Feedback talk:Robert Gee/Journal

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If I interpret your first post correctly, then you are/were/will be working on a map editor. That's good to hear, as it will speed up making content. Also Restore Condition to you too. --Boro 10px‎ 17:29, 10 September 2009 (UTC)

Not sure interpreting his post of working on a "tool" to in any way indicate he his working on a map editor, but I suppose it is possible. -- Wyn User Wynthyst sig icon2.png talk 17:43, 10 September 2009 (UTC)
Sorry, but it's actually nothing quite as impressive as a map editor. We already have a good one in house that was made by full time programmers way before I started working here so it's pretty solid. The tool I'm working on is used to organize and modify game data that was previously modified or created manually. It also includes a better search function so we can more easily find the data we want to change. I'm hoping that it will speed up a lot of the tasks we do regularly on the Live Team. --Robert User Robert Gee sig icon.png Gee 17:51, 10 September 2009 (UTC)
Anything realted to the automation of Festival updates? MithUser MithranArkanere Star.pngTalk 20:05, 10 September 2009 (UTC)
Nothing to do with Festival Automation, I believe that also may have been set up before I got here. I used it a lot while working on henchmen changes since it can find and change the data I want much faster than doing it by hand.--Robert User Robert Gee sig icon.png Gee 20:49, 8 October 2009 (UTC)


It goes capitalized on purpose. Really, since the very first day I put Dunham in my party I wondered: "Why the hell is he a Mesmer if he barely does anything a mesmer would do?". One of the best changes GW had so far. Alesia losing the Healing Touch is a bit of a shame, though. I would have added a new healer henchman with a decent build, and leave Alesia as an inside joke. Making all her skills touches so she walks around all the tie from ally to ally and signets so she doesn't benefit from divine favor and suffer long recharges. I would have also added dialogs showing Alesia very pissed off with the newcomer when talking to her in outpost and in the end credits. MithUser MithranArkanere Star.pngTalk 04:44, 25 October 2009 (UTC)

I soo miss the old Alesia. --Boro 10px‎ 07:28, 25 October 2009 (UTC)
She got in trouble because she was too busy touching herself to heal us.
...and if the mobs/creeps get the same level of attention, farmers will be in trouble too --ilrUser ilr deprav.png 09:38, 25 October 2009 (UTC)

ver 2.0[edit]

thank you.... for not including Vow of Silence in the invuln-a-skill changes. ...and yes I'm aware it's awkward to be thanked for inaction on a single thing in the face of a huge effort on everything else. --ilrUser ilr deprav.png 09:19, 26 February 2010 (UTC)

Well, it has the huge downside of not being able to use your own spells, and not being targeted by allied spells. It clearly didn't need any further change. MithUser MithranArkanere Star.pngTalk 16:38, 26 February 2010 (UTC)
Anything that allows me to kill a dozen imps at a time solo in hardmode (when my entire Hero team can't even handle 3 of them in Sanctum Cay HM) is atleast suspect to "godmode considerations" as far as I'm concerned and I'll gladly show gratitude for it staying that way (b/c it took me a lot of practice to get to that point). ....In b4: "Lrn 2 play n00b"... --ilrUser ilr deprav.png 19:31, 26 February 2010 (UTC)
Well, a dozen in some minutes is not the same as 5 dozens in a few seconds. MithUser MithranArkanere Star.pngTalk 01:23, 4 March 2010 (UTC)
Maybe I too should thank you for not nerfing or banning shit that makes elite areas a farmed joke from hard mode and elite areas. --Boro 10px‎ 07:10, 21 January 2012 (UTC)

January 20th 2012: Snow Day Skill Update Preview[edit]

Well those are the changes i have my opinion about.

