#26 2012-09-18 15:11:52

Chill
Member
Registered: 2012-08-25
Posts: 53

Re: Latest info about GW2

"Discovery crafting may now use items directly from a player’s bank."
Awesome! Cooking discovery times awaaaaaay!

Finally, my prayers have been heard.

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#27 2012-09-21 09:02:15

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2

Long post about account security on the offcial site. It's worth a read tho, especially the part about passwords.

Looks like they might require everyone to pick a new password at some point.


Foul and hungry vines! Prune them back!

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#28 2012-09-21 11:15:38

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2


Foul and hungry vines! Prune them back!

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#29 2012-09-21 13:17:51

Gruff
Member
Registered: 2012-08-24
Posts: 46

Re: Latest info about GW2

World transfers now limited to once every 24 hours https://forum-en.guildwars2.com/forum/i … y-24-Hours

Euro WvW queue times per server https://forum-en.guildwars2.com/forum/p … to-9-18-EU


gw1:Gruff Nanoc  gw2:Gruff.7023

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#30 2012-09-23 12:22:54

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2

Dungeon tokens are going to be account bound and drop in bigger amounts \o/

Relevant parts here:

Random player #1 wrote:

I looked around and didn’t find the answer of the following question :
Why are the dungeon tokens Soulbound ?
Just for a storage perspective it doesn’t make sense sad

JonPeters - Anet wrote:

I agree. smile

Seriously though this change is coming.

Jon

Random player #2 wrote:

Jon could we also get the costs of items down a couple 100 tokens please?

JonPeters - Anet wrote:

You asked so nicely, but how about we just give out more tokens instead? smile

Last edited by BuGi (2012-09-23 23:21:19)


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#31 2012-09-24 22:17:27

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2


Foul and hungry vines! Prune them back!

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#32 2012-09-24 22:43:43

arwen
Member
Registered: 2012-08-25
Posts: 134

Re: Latest info about GW2

This really annoys me:

They are analyzing the current personal story, and plan to improve voice acting and story telling for the future

Why did they release unfinished game then? I cant go back in time and I am pretty sure I wont lvl new char any time soon and I kinda liked my story even though I was never into lore etc in any game. So I kinda feel cheated and like I am going to miss out on something..ah well...

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#33 2012-09-24 22:50:45

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2

That's just shortening/compilation of what the devs said in the official forums over multiple posts (as linked in there).  It means more that they'll use the feedback from the current stuff to improve any expansions or other added content, as said "for the future".

Last edited by BuGi (2012-09-24 22:51:10)


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#34 2012-09-25 08:54:16

arwen
Member
Registered: 2012-08-25
Posts: 134

Re: Latest info about GW2

BuGi wrote:

That's just shortening/compilation of what the devs said in the official forums over multiple posts (as linked in there).  It means more that they'll use the feedback from the current stuff to improve any expansions or other added content, as said "for the future".

Yes I get it, and its great that they are doing all those things, I am just being a bit selfish here ( btw we need more smiles!).

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#35 2012-09-25 09:44:47

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2

Latest patch notes Sep 25th

About dungeon tokens:

We’ve made some significant updates to dungeon rewards. I wanted to try and clarify them here. All of these changes have been the result of an original exploit which was letting players receive upwards of 20 levels by completing a single dungeon run. We initially closed this exploit, which caused some new problems. The result is this new system which should increase dungeon rewards for players who play though them normally but help curb inflation of rewards for those who are using exploitative methods to farm them.

1) Dungeon tokens are now rewarded at the end of an explorable chain. This was done to stop players from repeatedly entering a chain and farming the first boss that dropped tokens rather than playing the entire chain. At some point in the near future, we will make up for this by making dungeon tokens a rare drop so that even players who are not completing a chain can make partial progress toward the rewards.
2) Dungeons reward 20 tokens for completion and now reward an additional 40 tokens for the first time they are completed each day. This means that if players can complete all 3 chains of a dungeon in a day, they’ll receive a total of 180 tokens, which is enough to purchase some of the smaller rewards.
3) Dungeon tokens should be account bound. This will allow players to have a single character farm tokens for their other characters.


