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Update - Thursday August 7
Updated Zaishen RewardsFor more information on these changes, please see the
Developer Updates page.
Assassin
- Flashing Blades: functionality changed to: "(5..30 seconds.) You have 75% chance to block while attacking. Block effect: 5..20 damage to your attacker."
- Golden Skull Strike: this skill no longer requires a lead attack; reduced Dazed duration to 1..5 seconds.
- Hidden Caltrops: increased recharge to 12 seconds. Functionality changed to: "(10 seconds.) Causes 50% slower movement. End effect: inflicts Crippled condition (3..15 seconds)."
- Shadow Form: reduced the damage penalty to 33%.
- Way of the Assassin: functionality changed to: "(20 seconds.) You attack 5..35% faster and have +5..35% chance to land a critical hit."
Dervish
- Onslaught: increased Energy cost to 10. Functionality changed to: "(5..20 seconds.) You attack and move 25% faster."
- Vow of Strength: functionality changed to: "(20 seconds.) Adds +5..35% damage to your attacks against foes not suffering from any conditions."
- Zealous Vow: increased Energy gained per hit to 1..7; decreased to -3 Energy degeneration.
Elementalist
- Glimmering Mark: decreased casting time to 1 second; increased recharge time to 10 seconds. Functionality changed to: "(10 seconds.) Deals 5..25 lightning damage per second. Ends if you cast a spell that targets this foe."
- Master of Magic: decreased Energy cost to 5; decreased recharge to 20 seconds. Functionality changed to: "(1..61 seconds.) Your elemental attributes are set to 12 and you gain +0..2 Energy regeneration."
- Mirror of Ice: increased casting time to 1 second; increased recharge to 30 seconds. Functionality changed to: "(60 seconds.) You deal 5..35 cold damage whenever you cast a Water Magic hex."
- Thunderclap: decreased casting time to 1 second; increased recharge to 20 seconds. Functionality changed to: "Deals 15..75 damage. After 3 seconds, inflicts Dazed condition (1..10 seconds) to target and adjacent foes. 25% armor penetration."
Mesmer
- Air of Disenchantment: functionality changed to: "Also hexes foes near your target (5..20 seconds). Remove one enchantment from target and nearby foes. Enchantments expire 150..300% faster on those foes."
- Extend Conditions: functionality changed to: "Spread all conditions from target foe to all foes near your target. The durations of those conditions are increased by 5..100% (maximum 30 seconds)."
- Lyssa's Aura: increased recharge to 30 seconds. Functionality changed to: "(10 seconds.) You have 0..4 Energy regeneration. Renewal: every time you cast a spell on an enemy."
- Signet of Midnight: increased casting time to 2 seconds.
- Tease: decreased casting time to .25 seconds. Functionality changed to: "Interrupts a skill. Interruption effect: also interrupts all foes in the area and you steal 0..5 Energy from each interrupted foe."
- Visions of Regret: functionality changed to: "Also hexes foes adjacent to target (10 seconds). These foes take 15..90 damage whenever they use a skill."
Monk
- Aura of Faith: this skill is now in the Protection Prayers attribute line; decreased Energy cost to 5; decreased casting time to .25; decreased recharge time to 8 seconds. Functionality changed to: "(3 seconds.) Target ally gains 50..100% more Health when healed and takes 5..50% less damage."
- Empathic Removal: functionality changed to: "Removes one condition and hex from target ally and yourself, and heals for 50. Cannot self-target."
- Healing Burst: decreased recharge time to 4 seconds. Functionality changed to: "Heals for 5..130. Also heals party members for 5..20 in area of your target."
- Signet of Rage: increased non-conditional damage to 5..50; decreased conditional damage to 5..10.
Necromancer
- Life Transfer: decreased recharge to 20 seconds. Functionality changed to: "Also hexes foes adjacent to target (6..12 second). Causes -3..8 Health degeneration. You have +3..8 Health regeneration."
- Order of Undeath: increased recharge to 15; decreased Energy cost to 5. Functionality changed to: "All but one of your minions die. If that minion is non-Elite, it deals +5..30 more damage, has +5..20 Health regeneration, and attacks 33% faster (20 seconds)."
- Pain of Disenchantment: decreased casting time to 1 second; increased recharge time to 15 seconds. Functionality changed to: "Target foe loses 1..3 enchantments. Removal effect: that foe and all adjacent foes lose 10..100 Health."
