Feedback talk:Developer updates/20100225

February 2010
Well, now they nerfed all the fun builds, noone's gonna play anymore. --The preceding unsigned comment was added by 166.179.201.78 (talk).

Two very big cents
Just going to sneeze my brain onto the page as coherently as possible. Pardon the splatter.

Immunity: This appears to have addressed the issue if not once and for all, at least within reason for all concerned parties. Now that Shadow Form looks fixed, it actually might get my assassin to stop using Disrupting Accuracy and into something more front line.

Ritualist: I’m a healer at heart so I’ve only rarely dabbled with the offensive side of the Ritualist. I like some of the defensive buffs, though. Soul Twisting will allow me to bring the prot spirits out of the closet more often and stronger without having to dip into Channeling for Energy Management.

Warriors: The amount of stance removal the warrior has now is almost silly, and that is a good thing. Wild Blow has always been the be all end all of stance removal, but its real strength is on Dervishes and Assassins who don’t have to worry about adrenaline. This update helps affirm the warrior as the premier stance remover of the game.

Necromancer: I’m a little sad to see Barbed Signet go, but otherwise this is mostly good. I’m already using Blood Bond and am personally hoping it’s not deemed too powerful. Blood of the Aggressor was getting use before and is not just great. Life Siphon... it will help young necromancers, but nothing you’ll do will nudge this skill into all tiers of the game for players.

Paragon: I understand the need. People were looking for more of a correction in the hero AI, but I can understand that with the constant shifting in skills and related conditions, that adjusting the hero AI with each update would be unreasonable.

Ranger: Approve bringing Heal as One in line with comfort animal. Removing the conditional was also good as well. Life stealing might end up being overkill, and I’d hate to see the flat healing suffer because of it in a later nerf. --Ryan Galen 17:15, 27 February 2010 (UTC)

Shadow Form and Invulnerabilty
I want to start with saying it is good Anet nerfed being invulnerable. No person should be able to solo be invulnerable. With two persons, it is a whole different story if you ask me. Now I find it actually strange to conclude that Shadow Form is still the best tank skill, as it the easiest to maintain with the least energy cost, and can be done with any Profession. And finally, I just want to conclude that Anet nerfed almost all Ecto farms, like the Shadow Form Assassin, the Terra/Famine Farm, the R/N UW toucher and the 600/smiter (can still be done, it is way slower then before). The only ones left are the Warrior/Mesmer Hunderd Blades + Whirlwind and the Spirit Farm (this isn't really active play either, just hiding behind spirits). But how long will it be until this farms get nerfed?
 * Shadow Form needed to be nerfed, but not this far, if you ask me.
 * It is the only one with a damage limit which is so small, that even the normal dagger attack skills will be reduced. So it us nerfed to much. Make the it something like 25...75. Then it is still a nice skill.
 * In my eyes, Obsidian Flesh is changed the wrong way. It didn't needed a nerf anyway.
 * The thing I liked most about this skill is that is was a nice skill for a tank, whatever it's profession, like a Warrior. As Spell Breaker is a Divine Favor skill, and Shadow Form was not maintainable as a Warrior, thus not a good tank skill. But now, Obsidian Flesh is also not a good skill for this, as you will NOT be able use any other skill that uses energy.
 * Second, the movement reduction was never a problem for a tank, and the +20 armor is a laugh, because there are far better armor skills in earth magic.
 * Third, Elementalists doesn't have so many skill to gain energy. The skills that you speak of are NOT Elementalists skills. So, the energy management is still a problem for a tank, because mostly Mesmers (and in less degrees rangers and warriors) got energy drain. So it will be hard to tank those as not all of there energy drain skills are spells.
 * Holy Wrath: Why?
 * It wasn't overpowered, and now it's just a better version of Reversal of Damage, if you ask me. Before, you couldn't do anything else that used energy. No energy = useless, in case of a monk. So yeah, you can bond, but that's the only thing you can do than. That's not overpowered. Now they will take Life Attunement instead of Holy Wrath, which will only increase there survivability.
 * Quote: Casual farming is fine. Tanking with monk support is also fine. Using a diverse and sophisticated team build to work get through endgame content more efficiently than the norm is also fine. This is the case with a 600/Smiter. The 600 tanks with the help of the monk (the smiter), and the smiter does the damage. This damage is at costs of HIS DEFENCE, because now HE has no way to protect himself because HE hasn't got energy. So his OFFENSE will cost HIM his DEFENCE. Just how you want it. And the 600? His DEFENCE costs HIM HIS OFFENCE, also just like you wanted. So why nerf the 600/smiter setup and especially Holy Wrath? The offence of this skill (pre-nerf) will cost the maintainer his energy, so his ability to have a good defence. So it fits in your guidelines.
 * Spell Breaker: just a minor, suitable change.

