Talk:Game updates/Archive16

Nerf here nerf there nerf everywhere
I've had enough of this pathetic shit, Isaiah that dumb idiot is destroying this game right in front of your noses. Covered as a "PvP/PvE split" they have already started their campaign of slowly destroying Guild Wars subtly. Just subtly, not to a point that makes you quit, no, they are just subtly nerfing just so much that you think "ah it's getting worse and worse...anyways..Guild wars 2 will ROCK i bet!". But not with me. Assassins are nothing but a shadow of themselves anymore, incapable of doing any real spiking. Why would I use an Assassin over a Warrior now. First it was fine, when you could still play alternatives like a scythe-sin. But then that got nerfed too. Maybe escape into a shutdown build? Nerfed. A critical bow build? Heck, rangers are running around with scythes, staves, everything, just not bows cause they suck so hard and have so little good elites (burningarrowkthxbye). Buuut maybe you could use the assassin as a farm character? I mean after all we have shadow fo- ... oh it got nerfed to death, just like Shroud of Silence - first buffed so it takes no skill, then nerfed so it STILL takes no skill and is a bother to use... They're destroying this game, and when Guild Wars 2 is out and has sufficient buyers, they will take it off I bet. --62.158.105.221 19:48, 11 July 2008 (UTC)
 * I laughed when he said that Rangers don't use bows. Apply poison and D-Shot is all that is needed for a good ranger build. 193.91.164.176 22:16, 11 July 2008 (UTC)
 * Yes, rangers suck with bows, this is why a vast number of top 100 guilds use them. Lord of all tyria 22:18, 11 July 2008 (UTC)


 * He does have a point tho. 81.71.25.43 05:23, 12 July 2008 (UTC)
 * DShot=god, attach it to ANY build that either uses a bow or doesn't need a weapon (so you can have a bow with you) and you're gonna give the entire other team a massive headache. And honestly guys, the PvE/PvP split is probably one of the best ideas Izzy has ever had (if you can even call that HIS idea, since it's the most hideously obvious thing in the world to do) --Gimmethegepgun 05:29, 12 July 2008 (UTC)


 * Top guilds use rangers? Since when? --Lady Raenef 12:17, 13 July 2008 (UTC)


 * Since the damn Dawn of Time, all the way till this very day. Also, new comments go on the bottom. Not between 2 people's messages. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  12:23, 13 July 2008 (UTC)


 * Really? When did Guild Wars have invisible dye? I sure want some. --Lady Raenef 12:30, 13 July 2008 (UTC)


 * Seems you've never seen a good guild GvG, eh? --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  12:31, 13 July 2008 (UTC)


 * Seems you don't watch enough... Paragon > Ranger. --Lady Raenef 12:33, 13 July 2008 (UTC)


 * DShot > Chants, ololz. Paragons aren't really uber anymore. Anyhow, go look at top GvGs, adn count the Paras and Rangers in normal teams. Rangers will massively outnumber Paras. Defo. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  12:35, 13 July 2008 (UTC)


 * Whatever you say. Point is, Shadowsteps are ruined. No one likes it except for those who don't use assassins.--Lady Raenef 12:39, 13 July 2008 (UTC)

(indent reset) Great. Now, in Izzy's desire to fuck up over-stepping bastards, he as inadvertently drawn my ire, for he has nerfed the one skill that made my ele awesome in PvE... Guess I could switch to a E/N and use Consume Corpse when I want to Star Burst the hell out of someone. Still though... Le sigh... talk 20:45, 13 July 2008 (UTC)


 * Gee wiz, havent you ever seen them undo a skill balance before? Im sure they will see how crappeh sins are without spikeability and rebalance sins again, chill man, theres a skill balance every freakin month. (GW-Kiron 21:36, 13 July 2008 (UTC))


 * Eeh, I'm not bein pissy, just sayin it seems slightly contrived. Maybe a .5 second aftercast would  be more acceptable.  I tested it, and the aftercast is so barely noticeable when I'm starbursting that it hardly matters.  It might kill me in PvP, but that draws so little of my attention nowdays its not even worth mentioning.  [[Image:RHSig.jpg]] talk 07:40, 14 July 2008 (UTC)


 * "Why would I use an Assassin over a Warrior now." Ah, you see, that is the point. It's called balance. The point is to have a situation where Assassins are better than Warriors in some aspects, but weak in others. Sure, the game has tipped the balance in ways, but that's completely out of player creativity. What's a guy to do but adapt to current trends? We can't have one build winning 'every single time.' It just doesn't work out. ThetaRepublic 06:08, 16 July 2008 (UTC)


 * Its called balanceschmalance, stop talking BS, you know just as well as every other Guild Wars player that assassins have become totally useless over time. Noone uses them anymore, since they can't do what they were designed to do anymore: Surprise and spike. Izzy Cartwrong failed horribly and destroyed the class. Warriors have superior armor, damage and aren't as suspectible to block. While it is true that it's easier for a sin to stay clear from blind, what use is it if you tickle an enemy with your weak daggers every 12-15 seconds of a daggerchain? (Chainconcept is broken anyways.)
 * "What's a guy to do but adapt to current trends?" Thats what we did. And the new build got nerfed. We did it again. It got nerfed again. And now there is no effective build left. Class is useless. --62.158.95.5 12:33, 21 July 2008 (UTC)

Not at all! I use my sin as my main, he has been my main and i pretty much only play him. The A/D death blossum farmer rocks in PvE, and for PvP take an assasins promise snare sin. I use the ap sin in PvP when i go in, and save my teams but, ab that is. In Gvg and others, SA is good. In pve, just make ur own build. Heck, I have seen people make elles beastmasters with AoE fire skills. Use ideas from different classes to make sins useful again. A-net nerfing every good build was tough, but they r supposed to be hard to play. I dont want my build to be leaked ,but my elite is heal as one, and it works FINE in pve. It does great in hard mode. SO i dare any of you to say sins are completely useless!!!--Murderer Bomb 02:44, 30 July 2008 (UTC)
 * Sins are useless. Any other physical class outstrips them by far. --Shadowcrest 03:01, 30 July 2008 (UTC)
 * They aren't useless yet, but are slowly becoming underpowered to the point where they need higher armor and some other buffs. Shattering Assault Sins are still great for PvP, and Moebius Strike+HotO can take down most foes. ــѕт.  мıкε  03:07, 30 July 2008 (UTC)