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#36 2012-09-30 10:27:41

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2

Fixes for the diminishing rewards:


Robert Hrouda wrote:

We have identified an issue with the DR system that is causing the bug of rewards being incorrectly diminished. We’re actively working on the situation in anticipation for Monday’s scheduled patch.


Foul and hungry vines! Prune them back!

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#37 2012-10-02 03:16:31

Juun
Member
Registered: 2012-08-25
Posts: 81

Re: Latest info about GW2

Because I know a bunch of you can't log in to forums, here's the latest patch info

General

* Fixed bugs for various stuck events and skill challenges.
* Fixed bugs for various map areas that allowed players to get outside of the playable space.
* Fixed a bug in dungeon speed-clearing code. Players should no longer experience reward reductions without triggering the speed-clearing debuff.
* Fixed a bug that was automatically killing players as they entered Sharkmaw Caverns in Lion’s Arch.
* Fixed an exploit in renown regions that allowed players to quickly complete them by interacting with objects while their inventory was full.
* Fixed a bug that caused charr characters to enter a state where any fall resulted in a long falling yell.
* Fixed a bug that caused older characters to have their monthly achievement reset upon completion before the current month ended.
* Fixed the conversion on all items that were changed from soulbound to account bound to actually be account bound now.
* Fixed a bug that was preventing certain music from playing.
* Fixed an issue with the loot table for undead grubs.
* Fixed a camera bug which occasionally caused the camera to get too close to the player’s backside.
* Updated the Barrel and Green Plant environmental weapons to disappear after lying on the ground for a set time. This will prevent map issues caused by hundreds of these bundles idling on the ground.
* Updated Rune of the Adventurer and Sigil of Energy to each grant 25% endurance when activated.
* Updated map completion rewards for Plains of Ashford and all World-versus-World maps to match the map level/content.
* Added an appropriate error message for players when trying to accept too many guild invites.
* Armor that is currently equipped can no longer be transmuted.
* Keg Brawl has received some updates:
Lob: This skill is now ground-targeted.
Throw: This skill now has the range of the old Lob but with a casting time.
* Master Weaponsmiths now sell their goods for coin instead of karma, as was originally intended.
* Miss Mipp at Almuten Mansion now sells Curry Buns instead of directly selling outdated buffs.
* Surfacing while downed underwater no longer grants invulnerability. This change was made to stop players from exploiting the surface of the water to maintain permanent invulnerability.
* The Trading Post will properly refresh when using item context menus from your inventory.
* Transmuted cultural armor now prevents opposing races from equipping it.
* Valkyrie armor boxes will now properly contain a coat instead of two helms when crafted.

Story

    Fixed bugs in the story step “Ships of the Line.”
    Fixed blocking bugs in the following story steps: “Forging the Pact,” “Killing Fields,” “Shell Shock,” “Short Fuse,” “The Battle of Fort Trinity,” “The Machine in Action,” and “Tower Down.”
    Updated difficulty of the following story steps: “Killing Fields,” “Lines of Communication,” “Minotaur Rampant,” “Mired Deep,” “Ships of the Line,” “The Battle of Fort Trinity,” “The Greater Good,” and “The Queen’s Justice.”

Events

    Fixed a bug that was periodically preventing the Claw of Jormag event from completing.
    Added catapults and scaling veterans to the bridge repair event in Kessex Hills.

Dungeons
Crucible of Eternity

    Reduced the difficulty of creatures and bosses, particularly health and armor.

Citadel of Flame

    Fixed exploits that allowing players to speed clear paths of this dungeon.
    Reduced difficulty of the Searing Effigy.

Arah

    Fixed map exploit that was allowing players to speed-clear paths of this dungeon.
    Fixed a blocking bug in story mode.

