PvP/WvW Skill Split Release - Page 2 — Guild Wars 2 Forums

PvP/WvW Skill Split Release

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Comments

  • Enox.5870Enox.5870 Member ✭✭
    edited February 22, 2018

    Winds of Disenchantment should be re worked or nerfed. It's too big of a game changer in WvW. The skill completely changes the course of a battle. All you have to do right now is stack Scourge Necros and have like 4 Warriors in WvW and you win. Drop all your damage in a Winds of Disenchantment and you see people just die instantly. Only takes a few seconds to do. Something like that is bad for a competitive game mode and should be changed sooner rather than later like you guys did with Epidemic.

    Necro skills getting a +10 second nerf is a little too extreme. I'd say start at +5 seconds first then see how it goes from there.

    Coalescence of Ruin needs to be nerfed. I'd stay a -20% damage reduction. Coalescence of Ruin can one or two shot basically any class and has no player skill involved.

  • Zero.3871Zero.3871 Member ✭✭✭
    edited February 23, 2018

    my opinion to auto invul:

    biggest Problem is the great uptime of invuls in this game, so those traits

    Stoneform: Increased the cooldown from 70 seconds to 90 seconds in PvP only
    Defy Pain: Increased the cooldown from 60 seconds to 90 seconds in PvP only

    in wvw imo dont Need higher CDs, they Need Shorter Durations. at the beginning of a fight nothing would Change if i fight warrior or ranger, they are invul the first 10 seconds if they want, so if i am playing power i simply can do NOTHING for whole 10 seconds while i get MASSIVE dmg from them. when i Play for example reaper, if enemy is undefeatable for 10 seconds while they can attack me - lets say they have just 3k dps on me (thats low) - they do 30 k dmg to before i can start dmg them.

    other solution could be to create skills like Dragon hunter f3, that only defend against attacks from in front of you, so you can move around enemy who is using that and still dmg him.

    my opinion to necro changes:

    Well of Blood: Increased the base heal from 5240 to 6026 (+15%) in PvP and WvW. Increased the heal per pulse from 280 to 490 (+75%) in PvP and WvW
    Signet of the Locust: Increased the power coefficient from 0.65 to 1.0 (+54%) in PvP and WvW. Increased the base heal per hit from 970 to 1455 (+50%) in PvP and WvW

    more heal for necromancer on unusual skills....okay...
    but i think well of bloods Problem is, that i can't stand 6 seconds inside of it to get the whole heal, cause its to easy for enemies to bomb that. necro skills Need to be faster. i would prefer necro wells that have Shorter uptime (maybe just 3 ticks) , but shorter cooldown or higher Impact on each tick. that would make them more useful in dynamic fights.

    Dark Pact: Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW

    compare that skill to warrior greatsword 3, or Guardian GS 3, or other weapon skills from other classes, so i dont understand the high cd on it. i think 20 secs are still way too high for a 600 range,1target, skill.

    Plague Signet: Increased the cooldown from 30 seconds to 40 seconds in PvP and WvW
    Trail of Anguish: Increased the cooldown from 25 seconds to 35 seconds in PvP and WvW

    plague signet is one of most important stunbreaks (and condi removals) necro have, while necro lacks massively stability. so that would be a heavy nerf. some compensation needed
    on Trail of anguish also a stunbreak + stability nerf...

    at least:

    Desert Shroud: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    plz dont Forget that this skills Count as shroud entry, many traits that works with shroud entry get nearly useless with 30 seconds cooldown on it. synergies between scourge and his traitlines are already low, that would punish synergies hard...so finally scourge lost more and more traits he can use halfway useful.

    1 wish of mine:

    blood bond in bloodmagic traitline dont work on power necs because you Need 4 stacks of bleeding i dont have on power reaper. would be nice to see another restriction on it, that make this trait more useful for more builds (build diversity). e.g. vulnerability stacks, condi and power necros are using that condition.

  • Reaper's Protection: Increased the cooldown from 60 seconds to 90 seconds in PvP only
    At least in pvp noeone runs this cuz its in bad traitline, nerfing it seems pointless and overdone, 60 sec is alot already.

