Feedback talk:Developer updates/20090917

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This page is about feedback for the Thursday, 17th of September developer update.

Minor adjustment of the fire ele[edit]

Seems like you didn't realize that this skill was not the one causing the problem. since it has a 10 energy cost for an effect of a 10 energy spell. It balanced itself quite well. If you spammed it too much, you ran out of energy. If you conserved energy, it didn't provide such a high damage. It was balaced from the start of prophecies. The problem arose when elementalists were provided with a skill which gave insane amounts of energy, although it required you to cast the spell quite often. Increasing the recharge on the Mind Blast to 3 would have been a better solution for the mind blast ele. --Boro 10px‎ 12:09, 18 September 2009 (UTC)

Although its good that it won't be abused. --Boro 10px‎ 12:14, 18 September 2009 (UTC)
Also Distortion + Mind Blast spam was another part of the problem, though that's been touched on. 99.236.18.156 03:01, 20 September 2009 (UTC)

Mantra of Resolve energy cost[edit]

You write "Even though the skill only takes 5 energy,...", but the only documented change to the skill is the reduced duration of 5s. The base cost is still 10 energy. The cost of 10 energy and more energy if it actually prevents interruption is a bit excessive, in my opinion. In fact, you killed the skill.

You wrote nothing about it, but you also hit some PvE farming builds with this. If this was your (undocumented) intention, all is fine. If not, you could perhaps consider split it for PvP/PvE and restore the old functionality for PvE. --Silmar Alech 15:08, 18 September 2009 (UTC)

On top of that I would not call that "minor adjustment" :P poke | talk 15:40, 18 September 2009 (UTC)
Maybe if we send some energy drinks to ANet they can get out of sleepyhead mode and stop making those silly mistakes. 99.236.18.156 02:59, 20 September 2009 (UTC)
Ya know mesmers can just take distortion in PvP to avoid ranger interrupts. They may not be able to get around a power drain, but they have a 75% block against melee. ~>Sins WDBUser The Sins We Die By Sig.png 22:28, 21 September 2009 (UTC)

Some Thoughts[edit]

moved from Feedback talk:Developer updates

I totally agree with the idea of Mantra of Resolve being too strong in pvp, but nerfing it in pve makes lots of non-perma farming builds unusable, so would you please consider either buffing the pve version, or giving us some other form of interruption prevention?Like a pve-buffed Glyph of Concentration or something (in its current state its only usable in farming builds with Serpents Quickness or some other form of spam-help.) As a farmer, spells are circumventable and damage is mitigable thanks to certain enchantments(which have to be recast). Which interrupts prevent. And the only skill that stops spells, damage, conditions and interrupts all together is Shadow Form. Please don't force us to use Shadow Form Perma-builds. We have enough damage mitigation and the problem isnt the spells either.Oh and nice job on the fine-tweaks!Really enjoyed nerfs not making the skill useless but only slightly less good.(because lets admit...Smiter's boon was a mistake on your side.)~~VALAR~~ --The preceding unsigned comment was added by 212.187.73.45 (talk).

I agree that the PvE nerf was over the top. To be honest I feel that if there is a balance to be sought, it is through making the skills no body uses better. Make more builds that can farm, not less. Give us variety, not constraints. If the skills in the game are too weak, and the gear was never meant to make the character "Leet", then there is no point to continue playing, and if this is how things are going to be, why would GW2 be any different? If the skills we use keep getting destroyed, then we will lose interest. I, for one, would probably go back to playing Diablo 2, while others would find other games, where they could build godlike characters to their hearts' content. I do not want to be able to use 1 skill to clear an entire vanquish, but I want 8 skills that work together so well that as long as my timing is prevalent, I have a 75-90% chance of victory. If they want to nerf areas so that an additional creature spawns with a build solely to take down the solo farm build, requiring the solo to become a duo, then this would be more fun. Imagine a raptor touch ranger that would spawn randomly? Perma Sins Beware! They still get to farm, but they get that extra chance to fail. Or even a throw in of a signet of disenchantment. Now they have to counter the use of the signet to beat Reckoff.--Stack 21:31, 24 September 2009 (UTC)

I for one am very disappointed at the nerf Vampiric Spirit got. Two seconds casting time is just too much for my personal build and indeed instead of being only a little less efficient my build (which many said was a good build) is seriously hampered. Blood Magic has enough sacrificing skills so what's wrong with one skill being, though not the case, a little "overpowered"? Now to go on the other side of the line, I must say that I simply adore the PvE Masochism, Cultist's Fervor and Aura of the Lich (personally before the update I felt that this skill was just about the stupidest thing ever) so a very well done job there. Also I'd like to suggest a slight change to Order of Undeath so it would not be so suicidal. Personally I would suggest the damage being converted to bleeding, so the minions seem like they're bleeding their newfound strength out of you, which I think would be more popular. -Cradle Of Death- --The preceding unsigned comment was added by User:Cradle Of Death (talk).

Enchantment Removal[edit]

Quote: "The balance between enchantments and enchantment removal is something we've tinkered with a lot over time. We're mostly happy with the current state of things, but we're adjusting Rip Enchantment, which was the only skill of its sort with such a short recharge. We're increasing this to 15 seconds to match corresponding skills." - I certainly hope that by "skill of its sort" you mean a ranged enchantment removal. If you meant "enchantment removal" in general, may I point out that the skill Rending Touch is still essentially unconditional? (When taking into consideration that it is 5e, 8r, classed in a melee profession, and removes an enchantment whether or not one is removed from the caster.) --Curin Derwin 03:34, 30 September 2009 (UTC)