Talk:Game updates/20070618

Critical agility bug?
I have found that when critical agilit is reaplied with a critical hit it's duration does not increase with your critical strikes level, wich means it only last 4 seconds with each re-aplication. I hope this is a bug because this makes it almost impossible to mantain critical agility continiously during a fight.-Leader of Armys 20:27, 18 June 2007 (CDT)
 * yea i was finding this as well, and ive addedd it to its page, it will get fixed soon ^^--Diddy Bow 20:29, 18 June 2007 (CDT)
 * Most likely due to the change they made; they reduced the duration, added the bonus, but forgot to make sure the coding would count the bonus when it reapplies. Minor oversight on their part, I suppose, and should be an easy fix (just depends on how long it takes them to notice it and actually get around to updating). --[[image:GEO-logo.png]] Jioruji Derako.> 05:28, 19 June 2007 (CDT)

Balancing =/= Nerf it to hell
Seriously. Those nerfs makes those skills pointless to bring. At least "Raise Alliance reputation" is worth doing again. --8765 20:47, 18 June 2007 (CDT)

No, just doesn't make them Imba. Reg skills beter than elites? Now really. Readem (talk *contribs ) 20:54, 18 June 2007 (CDT)
 * Ill tell you this, Elemental Lord has lost its spot on my skill bar. No longer worth it. Its PvE for crying out loud. what are we going to do? exploit some enemy monster? *goes and rants somewhere else*~ Zero rogue x 03:59, 19 June 2007 (CDT)

Even though the skills are meant for PvE, they affect the P's in it, I guess. What if every party required three paragons and all elementalist to be saviours of their allegiance? --–Ishmaeel ping/peek 04:31, 19 June 2007 (CDT)

The elemental lord change was wtflol &mdash; Skuld 04:37, 19 June 2007 (CDT)

Typical ANET.......give you something really good, then nerf it .......so its practically worthless. I dont think I'll be trading 100k faction for any of those skills; after all, they're not elite, right? ;P Andraste Athena68.54.131.134 05:19, 19 June 2007 (CDT)

It was very odd why they added awesome skills with obivous uses into the game, then just kill em with a nerf. I agree with the changing a few of the skills to require the primary attribute a little bit, but to just suddenly ruin skills such as this and Intesity is silly. I serious think Anet does not look at how they updats affect Pve game plan much. I mean the remains of shalja "glitch", how the hell didn't Anet know it was used for a farm, how did they think is was easy to get Sunspear max title. Solus  06:03, 19 June 2007 (CDT)
 * Well, I can understand, if ANet wanted to see how these skills would work out, you don't start out small and work your way up until they get overpowered; you start big, then see what needs to be fixed. But it would have been nicer if perhaps, they let everyone try out the skills for a week (e.g., everyone has the skills for free, but only during the event). That way, they can balance and tweak as much as they like, without screwing anyone over. At the end of the week, nobody can complain "well that skill was a big waste for me, I got it and then they nerfed it so it's just a waste of my faction now".
 * I imagine though, these skills are fun to design for the developers; a lot of the new skills had unique ideas and effects, such as Shadow Sanctuary's great effect coupled with a nasty drawback that just screams "work around me!". Trying to release a normal skill like those would be suicide for the developers, but making them PvE gives ANet a good chance to really see how the community likes an idea, or dislikes an idea, without the issue of PvP balancing an whatnot. All in all, I'm still glad they managed to release these skills, and I hope ANet gets into the habit of doing this more often (though just with a tweak or two to their methods, maybe). Give the developers a nice chance to try out quirky skill effects, and give the PvE'rs a nice new set of skills to play with. --[[image:GEO-logo.png]] Jioruji Derako.>  06:16, 19 June 2007 (CDT)