  • Sigmoid.7082Sigmoid.7082 Member ✭✭✭✭

    @Emapudapus.1307 said:
    Reaper's Protection: Increased the cooldown from 60 seconds to 90 seconds in PvP only
    At least in pvp noeone runs this cuz its in bad traitline, nerfing it seems pointless and overdone, 60 sec is alot already.

    Consistency. Every trait that does something when stunned should now be on a 90s cooldown i believe.

  • Can you fix the Weaver heal "Aquatic Stance" to actually work with the on-heal effects of Runes? And any other leftover bugs like this? At this point I'm left wondering if the lack of interaction is intended.

    Otherwise the changes look fine, hard to judge too much from the onset but I'm a fan of everyone's passives getting nerfed.

  • Its definitely a step in the right direction to adjust skills with huge cooldowns. WvW and PvP are so fast paced that my guild rarely, if ever, take skills that have higher than 30 second cooldowns (outside of elites that is). WvW is all about support or damage. You have to be doing at least one of those at all times so some skills will just never get used. Signets are pretty lame unless you can have a trait that gives the passive to allies. Single targets upon their activation make them mostly useless in a WvW situation.

    I also like that you guys are taking steps to make things like spirit weapons actually usable. I'm not sure if people ever will take them but at least you guys are trying to make them somewhat viable.

    Lastly, keep up with lowering passive traits and their synergy. Its so lame to have a trait grant X boon or X condition to you or an enemy. It just leads to button mashing and less skill based play.

  • dani.4398dani.4398 Member ✭✭
    edited February 22, 2018

    @Hiraldo.7954 said:

    Will have to respectfully disagree with you here, BE and FC are two of the biggest sources of damage on spellbreaker right now and the class isn't even close to topping the dps charts in 90% of engagements. They have very few reliable AOE damage skills as is, and all are extremely high risk to make use of. Looking back at it the full counter nerf seems reasonable but I don't think a 50% damage nerf on BE is called for.

    I respect your position, I just see full counter as a defensive skill with too many resources. It negates damage, does AoE damage, dazes enemies, removes a boon (cause of the daze), it grants you defensive boons if traited and to top it all does unblockable damage. The skill is too strong.

  • Rysdude.3824Rysdude.3824 Member ✭✭✭✭

    @Caliburn.1845 said:
    Resistance converted to immob needs to be a priority. It has a bigger impact than most of the stuff listed here.

    Cannot emphasizd this enough.

  • As a WvW player, I agree with the majority of these changes. One of the biggest issues facing WvW right now is resistance to Immobilize. It makes resistance a liability for groups due to the amount of corrupts. Resistance shouldn't convert into immob, it should convert into literally anything else.

    This is coming from at least 80% of the WvW Community please give feedback that you're hearing us.

    Thank you,
    -BT

  • Lyger.5429Lyger.5429 Member ✭✭✭

    Great changes and I play thief, we need to tone down the powercreep and go back to the basics. Also +1 for keeping the shatterstone meme alive.

  • Resistance to immob is the worst addition yet. You are rewarded with no safety while you have this buff In a fight. The corruption should be to literally anything else. Indirectly nerfing power scourge hurts it having diversity.

  • i agree the magi amulet was a bit much with some healing type builds, but could we do something about stealth in spvp thief kinda disappears too much to fast and can rapid cast those, or engi stealth gyro.

  • Also you should really consider nerfs to tempest when you nerf a lot of damage across the board like this. Tempest always had the passive sustain and prot uptime combined with actually good damage on a support, which is also getting all of those damage buffs btw, that you're just asking for annoying things to happen. You should make their prot, vigor and regen uptime take brain power rather than be baked into passives.

  • Good to see some more activity in this regard. Some good, some questionable.

    The most important split that still needs to occur however is the ::Resistance -> Immobilize:: corruption table in WvW specifically. The sheer scale and quantity of corrupts makes resistance incredibly dangerous purely because immobilize is a near death sentence with the heavy zone denial going on atm.

  • I would love to see the autoproc changes in wvw too. Why would they make the game less skillfull only in pvp?

  • Why no buff to weaver sword or at least weaver traits? Sword weaver is still lacking in personal defense/sustain, and if you trait for that, you lose too much DPS.

