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View Full Version : Stock upgrade available now !


harbinger
07-14-2006, 03:32 AM
:D In Kaineng and ShingJea, there are new XunLai representative that give you a nice stock upgrade for 50 gold.

Here is a screenshot :
http://img60.imageshack.us/img60/3053/gw0498ib.jpg

See how my inventory seems... empty all of a sudden.
:twisted: I must say, for once, I enjoy the view of my empty inventory...

:roll: I might be mistaken, but it seems it is a Faction-only upgrade... because there is no such representative in Ascalon city or Lion's arch.

:roll: What? You are still reading? Go grab 50 gold and get it !

PS : a small sidenote : in french the XunLai representative is "Représentante Xunlai" but if I am not mistaken, it is a "monsieur with le moustache"...
Just get rid of this pesky e and it will be perfect ;)
"Représentant Xunlai"

Nomad 2
07-14-2006, 05:34 AM
Yes the upgrade is Factions + Prophecies only. Although I wish there was a pay for all avatars option.

But I did also enjoy the enhancements to some of the skills (I actually brushed the dust off of Elemental Attunement and used it for once) [Edit: removed praises of Ascalon armor; armor detained in storage, further use pending].

I'd also like to thank Anet for the prior update and improving the henches AI. After spending a good duration in combat with them, I must say the situation is improved.

BTW harbinger, what happens if something does happen with Arena Net’s promise? :wink:

Grim Daddy
07-14-2006, 06:07 AM
This reminds me of the time that Blizzard expanded the Stashes in the Diablo II Expansion. I was almost temped to say to myself today what I'd said back then: "There's no way I going to fill this up." But then I remembered that I had eaten my own words in under a month. :lol:

However since I have no intention to hang on to obsidian shards or ectoplasm, I can safely say there's no way I'm going to fill every last nook and cranny in my storage, unless they both become as common as bolts of cloth which I doubt will ever happen. :wink:

I'm also enjoying the fact that several skills got revamped, including Standing Slash.

harbinger
07-14-2006, 07:04 AM
BTW harbinger, what happens if something does happen with Arena Net’s promise?

:wink: curse A.net... they nerfed this skill ! (see sig for those who still don't catch...)

:o Perhaps it is time to change sig, but I got used to it :)

Ray Of Light
07-14-2006, 07:07 AM
Hurrah for extra storage ; I have quite a number of stacks started, and quite a few stacks maxed out... :D

I especially appreciate the hold-shift-to-split-stacks feature too : since hiring a Common Material Trader in our Guild Hall, I have been selling such materials to him for (a) more money (b) supplying the community.
Now I can trim off the single digit amounts and sell them to merchants conveniently. 8)

Moo Moo
07-14-2006, 07:22 AM
Man material storage is nice n all........if you collect materials, which I dont. So my storage is stilled filled up to max, and my characters are loaded with nice armor sets the game makes available to them, but have hardly any room for anything else.

Nomad 2
07-14-2006, 07:22 AM
Perhaps it is time to change sig, but I got used to it

Just edit an extra line on it. Maybe something like:
“Should one of these things come to pass, all GW users must rejoice for another to occur.”

Anathor
07-14-2006, 01:05 PM
These changes in the storage system (both material specific storage, and the splitting function) probably make me happier than any other change I've seen made in the game. Thanks Anet, for making it happen.

I C U
07-14-2006, 01:45 PM
I am so happy to see this. Placed all crafting items into the new materials vault. Now I have lots of room for items that I want to hold on to.

Thanks A-Net for the extra storage.

STINGER
07-14-2006, 02:22 PM
I am with Moo........They should of simply just given "storage" and let use decide what to keep in the freaking slots.

You take a character and set him up for PvP.....everything needed and there just isnt any room left and you dont need material storage for that.

Nomad 2
07-14-2006, 05:15 PM
They should of simply just given "storage" and let use decide what to keep in the freaking slots.

I know it feels like a bit of a pain that they didn't just expand the slots but I do think that it was something of a good idea. When the next chapter comes out, any player who hasn't bought up or crafted a stockade of materials has no right to complain about prices sky rocketing. Anet is giving the players an incentive to hold onto supplies for future uses rather than just selling them.

Before Factions, I anticipated (an obvious) price increase in materials. For the next month I had to carefully look over what drops I had earned and salvage what I thought I needed. In the end I had felt that at times I had created a stockade of all the wrong materials. With this new system I can start saving up my finds. Who knows I might save enough for FoW armor (doubt it, the price such items will fetch is too great for me to pass up).

Though some extra regular storage space wouldn't be a bad idea in the future.

Ray Of Light
07-15-2006, 04:29 AM
Personally I prefer the material vault to a second general-storage vault :

A
Materials were inconvenient to distribute - acquired by active character > store > log off > log on as common material carrier or rare material carrier > claim from storage.
Aside from my previous storing of all collector materials, nothing else requires more handling.

