GameAmp Fansite Network Gamer Shirts, GameAmp T-Shirts
Change Game Sites   
About GameAmp, Inc GameAmp Staff Register for a free account
GameAmp Login GameAmp Password
GameAmp Homepage
GameAmp Game MapsGameAmp Game ListLatest Video Game NewsVisit the Video Game ForumsGame Item AuctionsFind Gamer FriendsGame Screenshots
Video Games Subnav
GameAmp Information

GameAmp: Update June 19th, 2007

clear gif
Forum >> General Discussion >> General Discussion >> Update June 19th, 2007

 
User Message
Il Onlyblue Il Profile
Il Onlyblue Il
View Profile of Il Onlyblue Il
Posts: 1
Joined: 01/22/2007
Credibility: 0 pts
Update June 19th, 2007 

Taken from Official Guild Wars Update page
QUOTE

Update - Tuesday June 19
Skill Updates

    Assassin

        * Critical Agility: fixed a bug that shortened this skill's duration when it reapplied itself.


    Elementalist

        * Frozen Burst: decreased duration to 3..8 seconds.
        * Mark of Rodgort: increased recharge time to 15 seconds.
        * Searing Flames: decreased damage to 10..100.


    Mesmer

        * Conjure Nightmare: decreased duration to 2..16 seconds.
        * Conjure Phantasm: decreased duration to 2..16 seconds.
        * Hex Eater Signet: decreased casting time to 1 second, decreased recharge time to 25 seconds, decreased Energy gained per Hex to 1..4.


    Monk

        * Convert Hexes: decreased recharge time to 12 seconds.


    Necromancer

        * Faintheartedness: decreased duration to 3..28 seconds.
        * Reaper’s Mark: increased recharge time to 12 seconds.


    Ranger

        * Nature's Renewal: increased Spirit level to 1..13.


    Warrior

        * Crippling Slash: increased adrenaline cost to 6 strikes.
        * Enraging Charge: decreased adrenaline gained to 0..4 strikes.


They sure weren't kidding about the Skill balance week. Here's the Second skill update so far this week...



***THIS POST HAS BEEN EDITED***
06/20/07 02:36 Login to rate this user's post!
great inferno Profile
great inferno
View Profile of great inferno
Posts: 3
Joined: 04/03/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

and yet again SF is hit again with the nerfbat...



06/20/07 02:38 Login to rate this user's post!
mriswith Profile
mriswith
View Profile of mriswith
Posts: 121
Joined: 03/09/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

Searing Flames.... expected. For PvP a welcome balance; for PvE it is a nightmare.

EDIT;
strange; conjure phantasm and nightmare used to be 2-12... now its 2-16; why did they say decreased when it is increased



***THIS POST HAS BEEN EDITED***




necromancer all the way
06/20/07 02:45 Login to rate this user's post!
Outcast_Of_tyria Profile
Outcast_Of_tyria
View Profile of Outcast_Of_tyria
Posts: 4
Joined: 07/06/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
strange; conjure phantasm and nightmare used to be 2-12... now its 2-16; why did they say decreased when it is increased 





it was temporarily increased to #....17



***THIS POST HAS BEEN EDITED***



06/20/07 03:10 Login to rate this user's post!
Evil Geek Profile
Evil Geek
View Profile of Evil Geek
Posts: 15
Joined: 10/18/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
Searing Flames.... expected. For PvP a welcome balance; for PvE it is a nightmare.


It is a week to try and balance things with the introduction of the new sunspear/faction skills. Intensity is being used alot with SF so it is like they give with one hand and take away with the other on this one, it almost forces you to use that extra skill to get near the same damage, balanced with the effect Intensity has with the other skills in your skillbar there is still an improvement from using it.




• Guild Wars: Mutants [MU] • Age of Conan: Ampian Forerunners •
06/20/07 03:19 Login to rate this user's post!
mriswith Profile
mriswith
View Profile of mriswith
Posts: 121
Joined: 03/09/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

With entensity Searing Flames gets back to its 'normal' damage in PvE; but since intesity can't be used in PvP; i wonder why Searing Flames is considered overbalanced :) It is a nasty skill to get cast on you; but using interrupts; extinguish dazed etc. can easily overcome the skill.



***THIS POST HAS BEEN EDITED***




necromancer all the way
06/20/07 03:47 Login to rate this user's post!
eiirish Profile
eiirish
View Profile of eiirish
GameAmp Staff
Posts: 9
Joined: 11/03/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

I like the update. Skills that was a bit to powerful got adjusted.



