Soulbeast Specialization Updates for the Path of Fire Launch — Guild Wars 2 Forums

Soulbeast Specialization Updates for the Path of Fire Launch

edited September 21, 2017 in Ranger

Greetings, Rangers!
Your daggers are sharp ready. Your pets well trained. The Soulbeast awaits you!
Here are the changes that have occurred for the Path of Fire launch, which have not been shown in a Demo or Stress Test. What we're showing here today are Soulbeast changes only, with Core/Druid changes being left for the more official channels.

  • Dagger auto-attack chain: All condition durations increased from 3s to 4s. Re-tuned each of the dagger skill animations for general smoothness and added a next skill shortcut so that it will move through the skill sequence a touch faster. Notably the 2nd and 3rd steps in the sequence are about 0.3s shorter, with the 4th attack being about 0.25s longer.
  • Double Arc: Bleed Duration increased from 4s to 5s and increased stacks applied from 4 to 5. Reduced the duration of the poison proc buff from 10s to 6s.
  • Player version of Iboga Crippling Anguish - reduced durations of conditions from 6s to 3s base.
  • Player version of Iboga Narcotic Spores - reduced durations of conditions from 8s to 5s base.
  • Maul: This skill grants a merged ranger 25% increased damage on their next attack.

The goals here have been mainly to improve the damage components of the dagger to feel more fluid, while also giving more counter-play to the condition side of the Soulbeast. With that said, we'll continue to watch the new elite specialization at and after launch, making changes where applicable.

See you in the desert!

*Edit: Because there's a big difference between 0.25ms and 0.25s...

Tagged:
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Comments

  • Changes seems positive ones. The daggers should feel much better now although if those are all the changes i'll have to stick to the classic GS-LB combo.

    I guess the pet swap while merged wasn't possible? Could you consider then to add the 10 secs CD to the "leave beastmode" instead after the separation?
    This change may interfiere with the trait eternal bond.

    The reason a lot of players ask for this as i'm sure you understand is to get advantage of the on pet swap traits, like zephyr's speed or lesser call of the wild as soulbeast being what it seems a dps class can benefit greatly from more short duration unblockable attacks. Best choice would be to have the F4 available while merged but if that's not posible having no CD and no delay when you need to swap pets could be the best next thing.

    Also couldn't your team fix the "When cast a beast ability" (ex: beastly warden) to behave the same as it does until now with the pet's F2? In the beta the taunt was cast after the casting the beast ability (F3) which made it not good for dps beast abilities ( Ex: Primal cry and wordly impact )

    I think that was the most concerning limitations i found with the new class.

  • Swagger.1459Swagger.1459 Member ✭✭✭✭
    edited September 21, 2017

    Thank you for the update!

    With that said, both daggers are underwhelming in many respects, and slot skills leave a lot to be desired. I'm hard pressed to think that any Soulbeast will be able to stand toe to toe against any decent player using a decent build in wvw and spvp. This xpac was a great opportunity to tackle many things, and I know we appreciate what has been done so far, but daggers and slot skills need major love or they will not be wanted or used in any spvp or wvw scenario... Honestly, I'd suggest taking on an expert thief or warrior in melee and see how fast a Soulbeast gets destroyed... Also, Soulbeast brings almost nothing to any team, be it wvw, spvp or pve stuff, and I see zero areas where this elite spec will shine.

    Was looking forward to some interesting, and competitive, Dagger/Dagger play in wvw and spvp, but sadly Longbow/Great Sword (players have used this weapon set up since launch so it's boring as all get out at this point).., and mostly running old slot skills, will be the go-to build choices and best fitting for the Soulbeast design. The meat and bones of this spec are D.O.A...

    Edit- And I know the team may see this as a complete joke post from my thread, but it's really not... just sayin', daggers really need some anet magic sooner than later.

    "Overall, both daggers need complete reworks because they are really mediocre weapons comparatively, but there also needs to be some extra umph to them too… We really need to get our own cool “naturey” version of the “Backstab” skill, but not exactly like “Backstab”, though, more like a stealthy “frontstab” that does a major critical (ya know like up to like 20k on thief). It should also critical like that from the flank too. This would be very balanced because we have this in-game already and the devs are cool with it.

    I’m thinking we just add a lot of heavy hitting skills, and some evades, and more movement skills and target tracking and some stealth skills… So something like this revised idea…

    Dagger 1- Groundwork Gouge- Add target tracking. 3 targets.
    1- Leading swipe – 3 targets.
    1- Serpent Stab- Add evade. 3 targets.
    FREE Skill from stealth (Just like Backstab)- “Nature Stab” aka Deadly Delivery- 1 target.