B
The material vault has more slots than the standard vault + I use most of the material vault and shall use more with time = I have more free slots on characters with a material vault than I would have with a second standard vault.

:D

I C U
07-15-2006, 08:52 AM
Yep me too, about the only things I hang on to is material and dye. Each character has 2 or 3 sets of weapons and maybe in the distant future they might have a set of special 15K armor.

harbinger
07-15-2006, 02:53 PM
Perhaps it is time to change sig, but I got used to it

Just edit an extra line on it. Maybe something like:
“Should one of these things come to pass, all GW users must rejoice for another to occur.”

Well, I balanced the skill again (#thanks to Grim Daddy and his barber shop#)

07-15-2006, 04:01 PM
I don't know if it made a difference or not, but I showed the devs that sig! :shock:

Everyone got a kick out of it! :P

Grim Daddy
07-15-2006, 04:25 PM
Perhaps it is time to change sig, but I got used to it

Just edit an extra line on it. Maybe something like:
“Should one of these things come to pass, all GW users must rejoice for another to occur.”

Well, I balanced the skill again (#thanks to Grim Daddy and his barber shop#)

Well, it looks like each time a new feature gets added in game from the ArenaNet’s Promise the community will have to be the ones to find a way to adjust the skill, instead of ArenaNet doing it for us. :lol:

Nomad 2
07-16-2006, 12:39 AM
Although, I must say the adjustments they’ve made to the Knights/Ascalon armor has left me rather perturbed. I’m not talking about the global issue (something that should have been fixed long ago), but rather the absorption towards physical only. I mean Anet finally updates the armor to be balanced only to screw up my favorite armor only a short while later. I mean there’s almost no reason to actually use it over the other armors, which are better rounded or have better bonuses. That warrior was my second character and he’s used a full set of Ascalon/Knight’s armor for most of his career (I’d estimate about a year or so). After a year of unbalance with glads armor dominating the scene, it is this that breaks my back and as a result I purchased some new armor for my warrior. Why? Because if I am actually right, I know it’s going to take the months before they even get around to considering it as a problem. I am just stating my thoughts on the adjustment and your opinion of the situation will vary. Thank you for listening.

/endstupidrant

Grim Daddy
07-16-2006, 01:08 AM
Nomad 2, you’re not so off base as you think you are.

Normally, I’d stand up & side with ArenaNet, but this time they’ve done so much wrong that I can’t even find it within myself to defend them. I’m going to start from the adjustments (or lack there of) that least annoy me & end with the ones that truly annoy me.

Personally, I can see why skills like Clumsiness (which I’ll dub an Internal Attack) would not be affected by a shields ability to absorb damage. But for the life of me, I don’t understand how a skill like Flare (which I’ll dub an External Attack) couldn’t be affected by the damage absorption of a shield. This adjustment (or lack there of) is so mild is barely worth arguing over the tidbits that would be required to balance it.

Like Nomad 2 said, for once all the Warrior armors actually looked to be on par with Gladiator’s Armor before the 7/13/06 update. Now, Knight’s & Ascalon Armor have been adjusted to the point at which they are worse off than they were when the game first launched. And you’re talking to someone who spent literally half their capital & virtually exhausted every resource available just to buy Platemail, over having a male Warrior in Gladiator’s Armor. I mean, why would anyone want -3 damage vs. physical when there’s a 100 armor vs. physical on the armor already?

I don’t know how ArenaNet can justify such an adjustment to someone like Nomad 2 who has to spend money to remain competitive unlike in any sum that we have seen with previous adjustment (ex.: the MM adjustments cost no more than 5k for me but here it could easily exceed 10k if not easily more if I had to get new armor too), who has more than likely begrudgingly gone out & bought new armor already. If I recall correctly, he/she seems to selflessly spend a majority of his money on Guild Hall upgrades for his/her guild mates.

You know, forget what I’d said about making 15k Knights Armor (http://forums.knights-templar.com/viewtopic.php?t=3501) for Prophecies. No one in their right mind is going to touch that now. It would be far & away better just to leave it the option out of the hands of someone who is out of their mind in the first place. I’m going to be honorable enough to admit it right here and now: I was wrong to purpose such an idea in the first place.

In my opinion, the worst thing ArenaNet did was let certain things slide, while adjusting these pieces of equipment. ArenaNet gave spiking casters a free pass to continue to use the modifiers to Warrior melee weapons without any severe consequences, despite not even being a Warrior subclass. ArenaNet gave touch Rangers a free pass to continue using touch skills without any repercussions from having their vision obstructed from a curse or a condition, despite the fact that such touch skills go through the same motions as any melee or bow attack would go through. And yet, ArenaNet some how found the time to make Warrior shields a bit weaker & one set of Warrior armor useless. And I even gave ArenaNet warnings (http://forums.knights-templar.com/viewtopic.php?t=4092) on how these things were being abused to boot.

