Feedback talk:Game updates/20110908

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And here's your proof that anet doesn't test their stuff. InfestedHydralisk 23:54, 8 September 2011 (UTC)

Yeah, we all just snort coke and jack off to gay porn on the test server (but in all seriousness, it is a total sausage fest). –Jette 00:05, 9 September 2011 (UTC)
Law of Unintended Consequences? Ask any DM, sometimes the direction changes to go ways that weren't planned for. Crysania Anchorwind [Quin] 00:19, 9 September 2011 (UTC)
I don't care, I still want into the test server. Previously Unsigned 02:43, 9 September 2011 (UTC)
I'm glad Anet fixed the flux, it was really irritating to heal through Invoke facerolling. 96.240.205.247 00:32, 9 September 2011 (UTC)
True, it's hard enough to catch these crap builds, also you can't stop a split with 1 DD, 1 Prot + Flaggy, a 3player A/E/Me split will always collapse you and this depends only on that flux. Kinda imba... but heal doesn't do a thing against splits and only flaggy in GvG. The only thing is, the bar get filled some quicker with less skills. --Kali Shin Shivara 00:37, 9 September 2011 (UTC)
Spikes are pretty shitty with this, but the main problem isn't the operations being performed, it's the order of operations. Right now, armor penetration and cracked armor are calculated before the flux's effects, so armor penetration is much stronger than it's supposed to be, and cracked armor can reduce targets' core armor to 40. I've spoken with Joe about fixing this, and although he hasn't replied yet, I don't think it's possible due to current engine limitations, mainly involving that stupid pointless +25 armor cap that broke freaking everything when it came out. If he figures out a way to do it the problem of spikes should go down substantially, however. For instance, a target taking 175 damage from Invoke right now would only take 120 if the order of operations is fixed. –Jette 00:42, 9 September 2011 (UTC)
Actually Armor Penetration + Cracked + Shadowy Burden is even better as all 3 reduce base armor. --Falseprophet 19:30, 15 September 2011 (UTC)

Flux almost negates itself now[edit]

Word of Healing (@14, with bonus) on 600 HP player without flux: 203 or 33% of their health.

Same situation under flux (they're now at 800hp): 254 or 32% of their health.

So healing is effectively the same.

Rodgort's (@14) on 600 HP player with 70 armor, no flux: 95 or 16%

Again, with flux: 134 or 17%

1% less effective healing, 1% more effective damage. Granted, that WILL make a difference, it's just not overwhelming now. Mostly, this flux is now just a nerf to armor ignoring and degen damage. --70.119.94.204 04:32, 9 September 2011 (UTC) ^Bah... didn't notice it logged me out. --Atanna Charta 04:33, 9 September 2011 (UTC)

But does it work on the conditional healing from Prot spells like RoF or Spirit Bond? 24.113.95.216 05:03, 9 September 2011 (UTC)

Seems to increase the healing gain by divine favour aswell...wonder if also affects the AoE healing of Healing Burst, kinda OP imho :O The Lolslayer 14:23, 9 September 2011 (UTC)

Divine favor bonus is increased and is applied to everyone affected by healing burst 137.82.65.188 17:42, 9 September 2011

Interesting Flux.[edit]

This flux has changed nearly all the builds currently run in RA/gvg/HA and Jq+FA. Surprisingly enough, ive seen many people running double sup runes, having damage mitigation in their bars, and bonders are becoming more popular (in HA even)

I'd like to say that even though Anet is being lazy and not working on what they should be working on (Paragon buffs, Elementalist and ritualist buffs. and mesmer nerfs -__-) they have made quiet a change in the meta, and has made the game a bit more interesting. I like seeing team builds that include : Judge's Insight, shadowy burden, and cracked armor to inflict mega damage ^.^ --24.42.87.68 15:34, 9 September 2011 (UTC)Retro

I'm curious as to how you know what ANet is or is not working on. :O [ Tyloric ] User Tyloric t.jpg [ Talk ] 21:04, 9 September 2011 (UTC)
They simply said it --151.64.159.77 21:54, 9 September 2011 (UTC)
Perhaps they ARE working on what they should be, Winds of Change Chapters II and III [Due 2011] and hopefully a Public Beta Test [2011?] and an 8th Profession Reveal [2011]. It is already September, so to meet their own timelines things like a Paragon increase may be low in the priority list. Furthermore, from a business prospective I would rather release GW2 than alter skills in GW1 due to the vast difference in income generation. On the bright side, in the absence of heroes or secondary professions - Skill Balancing in GW2 is theoretically more plausible. Quin or Quit! Crysania Anchorwind [Quin] 00:00, 10 September 2011 (UTC)
The GW team and GW2 team are separate, and as far as I know don't affect each other much. [ Tyloric ] User Tyloric t.jpg [ Talk ] 02:15, 10 September 2011 (UTC)
In terms of available budget, they do. All money (and hours) that goes into shutting up those spoiled kids development of GW1, cannot go to GW2. 82.176.8.4 06:18, 10 September 2011 (UTC)
Money which is going into GW1 is still going into GW1, though. Whether it goes into the Flux, Paragons, or Winds of Change is another matter.
To get back to the point, I'm not surprised people are using Sup runes. You have so much more health and people aren't using degen and things anyway, so if you have some way of mitigating damage (Prot Spirit type things a la 55s could work, though a bit risky perhaps) then you probably may as well. A bit risky, though. 86.29.60.119 14:03, 10 September 2011 (UTC)

Possible bug?[edit]

I noticed that since the flash enchantment "bug fix", avatar of lyssa no longer reduces the recharge on flash enchantments. Can anyone verify this? And if its true was it an intended effect or is it a bug? --Mohd.Almosa 20:06, 11 September 2011 (UTC)

Tested it in Isle of Nameless (PvE) Mysticism 12 with Grenth's Aura, Balthazar's Rage, Heart of Holy Flame, and Zealous Renewal. They all recharged 50% faster as expected.--Tallons 02:53, 12 September 2011 (UTC)
I thought Flash Enchants were supposed to be used during other skills.... >_> || DarkMugen 01:06, 13 September 2011 (UTC)
No. You're thinking of shouts. --MushaUser Musha Sigc.png 06:56, 13 September 2011 (UTC)
Naw. flash enchants should definitely be allowed to be used during other skills -_- || DarkMugen 17:00, 4 October 2011 (UTC)
I agree since i found it very useful as it made chain mistakes more forgiving since you could cast them during teardown skills and not lose important enchantments or misfire them. The movement bug is annoying, the cast trough skills and knock down is useful. Da Mystic Reaper 18:56, 4 October 2011 (UTC)