- Vampiric Spirit: functionality changed to: "Steal 5..50 Health from target foe. You have +5..10 Health regeneration (10 seconds)."
Paragon
- "It's just a flesh wound.": functionality changed to: "Remove all conditions from target ally. This skill fails if you have a Deep Wound. Cannot self-target."
- "The Power is Yours!": decreased recharge time to 0; decreased Energy cost to 0; increased adrenaline cost to 4 strikes. Functionality changed to: "(3 seconds.) Allies within earshot gain 0..1 Energy regeneration."
- Soldier's Fury: functionality changed to: "(10..35 seconds.) You attack 33% faster and gain 33% more adrenaline if under the effects of a shout or chant."
Ranger
- Expert's Dexterity: this skill is now a stance; decreased activation time to 0; increased recharge time to 20 seconds. Functionality changed to: "(5..20 seconds.) You attack 33% faster and you gain +2 to your Marksmanship attribute."
- Incendiary Arrows: changed skill to an attack skill; removed activation time; decreased recharge time to 3 seconds. Functionality changed to: "Hits 2 foes near your target and inflicts Burning (1..3 seconds)."
- Melandru's Shot: decreased Energy cost to 5; decreased activation time to 1 second; increased recharge time to 10 seconds. Functionality changed to: "Deals +10..25 damage. Inflicts Bleeding (5..25 seconds) and Crippled (3..15 seconds) if target foe was moving or knocked down."
- Scavenger's Focus: this skill is no longer a preparation; decreased Energy cost to 5; decreased activation time to 0; increased recharge time to 20 seconds. Functionality changed to: "(10 seconds.) You gain 3..12 Energy if you strike a foe who has condition."
- Scavenger's Strike: decreased Energy cost to 5; increased recharge time to 10 seconds. Functionality changed to: "Deals 10..25 damage. You gain 3..15 Energy if target foe has a condition."
Ritualist
- Consume Soul: increased casting time to 1 second; increased recharge time to 5 seconds. Functionality changed to: "Steal 5..60 Health. If target foe was a summoned creature, you steal all of that foe's life."
- Defiant was Xinrae: this skill is now in the Restoration Magic attribute line; decreased Energy cost to 5; increased casting time to 1 second; increased recharge time to 20 seconds. Functionality changed to: "(15..60 seconds.) You cannot lose more than 20% of your max Health from a single hit. Drop effect: steal 30..90 Health from nearby foes."
- Reclaim Essence: functionality changed to: "All your Spirits die. If a Spirit dies in this way, you gain 5..20 Energy and all of your Binding Rituals are recharged."
- Xinrae's Weapon: this skill is now in the Restoration Magic attribute line; decreased Energy cost to 5; decreased recharge time to 3 seconds. Functionality changed to: "(8 seconds.) The next time target ally takes damage from a foe, that damage is limited to 5% of target ally's max Health and that ally steals up to 20..80 Health from that foe."
WarriorPvP Changes
- Battle Rage: functionality changed to: "(5..20 seconds.) You move 33% faster and gain double adrenaline from your attacks. End if you use any non-adrenal skills."
- Defy Pain: decreased adrenaline cost to 5 strikes. Functionality changed to: "(20 seconds.) You have +90..300 maximum Health, +20 armor, and take -1..10 damage."
- Quivering Blade: increased adrenaline cost to 5 strikes. Functionality changed to: "Deals +10..40 damage. Inflicts Dazed condition (5 seconds) if target foe was moving."
- Warrior's Endurance: this skill is no longer a stance.
Monk
- Spirit Bond: increased recharge time to 5 seconds.
RitualistPvE Changes
- Weapon of Warding: increased recharge time to 8 seconds.
Monk
- Unyielding Aura: decreased casting time to .25 seconds; decreased recharge time 10 seconds. Functionality changed to: "Your Monk spells heal for +15..60% End effect: a random other party member is resurrected and teleported to your location."
Asura
- Air of Superiority: increased duration to 20..30 seconds.
- Asuran Scan: increased duration to 9..12 seconds; increased damage bonus to 45..75%; decreased casting time to 0.
- Mental Block: increased duration to 5..11 seconds.
- Mindbender: increased duration to 10..16 seconds.
- Pain Inverter: increased damage bonus to 100..140%.
- Radiation Field: increased duration to 4..6 seconds; increased Disease duration to 12..20 seconds.
- Smooth Criminal: increased duration to 14..20 seconds; increased Energy gained to 7..10.