Lowered the cap for Recharge Reduction to 50%.

I really don't want to go over the adjustment that occurred to Spirit Recharging Spells if I don't have to but it seems ArenaNet forced it on me. First of all, if a Ranger couldn't interrupt the 3-5 second casting time that it takes for a spirit to be cast, then it's should have been time to replace the Ranger back when he/she was selected to the task. And that does not even factor in the firepower an Elementalist has to blast those spirits back to where they came from. This will result in people being more dependent off a Monk population that will not be able to meet up with the demand needed for them in the first place, which will become less & less practical as more profession are added and monks begin to represent a smaller & smaller minority. Maybe this didn’t cross their minds, but if professions that appears exclusively in a single Chapter then that’s all the chance they get for skills. And if ArenaNet adjusts one to the point of uselessness, the only second chance is a rollback. This impacts ArenaNet because its customers can no longer rely on the specialized professions to each new chapter to be of any use, which was a big factor for me to buy Factions in the first place. As of now, I see no reason to factor in new professions being introduced in coming chapters, when I’m deciding on whether or not to buy the next installment.

By no means does this mean I’m leaving the game. In fact, I’ll probably be on more often, if for nothing else to make the gaming lives of those around me harder (ie aggravate everything in sight).

/endevenstupiderrant

Ray Of Light
07-16-2006, 05:25 AM
I do not understand the Knight's Armour = useless vibe :

* Except for Legionnaire's, when the +10 AL stance bonus is active, Knight's armour matches ( or surpasses ) the AL vs Physical of all other Warrior armour.

* Optimum AL plus 3 damage reduction means that, in terms of Physical damage resistance, Knight's armour only has to compete with Legionnaire's ( conditional defense ) and Berserker's ( increased health ) in the entire game of Guild Wars.

I mean, why would anyone want -3 damage vs. physical when there’s a 100 armor vs. physical on the armor already?

Because one can never have too much defense. :)
It is not like sensible Warrior players are scorning Runes Of Absorption, reasoning that having a high AL means they should avoid additional defenses.

Which leads conveniently in to the following point, that addresses the question of why Warriors should be 'nerfed' so that their damage reductions only apply to Physical damage...
Warriors have always been the strongest profession.

That statement is nothing to do with primary attribute, skills, etc. ; it is simply that :

* Trading 10 Energy and 2 Energy Regeneration for 20 AL and 20 AL vs Physical = balanced.

* Adding a profession-specific Rune that imbues 1-3 damage reduction = unbalanced.

It really is no different than if someone had...
* E.g. assessed Monks and given them a Rune that increased maximum energy.
* E.g. assessed Mesmers and given them a Rune that increased energy regeneration.
* E.g. assessed Rangers and given them a Rune that decreased condition duration.

To this point in Guild Wars, Warriors have been the only tank profession so it is understandable that their defenses were unbalanced and applied to all damage types.
But with another melee profession added and surely more on the way, I think we will see more steps taken to emphasise that Warrior = Physical defense ; leaving the way clear for the Elemental tank, the Condition tank, the Hex tank...

Grim Daddy
07-16-2006, 07:06 AM
First off Ray Of Light, you have to admit that there are still some pretty obvious loopholes that they did not bother to fix on this update that have been around since the release of Prophecies.

Warriors have always been the strongest profession.

Only to those that lack the imagination to find ways counter them. Even before the update, I’ve seen Warriors get reamed in arenas by Elementalists taking them one on one. I’ve also done the same with my Necromacer. Does this mean that these to professions are overpowered? No, my opponents did not prepare their builds well enough to deal with anything other than conventional damage. A well place Distracting Blow would have had me running in no time. Not to mention that Mesmers can usually mop the floor with my Necromancer just by breathing, and could probably do the same to every other class if set up right. Is that overpowered? Of course not, I didn’t expect the Mesmer to be putting together a killing combination like Backfire, Mind Wrack, & then followed by Power Drain (and yes that did happen to me & I did die horribly). I'd say that Mesmers need to be adjusted, but Assassins tend to do a good job at ganking them.

Because one can never have too much defense.

If Nomad 2 wanted armor like that, don’t you think that he/she would have bought something like that instead of ArenaNet force feeding to him/her? Such an adjustment has left people using such armors either to pay up to stay competitive, which can cost at least 10k if not more. This is excluding to factor in if one likes the look of 15k armors. I’m pretty sure that you wouldn’t like if ArenaNet reduced the quality of your 15k armors to the point at which they would be useless, unless you like spending money on armor because ArenaNet made your’s useless.

