Feedback talk:Developer updates

From Guild Wars Wiki
Jump to navigationJump to search
This is the central feedback page for Developer updates. This page and its subpages are the only place to provide feedback on these updates that the Live Team can use. If your feedback is about a specific developer update, please use one of the subpages.

Some Thoughts[edit]

moved to Feedback talk:Developer updates/20090917#Some Thoughts
moved to Feedback talk:Developer updates/20100128#Some Thoughts


An explanation as to why you chose the unoriginal meta bars. Kthx.-- 21:04, 2 October 2009 (UTC)

Because they work. yw. -- Alaris_sig Alaris 21:18, 4 October 2009 (UTC)

Paragon Fix[edit]

moved to Feedback talk:Developer updates/20100128#Paragon Fix

February 2010[edit]

moved to Feedback talk:Developer updates/20100225#February 2010

RA Leavers[edit]

There is an exploit many have used to screw their own teammates over. If after a win a player leaves with 3 seconds or less on the countdown, a new teammate is not picked up and the player who left does not receive dishonor. It has become quite an issue in RA as about 1 out of every 3 groups has someone do this. Please fix by initiating a new countdown when a player leaves or issuing dishonor to said players. ~anonymous

People do it because players are bad, and the skilled players that rage at the 00:03 are taking their anger out on them. Also, bads seemingly love to abuse the report function on the skilled/competitive players, so it's even more reason for them to rage at the 00:03. They deserve it if you ask me. --Ulterion 15:47, 6 May 2011 (UTC)
That doesn't sound nice, why do that. A good and "honerable" player should do better than that. 15:21, 4 June 2011 (UTC)
Many players don't realize you need to leave before the timer starts to avoid screwing over your teammates. It's not like they can see what happens afterwards. User Felix Omni Signature.pngelix Omni 15:23, 4 June 2011 (UTC)

Defy pain Changes[edit]

moved to Feedback talk:Developer updates/20100617#Defy pain Changes

Mesmer Spike[edit]

As I'm sure you're aware, Mesmer Spike (6 mesmers with edenial and defensive skills paired with 2 monks) has begun to run rampant. Of course with the pairing of edenial, this spike is VERY deadly and Very overpowered. Is there any plan to weaken or remove this build from play? If you've yet to play it, its about comparable to old Bspike in terms of spike brutality, IWAY in terms of killing, and 4 ele's in terms of split. Its very difficult to beat, easy to run, and no fun to fight against. 02:37, 25 July 2010 (UTC)

I know it's more easy to say than to do, but Complicate was designed to counter gimmicks relying on multiple copies of a same spell. In this case though, i'm not sure if it can help because of fast casting... Yseron - 03:45, 25 July 2010 (UTC)
~1/8 sec casting time says even a bot cant stop it --The Scythe User The Scythe Has Fallen Sig2.png Has Fallen 15:22, 25 July 2010 (UTC)
Dont focus on the 1/4 & 1/8 casting time spells to prevent the spike. Energy surge and energy burn have 2 sec casting time at 0 fast casting, ~1 with it. These are the one you want to disable. Yseron - 17:01, 25 July 2010 (UTC)
since wen do ppl run Eburn in real PvP? --The Scythe User The Scythe Has Fallen Sig2.png Has Fallen 19:03, 25 July 2010 (UTC)
Since i encountered some people playing with it when doing ha. You're welcomed. Yseron - 19:58, 25 July 2010 (UTC)
"real PvP" HA is a joke. --The Scythe User The Scythe Has Fallen Sig2.png Has Fallen 22:07, 26 July 2010 (UTC)
Are you saying GvG is real PvP? - Mini Me talk 08:16, 28 July 2010
Real pvp died after the Factions world cup.
forgot to sign. Tbarr 19:01, 1 August 2010 (UTC)
Use obs? — Raine Valen User Raine R.gif 22:29, 26 Jul 2010 (UTC)

Arena Net no longer posting[edit]

It seems that the Community Team no longer feels the need to post the developer updates here, so I have done the last two. Should we remove the notice at the top of the page? Should we discontinue documenting the developer notes and simply rely on the website? -- Wyn User Wynthyst sig icon2.png talk 07:46, 19 November 2010 (UTC)

I say we continue documenting the developer notes - but this can easily be done in a case of linking to the website's individual urls (I discourage this, however, due to the fact that the website pages could be taken down or moved thus leaving the link inoperable). -- Konig/talk 07:48, 19 November 2010 (UTC)

WiK overarc quests ..[edit]

moved to Feedback talk:Developer updates/20101118#WiK overarc quests ..


moved to User talk:Oliasys

War vs. Assassin/Dervish[edit]

This link:, thx. --Kali Shin Shivara 02:17, 1 March 2011 (UTC)

Minion UI[edit]

moved to Feedback talk:Developer updates/20110303#Minion UI

I am too lazy but[edit]

Looks like there is 2 developer updates not in our database yet. Anybody? I might do it eventually. Previously Unsigned 01:45, 29 April 2011 (UTC)

Game updates:January 2012[edit]

Can the info located from User:Tennessee Ernie Ford/Temp/Elementalist rebalance developer notes now be included here? --Falconeye 03:11, 6 January 2012 (UTC)

Monk Update[edit]

As we get closer to GW2 realise it is looking less likely that we are going to see the much needed skill balancing for monks we need, in particular the smiting line. Monk also suffer from lack of synergy with any secondary profession skills with divine favor (every other profession primary attribute has some use with other profession) I just wondered if anybody had considered that both problems could be solve by simply changing the passive divine favor affect From "For each rank of Divine Favor, allies are healed for 3.2 whenever you cast Monk spells on them. Several Monk skills, especially spells related to Energy gain and healing, become more effective with higher Divine Favor." To "For each rank of Divine Favor, allies are healed for 3.2 whenever you cast spells on them and enemy's take 3.2 holy damage whenever you cast spells on them. Several Monk skills, especially spells related to Energy gain and healing, become more effective with higher Divine Favor."

This introducing a much needed boost to smiting damage through investment in divine favor + allowing synergy with other professions offensive spells. Also note the removal of the requirement for spells to be monk spells for divine favor healing, this would allow for some passive self healing when casting enchantments from other professions and also allow for the possibility of restoration monks to be a viable option.

( 07:22, 26 May 2012 (UTC))

The reason we won't see a monk balance for a while is because they are not a priority case and still see play in both PvE and PvP. I agree that they are a bit outdated but they are not in a critical need for an update unlike Paragons and Rangers for PvE. Da Mystic Reaper 11:10, 27 May 2012 (UTC)

Heroes with PVE Skills.[edit]

When is arenanet allowing heroes to use the current character PVE SKILLS? I think this is really crucial now that everyone is trying to advance at their own pace to catch up with the GW2 release.

Hero teams are plenty overpowered without the use of overpowered title-based skills. – Tennessee Ernie Ford (TEF) 18:42, 4 August 2012 (UTC)

dear devs[edit]

ily-- 07:02, 15 November 2020 (UTC)

My Box says XP supported and forever....[edit]

What my box doesn't say is requirements are subject to what Microsoft stops supporting and is no longer fashionable.

please upload a screenshot of where it says "forever". Online games are always evolving as software evolves, should they downgrade to dx7 too? Durp da durp (talk) 01:43, 16 November 2020 (UTC)

Thank You Devs[edit]

Appreciate the comprehensive and interesting update notes. I'm surprised you guys at Anet do so much to keep the game running, a lot of folks appreciate it! Riyu1225 (talk) 21:16, 12 December 2020 (UTC)