Mise à jour du 17 janvier 2008

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Initialement posté par L dans https://forums.jeuxonline.info/showthread.php?t=862390

Citation :
Update - Thursday, January 17, 2008
Skill Updates

We will be evaluating the following changes over the course of the next week. Additional adjustments may be made during that time period.

Guild versus Guild
Assassin
  • Caltrops: decreased recharge time to 10 seconds.
  • Heart of Shadow: functionality changed to: "You are healed for 30..150 Health and Shadow Step to a nearby random location."
  • Scorpion Wire: decreased recharge time to 10 seconds.
  • Viper's Defense: changed Skill type to a spell; increased casting time to .25 seconds; functionality changed to: "All adjacent foes are Poisoned for 5..20 seconds, you Shadow Step to a nearby random location."
Dervish
  • Pious Assault: increased Energy cost to 10; functionality changed to: "You lose 1 Enchantment. If this attack hits, you deal +5..20 damage and inflict a Deep Wound for 5..20 seconds."
Elementalist
Mesmer
Monk
Necromancer
Paragon
Ranger
Ritualist
Warrior
Bug Fixes
  • Fixed a bug in the Eye of the North quest Kilroy Stonekin's Punch-Out Extravaganza! that occasionally prevented players who had regained full Energy from standing up after being knocked down.
  • Fixed a bug in the Eye of the North quest Leader of the Pack that prevented some players from completing it.
  • Fixed a bug with the Eye of the North PvE Skill Ursan Blessing that caused it to incorrectly replace some Skills when its effect expired.
  • Fixed a bug that could cause a player’s profession to appear using the wrong gender-noun on the character select screen in some languages.
Miscellaneous
  • Added the option to bind keys that activate Hero Skills. These keys can be bound through the "Action: Order Hero (1-3) to use Skill (1-8)" option in the Control options panel (Menu > Options > Control).
  • Updated the Hero AI for the Dervish Skill, Faithful Intervention.
Open Travel: Territory and District UI Changes
  • As a continuation of last year’s “Territory and District UI Changes” that saw language district restrictions removed for America and Europe, we are now removing restrictions on travel to Asian language districts.
  • In this update restrictions to Korean language districts will be removed and players of American, European and Korean districts will be able to travel back and forth between these language districts.
  • Restrictions on travel to Japanese and Taiwanese language districts will be removed in a subsequent build.
- modification des compétences équipées par certains PnJ en GvG.
- modification des règles de Mort subite en GvG.
- rééquilibrages de compétences (voir descriptions individuelles -pour une fois je suis content pour mon P).
- Quelques corrections de bugs dans des quêtes et compétences de Eye of the North.
- On peut affecter des touches raccourcies pour les compétences des héros.
- On peut désormais voyager sans restriction vers les districts Coréens.
- dans une mise à jour ultérieure on pourra également le faire vers les districts Japonais et Taiwainais.

EDIT - quelle andouille je fais, je n'ai pas fait gaffe que l'auto-complétion du clavier m'a mi août au lieu de janvier. Un admin peut-il changer le nom de cette discussion s'il vous plait ?
Merci de renommer ce topic dès que possible.

La devupdate concernant cette mise à jour a été postée ici : http://wiki.guildwars.com/wiki/Gaile_News/20080117

Voici les extraits les plus importants :

Citation :
Publié par devupdate
For this skill update, the primary goals are to further reduce the power of passive defense (and provide alternatives for those defenses), improve the late game mechanics in GvG, and improve some underused skills. As normal, this test period will be monitored closely by the play balance team so necessary adjustments can be made.

Guild versus Guild
These changes are primarily intended to adjust the impact of the block mechanic during Victory or Death and restore the importance of aggressive play throughout the match. Heavily defensive teams were too successful at consistently stalling games until Victory or Death, then using defensive skills to negate the impact of enemy NPCs while taking advantage of the damage bonus to compensate for their lack of offensive skills.

Assassin
Viper's Defense and Heart of Shadow were far too unreliable and could, for example, cause the caster to Shadow Step away while in the middle of using a skill. This change is meant to give more control to the caster, and make these skills more active and fun to use. Scorpion Wire, an underused skill overall, became less attractive with the addition of Augury of Death, warranting a recharge reduction to improve it. Caltrops needed to be more readily available to compete with other Cripple applications, so we brought the recharge down there as well.

Dervish
Aside from the Avatar of Melandru/Wearying Strike combination, options for inflicting Deep Wound were extremely limited for Dervishes. This rework of Pious Assault aims to grant that option to other Dervish builds.

Elementalist
We took this opportunity to increase some underpowered Elementalist skills. Elemental Flame gets much more attractive at low attribute levels, Glyph of Essence receives a nice recharge reduction to find room on crowded skill bars, and Chilling Winds gets a duration increase to allow it to spread to multiple targets.

Mesmer
Hex Eater Vortex was too prevalent in spikes on a single target, wiping off important protection spells while inflicting solid damage. The damage reduction and recharge increase should put more emphasis on the double-removal aspect. Kitah's Burden and Ethereal Burden had overly long recharges for movement reduction Hexes, so we knocked a third of that time off the top on both. Wastrel's Worry is intended as a staple-yet-conditional Mesmer damage spell, but its low, unguaranteed damage made it unattractive. Upping the damage here should more appropriately reward the times when it does succeed. Finally, many of the skills that could cause problems with Mind Wrack have received power decreases over the last several months, which makes us comfortable inching this skill back up a notch.

Monk
Touch-range, repeatable-use resurrection skills still proved too unwieldy for common use in PvP, so we'd decided to give them a generous casting time reduction to make the payoff more in-line with the difficulty of use. Patient Spirit is intended to be a slow but efficient maintenance-style heal, but was far too weak to perform that function previously. Divine Healing and Heaven's Delight received an aggressive range change to serve as an alternate heal for an entire group within the Divine Favor line, while Aura of Stability received a duration decrease to stop endless chains of it to invalidate knock-down.

Necromancer
Wail of Doom had a high price even before casting: it's both an elite and in a primary-only attribute line. We wanted to make the skill more usable for those who did decide to make those investments by reducing the Energy cost. Signet of Agony's damage was far too low to warrant any use, so we increased that to add some raw power to this overlooked skill.

Paragon
Spear of Fury gets a boost to its adrenaline to help out Paragons, especially in PvE. "We Shall Return!" fits our goal of improving resurrection as a whole, while the lower Energy cost for "Fall Back!" will make it a more viable choice for split tactics in GvG.

Ranger
Power Shot, Penetrating Attack, Sundering Attack, and Precision Shot were a bit lackluster in their effects. The intent of a faster speed is to increase overall bow damage output. Magebane Shot has become the clear elite choice for Rangers in GvG due to its low cost and high effect. At 10 Energy, this skill should now be more appropriately priced.

Ritualist
Rejuvenation's low Health made its lifespan too short to take advantage of its effect, so we increased the level to compensate. Sundering Weapon gets additional attacks for more chances to spread Cracked Armor on different foes. Sight Beyond Sight's duration came up slightly, further rewarding this skill choice on Ritualist builds that include melee attacks. Warmonger's Weapon was an endless, unremovable, powerful enhancement that could lock players down for a whole game in 4v4 PvP formats; the recharge increase means it will not be a permanent factor.

Warrior
"Coward!" and "You're All Alone!" are primarily split-friendly skills that enable Warriors to engage in skirmish tactics, so improving them should help Warriors perform better when away from the main group in GvG.
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