The bottom line is that Nomad 2 chose that armor based on the stats that were on it before any updates were put one it. And now that ArenaNet has imposed their vision of how it should have been, he/she doesn’t want it anymore. The game is about choice when it comes to thing like armor. People like Nomad 2 didn’t get to choose his armor; ArenaNet chose the armor for him. The fact that you, Ray Of Light, did not even justify why someone like Nomad 2 shouldn’t be properly compensated for armor that he/she was forced into repulses me.

Overall, I think that anyone who’d gotten Knight’s or Ascalon Armor before the update should be proper compensated, either monetarily or through a system that allowed players to keep their armor & looks but were given the option to change the stats (like the collector that was added for the Crimson Carapace Shields outside of Camp Rankor that were falsely adjusted to "While in a Hex" when a notable number of the shields that were acquired there were from back when the original collector was offering shields that were "While in a Stance").

Adding a profession-specific Rune that imbues 1-3 damage reduction = unbalanced.

It really is no different than if someone had...
* E.g. assessed Monks and given them a Rune that increased maximum energy.
* E.g. assessed Mesmers and given them a Rune that increased energy regeneration.
* E.g. assessed Rangers and given them a Rune that decreased condition duration.


First off, those were never global, thus giving a chance for them to be not used altogether which makes your examples outright exaggerations. Although there was a need to tweak the Absorption Runes; there was no need to adjust the Ascalon or Knight’s Armor outside of making the damage reduction no longer global.

But with another melee profession added and surely more on the way, I think we will see more steps taken to emphasise that Warrior = Physical defense ; leaving the way clear for the Elemental tank, the Condition tank, the Hex tank...

Considering the way that ArenaNet has been brushing off the non-Core professions, I’d say that these new tanks would just be stretched too thin to be of they'd lack the *versatility* to be useful as anything else or be overpowered to the point where an adjustment would be needed to weaken the new versions of tanks.

Keep in mind that new profession was the main reason for me to continue on with the chapter. If I lack the incentive for getting the next chapter for a new profession & lack the incentive because of a lack of appealing overall content, then ArenaNet loses out on a sale. That of course means that all this adjusting could end up backfiring on them even worse than if they’d just let it be.

*Also, I’ll even take into account the new professions that will be created upcoming chapters as a positive factor for purchasing the chapter in question, if it means that the new professions will simply be aspects that ArenaNet took out of the game just so those very aspects of the game could be sold back to me despite having already paid for them in a previous chapter. If such a case were to arise, I’d be prefer it if ArenaNet just worked on expanding the current professions instead of making new one that would be ultimately useless. And in all honestly, it should be the customers that are about to be lost to ArenaNet in which they should be concerned about; even though they don’t seem to be concerned at all.*

*Additional Note*:

If you want to talk about an armor being overpowered and then rebalanced, talk about the Virtuoso’s Armor for the Mesmer in where ArenaNet simply stopped the stacking feature on the bonus to the armor, as apposed to the adjustment that Knight’s & Ascalon Armor got. If ArenaNet wanted to be fair, then they would have left the Knight’s & Ascalon sets to have a -2 damage reduction against everything without the global affects or they would have made Virtuoso’s Armor +20 vs. physical while casting on top of taking out the stacking effects. And if I no one spoke up about this, then no one would be properly compensated by ArenaNet for getting armor forced on them that was sub-par for this case & in future cases (at this point, it's not question of "if" but rather "when").

Side Note to ArenaNet:

Displacement: Changed the skill's description to match its behavior.

For the record, next time you adjust a skill to be weaker like you did here ArenaNet; I’d like the truth instead of some lame excuse.

Additional Note:

I’m not doing any of this to be mean or harsh just for the sake if it. I’m doing so because ArenaNet needs hear the truth & not some fluffed up lie. I don’t want to have to explain to ArenaNet after the fact why or why not I turned down an opportunity to buy the next chapter when I could give them my feedback on the situation right now, so that both ArenaNet & I can both benefit from the exchange of thoughts.

Nomad 2
07-16-2006, 07:28 AM
Except for Legionnaire's, when the +10 AL stance bonus is active, Knight's armour matches ( or surpasses ) the AL vs Physical of all other Warrior armour.

Yes but it's been completely wrecked as far as fighting elementalists. How am I supposed to stay in the front lines taking damage from physical when I'm getting hammered by enemy elementalists. And I would consider the Legionnaire’s and every other armor the better for that reason. After crafting a new armor, I am still turning back towards my old armor and not due to the stats but for the looks because the Canthan armor looks like garbage on my warrior. Should anyone should see a warrior in Ascalon armor fleeing in terror from elementalists and not doing their job proper, it is probably me.

Because one can never have too much defense.

Then why isn't it where it's most needed? I'd trade -3 to physical for -3 to elemental in a heartbeat or the original stats minus the global defense. I'd also be willing to trade what I currently have for 15 AL vs Physical and -3 damage overall. Even then the trade-offs in these suggestions would still make it as weak as collector’s armor.

