Game updates:January 2007

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Update - Monday January 22, 2007

  • Reverted the changes made to the skills and to the Hall of Heroes for the test event weekend.
  • Added the evade mechanic back into the game. This was listed as a permanent change in the last update notes but has been added back into the game pending further analysis.

Update - Saturday January 20, 2007

Skill Balance Changes

Ritualist

Monk

Update - Friday January 19, 2007

Permanent Changes:

  • Fixed a bug that allowed players to walk through some walls on the Isle of Weeping Stone guild battle map.
  • Fixed a bug that caused Heroes to deal extra damage with attacks.
  • If a player has the Lightbringer title track selected, that player's Heroes now gain the benefits provided by this title.
  • Fixed a bug that made it difficult to repair the attacker's catapult on the Warrior's Isle guild battle map.
  • Adjusted the positions of several of the defenders in the Isle of Solitude guild battle map to more effectively defend the Guild Lord.
  • Screenshots are now saved as JPG files.

Heroes' Ascent

  • Re-introduced the Burial Mounds map into rotation, with some map alterations to make it more conducive to a 1v1 map.
  • Removed the Scarred Earth map from rotation.

Changes for this Weekend's Testing Event:

Broken Tower and Courtyard

The winning team is no longer decided by who is holding the altar when time runs out. The new win condition is based on points earned by killing members of the opposing teams.

  • Every time a team kills an opposing player, that team is awarded one point.
  • Killing a Ghostly Hero awards a team double points.
  • The first kill of a match awards double points.
  • Players may still capture the altar, but this is now done through the use of capture points similar to the control points used in Alliance Battles. The team with the most players in range of the capture point begins capturing the altar. The Ghostly Hero counts as 4 players.
  • The team holding the altar receives a 10% damage boost.
  • When the timer hits zero, the team with the most points wins. In cases of a tie, the team that scored the last kill wins the match. If no teams have scored a kill, there is no winner.
  • On Broken Tower, the team holding the altar resurrects upon the altar every minute, along with their Ghostly Hero.
  • On Courtyard, teams resurrect every minute at their shrine while their Priest is alive. The team holding the altar resurrects there instead of at their shrine.
  • Increased the time limit to 10 minutes.
  • Players no longer incur a death penalty (DP) on these maps.

Hall of Heroes

  • Increased the time limit to 8 minutes.
  • Players no longer incur a death penalty on this map.
  • The contents of the reward chest have been updated, and its location has been moved. You can find the new location by looking on your Compass after you've won a match. All players now need to click on it to receive a reward for winning a battle in the Hall of Heroes. To give players time to do this, the wait time between matches has been increased.
  • When players enter the Hall of Heroes, the win condition and match objectives are randomly decided from three options. These three options are described below.
    • Kill Count
      • Every time a team kills an opposing player, that team is awarded one point.
      • Killing a Ghostly Hero awards a team double points.
      • The first kill of a match awards double points.
      • Players may still capture the altar, but this is now done through the use of capture points similar to the control points used in Alliance Battles. The team with the most players in range of the capture point begins capturing the altar. The Ghostly Hero counts as 4 players.
      • The team holding the altar receives a 10% damage boost and gains a morale boost for every 2 minutes they hold that altar.
      • Teams resurrect at their shrine every minute, along with their Ghostly Hero. The team holding the altar resurrects upon the altar every minute, along with their Ghostly Hero.
      • When time runs out, the team with the most points wins. In cases of a tie, the team that scored the last kill wins the match. If no teams have scored a kill, the defender wins.
    • Murder Ball
      • Three Heroes are spawned, one for each team, at equal distances away from the altar.
      • One relic is spawned on the altar in the middle of the map.
      • Players bring the relic to their Ghostly Hero to score a point.
      • When a player picks up the relic, a timer starts counting down 60 seconds. When that time is up, the relic respawns at its start location.
      • If a player is holding the relic when the timer is up, that player dies.
      • If a Ghostly Hero is killed, he resurrects after 10 seconds at the place where he stood.
      • Teams resurrect at their shrine every minute.
      • When time runs out, the team with the most points wins. In cases of a tie, the tying team that last captured a relic is awarded the win. If no relics have been captured, the defending team wins.
    • Capture Points
      • There are 4 capture points on the map: one on the altar and one at each teams' resurrection shrine.
      • Teams begin capturing a point when they have more players within range than any other team. The Ghostly Hero counts as 4 players.
      • Every 30 seconds, teams are awarded a point for each capture point they are holding.
      • Teams resurrect with their Ghostly Hero every minute at their shrine.
      • When time is up, the team with the most points wins. In cases of a tie, the tying team that last scored a kill wins the match. If no kills have been scored, the defending team wins.


