Team Arenas and Hero Battles not the only thing changed in latest Guild Wars update
Filed under: Fantasy, Guild Wars, Game mechanics, Patches
Devona without "Charge!"? No more Firestorm for Cynn? Abasi has...wait, what did Abasi have before? Who is that, anyway?
Regina said a few days ago that Hero Battles and Team Arenas would be removed from Guild Wars this week and that the Sealed Deck/Codex Arena would be added. It looks like the Live Team took care of that, made a few more PvP tweaks, then turned their attention to heroes and henchmen. Our sometimes-trusty sidekicks got quite the makeover. Nearly 70 henchmen skill bars throughout every campaign plus Eye of the North were rebalanced, and the AI for nearly every class of hero, henchman, and Hard Mode NPC was updated. (The AI on Necros and Dervishes got a pass - apparently they used their skills well enough to be left alone.) The full list of changes can be viewed here.
The Underworld got some attention too, fixing bugs, streamlining things, adjusting spawns and adding the ominous statement "Something stirs deep in the Underworld, slowly making its presence known." Hopefully we'll find out more about that something when the Halloween events get into full swing.
For now, we're going to find out if removing Healing Touch from Alesia's bar has taught her that she's not a frontliner.
Regina said a few days ago that Hero Battles and Team Arenas would be removed from Guild Wars this week and that the Sealed Deck/Codex Arena would be added. It looks like the Live Team took care of that, made a few more PvP tweaks, then turned their attention to heroes and henchmen. Our sometimes-trusty sidekicks got quite the makeover. Nearly 70 henchmen skill bars throughout every campaign plus Eye of the North were rebalanced, and the AI for nearly every class of hero, henchman, and Hard Mode NPC was updated. (The AI on Necros and Dervishes got a pass - apparently they used their skills well enough to be left alone.) The full list of changes can be viewed here.
The Underworld got some attention too, fixing bugs, streamlining things, adjusting spawns and adding the ominous statement "Something stirs deep in the Underworld, slowly making its presence known." Hopefully we'll find out more about that something when the Halloween events get into full swing.
For now, we're going to find out if removing Healing Touch from Alesia's bar has taught her that she's not a frontliner.




















Reader Comments (Page 1 of 1)
Demosthenes said on 12:57AM 10-24-2009
Ha, nice
Reply
Mooncalled said on 2:26AM 10-24-2009
I wonder if they fixed Orion's timely firestorms right after the last enemy of the mob was killed...
That always cracked me up. I would be standing over the bleeding corpse and suddenly it would be raining fire.
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Vulturion said on 6:08AM 10-24-2009
Nice writing! ^_^
Some welcome changes indeed, and the underworld story quests should advance on Monday.
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Tom said on 8:35AM 10-24-2009
The best thing they could do for Guild Wars is to allow players to use 7 Heroes at once -- permitting players to design their own skill bars. That is probably the only thing that would bring me back to this (great) game now.
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Metroid said on 11:52AM 10-24-2009
I'm rather against 7 heroes; you can already steamroll most of the areas with the current 3 hero builds (Rac/Sab/Discordway, ect), so 7 heroes would just be ridiculous. Heroes were really only introduced so players could have better alternatives than henchies when they needed a few more party members and there weren't any human players available to fill the necessary roles. If Anet let us use 7 heroes, a lot of players would never bother grouping up with human players for anything short of elite hardmodes and Urgoz/Deep. Making it so its easier for players to avoid playing with each other is not something an online game needs imo.
Agar said on 3:31PM 10-25-2009
Yeah the game is already easy with 3 heroes no need for 7. Plus you need one more good player to beat everything pve wise in game.
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