- Summon Ice Imp: increased level to 14..20; increased duration to 40..60 seconds.
- Summon Mursaat: increased level to 14..20; increased duration to 40..60 seconds.
- Summon Naga Shaman: increased level to 14..20; increased duration to 40..60 seconds.
- Summon Ruby Djinn: increased level to 14..20; increased duration to 40..60 seconds.
- Technobabble: decreased Energy cost to 10; decreased recharge to 10; decreased Dazed duration to 3..5 seconds.
Dwarf
- "By Ural's Hammer!": functionality changed to: "(7..10 seconds.) You have +2 Health regeneration and do +25% damage. Lasts 7..10 more seconds for each ally in earshot under 50% Health."
- "Don't Trip!": decreased Energy cost 5.
- Alkar's Alchemical Acid: increased damage to 40..50; increased conditional damage to 45..70; increased conditional duration to 14..20 seconds.
- Black Powder Mine: increased damage to 20..30; increased Blind and Bleeding duration to 7..10 seconds.
- Brawling Headbutt: increased damage to 45..70.
- Breath of the Great Dwarf: increased Health gained to 50..60.
- Drunken Master: increased duration to 72..90.
- Dwarven Stability: increased duration to 24..30; increased Health gained to 55..100.
- Ear Bite: functionality changed to: "Deals 50..70 piercing damage and inflicts Bleeding condition (10..25 seconds)."
- Great Dwarf Armor: increased duration to 22..40.
- Great Dwarf Weapon: increased damage to 15..20; increased knockdown chance to 28..40%.
- Light of Deldrimor: increased damage to 55..80.
- Low Blow: increased damage to 45..70.
- Snow Storm: decreased Energy cost to 10; increased damage to 30..40.
Ebon Vanguard
- Deft Strike: increased damage to 18..30; increased Bleeding duration to 18..30 seconds.
- Ebon Battle Standard of Courage: increased duration to 14..20 seconds.
- Ebon Battle Standard of Honor: increased duration to 14..20 seconds; increased damage to 8..15; increased damage against Charr to 7..10.
- Ebon Battle Standard of Wisdom: increased duration to 14..20 seconds; increased recharge reduction to 44..60%.
- Ebon Escape: increased Health healed to 70..110.
- Ebon Vanguard Assassin Support: increased level to 14..20; increased conditional duration to 24..30 increased non-conditional duration to 12..15.
- Ebon Vanguard Sniper Support: functionality changed to: "Deals 54..90 piercing damage and inflicts Bleeding condition (25 seconds). 10% chance of +540..900 piercing damage. 25% chance of +540..900 piercing damage if target foe is a Charr."
- Signet of Infection: increased Disease duration to 13..20.
- Sneak Attack: increased Blind duration to 5..8.
- Tryptophan Signet: increased duration to 14..20; increased movement speed reduction to 23..40%.
- Weakness Trap: increased Weakness duration to 10..20 seconds; increased lightning damage to 24..50.
- Winds: increased Spirit level to 4..10; increased duration to 54..90 seconds.
Lightbringer
- Lightbringer Signet: this is no longer elite. Functionality changed to: "You gain 3..5 strikes of adrenaline and 16..24 Energy if you are within the area of a demonic servant of Abaddon."
Luxon/Kurzick
- "Save Yourselves!": increased duration to 4..6 seconds.
- Aura of Holy Might: increased holy damage to 40..50.
- Elemental Lord: increased duration to 40..60 seconds.
- Ether Nightmare: increased Energy lost to 5..8.
- Selfless Spirit: increased duration to 15..20 seconds.
- Shadow Sanctuary: increased Health regeneration to 7..10.
- Signet of Corruption: increased damage to 20..30.
- Spear of Fury: increased damage to 30..40; increased adrenaline gained to 3..6.
- Summon Spirit: increased Health gained to 60..100.
- Triple Shot: decreased damage reduction to 40..25%.
Norn
- "Dodge This!": increased duration to 16..20 seconds; increased damage to 14..20.
- "Finish Him!": increased damage to 44..80; increased duration to 12..20.
- "I am the Strongest!": increased number of attacks to 5..8; increased damage to 14..20.
- "I am Unstoppable!": increased duration to 16..20 seconds.
- "You are All Weaklings!": increased Weakness duration to 8..12 seconds; decreased Energy cost to 5.
