerf, there is no other way around it.

So really both your first and now this second post of yours are worthless... you started a pointless argument with no base whatsoever just for the sake of disagreeing, bravo.

I didn't start an argument, I stated a fact that no utility skill was ever meant to revive a player from the defeated state and if any did it was clearly a bug against the intended design (bearing in mind that all the other similar utility skills revive downed players only).

You're trying to make it into an argument. You feel it's a nerf. It's all just your opinion.


I'm not going to argue with you, if you feel it's a nerf, whatever.

Common sense tells me from BWE1 no utility was meant to revive defeated players.

#67 Essence Snow

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Posted 08 October 2012 - 03:02 AM

View PostAlShamari, on 08 October 2012 - 02:38 AM, said:

I'm not saying it was a stretch to think that. But, players can also be "revived" from a "downed" status. So, it is a stretch to think that Elementalists that would be the only professions to have a skill that would allow them to quickly and easily "revive" multiple allies from a "dead" status.

Wars had battle standard and rangers have their elite spirit

#68 szthesquid

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Posted 08 October 2012 - 03:07 AM

View PostEzra, on 08 October 2012 - 02:35 AM, said:

Common sense would be realising no skill in the game is meant to revive defeated allies. Only very slow player reviving or the slow channel item from the market.

Regardless of the intent of the skill, in Guild Wars 2's game language, "rally" = bring someone back from downed, "revive" = bring someone back from defeated. So when a skill says "revive a player" it's entirely reasonable to expect that skill to work on defeated players.

EDIT: also whenever you say "no skill was meant to do X", please realize that that's purely speculation. Unless of course you work for ArenaNet, or have received communication from them with that message, there's no definite way of guessing the developers' intent.

Edited by szthesquid, 08 October 2012 - 03:09 AM.


#69 Shadowrose

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Posted 08 October 2012 - 03:07 AM

View PostEzra, on 08 October 2012 - 03:02 AM, said:

I didn't start an argument, I stated a fact that no utility skill was ever meant to revive a player from the defeated state and if any did it was clearly a bug against the intended design (bearing in mind that all the other similar utility skills revive downed players only).

You're trying to make it into an argument. You feel it's a nerf. It's all just your opinion.


I'm not going to argue with you, if you feel it's a nerf, whatever.

Common sense tells me from BWE1 no utility was meant to revive defeated players.
It looks like you finally read the tooltip.

Anyway, whether it's a bug fix or not, you can see it's a massive change on how this skill now works.

PvE it is more than situational now, and in PvP it is 100% worthless because downed players dont really remain there for a lot of time before someone finishes them.

Comparing how the skill used to work, to how it works now, there is no reason to take it anymore.

Edit: which nets a gigantic nerf overall. back to square one!

Edited by Shadowrose, 08 October 2012 - 03:09 AM.


#70 Targren

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Posted 08 October 2012 - 03:09 AM

View Postkalian, on 08 October 2012 - 02:29 AM, said:

So 25 attacks now takes 1 second longer. You're right, WHAT A HUGE NERF! You can't be serious.

It works out to a 9% damage nerf. (calculations done by someone else. See the ranger subforum for the citation). That's pretty bad.

#71 Viesis

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Posted 08 October 2012 - 03:24 AM

View PostKhalija, on 08 October 2012 - 12:55 AM, said:

  • Whirlpool: This skill’s damage has been decreased by 33%.

That's gonna hurt.

#72 Shenrei

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Posted 08 October 2012 - 03:40 AM

View Postkalian, on 08 October 2012 - 02:29 AM, said:

So 25 attacks now takes 1 second longer. You're right, WHAT A HUGE NERF! You can't be serious.

Those seconds matter.  That's why you see skills with such short durations such as 2s quickness, 5s retaliation etc.  Even gaining 1 second of endurance can save your life.