See theres a little thing called spike once tanks rush in. You let the tanks rush in, THAN you jump in and kill. You dont rush in right away to just die. And if they are 'useless', how come my friend with ursan died just the same as me, he was a warrior, when i came in right with him, let him fight and me fight, minions taking damage,he died first. All sins need r blocking skills and armor + skills. Critical agility FTW!!!!!--Murderer Bomb 03:11, 30 July 2008 (UTC)
 * Sins still pwn PvE, but it's PvP that they're beginning to become underpowered in. Their ability to spike was nerfed pretty hard, but they still deliver high amounts of DPS if used right. ــѕт.  мıкε  03:15, 30 July 2008 (UTC)
 * PvE spiking just doesn't work well, particularly with assassins. Foes have higher armor and too much health for assassins to take advantage of. And strip enchantment > assassin. Ele > blocking. Sins can still moebius/DB, I think. But other than that, why take a sin over anyone else?... --Shadowcrest 03:18, 30 July 2008 (UTC)

Sins can still open a spike, combined with another player, and duo in pve more or less. in pvp yes, they r weakened, but they just need a different strategy than just 1, 2, 3, 4, HEAL. They need different roles than spike
 * I think you mean 1-2-3-4-5-6-7-REZ for PvP. XD ــѕт.  мıкε  03:36, 30 July 2008 (UTC)

" I dont want my build to be leaked ,but my elite is heal as one" Yeah. Saying your effective build uses an elite from another profession says already - a lot.

Well yes, i needed to say SOMETHING so im not another person lieing. ANyways when a builds good, and becomes popular, anet will find an excuse to nerf it, sometimes a good reason. So in keeping it secret im keeping it good,--172.135.97.95 16:31, 1 August 2008 (UTC)


 * Lol, sorry, but it seems like you'd be confined to alliance groups that trust you, pugs always want you to "ping" what you got, plus people can watch you and see what skills you use... Good luck with you "secret."  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 16:40, 1 August 2008 (UTC)

July 10th
Anyone know what it was? It's not on the GW website. ~Bunny 22:55, 10 July 2008 (UTC)
 * New Tonic, reward pts, not sure what else... ICY  F IFT Y FIVE  23:00, 10 July 2008 (UTC)
 * Info's now up on the official wiki, the just raped shadow steps :S ICY  F IFT Y FIVE  23:15, 10 July 2008 (UTC)
 * wtf why did they kill Signet of Judgment? Why does ANet hate smite so much? --Gimmethegepgun 23:20, 10 July 2008 (UTC)
 * I'm guessing Mesmers were still spreading too much AoE disruption with it. It's a shame too, it's really all the use it ever got. &mdash; Powersurge360 Violencia  23:22, 10 July 2008 (UTC)
 * i think anet should nerf everything til it's completely useless. the end.--71.32.200.206 00:55, 11 July 2008 (UTC)
 * Is actually the A/Mo that are abusing the SoJ, they keep knocking down the key player in RA and make sure they are down. - TofuES
 * ANet could've just added a bit more recharge. It's a signet after all... Half the normal range is just... too weird for signets. And I believe the problem was with Me/Mo smiters, not A/Mo spikers... J Striker 05:46, 11 July 2008 (UTC)
 * Well I never got kill by Me/Mo and after Mantra of Inscriptions had been change, I do not see that many Me/Mo but there are alot A/Mo. - TofuES
 * It makes little difference to A/Mo casters as they use dancing daggers which are already half-ranged. --Evenfall 07:21, 11 July 2008 (UTC)

Enfeebling Blood
Anyone know why that got nerfed? &mdash; Powersurge360 Violencia  00:14, 11 July 2008 (UTC)
 * I think I'm the only person who ever abused that skill, but that's only in PvE... O_o RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 00:17, 11 July 2008 (UTC)
 * It was basically a cheaper Enfeeble (which could be used with Masochism, btw) but was AoE. Enfeeble was toned down, so I guess it's only right to do the same for Enfeebling Blood, even though I never saw a lot of use of it. Enfeeble was usually taken over it, though. >.> ــѕт.  мıкε  00:20, 11 July 2008 (UTC)
 * lol, Must've been caught on the backswing from the Shadow Step nerfbat. &mdash; Powersurge360 Violencia  00:25, 11 July 2008 (UTC)
 * Ride the Lightning, and the conditional/delayed Shadow Steps (like Scorpion Wire, Augury of Death) were untouched (and some other unused ones.) I didn't think catching a shadow step spike was that hard, though. >.> ــѕт.  мıкε  00:30, 11 July 2008 (UTC)
 * I assumed they were nerfed do to the abuse of spike builds that completely murder unprepared teams in the lower arenas. They would often use PBAoE ele spells and shadow steps combined with Iron Palm to make short work of unexpecting players. &mdash; Powersurge360 Violencia  00:36, 11 July 2008 (UTC)
 * Ya, the whole Aftershock/Shockwave spikes. What's funny, though, is that Searing Flames isn't nearly as obvious (no Shadow Step or need to get into close range) and will likely deal more damage if done in groups of eles. Getting hit by 5-6 Searing Flames followed by Glowing Gaze and another round of SFs sounds more painful, and you can only prot so many allies at once. XD ــѕт.  мıкε  00:41, 11 July 2008 (UTC)