This leads to my question: Anet says it allows farms, though they do nerf all farm builds. Do I understand something wrong, or are they just being weird? Or do they allow farming, just not that type of farming? And than, which type of farming do they allowed then?

But just a little bit about farming. Why do people farm? To get money. Why do they want to get money? To buy nice items. So, people want nice items. Anet can either try to withhold them of with, by nerfing every farm build, and driving people away from the game, because it isn't fun if you can't get nice items, as that is want you want. Or, Anet can just give everyone lot's of nice items, so they don't have to farm, and only driving people away which always want to be better then everyone else. But, for those we got pvp. So make nice items drop more regularly, so you don't have to keep nerfing every skill that can be used to farm.

And to end with, something about the Underworld. I agree that it should be done with a balanced team instead of a team Assassins. But, if you get a balanced, good experienced team there, the first thing you face is a few Bladed Aaxtes and a Dying Nightmare. You absolutely need Protective Spirit or some other damage reduction for those Bladed Aaxtes. This forces everybody to become secondary Monk, or to have Monk spamming it on each team member. But as soon as somebody is enchanted with Protective Spirit, it gets stripped by the Dying Nightmare, meaning death to the target of the Bladed Aaxte. Good luck getting through the Underworld! F. C. Sauër 19:45, 27 February 2010 (UTC)
 * There are more ways to counter them than Protective Spirit you know...145.94.74.23 11:09, 2 June 2010 (UTC)

Thanks a lot for all this wasted time… Merci beaucoup...
Hello, I am a French player; please excuse me in advance not to suitably express me in your language. I have played Guildwars for 57 months and I really very wanted to say to you what i think of the recent modifications of the skills brought to the play GuildWars. While hoping to have translated my remarks as well as possible, I thank you for comprehension and your listening.

I will start with this quotation of Regina Buenaobra who is part of the development team of GuildWars :

'“After careful evaluation, we concluded that it wasn’t possible to redeploy the Xunlai Tournament House at the level of quality that our players expect without completely rebuilding it from scratch. To do that, we’d have to take away vital resources from the Guild Wars 2 team. Given the circumstances, we decided it was more important to keep our focus on Guild Wars 2, and permanently retire the Xunlai Tournament House.”'

On the other hand, it was decided to so deeply modify skills of GW1 that this play loses of it instantaneously any interest for most of the players.

I still add that these modifications come precisely on a particularly inappropriate date, i.e. at the time of an event which makes it possible in gathering points of faction so long and so hard to gain without than by the method of the duo 600/Smite, what a joke!

I do not understand this strategy of the double talks which consist in saying that it is necessary to focus on the development of GW2, and thus to stop the Xunlai Tournament House, and other hand to say that it is necessary to modify radically competences of play GW1 in order to make it wrongfully captivating or attractive and this to a few months on arrival of GW2…

Imagine that you ask to your salesman to improve your computer, and when you recover it, no more software functions suitably without any possibility of recourse against your salesman… It would be necessary then for you to all start again! Purchases and installations of new software like new adjustments! Thank you well for all this invaluable wasted time!

I invite here in a friendly way our friends of the development of GuildWars or ArenaNet or NC Soft also, to be thought of the following French proverb :

To saw the branch on which i currently sat.

And which wants to say :

To attack with a situation from which one however profits or people from which one however benefits.

Because the players of GW1 are also of potential customers of GW2, and in spite of what you calculated or thought, a great majority of them are very dissatisfied with your recent modifications of skills…

Cordially.

Bonjour, je suis un joueur français, je vous prie de m'excuser à l’avance de ne pas m’exprimer convenablement dans votre langue. Je joue à Guildwars depuis 57 mois et j’avais vraiment très envie de vous dire ce que je pense des récentes modifications des compétences apportées au jeu GuildWars. En espérant avoir traduit au mieux mes propos, je vous remercie de compréhension et de votre écoute.

Je vais commencer par cette citation de Regina Buenaobra qui fait parti de l'équipe de développement de GuildWars :

'“Après une évaluation minutieuse, nous avons conclu qu'il n'était pas possible de redéployer la Maison de tournoi de Xunlai au niveau de qualité à laquelle nos joueurs s'attendent sans la reconstruire complètement à partir de zéro. Pour ce faire, nous devrions prendre les ressources essentielles de l'équipe de GuildWars 2. Etant donné les circonstances, nous avons décidé qu'il était plus important de concentrer notre objectif sur GuildWars 2, et retirer de manière permanente la Chambre de tournoi de Xunlai. ”'

En revanche, il a été décidé de modifier si profondément les compétences de GW1 que ce jeu en perd instantanément tout intérêt pour une très grande partie des joueurs.