But with another melee profession added and surely more on the way, I think we will see more steps taken to emphasise that Warrior = Physical defense ; leaving the way clear for the Elemental tank, the Condition tank, the Hex tank...

If this is what it to come in the further chapters, I want no part of it. If anyone comes looking for me best not to look for me in chapter 3 or beyond. I'm sorry but I've had enough of this waiting only to see nothing come of it. They've effectively turned my armor into overpriced collector's armor in the eyes of an elementalist (a class I frequently use) and put too much defense in an area that had plenty (100 AL vs Phys. is enough). I’m not even safe from players using bows or melee weapons because with the flick of a button they can switch to an elemental weapon that will leave me with only 80 AL. This armor has been nerfed to the point of uselessness. So thanks Anet for botching my armor.

Tiny Killer
07-17-2006, 01:56 AM
Overall, I think that anyone who’d gotten Knight’s or Ascalon Armor before the update should be proper compensated, either monetarily...




So, based on this reasoning, A-Net owes everyone 1k for every skill that has been changed since purchase or capping. I can only assume that you were joking here.


I freely admit that I only have a bit over 2,400 hours of play time on this game, so please bear with my ignorance. Since this last update I cannot help but notice that my warrior does not die within 5 seconds of receiving elemental damage (much like before). I also notice that if the elemental damage is DoT, the damage reduction makes (and made) little to no difference. In fact, the only down-side that I have seen is that in a couple of the places that I solo I need to heal myself a couple more times than I used to. If the overall loss of a -4 damage reduction (from Knight's/Ascalon and a shield) is enough to make your warrior unplayable, I would think that your problem does not lie with your armor.

Nomad 2
07-17-2006, 03:14 AM
I would think that your problem does not lie with your armor.
That was very snide and condescending of you. Attack the argument; and not the person like a child would. Did I use defamation against Ray of Light for not agreeing with me? No. FYI your hours played are meaningless. Besides which Grim told you that he doesn't use that armor. The principle of the matter is that the armor in question. I don't think it's been balanced properly and I am willing to speak up, rather than sit around in meekness and pretending to be complacent. I’ve made the disadvantage is obvious in PvP. And if you think there is no difference to you than what difference would it make if it were still there for you? Because whether or not it is there makes a difference to me whether or not the effect is a visible one. I’ve been using this armor on my warrior ever since I got to Droks, even though it could have been (and mostly was) considered inferior armor to Gladiator’s Armor. They finally adjust the armors correctly (getting rid of the glitch and placing them up to par) to leave Knight’s armor variants inferior to the others. And it is this I cannot abide by.

Perhaps though I should have been clearer when stating that:

How am I supposed to stay in the front lines taking damage from physical when I'm getting hammered by enemy elementalists

This was a hypothetical. The point being would it not give one piece of mind to know that there was some extra armor to protect against that?
(Keeping in mind that some monks and ritualists [should the choose a path akin to the monk] that we team up with are still trying to learn the basics and that henches can’t be the answer to everything especially when you can have actual players in a multiplayer game)

Grim Daddy
07-17-2006, 05:06 AM
First off, you are misconstruing the information in which I have presented by sharpening it and leveling to your own designs, Tiny Killer. Before you even think about replying read this post as well as all the other posts on this forum thoroughly.

So, based on this reasoning, A-Net owes everyone 1k for every skill that has been changed since purchase or capping.

Let’s examine this claim for a minute shall we. You assume that I consider skill and armor acquisitions to be one and the same, which something rather dangerous to assume. In order for a Warrior to remain competitive, that Warrior must buy new armor due to its stats (being best said by Nomad 2) being no better than expensive collector’s armor. Anyone wielding an elemental melee weapon or bow can cut that armor rating down to 80 AL. Furthermore, an Elementalist using Lightning skills can take that down even further to 60 AL, with skills that have 25% armor penetration. Now compare that to any other Warrior Armor that is currently out there & the imbalance become evident even to the dullest of minds.

Now, let’s examine the two largest & most costly skill adjustments:

By the time the AoE update for enemy AI rolled around, the player populous was already well aware of what AoE were & could even know when to spot even the most subtle of them, like Symbol of Wrath. So in order to truly remain competitive, one would have already moved on from using, such AoE’s as Firestorm.

And for the Necromancer MM limitation on 10 minions, I honestly needed no more skills in order to continue my role as an MM. Animate Flesh Golem is not necessary for an MM build, but it can help. If I recall correctly I only paid 700g for it, & never have bothered to use it on an MM build. And the diminishing return of continually using MM builds must be taken into account as well. In order for a Necromancer to be truly competitive, one who plays Necromancer must learn everything about their profession. So much as have one Necromancer using Blood Wells & another raising minions is a major problem that ought to have been worked out beforehand. The same can be said about two Necromancer’s bringing the same Curses. Sure it can be good and jolly when there’s a mob of them. But when a tough boss becomes the last one standing, two Curses’ Necromancers (that thought it’d be a good idea if they both brought the same build) end up no better than if only one of them was there. My costs that came from the MM adjustment was 0g, as a result of already having everything I needed in my skill list to continue being a MM.