 * From the Dev Updates: Enfeebling Blood has been far too effective at spreading Weakness everywhere, especially at low Curses attribute. We've adjusted the duration scaling and increased the health sacrifice to add cost and enforce some more attribute investment.  &not; Wizårdbõÿ777  ( talk ) 00:59, 11 July 2008 (UTC)
 * This is a very good way to stop SF Spikes lol. ICY  F IFT Y <font color="#220000">FIVE  01:01, 11 July 2008 (UTC)
 * "Incoming!" can slow down any spike, tbh, but it's rather unused lately, even the new PvE version. ــѕт.  мıкε  01:18, 11 July 2008 (UTC)
 * I'm more pissed at the Death's Charge aftercast... should make running with it a bit harder, since you can't dash right afterwards to escape aggro.. >.>--Cosmitz 02:47, 11 July 2008 (UTC)
 * Dash is a stance aftercast doesn't do anything to it. - TofuES
 * You wouldn't be able to move because of the aftercast &mdash; Powersurge360 Violencia  05:23, 11 July 2008 (UTC)
 * ^My point. 0.75 is enough to get into a messy situation while running. >.> --Cosmitz 05:28, 11 July 2008 (UTC)
 * Enfeebling Blood was used in GvG. Rebel Rising(rawr) won the last monthly AT with 3-4 Mo/N with Enfeebling Blood. --Evenfall 07:25, 11 July 2008 (UTC)

Assassin
No more shadowstep spikes...--71.67.243.230 05:05, 11 July 2008 (UTC)
 * No, slower shadowstep spikes.  &not; Wizårdbõÿ777  ( talk ) 05:29, 11 July 2008 (UTC)
 * Actually more to the point of "your target will have 0.75s more time to see the spike and do something". &mdash; Poki#3 [[Image:Poki.jpg|19px|My Talk Page :o]], 06:12, 11 July 2008 (UTC)
 * Depends on skill. "All your attack skills are disabled for 1 whole second and you lose all gained adrenaline gained for them.", or "If your target is a Monk, he will cast Guardian on himself and you fail with spiking." J Striker 06:16, 11 July 2008 (UTC)
 * um no if its a monk the aftercast is too short for a monk to cast a guardian, unless he 4040 his guardian but the monk would more likely cast spirit bond or prot spirit. ImpulseDestiny 07:21, 11 July 2008 (UTC)
 * Attacks are not instant, so the monk has 0.75s + attack speed to react and cast guardian. --Evenfall 07:30, 11 July 2008 (UTC)
 * Mmhm, even assuming the assassin uses Iron Palm or something, the monk still has .5 seconds of free time. [[Image:Felix_Omni_Signature.png]] 07:32, 11 July 2008 (UTC)
 * Good point but still you still have to account for the monks reaction time and his ability to know what to do in tht situation. ImpulseDestiny 18:22, 11 July 2008 (UTC)
 * From the perspective of a decent PvP Mesmer (mine, that is) 1.25 is a HUGE window of time to react and cast a moderate spell (.5-1s cast time). If a monk can't prot in that window and have any degree of experience under their belt, then they have no business in PvP &mdash; Powersurge360 Violencia  23:03, 11 July 2008 (UTC)
 * Nope, sins can't do shit now, and don't give me that "Guardian takes 1 second to cast" bs, you won't be able to get to your off-hand attack before he casts Guardian.
 * Sins can still do something... - [[Image:AdVictoriam1.PNG|19px]] Ad Victoriam  05:31, 12 July 2008 (UTC)
 * Sure, let's use a skill that's glitched. It wins. Also, why Guardian? Use Reversal of Fortune. It's easier to cast. Not to mention, if the monk was moving, he's got quite a bit of distance from the assassin. Shadowstep + Cripple is a thing of the past, unless the assassin is lucky enough to shadowstep in front of them, the direction they're running. But since it's random of when that happens, you can't say it's a buff. I agree, this update destroyed the assassin. I vote Critical Strikes affects shadowstep aftercast, and all shadowsteps have 4 attribute or lower, 50% chance of failure. --Lady Raenef 12:29, 13 July 2008 (UTC)


 * Shat Assault isn't bugged/glitched. It used to be bugged, though, where it dealt >200 damage if the target was enchanted. Twice. Now it just functions differently from other skills. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  12:33, 13 July 2008 (UTC)

Gosh, it sure would be nice if some genius at ANet actually buffed some of the never-used Assassin elites/skills to counteract constantly nerfing the FEW most commonly used elites and now too basically all the shadow steps. I could deal with the constant Sin nerfs if they actually bothered to fix Shroud of Silence or buff other elites to make them more attractive. I'm sick of these constant "Updates" "Nerfdates". - insidious  420  15:21, 12 July 2008 (UTC)


 * I semi-agree with Lady Raenef. Like many other spells, let shadowsteps fail 50% if attr 4 or lower (use Shadow Arts for non-attribute shadowsteps), so that other classes can't take advantage of it as easily.  That said, the aftercast should be removed, since it pretty much defeats the purpose of the shadowstep...  By the time the aftercast wears off, the target is shortbow range away, so what was the point of the shadowstep in the first place?  This update was trying to fix a legitimate problem, but Anet royally failed at it...  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 17:29, 13 July 2008 (UTC)

