Feedback talk:Game updates/20130221

From Guild Wars Wiki
Jump to navigationJump to search

Ruined[edit]

The teleportation update has ruined exploration by necrotic traversal or consume corpse, this is a very shitty update.

It has also ruined some speedclears like DoA Trenchway and the "safe way" for Dunes of Despair Bonus. I can't see any reason for this update - please explain, ANet. --Smiley™ german talk 07:54, 22 February 2013 (UTC)
Lol wtf...if anything was going to be broken with this in the prior 7-8 years it already has been and fixed. But good job anet... Justice 08:50, 22 February 2013 (UTC)
You should have said that Shadow Form is broken too and it needs to be nerfed to death... oh, wait. I feel this is a little joke like renaming exhaustion to overcast after just 7 1/2 years. --Smiley™ german talk 11:22, 22 February 2013 (UTC)
This was a bug? I always thought it was a feature. Have fun getting Carto now. That Dunes of Despair chunk is going to be even more hellish than it was before. 124.181.218.54 11:33, 22 February 2013 (UTC)
I think ANET's idea was that too many people are playing GW1 right now, so they need to get a few more to abandon the game permanently.--98.114.178.61 17:50, 22 February 2013 (UTC)
If this was the intention, it was the wrong target group since teleportation was essential only in DoA Trenchway. The (few) remaining hardcore DoA players won't switch to GW2 because of that simply because theres nothing compared to DoA in GW2 yet - they'll switch to singletank instead (which takes about twice the time average). Gems and Armbraces will become more expensive in near future because of that - nothing else. --Smiley™ german talk 18:51, 22 February 2013 (UTC)
It's unfortunate that this makes sense. It personally doesn't affect me, I find myself with nothing to do on GW1 now anyway, but that they'd try to influence the market and builds in a seemingly negative way like this is... ridiculous. Still, it's not getting any worse than GW2. I usually look forward to updates, still nothing good.--68.87.77.229 18:57, 22 February 2013 (UTC)
This doesn't make DoA significantly slower. Think of it as B trench, but instead of going to gloom, the "trench" tank pulls out monk lord while the team does the other 3 with a standard split, then the team can do the monk lord. Hell, you could even refine that to be a split of some description. The significant time loss is not being able to prep gloom. It's effectively a 4ish minute nerf to casual DoA times.
It's no longer possible to tengu stone/flesh golem through doors. DoA, is just icing on the cake. 155.43.111.19 19:50, 22 February 2013 (UTC)
This makes DoA slower, you lose like 2-3 minutes on gloom prep with current tactics (even though we already developed new stuff, still not as fast as btrench but safer). Also singletank isn't really twice as slow, it's like 40-45 minutes with a decent team post-update. But I also think they are trying to make the most hardcore fanbase - high end SC players - quit the game, because otherwise this update does not make any sense. That's basically the only still active player base this update affects. Also it would be quite retarded to increase gems and armbraces prices because runs take 3-4 more minutes on average.--78.240.128.136 21:30, 22 February 2013 (UTC)

Actually for dunes you can just leave the mesmer boss alive and trigger the timer. Then once the 10 minute countdown starts, go back and kill the boss. This triggers the cut scene, and moves the ghostly outside of the base, where he is completely safe from harm. You can then fairly easily explore the entire area, and complete the bonus within 10 minutes, even in Hard Mode. 70.138.0.212 22:21, 22 February 2013 (UTC)

That ghostly hero is the trigger for the 10 minute countdown, so, how is leaving the mesmer boss alive going to trip the count-down and lower the bridge to the back side? which, btw is a huge area.MystiLefemEle 10:09, 23 February 2013 (UTC)
My bad, was forgetting there is another way - just like the unsigned mentioned - still alot of area to cover for cartoMystiLefemEle 10:21, 23 February 2013 (UTC)

Reasons?[edit]

I want to believe A-Net makes changes with sense, but I am not awared of any kind of explotation that could benefit "cheaters" from "honest" players?