Skill Balance Changes

General

Permanent Change:

  • The "evade" mechanic has been removed from the game. All skills that used this mechanic have been changed to use "block" instead.

Temporary Change for this Weekend's Testing Event:

  • Weakness now causes -1 to all attributes.

Assassin

Dervish

Elementalist

  • Arc Lightning Arc Lightning: increased Conditional damage to 15..60.
  • Bed of Coals Bed of Coals: decreased Energy cost to 10.
  • Blinding Surge Blinding Surge: increased Energy cost to 10.
  • Breath of Fire Breath of Fire: decreased Energy cost to 5, increased damage to 10..40.
  • Churning Earth Churning Earth: decreased Energy cost to 15, increased damage to 10..40.
  • Eruption Eruption: increased damage to 10..40. This spell now causes Blindness on each pulse.
  • Fire Storm Fire Storm: decreased Energy cost to 10, increased damage to 5..35.
  • Flame Djinn's Haste Flame Djinn's Haste: decreased recharge time to 10 seconds, increased duration to 5..20 seconds.
  • Flare Flare: increased damage to 20..65.
  • Frigid Armor Frigid Armor: decreased casting time to 1 second.
  • Frozen Burst Frozen Burst: decreased recharge time to 5 seconds, decreased damage to 10..85.
  • Glowing Gaze Glowing Gaze: increased recharge time to 8 seconds.
  • Grasping Earth Grasping Earth: no longer adds armor to targets.
  • Icy Prism Icy Prism: decreased recharge to 2 seconds.
  • Icy Shackles Icy Shackles: increased recharge time to 15 seconds, decreased duration to 4..10 seconds, functionality changed to: "Target foe's movement is slowed by 66%. If that foe is under the effects of an Enchantment, target's movement is slowed by 90% instead."
  • Immolate Immolate: decreased recharge time to 3 seconds.
  • Incendiary Bonds Incendiary Bonds: increased area-of-effect to "nearby."
  • Lava Arrows Lava Arrows: increased damage to 20..65.
  • Lightning Bolt Lightning Bolt: increased Conditional damage 5..50.
  • Lightning Hammer Lightning Hammer: decreased recharge time to 2 seconds.
  • Mark of Rodgort Mark of Rodgort: increased area-of-effect to "nearby."
  • Mind Freeze Mind Freeze: increased duration to 1..10.
  • Phoenix Phoenix: reduced casting time to 2 seconds.
  • Savannah Heat Savannah Heat: decreased Energy cost to 5, increased recharge time to 25 seconds.
  • Searing Flames Searing Flames: decreased Burning duration to 1..5 seconds.
  • Searing Heat Searing Heat/Teinai's Heat Teinai's Heat: decreased Energy cost to 15, increased damage to 10..40.
  • Shard Storm Shard Storm: increased damage to 10..85.
  • Shockwave Shockwave: increased damage to 15..60.
  • Smoldering Embers Smoldering Embers: increased Energy cost to 10, increased casting time to 2 seconds, decreased recharge time to 7 seconds, and increased damage to 7..112.
  • Stone Daggers Stone Daggers: increased damage to 8..33.
  • Stoning Stoning: increased damage to 15..105.
  • Unsteady Ground Unsteady Ground: decreased Energy cost to 10, increased damage to 10..40.
  • Water Trident Water Trident: increased projectile speed by 25%.

Mesmer

Monk

Necromancer

Paragon

Ranger

Ritualist

Warrior


Update - Wednesday January 17, 2007

  • Made preparations for the launch of Guild Wars in China.

Update - Thursday January 11, 2007