  • SWI.4127SWI.4127 Member ✭✭✭
    edited February 22, 2018

    I went back and watched a clip of my SB. With full ascended zerker gear, the dagger auto attack does 440 damage if I don't crit. This is also with 5 stacks of might. It would put me at over 2800 power. Why, specifically, are you going to nerf dagger AA damage? It already has pathetic damage unless you crit (then it's just normal damage). I really cannot discern a reason. Mind you, the class has been nerfed constantly since PoF already. Just seems like the conversation went something like "what else can we nerf when it comes to SB? Oh I know, how about a little bit of everything?"

  • MADPIEMAN.8023MADPIEMAN.8023 Member ✭✭
    edited February 22, 2018

    Buff sword on weaver (dmg on actually used skills and making some skills easier to land) and buff tempest to compete other support specs like firebrand and chrono

  • @Gaile Gray.6029 said:

    • Elixir X: Reduced the duration of Tornado and Rampage transforms from 15 seconds to 10 seconds in PvP and WvW. Reduced the cooldown from 105 seconds to 75 seconds in PvP and WvW

    How about a similar treatment to Mesmer's Time Warp?
    Reduce duration to 5 seconds and reduce cooldown to 90 seconds.

  • Tresura.5209Tresura.5209 Member
    edited February 22, 2018

    Desert Shroud: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

    Kill the only possibility to play power scourge in WvW. Find another way to nerf condi.

  • These skills splits between WvW and PVE will block guilds from being able to run tests in the Guild Hall. Are there any plans to give guilds the option of having WvW or PvE skill splits for their guild halls?

  • I'm going to talk warrior wvw cause that's what I know, and mostly zerg fights. Probably be ridiculed by my fellow warriors. Also remember balance doesn't always have to be buffing or nerfing a skill, you can tweak it (increase some part of it while decreasing another part). Sometimes damage might need to come down while decreasing the cast time or cooldown time to make it more viable.

    @Gaile Gray.6029 said:

    Warrior

    Skills

    • Full Counter: Reduced the power coefficient from 1.75 to 1.5 (-14%) in PvP and WvW

    Most of the time at least for me this ends up being used more the boon removal/interrupt, evade frame, and proc on AH.

    • Dagger Autoattack chain: Reduced the power coefficients from 0.55, 0.55, 0.85 to 0.4, 0.4, 0.85 (-15% overall) in PvP and WvW

    Dagger already feels like it doesn't do much damage on the auto attack.

    • Aura Slicer: Increased cooldown from 6 seconds to 8 seconds in PvP and WvW

    If we do this could we increase the leap distance to maybe what our breaching strike distance or thief heartseeker distance is?

    • Disrupting Stab: Reduced stun duration from 1.5 seconds to 1 second in PvP and WvW

    Doesn't give you a long time to see if landing your wastrel's ruin will be worth it. Maybe leave it at 1.5 seconds but make it always a daze instead of a stun if it interrupted an attack.

    • Breaching Strike: Reduced the power coefficient from 1.5 to 1.2 (-20%) in PvP and WvW

    Why would you do this? It hits as hard as the mace burst with the same coefficient.

    • Break Enchantments: Reduced the power coefficient from 1.0 to 0.5 (-50%). Increased the number of boons removed from 2 to 3 in PvP and WvW

    I'm fine with this.

    • Featherfoot Grace: Increased the cooldown from 30 seconds to 40 seconds in PvP and WvW

    Until condition damage is brought in check I think this needs to stay as is.

    • Frenzy: Reduced the cooldown from 50 seconds to 40 seconds in PvP and WvW. Increased Might granted from 5 stacks to 10 stacks in PvP and WvW

    This skill doesn't really see much use in WvW, I don't see this buff changing that, it might for PvP.

    • Rampage Reduced the cooldown from 180 seconds to 100 seconds in PvP and WvW. Reduced transform duration from 15 seconds to 10 seconds
      • Kick: Reduced the cooldown from 6 seconds to 4 seconds in PvP and WvW
      • Dash: Reduced the cooldown from 6 seconds to 4 seconds in PvP and WvW
      • Throw Boulder: Reduced the cooldown from 12 seconds to 8 seconds in PvP and WvW
      • Seismic Leap: Reduced the cooldown from 15 seconds to 10 seconds in PvP and WvW

    These are fine, but I don't roam as much as I used to because you're likely to get ganked by 3+ people, as far as a zerg is concerned this won't change much.