Mass skill revert
Who else is in favor of reverting EVERY skill to its original function? Before any nerfs/buffs were made. Who knows... this may even make Ursan-haters happy.--68.102.139.94 15:15, 11 July 2008 (UTC)
 * Nyyyyoooooooooo. That would make all of this PvE/PvP balancing worthless, and a lot of the buffs/nerfs were necessary, tbh. ــѕт.  мıкε  15:30, 11 July 2008 (UTC)
 * These cross profession nerfs (see WY for a previous example) make sense from a developer's standpoint, but I feel like there are ways to limit the effectiveness of such skills without destroying them for the class for which they were originally intended. Perhaps forcing the player to lose all adrenaline after a shadowstep?  Even an energy cost increase would be prohibitive for Warriors abusing these skills.  It just seems that Assassins have enough trouble with speed already.  As it is, they have to devote their secondary profession to an IAS in PvP. <font color="#4056b2">Lazuli  15:39, 11 July 2008 (UTC)
 * I don't think that the adrenal attack skills were the only issue; there were so many AoE spike builds that used skills like Shockwave, Aftershock and Shadow Steps. To compensate for it, though, mebbe Way of the Assassin and/or Flashing Blades should be made to increase your attack speed (by 33%)? Way of the Assassin as is sucks because of how critical hit chances stack, and because of Way of the Master's introduction, while Flashing Blades is just plain bad because you have to be attacking for it to function. EDIT: An IAS might make it redundant with Critical Agility (which is basically equal to an Elite skill), but some additional effect would be nice; if not an IAS, maybe increased damage for attacks. ــѕт.  мıкε  15:48, 11 July 2008 (UTC)
 * A lot of buffs/nerfs were needed to combat skills not entering at the same time. Granted this would kill the current meta... but the least it would be fun--68.102.139.94 16:16, 11 July 2008 (UTC)
 * The shadowstepping Shockwave spike left the meta a while ago. The increased cast time saw to that (Cry of Frustration).  In general, Warriors cannot spike without adrenaline, and they were the reason these skills were nerfed.  Regardless, the developer notes mention underpowered elites being improved as soon as next month.  Personally, I think Assassins are about due for an IAS that they can actually use in PvP.  Your suggested improvements to Flashing Blades seem to hold some promise.  And maybe Shroud of Silence, perhaps the most laughable elite ever (after the nerfs), will get some love. <font color="#4056b2">Lazuli  17:07, 11 July 2008 (UTC)
 * SIGNET OF MIGHT. Lord of all tyria 17:08, 11 July 2008 (UTC)
 * Amity, Assault Enchantments, Decapitate, Double Dragon, Magehunter's Smash, Magehunter Strike, Peace and Harmony, Ray of Judgment, Stone Sheath, Wastrel's Collapse, Word of Censure... There are so many more, but I'm getting bored. <font color="#4056b2">Lazuli  17:18, 11 July 2008 (UTC)
 * And now on that list as of this update, Signet of Judgment. However, we can ALL be completely certain that Ray, Word of Censure, and Siggy will NEVER be buffed, as Izzy despises Smiting for some reason --Gimmethegepgun 17:22, 11 July 2008 (UTC)
 * Because if smiting gets skills that can deal big damage at range, you could end up with something like ritspike. And ritspike was fucking gay. Lord of all tyria 17:27, 11 July 2008 (UTC)
 * Except even now Channeling can still be used by a Rit PRIMARY. No monks out there (except for me) use Smiting, because because quite simply it has no synergy whatsoever with DF, and more can be gained from combining with other attributes and skills (like FC and Mantra of Inscriptions) than from being able to have more than 12 in the stat. In fact, it is the ONLY attribute line that has seen more use in the past as a secondary rather than as a primary, being used by FC Mesmers and also by various Elementalists (most notably MoM smiters) --Gimmethegepgun 17:35, 11 July 2008 (UTC)
 * [rawr] had a smiting monk in the last mAT. [dR] had one as well when they won. Lord of all tyria 17:40, 11 July 2008 (UTC)
 * No synergy? lol thats why they made smiters boon then add divine boon and skills like smite condi, hex, Reversal of dmg you easily get ~150hp heals every cast and AoE holy dmg aswell. ImpulseDestiny 18:29, 11 July 2008 (UTC)

I Can't Believe
Assasins got nerfed AGAIN. Lemme tell you this - I have played gw for 2years, I have also like most people played most professions extensively all with the exception of paragons because their just gay. now that i have experienced each class. I tend to get bored of them after a while - got bored of being wammo - deleted him, got bored of being a mes - used for storage, got bored of being ele - used for storage, dervish - errrr almost bored but not quite. Assassins has to be one of the most fun classes that I have tried & stayed with through out my time in gw. their amazing to play & I enjoy playing assa as much as i <3 my ranger & I really <3 playing ranger.

I'm really hoping for a major buff as i dont want to have to demote my favorite char to storage muppet & sit there in my GH crying like some emo about the days I use to pwn in PvP.

assassins have been nerfed so many times its not worth playing them anymore 89.240.55.132 01:23, 12 July 2008 (UTC)


 * You dont need to use crummy nerfed skills to be effective in PvE. Seriously. My Assa still sees use, whenever I feel like playing GW. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  01:25, 12 July 2008 (UTC)
 * You forgot the most winnage skill of all for sins in PvE. And, of course, this non-sin but still winnage skill. - [[Image:AdVictoriam1.PNG|19px]] Ad Victoriam  02:11, 12 July 2008 (UTC)
 * Shadows Steps weren't nerfed because they're Assassin Skills, but because they're Shadow Steps. If a frontliner was an /A, 90% chance he had a Shadow Step. &mdash; Poki#3 [[Image:Poki.jpg|19px|My Talk Page :o]], 05:55, 12 July 2008 (UTC)
 * Damn you for mentioning Ursan as a win skill. :P PossessedLinebeck 19:55, 12 July 2008 (UTC)
 * Ursan Blessing's status as a "win skill" might not be long for this world. <font color="#4056b2">Lazuli 14:10, 14 July 2008 (UTC)


 * Hawt... <3 --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  14:47, 14 July 2008 (UTC)
 * the thing is i rarely use my sin in PvE at all thats why i pissed off - PvE im cool with but the PvP nerfs are ruffling my feathers. i love takin my sin into PvP

78.151.103.72 18:55, 14 July 2008 (UTC)

I wonder if people will ever quit whinging about updates, or am I being to optimistic --BeeD 10:07, 15 July 2008 (UTC)
 * Yes, you are being "to" optimistic, because if A.Net continues slowly breaking established systems/skills in the game, people have a right to be "whinging". Almost every "update" for the past couple months has been full of nerfs and few, if any, meaningful buffs to balance.... - insidious  420  14:26, 15 July 2008 (UTC)