    Dagger 2- Double Arc- 3 targets.

    Dagger 3- Instinctive Edge- 3 targets. “Nature Step” (Just like Steal). Add evade. 10s stealth on hit. 1,200 range. This is the set-up skill for “Nature Stab”.

    Dagger 4- Dagger Barrier- 5 targets. AoE damage. Bleeding. Reflects projectiles. Stability. 300 radius. You can move.

    Dagger 5- Port-O-Potty- Create a “nature” portal and port to target. 300 radius. 5 target AoE “nature” damage explosion. 1,200 range port. EDIT- This is a ground target skill that can be used on walls and cliffs just like some thief and mesmer skills.

    5- Port back to original spot

    …Perfection"

  • Happy with those changes, especially the daggers

    Are those the only soulbeast changes?

    I mean bug fixes are pretty evident but was anything else changed from the SB traits and utilities?

    Can't wait for the Core and Druid changes as there are many core skills and traits that interact with Soulbeast directly

    Also thanks for letting us know

    Marcus Forrest - Celestial Soulbeast - Darkhaven

    Soulbeast Feedback >> Dagger Skills / Beast Abilities / Stance Skills

  • @Karl McLain.5604 said:
    The goals here have been mainly to improve the damage components of the dagger to feel more fluid, while also giving more counter-play to the condition side of the Soulbeast. With that said, we'll continue to watch the new elite specialization at and after launch, making changes where applicable.

    I look forward to playing this spec as ranger main is my love. However, it seems the team was more focused on the integration of dagger main hand over the horrid synergy the spec has with the base traits and vanilla shouts. Hoping to see more work on the spec soon.

    See you in the desert.

  • ITheNormalPerson.9275ITheNormalPerson.9275 Member ✭✭
    edited September 21, 2017

    A bit less than I was expected, though I might be a bit biased from the absolutely massive amount of Druid changes around launch. That being said, I like these changes. Dagger is now undoubtedly the strongest mainhand condition based weapon now (as opposed to the debatable amount of damage previously, which I still think would have pulled ahead) as well as the auto-attack changes likely making it a lot more enjoyable. I'm a bit disappointed that the #2 skill didn't get anything other than a damage buff, given it's fairly generic skill, as it is currently. However, I'm not gonna complain about extra damage, haha. Assuming the maul change is a nerf (which is very likely in my opinion) I don't mind too much. As it is currently, all it really did was make the greatsword do a bit more damage in PvE, but not nearly enough to be a viable build. And for sPvP, while it was really fun, it wasn't a very 'good' build over-all, and I'm thankful that Arena-Net nerfed, even if it does make it a lot less viable, given that it won't be able to be an excuse to actually improve greatsword over-all. There's nothing worse than weaponsets that are too strong in a cheese build to be buffed, but too weak everywhere else to actually be ran outside of it (maybe eventually we'll get a rework to the auto-attack... some day...).

    I go by Feyris Nyo in game.
    I've put a lot of time in the game, mostly in regards to sPvP and open world, though I've basically done everything. I know a ton about ranger, and a lot about most of the rest
    Mod and Resident Ranger expert of the GW2 Subreddit Discord Server

  • Exedore.6320Exedore.6320 Member ✭✭✭

    @Diskthree.4627 said:

    Maul: This skill grants a merged ranger 25% increased damage on their next attack.

    Can we get some clarification on this?

    In beastmode, any skill which gives a benefit to your pet instead is granted to yourself. Maul by default gives an Attack of Opportunity to the pet (+50% damage on next attack). A player giving that bonus to themselves got a little silly in combination with some beastmode skills like Worldly Impact. So if you grant the Attack of Opportunity to yourself via beastmode, it's now only a 25% increase.

  • All good except for the Iboga nerfs. Rangers cannot into good pets.

  • Krispera.5087Krispera.5087 Member ✭✭✭
    edited September 21, 2017

    @Eleazar.9478 said:
    so fellas, sic em is still there and you can run remorseless to make up for dps loss.

    It's not included, because it's a core skill. I'm sure it's going to get nerfed. (''Core/Druid changes being left for the more official channels.'')

    Poor Iboga getting nerfed before even launch. It was too good to be true. Overall so little change to Soulbeast traits and stances. Traits need to be looked on and they received no changes.

  • Is there a reason Karl doesn't have an "Arenanet" tag in the forum? I mean wiki says that there is a Karl McLain working at Arenanet but how am i supposed to know if this post was made by the real one and it's not just all BS. He might just be an imposture like lazarus. :-/

  • @Karl McLain.5604 said:
    ~snip~

    Thanks for the update Karl. A step in the right direction but I also hope that several more steps are taken soon after launch.