    • Battle Standard: Reduced the cooldown from 240 seconds to 180 seconds in PvP and WvW

    That would be a nice change but I don't see the decreased CD on this changing anything until the banner trait gets revamped.

    • Crushing Blow: Increased the power coefficient from 1.2 to 1.5 (+25%) in PvP and WvW. Adjusted Vulnerability applied from 10 stacks for 10 seconds to 15 stacks for 6 seconds in PvP and WvW
    • Tremor: Increased knockdown duration from 2 seconds to 3 seconds in PvP and WvW

    See my thoughts below on things we could do with weapons. I'm not sure the above buffs would make the offhand mace see much use in WvW, not sure mine would either tbh.

    • Sword Autoattack chain: Increased the power coefficients from 0.6, 0.6, 0.6 to 0.6, 0.6, 1.0 (+22%) in PvP and WvW

    I'd rather see this be more of a condition based weapon than a power hybrid. Does changing power coefficients change condition damage?

    • Flurry: Increased the power coefficient from 1.04 to 2.0 (+92%) in PvP and WvW

    For me this skill is mostly used to proc AH and to root someone not for the damage. If you want to make changes viable to this skill remove the rooting or decrease the cast time.

    • Savage Leap: Increased the power coefficient from 0.75 to 1.0 (+33%) in PvP and WvW

    This skill is the #1 reason sword is used in WvW unless you're running a condition based build. Thanks for the buff I guess?

    • Flaming Flurry: Increased the power coefficient from 1.04 to 2.0 (+92%) in PvP and WvW

    Not sure what to say about this one, I don't rock too much condition damage in WvW.

    • "To the Limit!": Increased endurance granted from 50 to 100

    To make this skill viable you'd probably have to do something to make shout warrior more viable. Shout warrior is a support/worker warrior. Right now other professions do the support roll easier and better. To be decent on it you almost have to dedicate yourself to it.

    • Blood Reckoning: Increased damage to healing conversion from 20% to 25% in PvP and WvW. Increased Adrenaline gained from 10 to 30 in PvP and WvW

    On this and the to the limit they both look like nice buffs but I'm not sure the changes would make them more viable for WvW.

    • "On My Mark!:" Adjusted Vulnerability applied from 10 stacks for 10 seconds to 15 stacks for 6 seconds in PvP and WvW. Reduced ammo recharge from 30 seconds to 25 seconds in PvP and WvW.

    This is more of a roaming skill, not sure what to say on it.

    • "For Great Justice!": Adjusted Might granted from 6 stacks for 25 seconds to 12 stacks for 15 seconds in PvP and WvW
    • "Shake It Off!:" Increased the number of conditions cleansed from 2 to 3 in PvP and WvW

    These skills again as I said on to the limit thanks for the buffs, but I'm not sure this will be enough to make shout warrior viable.

    Also nothing for the warhorn? It's stuck in 2012 it needs help.

    Some of these weapon skills I had some thoughts on bringing more build diversity back into the game. I only did warrior because I know warrior, but it'd be kinda neat so see this across all professions. I know it'll make thieves mad because I'm taking something from their playbook.
    https://en-forum.guildwars2.com/discussion/29756/mainhand-offhand-weapon-revamp

    #nornmodeisbestmode

  • When looking over each change, some of them are good while some of them feel off.

    Most classes in itself now feel that it is aimed at discouraging people from playing that one build they have spent hard earned money or investments into. For instance we have Thieves who absolutely adore how Dagger and pistol gameplay was working, now looking at this they will feel discouraged. Engineer in itself I feel didn't need the general reduction of numbers. All the while I do not see an actual reduction in Mesmer pressure play? Pushing Holosmith and general power damage damage of engineer then not touching the specialization of Mirage or Mesmer other than one or two trait changes feels weird. Mesmers has been in WvW taking out people with 19,000 life in one shot or what appears one shot with the recent changes coming from last patch. Scourge has been controlling large areas of locations in a competitive scene, with their massive Areas of attack, making counter play difficult. With two Scourges counter play almost becomes impossible. Spellbreakers main strength being hit in two aspects, while adjusting their physical skills feel weird. It more feels like the general classes are getting the main loved builds decreasing, which honestly feels like a bad move. I'll get to that later.