 * The Dev updates of this update contained information about the next update; they want to buff underused crappy skills. So, be without fear (Be Without Fear is an awesome song, btw). --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  14:44, 15 July 2008 (UTC)
 * Omg...imagine Flare spam becomes the new meta... -_- - [[Image:AdVictoriam1.PNG|19px]] Ad Victoriam  01:40, 16 July 2008 (UTC)
 * Imagine this:


 * Elementalist
 * Flare: increased damage to 20...80. Changed damage type to holy. This skill no longer has an aftercast. [[Image:Felix_Omni_Signature.png]] 03:41, 16 July 2008 (UTC)
 * Reduced energy cost to 0. Reduced activation time to 1/4. This skill cannot be interrupted. This skill cannot recharge slower than normal. This skill cannot be blocked by terrain. - [[Image:AdVictoriam1.PNG|19px]] Ad Victoriam  04:53, 16 July 2008 (UTC)
 * Flare: Elite Fire Magic spell. Target foe and all foes in the area take 80...9999 fire damage. 50 5 60
 * A la Final Fantasy style! [[Image:Entropy Sig.jpg]] (T/C) 08:13, 16 July 2008 (UTC)
 * More a la Gwen during Preview Weekend style. XD RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 16:25, 16 July 2008 (UTC)

@ insidious, Granted that there have been a lot of nerfs lately, admittedly it hasn't affected me since I don't play the professions that the updates have been largely aimed at. However, you say that Anet is breaking established systems/skills in the game, *gasp* I would have thought that breaking established systems/skills was a good thing, it prevents stagnation and encourages creativity. Ok, sure your favourite combo isn't as powerful anymore or is difficult to sling together because of timing issues or whatever else, that's a good thing! It increases the challenge of the game. Again, granted that certain regions will become more of a grind if use the same combo, then find another combination! Remember the days of Diablo 2 when patches came out every 18 months or so, as enjoyoable as the game was, it became too boring too fast. I'd rather not have that happen to a game that I still love. --BeeD 17:01, 16 July 2008 (UTC)
 * They haven't really broken anything until The Holy Combo is nerfed. [[Image:Entropy Sig.jpg]] (T/C) 18:29, 16 July 2008 (UTC)
 * Sever-Gash is a great combo and all, but it definitely isn't overpowered. I'm a little surprised that Dismember/Eviscerate+Axe Rake/Twist isn't meta. It's an easy way to cripple, tbh. ــѕт.  мıкε  02:06, 17 July 2008 (UTC)
 * Too many conditional skills, too few slots. Needs more +damage. [[Image:Entropy Sig.jpg]] (T/C) 03:17, 17 July 2008 (UTC)
 * BeeD: While I do agree with you that change is necessary to keep things interesting & balanced, I have to disagree in context of this set of Sin nerfs. Sins are low-armor melee characters and shadow steps have always been their strongest form of offense and consequently defense ("the best defense is a strong offense"). Sins are much more susceptible to standard melee counters, especially blind, since missing a single attack skill in a chain ruins the whole chain.  Warriors can tank thru conditions and (typically) spam whatever skills in any order at any time.  Shadow steps give a slight edge to the Sin, but are not overpowered in themselves.  Shadow steps in my mind gave a Sin an alternative to Assassin's Remedy; ie: jump the blind bot before they have a chance to blind you, instead of precasting AR & doing the typical Golden+Wild+Shattering combo all while tanking thru conditions.


 * This round of nerfs to shadow steps was aimed at stopping non-primary Sin tele-spikes, which it did, but it also basically destroyed tele Sins as well: I cannot use Shadow Walk anymore PERIOD in at least 3 builds I used to commonly use on my primary Sin; I used to use Dark Prison but it's nearly useless now; I have never sacrificed my elite for Shadow Prison since months and months ago, but now I will surely never again.  My ultimate point in this long-winded post is this: shadow steps are good for Sins and should probably only be usable by them, period, instead of breaking them for everybody. -  insidious  420  17:42, 17 July 2008 (UTC)


 * Like I had said in the Assassin topic above, they failed fixing a legitimate problem. I think the answer here is in attribute investment, with a 50% chance of failure with low ranks.  Kind of like Well of the Profane.  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 18:07, 17 July 2008 (UTC)


 * Or like Oath Shot? --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  18:38, 17 July 2008 (UTC)


 * Or like Plague Signet?--[[Image:Cobalt6.jpg|50x19px]] - (<B><font color="Blue">Talk </B>/<font color="Green"><B>Contribs</B> ) 18:42, 17 July 2008 (UTC)
 * Yes, like all of those skills. Is it really needed to list them all?[[Image:Entrea Sumatae.png|Entrea Sumatae]] Entrea   [Talk]  18:47, 17 July 2008 (UTC)


 * Oath Shot has a use to list, since it's a different clause; <8, rather than <5, or something like that. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  18:49, 17 July 2008 (UTC)
 * Yeah, I guess.[[Image:Entrea Sumatae.png|Entrea Sumatae]] Entrea   [Talk]  18:55, 17 July 2008 (UTC)


 * Or like Unyielding Aura? (sorry) --[[Image:Cobalt6.jpg|50x19px]] - (<B><font color="Blue">Talk </B>/<font color="Green"><B>Contribs</B> ) 19:00, 17 July 2008 (UTC)


 * The sheer number of sin nerfs in a row though is getting rediculous. A while ago, I stopped playing GW, as my sin was my main and with all the nerfs I couldn't really find a build that didn't fill a role another class could do better, until there was something that the sin was actually effective at something.
 * Now I've switched to playing an ele and I just keep shaking my head at all these nerfs. It seems to me that the problem is that all these other skills are okay on assasins as their flaws balance them out, but become borderline OP on other chars (eg shadowstep + PBAoE is as damaging and much harder to stop compared with dagger attacks). On the whole, I just find that what makes the assasin deadly has long since been stripped (Eg shadowstep + high damage attacks). Now, and this is from my experience of RA, TA (so I may not be the most qualified), assasin's kinda make me lol when they come up against them.
 * Sorry, should clarify. It's not like this nerf is bad, or particularly, crippling, it's just a case of kicking somebody while they're down128.250.6.244 11:30, 19 July 2008 (UTC)