What differentiates this armor adjustment from the skill adjustment that I’ve just mention is that in order to actually be competitive one ought to have been already buying the skills in order to out maneuver the run-of-the-mill builds that were commonplace. In the armor adjustment, one is now thrown into a position where time was not given adjust & where the adjustments were clearly overdone compared to what had happened to Virtuoso’s Armor. May I remind you that if they wanted to be fair with the armor adjustments, then they would have left the Knight’s & Ascalon sets to have a -2 damage reduction against everything without the global affects or they would have made Virtuoso’s Armor +20 vs. physical while casting on top of taking out the stacking effects. If nothing else, anyone with any shred of common sense could tell you that the Knight’s & Ascalon armors were not treated equally to the Virtuoso’s Armor when the three of them were being adjusted.

Now let’s look at what I said in full:

Overall, I think that anyone who’d gotten Knight’s or Ascalon Armor before the update should be proper compensated, either monetarily or through a system that allowed players to keep their armor & looks but were given the option to change the stats (like the collector that was added for the Crimson Carapace Shields outside of Camp Rankor that were falsely adjusted to "While in a Hex" when a notable number of the shields that were acquired there were from back when the original collector was offering shields that were "While in a Stance").

Read the fine print. The red is everything from that statement that you excluded to fill your own means. You didn’t even bother taking out the “either” that came before monetarily, which is a good indication that there is an alternative. Both situations can be considered fair. However, the amount of money that I calculated for a proper monetary compensation for a full suit of armor came to just over 40k per piece of armor. Now this would undoubtedly crush the GW economy, which is unfair to everyone else & also why I provided an alternative. Anyone with half a brain can see that the only reasonable way to give proper compensation to players who had Knight’s or Ascalon Armor is to provide collector’s outside of each town that offered it; which would offer to trade in their old armor for ones with the same runes, dye coloring, looks, but with the base stats of their choice (such as being able to replace -3 dmg. vs. phys. with +10 AL but only +10 vs. phys.).

Don’t be fooled for an instant. They have the technology to properly compensate people using Knight’s & Ascalon Armor.

I freely admit that I only have a bit over 2,400 hours of play time on this game, so please bear with my ignorance.

Yes, I will bear with your ignorance on the matter that you actually think that time directly equated to skill, which when it comes to this game is one of the most ignoramus and elitist things that you can say. Simply put: this game isn’t about grinding if you want to become skilled, something you seem to have missed out on.

I also notice that if the elemental damage is DoT, the damage reduction makes (and made) little to no difference.

If you played with any element outside of Fire Magic, you’d know that very few elemental skills have conditions like Burning on them, which does make this a big deal. This is coming from someone who has only had their Elementalist running at full power for only a few weeks now. And I still have learned that not everything revolves around Fire Magic, which really does show that even after 2,400 hours of playing you really don’t know about the game if this is any indication of what you know of the profession.

I would think that your problem does not lie with your armor.

Nomad 2 is right: I do use Platemail & you should be attacking the argument rather than acting like a child. And on top of which read before you write. You’ll save yourself from showing appearing as a dim-wit. If you don’t feel like reading all of it & actually coming up with an intelligible response, then don’t even reply Tiny Killer.

Ray Of Light
07-17-2006, 05:53 AM
Hmm, it is hard to formulate a non-incendiary response... but I will try anyway. :D

Re: some of the above statements...

* Warriors do not dominate all other professions, but their Runes Of Absorption are an unbalanced asset.

* Knight's Armour is 100% certainly superior to standard/collector armour.

* Gaining a global defense from equipping a single piece of armour ( e.g. Warrior, Mesmer ) has always been a flaw, and well publicised as being on the to-do list to correct.

* Anet work hard on the graphics for armour art - though obviously they cannot please everyone - and with Factions made the considerable change to seperate art & function so that players would have much more choice ( including previously inaccessible Prophecies art ). 8)

And three new points...

1st ( Minor ) People may not have considered this with all the attention drawn to Warrior and Mesmer armour, but Necromancer Necrotic armour is now the 'worst' armour functionality in the game : it is the only set which imparts a global defense penalty.
E.g. wearing Necrotic boots causes you to suffer 5 additional damage when struck in the chest with Holy damage.
By all logic, Necromancer players ( of which there are many :) ) should be way ahead of Warrior players in decrying recent armour changes ( the abolition of all other global armour effects ).
But to the best of my knowledge there is no such outcry, because it is a] not that big a deal b] part of the 'flavour' of Necromancers. :twisted:

2nd ( Moderate ) Knight's Armour was not technically nerfed ; nerfed = weakened.
Making damage reduction only affect Physical damage = weakening.
Increasing damage reduction from 2 points to 3 = strengthening.
A nerf + a buff = a change, not a nerf.
By all logic ( I am feeling mighty Vulcan today ), players proclaiming the nerf aspect as their doom should simultaneously be rejoicing in their titanic 50% increase in Physical damage reduction.