  • Twin Moon Sweep is acceptable and understandable, but a small increase in healing would be nice to balance the nerf a bit, even if it's just by 10 points.
  • Wearying Strike gives me the feeling of; is it really needed? I also would prefer seeing it split instead, don't punish PvE with PvP nerfs.
  • Crippling Victory is the same deal as Wearying Strike, split it as well since removing the AoE cripple for PvE will destroy the excellent synergy it currently has with Reap Impurities.
  • Onslaught, well the combination of IAS and IMS into one build has always been problematic in PvP but one thing bothers me even more, why is Primal Rage not buffed to properly match Onslaught. Since the update nerfs the warrior a buff would be sooth the pain a bit.
  • Blinding Flash is very acceptable since that skill is already very powerful and OP in PvP. One thing about blind is bothering me also, it can be inflicted way too easy for a condition that is the daze for warriors (and daze being a condition very difficult to inflict).
  • Shield Guardian is a very nice change but what i also would like to see is Aegis also receiving a 1.5 casting time if it's possible.
  • Wild Throw: does not remove a stance unless Spear Mastery is 5 or more is what i suggest instead of it's current change. It's less of a punishment and still usable, make warriors invest into spear mastery instead.
  • Yeti Smash i have little complain about. The activation time has been removed but the cost decreased. But what is said above is that it will lose out to Hammer Bash so why not keep the current adrenline cost and make the knock down for the target unconditional, making it target and knock down like Earth Shaker. That way it won't lose out much to Hammer Bash.

Da Mystic Reaper 00:37, 21 January 2012 (UTC)

Let me address a few of these - The Crippling Victory change won't affect its synergy with Reap Impurities since it will still apply Cripple to targets you hit just not everyone. The Wild Throw change you propose was considered but since these Warriors tend to already run pure Hammer Mastery/Strength, we felt it wouldn't really be a huge sacrifice to lose a little of one in order to get to 5 or even 8 Spear Mastery. Yeti Smash is still a non-elite AoE knockdown, it may not be used in PvP much anymore, but I think it'll still be useful in PvE.--Robert User Robert Gee sig icon.png Gee 01:55, 21 January 2012 (UTC)
Really interesting update-to-come. My two cents: 1) Isn't Spirit Bond now better in PvP than PvE? Sure, it's great on PvE EMo Protters, but that's because of their elite. 2) Problem with important higher casting spells (I'm thinking of Shield Guardian now) is Mesmer's Powerblock. It's annoying to have an entire bar blacked out because of a 1.5s/2s cast spell. 3) Shouldn't the stances used by monks be nerfed/ changed, or the warrior's inherent stance removal be (slightly) buffed? Diogo da Silva 11:12, 21 January 2012 (UTC)
Looks like a typo, Spirit Bond change was for PvP AND PvE. I'll correct that on the list. As for Warrior Stance removal, don't make the assumption that just because one skill is balanced to be weaker means that another skill has to get stronger.--Robert User Robert Gee sig icon.png Gee 20:15, 21 January 2012 (UTC)
I wouldn't go so far as to assume that another skill needs to get stronger, in fact that doesn't even address the problem with the skill change. Wild throw was the only way for any profession to unconditionally end a stance, not to mention that it actually required some skill to use by any warrior. By adding the skill disable it becomes wild blow at the cost of adrenaline instead of energy. Is this supposed to nudge us in the direction of having stanced caster battles all day? I don't even see how this was a problem of abuse previously.Crucifix 20:07, 23 January 2012 (UTC)

@ Da Mystic Reaper, it's easy enough to gain adrenaline in PvE with a scythe and a bar loaded with Aoe attack skills. You'll still get to DW foes easily. It's one of those PvP nerfs that don't affect PvE much or at all without split, IMO. Also to note that Daze screws up some condition removal, like Draw Conditions or from the necros. Diogo da Silva 14:21, 21 January 2012 (UTC)

Lol @ needing a whole second or more to land a successful Powerblock. protip: CANCEL MOAR. Also; am I reading this right?...Ranger got a small buff back with no strings attached? I might faint. --ilrUser ilr deprav.png 22:01, 21 January 2012 (UTC)
Cancelling your own skill will still count as a "rupt" at times, when you need to land a prot or heal at a crucial spike moment. Diogo da Silva 12:59, 22 January 2012 (UTC)

Update Concerns[edit]

Personally, I dislike several of the changes. Wild Throw is just about the only anti block stance a warrior has, Warrior's Cunning is a joke, with about a 15% uptime, and without a viable way to remove stances (Wild Blow loses all adrenaline, removing potential for a spike, making the removal of the stance useless; Forceful Blow is elite and removes the all important first knock in a knock chain). Making Wild Throw useless for wars doesn't serve anyone good, and only removes a viable and as you put it, "innovative" variant for warriors, with the downside of locking in their secondary professions.