 * Assassins just don't fit in GW. They are a broken concept since Factions. Either you cannot stop them, or they're easy to stop. There's no real possibility in between, it's just how GW is. Shadow steps are rather broken too, but as for Melee spikes, they're generally been fixed. Or, shall I say, slain. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  11:47, 19 July 2008 (UTC)


 * I thought they were better how they used to be, easy to stop, but devestating if not stopped. Now they're easier to stop, and if you don't stop them, they kinda tickle. Their spike damage isn't even as nasty as warriors's.128.250.6.244 12:18, 19 July 2008 (UTC)
 * Nerfs make power creep less gay. Sins were in a similar place to now before NF anyway. Lord of all tyria 12:40, 19 July 2008 (UTC)


 * Insidious- I'll concede the point. I haven't played my sin in so long that I'm way out of touch with them. --BeeD 10:50, 1 August 2008 (UTC)

FIXING SHADOWSTEPS
.75 aftercast for spells .0 aftercast for attacks Put "This skill makes you lose all adrenaline." after every step Fixed. --62.158.123.173 23:22, 19 July 2008 (UTC)


 * A skill has an aftercast, or it doesn't. Also, .0 aftercast = imba. Means every shadowstep is as fast as Shadow Walk (when it comes to chaining). That just breaks everything a little more tbh. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  23:24, 19 July 2008 (UTC)
 * None of the Shadow Steps had aftercasts, so the suggestion is that the aftercast only applies to spells, meaning Aftershock/Shockwave/whatever spikes will be nerfed, along with any Warriors trying to use a Shadow Step to make spiking easier. Backbreaker Sins would still have to find an alternative (probably just Dash/Rush.) ــѕт.  мıкε  00:30, 20 July 2008 (UTC)


 * Every SStep had an aftercast. .25 or something small you'll never notice. SWalk was much faster than others, since it was a Stance and thus had literally no aftercast. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  00:31, 20 July 2008 (UTC)
 * Aftercast seems to show no aftercast (except for the nerfed ones.) A quarter of a second is hardly a difference, though. ــѕт.  мıкε  01:46, 20 July 2008 (UTC)


 * Weird. I always noticed a slight delay after a shadowstep. I must be stupid. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  01:48, 20 July 2008 (UTC)
 * Mebbe the moment you Shadow Step is so intense that it's in slowmo as you deliver your first strike/Iron Palm? =O ــѕт.  мıкε  01:53, 20 July 2008 (UTC)


 * I usually started with Starburst tbh. The only times I've used shadowsteps was when I went capping with Progger. E/A is kinda win when you have 5. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  01:56, 20 July 2008 (UTC)
 * Maybe 0 aftercast and disable all adrenaline and non-attack skills for .75 or 1 second? Though that might make it a bit difficult to use other things, since you can't queue it up when they're disabled --Gimmethegepgun 02:10, 20 July 2008 (UTC)


 * As I suggested before, I'll say it again: make shadowsteps fail 50% with attribute 7 or less, kind of like Oath Shot, and remove them from No Attribute completely. Also, play with different ones and do an aftercast here, adrenaline loss there, non-attack skill disable elsewhere, but not ALL OF THEM the same...  Mix it up a little.  There is not single solution to all of them.  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 05:42, 20 July 2008 (UTC)
 * So what would we do with Shadow Walk? Critical Strikes so no one else can use it? lol ــѕт.  мıкε  13:50, 20 July 2008 (UTC)
 * Actually, the developer updates page suggests that they wanted all melee spikes to be nerfed, including those of a Sin primary, so mebbe Shadow Steps were always overpowered? ــѕт.  мıкε  14:01, 20 July 2008 (UTC)


 * Doesn't have to be critical strikes, but the attribute investment would force the user to lose points in their "spike" attribute, making it less attractive. But without shadow steps, the sin is dead.  That was their whole selling point at the release of factions!!  "Get in, spike, get out before you get killed in 2 shots."  Now they can't shadowstep OR spike, so WHAT are they supposed to do? I'm just wondering what Anet's idea of the sin is at this time.  Let's see what their promised "buff of unused skills" is gonna do...  As it is, only the core professions are still what can be considered "powerful" and the rest are just kind of there using ursan and secondaries to survive (yes, the imbagon is using ursan too, cus that's the one team build that really really uses it, though they're the most useful of the 4 "new" professions at this time, but that's their only remaining strength, wait do I see a nerfbat over their heads?).  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 18:09, 20 July 2008 (UTC)


 * Wow, so ANet's goal is to make caster and melee damage exactly equal - only that casters can rape you from distance and can block and kite and blind.... - FABULOUS ANET!! --62.158.91.41 18:13, 20 July 2008 (UTC)


 * Warrior. Frontliners are still the best domage dealers. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  18:14, 20 July 2008 (UTC)


 * Uh... not really? And that's even without elites...  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 18:24, 20 July 2008 (UTC)


 * You won't kill as fast with RI as with Evis. IP? Remove Hex says hi. Stacked? Expel Hexes, Divert Hexes, heh. Backfire is never used in PvP beyond RA/AB/CM, where AB/CM is more PvE-esque. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  18:26, 20 July 2008 (UTC)


 * True. But hex removal has relatively long recharge, or is expensive in energy, good luck removing all the hexes and still being able to heal.  Slap a little hex, wait for removal, follow with Backfire and 2 covers and watch the monk stand there.  With dual attune, RI is some pretty nasty stuff, good luck if you don't have protection, shatter ench will only help you in the long run.  Bring some blind with enfeeble and laugh at the allmighty warriors.  The point is, everything has a counter, and every counter has a counter, the hard part is having the right counter at the right time.  I'm sure there have been dozens or hundreds of discussions like this, and they all lead nowhere, because the point of guildwars is that it's like rock/paper/scissors.  Argue that scissors cut paper all you want, but there's still the rock.  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 19:39, 20 July 2008 (UTC)