From time to time I like to do The Deep, and I wandered...how is a 2-man with 10 hero team supposed to get past the 5 switches gate? I don't think its easy to dismiss Recall by the players while super-fast-micro-dismissing the heroes's Recall all together and rush in before the gate closes...If we can't use UA or Rebirth to get the others past the gate. A-Net is now forcing The Deep to make 5 party members bring Recall which is too much requirement... unless the gate system is flipped as Urgoz's Warren section 3 removed the need of teleport skills. User Yoshida Keiji Signature.pngYoshida Keiji(talk) 04:15, 23 February 2013 (UTC)

ANet didn't make sensible changes in 2007, what makes you think they'd start in 2013? -Auron 04:41, 23 February 2013 (UTC)
People say A-Net has learnt from their mistakes as well as other games errors and grew up their efficiency as developers? User Yoshida Keiji Signature.pngYoshida Keiji(talk) 04:47, 23 February 2013 (UTC)


Off-topic[edit]

In fact, those entry gates to the Deep are not a problem for 2-players party right now, because heroes who were flagged at the gates between Cavalon and outpost, arrive at first room in a few minutes, all 10. I have done this several times. However, at some stage of "development" this is able to be considered as "awful cheat" and be restricted somehow... I no longer wonder about the decisions of current Guild Wars developers/supporters, taking into account that they fix the things which weren't broken and postponed the real improvements, planned a year ago :(( --Slavic 06:14, 23 February 2013 (UTC)
You got it wrong, I'm speaking of Section 6 back-gate towards Section 7, not the first 4 rooms. User Yoshida Keiji Signature.pngYoshida Keiji(talk) 06:34, 23 February 2013 (UTC)
Ah, that area. 5 pads are activated with 5 flagged heroes (3+2), players go behind the opened gates and release the flags. Heroes without speed boost cannot run through gates and stay outside, but nearby. Yes it takes some time to pull nearby outcast groups to gates on one side and kill the spawn of nightmares on other side, but nothing is extremely hard. --Slavic 08:19, 23 February 2013 (UTC)
You got it wrong twice now. The question here is how to bring the dead that could not cross the gate because they were standing on the pads. User Yoshida Keiji Signature.pngYoshida Keiji(talk) 09:59, 23 February 2013 (UTC)
I am a person and can be wrong time to time; this is not an article :) I answered, how is a 2-man with 10 hero team supposed to get past the 5 switches gate, not how to bring the dead [heroes?] that could not cross the gate [...]. In my missions, 5 heroes never died there. In theory, if all 5 heroes died near the pads, it still should be possible to kill the spawned nightmares with ranged spells and open the gates. I can check this option on practice. --Slavic 11:34, 23 February 2013 (UTC)
Of course anybody could back-track after killing the Aspect in Section 7 and all the enemies there, then return to Section 6 to kill the Sappings, open the gates from behind and get the guys sacrificed over the pads...The problem is that its very "un"-Professional as in "Poor Sportmanship". The idea is to get to Section 7 with full party intact prior engaging foes there, as in pro-way. User Yoshida Keiji Signature.pngYoshida Keiji(talk) 11:53, 23 February 2013 (UTC)

(Reset indent) Use my talk page if you want to continue this discussion as it is not the point of the original comment. User Yoshida Keiji Signature.pngYoshida Keiji(talk) 12:13, 23 February 2013 (UTC)

Necessary Teleport[edit]

Doesn't this make that one "elite dungeon" in Cantha impossible now? Didn't it require teleporting? --108.17.97.16 19:58, 23 February 2013 (UTC)

Consume Corpse/Necrotic Traversal used to be required for the 3rd room in Urgoz's Warren, but that got replaced with a ramp ages ago removing the need for such skills
The Deep is explained in the paragraph above - but basically you can either use Recall to move your team past the gate and ignore it... or you can kill the groups of sapping nightmares to make the gate open + you can continue as normal. -Chieftain Alex 20:10, 23 February 2013 (UTC)