Profession Skills
Elementalist
Stone Resonance and Lesser Stone Resonance: Reduced base barrier pulse from 1,069 to 535 in PvP only.
Engineer
Impact Savant: Reduced damage to barrier conversion from 15% to 10% in PvP only.
Flash Shell: Reduced blindness duration from 5 seconds to 2 seconds in PvP only. Increased cooldown from 20 seconds to 30 seconds in PvP only.
Bulwark Gyro: Reduced base barrier pulse from 726 to 508 in PvP only.
Soothing Detonation: Fixed a bug in which this trait would incorrectly trigger if a tool-belt skill was interrupted.
Detection Pulse: Fixed a bug in which this skill would reveal enemies with aegis. Fixed a bug in which this skill would not reveal downed enemies.
Guardian
Dragon's Maw: Fixed a bug in which the trap would be created at the incorrect location if the guardian moved during the arming time.
Necromancer
Lich Form: Fixed a bug in which this skill would go on full cooldown if interrupted after a certain point during the casting time.
Ranger
Counterattack Kick: Reduced knockback distance from 300 to 100 in PvP only.
Glyph of the Tides: Increased cooldown from 20 seconds to 35 seconds in PvP only.
Revenant
Vindication: Reduced might duration from 3 seconds to 1 second in PvP only.
Heroic Command: Reduced might stacks granted per stack of Kalla's Fervor from 2 to 1 in PvP only.
Warrior
Full Counter: Reduced daze duration from 2 seconds to 1 second in PvP only.
Call of Valor: Reduced base barrier from 2,580 to 2,064 in PvP only. Reduced heal scaling from 1.0 to 0.5 in PvP only.
Vigorous Shouts: Reduced heal scaling from 0.64 to 0.5 in PvP only.
Banner Skills: Fixed a bug in which a banner could be picked up multiple times, resulting in a larger cooldown reduction than intended.
Structured Player vs. Player
Rune of Speed: Reduced the movement speed bonus while under the effect of swiftness from 66% to 50%.
Rune of Resistance: Increased internal cooldown from 20 seconds to 45 seconds.
Necromancer
Death Nova: Reduced the power coefficient of the Poison Nova explosion from 0.75 to 0.6 in PvP only.
Putrid Explosion: Reduced the power coefficient from 1.0 to 0.8 in PvP only.
te lazla otstara.
fingers crossed meta ~
Comments
LOL they really nerfed ele, warrior, ranger & a cleansing rune while FIXING DH BUGS. lmao. Buckle down guys the DH meta is going to be a long one
I expect nothing and I'm still disappointed.
ranger kick might actually be a buff, when you kick someone, you cant follow up with a maul since they are out of range, but 300->100 is kinda overkill, 200 would suffice.
I assume its directed at decap druid, which is fine.
Lol, they nerfed kitten warrior and did nothing to trapper rune lmao
I'll bet it was a hell of a dart game when the notes were sorted around for this one.
My Twitch Gank Channel
hahaha thay nerfed warrior even more insted buffing it xd dead class even more xd
rip my 1k barrier on scrapper tho, kinda is ok
Hm.
Sips coffee
The "Balance" is a fantasy -- another mortal superstition.
seems like decent changes, though the lack of trapper rune / burn guard nerfs is kind of annoying
lack of communication at it's best.
Glad to know nothing changed after being away for over a year!
They didn't even touch the Renegod build I play. And now it's even better by default. Ah well, time to raise some hell~
I can justify the nerf on heal Spellbreaker but why would you nerf Full Counter, dead profession.
I don't get the complaining, the patch is actually good.
It strikes on most of the core issues we had in the past months.
If it's correct, that DH bug fix is a very strong one because you could sword port maw on people which was hard to tell. Trapper rune is still there but not unbeatable, the lack of this combo might change the pace.
Willing to help with anything Revenant related.
Because GW2 players keep complaining till the builds they hate get effectively and undeniably deleted from existence so...nerfs won't do, GW2 players ask to actually delete the spec from the servers ...this is why complaints never stop
-A wise man once said- "Fight cheese with cheese or be cheesed in return, mind not those who will accuse you of being a cheese as they like cheese themselves"
I just don't see how nerfing poor little decap druid was called for at all. some one explain logic of this. you can't. it wasn't even close to great. leave the "good" builds alone. only worry about the meta stuff. that's where the broken is.