Yeti Smash losing it's 1s casting time removes all viability from pvp, Hammer Bash is unconditional, and the aoe aspect of Yeti, while useful, does not detract from the fact that at regular attack time, it becomes useless. The beauty of the aoe aspect of Yeti was the fact that you could time the 1s casting time to ensure that the enemies couldn't get away, opening them up for damage. With a full attack time, especially since it's on hammer, enemies will move away with plenty of time to spare.

With all these obvious nerfs to hammer warriors, the only buff they get is the fact that Blinding Flash gets two more seconds of recharge... yay?

Dervishes are more prevelant because their ability to output damage is reduced less by blocks, as they have damageing Flash enchantment, and easy ways to avoid blocking, (Twin Moon Sweep, good balance on that one in my opinion). Removing Onslaught from play because it's being used is not the proper way to go, rather, since ways to counter melee damage are plentiful, (See Stone Striker, Blinding Flash (whose extra 2 second recharge is moot), and Water Magic) make warriors as useful as dervishes (perhaps with a buff to earlier noted Warrior's Cunning). Removing functionality from Onslaught does not allow for more creative ways to play, it reduces ability.

Overall, picking and nerfing the flavor of the month dervish bars does not solve anything, they will just move to a different elite, (See Avatar of _______), and warriors are apparently continuing to be removed from the pvp game, or being forced to run cookie cutter builds with no option to help themselves.

Sincerely - Vald [Citation Needed] User Valdimir newsigicon.png 01:12, 21 January 2012 (UTC)

I think there is no need to reduce the adrenaline of yeti smash. it helps to differentiate it from hammer bash. As for dervishes: a way to get 25% ias and Ims was once made for warriors: Primal Rage. The meta quickly adapted prage for everything: You couldn't kite it, you couldn't stay in it because you died. nevermind it was an elite frenzy, but the bar compression was insane. Yeah Robert's reasoning is bad behind that, but onslaught was simply too much.
pvp power level was balaclnced around monks and warriors, so buffing them is out of question. --Boro 10px‎ 07:02, 21 January 2012 (UTC)
I'd just replace the "lose all adrenaline effect" by something else, like "Lose X strikes of adrenaline" or some other downside. Most people just avoid the 'lose all adrenaline' effect and bring those skills only when there's no other adrenal skills or when they have a build focused in really quick adrenaline-building. MithUser MithranArkanere Star.pngTalk 14:37, 21 January 2012 (UTC)
As much as I agree with you that it's being used and is a strong skill, Elites have one of two functionalities, they're either an improved version of a regular skill (higher damage/healing/etc.) or bar compression, two skills for the price of an elite (Eviscerate over Dismember and Exec Strike, etc.) Onslaught provides that by replacing an IAS (Harriers Haste, Fleeting Stability) and an IMS (Heart of Fury, or more recently, Pious Fury) at the cost of an elite skill. Onslaught just makes the process easier by providing it in one skill, the downside is it's easily removable unless covered, and while it does need some balance, (removing extra adrenaline, extra damage a-la-PRage, increasing cost to 15e since Dervs have enchantment expertise anyway), the functionality of an IMS and an IAS isn't overpowered. Having onslaught be a strippable, while unconditional/maintainable, IAS will effectively remove it from play, in favor of skills that are non-elite (Pious Fury). -Vald [Citation Needed] User Valdimir newsigicon.png 15:30, 21 January 2012 (UTC)

First of all, heart of fury is an IAS, not an IMS. aside of that, Prage had a brutal drawback, although it was easily canceled using rush. Onslaught on the other hand is not giving you any disadvantage. even more there is a not too shabby adrenaline bonus to top it all. And since it recharges faster plus is cheaper than most strips, stripping it is not viable, and we didn't take the other derv enchantments into account. And since it does not stop you when you need to recast it, AND you don't need to bring a cancel stance to make it safe or effective, it is no surprise the skill (which is not simply two skills in one, it's three skills), gets way off the power scale. --Boro 10px‎ 16:06, 21 January 2012 (UTC)