USEFUL LINKS:
• Using Images
• Guide Guidelines
• Signature Size
• Forum Rules
• Forum FAQ
• HTML Signature
• Avatar & Signature test
• Video Links



06/20/07 04:18 Login to rate this user's post!
dragoniusx Profile
dragoniusx
View Profile of dragoniusx
Posts: 41
Joined: 09/09/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

Faintheartedness has been in the game for nearly 2 years now and its now they decide to nerf a skill that requires none...



06/20/07 05:31 Login to rate this user's post!
Solas Alainn Profile
Solas Alainn
View Profile of Solas Alainn
Posts: 2
Joined: 11/26/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

weakened some ele things.....hope the bring E lord back up to 2 atb instead of 1..




- sig made by Testbug272

Gw- lv.20 solas alainn unfortunatly no stats page as of yet
My WoW stats
My BF2 Stats
Css-brothers account :P
06/20/07 05:52 Login to rate this user's post!
The True Myth Profile
The True Myth
View Profile of The True Myth
Posts: 19
Joined: 10/05/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
Faintheartedness has been in the game for nearly 2 years now and its now they decide to nerf a skill that requires none...


Play pvp and comment after... All of these skills were changed to wrok better in pvp...
And when i say pvp i dont mean reapers mark necro with faintheartedness in ra...
and to explain better, faintheartedness on a hexnecro with coverhexes and mesmer with migraine and signet of humility has been the meta for a while, in case u havent noticed, and if you try playing a warrior you know that faintheartedness is way too powerful for the cost, recharge amnd duration... atleast this made it a little better.

i dont like nerf to enraging charge and cripple slash
enraging charge get break point of 3 adren at 10 strength and i only use 9 strength in my buuild... now i have to go 10 tactics 10 strength instead of 9 and 11



***THIS POST HAS BEEN EDITED***



06/20/07 06:02 Login to rate this user's post!
Xellois55 Profile
Xellois55
View Profile of Xellois55
Posts: 1
Joined: 05/18/2007
Credibility: 0 pts
RE: Update June 19th, 2007 

Im glad they solved Critical Agility for assassin, i send a bug report about it why TH i only got +1 second with each critical hit, while it says ''reapplies'' without saying how much.

Pretty fast cause i had a reply within an hour, was indeed a bug *phew*, i really love it for my assassin and it would be a waste if it was nerfed already :P



06/20/07 06:14 Login to rate this user's post!
dragoniusx Profile
dragoniusx
View Profile of dragoniusx
Posts: 41
Joined: 09/09/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE

Play pvp and comment after... All of these skills were changed to wrok better in pvp...
And when i say pvp i dont mean reapers mark necro with faintheartedness in ra...
and to explain better, faintheartedness on a hexnecro with coverhexes and mesmer with migraine and signet of humility has been the meta for a while, in case u havent noticed, and if you try playing a warrior you know that faintheartedness is way too powerful for the cost, recharge amnd duration... atleast this made it a little better.


I do play Pvp ty, im aware of Faintheardness being a tad overpowered on a melee type enemy. And faintheartedness isnt only used in a reaper's mark necro alright?
Whether its 35 seconds or 28 seconds, you're either dead, its removed or reapplied by that time so how has this been an improvement to all you melee players who cry about skills like this? Learn to analyse and play outside of the meta.



06/20/07 06:22 Login to rate this user's post!
Wyat_hawke Profile
Wyat_hawke
View Profile of Wyat_hawke
Posts: 64
Joined: 06/16/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
Necromancer

        * Faintheartedness: decreased duration to 3..28 seconds.
        * Reaper’s Mark: increased recharge time to 12 seconds.


If this was the intended nerf for faintheartedness, I'm not very satisfied. I won't matter how much shorter that duration is, as long as you can recast it after 8 seconds. Same goes for Reaper's Mark, it lasts for a full 30 seconds! You just cast on the hex, and wait... If they really want to balance those skills, I suggest that they up the recharge time.



06/20/07 07:02 Login to rate this user's post!
thaskippy Profile
thaskippy
View Profile of thaskippy
Posts: 28
Joined: 06/15/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

they should up the recharge on most hexes...
i think it should be normal when the duration is longer than the recharge but when the duration is 3 times the recharge it gets a little out of hand.



plz clickzors, i need t3h viewz !
06/20/07 07:26 Login to rate this user's post!
johny bravo Profile
johny bravo
View Profile of johny bravo
Posts: 21
Joined: 07/14/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

There is always somehitn gwrong with the game. The hexes are too long, this is over powereed. The thing is the hex duration SHOULD be longer then the recharge if not hex removal would simply make them useless. With all the hex removal skills out in the game now (a couple of which remove both the cover hex and the important hex) you need to be able to cast your hexes frequently to make sure they are actually doing somehting productive for you team.

