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4/6 PvP Balance

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  • Albert.3574Albert.3574 Member ✭✭

    lol anet still anet no delete duo

  • Kolzar.9567Kolzar.9567 Member ✭✭

    @JusticeRetroHunter.7684 said:

    @Kolzar.9567 said:
    I am sorry but this again doesn't make sense

    How does it not make sense? You can literately see how the impact of the nerf is dependent on what the healing coefficient is. I just said...the higher the coefficient, the more the change nerfs you, the lower the coefficient, the less it impacts you. The more base heal you have, the less the nerf impacts you.

    In fact skills that have 1000 Base heal and 0 healing coefficient, are buffed by the change, a flat 20% increase to outgoing healing, is a flat 20% buff, because a skill with 0 healing coefficient and some finite base heal doesn't depend on healing power thus a change from Menders to Avatar's doesn't matter. Get with the program bud.

    It doesn't make sense because you originally claimed a sigil of 100% is necessary to have similar healing amounts. Afterwards you gave two unreasonable examples, first trying to match the healing with an amulet with literally 0 healing power, then talking about a hypothetical healing skill that has base 0 healing and 100 percent scaling. As I mentioned earlier I am not set on whether the change is good or bad, but claiming it is doom and gloom based on ridiculous examples and spreading misinformation is not helping anyone. Your own example of frost bow was shown to have a loss of only 7% and if their goal was to actually reduce outgoing healing by 10 ish percent to speed up the game they seem to have hit their mark reasonably well. Furthermore, as I mentioned in my other post, I suspect this change would enable comps such as the one ran by Prestige to have a more competitive teamfight by using their side noders as pseudo-healers. This does not make the sidenoders ultra tanky either since it is outgoing healing. This at least in my cursory glance is an improvement to the current meta. As I mentioned if there was a list of coefficients on the wiki that is easily accessible it would be easy to quantify exactly the impact as a whole, but I couldn't find such a list. Finally, I am not sure why you are so defensive, you used a hyperbola, it was not correct, that is it. I was just trying to form my opinion on the actual math, took your example seriously at 1200 and try to backtrack the math, which lead me to my original 10% (which turned out to be an overstatement) since you rounded the numbers to your convenience.

  • @JusticeRetroHunter.7684 said:

    @Kolzar.9567 said:
    How is this a sensible comparison? You seem to be expecting to get the same amount of healing without taking any healing on your amulet.

    The idea of the patch was that Transfusion was supposed to replace healing stats, since bunkers were using healing stats to remain bunker-y. Outgoing healing doesn't effect yourself, and so that was the whole point...to just get rid of bunky playstyle without killing support viability by granting us a sigil that would replace the healing stats we would lose. duh?

    Edit: Actually, my question was whether %61 was high, and seems like you rounded things up clearly you should be able to see that the impact of this nerf actually gets smaller as the sum decreases, so at %45 or at 35% without monks the addition of 20% closes the gap even more, so it would be more on the margin of 5-7% percent, but at this point I don't find your 1200 number itself reliable

    Bro u really want to start with me on math? You're dealing with one of the few people on this forum that applies mathematics and complex physics to the game to talk about balance changes.

    I'll make this short and sweet and just show u a picture if you think I'm lying. Again, everything is the same as what I said in the previous comment. 45% Healing Modifiers, with a Menders amulet stat of 1200.

    With Menders

    With Zerkers

    Now do the math yourself. just add up how much of a healing loss it will be given an extra 20% Transfusion sigil, and compare it to menders right now. it's in the realm of a 40ish% nerf. If you are forced to run Avatar yes, the impact of the nerf would be less (half of 40% which is 20% nerf) so you said 7%...but a decrease from 1300 healing to 1100 healing is in order of a 20% nerf...

    The impact of the nerf wouldn't be half of 40% because healing modifiers are applied after healing power is taken into account (you take no healing power in zerker so the modifiers don't have as big an effect). That's where you are messing up your math. The base healing of arrow with mendors and monk runes is 849. Add the 45% modifiers and it becomes 1231. The base healing with avatar and monk runes is 699. Add the 65% modifier and it becomes 1153 which is a 7% difference. The patch drops tomorrow so there isn't much point in debating it. Feel free to test it tomorrow with the same build running avatar with transfusion. The outgoing healing will be a 7% decrease on that particular build you are referencing. The personal healing will be what is drastically affected.