Feels more like Tournament balancing with all the secret discord people and all that, and not addressing the degen low tier builds. I get that those are monke builds but at least on monke should not have rocket launcher while the other a stick.
Because decap builds should not exist
why not?
( says i have to make it longer so here is more words haha)
gw2 players and any other competitive game i've played honestly, but other games drop patches faster so complaints don't last long. Other games have also more defined balance agenda, for example dota, heroes that are opressing 2k games (that would be silver 3 tier here) are nerfed even if they see 0 use in their competitive scene (an actually pro scene), also they buff heroes that are not doing well.
If the goal was to reduce the ability to stall nodes than this was a good patch. Wish they buffed things instead of nerfing all the time though
Aside from too much Barrier, none of the PvP problems were addressed.
Warrior's least unviable build became even less viable.
I'm not surprised that they hit the mark by light-years.
ah good so I dont have to play this thing for yet another 4 months? wonderful.
good job balance team.
oh and good job to the players you take direction from.
maybe try next time you employ to actually hire a competent "team" along with a new director.
the moment you get your direction and plan from top players in discord instead of having a plan and a director right before a big and perhaps last expansion is the moment you realize that you are not going to go far at all.
WDYM gw2 doesn't have a defined balance agenda? We have regular '3-4 weeks patch cadences' since Feb 2020, do we not?
Boring bunker builds that dont even try to fight players, just keep them off node. Unengaging, unfun and cheesy builds that, together with any other stale based builds, should simply not be a viable way to play the game
Because outplaying them may require reasoning, surely you can't expect that in game gearing more and more towards mindless button smashing
-A wise man once said- "Fight cheese with cheese or be cheesed in return, mind not those who will accuse you of being a cheese as they like cheese themselves"
Tho full counter is the strongest skill in the game
My 2 cents:
Barrier nerfs to Ele and Scrapper were necessary. It was way too easy to live forever ( or until you get +1d lul ) with builds that exploit that kitten.
Fixing the exploit that allowed DH to cheese Maw was unexpected but appreciated.
Necro nerfs missed the mark entirely lmao putrid explosion is not the issue with Necromancer. It never has been the issue with Necromance. Big lolwut nerf here.
Ranger nerfs seems to be touching on decap druid ( which is good as that build is 100% braindead ), but the kickback on might actually be an unintentional buff to DPS builds with GS as it makes followup combos more fluid. Or maybe the buff was intended. Overall decent changes.
Renegade nerfs actually (unintentionally?) added an element of skill to the build. It's still possible to gain over 20 might with vindication, BUT only if you are hitting from behind/flank. Anet may have added a level of interactivity to Renegade that was not intended, or maybe it was intended, but I do appreciate builds being nerfed in a way that encourages smarter gameplay.
Warrior the changes to barrier and vig shouts are good, but I dislike the change to FC. FC is a skill that punishes mindless gameplay. It always feels good 1v1ing a warrior and then stowing weapons at the perfect moment to screw his full counter. I believe the nerf to it at this point is just catering to the lesser skilled crowd. I've noticed even in high 1600+ rated games many mongas still don't even seem to have stow bound to a key. At some point Anet is just going to have to let people gitgud.
I think it's dumb that they touched Rune of Resist but not Trapper runes. Resistance is a necessary evil to combat a lot of the mindless condi spam builds due to how quickly most condi abilities cast, and nerfing it without also nerfing Cthief means it could easily creep into the meta which is bad as that build is universally hated even by the people who play it. I've been maining thief in WvW lately and I refuse to play that monkey trash build. Trapper rune enables mindless spam-aoes-on-point builds.
Nerfing speed runes speed boost was fair and the right call though.
Overall patch grade: B-, I think the biggest problem with it is not what it did, but what it DIDN'T do.
I find playing bunker builds the most fun and engaging. it's not broken like it was. if you don't play right, you get killed. If you don't pay attention, you get killed. It involves a lot of skill and awareness to play decap druid well. You have to pay attention to buffs on opponent and surroundings. I'd understand if bunker builds were still broken, but they simply aren't. they can be quickly decimated for one mistake. I would encourage you to try and play push druid and see how "boring" it is and how well you can do.
hahaha exactly. frikin button mashers. haha. push druid is the opposite of that. you can't just spam buttons and do well. I really love that about the build
a game thrives when there's a variety of ways to play.