Player versus Player

    Games will no longer autobalance after one team has reached 80% of the maximum score if the game ends by score.
    Games will no longer autobalance when within two minutes of the end of the game if the game ends by time.
    Autobalance functionality has been updated to give a new volunteer bonus to any players who volunteer for balancing, as well as giving any players balanced the winner bonus. When volunteers are lacking, random selection will be used. The text for this system has also been updated.

World versus World

    Updated the Red Portal Keep in the Eternal Battlegrounds to ensure the “no siege” debuff encompasses the entire start point.
    Fixed a bug with Keep Lords in World versus World where they could become immune to damage.

Professions
General

    Profession bundle weapons (engineer kits, elementalist conjure skills, warrior banners) can now save their autoattack status.
    The following profession skills now hit 3 targets instead of 1:
        Elementalist Dagger: Lightning Whip, Lightning Touch
        Mesmer Spear: Stab, Jab, Evasive Strike
        Ranger Spear: Stab, Jab, Evasive Strike, Dart, Counterstrike
        Thief Spear: Stab, Jab, Poison Tip Strike, Nine Tailed Strike
        Warrior Spear: Stab, Jab, Impale, Mariner’s Frenzy, Parry

Elementalist

    Flame Burst: This skill will no longer fire if the target is behind the player.
    Lightning Surge: This skill no longer has infinite range and cannot fire at targets behind the player. It also is properly affected by line of sight and works with the Arcana trait Blasting Staff.

Engineer

    Elixir X: This skill now gains a duration increase from both the Inventions trait Elite Supplies and the Alchemy trait Potent Elixirs.
    Freeze Grenade: This skill no longer benefits from the Explosives trait Grenadier for 5-second cooldown reduction.
    Knee Shot: This Firearms trait now effects all immobilize skills for engineers. The effect can only trigger once every 5 seconds to prevent players from exploiting it to stack massive amounts of cripple.
    Mortar: This skill is now properly affected by the Inventions trait Rifled Turret Barrels.
    Rifled Barrels: This Firearms trait now works with the Elixir Gun kit when underwater.

Guardian

    Bane Signet: This skill’s animation will now work properly when activated by greatsword and hammer users.
    Line of Warding: This skill now lasts for 5 seconds instead of 8 seconds.
    Merciful Intervention: This skill has been updated to heal when it completes and isn’t aborted.
    Renewed Focus: This skill now functions better while underwater (players are able to use abilities sooner) and functions with the Virtues trait Elite Focus. This skill now also properly refreshes Virtue of Courage when it is being affected by traits.
    Shield of Absorption: This skill will now appear correctly for all races.
    Wrathful Spirit: This Honor trait’s retaliation duration has been decreased from 10 seconds to 3 seconds.

Mesmer

    Updated all phantasms and clones available to the mesmer to ensure they activate within their range.
    Updated mantras to now function underwater as they do above water. They also no longer go on full recharge when interrupted.
    Illusionary Riposte: This skill now functions properly with the Dueling trait Blade Training.
    Phantasmal Warden: This skill no longer has a 0-second recharge when affected by traits. It now has approximately a 5-second recharge.

Necromancer

    Blood Is Power: This skill now grants 10 stacks of might but does not grant additional life force.
    Chill of Death: This Spite trait no longer slows down the player’s autoattack when activated.
    Epidemic: This skill no longer has infinite range.
    Haunt: This Shadow Fiend skill now triggers instantly.
    Last Gasp: This Soul Reaping trait will now apply protection and remove stun as if using Spectral Armor. It also now has the displayed 60-second recharge, and the duration has been reduced to 6 seconds to properly match the skill.
    Life Transfer: This skill will now work properly with the Soul Reaping trait Path of Midnight.
    Life Siphon: This skill now properly applies damage at its intended range of 600.
    Spectral Grasp: This skill now also grants 10% life force when used. It also benefits from the Curses trait Spectral Attunement to properly increase the chill duration to 6 seconds.
    Spectral Walk: This skill now stops granting life force when struck if the player activates Death Shroud, Plague, or Lich Form.
    Vampiric: This Blood Magic trait’s interaction with the Bloodthirst trait now increases health siphoning appropriately.