All increaing the hex recharge time would do is make many skill useless as once they are roemoved you have to wait 15-20s to even cast them again. How effective would a necro or hex-mesmer be ifhe had to just sit around with full energy waiting for recharge.

The meta-game is an ever shifting monster between spikes, condition, and hex teams. You just need to take this in consideration when designing your counter. If you see a lot of SF teams, bring extinguish, a lot of hex teams take a diver hexes monk. The counters are out there, it not a-nets job to make every profession equal its just to prevent one from dominating PvP or taking over another proffesion primary job(like the necro healer pre-Soul reaping nerf)




The true test of any technology is its ability to obtain porn.
06/20/07 07:50 Login to rate this user's post!
Lady Alica Profile
Lady Alica
View Profile of Lady Alica
Posts: 7
Joined: 01/02/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

Hmm...looking at SF and MoR, I'd better consider changing my AB build =/ The SF doesn't hit it that badly...the Mark of Rodgort recharge though...ow.



***THIS POST HAS BEEN EDITED***



Do not meddle in the affairs of dragons...for you are crunchy, and good with ketchup.

Thanks to Mike for the siggie =)
06/20/07 08:21 Login to rate this user's post!
dragoniusx Profile
dragoniusx
View Profile of dragoniusx
Posts: 41
Joined: 09/09/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

So true johny, +cred ^^



06/20/07 08:23 Login to rate this user's post!
Keo Profile
Keo
View Profile of Keo
Posts: 10
Joined: 06/12/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

ANet seems to have this idea that if 2 teams face off they should be even, no one has an advantage because everything is fair. So we will eventually get to a point where neither team can win because the balance is so perfect.

Apply this to a team sport of your choice...

Team A aren't allowed to use Player X because team B don't have a counter. Can you really imagine the teams star player sitting on the bench because he gives his (or her) team an unfair advantage??

Oh and I love in real life when 3 lions sit out of the hunt because otherwise it's not fair on the Gazelle.

I can see some of the reasoning but sometimes ANets methods = madness :/



Forum Rules |-| Adding sigs and images |-| Guidelines for Guides |-| GuildBase
06/20/07 08:52 Login to rate this user's post!
The True Myth Profile
The True Myth
View Profile of The True Myth
Posts: 19
Joined: 10/05/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
ANet seems to have this idea that if 2 teams face off they should be even, no one has an advantage because everything is fair. So we will eventually get to a point where neither team can win because the balance is so perfect.

Apply this to a team sport of your choice...

Team A aren't allowed to use Player X because team B don't have a counter. Can you really imagine the teams star player sitting on the bench because he gives his (or her) team an unfair advantage??

Oh and I love in real life when 3 lions sit out of the hunt because otherwise it's not fair on the Gazelle.

I can see some of the reasoning but sometimes ANets methods = madness  :/



No, its just a soccer. Both teams have 11 players, there is no imbalance, both have same tactical choices. But now instead Individual skill of each player will decide the outcome instead of Team A not having the counter for Team B's build on Map A, also known as Build Wars... This made pvp alot more fair and much better.




06/20/07 09:12 Login to rate this user's post!
thaskippy Profile
thaskippy
View Profile of thaskippy
Posts: 28
Joined: 06/15/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
There is always somehitn gwrong with the game.  The hexes are too long, this is over powereed.  The thing is the hex duration SHOULD be longer then the recharge if not hex removal would simply make them useless.  With all the hex removal skills out in the game now (a couple of which remove both the cover hex and the important hex) you need to be able to cast your hexes frequently to make sure they are actually doing somehting productive for you team. 

All increaing the hex recharge time would do is make many skill useless as once they are roemoved you have to wait 15-20s to even cast them again.  How effective would a necro or hex-mesmer be ifhe had to just sit around with full energy waiting for recharge. 

The meta-game is an ever shifting monster between spikes, condition, and hex teams.  You just need to take this in consideration when designing your counter.  If you see a lot of SF teams, bring extinguish, a lot of hex teams take a diver hexes monk.  The counters are out there, it not a-nets job to make every profession equal its just to prevent one from dominating PvP or taking over another proffesion primary job(like the necro healer pre-Soul reaping nerf)



as i said i think it is normal that the duration is longer than the recharge. but when the the duration is 30+ and the recharge is less than 10 seconds, it is a bit too good. and as for ''all the hex removal skills'' most of them suck like hell unless they are elites (and hell sucks btw...)




plz clickzors, i need t3h viewz !
06/20/07 09:29 Login to rate this user's post!
thaskippy Profile
thaskippy
View Profile of thaskippy
Posts: 28
Joined: 06/15/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
ANet seems to have this idea that if 2 teams face off they should be even, no one has an advantage because everything is fair. So we will eventually get to a point where neither team can win because the balance is so perfect.