  • @thancock.6307 said:
    The impact of the nerf wouldn't be half of 40% because healing modifiers are applied after healing power is taken into account (you take no healing power in zerker so the modifiers don't have as big an effect).

    dude I know when u apply healing modifiers. just look no further then the comment. The impact of the nerf is dependent on the healing coefficient the end...it means the nerf will impact each skill differently depending on its coefficient.

  • Captain Kuro.8937Captain Kuro.8937 Member ✭✭✭
    edited April 6, 2021

    "Transfusion: Reduced pulse heal scaling from 0.1 to 0.08 in PvP only, when the Scourge specialization is equipped."

    Me gusta , specialized spells
    Do the same , if he have a combination of defensive traits/utility spell .

    Overextending is bad , so on/off till November

  • Khalisto.5780Khalisto.5780 Member ✭✭✭✭

    Nothing better than watch removing drama

  • JusticeRetroHunter.7684JusticeRetroHunter.7684 Member ✭✭✭✭
    edited April 6, 2021

    @Kolzar.9567 said:
    It doesn't make sense because you originally claimed a sigil of 100% is necessary to have similar healing amounts.

    Your just misrepresenting what I said in those posts. i said Anet won't give us 100% healing mod because Sage and Avatar exist. If they removed those, then they'd have to give us a 100% modifier to replace healing power. This is why i said they will probably give us 15-25 and call it a day.

  • Renny.6571Renny.6571 Member ✭✭

    cmc for president 2024

  • Klypto.1703Klypto.1703 Member ✭✭✭

    @Swing.6439 said:
    Hi, where's druid if y'all are making changes to support builds? Or did you forget that you completely disgraced the class along with the other HoT specs because you desperately want people to buy PoF?

    I think you are looking at this from the wrong perspective. See Revenant for example if you can picture the Ventari legend having personal sustain with an elite legend that is also a purely healing spec like say something like a Ritualist that is most likely part of the reason for these changes as per how high the outgoing healing potential is with them. However no one really uses these in competitive because of the fact that having like one ranger as an opponent can make Ventari absolutely useless. With the various outgoing healing effectiveness of current rev traits combined with how the current stats work adding in something new that heals would be absolutely game breaking. So in reality its not a scheme to sell PoF its just a selling point for a new expansion which is probably going to be close to what I am thinking they plan on doing although for Revs already having one pve spec thats not really that useful outside of pve I probably won't buy end of dragons if it ends up just being something else I can't play where I want to play it.

  • lare.5129lare.5129 Member ✭✭✭✭

    At first thanks for communication and preview vision.

    But as for me it wrong way.

    reduces the self-sustain of support

    what a point reduce self-sustain of support in mmo game? It should be unavailable unit machibe who can survive vs 2 and more dps in same skill level.. It is already nerfed, before nerf.

    we hope to see an increase in kill potential in fights

    what we point increase " kill potential" ? I am ok if good suport stand all fight on one point. Sad, but looks what one-shot game mode next?

    want solid balance ? - play chess.

  • lare.5129lare.5129 Member ✭✭✭✭

    @Albert.3574 said:
    lol anet still anet no delete duo

    probably they still know that this is mmo game.
    'C' - communicate.

    want solid balance ? - play chess.

  • Skyroar.2974Skyroar.2974 Member ✭✭✭

    Good patch with a good release cadence. Hope Anet keeps it up.

    There are plenty of issues besides the current state of supports in this meta, and I wouldn't want to wait years until they get fixed.

  • aymnad.9023aymnad.9023 Member ✭✭✭
    edited April 6, 2021

    In addition to my previous message I believe more and more that it will be roughly the same for builds using mender (big heals get buffed and small heals nerfed if my super quick attempt at calculating the impact on some skills is right). But this idea got me a thinking about sage. It could become an indirect buff to condi healers (firebrand / condi tempest) compared to power because they also get roughly the same healing for more pressure. As always, wait and see.
    EDIT : noticed it was mentioned in the note :)

  • razaelll.8324razaelll.8324 Member ✭✭✭

    @Cal Cohen.2358 said:
    Hi everyone,

    Tomorrow’s release will include a few PvP balance changes, some of which we discussed in our post two weeks ago. We’re back again to provide some context behind these upcoming changes. We’re still evaluating the impact of the previous PvP balance update, but at the end of this post we’ll talk about a few areas we’re keeping an eye on for future updates.