- "You Move Like a Dwarf!": increased damage to 44..80; increased duration to 8..15 seconds.
- A Touch of Guile: increased damage to 44..80; increased duration to 5..8 seconds.
- Club of a Thousand Bears: increased damage to 6..9.
- Feel No Pain: increased duration to 30 seconds; decreased Health regeneration to 1..3; increased recharge time to 20 seconds.
- Raven Blessing: functionality changed to: "You lose all effects and take on the aspect of the raven (60 seconds). All your attributes are set to 0 and raven attacks replace your skills, and you have 80 armor, 660..700 Health, and a 20..30% block chance."
- Raven Talons: functionality changed to: "Deals 20..35 piercing damage. Inflicts Bleeding and Cripple conditions (4..10 seconds)."
- Ursan Blessing: functionality changed to: "You lose all effects and take on the aspect of the bear (60 seconds). All your attributes are set to 0 and bear attacks replace your skills, and you have 100 armor and 750..800 Health."
- Ursan Strike: functionality changed to: "Deals 40..75 damage and 40..75 slashing damage."
- Ursan Rage: this skill is now touch range.
- Volfen Blessing: functionality changed to: "You lose all effects and take on the aspect of the wolf (60 seconds). All your attributes are set to 0 and wolf attacks replace your skills, and you have 80 armor, 660..700 Health, and 2..4 Health regeneration."
- Volfen Bloodlust: this skill now affects all nearby allies.
- Volfen Pounce: this skill is now a stance.
SunspearPvE Creature changes
- "There's Nothing to Fear!": increased damage reduction to 20..35%.
- Critical Agility: increased armor to 15..25.
- Cry of Pain: increased damage to 65..100.
- Eternal Aura: increased holy damage to 65..100.
- Necrosis: increased damage to 60..90.
- Never Rampage Alone: decreased Energy cost to 15; increased duration to 18..25 seconds.
- Seed of Life: increased duration to 2..5 seconds.
- Vampirism: increased level to 4..10; increased duration to 75..150 seconds.
- Whirlwind Attack: increased damage to 13..20.
The following AI updates apply to Heroes, henchmen, and Hard Mode NPCs.
Assassin
- Heroes now use Dark Escape less frequently when about to engage in combat.
- Heroes are less likely to use Signet of Shadows on a non-Blinded target.
Dervish
- Heroes are less likely to use Chilling Victory on a target when the target's Health is greater than theirs.
- Heroes will be less likely to use Lyssa's Assault without an enchantment active.
- Heroes are less likely to use Crippling Victory when a target has more Health then them or is already Crippled.
Elementalist
- Heroes are less likely to use Lightning Bolt on stationary foes.
- Heroes use Shock Arrow more efficiently.
- Heroes use Glowstone more efficiently.
- Heroes use Glowing Gaze more efficiently.
- Heroes are more likely to use Glowing Ice on targets suffering from a water hex.
- Heroes no longer use Blinding Flash on casters or Blinded targets.
- Heroes are less likely to use Blinding Surge if only a single target will be affected.
- Heroes use Mind Blast more effectively.
- Heroes will use of Flare on targets regardless of their remaining Health.
- Heroes use Invoke Lightning more efficiently.
- Heroes use Chain Lightning more efficiently.
Mesmer
- Heroes are less likely to use Lightning Bolt on stationary foes.
- Heroes use Shock Arrow more efficiently.
- Heroes use Glowstone more efficiently.
- Heroes use Glowing Gaze more efficiently.
- Heroes are more likely to use Glowing Ice on targets suffering from a water hex.
- Heroes no longer use Blinding Flash on casters or Blinded targets.
- Heroes are less likely to use Blinding Surge if only a single target will be affected.
- Heroes use Mind Blast more effectively.
- Heroes will use of Flare on targets regardless of their remaining Health.
- Heroes use Invoke Lightning more efficiently.
- Heroes use Chain Lightning more efficiently.
Monk
- Heroes will be more likely to use Signet of Devotion in useful situations.
- Heroes will be more selective when using Supportive Spirit.
- Heroes will use Balthazar's Pendulum on targets that are under attack and have been knocked down.
- Heroes will no longer spam Vital Blessing on pets.
- Heroes use Zealous Benediction less frequently when a target's Health is above 50%.
- Heroes use Mending Touch more effectively.
- Heroes will no longer use Martyr when they are the only character suffering from a condition.
- Heroes maintain Smiter's Boon whether in combat or not.