    That being said: I can understand why you are reducing the healing output of Firebrand and Druid. Those two have both demonstrated that they can stall out complete fights without much effort. Little action to high reward.

    The other side though, is that more active parts of it then needed to be rewarded. If you are reducing something that should be more actively played with, then the opposite should occur. Damage numbers lowering but active return play increasing, like for instance: The CD on attack rates on certain skills, or even the CD's being reduced for more damaging skills.

    Now that being said, without compensation for these loved specialization, many people will feel attacked over these changes. I'd suggest looking more into making them stronger in different aspects then they were, instead of reducing their ability to counter other already strong but lesser played builds.

  • Shaman.2034Shaman.2034 Member ✭✭
    edited February 22, 2018

    Warrior

    Skills

    • Frenzy: Reduced the cooldown from 50 seconds to 40 seconds in PvP and WvW. Increased Might granted from 5 stacks to 10 stacks in PvP and WvW
    • Rampage Reduced the cooldown from 180 seconds to 100 seconds in PvP and WvW. Reduced transform duration from 15 seconds to 10 seconds

      • Kick: Reduced the cooldown from 6 seconds to 4 seconds in PvP and WvW
      • Dash: Reduced the cooldown from 6 seconds to 4 seconds in PvP and WvW
      • Throw Boulder: Reduced the cooldown from 12 seconds to 8 seconds in PvP and WvW
      • Seismic Leap: Reduced the cooldown from 15 seconds to 10 seconds in PvP and WvW
    • Battle Standard: Reduced the cooldown from 240 seconds to 180 seconds in PvP and WvW

    • Crushing Blow: Increased the power coefficient from 1.2 to 1.5 (+25%) in PvP and WvW. Adjusted Vulnerability applied from 10 stacks for 10 seconds to 15 stacks for 6 seconds in PvP and WvW
    • Tremor: Increased knockdown duration from 2 seconds to 3 seconds in PvP and WvW
    • Sword Autoattack chain: Increased the power coefficients from 0.6, 0.6, 0.6 to 0.6, 0.6, 1.0 (+22%) in PvP and WvW
    • Flurry: Increased the power coefficient from 1.04 to 2.0 (+92%) in PvP and WvW
    • Savage Leap: Increased the power coefficient from 0.75 to 1.0 (+33%) in PvP and WvW
    • Flaming Flurry: Increased the power coefficient from 1.04 to 2.0 (+92%) in PvP and WvW
    • "To the Limit!": Increased endurance granted from 50 to 100
    • Blood Reckoning: Increased damage to healing conversion from 20% to 25% in PvP and WvW. Increased Adrenaline gained from 10 to 30 in PvP and WvW
    • "On My Mark!:" Adjusted Vulnerability applied from 10 stacks for 10 seconds to 15 stacks for 6 seconds in PvP and WvW. Reduced ammo recharge from 30 seconds to 25 seconds in PvP and WvW.
    • "Shake It Off!:" Increased the number of conditions cleansed from 2 to 3 in PvP and WvW

    Revenant

    Skills

    • Razorclaw's Rage: Increased the Bleeding duration from 2 seconds to 4 seconds in PvP and WvW
    • Icerazor's Ire: Increased the Power coefficient from 3.7 to 4.6 (+24%) in PvP and WvW
    • Soothing Stone: Increased the number of conditions cleansed from 3 to 5 in PvP and WvW
    • Vengeful Hammers: Reduced the upkeep cost from 7 to 6 in PvP and WvW
    • Embrace the Darkness: Increased the attribute bonus from 10% to 15% in PvP and WvW
    • Banish Enchantments: Increased the number of boons removed from 2 to 3 in PvP and WvW
    • Pain Absorption: Reduced the energy cost from 35 to 30 in PvP and WvW

    Guardian

    Skills

    • Signet of Resolve: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Leap of Faith: Increased the power coefficient from 1.1 to 1.25 (+14%) in PvP and WvW
    • Signet of Mercy: Reduced the cooldown from 150 seconds to 90 seconds in PvP and WvW
    • Sword of Justice: Reduced the ammo recharge time from 25 seconds to 20 seconds in PvP and WvW
    • Bow of Truth: Reduced the ammo recharge time from 30 seconds to 25 seconds in PvP and WvW
    • Hammer of Wisdom: Reduced the ammo recharge time from 30 seconds to 25 seconds in PvP and WvW
    • Feel my Wrath: Reduced the cooldown from 45 seconds to 35 seconds in PvP and WvW

    Traits

    • Zealous Blade: Increased the bonus damage from 5% to 10% in PvP and WvW

    Thief

    Skills

    • Heartseeker: Increased the power coefficients at all thresholds by 20% in PvP and WvW. The new values are as follows.

