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Update Notes for November 15th

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#91 ogrejd

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Posted 16 November 2012 - 04:01 PM

View PostI, on 16 November 2012 - 07:05 AM, said:

They weren't soulbound. Whenever my friends and I were out of gathering tools and we found a rich vein we'd mail each other gathering tools. Saves so much time, rather than walking towards a merchant or spending a silver or 2 to waypoint for a single vein.

They were soulbound for me, even when not labeled - at launch, anyways, when I was still mucking about with race/profession combos (race *does* matter, in some cases - eg, male Norn & Charr feel way too sluggish in melee for me), I'd always find them "soulbound to another character" when trying to move them over to my other characters via the bank so that I'd lose little by deleting the character and be able to save a bit of cash early on for a new character.

#92 Doki20

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Posted 16 November 2012 - 04:03 PM

So.. necromancers got some of their bugs fixed and some nerfs, rangers were buffed underwater (where I didn't even notice being weak) while sword was still left unchanged and subpar, and warriors receive only buffs... sure.

#93 Zheo

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Posted 16 November 2012 - 04:29 PM

I have to say that this update brings mixed review from me.  I had assumed (yes I know what they say about assuming) that the Ranger would receive far more attention given some of the statements floating around.  I had shelved my Ranger in favour of my thief, but had figured given the upcoming changes I would start working on him again.  Right now the only use I find for my Ranger is running around in a WvW zerg for the ranged attacks and warhorn buffs.  In my opinion, much more could have been done and there are far more pressing issues than the damage a ranger does while underwater.

Engineers look like they didnt get some of the attention they deserve but really it seems lack lustre at best.

Necros finally got some fixes that were well needed, as a friend of mine reminded me constantly while playing his.  

In terms of content, I'm pleased with the addition of the Fractals dungeons.  Having the ability to run a dungeon set in 15-40 minutes is a good thing for those players that can't necessarily dedicate the time for a full dungeon run or explorable mode.  I think the addition of the Karka as a plot line is interesting and reminds me of a Yuuzhan Vong type story arc in Star Wars (a new enemy that we have no idea how to fight).

Overall I'd give this update a C+ to B- for value. Not going to stop me from playing, but I would have liked to see more.

#94 The_Playwright

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Posted 16 November 2012 - 05:41 PM

I can't even begin to express how disappointed I am.

Evasive Arcana alteration -- Proccing blast finishers was the only useful thing this lvl 30 trait actually did.  It's absolutely useless now.

Warrior BUFFS instead of nerfs?  Really?

No change to armor interaction (heavy vs medium vs light.  Heavy armor users still do more damage than lighter armor equivalents.)

No fix to MH Ranger's auto-attack chain root.  Not being able to dodge for a large majority of the time while auto attacking absolutely breaks this weapon.

All necromancer received was bug fixes.  Do they not realize how useless 90% of necro traits are?

No changes to how condition damage works and its stack caps?

I could have leveled my warrior while blindfolded and with a 1200 ping.  Same goes for stomping people WvW.  My necro, on the other hand, was the slowest leveling experience I've had to date.  He also feels the least useful in PvP as there are simply no builds that work.  Condition damage is worthless in the condition removal meta.  It's also useless in PvE as other people unwittingly take your condition stacks.  Power is just sub par all around as well.

#95 UssjTrunks

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Posted 18 November 2012 - 06:15 AM

Why has fast hands not been fixed yet?

It's one of the most popular warrior traits and it's been broken since BWE1.

#96 XgreatArtist

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Posted 18 November 2012 - 08:35 AM

warriors buffed? Clearly they are bias for that class. they are already overpowered and they buffed it? Now we get to see more newbies with warriors.
Updates for necro arent updates at all. Still broken.

#97 Red J

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Posted 18 November 2012 - 09:06 AM

Well it's official now. Warriors are the pet profession of devs. Otherwise, I can't explain why they keep buffing them. Every. Single. Patch.

As for ranger, after initial burst of anger, I realized I still like the class, despite being underwhelming, compared to almost everything else. I invested a lot of time in my level 80 ranger. If ANet thinks they can make me reroll and grind my posterior through all the starting areas again, well, they are wrong.

Edited by Red J, 18 November 2012 - 09:07 AM.


#98 redslion

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Posted 18 November 2012 - 05:33 PM

View PostThe_Playwright, on 16 November 2012 - 05:41 PM, said:

No change to armor interaction (heavy vs medium vs light.  Heavy armor users still do more damage than lighter armor equivalents.)

Well, I tried an engineer and a guardian... the difference in armor between heavy and medium is around 150. Not a big deal.
Between heavy and light is 300. Ok, that's actually noticeable. But I don't know whether you would notice that or not in a bunker build. For how it's designed, the more you stack the less you feel it. However, I think what does for the higher defence is the fact warriors should have lower invulnerabilities and escapes, while guardians have lower health.

#99 The_Playwright

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Posted 19 November 2012 - 01:44 AM

View Postredslion, on 18 November 2012 - 05:33 PM, said:

Well, I tried an engineer and a guardian... the difference in armor between heavy and medium is around 150. Not a big deal.
Between heavy and light is 300. Ok, that's actually noticeable. But I don't know whether you would notice that or not in a bunker build. For how it's designed, the more you stack the less you feel it. However, I think what does for the higher defence is the fact warriors should have lower invulnerabilities and escapes, while guardians have lower health.

If you stack it, no you don't notice it.  But it allows them to just grab vitality and not worry at all about defense.  They also tend to have larger base HP pools.  The only exception is the necromancer.

#100 Symbiont

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Posted 20 November 2012 - 03:50 PM

Quote

Spectral Grasp: This skill’s projectile velocity has been increased by 33%.
Sinking Tomb: This skill now has a correct range of 1200, cannot hit targets above the water, and has to hit the target to cause the sink effect.

aaw, i thought these skill combo was fun to do, by sinking players on land and then pulling them into the water.
anyhow, nice to see the velocity increase, making spectral grasp a little more reliable.





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