Changes to spy kits

Changes to spy kits

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Posted by: Siliconmana.3816

Siliconmana.3816

Last patch introduced 1 min cool downs on Ash legion and Oow spy kits. The Ash legion kit lasts 10s, Oow 3 secs. This is an unreasonable adjustment. Refund thanks!
Oh, and yes, icons did need to be unique, yet with so many other bugs in game it would hardly seem a priority……..

[KnT][KnM] – Blackgate

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Posted by: darkace.8925

darkace.8925

Oh, and yes, icons did need to be unique, yet with so many other bugs in game it would hardly seem a priority……..

Protip: the guys making item icons aren’t the same ones responsible for fixing bugs.

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Posted by: Eijian.6347

Eijian.6347

Much needed change. Spy kits were OP! To many people relying on them

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Posted by: Chorel.1720

Chorel.1720

Much needed change. Spy kits were OP! To many people relying on them

Exactly. People need to learn how to properly play their class instead of relying on a 10s stealth that could be made permanent if you had enough kits. Maybe 30s cooldown would have been better.

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

So, you want a refund because you can no longer exploit an overpowered consumable?

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Posted by: tom.7468

tom.7468

Spykits was not overpowered it was used to skip mobs and res squishy pugs, It was never necessary with a group that could dodge and stay alive.

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Nerfing an overpowered exploitable item! how dare you anet! I bet you slaughter puppies in their sleep too!

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Posted by: Evolution.1758

Evolution.1758

Oh, and yes, icons did need to be unique, yet with so many other bugs in game it would hardly seem a priority……..

I’m sure Anet will be happy to put the art department through the 6+ months of training it would need to help the coders out… just for you!!

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Posted by: ylliv.4029

ylliv.4029

both the spykits are now broken underwater, double-clicking them consumes a charge but gives nothing. Come on anet…. as if nerfing them isn’t enough.

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Posted by: Gathslan.1870

Gathslan.1870

both the spykits are now broken underwater, double-clicking them consumes a charge but gives nothing. Come on anet…. as if nerfing them isn’t enough.

Removing them would be even better :P

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Posted by: Sahfur.5612

Sahfur.5612

It was sort of too powerful as it was, but a more reasonable cooldown should be given.

I would say 10-20 second cooldown for ash legion so you either can stay stealthed for 1/3 of the time or 1/2.

I would say apply the same ratio for whispers and give it a 3 to 9 second cooldown.

Probably 20 and 9 make the most sense to prevent it from being powerful. It would make sure timing is necessary while also not invalidating their existence entirely.
At the very least, halving the ash legion to 30 and cutting the whispers cooldown by 1/3 is reasonable. 60 seconds is not worth a bag slot except if you run lupicus/some other boss that simply ranging or dodging would be just as effective with.

Alternatively, I believe a better solution would have been adding a potion sickness that accumulates causing you to take mroe damage or do less after+ after a certain amount it disallows you from using any more.

This would allow stacking but not infinitely, and with a drawback.

I don’t think consumables should be useless in this game, just on par with consumables in other games. I do however think they should be fun and interesting to use.

Whispers and ash legion shouldn’t be about learning your class (very few people actually used them because they couldn’t play the game, they would be kicked),

They should be about gaining an opportunity, a small edge but possibly with a drawback.

More options not less: As long as the options don’t negate the need to learn the game, I think we are fine.

Some devs are vehement at removing them or crippling them to not be useful at all.

We already have very little we can do in this game, to be honest. The new dance animations aren’t available permanently on purchase or even from a costume brawl piece.

Making a consumable toolbelt SHOULD: Be fun, be slightly useful.
Making a consumable toolbelt SHOULD NOT: Be entirely cosmetic, useless, replace skill, or be powerful enough to be necessary.

This is the balance that they are incapable of striking thus far. Too much or too little. It is unfortunate for the health of the game. As a game developer, I die inside a bit when I see opportunity lost. This game could have so many sandbox elements so easily in pve and it really wouldn’t effect the overall balance if implemented correctly. Options can complicate things, but it is necessary to take time to give them to the player I feel. A chef takes many sips of their soup before they are certain it is correct. The same dedication should be had by a game developer: we went to school for this after all.

I believe alot of people think skill cannot co-exist with options. What if I told you that you could have both and that it is healthy for the game? Red pill or blue pill, you decide.. haha.

Plants, As far as I know are still, still bending toward
the light! And if we dance, until the heart explodes,
It’ll make this place ignite!

(edited by Sahfur.5612)

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Posted by: Geotherma.2395

Geotherma.2395

“Spy Kits: permanent stealth at the cost of karma isn’t good. It’s practically exploitative since it’s a pay-karma-to-win scenario, and it needed to change. We test all of our dungeon content without the use of external items to make sure it is all capable of being completed. This has led though, to a recent surge in players using items from the open world in dungeons to trivialize content or outright break bosses designed to present a specific challenge to a five man group.” -Robert Hrouda

Intel i7 3.9ghz processor 16GB Ram 2TB HDD
Nvidia GTX 650 Win 7 64bit FFXI 4+yrs/Aion 4+ years Complete Noob~ Veteran OIF/OEF
http://everyonesgrudge.enjin.com/home MY GW2 Music http://tinyurl.com/cm4o6tu

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Posted by: frostflare.6390

frostflare.6390

Why not just disable the use of Skill-consumables in Dungeons? I mean-would that have been to hard?

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Posted by: Geotherma.2395

Geotherma.2395

Why not just disable the use of Skill-consumables in Dungeons? I mean-would that have been to hard?

Some of them are helpful if used properly. Not game changing of course, but helpful.

Intel i7 3.9ghz processor 16GB Ram 2TB HDD
Nvidia GTX 650 Win 7 64bit FFXI 4+yrs/Aion 4+ years Complete Noob~ Veteran OIF/OEF
http://everyonesgrudge.enjin.com/home MY GW2 Music http://tinyurl.com/cm4o6tu

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Posted by: Siliconmana.3816

Siliconmana.3816

Appreciate reading the useful comments in this thread. Yes, perhaps a shorter cooldown would have been a better solution.

It would be interesting to know what criteria Anet does use for dungeon testing.

  • Are testers all level 80 in exotics?
  • Or are they say, for AC all lvl 30 in greens/blues since it IS a lvl30 dungeon.
  • Are they all employees of Anet.
  • Do they have prior knowledge of the dungeon mechanics?
  • How long does it take them to complete.
    I’d be very curious to know more about those statistics.

As for the one line trolls, thanks for the laugh, no need to say more….

[KnT][KnM] – Blackgate

(edited by Siliconmana.3816)