Ranger

    Entangle: This skill is now properly affected by the Wilderness Survival trait Wilderness Knowledge.
    Lick Wounds: This skill now functions only with ranger pets.

Mac Beta Client Update:

    Fixed a bug that prevented players from entering the at sign (@) in the launcher’s log-in fields when using French Apple keyboards.
    Fixed a bug that prevented gem purchases.

Last edited by Juun (2012-10-02 03:20:39)

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#38 2012-10-02 09:18:13

arwen
Member
Registered: 2012-08-25
Posts: 134

Re: Latest info about GW2

Juun wrote:

Because I know a bunch of you can't log in to forums, here's the latest patch info

* Armor that is currently equipped can no longer be transmuted.


Hm what does this mean? I dont understand.

And lets hope this is going to fix my tokens problem:)

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#39 2012-10-02 09:51:58

arwen
Member
Registered: 2012-08-25
Posts: 134

Re: Latest info about GW2

I remember Doti doing something like this in GW and even winning. I am guessing now with the baby she wont have time, but maybe someone else out there is creative enough for this:

https://www.guildwars2.com/en/community … a-contest/

Last edited by arwen (2012-10-02 09:52:08)

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#40 2012-10-02 10:26:38

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2

arwen wrote:
Juun wrote:

Because I know a bunch of you can't log in to forums, here's the latest patch info

* Armor that is currently equipped can no longer be transmuted.


Hm what does this mean? I dont understand.

And lets hope this is going to fix my tokens problem:)


Looks like now you just need to unequip armor pieces first before you can transmute them.


Master Weaponsmiths now sell their goods for coin instead of karma, as was originally intended.

No more cheap gathering tools & salvage kits then.


Foul and hungry vines! Prune them back!

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#41 2012-10-02 10:44:23

9th Requiem
Officer
Registered: 2012-08-24
Posts: 72

Re: Latest info about GW2

if this fixes my token issue too, this is awesome. Would mean I just need just 7 more TA runs.


Raise the crow's foot and rope down the jib-jabber-gabber...thingy...

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#42 2012-10-02 15:01:50

Juun
Member
Registered: 2012-08-25
Posts: 81

Re: Latest info about GW2

Uuuh a diorama is day out of my league, all I'm doing so far to get in the mood is to dye my armor burnt orange and dark purple ^^

But I think I'll definitely make some pumpkin pie!

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#43 2012-10-04 13:33:52

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2

Dev reply about the current DR system.

JonPeters wrote:

We thought we should put in our 2 cents as well.

Guild Wars 2 is a game about freedom. We want you to be able to explore the world and engage in a huge variety of activities, focusing on whatever best suits your tastes.

Some players have run into “diminishing returns” thresholds we put into the game to provide a safety net against unanticipated economy-breaking issues. We do have these thresholds in place, but it’s not our intention that normal players should ever run into them. We’ve recently had bugs and imbalances that have caused normal players to hit thresholds, and we’ll fix those.

These systems are put in place to protect the economy from botters and exploiters. We will close exploits as quickly as we can. These thresholds help create a safety net to keep the economy safe when we aren’t there to deal with the offender. It’s important to have a safety net in place. It would be bad for everyone if, for example, a group of players learned how to speed-clear a dungeon in 5 minutes, with full rewards each time, and then repeated that continuously. When one activity emerges that’s order of magnitudes more profitable than anything else in the game, it forces everyone to either engage in that activity or get priced out of the economy.

While we need a safety net to stop unanticipated economy-breaking exploits and botting, we have no desire to stop farming. Farmers are a part every online economy and when they are doing normal game activity they do not cause any harm. If a player finds a normal game activity fun and would like to keep doing it, that’s fine with us.