    Cheers!

  • @Heibi.4251 said:
    I sense that yet again all the other devs of the other classes looked into making their class OP while the ranger dev looked into balance. Unfortunately this has been the norm when it comes to ranger. We get nerfs and sub-par class buffs while other classes get massive damage and defensive buffs. Base rangers lose all but one stability utility while warrior and thief get more invul or stealth. When I read/heard the "Deadeye" description it sounded like what a ranger does in the wild. But no, it was "let's give the thief more and more stealth and the range of a ranger's longbow." Instead we are getting yet another, what feels like, an afterthought. That's just how it feels to me. Don't know if other players who love the ranger feel the same way about this.

    Scourge begs to differ.

  • Razor.9872Razor.9872 Member ✭✭✭

    Stepping in the right direction. Now we just need to take larger steps.

    NSPride~

  • Diskthree.4627Diskthree.4627 Member
    edited September 21, 2017

    @Exedore.6320 said:

    @Diskthree.4627 said:

    Maul: This skill grants a merged ranger 25% increased damage on their next attack.

    Can we get some clarification on this?

    In beastmode, any skill which gives a benefit to your pet instead is granted to yourself. Maul by default gives an Attack of Opportunity to the pet (+50% damage on next attack). A player giving that bonus to themselves got a little silly in combination with some beastmode skills like Worldly Impact. So if you grant the Attack of Opportunity to yourself via beastmode, it's now only a 25% increase.

    1. I already knew that.

    1. That doesn't clear things up. The way the OP is written it sounds like we'll be getting the 25% damage buff in addition to AoO. NOTHING is mentioned about the AoO buff or any other functionality of Maul while in Beastmode changing, so we could assume that this is just something getting tacked on and not a major rework.

    So what is it Karl? Are we getting a massive Soulbeast GS nerf or a minor buff?

  • edited September 21, 2017

    Hey Fellow Rangers,

    For reasons I don't understand, Karl's posts are not currently flagged as officially being "ArenaNet staff." However, I can assure you that Karl is 100% legitimate, and his posts do represent those of a staff member.

    I tried a tweak and it still didn't add the ArenaNet red banner, so I'll be looking into this tomorrow. But in the meantime, Karl's the real deal. :+1:

    Gaile Gray
    Communications Manager: ArenaNet
    Fansite & Guild Relations; In-Game Events; Community Showcase Live

  • Pterikdactyl.7630Pterikdactyl.7630 Member ✭✭✭✭
    edited September 21, 2017

    @Gaile Gray.6029 said:
    Hey Fellow Rangers,

    For reasons I don't understand, Karl's posts are not currently flagged as officially being "ArenaNet staff." However, I can assure you that Karl is 100% legitimate, and his post do represent those of a staff member.

    I tried a tweak and it still didn't add the ArenaNet red banner, so I'll be looking into this tomorrow. But in the meantime, Karl's the real deal. :+1:

    Gaile, do you happen to know if these are the 100% complete Soulbeast-exclusive patch notes, including traits , stance skills, bugs, merged beast skills, etc.?

  • Wow this is underwhelming.

  • @Gaile Gray.6029 said:
    Hey Fellow Rangers,

    For reasons I don't understand, Karl's posts are not currently flagged as officially being "ArenaNet staff." However, I can assure you that Karl is 100% legitimate, and his posts do represent those of a staff member.

    I tried a tweak and it still didn't add the ArenaNet red banner, so I'll be looking into this tomorrow. But in the meantime, Karl's the real deal. :+1:

    as of the time of this post, his anet red banner is now up :D so great job!

  • Aomine.5012Aomine.5012 Member ✭✭✭
    edited September 21, 2017

    Thank you for the update of dagger.

    But can you guys please add in some functionality of dagger 2 to help survive / engage/ disengage in melee range?
    It can't to be just a slightly stronger version of auto-attack.

    If you really want to make it a dps skill, then please add more cover condition in addition to the bleeding so it has some actual functionality, such as weakness or blind.
    Also since Warrior get TWO DAGGERS at the same time, can you guys please revisit the ranger's offhand dagger?
    It is so under-performed than every other ranger weapons in the game. It has to be more than a low dps cripple and a long CD evade.
    Maybe add in ammo system for the Stalker's Strike and improve the damage done by Crippling Talon drastically. (And causes immobilize too)

    Also RIP Maul patch. Guess GS will still remains as the lowest dps weapon ever then.

  • I’m really happy with the dagger changes. Can’t wait to try it out:-)

  • @Heibi.4251 said:
    I sense that yet again all the other devs of the other classes looked into making their class OP while the ranger dev looked into balance.