    4/6 Changes to Build Items and Support Heals

    • Removed Mender Amulet from the PvP Build panel.
    • Removed Marshal Amulet from the PvP Build panel.
    • Added Sigil of Transference to the PvP Build panel. In PvP, this sigil grants a 20% increase in outgoing healing effectiveness.
    • Elemental Bastion (Tempest): Increased heal scaling from 0.4125 to 0.55 in PvP only.
    • Selfless Daring (Guardian): Increased heal scaling from 0.6 to 0.9 in PvP only.
    • Call of Valor (Warrior): Increased barrier attribute scaling from 0.5 to 0.82 in PvP only.

    As previously discussed, we removed Mender and Marshal amulets from PvP and added Sigil of Transference to compensate for the reduction of allied healing to support builds. While Marshal is currently overshadowed by Mender and not as much of a problem, we wanted Transference to be powerful, and we were concerned with how high it could push outgoing healing in combination with a 1000 healing power amulet for builds that are less reliant on the extra health that Mender provides.

    Removing Mender amulet serves 2 purposes: it forces high-sustain side node builds into more aggressive amulets, and reduces the self-sustain of support builds. Mender amulet side noders are much more prone to stalemating fights and generally slowing down the pace of the game. Similarly, by reducing the self-sustain of support builds, we hope to see an increase in kill potential in fights and a general increase to overall pace. We still want support builds to be able to support their allies well, and targeting their self-sustain lets us keep a lot of their other skills at the same power level.

    Our goal with Sigil of Transference is to keep support healing to allies around the same level that it currently is with Mender. Elemental Bastion, Selfless Daring, and Call of Valor stood out as three sources primarily used by support builds that are most heavily impacted by the removal of Mender, and so we’ve preemptively bumped up the healing coefficients to bring their allied healing with Avatar amulet and Sigil of Transference closer to where it is currently. Looking over other allied heals, some sources will heal for a bit more than they currently do with Mender and some will heal for a bit less, but overall output should be similar. We’ll keep a close eye on healing values as the meta develops without Mender and will make further adjustments as necessary.

    4/6 Changes to Scourge

    • Sand Cascade: Reduced barrier attribute scaling from 1.0488 to 0.77 in PvP only.
    • Sand Flare: Reduced barrier attribute scaling from 0.75 to 0.45 in PvP only.
    • Desert Empowerment: Reduced barrier attribute scaling from 0.77 to 0.62 in PvP only.
    • Harbinger Shroud: Reduced barrier attribute scaling on detonation from 2.0 to 1.65 in PvP only.
    • Transfusion: Reduced pulse heal scaling from 0.1 to 0.08 in PvP only, when the Scourge specialization is equipped.

    Scourge has continued to show strong results in both ranked play and automated tournaments, providing strong defense to itself and allies through barrier generation and healing while also creating a good amount of pressure through boon removal and damage. While Scourge sustain is affected by the removal of Mender amulet, given the current power level of the build we were concerned that the move to Avatar amulet alone wouldn’t be enough to bring it in line, so we’ve made additional shaves to the healing power coefficients of some of Scourge’s barrier generation and Transfusion.

    Feed from Corruption is the most notable omission from this list. It’s a very powerful trait, granting Scourge access to a wide range of boons in potentially large quantities to enhance both its defensive and offensive potential. We are considering reducing some of the stronger boon applications in a future update, but we want to see how the removal of Mender and the reductions to healing and barrier coefficients play out first.

    Looking Ahead
    We’ll be evaluating the impact of tomorrow’s changes in addition to the recent March update on the side node meta and support builds. We still want dedicated support builds to be a viable option, and we’ll be paying close attention to how the meta develops following the removal of Mender and the addition of Transference.

    Sigil of Transference has the potential to enable stronger healing from non-support builds that can afford to run Avatar or Sage amulet and may end up being too powerful for an individual sigil. We’re not opposed to enabling this type of build, but if they end up pushing dedicated supports completely out of the meta then we may reduce the outgoing healing granted by Transference and roll more outgoing healing into support traits or support runes to create a greater tradeoff for non-supports.