- Heroes are less likely to use Bane Signet and Castigation Signet against targets that aren't attacking.
- Heroes will now use Blessed Light less frequently if the character is only suffering from a condition or hex.
- Heroes use Healing Breeze and Watchful Spirit more effectively.
- Heroes will now use Purifying Veil as a condition removal.
- Heroes will now maintain Healer's Covenant during combat and remove it after combat has ended.
- Heroes will maintain Vigorous Spirit more frequently on themselves and allies.
- Heroes now cast Defender's Zeal on any attacking target.
- Heroes will now cast Patient Spirit on themselves when manually ordered to use the skill with an enemy targeted.
- Heroes are less likely to use Pensive Guardian on allies who aren't under attack.
- Heroes are less likely to use Divine Healing and Heaven's Delight with allies outside of earshot range.
- Heroes are less likely to use Extinguish if only one ally is suffering from a condition.
- Heroes are less likely to cast protective enchantments that trigger on attack unless the party is in combat.
- Heroes will no longer become confused when Dismiss Condition is queued without a viable target.
Necromancer
- Heroes are less likely to use Enfeeble on foes that are already suffering from Weakness and are more likely to use Enfeeble on melee or ranged enemies before targeting casters.
- Heroes are less likely to use Reckless Haste on enemies that don't use physical attacks.
- Heroes will no longer use Weaken Armor on foes who are already suffering from Cracked Armor.
- Heroes now use Soul Bind on any target that is low on Health.
- Heroes will always attempt to maintain Dark Bond on themselves.
- Heroes will always attempt to maintain Infuse Condition on themselves.
- Heroes are less likely to use Angorodon's Gaze unless they are suffering from a condition.
Paragon
- Heroes will only use Disrupting Throw on targets suffering from a condition.
- Heroes will no longer use "Brace Yourself!" on an ally when they are already under the effect of this skill.
- Heroes only use Maiming Spear on foes that are suffering from Bleeding and aren't suffering from Deep Wound.
- Heroes will no longer use Merciless Spear on foes that have more than 50% Health or are already suffering from Deep Wound.
- Heroes will now use "Make Haste!" on allies when targeting an enemy.
- Heroes will now use Bladeturn Refrain, "Lead the Way!" and Blazing Finale skills on allies.
- Heroes will now use Burning Refrain and Enduring Harmony on allies when appropriate.
- Heroes will no longer use Natural Temper when they're enchanted.
- Heroes will now use "Fall Back!" as a speed boost.
- Heroes are less likely to use Godspeed while stationary.
Ranger
- Heroes are more likely to use preparations outside of combat.
- Heroes now use Barrage more frequently against single targets.
- Heroes now maintain Muddy Terrain during combat.
- Heroes are more likely to use Bestial Mauling when their target is knocked down.
- Heroes are more likely to use Punishing Shot and Magebane Shot as an interrupt.
- Heroes will now use Poison Tip Signet out of combat and will no longer re-apply the skill while it's still active.
- Heroes are less likely to use Throw Dirt against enemies that don't use physical attacks.
- Heroes use Antidote Signet when suffering from any condition.
Ritualist
- Heroes are more likely to use Xiko's ashes for Health regeneration.
- Heroes are more likely to use and maintain Ritual Lord outside of combat.
- Heroes will now use Resilient was Xiko outside of combat if they are suffering from hexes or conditions.
- Heroes will now prioritize targets more effectively when casting Weapon of Warding.
- Heroes will now assign a higher priority to allies under attack for Weapon of Remedy and Vengeful Weapon.
- Heroes will now use Gaze of Fury on enemy Spirits before selecting allied Spirits.
- Heroes will now prioritize the recipient of Weapon of Shadow to be allies under melee or physical ranged attack.
Warrior
- Heroes are more likely to use Xiko's ashes for Health regeneration.
- Heroes are more likely to use and maintain Ritual Lord outside of combat.
- Heroes will now use Resilient was Xiko outside of combat if they are suffering from hexes or conditions.
- Heroes will now prioritize targets more effectively when casting Weapon of Warding.
- Heroes will now assign a higher priority to allies under attack for Weapon of Remedy and Vengeful Weapon.
- Heroes will now use Gaze of Fury on enemy Spirits before selecting allied Spirits.
- Heroes will now prioritize the recipient of Weapon of Shadow to be allies under melee or physical ranged attack.