Sorry, accidentally switched my examples, and yes, I agree that it does need to be balanced and changed, (removing the adrenaline gain was an example, not a definitive answer) but removing half of the viability of the skill isn't the correct option. Make it an enchantment version of PRage, give double damage taken and suddenly it becomes great when used correctly and extremely dangerous if you don't manage it well. Vald [Citation Needed] User Valdimir newsigicon.png 20:02, 21 January 2012 (UTC)
I agree, Onslaught will become another one of those "elite" skills that people wonder why they are in the game. The suggested downside of increased damage upon the user isn't viable as a dervish can't effectively manage its up-time like stances. One cover and you lose any opportunity to strip it in time. I still am disappointed that Onslaught is another skill that bites the dust and will never see usage again, especially when the dervish has so few elites and even less viable elites. 02:34, 23 January 2012 (UTC)
They could at least have dropped the energy cost, or restored the duration to 3...13...15. It scarcely deserves its elite status now.-- 20:17, 6 June 2012 (UTC)

Concerns about the way Guild Wars is going[edit]

It seems that the newer team doesn't like how we're playing their game. Speed clears, farming, and spiking are what set Guild Wars apart from other mmos. You're shifting it from dual professions to primary profession oriented gameplay, which if I recall correctly is why the main team believed Guild Wars was so successful in the first place. These updates seek to increase the difficulty of hard mode mobs and reduce player damage overall without a single change that compensates. Making things harder after 4 years isn't going to make your players happy. Breaking speed clears and farming isn't going to make your players happy. Since HM got totally wrecked I decided to finally get into pvp and have been playing an onslaught dervish in HA, and now I find out you're literally trashing my entire bar. Stop breaking things and start fixing them! You're abusing the job given to you and tearing the game apart. I have yet to see a single person happy with the way guild wars has turned out. It's only dropped in popularity since the shadow form nerf, and making the game more difficult and mindnumbing isn't helping. Sincerely, Rask 20:49, 21 January 2012 (UTC)