3rd ( Major ) Guild Wars is an online game, and as such the content changes over time - people on this very forum even spend time asking for changes !
Besides pretty much being a given, it is in the EULA that everyone accepts to play GW : content can be changed or removed without reason or notice.
There is a long line of changes stretching from the initial launch of Guild Wars, and none of them has ever caused characters to be issued with a refund ( e.g. this armour changed - have your money back ) or additional charge ( e.g. this skill improved - buy it again ).
It simply is not going to happen, and it certainly does not need to happen given the tremendous flexibility of GW with regards to skill selection, attribute points and armour art/functions.
Personally I would be horrified to log-in and discover the following I.O.U. on my treasured Necromancer : " Dear player, we removed the global penalty from your Necrotic armour - you now owe 60 platinum ". :shock:

Nomad 2
07-17-2006, 06:47 AM
It is fair enough not calling this a nerf. However, this not the kind of armor I intended to pay for or the adjustment I wanted to see. My preference would have been 80 AL, 20 vs physical, and 2 damage reduction to physical and elemental (maybe it is just me but I don’t think that’s asking for too much). This armor seems more specified towards a PvE user rather than one who wishes to pursue both PvP and PvE with their warrior. I’ve stated my thoughts as to why I think it is not proper for PvP. If it can’t do both, it probably hasn’t been balanced properly.

Grim did note that some sort of compensation could be used to outfit the armor as one wills to do so (hopefully within reason of course). And this is the problem; I spend all this time gathering up runes and other resources to tailor the armor to my liking. This is 1.5k armor we are talking about here; imagine how annoyed someone who bought a full FoW version of this armor would be. Having a skill set adjusted compared to armor is much less costly for someone like a warrior even though it might even change their weapon load outs. I’m just guessing but I would say somewhere down the line this armor is going to get adjusted again to amend for what has occurred recently.

Thanks for the reply Ray; I might actually consider heeding your advice. Though is frustrating, it looks like I will have to find a new set of armor and stay clear of the arenas with one of my favorites. The best thing I can do to object towards these changes is to not buy Anet’s next product. Consumers vote with their currency and that’s what I intend to do. Although, I could go on and I don’t fully agree with everything said, this is pretty well closed. Your comment towards the EULA is a solid one. Thanks for writing so that I could find that there’s nothing left that I can do or say about this subject for that matter.

Ray Of Light
07-17-2006, 08:16 AM
I’ve stated my thoughts as to why I think it is not proper for PvP. If it can’t do both, it probably hasn’t been balanced properly.

Sadly, there is no disputing that the set is no longer competitive for PvP. :(
But on the silver lining side :
* Higher Physical damage reduction is great for most PvE areas.
* Elemental weapon use in PvP may make Ward Against Elements and Ward Against Harm more popular - go Eles !
* Ebon, Fiercy, Icy and Shocking Green items may actually be sought after. :D

P.S. Buy campaign three - it will be new and shiny, and if you do not buy it then Gwen may cry.

Grim Daddy
07-17-2006, 12:07 PM
Warriors do not dominate all other professions, but their Runes Of Absorption are an unbalanced asset.

There was an exploit with those runes though. If I recall correctly, I heard a rumor that most spells targeted the torso armor to its target. And any Warrior who does the math can see if they can only insert one absorption rune it’s in the chest, due to it getting struck more often than not by regular attacks. So if the rumor was true, then that means most spells were targeting the chest where 1-3 damage would be taken off immediately without the person using the armor know it in the first place. If true, there was an exploit going on; a not so well known exploit, but still an exploit. Keep in mind that you’re talking to the same person who thought that the Necromancer touch skills needed to be reassessed due to certain advantages over other damage dealing skills (i.e. being able to be used at 100% accuracy even while vision is obstructed); even though the build it’s being used on (Touch Rangers) is mediocre at best. Just because it’s not overpowered, doesn’t mean that something shouldn’t be looked into for mechanical errors.

Higher Physical damage reduction is great for most PvE areas.

What was being purchased here was a more rounded armor that protected against physical & elements, but ended up getting an armor forced onto them that specialized for physical damage only. Thereby making the armor no better than collector’s armor when it comes to dealing with elemental attacks. Gladiator’s Armor at least gives additional energy so that one can counter an elemental attack with more options at their disposal for their build.

