0.9.13 Patch Notes

I'll be very interested in seeing how Temporal Chains behaves now. Yes, it was *ridiculous* in PvP but in PvE it's a staple part of my build. On the other hand, the fact that it changes what happens to players in TC maps will probably more than even out any cries of 'nerf!'

...Perhaps my biggest concern is if PvE will suffer due to PvP balancing. As much as I enjoy PvP, the thought of certain skills being changed for the benefit of PvP with little regard as to their PvE functionality is a bit worrying.

Okay, more than a bit.

__

The Acrobatics changes are a half-measure but we're used to that cluster being sort of 'meh' so at least now it's less 'meh'. We who used it before will still use; those who didn't, probably still won't.
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i don´t get it why for example Temporal Chains gets nerfed for pve because of pvp.

Why not make Skills work different in PvP.

For example:

Temporal Chains

Slows Enemies by 40%. Other Players only gets slowed by 20%.

Not more, just different stats for pvp and pve :/

PvP and PvE will never be belance if all skills must work identical in both areas.
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Last edited by sYkoDe4d#0481 on Oct 31, 2012, 7:52:18 PM
i dont like changing pve aspects of the game for pvp purposes

temporal chains are esential while fighting already stupidly fast snakes and desync rhoas - before you make change like that you should probably fix desync issues so fast moving mobs/players using particular skills dont desync all the time
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Charan wrote:

...Perhaps my biggest concern is if PvE will suffer due to PvP balancing. As much as I enjoy PvP, the thought of certain skills being changed for the benefit of PvP with little regard as to their PvE functionality is a bit worrying.



This is my greatest fear as well. While I understand that pvp is important, I hope that the pursuit of balance doesn't severely limit the amount of pve builds the game has available.

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