Speed Clears were never an intended feature, and were the direct result of the lack of expertise in the previous gw1 balance team and their continued existence is solely the result of a severe lack of willpower (for the lack of a better term) in the current guild wars live team, who concern themselves in silly stuff like war in kryta, moar costumes and skill balances that still fail to address the worst problems in current pve gameplay. (however the pvp updates are sometimes surprisingly good). Because let's face it: ultimately any and all the cool elementalist elites will be overshadowed by Shadow form making sins better warriors than warriors can ever be, solo entire parts of elite areas, which becomes extremely ridiculous in Ice Wastes or chaos Plains because as of the time of writing this no legitimate way has been found to do them with entire parties AND utilizing already overpowered stuff like imbagons, panic and a sos rit. As of the onslaught nerf, maybe giving it an activation time of 3/4sec and a longer recharge&duration would be simply more appropriate as rupts and strips are worth using against them. As for trashing speed clears, I'm going to be perfectly happy when it finally happens. Been waiting for it for four years. First ursan, then shadow form for fucking-ever. --Boro 10px‎ 21:06, 21 January 2012 (UTC)
SOOooo many fraudulent assumptions with the IP's claims about *most* of the original designs/designers. If you want to QQ about something, go take a good hard look at where MTG ended up (and D&D as well) and use that knowledge to realize that there is no "right answer" to gimmick creep. ...However the public reaction usually isn't charitable to those who act like they can't overcome it. --ilrUser ilr deprav.png 22:15, 21 January 2012 (UTC)
Well what sets GW apart from other games, the dual professions, is also it's biggest problem. The ammount of skills and skill combination is so large that it is almost impossible to balance properly, even worse since they can be combined with different builds. By now we know how creative players can be with skills and the results that follow. For farming i blame PvX but that is something than cannot be removed so instead i also dearly hope they obliterate SC and farming. However that is just speaking optimistically because if it happens alot of players will quit GW wich is even worse for the game. SC is something that may vanish but team builds specialised to clear certain areas like Glaiveway and Frostway do in DoA may stay since they require active teamplay and take time to clear. Da Mystic Reaper 23:11, 21 January 2012 (UTC)
Farming, quick raids and even double professions are not what setsGW apart, I've seen those in many other games. Things like "Pay once", "skills>levels", or "fast progression" are what set GW apart from the majority. Have you seen the GW2 manifesto? It's not them making something completely different from GW1. It's them taking what's good in GW1, what's good in other games, what they can come up with, taking out what's bad, learning from their own mistakes, and making something even better. If people used to do things like farming or fast 'raids' in other games come and try to do the same, and they find loopholes because of the vast number of skill combinations to do it, that's just the same mistakes being made again because of how hard it is to balance so many skill combinations. I for once, love the news updates. I love the new content, the changes to ritualist, the changes to mesmer, the changes to hammer warriors, the changes to the dervish, and love the changes they made to elementalist. They make the game more fun, first, because they change skills, so I get to try new stuff, and second, because they make previously unused skills decent, while making overused skills more in line with the rest. Killing things faster and inflating the market with rare items, making the prices go up and up and creating a gap between those that farm and do SCs and those that play the game normally doesn't make the game fun. The truth is, there's a few people that stay for SCs and farming, but there's more coming in digital distribution sales, and many that take the game easy and go at their own pace. ANet is smart enough to make the game for the majority as much as possible and follow their principles while trying to keep the rest of the players less disturbed as possible, instead catering only to a very vocal minority. MithUser MithranArkanere Star.pngTalk 01:33, 22 January 2012 (UTC)
The thing unique to gw is that it is a singleplayer online game. Even since Nightfall, players are encouraged (or even forced sometimes) to bring heroes in place of humans, and since about three years ago, they whittled down the frustrating problem of silly concepts, such as choosing a good team build when going to an elite area, and stuff like teamwork and positioning, to the ridiculously simple "join a speedclear group or log out" two-result question, where joining a speedclear group means that players team up to solo parts of UW together, and they can use the team chat together. It really exemplifies the singleplayer aspect of the game and is a beautiful example of cutting corners and getting players together, so each can pay for the usage of the totally optional conset and sometimes even have to bring personal cons to make the perfectly and carefully balanced builds actually function, because without them, the team would fail in less time than it takes a 18 fast casting mesmer to cast power drain. It is also an unique design feature of gw that fragile assassins have easy access to a skill that makes them better tanks than warriors, effectively pushing them out of every single elite pve area. And given the previous four years of updates it is clear that sc is working as designed and who am I to question the developers in their goal to produce the best online singleplayer ever? Instead I have taken the rational decision and picked Log Out. It's a real shame others haven't done the same and you still have to maintain the guild wars servers. Cheers. (/sarcasm) --Boro 10px‎ 05:57, 22 January 2012 (UTC)
Sounds pretty awesome! -- Hong 06:03, 22 January 2012 (UTC)
Actually, what really sets GW apart these days is the fact that, outside of SC/farming runs and PvP, it's turning into a single-player party-based game. You could always play solo, but 7 heroes is what really changed things around. Now you don't need to group to do anything, including even UW and DOA hard mode without consumables (although you'd need to be pretty dedicated to do those areas). Yes, GW was originally about skill > gear and an e-sports focus, but that was 6 years ago which might as well be the Stone Age.
At this stage of GW's life cycle, I'd say there is no chance that UWSC will disappear, because the disruption that would cause to the economy would be massive. Many if not most current players have the long-term objective of filling their HoM, and SCs facilitate that in a number of ways: 1) directly making ectos more available, for obsi armour; 2) driving the market for crafting materials, which allows even non-SC players to make a profit ("trickle-down" in action); 3) reducing prices across the board, making it easier to get things like Drunkard/Party Animal/Sweet Tooth, elite armours, miniature collecting, etc. Without SC you could still do all this, but it would probably take years and nobody is going to want to wait that long when GW2 is so close. -- Hong 05:56, 22 January 2012 (UTC)