MiscellaneousBug Fixes
- Heroes are less influenced by the weapon they have equipped when determining the range at which they'll engage an enemy.
- Heroes with ranged weapons equipped will no longer move into melee range when a point-blank area-of-effect skill is equipped but disabled.
- Heroes will now give up on targets that exit their combat range instead of staying locked in pursuit.
- Heroes are less likely to use shouts, echoes, and chants if another ally has just used the same skill.
Comments
massively commentary
www.massively.com/2008/08/08/major-guild-wars-update-drastically-changes-gvg/
Guild Wars players have been anxiously awaiting this large skill balance for a long time, but many weren't expecting this much of a change. Not only have many key skills been buffed, but the nerfing of Ursan Blessing has finally happened. Plus, Guild versus Guild battles have been drastically changed. As with any gameplay changes, there are those who love it, and those who hate it.
The key component to the GvG changes involves the complete removal of the Victory or Death finale effect. This means the Guild Battle NPCs no longer walk to the flag stand and the Guild Lord's health has been reduced to 1680, yet he gets a 300 max health boost for the rest of the game when a team obtains a morale boost. What does this all mean for GvG? Basically, previous strategies will need a complete revamp to be effective anymore. This should be interesting for those guilds who have dominated the ladder for so long.
EQ2 fan sites
And once again Izzy proves that his knowledge of how to make skills balanced is close to non-existent; he was forced to make a "panic fix" to Way of the Assassin after seeing how extremely overpowered it truly was to give to Assassins a non-PvE IAS. Apart from that he did some other stupid skill changes like making Order of Undeath pretty much worthless. But as one of the main reasons why I enjoy GW so much is the creation of builds and teams I welcome this; it will provide me with something do for quite some time.
The removal of VoD was just... stupid. It was hardly necessary: all that would've been needed was to remake it - not remove it. It was one of the biggest displays that Anet can't handle everything they've implemented into the game, and how it works.
I thought so first myself... Till I figured out the following scenario: Death Nova Bombers exploding at will, and an instant Soul Reaping rush...
I only wish you could somehow influence which one stays up... *drools at a Vampiric Horror with this new OoU going* (Edit: Holy Bozo! apparently you keep the one you target while casting OoU )
Imagine... say, a N/P with a collection of minions, OoU, Death Nova, Putrid Flesh, Godspeed, Go for the Eyes... ^^
__________
Ever wondered what a hardcore WoW raider looked like?
R.I.P. Laura "Taera" Genender
I've already thought of using OoU with minions and bombing them at will, it's only that it's kind of worthless since it's easy to just use Putrid Flesh to make them go boom at will, and inflict disease. In comparison to other elites it's just inferior; and it was balanced and quite commonly used before too.
Sure you could them explode at will before, be it with Putrid Flesh, Feast of the Dead (to a lesser extent) or Taste of Death. I still see it as an interesting change since you can't be as laid back anymore, higher spike potential too.
__________
Ever wondered what a hardcore WoW raider looked like?
R.I.P. Laura "Taera" Genender
I love how when they say "balance", they completely change the function of a skill, like Melandru's Shot. It used to be a good skill for hitting enchanted foes for some damage, now it is a kiting skill... What?
There are plenty of other examples, but that is huge for me, considering that I play caster shutdown Rangers.
Also, why did they need to change GvG so much? Most of the changes are unnecessary and make it slightly easier to win, basically all it takes now is a bunch of spikers, not necessarily much else.
What's more funnier is that when they say "balance" they have a tendency to make the skill completely overpowered (think Wounding Strike); and that's especially funny when the skill was balanced from the beginning (think Wounding Strike, still). Apart from that I agree on that the changes to GvG was quite stupid. I was playing GvG yesterday (at the brave rank of 3600) and while we aren't the best players in the world we got completely wiped by a HA build - Rangerspike. Before the nerf we could've split to wipe out some NPCs while they try to kill our main defense, but now when killing NPCs is pretty much worthless we just had to stand there and get killed. Quite sad change to be honest.
the so called "elite" ursanway has been nerfed and destroyed
Tried out Ursan Blessing today and have to agree with the above post. They have destroyed it compared to what it was. I used to use it when I encountered a large mob, but with the 60 second cap it is now totally useless for that scenario.
Wow how long have Hero's been out now. Thats a lot of changes, might have to log back in and see what the fuss is about.
The removal of Victory or Death is probably the single change which has caused the most "fuss"; and it's probably one of the most stupid changes too.