    I sense you did not read the other class updates before posting this.

  • Thank you for the dagger changes. It’s exactly what I expected.
    I’m wondering if Maul’s Attack of Opportunity will really be on the next attack or if it’s an elegant way to say « you may keep your toy but we lowered the damage. » Wait and see.

    Also waiting for pet swap while in Beastmode. I hope it’s on the table.

  • @Wondrouswall.7169 said:
    Oh, boy. I wonder what nerfs core Ranger/Druid will receive this time around.

    I was thinking the same...

  • Really more interested in the core changes, when do we get to see those?

  • that's it? Lel.

  • @smitske.4912 said:
    Really more interested in the core changes, when do we get to see those?

    I am filled with dread waiting on these.

    I'd also like to echo the sentiment that the CD on merging/unmerging and coupled with the inability to pet swap whilst merged feels slow and clunky, and renders the core ranger swap traits synergy useless.

  • Henry.5713Henry.5713 Member ✭✭✭✭

    @Sandzibar.5134 said:

    @smitske.4912 said:
    Really more interested in the core changes, when do we get to see those?

    I am filled with dread waiting on these.

    I'd also like to echo the sentiment that the CD on merging/unmerging and coupled with the inability to pet swap whilst merged feels slow and clunky, and renders the core ranger swap traits synergy useless.

    They might surprise us with the core and druid changes, who knows. All though, I doubt druid changes will be anything but nerfs again. Wish they had adressed some of the rather underwhelming traits rather than a damage buff to the dagger itself. Well, not that that wasn't needed.

    Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something. ~ Robert Heinlein

  • cafard.8953cafard.8953 Member ✭✭
    edited September 21, 2017

    @Wondrouswall.7169 said:
    Oh, boy. I wonder what nerfs core Ranger/Druid will receive this time around.

    Well for a start, since Sic'Em hasn't been nerfed just for Soulbeast, expect it to be wrecked for all builds.

  • arnitheking.8427arnitheking.8427 Member ✭✭
    edited September 21, 2017

    I must say I'm a bit disappointed that feline and bear f1/f2 weren't addressed here.. They felt incredibly weak. Then again maybe the numbers we saw during the beta were buggy (like the bird swoop low range for example) and changes have thus simply not been mentioned because bugfixes aren't included in the changelog? (dolyak stance not working for example). Additionally, maybe changes to those skills are included in the "core ranger/druid rebalance" we're about to get, since they are tied to core pets? Finger crossed. I hope those upcoming changes will include a porcine f2 rework. Dagger changes are nice though, but I think dagger will mainly be used in pve as it stands..which is fine as we have sword for pvp/wvw evade frames. let's see how it plays out. Overall I really think that for the ranger, a good chunk of core pets need a small/massive rework to bring them up to the level of HoT/PoF pets

  • @cafard.8953 said:

    @Wondrouswall.7169 said:
    Oh, boy. I wonder what nerfs core Ranger/Druid will receive this time around.

    Well for a start, since Sic'Em hasn't been nerfed just for Soulbeast, expect it to be wrecked for all builds.

    Yeah, core nerfs are gonna hit hard I guess...

    Power Ranger got nice things? LOL no! Well the question is no longer if, but how bad it is gonna be... ^^

  • Marginal changes that don't solve any current issues with the elite spec, Soul beast lacks soul.

  • Soilder.3607Soilder.3607 Member ✭✭✭

    @Diskthree.4627 said:

    @Exedore.6320 said:

    @Diskthree.4627 said:

    Maul: This skill grants a merged ranger 25% increased damage on their next attack.

    Can we get some clarification on this?

    In beastmode, any skill which gives a benefit to your pet instead is granted to yourself. Maul by default gives an Attack of Opportunity to the pet (+50% damage on next attack). A player giving that bonus to themselves got a little silly in combination with some beastmode skills like Worldly Impact. So if you grant the Attack of Opportunity to yourself via beastmode, it's now only a 25% increase.

    1. I already knew that.

    1. That doesn't clear things up. The way the OP is written it sounds like we'll be getting the 25% damage buff in addition to AoO. NOTHING is mentioned about the AoO buff or any other functionality of Maul while in Beastmode changing, so we could assume that this is just something getting tacked on and not a major rework.

    So what is it Karl? Are we getting a massive Soulbeast GS nerf or a minor buff?

    The AoO buff has been lowered to 25%. The only question is whether or not it still procs concurrently with Maul's attack is the question.

  • Why next to no changes? There's so many things that could/need to be changed but are constantly getting swept under the rug. Not to mention, that the few and far between changes that we did receive are so negligible, I wouldn't have even bothered.

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