moved to User Talk:Borotvaltgandalf
And who says that it isn't possible to give players viable options supporting good teamwork and positioning to get the same "progress points" while taking out unfun gaming elements? --Boro 10px‎ 17:51, 22 January 2012 (UTC)
Many things are possible. Such as, for example, your logging off GW. Of course, some things are more probable than others. Such as, for example, your not logging off GW. -- Hong 17:52, 22 January 2012 (UTC)
As said before, 1: it was a sarcasm. 2: It was said in the past simple tense as to signify a finished action in the past, because I logged out two years ago. I simply logged in now for some trolling fun. Still, if you want to discuss it, you are more than welcome to do that on my discussion page, in order to keep Robert's talkpage clean and as ordered as possible. --Boro 10px‎ 17:57, 22 January 2012 (UTC)
You think you've logged out, but you are still logged in, if you know what I mean. Consider really logging out to save yourself more grief. -- Hong 17:59, 22 January 2012 (UTC)
qft. --Boro 10px‎ 18:38, 22 January 2012 (UTC)
I'm surprised to see these concerns at all. GW has become so uninteresting to me I don't play unless it's with a group of friends. That's mostly because there haven't been any content releases to make the game interesting to play. WoC updates gave me a good 20 hours of game play each, but that doesn't last when content releases are every 4 months. The skill update changes have mostly been nerfs as of late and when they aren't nerfs there's very little synergy between secondaries or even other characters. It's been very disappointing to not have any new player or profession synergies to ponder when that was something that frequented the game for most of the game's life. The challenge of balancing was something nice to be able to think about as well, I liked ANet giving players the opportunity to influence what professions could do. Now however, the game has become rather vanilla without players having to adapt to changes. It's just disappointing to see those dynamics disappear when those were so prominent in the game previously. 02:07, 23 January 2012 (UTC)
To the IP that started this discussions, First of all I want to thank you for sharing your concerns. But I would like to ask you to stop speaking on behalf of me. It is very ok to criticize updates and I do believe that the live team takes our critics very serious. But you are stating you know what makes the players happy. I'm one of them and I want to distance myself from that claim, and kindly ask you to speak only on your own in the future. I'm very capable of giving my own opinions if I want to give them.Rumian 10:18, 25 January 2012 (UTC)
It's "to criticize" in verb form, a "critic" does this and "criticism" is the product of the process. Aside from that you are mostly right Rumian. I gave my opinion, backed up my claims (since there are not many people now even for Zbounties!), and yes practiced sarcasm. The IP (aside from being wrong) should not claim that he knows what the playerbase wants. --Boro 10px‎ 12:11, 25 January 2012 (UTC)

Paragon Major Update???[edit]

So... Paragon's have still yet to receive a large scale substantial update. Yes, the adjustment to Leadership a few months ago was nice, however that and the above mentioned update to Wild Throw(which adds a SIGNIFICANT penalty due to usage by another prof no less!) do not even remotely come close to the attention given to every other profession. Nightfall was released over 5 years ago and those 2 changes are it?!?!? All other professions have received either major overhauls &/or numerous substantial tweaks. This class has awesome potential yet receives such limited use. About the only viable build for a pug is IMBA and then only in limited places(basically DoA...)When will some attention finally be given to the Paragon profession??? -Vahlan 04:50, 22 January 2012 (UTC)