@WillPaharu.4837 There is tons of ways to play the game since and all you have in mind is to keep your decap druid alive, why are you so worried about this one skill? Just adapt around it like everyone else that cares enough did.
Willing to help with anything Revenant related.
You do realise that that "bug fix" is actually a nerf, right? And is, infact, such a significant nerf that we probably won't see DH anymore at top-level play? It will, of course, continue to linger in lower ranks, because lower ranks always take 6 months to catch on to what the pros are doing.
And yet others find is absolutely disengaging.
If they can't even make a slight dent into that HP pool, they stop trying, because it's not worth trying to fight.
And something that others would rather avoid fighting doesn't sound very appealing for PvP.
I will be just really really subjective and selfish here (because being objective is pointless anyway, only very few care about risk/reward and fair gameplay):
Meh~
You forgot they nerfed the speed rune 60% to 50% runspeed for swiftness. This effects nec quite heavily and prob other classes.
Here is my list of characters i got so far:
Elementalist 80 with tempest:Talman nul
Necromancer 80 with reaper:Zex vokar
Mesmer level 80 no chrono yet:Klanga voosh.
Level 80 Ranger with druid spec Jedkhan.
Add CC spam and that is spvp since last year February patch.
I see many people didn't get it. Here is my opinion on this:
Will start with saying "necro needs more nerfs, and DH is too strong bla bla bla" before somebody comes and points out that I forgot and missed it while it is unrelated to my post which is about scourge minionmancer.
Now the essential: Those necro nerfs were aimed to minionmancer bunker scourge. That spec is absolutely broken, I am not sure that those nerfs have fixed it, but will definitely make it easier to deal with those scourges. The thing with them, their most damage comes out of destroying their minions, and their best counterplay is also killing minions to make them less tanky, while by killing those minions melee you could end up killing yourself. So overall a good nerf, it opens some counterplay vs those scourges, which are a real nightmare.
I guess the whole patch was aimed to tune down the bunkers, I don't understand why everyone is so unhappy. You haven't even tried some games before commenting, test at least a lil before making assumptions.
? DH is ok. Why you worry? If DH wil be stronger 2x in spvp this is not impact game at all. We have perfect mmr system, and by this sistem get matched player in teams.
want solid balance ? - play chess.
good valid patch.Don't break some mind concept or etc.
want solid balance ? - play chess.
So they shouldn't have fixed the bug?
Weaver :
Fewer barriers is a good thing
Engineer
Flash shell : great
Impact savant : ok
Bulwark gyro : not sure if it was necessary with impact savant nerfs, will see.
Ranger :
I have been saying for a year that ranger was only good at 1 thing which was “push, push”. This nerf still is a surprise. I expected an immob nerf but I think this is a way better target. It leaves immob as a support option and lessens push as the main goal of rangers.
Rev :
ok I guess. I do not know much about renegade but less damage seems good.
Warrior :
Full counter : I have been saying 2 seconds was a bad idea since the start for a skill that already does a lot so I am happy about this change.
Call of valor : had a ridiculous amount of utilities build into it so that’s good.
Vigorous shouts : Need to see how it goes. We could see some tempest back.
Runes :
Rune of speed : YES! THANK YOU!
Rune of resistance : I might have chosen 40s but it is a good change.
Necro :
Nothing I really care about. Necro is mostly fine (outside of lich auto)
It is a really good patch.
I just think that the meta will mostly be guard and guard for every teamfight, some rev and maybe necro to try to counter the fact that you see a guard every fight. (I could also try deadeye again for multiple steal). Sidenode might be a little more open.
It's actually not that bad, but i still maintain it was uncalled for.
If a player can't make a dent in a druid then they are really...really bad. Is there a bunker build that invinsible? My only thought would be maybe scrapper. I can tell you as a druid player, it aint druid. I get my kitten kicked a lot. a simple plus from another player can get me off the point in an instant.
I think you're over stating things haha. Bunkers are fine these days, not op.