    We’ve also considered the possibility that moving support builds from Mender to Avatar amulet could end up making them too squishy due to the reduction in self-healing. This is something that we’ll evaluate on a case-by-case basis, but we’re prepared to make further adjustments as necessary to find the right balance between squishiness and support power. This could involve buffs to more selfish survivability skills, or possibly further increasing outgoing support potential to justify the level of vulnerability.

    That’s all we have for today. Thanks for reading, and we’ll see you in the mists!

    -The Systems Team

    Hello, I am really glad to see that you are doing some frequent adjustments to the pvp. I am still too unexperienced to give a constructive feed back on the changes, but i am happy to see that you are doing some frequent changes , please continue to do so.

    Have a great day and thank you for your work!

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    for everyone thats interested in numbers (calculating with 150 healing power from last rites):

    Sand Cascade: Reduced barrier attribute scaling from 1.0488 to 0.77 in PvP only.

    results in 2428 base barrier + (previous: 1206 - calculated with 1150 healing power) and after this patch 500 (calculated with 650 haling power) which results in a 2928/3634=0,8-> 20% reduced


    Sand Flare: Reduced barrier attribute scaling from 0.75 to 0.45 in PvP only.

    results in 4839 base barrier + (previous 3230 self heal + 862self heal, + 862 barrier) and after this patch: 487 extra self heal and 292 extra barrier) for barrier thats 5131/5701=0,9 -> 10% reduced, and for self healing another 3717/4092=0,91 ->9% reduced for barrier


    Desert Empowerment: Reduced barrier attribute scaling from 0.77 to 0.62 in PvP only.

    results in 966 base barrier + (previous 885) after this patch 403 - resulting in 1369/1851= 0,74 ->26% reduced


    Harbinger Shroud: Reduced barrier attribute scaling on detonation from 2.0 to 1.65 in PvP only.

    base barrier: 5016 + (previous 719self barrier and 1684+2300 allied barrier) after this patch: 406 extra self barrier and 1684+ 1072 allied barrier thats self barrier reduce by **5422/5735=0,94 -> **6% and allied barrier 2756/3984=0,69 -> 31%


    Transfusion: Reduced pulse heal scaling from 0.1 to 0.08 in PvP only, when the Scourge specialization is equipped.

    base 219 healing per pulse + (previous 115 extra healing) after this patch 52 extra healing results in overall 2439/3006=0,81 -> 19% reduced healing
    but its the only skill/ trait that would be affected by % outgoing healing.

    so if i add a 20% outgoing heal modifier **(which is absolutely not worth taking for just one skill) that would be (219+52)1,29=2927 which results in a **reduction of 2927/3006=0,97 -> 3%

    God so many numbers, hope i didnt miss anything.

    So most notable are two things: 26% reduced barrier from Desert Empowerment (which can be seen as spammy ability) and Harbinger Shroud barrier for allies reduced by 31%
    In my opinion this touched too much (harbinger shroud). it has 3.5 seconds activation time and will then "only" give around 2.8k barrier if you look at the support aspect. sorry but noone can plan almost 4 seconds ahead in a pvp-gamemode.
    maybe this is just a failure of a trait overall and needs a rework (again). i think it was only changed because the previous trait in that spot was too strong in wvw and pvp.

    also reducing the outgoing barrier doesnt feel right. that patch sounds more like "scourge is not supposed to be a supporter, its meant to be a selfish class, but we are looking into removing this selfish aspect as well, by probably changing feed from corruption:

    "Feed from Corruption is the most notable omission from this list. It’s a very powerful trait, granting Scourge access to a wide range of boons in potentially large quantities to enhance both its defensive and offensive potential. We are considering reducing some of the stronger boon applications in a future update, but we want to see how the removal of Mender and the reductions to healing and barrier coefficients play out first"

    my guess is, that you might be looking into boon durations from this trait. but keep in mind, that necro is the class with the lowest range of reliable boon application, to itself and especially to allies.

    In my opinion its good that a trait like this exists. Most classes just spam out their boons in combat without really thinking about it (yes even after boon application nerfs. so imo there should be something that punishes them for doing that.

  • I really like seeing necro nerfed.
    I would be happy to see further PvP changes in the future, for example Tournaments based on rank with small reward. Would love to see some challenge for players like me, who are gold II - gold III and cant really compete better playres in platinum in automated tournaments. :)

  • vnbakariaf.6240vnbakariaf.6240 Member
    edited April 6, 2021

    what's next, I'm curious

  • Good patch with a good release cadence. Hope Anet keeps it up.