J'ajoute encore que ces modifications interviennent précisément à une date particulièrement inopportune, c'est à dire à l'occasion d'un évènement qui permet d’engranger des points de faction si difficilement long à gagner autrement que par la méthode des duo 600/Smite, quelle fanfaronnade !

Je ne comprends pas cette stratégie du double discours qui consiste d’un coté à dire qu’il faut se concentrer sur le développement de GW2, et ainsi donc de ne plus poursuivre la Maison de Tournoi Xunlai, et d’un autre coté à dire qu’il faut modifier radicalement les compétences du jeu GW1 afin de le rendre faussement attractif et ce à quelques mois de la sortie de GW2…

Imaginez que vous demandiez à votre vendeur d’améliorer votre ordinateur, et que lorsque vous le récupérez, plus aucuns logiciels ne fonctionnent convenablement sans aucune possibilité de recours contre votre vendeur… Il vous faudrait alors tout recommencer ! Achats et installations de nouveaux logiciels ainsi que nouveaux réglages ! Merci bien pour tout ce précieux temps perdu !

J’invite ici amicalement nos amis du développement de GuildWars ou d’ArenaNet ou de NC Soft encore à réfléchir au proverbe français suivant :

Scier la branche sur laquelle on est assis.

Et qui veut dire :

S'attaquer à une situation dont on bénéficie pourtant ou à des personnes dont on tire pourtant profit.

Car les joueurs de GW1 sont également de potentiels clients de GW2, et en dépit de ce que vous avez calculé ou pensé, une grande majorité d’entre eux sont très mécontents de vos récentes modifications.

Cordialement. --The preceding unsigned comment was added by User:French Player (talk).


 * Very clear, very true. You got it totally right. I have been playing this game only 29 months, and something like 19 months familiar with wiki and pvxwiki, though I saw numerous builds got nerfed by Anet. I am looking forward to Guild Wars 2, but if Anet keeps f*ck*ng with the skill like they do now, I don't think I am going to buy it. F. C. Sauër 20:05, 27 February 2010 (UTC)

Hi, i'm playing GW for more than two years now and till latest "updates" was one of my favorite games EVER. I want to ask the so called "development team of GuildWars" why you have decided that we (the players) dont need farm any more. Yep i know that farming isn't cool but most of the people i know farm just to have money to buy consumables and armors end ... so basicly we farm to make our gameing more fun. The result of all this is that me and my friends will have less fun and i gues we will play less - if that was your goal you have achieved it.
 * Farming is not dead, there are lots of builds able to farm (55,W/N raptor, etc...) Only abusing end high area with 1/2 type of build has been adressed by the developpment team. 194.2.20.67 17:15, 4 March 2010 (UTC)

True, farm is not dead but my idea for farm is teaming up with my mates fooling aronud with team 600/smite and something for support not playing alone some stupid 55 or raptor farm where u can kill like 20 enemies and go back to town and u have to repeat this till your head explodes. So for me the real fun farming is really dead.
 * 600/smite isn't dead either. It's just slower, or more risky if you opt to still use Holy Wrath. The thing is, what you're calling "fun farming", where you complete a high-end area with two people, are actually "speed clears", and those are a problem in GW. Farming is what you mentioned as the dull farming; doing the same thing over and over. --Kyoshi (Talk) [[File:User Kyoshi sig.png]] 17:33, 4 March 2010 (UTC)

Sorry to be so negative but im really unhappy with last changes. What u say is "speed clear" is a problem in GW - says who? Im pretty shure that if "the developers" make some voting in GW playing comunity more than 60% will say that last changes sucks. And thats what im talking about - some guys to make changes just cuz they have nothing better to do. I will not stop to play the game but for shure - its a less fun now.
 * Don't cast made-up statistics as supposed evidence. You have no better idea than I do what percent of people think the last changes suck, and if the discussion on this wiki is any accurate indication, you're just plain wrong.
 * Speed clears are a problem because they force people into using the same build as everyone else. Guild Wars is a team game which was (and still is, ideally) supposed to be played around the idea that characters should be able to create imaginative builds of their own which can work as effectively as whatever flavor has piqued the public interest this month. When you're confined to a set skillbar (read: Shadow Form, 600/smite), that ideal dies, and it took far too long for such a pressing issue as a threat to the game's very ideal to be fixed. --Kyoshi (Talk) [[File:User Kyoshi sig.png]] 07:44, 5 March 2010 (UTC)