Initially we have to rely on smaller data sets, instinct and some guesswork to find the correct cutoff. What this means is that some players are going to bump into the edges of these systems for a while as we get them sorted out. Please bear with us while we gather more data and lower the safety net until it’s only providing critical economy protection. Looking at the numbers this morning, we believe some of the threshold systems are just too harsh empirically and we’ll be adjusting those systems within the next few weeks to ensure that fewer legitimate players are being impacted.

I hope this helps to explain why a game like this needs systems such as this to protect its economy. I also hope it gives some insight into our philosophy about botters (BAD) and exploiters (BAD) vs. farmers (GOOD). Thanks for your support and we will see you in game.

Jon


Foul and hungry vines! Prune them back!

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#44 2012-10-04 13:40:27

Druar
Slayer of Trolls
From: Eslöv, Sweden
Registered: 2012-08-24
Posts: 285

Re: Latest info about GW2

BuGi wrote:

Dev reply about the current DR system.

JonPeters wrote:

We thought we should put in our 2 cents as well.

Guild Wars 2 is a game about freedom. We want you to be able to explore the world and engage in a huge variety of activities, focusing on whatever best suits your tastes.

Some players have run into “diminishing returns” thresholds we put into the game to provide a safety net against unanticipated economy-breaking issues. We do have these thresholds in place, but it’s not our intention that normal players should ever run into them. We’ve recently had bugs and imbalances that have caused normal players to hit thresholds, and we’ll fix those.

These systems are put in place to protect the economy from botters and exploiters. We will close exploits as quickly as we can. These thresholds help create a safety net to keep the economy safe when we aren’t there to deal with the offender. It’s important to have a safety net in place. It would be bad for everyone if, for example, a group of players learned how to speed-clear a dungeon in 5 minutes, with full rewards each time, and then repeated that continuously. When one activity emerges that’s order of magnitudes more profitable than anything else in the game, it forces everyone to either engage in that activity or get priced out of the economy.

While we need a safety net to stop unanticipated economy-breaking exploits and botting, we have no desire to stop farming. Farmers are a part every online economy and when they are doing normal game activity they do not cause any harm. If a player finds a normal game activity fun and would like to keep doing it, that’s fine with us.

Initially we have to rely on smaller data sets, instinct and some guesswork to find the correct cutoff. What this means is that some players are going to bump into the edges of these systems for a while as we get them sorted out. Please bear with us while we gather more data and lower the safety net until it’s only providing critical economy protection. Looking at the numbers this morning, we believe some of the threshold systems are just too harsh empirically and we’ll be adjusting those systems within the next few weeks to ensure that fewer legitimate players are being impacted.

I hope this helps to explain why a game like this needs systems such as this to protect its economy. I also hope it gives some insight into our philosophy about botters (BAD) and exploiters (BAD) vs. farmers (GOOD). Thanks for your support and we will see you in game.

Jon

As we did discuss a few days ago, it seems even anet accnowledges that the current system is broken, but it's nice to see that they will tweak it to work better. Hopefully we will have forgotten that the system even exists a few months from now.


"Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great."