They have update plans for rangers and paragons someday, you'll just might have to wait until elemenetalist's part 2 is out, I think. Diogo da Silva 13:02, 22 January 2012 (UTC)
I have a feeling you are misreading the drawback of Wild Throw a bit, it only disables non spear-attack skills not all attack skills. It has hardly any impact on the paragon whatsoever, warriors however will lose all of their adrenaline on their attack skills so they might as well stick with Wild Blow from now on. And yeah i agree i also was hoping to see a paragon update before the elementalist and expected it to be done after the dervish with the paragon focus groups going around almost begging for a paragon update. However as someone who has made a suggestion about the paragon i noticed one thing and that is to come up with working skil function for the chants since their names and design don't really allow much flexibility in function. Then there still is the lack of counter to the chants and shouts and the imbalance it brings along with it. To design workong supportive skills is also qute a hassle to do and to let it all work out properly and have it balanced is a large undertaking for a professions that is known to be imbalanced. Da Mystic Reaper 16:54, 22 January 2012 (UTC)
"Despite how innovative this is, we feel that this type of skill should require investment in Spear Mastery to be effective, but don't want to link it to Leadership lest it take away from legitimate A/P or R/P builds."
So why not make it have an attribute requirement, similar to Gale? --Riddle 05:58, 23 January 2012 (UTC)
"The Wild Throw change you propose was considered but since these Warriors tend to already run pure Hammer Mastery/Strength, we felt it wouldn't really be a huge sacrifice to lose a little of one in order to get to 5 or even 8 Spear Mastery." Up above. 08:32, 23 January 2012 (UTC)
Then make it require spear mastery 10. That will be an investment. --Boro 10px‎ 12:55, 23 January 2012 (UTC)
But what i wonder is will people really take the trouble to invest 8+ (ideally 9 or more) just to remove a stance? But i understand what robert means, players could easily go 12-10-8 or 11-11-10 with their points without losing much effectiveness of the builds they are using. Da Mystic Reaper 13:17, 23 January 2012 (UTC)
points lost in str and wpn mastery are reductions in spike and pressure damage, and will affect the effectiveness of those builds. If that's not enough make it require a chant or shout to be on the attack user. --Boro 10px‎ 14:40, 23 January 2012 (UTC)
If it needed a shout or chant, this skill would be useless on non-paragons professions, and that's not the intention behind the change. The idea is to tone down the power of Hammer warriors only. Diogo da Silva 15:08, 23 January 2012 (UTC)
But it can be done without trashing the skill combined with other professions. And why would a simple shout or chant requirement mess this up is beyond me. There are perfectly viable skills that can be used to meet the new requirement, and don't forget that we are waiting for a paragon update. --Boro 10px‎ 18:27, 23 January 2012 (UTC)
But in the end the change does not affect primary and secondary paragons using spear attacks with investment so no harm done. Da Mystic Reaper 18:46, 23 January 2012 (UTC)
Yeah I know late to the party but.... It's actually been 3 years since they were buffed on more than a couple skills. It didn't help with Motivation or Spears or deal with the the "Save yourselves" issue at all but it did help in other ways. PS: make spears penetrate like a railgun in PvE Rob, you know you want to! :D --ilrUser ilr deprav.png 09:00, 25 February 2012 (UTC)
RAilguns?! RAILGUNS?!!! THIS IS GUILDWAAAARS! --Boro 10px‎ 13:07, 25 February 2012 (UTC)


Even you? --Boro 10px‎ 14:25, 6 February 2012 (UTC)

MLP? What's that? What's with the abbreviations everywhere all the time? MithUser MithranArkanere Star.pngTalk 16:26, 6 February 2012 (UTC)
MLP = My Little Pony: Friendship is Magic. Robert is totally a brony, locked in a heated contest with Zack as to who is the superior brony. John Stumme 19:30, 6 February 2012 (UTC)
Oh, gods. Another soul lost to realms of chaos. MithUser MithranArkanere Star.pngTalk 00:00, 7 February 2012 (UTC)
I have only seen the old one (the movie I guess with the witches summoning zerg creep everywhere), plus some snippets from youtube (flutershy killing a bear, Scott McNeil's chief thunderhooves voice acting replaced with the chaos lord from dawn of war soulstorm (who was also him), and of course the argument over some oriental shadow dragon being chaos, or something like that), so I don't think I can properly judge this matter, but there is surprisingly many adult content in there for Robert and other bronies to enjoy. --Boro 10px‎ 19:10, 9 February 2012 (UTC)
With 'realms of chaos' I mean all those annoying colorful things. You know, rainbows, high-saturation colors everywhere, high-pitches voices, too many movement all over the place, slaads... the kind of things that make you wish the entire world was permanently at night and looked like the city Agent Smith created in the Matrix movies. Another example can be seen in the Indie Game Terraria, with the Hollow. The place gets filled with fairies and unicorns and rainbows and jingly music... it's a nightmare! MithUser MithranArkanere Star.pngTalk 23:18, 9 February 2012 (UTC)
I know. It's still better gameplay-wise than the corruption. And yeah. The unicorns sound like friggin pigs when I hit them. (Farming them for horns, while killing pixies for pixie dust.) --Boro 10px‎ 14:30, 10 February 2012 (UTC)

Flux - Jack of all trades[edit]

In my opinion this flux is not equal for all professions. The warrior for instance if using this flux loses the efects of the sentinel´s insignia, leaving him with less 20 armour against elemental damage. This with the 15% damage increased for professions that use this flux is unfair to warriors leaving other professions to much OP. I belive when i read your text - August 15, 2012 – Flux Changes - that this was not the objective for the flux. Now is to late to change but maybe in the future this will change?? Thanks 23:03, 22 August 2012 (UTC)