  • FrownyClown.8402FrownyClown.8402 Member ✭✭✭

    Given that CMC has started with balancing again, I wonder if the new elite specs are just about finished up, or at least their concept, traits and abilities

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    Thanks for the communication. As well, thanks for being a bit more frequent with smaller passes, this is a HUGE step in the right direction.
    However, the removal of Menders is a very bad idea. The only issue with Menders is the fact that it has a high level of power on top of high health and high healing. Supports are not supposed to be damage dealers, they're supposed to be supports. Also, instead of removing menders, tone down the specific skills that are overperforming due to high coeffs.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • Miellyn.6847Miellyn.6847 Member ✭✭✭
    edited April 6, 2021

    @Sorrow.7298 said:
    Just give ranger spirits the gyro treatment, they literally melt in PvP . They would be super meaningful for support/heal druid and the speed they melt to damage is kinda sad. WE BELIEVE IN YOU CMC !!!

    No need to believe. They said in the last post they don't want AI heavy builds to be competetiv viable. Ranger is officially dead in PvP in high ranks as it doesn't have any non-AI-Heavy builds by design.

    @Swing.6439 said:
    Hi, where's druid if y'all are making changes to support builds? Or did you forget that you completely disgraced the class along with the other HoT specs because you desperately want people to buy PoF?

    This isn't about HoT and PoF. It is about AI-heavy builds that aren't supported by ANet in PvP anymore. See their last balance post.

  • Lighter.5631Lighter.5631 Member ✭✭✭✭

    what if people just take sigil of transference and take avatar amulet? like does the amulet only effect allie and not self?

  • kamikharzeeh.8016kamikharzeeh.8016 Member ✭✭✭✭
    edited April 6, 2021

    wait, are the summoned things' HP still not adapted to the 2020 dmg nerfs? not even in spvp?

    @mindcircus.1506 said:
    While the attention to sPvP is greatly appreciated, the lack of attention to wvw balance is becoming a little worrysome.

    go away... i don't want them to mess up Wvw even more than they did yet.

    also here... what is this? destroy more than add, dat dere masterplan. i really liked the mender scourge, despite barely ever playing spvp either way.

    @Kondor.2904 said:

    @XxsdgxX.8109 said:

    @mindcircus.1506 said:
    While the attention to sPvP is greatly appreciated, the lack of attention to wvw balance is becoming a little worrisome.

    If they are balancing PVP around the removal of amulets then WvW is truly ******, because so many people run PvP banned prefixes such as Minstrels and Trailblazer over there.

    And that's probably why wvw looks like a complete pepega fest ¯_(ツ)_/¯, which is most likely still intentional, so i wouldn't be worried

    no mate, that is absolutely not the issue. single players or smallscale matters simply not in Wvw. it tends to start to matter more, since all the pointless and unhealthy class nerfs and dmg removals start to trigger and to snowball. Wvw is a pepegafest because most people think they play call of duty there on their sniperglasscannons. that's just lack of understanding where u are and which class u play, has nothing to do with a broken balance.

    if anything is broken, it's stealth and longrange overall (in wvw)

    @Lucentfir.7430 unfiltered? if anyone has played Wvw at release of it and play it now, they'd be super confused what this garbage has become. it's basically a clown fiesta on a lot of servers. they could remove all changes that it ever got and it'd feel like a "balance and fix" patch lmfao. man, alone the maps there are sizewise designed to be walked ON FOOT. yet u have mounts and gliders... and the natural class dmg balance is completely disrupted.

    @AquaBR.9250 why balancing pvE even? just make stronger bosses that benefit with their mechanics that you'll use some specific classes. EASY... pvE is the farming format anyways only. pvp is the endgame format. and even pvE buffing can be done easier with just overclocking bosses, take a look at dark souls series. with NG+ they just get so thicc that u gotta know the mechanics superwell. in pvE here, some cry about class pve balance while beeing unable or too lazy to even dodge.

  • Thank you for communicating on these changes, keep it up!!!!
    It would be interesting to see how the gameplay turns out, but please if needed do not be afraid to revert change (trial and error is not a bad thing).
    Happy Easter to all!