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#45 2012-10-08 09:41:52

Raijin
Member
From: Münster, Germany
Registered: 2012-08-24
Posts: 76
Website

Re: Latest info about GW2

New Patchnotes: https://forum-en.guildwars2.com/forum/i … r-7th-2012

General

    Fixed a bug in targeting that was causing left-dragging to deselect/select targets incorrectly.
    Fixed a bug in targeting that was allowing users to deselect all targets using the select next target functionality.
    Fixed a bug with human female sword and pistol animations.
    Fixed a bug that was causing quickness to get stuck on players and enemies indefinitely.
    Fixed the Mystic Forge recipe for Melandru’s Gaze that was rewarding the Mystic Staff instead.
    Fixed a potential bug with skill challenge conversations not closing for all parties speaking with the NPC.
    Fixed a bug in weaponsmith Destroyer recipes being swapped for Valkyrie and Berserker weapons.
    Fixed the Mystic Forge recipes for platinum and mithril ingot conversion taking cloth bolts instead of the appropriate ingots. This also fixes the issue with linen and silk bolt conversion recipes sometimes rewarding ingots.
    Fixed the Mystic Forge recipe for Immobulus requiring a defunct item. It now requires giant eyes instead.
    Fixed a bug with Rune of Divinity that was causing it to do 50% more critical damage than listed.
    Removed laughing audio from crafting stations in Divinity’s Reach.
    Raised the maximum karma limit.
    Superior Rune of the Adventurer is now set to give 50% of endurance on heal.
    The character select screen now reflects hidden armor choices.
    Updated Rune of Earth and Rune of the Grove to have a 25% chance to grant 4 seconds of protection and 30-second recharge for superior runes, with 45-second recharge for major runes.
    We’ve relaxed our anti-exploiting system for loot and events.

Camera

    We’ve updated the camera to reduce the amount of camera smoothing currently in the game in order to lower the frequency of related bugs. We’re still looking into other camera issues, but we decided to make this quick change because it greatly improves the gameplay experience.
    Events
    Fixed a bug that could block “Escort Order of Whispers agents to Jormabakke Stead” in Snowden Drifts from restarting.
    Fixed a bug that could cause duplicate versions of Agent Briathell to spawn in Snowden Drifts.
    Fixed a bug that could prevent the repair event for “Cascade Bridge” in Lornar’s Pass from triggering.

Dungeons

Caudecus’s Manor

    Closed map exploits.
    Updated the reward vendor for Caudecus’s Manor to include the missing exotic light helmet.
    Citadel of Flame
    Closed map exploits.

Twilight Arbor

    Upper Spider Path: Increased the attack range of the Nightmare Tree. The area attack and its effect now take place at the same location.
    Nightmare Tree Spider Path: The area attack now correctly does damage at the point of the effect.
    Forward Upper Husk Path: Added damage to the Nightmare Tree’s immobilize skill. Also added damage to the Nightmare Tree egg launch skill.

Story

    Reduced the health of the final boss in “The Source of Orr.”
    Forging the Pact: Implemented changes to ensure that the cave section completes reliably.
    Pets and Walls Make Stronger Kraals: Fix for possible stall during the taming step.
    Battle of Fort Trinity:
        You cannot pick up the water orb until you defeat all of the saboteurs.
        It’s no longer possible to trap players by closing the fortress doors on them.
        Fixed a stall during “Retake the docks” objective.
        Fixed a stall if players did not choose a greatest fear earlier in Chapter 7.
    Lines of Communication: Batanga will now help you fight the Arcane Eye.
    Fixing Blame: Warmaster Gurnn should now kick off his cutscene correctly.
    Fixed a rare bug in “Shards of Orr” where Herboza would not become visible.

World versus World

    The northernmost keep in all homelands has had its collision adjusted on the inner western gate.
    Numerous items have been disabled for use in World versus World to prevent exploits and imbalances. This includes the Experimental Teleportation Gun, ettin gunk, drake eggs, seed turrets, and more.
    Fixed WvW Orb of Power duplication on player disconnect.

Profession

    Attributes gained from traits now apply to the downed state.

Elementalist

    Glyph of Renewal: This skill will now revive downed allies only, not dead ones.
    Signets of Earth, Fire, and Water: These signest have been updated to not fire at targets behind the player.
    Signet of Fire: This skill is now able to hit targets at its indicated range.
    Signet of Air: This skill now displays a hovering signet effect over the user when activated.
    Whirlpool: This skill’s damage has been decreased by 33%.

Engineer

    Grenade Kit: Grenade skills now have the same cast time underwater as they do on land.
    Explosives Trait Grenadier: This trait now gives a bonus to underwater grenade skills.
    Big Ol’ Bomb: This skill has been updated to be a blast finisher.