 * Fact remains Warriors are the best spikers, and can pressure between spikes. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  21:14, 20 July 2008 (UTC)
 * BB Sins are still my favourite spikerr, while MS/DB easily deals the most DPS (and can still kill in 6-7 seconds if used right), although there are a bunch of gimmicks out there, like a Rt/D using Spirit's Strength, Great Dwarf Weapon (cast on each other) etc. Also, melee was made to deal the most damage, but they're also the easiest countered (Blind is more common than Daze, Weakness is very common, kiting is good, and anti-melee hexes are thrown around a lot these days.) ــѕт.  мıкε  03:56, 21 July 2008 (UTC)


 * "Fact remains Warriors are the best spikers, and can pressure between spikes." And that is why assassins are useless now. They should be the best spikers. --62.158.95.5 12:33, 21 July 2008 (UTC)


 * Too right :( ... still whinging about assasin nerfs >>> 128.250.6.243 07:58, 22 July 2008 (UTC)

Network problems?
Anyone experiencing lag, disconnects and loss of guild tag&cape? At least in AB... Pretty annoying right now -Flameseeker Mage 12:45, 25 July 2008 (UTC)
 * I've just got code 40 chain. Lord of all tyria 12:54, 25 July 2008 (UTC)
 * Lots of lag and un-reconnectable disconnects here out of the blue. Makes death leveling very frustrating.... - insidious  420  16:00, 26 July 2008 (UTC)

3 Weeks with no update
Come on Anet, you can nerf Ursan faster than this. ~Bunny 13:58, 31 July 2008 (UTC)
 * If they fix VoD in the next one, I don't care. Lord of all tyria 14:34, 31 July 2008 (UTC)


 * This being a new month I actually had a dream last night that Anet had just released the newest patch and reverted all the shadowstep nerfs but I woke up to check and it was not so T_T 67.234.7.172 13:28, 2 August 2008 (UTC)


 * ^^LOL. RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 17:22, 2 August 2008 (UTC)


 * Wouldn't it be fun if ANet hosted an "Overpowered Day" where they temporarily reverted all skills to their best ever? That would take the sting out of nerfage, a little bit. Or maybe do something like allow PvE skills in PvP for one day. Ursanway in Halls...that would be hilarious. :) [[Image:Entropy Sig.jpg]] (T/C) 19:14, 2 August 2008 (UTC)

I could do without seeing yet ANOTHER ursan group thx


 * sigh* I could also do without forgetting to sign all the time :P Hopeless Situations 19:18, 2 August 2008 (UTC)


 * I've been wandering around with an idea, which I kinda stole from a mate. Basically, it's a mode that makes every monster and every player the same level (depending on area, ranging from 5-30 or something like that), everything has 2 professions (like Aatxes with Light of Dwayna and Healing Breeze), and everything has 2 elites. Weapon resitrctions are non-existant (rawr, Backbreaking Wand Attack!), and no xp nor loot is gained. Just wishful thinking :P --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  19:30, 2 August 2008 (UTC)
 * Hell yes, unlocking the Guild Wars Test Mode would be so much fun. You get to be a dev for a day! Actually...if ANet released a "Guild Wars Campaign Editor" (StarCraft fans know what I'm talking of) then that would probably be endless fun, even more than the game itself. Of course, you could not get voiceovers except for whatever is already in GW.dat, but...possibilities abound. If only. [[Image:Entropy Sig.jpg]] (T/C) 19:33, 2 August 2008 (UTC)


 * Campaign Editor? Lulz. I remember the World Edit from Warcraft, being able to make a whole campaign by yourself, and with some 3rd parties, even your own models and stuff. Or just a simple map, where the goal is to kill the other person :P Anyhow, yeah, some form of GW Editor would totally rock :D --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  20:07, 2 August 2008 (UTC)
 * I do have to agree that if Guild Wars released a version of Guild Wars that people could use to create their own campeign's with it would be pretty interesting. But I think it would kinda distract people from playing with each other. :S Other than that, I would have a blast with it too.--72.189.85.47 05:08, 4 August 2008 (UTC)