  • Archer.4362Archer.4362 Member ✭✭

    @Megametzler.5729 said:
    Even though I don't agree with all the changes, the communication and the frequency of adjustments is greatly appreciated!

    Is it a joke, right? frequency? when? ? two in a year. Communication? Am I the only one who hasn't seen it?

  • None of you have any idea what you are talking about. That's the post.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭
    edited April 6, 2021

    Even though Mender's and Marshal's amulets have been eradicated from PvP, I hope we get to see Mender's in PvE with EoD.

  • Flumek.9043Flumek.9043 Member ✭✭✭

    CMC stonks to the moon :)

    Great to see such a fast follow up fix.

  • Megametzler.5729Megametzler.5729 Member ✭✭✭✭

    @Archer.4362 said:

    @Megametzler.5729 said:
    Even though I don't agree with all the changes, the communication and the frequency of adjustments is greatly appreciated!

    Is it a joke, right? frequency? when? ? two in a year. Communication? Am I the only one who hasn't seen it?

    Two in the last two weeks as well. That is the point.

  • Trevor Boyer.6524Trevor Boyer.6524 Member ✭✭✭✭

    @Bazsi.2734 said:
    I mean I can just farm everything on Deadeye now, but ehm... spamming skirmishers shot is boring. So I guess see you all in a month when Deadeye and Sic'Em sniper ranger builds get destroyed, and Avatar/Sage amulets are getting removed, and a rune with +50% outgoing healing modifier gets added. This update solved literally nothing. Unless diversity is a problem, in which case good job.

    I was thinking the exact same thing.

    We already know where this is going.

    So at this pace, we are looking at like..... no potency play here in another 6-8 months. lololololol

    I mean good god man where does this end. Some serious mistakes being made imo and I am not saying this in the traditional forum feedback sense. This is like 4 tiers above normal concern here. I dunno kitten is going on with this game anymore. I really don't.

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited April 6, 2021

    @snoow.1694 said:
    Funny how people are calling for buffs for one of the most overperforming sidenoders in the game right now in form of Druid. Truly a gamer moment.

    They remove menders amulet to avoid strong self sustain while buffing other classes healing output by addressing skills and traits to compensate for outgoing healing. But they do so leaving druid completely out of the mix, a spec that has had healing scaling nerfs over and over again since its release. Naturally people are asking why they don't give druid the same treatment so it can actually function as a support.

    If sidenode druid is such a problem, why do they keep beating around the bush instead of making the necessary changes that enable it to perform as a support without making it a self-sustain beast?

  • Marignano.4861Marignano.4861 Member ✭✭
    edited April 6, 2021

    Hello!
    As odd as it sounds, one of my characters I run is a Guardian support build that used Mender's + Dwayna with Valor, Honor, Virtues (Mace + shield for close quarters melee healing and Staff for larger group fights/ranged.)
    Very fun build and I feel sure no one ever runs this. Essentially, I stay in close quarters with melee trains and am able to keep myself up against slower DPS classes while helping team mates by keeping Symbol of Faith up.

    However, now that Mender was removed, I only have the option of Sage or Avatar, each of which only have 500 healing power. That's a nerf of -500 healing power in structured PvP. Do I need to abandon my outlier build since obviously I was pwning millions of players every day and breaking the game?

    Here is a comparison for Structured PvP vs PvE
    Healing Power in sPvP = 675
    Healing Power in PvE (Magi + Dwayna) = 1,434

  • XxsdgxX.8109XxsdgxX.8109 Member ✭✭✭
    edited April 6, 2021

    Too bad that you can't remove the same problematic stat prefixes from WvW.

  • KrHome.1920KrHome.1920 Member ✭✭✭✭
    edited April 6, 2021

    Yet another step in the direction of a berserker-only amulet game mode. We are almost there anet!

    Btw.: I can't start the game anymore to test these miraculous changes and the new options they add. Instant memory exception crash after the character select screen. Please patch your patch!

  • Mogwai.4015Mogwai.4015 Member ✭✭✭
    edited April 6, 2021

    We gonna hear nerf requests next of Tempest support doing too much damage?

    CMC, since you are such a raving fan of straight up deleting stuff, can you go ahead and throw us WvWers a bone and delete Minstrel's too?

  • Justine.6351Justine.6351 Member ✭✭✭✭

    @XxsdgxX.8109 said:
    Too bad that you can't remove the same problematic stat prefixes from WvW.