Guardian

    We are moving towards retaliation being more of a counter to taking many hits rather than a general boon to keep up all the time. We also wanted to improve the combo finisher of the guardian, so we reorganized guardian greatsword skills to the following:
        Skill 2: Whirling Wrath (10 second recharge)
        Skill 3: Leap of Faith (15 second recharge)
        Skill 4: Symbol of Wrath (20 second recharge)
    Updated Bane Signet and Signet of Wrath so they can’t be fired at targets behind the player.
    Updated Signet of Judgment to apply three seconds of retaliation upon activation with or without traits.
    Decreased the activation time of Signet of Judgment.

Mesmer

    Signet of Domination can no longer be cast on targets behind the mesmer.
    Added a much faster breakout for mesmer underwater mantras.
    Phantasmal Warlock: Increased recharge to 20 seconds.
    Chaos Armor: Decreased recharge to 35 seconds.
    Chaos Storm: Increased recharge to 35 seconds.
    Phantasmal Duelist: Increased recharge to 20 seconds.
    Phantasmal Swordsman: Increased recharge to 18 seconds.

Necromancer

    Updated Chillblains to properly function with the Greater Marks trait.
    Signet of Spite can now be cast while on the move.

Ranger

    Crossfire: Increased casting time by 40 milliseconds. This was done to fix some glitches in the animation that caused problems with this skill.
    Removed the broken audio that played with Natural Healing whenever pets were in combat.

Thief

    Pistol Whip: Reduced damage by 15%.
    Basilisk Venom: Increased stun duration to 1.5 seconds. Stun breakers now work on this skill.


Aztai - Thief

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#46 2012-10-08 11:05:03

wilson
Slayer of Owls
From: third stone from the sun
Registered: 2012-08-25
Posts: 171

Re: Latest info about GW2

Raijin wrote:

New Patchnotes: https://forum-en.guildwars2.com/forum/i … r-7th-2012

Profession

    Attributes gained from traits now apply to the downed state.

Interesting.

Raijin wrote:

New Patchnotes: https://forum-en.guildwars2.com/forum/i … r-7th-2012

Engineer

    Grenade Kit: Grenade skills now have the same cast time underwater as they do on land.

No more homing grenades? At least I hope so. Sadly still no news on the Tool Kit.

Raijin wrote:

New Patchnotes: https://forum-en.guildwars2.com/forum/i … r-7th-2012

Mesmer

    Signet of Domination can no longer be cast on targets behind the mesmer.
    Added a much faster breakout for mesmer underwater mantras.
    Phantasmal Warlock: Increased recharge to 20 seconds.
    Chaos Armor: Decreased recharge to 35 seconds.
    Chaos Storm: Increased recharge to 35 seconds.
    Phantasmal Duelist: Increased recharge to 20 seconds.
    Phantasmal Swordsman: Increased recharge to 18 seconds.

That's a start I guess.


Honor? Huh! Honor's killed millions of people, it hasn't saved a single one.

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#47 2012-10-08 12:32:05

Raijin
Member
From: Münster, Germany
Registered: 2012-08-24
Posts: 76
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Re: Latest info about GW2

Thieves got hit with the nerfbat. sad


Aztai - Thief

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#48 2012-10-08 13:35:36

Gruff
Member
Registered: 2012-08-24
Posts: 46

Re: Latest info about GW2

Ranger - Crossfire: Increased casting time by 40 milliseconds

^^


gw1:Gruff Nanoc  gw2:Gruff.7023

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#49 2012-10-08 15:44:32

BuGi
Member
From: Helsinki, Finland
Registered: 2012-08-24
Posts: 95

Re: Latest info about GW2

Some info about the downscaling system found by testing here: http://www.reddit.com/r/Guildwars2/comm … _dungeons/


Foul and hungry vines! Prune them back!

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#50 2012-10-09 06:25:45

Eili
Officer
Registered: 2012-08-24
Posts: 248

Re: Latest info about GW2

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