It would be like rolling back Elementalist armor back to the time when it was 60 AL & only +15 vs. a specific element; for someone who had just bought the new Elementalist armor with 60 AL, +10 vs. the elements, & +10 vs. a specific element. The only difference between such a hypothetical rollback for Elementalist Armor and the adjustment on Knight’s & Ascalon Armor is the number of armors that would be required to remain competitive in the game.

For this reason, I have pushed for the collector in which would give someone like Nomad 2 the opportunity to change their armor stats even if it was to the only other 2 options that were available during the Prophecies campaign (i.e. Gladiator’s Armor or Platemail). Because let’s face it, the cat’s pretty much out of the bag when it comes each armor type having a specific look.

* Elemental weapon use in PvP may make Ward Against Elements and Ward Against Harm more popular - go Eles !
* Ebon, Fiercy, Icy and Shocking Green items may actually be sought after.

I doubt you’re going to be seeing elemental components going up in value, considering that any fighter (i.e. Warrior, Ranger, or Assassin) that wants any edge they can find has already taken a set of elemental components for at least one set of weapons in that mastery to bypass the armor of another fighter. However, you’re on the right track. Suffixes to weapons that have additional armor in general or armor to just the elements for the same reason that you’ll see Wards sought after.

Ray Of Light
07-17-2006, 12:33 PM
Hmm.. the real silver lining then is that if you have a Knight's set ( 3 Physical damage reduction ) and a Sentinel's Set ( 100 AL vs Elemental damage ), you can switch between them to be tougher than ever before. :D

Tiny Killer
07-17-2006, 12:43 PM
Hmm, much offense taken where none was intented to be dished out. Perhaps a bit of explanation is due to those that feel slighted by my comments.

Tiny Killer wrote:
I would think that your problem does not lie with your armor.


The intent was to point out that it may be time to adjust your build from what you normally ran. I am not sure how this was taken as a personal attack.


Grim Daddy wrote:
You didn’t even bother taking out the “either” that came before monetarily, which is a good indication that there is an alternative.

There was no reason to edit that out as the "..." at the end of the portion I quoted was proper indication that there was more to the statement.


My statement of time played was meant to be taken at face value. My impressions from reading this forum has been that many here have much more time and experience than I do in this game. Stating this as time seemed an easy way to quantify this. However, had I known this:
Nomad 2 wrote:
FYI your hours played are meaningless.


Grim Daddy wrote:
...that you actually think that time directly equated to skill, which when it comes to this game is one of the most ignoramus and elitist things that you can say.


I would have realised that a player with 15 minutes of total game time is equal to the skill level of the current Guild Wars World Championship team. In the future I shall try to formulate a way of stating how long I have been playing this game without actually saying how long I have been playing, if that will help clear things up.


Grim Daddy wrote:
If you played with any element outside of Fire Magic, you’d know that very few elemental skills have conditions like Burning on them...


I find it very interesting how, from one brief statement of mine, you convinced yourself that you know the amount of my knowlege of the elementalist class. However, I am sorry for the confusion that was generated by my statement involving damage over time. In my attempt to briefly sum up the situation I used an example. Much like this:
Nomad 2 wrote:
How am I supposed to stay in the front lines taking damage from physical when I'm getting hammered by enemy elementalists


This was a hypothetical.





I do still feel that my amount of time in this game is rather low and that I have a long way to go before considering myself to be a good player. Fortunately I have places like this forum to turn to for open discussion of the finer points of the game. A place free from name calling.

Grim Daddy wrote:
...appearing as a dim-wit.

Nomad 2 wrote:
...like a child would.

OK, maybe not so free of name calling, but still a place to peruse and learn from.

In closing, it is time to load guild Wars and to seek further light on this topic. My testing is far from over and my final conclusion is not yet set in stone.

STINGER
07-17-2006, 04:41 PM
Warrior PvP

2-4+ Shields
4 Axes
4 Swords
4 Hammers

At least (2) extra pieces for rune swaps between hammer, axe, Sword.

It would also be an advantage to have at least (2) sets of armor before its all said and done. One you can swap to for certain builds.

LT Helm for hexes, and if your Weapon run is in the helm you need (3) of them.

I sold every bit of my materials before Factions and I sold it all during factions. It took me one day to get everythign I need ofr 1.5k Ranger armor, and it the same goes for the Warrior I am going to get.

Barring a "few" mats there is no need to store them the can be salvaged in masses quickly.

07-17-2006, 09:54 PM
You're free to post your ideas/opinions and comment on other people's ideas/opinions, but you are NOT allowed to insult or flame anyone here at the KT forums!!

Please refrain from making comments like the following which are nothing more than petty insults that totally negates anything of value you might have said in your post!
Nomad 2 wrote:
FYI your hours played are meaningless.

Grim Daddy wrote:
...that you actually think that time directly equated to skill, which when it comes to this game is one of the most ignoramus and elitist things that you can say.

Grim Daddy wrote:
...appearing as a dim-wit.
Nomad 2 wrote:
...like a child would.