      • Above 50%: 1.0 to 1.2
      • Below 50%: 1.5 to 1.8
      • Below 25%: 2.0 to 2.4
    • Shadow Shot: Increased the initiative cost from 4 to 5 in PvP and WvW. Increased Increased the power coefficient from 1.325 to 1.8 (+36%) in PvP and WvW

    • Infiltrator's Strike: Increased the power coefficient from .75 to .9 (+20%) in PvP and WvW
    • Cloak and Dagger: Reduced the initiative cost from 6 to 5 in PvP and WvW
    • Signet of Shadows: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW
    • Assassin's Signet: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW
    • Smoke Screen: Reduced the cooldown from 30 seconds to 25 seconds in PvP and WvW
    • Dagger Storm: Reduced the cooldown from 90 seconds to 60 seconds in PvP and WvW
    • Hide in Shadows: Increased the base healing from 5240 to 6026 (+15%) in PvP and WvW
    • Skelk Venom: Increased the venom heal per hit from 965 to 1206 (+25%) in PvP and WvW

    Ranger

    Skills

    • Ricochet: Increased the power coefficient from 0.7 to 0.8 (+14%) in PvP and WvW. Increased Might duration from 5 seconds to 10 seconds in PvP and WvW
    • Winter's Bite: Increased the power coefficient from 1.25 to 1.5 (+20%) in PvP and WvW. Increased the Bleeding duration from 8 seconds to 12 seconds in PvP and WvW
    • Splitblade: Increased the power coefficient per axe from 0.3 to 0.4 (+33%) in PvP and WvW
    • Instinctive Engage: Increased the power coefficient from 0.6 to 1 (+67%) in PvP and WvW
    • Healing Spring: Increased the number of conditions cleansed per pulse from 1 to 2 in PvP and WvW

    Traits

    • Ambidexterity: Increased the Condition Damage granted from 150 to 240 in PvP and WvW
    • Two-Handed Training: Increased the bonus damage from 5% to 10% in PvP and WvW

    Engineer

    Skills

    • Poison Dart Volley: Reduced the cooldown from 10 seconds to 8 seconds in PvP and WvW
    • Glue Shot: Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW
    • Mortar Shot: Increased the power coefficient from 0.8 to 1.0 (+25%) in PvP and WvW
    • Poison Gas Shell: Increased the power coefficient from 0.75 to 1.0 (+33%) in PvP and WvW. Reduced the cooldown from 12 seconds to 10 seconds in PvP and WvW
    • Endothermic Shell: Increased the power coefficient from 0.75 to 1.0 (+33%) in PvP and WvW. Reduced the cooldown from 20 seconds to 15 seconds in PvP and WvW
    • Flash Shell: Increased the power coefficient from 0.75 to 1.0 (+33%) in PvP and WvW. Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW
    • Box of Nails: Reduced the cooldown from 10 seconds to 8 seconds in PvP and WvW
    • Magnet: Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW
    • Throw Mine: Increased the damage from 1.8 to 2.0 (+11%) in PvP and WvW
    • Static Shock (A.E.D.): Increased the stun duration from 1 second to 2 seconds in PvP and WvW
    • Elixir X: Reduced the duration of Tornado and Rampage transforms from 15 seconds to 10 seconds in PvP and WvW. Reduced the cooldown from 105 seconds to 75 seconds in PvP and WvW