It doesn't take long at all to make 25 shots with a shortbow pre-nerf, especially with Zephr.  If someone timed it, you can probably do 25 shots with quickness in around 4 seconds or so.  What does that mean?  That means that after the nerf, you've lost over 25% of your damage when you run quickness.

So yes, I am serious, but apparently you aren't competitive enough to realize that.

#73 Silvercat18

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Posted 08 October 2012 - 03:56 AM

The revive glyph is cripplingly slow to cast and has a massive recharge delay.

As far as i could see, its only function was to pull a dead player away from a dangerous situation as a distance revive....but now, you are better off simply fighting your way to them and getting them up manually. To actually take this glyph completely occupies a slot that could be used for so many other more useful abilities.

An already poor ability is rendered totally non-functional in this state.

#74 Eragon Zarroc

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Posted 08 October 2012 - 04:22 AM

Warriors are perfect again?  ;)   nice.

#75 Doki20

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Posted 08 October 2012 - 04:32 AM

So.. 80+ detailed and well known bugs for necromancers (traits not even working, and don't even mention minion AI..) and they only fix one minor problem.. great.

#76 Waar Kijk Je Naar

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Posted 08 October 2012 - 04:35 AM

Just wondering, why did Mesmer get nerfed? They were already weak in PvE.

#77 AbaCam

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Posted 08 October 2012 - 04:59 AM

View PostPsikerlord, on 08 October 2012 - 02:07 AM, said:

WAs guardian nerfed, doesn't really seem like it to me, but i don't play guard?
One great sword skill has a Increase in recharge, while one had its recharge decreased.
Oh and they moved the skills around. So no not really.  People are just being over dramatic.
  • Skill 3: Leap of Faith (15 second recharge)   changed from 20 second recharge
  • Skill 4: Symbol of Wrath (20 second recharge) changed from 10 second recharge

Edited by AbaCam, 08 October 2012 - 05:01 AM.


#78 Shadowrose

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Posted 08 October 2012 - 05:01 AM

View PostSilvercat18, on 08 October 2012 - 03:56 AM, said:

The revive glyph is cripplingly slow to cast and has a massive recharge delay.

As far as i could see, its only function was to pull a dead player away from a dangerous situation as a distance revive....but now, you are better off simply fighting your way to them and getting them up manually. To actually take this glyph completely occupies a slot that could be used for so many other more useful abilities.

An already poor ability is rendered totally non-functional in this state.
Nah, you get a free cast combining it with arcane shield or mist form. It was very handy in dungeons and in support spvp builds.

Now I won't get the awesome feeling of being useful to my group and saving the day, woot.

#79 jonasklk

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Posted 08 October 2012 - 05:18 AM

I guess there went my dps fully ^^

I understand the PVP Mesmer nerf, but this affects PVE too

#80 Quixoticism

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Posted 08 October 2012 - 05:22 AM

I know this is subjective to how you're playing, but how much difference did their change to the karma limit make?

#81 Froudy

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Posted 08 October 2012 - 05:38 AM

i don't understand at all how people say that guardian has been nerfed. only thing that'll be a problem would be that i have to learn which skill goes with which button...

thief damage is'nt completely gone? 15% isn't that terrible honestly. it means you cant hit that button twice and the player is already dead, but it means you have to take into account the other skills on your bar...

#82 Arshay Duskbrow

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Posted 08 October 2012 - 05:42 AM

Due to certain people still being in charge of this aspect of the game, history is repeating itself. GW1 Mesmers were a pariah in PvE for most of that game's history. It took a complete class overhaul five years  after GW1 released to change this.

Ranger balance is also beginning to assume its former shape, with nerfs to bow damage without providing any other real choices. If all goes to form, the profession will fall into a bottleneck of viable builds using the few Anet-approved staples they want to see used, and only those. (GW1 Ranger spirits also had a brief period of viability very early in the game's history before being nerfed into complete disuse, then neglected forever after. That's already happened here too.)

