Feedback talk:Game updates
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[edit] Looking back archive plz
- → moved from Feedback_talk:Linsey_Murdock#Looking_back.
TL;DR gogogo
Zaishen quest/bounty: instead of diverse teams doing a variety of the optional objectives, 98% of players just want Hardmode AND Bonus, and they expect minmaxxed PvX builds. If I don't have both of those, I get kicked or I don't get a team at all. Wasn't this supposed to make teaming better?
Strength_of_Honor -- This ones seems to be working fine, no complaints. Infact it's a ton of fun with the new pet buff and makes other less popular Smiting builds feasible alternatives to RoJ spammers :p
Goon Changes -- Massive list of things, but only in Command and Leadership... This is the part I DON'T get. It was Spear attacks and Motivation that were lacking the most in PvE. Command and Leadership were already almost perfect (except for the Elites). None of these changes granted Goons the option to deal more AoE damage or even begin to compete with monks & rits for Healing. And while the changes to offensive shouts like
"Go for the Eyes!" and
"Find Their Weakness!" were nice, they just don't compete with the DPS that Strength of Honor puts out.
Dervish Changes -- The only changes to Mysticism powers, were basically nerfs. IE:
Meditation is even more complicated to use in teams now b/c someone else(usually the AI) is always slapping an enchant on me (sometimes while I'm casting it) and robbing me of my energy gain.
Melandru's Assault -- Also a buff that feels more like a nerf b/c it's very low untyped damage. Meanining it has no synergy at all with any other skills. It doesn't add to the damage your pet does or combine with any of the buffs on your pet. It doesn't trigger any other skills or interact in any way.
Masochism -- this might just be a bug, but I've experienced it several times now, where the Sac% added by Masochism when used with Blood of the Master seems to multiply for every Minion in your area instead of just for every minion you control. And it Doesn't trigger DarkAura for every iteration either. For example: Normally one use of BotM with 9 or 10 minions in your control only takes about 30% of your health. But for some reason I've seen the Sac% randomly triple leading to instant death. It's leading to some really annoying suicidal A.I. behavior in heroes that not even BiP'ers are prone to.
Signet of Deadly Corruption -- Is now superior to Signet of Suffering. Was this just an oversight or was this intentional?
--ilr
22:02, 2 September 2009 (UTC)
[edit] "Can't Touch This!"
"Can't Touch This!" - PvE skill does not work accordinly to its descrition: it only appies on party members instead of allies.
Jaxom 01:17, 6 September 2009 (UTC)
- Post this either on the specific update page, or on the Feedback:Bug reports/Skill bugs page. -- Wyn
talk 23:55, 10 September 2009 (UTC)
- Posted, you can archive this one. Jaxom 06:53, 11 September 2009 (UTC)
[edit] Guild Hall changes as per Oct 30 2009
Changing the Guild Halls so you can't add heroes to your party anymore was a bad call.
Not from a PvP point of view, looking from that chair I really like it.
PvE however loses THE big central staging area for every guild or alliance activity.
The halls are quiet as far as local chat goes, have all traders etc packed in one area, perfectly suited for equipping, rebuilding and reskilling teammates as well as heroes, usually letting you form a party that is then transported to the PvE area which is about to be played.
Now however, you can't even post builds to your teammates anymore without having to dig deep in your saved builds for some time. The quick way was to just add your Tahlkora, hit the button and post the build in Team Chat if you want a monk build for your buddy. Or even add the hero, then hit its load button to see all your respective saved builds, open one and post it.
For repeateable things like dungeons, missions, the Halls were the areas in between. Win, go guild hall, sell, go back, take the quest again and go right back in. Now also made difficult to the max, forcing you to re-add heroes every time you go there to quickly buy/sell stuff or check the price for your findings at the traders.
In my (and as the talk page for the update reveals, not only my) opinion, you should adress that issue slightly different.
Let's say, grey out the "Start Battle" button as long as heroes are in the party. Or replace it entirely with a "remove Heroes" button if heroes are present.
Or use the same duality that the Isle of the Nameless has to offer, PvE being standard and PvP being an optional instance that the Guild Lord (and maybe the map, via district list) lets you travel to.
The only PvE area that is nearly as useful as the Hall is the Eye of the North, yet it's almost always crowded and by that makes sorting team members prety difficult at times.
Please, give us back our beloved PvE staging area. It was the only and most important use left for us PvE players that we had for the Hall.
--Golgarit Raven 03:44, 30 October 2009 (UTC)
- I second and third that suggestion. The Guild Hall isn't just a PvP-staging area, it's the sanctuary for PvE-players to meet up, setup builds and equipment for their heroes.
- Please give that back to us, you can add checks for the PvP-activities and heroes instead of ruining the Guild Hall for PvE-players.
- - Kherec 11:05, 30 October 2009 (UTC)
- Thanks a thousand! :) Fixed it. --Golgarit Raven 22:47, 30 October 2009 (UTC)

