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Bugged?


Egorum.9506

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How did desert shroud procing dhumfire make it through testing, beta, and live without anyone at anet catching it?

Since this was a "bug fix", you'd think that a multimillion dollar company would have caught it. Or was it allowed to go live to draw people into buying the expansion?

Since it's pretty obvious that this wasn't a bug fix and was instead a straight nerf due to the complaining on the forums (for good reason, damage was too high). Why not call the nerf what it is instead of selling us this bug bull, or would you rather your entire player base know that your balance team is totally incompetent?

Does the balance team even understand what "heavy support" is? And if scourge is a support spec, what is reaper supposed to be- damage? Because if so, way to screw that one up too. So now we wait two weeks and see what's in store, and when it doesn't provide support to scourge OR damage to reaper, what would you like your necro players to do?

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Release dates tend to line up with marketing’s demands more than QA. Remember the last game that launched without bugs and balance issues? There hasn’t been one for a long time. Players definitely spotted the issues, but by then there wasn’t enough time to fix and balance them - the game was rolling out, as is.

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QA let a 'bug' go live on one of their most anticipated specs after a year of testing? That sounds more realistic than it was a feature of the class but it got backlash so hard that they crippled a new spec to remove it?

When they did the testing for the new specs damage, including pulsing dhumfire, and found it to be competitive they didn't say what if you don't take that trait? They never noticed a 30% dps nerf on a class that has never had competitive dps despite complaints about it every day for two years?

Calling it a bug makes them look incompetent. Nerfing a class by 30%, giving it back nothing, then calling it heavy support with no way to explain what that support is also makes them look incompetent. Or they aren't incompetent and this was a blatant cash grab, which is if anything worse. I think an explanation is in order that actually makes sense, even if that explanation is 'we fucked up and we're sorry, we're going to fix it by doing x'.

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@Egorum.9506 said:What about all the dev comments saying 'we want small shades to do more burst damage' then removing any reason to have out more than one shade? How does that add up?

DiD they realy said that ?

i gonna laugh my ass off if they did then created this " BUG FIX ".....................

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@Irenio CalmonHuang.2048 said:Greetings Necromancers,

As the sands of the Crystal Desert beckon several things have changed since the previews of the Scourge elite specialization.

  • Manifest Sand Shade: Reduced duration of shade from 25s to 20s. Reduced target cap from 5 to 3.
  • Nefarious Favor: Increased cost from 15% to 21% base vitality in life force.
  • Garish Pillar: Reduced cost from 50% to 40% of base vitality in life force.
  • Desert Shroud: Increased cost from 40% to 50% of base vitality in life force.
  • Harrowing Wave: Now grants 3% life force per enemy struck.
  • Serpent Siphon: Poison from 1 stack for 3s to 2 stacks for 5s.
  • Sand Swell: Increased duration of portal from 6 to 8 seconds. Increased number of allies that can use it from 10 to 20.
  • Trail of Anguish: Now grants stability in addition to swiftness.
  • Desert Empowerment: Reduced base barrier value and healing scaling granted from this trait by 27%.
  • Sand Savant: Reduced the increased number of targets on Manifest Sand Shade from 5 to 2. (So it now increases it to 5)

The cost of some profession abilities has been changed to better pair with their level of impact and some of the punishment skills received minor buffs to their non-corruption abilities.

Of major note Manifest Sand Shade (F1 by default) has had its target cap reduced to 3 per shade and is increased by the trait Sand Savant to 5 while wielding a greater shade. There are several reasons for this change, including:

• Potential 20 target caps in WvW blew things out. Compare this to 5 target caps on the vast majority of abilities with the rare 10 cap abilities.

• Sand Savant smooths out multi-party teams and offers greater control with an effective 10 target cap (at you and your shade).• There is an effective 12 target cap if you and your three shades are all active, but it is deliberately not sustainable so you can have a period of increased power at the cost of lessened effectiveness later on.

We expect this change will reward more skilled use of shades while remaining effective area control in the vastness of Elona and beyond.

Hone your magics and command the sands!

There is an effective 12 target cap if you and your three shades are all active, but it is deliberately not sustainable so you can have a period of increased power at the cost of lessened effectiveness later on.

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