Skill Updates
Give us something. Anything. Even if it's something like Power attack now causes cracked armor. (which actually would make it an amazing skill.) or an update to: Peace and Harmony. Amity. Boon Signet. Ray of Judgment. Mirror of Ice. Soul Twisting. Scribe's Insight. Decapitate. Soldier's Stance. Scavenger's Focus. Signet of Suffering. Symbols of Inspiration. Mark of Insecurity. Hidden Caltrops. Soldier's Fury. Reclaim Essence. Reaper's Sweep. Onslaught. Wastrel's Collapse. Light of Deliverance. Seeping Wound. Flashing Blades. Siphon Strength. Way of the Empty Palm. Empathic Removal. Marksman's Wager. Quick Shot. Divine Boon. Holy Haste. Spell Shield. ^^^Withdraw Hexes^^^ <(Needs a BIG update). Unyielding Aura. Healing Burst. Shield Guardian. Scourge Sacrifice. Smite. Symbol of Wrath. Kirin's Wrath. Light of Dwayna. Viper's Nest. Archer's Signet. ^^^Snare^^^ <(Useless trap. Completely useless). Belly Smash. Staggering Blow. "I Will Survive!". Griffon's Sweep. Deflect Arrows. ^^^"On Your Knees!"^^^ <(change of function. Maybe strength based and make it deal a condition if target is knocked down.) Frenzied Defense (not sure why defending would make you take more damage but whatever.) Atrophy. Cacophony. ^^^Envenom Enchantments^^^ (change to remove enchantment and cause poison. but keep the poison duration short so it doesn't just become a better version of rip enchantment. Very short. i'm talking 1-6 seconds.) Spinal Shivers (change functionality to something else. there doesn't need to be a duplicate of this skill at all. keep factions version how it is.) Vocal Minority (remove this skill from the game. it's TOO mean to 1 profession and 1 profession only. or make it only target 1 person. Well of Ruin + Well of Weariness (weariness needs to cause weakness as well. Ruin needs to cause 1 health degeneration or something.) Feast for the Dead. Fetid Ground (even with update it is still not very good unless co-ordinated with someone...) Price of Pride. Shatter Hex (reduce energy cost and greatly reduce damage caused.) Symbolic Celerity (kinda pointless really) Imagined Burden. Soothing Images (change to make hexed character gain 25%-50% less adrenaline, reduce energy cost.) Hypochondria (never. NEVER have seen this skill used by players OR monsters. make it useful.) Chilling Winds (change to water magic, reduce hex effect length) Ward of Stability (change something seeing as how it is neither used by players or monsters.) Burning Speed (change to an instant casting time to off-set the downside effect.) Elemental Flame...(make it useful). Armor of Frost (remove fire magic condition or add fire magic condition to Frigid Armor to make skills make more sense). Swirling Aura (change to block attacks). Winter's Embrace (change to touched foe moves 66% slower and you move 66% slower. foe takes x-xcold damage. Increase recharge so it cannot be used over and over.) Deadly Haste (make deadly arts. kmon...it's in the name and everything. deadly haste deadly arts). Fox Fangs (increase damage or reduce recharge and make it do a little less damage). Jagged Strike (also causes cracked armor. increase recharge). Enduring Toxin (increase degeneration or increase the time that it lasts). Lift Enchantment (change to offhand attack. removes 1 enchantment if target foe is knocked down. basically another "falling" skill). Mark of Death (decrease recharge.) Scorpion Wire (change from knocked down to poisoned. keep the shadowstep part in. Add after-shadowstep if needed.) Shameful Fear (add in a re-apply effect.) Signet of Shadows (change to randomly shadowstep to a nearby location. you are removed of blindness. (failure of deadly arts 4 or less) Vampiric Assault (make dagger mastery.) Blinding Powder (make it a dupe of ranger version.) Mirrored Stance (make it just a skill. Enter stance that your foe is in, copies remaining duration time.) Wastrel's Collapse Wastrel's Collapse Wastrel's Collapse (have I said Wastrel's Collapse yet?) Lamentation. Spirit Boon Strike (reduce recharge) Armor of Unfeeling (change to +24-36 armor while casting.) Dulled Weapon (add in damage reduction.) Mending Grip (increase health gained). Pure Was Li Ming (remove earshout condition.) Spiritleech Aura (change to when spirits within earshout hit with an attack, you gain x-x health). Spirit to Flesh (make ranged.) Signet of Creation (make it effect only spirits. increase time to 45 seconds.) Renewing Memories (remove item condition. It's hard enough as is to keep the enchantment going). "Can't Touch This!" (make it "Target ally") "Find Their Weakness!" (reduce energy cost). "Help Me!" (make it "target allys spells target target ally 50% faster"). "Never Give Up!" (change to 90% hp). Burning Shield (greatly...GREATLY increase burning time.) Hexbreaker Aria (change to next time allies within earshout use a skill, 1 hex is removed). Leader's Comfort (do not include a health cap.) Slayer's Spear (change to adrenaline or...something). Spear of Redemption (change to, loose 1 condition. deals no additional damage. OR transfer 1 condition from yourself to target foe. 50% chance of failure with spear mastery 4 or less). Unblockable Throw (reduce damage and adrenaline cost). Wild Throw (reduce adrenaline cost by 1 or 2). Remedy Signet (make it up to par with antidote signet...or make it "target ally looses 1 condition). Signet of Aggression...(make it do something different. Like change to leadership: target other ally gains 50% more adrenalin from attacks for x-x seconds). Armor of Sanctity (change to mysticism.) Sand Shards (increase damage dealt if scythe attack misses. DO NOT let it stack with illusion weapon). Shield of Force (add in crippled or cracked armor). Eremite's Zeal (remove the max energy cap. or increase it). Meditation (increase energy gain). Farmer's Scythe (reduce recharge). Irresistible Sweep (remove enchantment removal, increase recharge to 10 or 12 seconds, change to scythe attack). Reap Impurities (reduce damage and energy cost). Twin Moon Sweep (increase health gained). Grenth's Aura (reduce casting time to 1 second. reduce energy cost. greatly reduce or remove damage dealt. Grenth's Fingers (reduce energy cost or increase cripple duration). Natural Healing (change to If you are not under the effects of an enchantment you are healed for 40-128 health. If you are under the effects of an enchantment you are healed for 20-70 health). Onslaught (change energy cost from 25% to 25%-50%). Intimidating Aura (add in second effect. Target foe suffers from weakness for 10 seconds). Winds of Disenchantment (increase energy cost, increase area effected). Diversion (increase recharge by 2-3 seconds. change hex duration to 4-6 seconds). Wastrel's Demise (increase conditional damage slightly). Feedback (reduce recharge slightly. Reduce energy lost to 1-3). Chilblains (reduce energy cost to 20. reduce enchantments lost to 1. causes target foe to be poisoned. OR Add sacrifice cost. Reduce energy cost. Increase recharge. reduce area effected). Defile Enchantments (dupe of this skill is not needed. Change function to hex: When target foe casts an enchantment target foe takes x-x damage. OR change to When an enchantment ends of target foe, target foe looses x-x HP. Desirably a low amount of health as to not become overpowered). Seeping Wound (make this skill worth even considering to bring on a skill bar).
 * This is pretty much every skill that is either not used at all, used rarely, or needs to have it's function changed, or would just make more sense if it did something else. How you address this, doesn't matter really; it's just the thoughts of 1 person. Unless a great outcry follows what has been said here, or unless you think that one of the skill suggestions would be interesting (like changing the duplicate skills to be something else) it most likely should just be water under the bridge. If you have read all that was written here, I commend your patience. "Ikimono"--72.189.85.47 05:03, 4 August 2008 (UTC)
 * ... you must be even more bored than I am. --<font face="vivaldi" size="3" color="Steelblue">Shadowcrest  05:11, 4 August 2008 (UTC)