    All they would have to do is reduce all healing coefficients down to near 0 making it pointless to use healing power.

    Anet buff me :-(
    Make me good at game!

  • Trevor Boyer.6524Trevor Boyer.6524 Member ✭✭✭✭

    @Stand The Wall.6987 said:
    so... you demonstrated you can nerf the overperforming specs that are relying on menders effectively, but you still remove the amulets? kitten man. why not nerf the others (there aren't many) and buff damage? this logic makes no sense. you are fixing a problem and adding another one in the form of less diversity, for no reason whatsoever. thats classic anet and it has me wondering.

    Wait till you see what the removal of mender/marshal will allow Core Necro sustain to look like compared to other things.

  • KrHome.1920KrHome.1920 Member ✭✭✭✭

    @Justine.6351 said:

    @XxsdgxX.8109 said:
    Too bad that you can't remove the same problematic stat prefixes from WvW.

    All they would have to do is reduce all healing coefficients down to near 0 making it pointless to use healing power.

    True, a simple 0.1 healing multiplier for each healing support skill would be better than removing stuff with each additional patch.

    The list of remaining amulets has become embarrassing... a complete joke. We could basically delete every amulet now besides berserker, marauder, carrion and avatar. Everything else is either useless or potentially problematic.

  • Lucentfir.7430Lucentfir.7430 Member ✭✭✭

    @kamikharzeeh.8016 said:

    @Lucentfir.7430 unfiltered? if anyone has played Wvw at release of it and play it now, they'd be super confused what this garbage has become. it's basically a clown fiesta on a lot of servers. they could remove all changes that it ever got and it'd feel like a "balance and fix" patch lmfao. man, alone the maps there are sizewise designed to be walked ON FOOT. yet u have mounts and gliders... and the natural class dmg balance is completely disrupted.

    Bruh, I've WvW'd since launch, WvW is WvW, you don't touch wvw balance for small scale/havoc squad you touch it for large scale. It's unfiltered experience just for the fact you're allowed to play and craft builds with PVE options, via stats, runes, sigils etc, you know something that Spvp likes to take away for their smallscale stuff. Clown Fiesta sounds like the usual in regards to guild drama. I honestly wouldn't care if they removed mounts and gliders, so go ahead preach if you're trying to advocate for that I guess.

  • Marxx.5021Marxx.5021 Member ✭✭✭

    Back to one shot meta and all types of scourge deleted from PvP. Feels more like a deja vue than balancing. Still change is good.

  • Kanto.2485Kanto.2485 Member ✭✭

    So now every "support" build will be playing Sage and Sage is getting removed next right?

  • pukish.5784pukish.5784 Member ✭✭

    Joyce of PvP come from players.
    This change is better than nothing for low population game but that won't make big impact.
    We demand more players who can entertain ourselves like streamers, youtubers, or any other funny one.
    I am just dreaming cus I have no talents :s

  • Glass cannons with no supports is boring so far.

  • Justine.6351Justine.6351 Member ✭✭✭✭

    @KrHome.1920 said:

    @Justine.6351 said:

    @XxsdgxX.8109 said:
    Too bad that you can't remove the same problematic stat prefixes from WvW.

    All they would have to do is reduce all healing coefficients down to near 0 making it pointless to use healing power.

    True, a simple 0.1 healing multiplier for each healing support skill would be better than removing stuff with each additional patch.

    The list of remaining amulets has become embarrassing... a complete joke. We could basically delete every amulet now besides berserker, marauder, carrion and avatar. Everything else is either useless or potentially problematic.

    Honestly you could probably drop berserker too. When they put near zero damage on all skills with cc attached it was effectively the same thing. As a former wvw hammer rev that is basically what they did to me. Chaotic release, jade winds, SotM and drop the hammer, all damage removed. Doesn't matter how much berserker gear you have, those skills won't do anymore damage. Might as well take a stat set that gives you stats with full value, aka vita aka mara.

    Anet buff me :-(
    Make me good at game!

  • mistsim.2748mistsim.2748 Member ✭✭✭

    I have to say so far this has been necro wars. 2-3 necros per game (2 core 1 Scourge). Rezzing each other instantly, fearing everyone off the point. The game is totally bonkers atm. Necro is clearly advantaged by the recent power creep shaves. Even Mender removal made them strong.