Also, the people wondering why there's no PvE/PvP skill split...I can only give the same answer GW1 people spent years giving each other: "I don't know why." Arenanet has always had an irrational antipathy toward doing this simple and necessary thing.

I've always suspected that those certain people feel that they are - or should be - skilled and savvy enough at balance that they shouldn't need  to do it, and that it's a point of pride that they continue not doing it. Despite how ridiculous that clearly is and always has been.

Edited by Arshay Duskbrow, 08 October 2012 - 06:34 AM.


#83 ant1fact

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Posted 08 October 2012 - 05:51 AM

They nerf pistol whip by 15% which is not used in PvP and now it also ceased to be the only valid PvE build.
@ArenaNet: will one of you guys make a thief and actually play with it so you can see this nerf was pointless?
I would even go with 20% dmg nerf but for the love of god then make this skill more useful for example by allowing it to be used on the move..

#84 chuckles79

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Posted 08 October 2012 - 06:01 AM

no fixes to rendering and portals, unless the camera smoothing has addressed that.

#85 ak47_training

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Posted 08 October 2012 - 06:06 AM

View PostShadowrose, on 08 October 2012 - 02:24 AM, said:

Please kindly shut up if you have no idea what you're talking about.

The tooltip doesn't say anything about downed players, only in the fire status and that's concerning the guy using the glyph (you).

Reviving = bringing something back from death. This is me using common sense and letting you know that you should think twice before making yourself look dumb.
facepalm.jpg

You really cannot grasp the deep impact on balance if this Glyph bug was left alone?

That said, Glyph of Renewal from being godly overpowered went to "tier crap" again.

Also, Whirlpool nerf should've come ONLY with Elementalist underwater rework. It was the only thing keeping Ele more dangerous then one of the sharks on Capricorn.
As of now, the utter inability of Elementalist to stand its... water underwater bugs me. Alot.

#86 IDarko

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Posted 08 October 2012 - 06:07 AM

View PostFroudy, on 08 October 2012 - 05:38 AM, said:

i don't understand at all how people say that guardian has been nerfed. only thing that'll be a problem would be that i have to learn which skill goes with which button...

thief damage is'nt completely gone? 15% isn't that terrible honestly. it means you cant hit that button twice and the player is already dead, but it means you have to take into account the other skills on your bar...

You don't play thief obviously. Anet designed skills in a way that for damage we can either use auto-attack or pistol-whip. We don't have that much choice. Also, the skill was only OP against squishies and underleved people who had no stunbreakers or anything equipped. Also, everyone alrdy uses it twice to kill someone. I'm trying to understand anet here but i really don't.

Why don't they start with 5%? See if it stays a super big problem, go to 10%. Why nerf it 15% right away? This change just makes people switch builds without even testing how the new pistol whip is.

#87 Darkobra

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Posted 08 October 2012 - 06:27 AM

So our glyph of renewal is now useless, our only underwater useful skill is butchered and our guardians have not only been slaughtered but now they think "Hey! That's not enough! Let's change some skills around on the hot keys!" Really?

Next time you say you're keeping an eye on a class, can you find out what we're not using instead of what's only being used? Next you'll be nerfing tornado because it's totally useful in dungeons and saves the day. No risk at all using that for the insane damage it does!

Edited by Darkobra, 08 October 2012 - 06:27 AM.


#88 Oh Vanity

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Posted 08 October 2012 - 06:32 AM

lol alot of changes but i lol'd hard at pistol whip nerf lmao

#89 KazNaka

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Posted 08 October 2012 - 06:39 AM

View PostRaani, on 08 October 2012 - 01:31 AM, said:

They really need to let us reorder weapon skills.
uhh, just reorder the hotkeys yourself..?

#90 Farandil

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Posted 08 October 2012 - 06:42 AM

I'm a Guardian and i hate this patch. :qq:  200 hours playing and change keys. DAFAQ!





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