Mar 21, 2008, 10:04 PM // 22:04
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#1
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Wilds Pathfinder
Join Date: May 2006
Location: Netherlands
Guild: Scouts of Tyria
Profession: P/
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Update Friday, March 21 2008
http://wiki.guildwars.com/wiki/Game_updates/20080321
Bug Fixes
Assassin
Shadow Walk: this skill now completely prevents the casting of enchantments. Previously the enchantment would fail immediately after activation, causing the caster to lose Energy.
Necromancer
Dark Aura: fixed a bug that caused the caster of Dark Aura to take damage instead of losing Health.
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Mar 21, 2008, 10:07 PM // 22:07
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#2
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Desert Nomad
Join Date: Oct 2006
Location: Ireland
Guild: Currently LF Active HA Guild, Glad 2, Comm.3, R2
Profession: E/
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nice update, fast too
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Mar 21, 2008, 10:10 PM // 22:10
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#3
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Desert Nomad
Join Date: Jan 2008
Location: New York
Profession: Me/N
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Never used them, so it doesn't affect me at all.
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Mar 21, 2008, 10:11 PM // 22:11
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#4
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Desert Nomad
Join Date: Nov 2006
Location: USA
Guild: The Black Parades [死人死]
Profession: Mo/
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yay no more abuse in ha/ta w/e lol
it was ridiculous (if played correctly)
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Mar 21, 2008, 10:11 PM // 22:11
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#5
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Polar Bear Attendant
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Quote:
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Originally Posted by Heikofant
yep, everytime sth happens in PvP, it gets fixed inbetween several hours.
But bugs etc in PvE are forgotten-.-
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another weekly update it is, very commonplace
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Mar 21, 2008, 10:12 PM // 22:12
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#6
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Frost Gate Guardian
Join Date: Feb 2008
Profession: Rt/
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man too soon it was fun messing around w/.
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Mar 21, 2008, 10:14 PM // 22:14
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#7
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Wilds Pathfinder
Join Date: May 2006
Location: Netherlands
Guild: Scouts of Tyria
Profession: P/
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Havent played GW in 3 days so maybe someone can enlighten me about this "bug"
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Mar 21, 2008, 10:15 PM // 22:15
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#8
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Wilds Pathfinder
Join Date: May 2006
Location: Netherlands
Guild: Scouts of Tyria
Profession: P/
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Mar 21, 2008, 10:17 PM // 22:17
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#9
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Furnace Stoker
Join Date: Oct 2005
Location: Planet Earth, Sol system, Milky Way galaxy
Guild: [ban]
Profession: W/
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Mar 21, 2008, 10:19 PM // 22:19
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#10
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Jungle Guide
Join Date: Feb 2007
Guild: [SNOW] of [YUM]
Profession: E/
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Quote:
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Originally Posted by Abe Grey
I am quite sick of pvp people crying about inbalanced skills. Everytime someone thinks something is imbalanced they cry like 2 year olds. Try working out a new build instead of bitching about imbalanced skills. Leave things alone for the over 90% of the people who play pve. pvp losers.
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I've never HA'd in my life. Haven't GVG'ed in a year. Have never TA'd.
I can understand that 2000 life stealing in 2 seconds is imba.
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Mar 21, 2008, 10:19 PM // 22:19
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#11
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Wilds Pathfinder
Join Date: Sep 2005
Location: Indiana
Guild: Gui1d War스 P01ic트 [Pr으]
Profession: Mo/
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Quote:
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Originally Posted by jinzo7
fking pvpers ruining my farming builds again
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How dare they fix something that wasn't working properly!
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Mar 21, 2008, 10:19 PM // 22:19
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#12
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The Greatest
Join Date: Feb 2006
Profession: W/
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Everyone whining about how PvPers ruined whatever for you, please stop being so ignorant. Bottom line is, the skills were bugged, they should have been fixed, and they were. Stop whining about how you can no longer use a bugged skill to farm.
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Mar 21, 2008, 10:27 PM // 22:27
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#13
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Legion of Losers [LOL]
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Quote:
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Originally Posted by Abe Grey
I am quite sick of pvp people crying about inbalanced skills. Everytime someone thinks something is imbalanced they cry like 2 year olds. Try working out a new build instead of bitching about imbalanced skills. Leave things alone for the over 90% of the people who play pve. pvp losers.
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Yes because doing 10,000 damage in 13 seconds is balanced...lawl.
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Mar 21, 2008, 10:31 PM // 22:31
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#14
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
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Originally Posted by A.Net
Bug Fixes
Assassin
Shadow Walk: this skill now completely prevents the casting of enchantments. Previously the enchantment would fail immediately after activation, causing the caster to lose Energy.
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I do LOVE how it's explained as if the skill is MUCH better now! 
Woo-hoo! We don't lose energy now!
Go girl!
Ohh and it's a good thing I didn't dash off yet! Man - this will be either locked and gone from the first page, or deleted or edited and it would be a shame to miss some of the brilliant minds posting here!
Once again - go girl!
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Mar 21, 2008, 10:40 PM // 22:40
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#15
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Forge Runner
Join Date: Aug 2006
Location: Scotland
Guild: Type like an idiot, I'll treat you like an idiot
Profession: E/Me
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Ok. Yet another thing I missed because I don't fiddle around looking for bugs. Can someone fill me in?
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Mar 21, 2008, 10:42 PM // 22:42
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#16
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Quote:
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Originally Posted by Darkobra
Ok. Yet another thing I missed because I don't fiddle around looking for bugs. Can someone fill me in?
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Shadow Walk's no-Enchant casting clause let people blow things up by Dark Aura + Cultist's Fervor + hammering Death Nova
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Mar 21, 2008, 10:43 PM // 22:43
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#17
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Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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Quote:
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Originally Posted by upier
I do LOVE how it's explained as if the skill is MUCH better now! 
Woo-hoo! We don't lose energy now!
Go girl!
Ohh and it's a good thing I didn't dash off yet! Man - this will be either locked and gone from the first page, or deleted or edited and it would be a shame to miss some of the brilliant minds posting here!
Once again - go girl!
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Any spell that is canceled by the player should not take energy. They haven't grasped that concept yet.
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Mar 21, 2008, 10:57 PM // 22:57
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#18
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
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Originally Posted by Tarun
Any spell that is canceled by the player should not take energy. They haven't grasped that concept yet.
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That would mean that the whole game would have to be re-written. Because then the energy req would be checked at the end of activating the skill - which brings in the problem of being able to use skills when one does not even have enough energy to pay for them. Plus interrupts would cause that one does not lose the energy for the skill - since nothing was used yet. IF interrupts would cause the loss of energy - then imagine the problem of interrupting a skill that the player didn't even have enough energy to pay for (but would if the skill would finish activating).
It would seriously mess up a lot of things - so the current system makes MUCH more sense.
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Mar 21, 2008, 11:05 PM // 23:05
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#19
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Ascalonian Squire
Join Date: Aug 2007
Profession: N/
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well actually, it wasn't a bug.
It was an imbalanced Skill-Combo.
But all the Skills worked like they should
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Mar 21, 2008, 11:46 PM // 23:46
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#20
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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You people cannot possibly think the ability to instagib anything was balanced. I suppose signet of might was also an uncalled for nerf?
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