Apply this to a team sport of your choice...

Team A aren't allowed to use Player X because team B don't have a counter. Can you really imagine the teams star player sitting on the bench because he gives his (or her) team an unfair advantage??

Oh and I love in real life when 3 lions sit out of the hunt because otherwise it's not fair on the Gazelle.

I can see some of the reasoning but sometimes ANets methods = madness  :/


I totally agree with you that there should be a difference between skills but sometimes the difference is a bit too big. i mean there aren't that many ele's that use SF because it is so original to use it, they use it because it is overpowered, at least that is why i use it...



***THIS POST HAS BEEN EDITED***



plz clickzors, i need t3h viewz !
06/20/07 09:42 Login to rate this user's post!
Chrisworld Profile
Chrisworld
View Profile of Chrisworld
Posts: 8
Joined: 07/12/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

ANOTHER UPDATE??????

Well this update MOSTLY affected my Master of Whispers' Build.....



***THIS POST HAS BEEN EDITED***



06/20/07 10:31 Login to rate this user's post!
hat-of-doom Profile
hat-of-doom
View Profile of hat-of-doom
GameAmp Staff
Posts: 492
Joined: 12/06/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
ANOTHER UPDATE??????


YES!!!!!!!!!!!1



"Quis custodiet Ipsos custodes. - Who watches the watchmen?"

Studies show that 92% of forum users have one of these in their signatures. If you are part of the 8% that will never have one, add this to your signature.
06/20/07 10:31 Login to rate this user's post!
thaskippy Profile
thaskippy
View Profile of thaskippy
Posts: 28
Joined: 06/15/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

hump de bump



plz clickzors, i need t3h viewz !
06/20/07 11:00 Login to rate this user's post!
HackingHippie89 Profile
HackingHippie89
View Profile of HackingHippie89
Posts: 1
Joined: 03/06/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

hmmm only kinda mad about the cripslash/enraging lunge nerf but hey that happens, and these arent permanent changes changes so just chill if they didnt nerf sf it would be far to overpowered with intensity for farming things, with these and the armor nerfs eles have taken a hell of a hit



06/20/07 23:48 Login to rate this user's post!
Belshazaarswrath Profile
Belshazaarswrath
View Profile of Belshazaarswrath
Posts: 6
Joined: 12/29/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
Faintheartedness has been in the game for nearly 2 years now and its now they decide to nerf a skill that requires none...

It is pretty nasty in pvp actually. It's shadow of fear meets parasetic bondx2-health gain. It HURTS when they use it on melee classes. The only thing thus far that hurts me personally is the armor and sfa nerf. I hate it and I hope they switch it back. The only thing I do has been increased in difficulty when it was hard enough to use as it is...soo I hope they fix that.




06/21/07 01:50 Login to rate this user's post!
thaskippy Profile
thaskippy
View Profile of thaskippy
Posts: 28
Joined: 06/15/2006
Credibility: 0 pts
RE: Update June 19th, 2007 

i never hated the skill changes, it makes the game feel new again...



plz clickzors, i need t3h viewz !
06/21/07 02:06 Login to rate this user's post!
Charlotte The Harlot Profile
Charlotte The Harlot
View Profile of Charlotte The Harlot
Posts: 4
Joined: 11/07/2005
Credibility: 0 pts
RE: Update June 19th, 2007 

QUOTE
QUOTE
ANet seems to have this idea that if 2 teams face off they should be even, no one has an advantage because everything is fair. So we will eventually get to a point where neither team can win because the balance is so perfect.

Apply this to a team sport of your choice...

Team A aren't allowed to use Player X because team B don't have a counter. Can you really imagine the teams star player sitting on the bench because he gives his (or her) team an unfair advantage??

Oh and I love in real life when 3 lions sit out of the hunt because otherwise it's not fair on the Gazelle.

I can see some of the reasoning but sometimes ANets methods = madness  :/



No, its just a soccer. Both teams have 11 players, there is no imbalance, both have same tactical choices. But now instead Individual skill of each player will decide the outcome instead of Team A not having the counter for Team B's build on Map A, also known as Build Wars... This made pvp alot more fair and much better.


Very good point if one type of build is in general harder to counter/ more powerful it just becomes a rock paper scissors type game if you don't have enough removal you lose not skill like it should.

The hexes being nerfed have been too powerful for a while and although its not a huge nerf it still helps the problem.



06/21/07 02:13 Login to rate this user's post!

clear gif
Don't Forget! - Rate users posts to reward or demerit their posts with Credibility!
GameAmp Footer