    Elementalist

    Skills

    • Glyph of Renewal: Reduced the cooldown from 165 seconds to 90 seconds in PvP and WvW
    • Stone Resonance: Increased the base Barrier granted per pulse from 972 to 1069 in PvP and WvW
    • Lesser Stone Resonance: Increased the base Barrier granted per pulse from 972 to 1069 in PvP and WvW
    • Shatterstone Increased the power coefficient from 1.0 to 1.66 (+66%) in PvP and WvW
    • Impale: Increased the power coefficient from 0.6 to 0.77 (+28%) in PvP and WvW
    • Ashen Blast: Increased the power coefficient from 0.77 to 1.1 (+43%) in PvP and WvW
    • Steam Surge: Increased the power coefficient from 1.0 to 1.5 (+50%) in PvP and WvW
    • Lightning Touch: Increased the power coefficient from 1.0 to 1.5 (+50%) in PvP and WvW
    • Ring of Earth: Increased the number of Bleeding stacks from 1 to 3 in PvP and WvW
    • Tornado: Reduced the cooldown from 150 seconds to 100 seconds in PvP and WvW. Reduced the transform duration from 15 seconds to 10 seconds in PvP and WvW.
      • Elemental Requiem: Reduced the cooldown from 5 seconds to 3 seconds in PvP and WvW
      • Dust Charge: Reduced the cooldown from 10 seconds to 7 seconds in PvP and WvW

    Traits

    • Pyromancer's Puissance: Adjusted the Might granted from 1 stack for 15 seconds to 2 stacks for 10 seconds in PvP and WvW

    Mesmer

    Skills

    • Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW

    Necromancer

    Skills

    • Signet of Undeath: Reduced the cooldown from 150 seconds to 90 seconds in PvP and WvW
    • Life Siphon: Reduced the cooldown from 12 seconds to 10 seconds in PvP and WvW
    • Dark Pact: Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW
    • Signet of Vampirism: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW. Increased the base heal from 3960 to 4950 (+25%) in PvP and WvW
    • Well of Blood: Increased the base heal from 5240 to 6026 (+15%) in PvP and WvW. Increased the heal per pulse from 280 to 490 (+75%) in PvP and WvW
    • Spectral Grasp: Reduced the cooldown from 50 seconds to 35 seconds in PvP and WvW
    • Well of Suffering: Reduced the cooldown from 35 seconds to 30 seconds in PvP only. Increased the amount of Vulnerability applied per pulse from 2 stacks to 4 stacks in PvP only.
    • Signet of the Locust: Increased the power coefficient from 0.65 to 1.0 (+54%) in PvP and WvW. Increased the base heal per hit from 970 to 1455 (+50%) in PvP and WvW

    I believe all of these specific changes I've quoted would be harmless to include in PvE as well. I think it's great that you guys are pursuing skill splits, but I think that skill splitting shouldn't prevent unused skills or strategies from getting harmless buffs. All of these are weak or irrelevant in PvE, and these changes wouldn't shake up PvE balance in any way, so why not reduce the potential for player confusion and include them in PvE, too? Not to mention that it benefits people running off-builds. It sounds like a win for everyone involved.

  • "Dagger Autoattack chain: Reduced the power coefficients from 0.8, 0.85, 1.1 to 0.6, 0.65, 1.1 (-15% overall) in PvP and WvW
    Heartseeker: Increased the power coefficients at all thresholds by 20% in PvP and WvW. The new values are as follows.

    Above 50%: 1.0 to 1.2
    Below 50%: 1.5 to 1.8
    Below 25%: 2.0 to 2.4"

    this is exactly the opposite of balancing around skill based play, IMO this is a bad change, it will only promote 2 spam instead of the skill of being able to stick on your target for an entire auto chain, honestly dagger is probably fine as is.

    "Sword Autoattack chain: Reduced the power coefficients from 0.8, 0.8, 1.3 to 0.6, 0.6, 1.3 (-14% overall) in PvP and WvW"

    again, this is going against skill based play, sword auto chain is fairly slow, and with the general lack of non-mobility oriented defenses makes auto chains risky to aim for since they leave you relatively unprotected to get the entire chain off. that being said sword dagger thief is probably one of the highest skill specs in the game to make use of effectively at this point, and as it is it rewards such play and punishes poor play (by being incredibly squishy and only having two dodges as opposed to daredevil) again i dont believe sword needs any nerfs or buffs at the moment. its recent resurgence in the meta is a direct response to firebrands and spellbreakers since D/P just wasnt cutting it in that meta, its effectiveness is directly related to how the meta is now and outside of the meta its not particularly strong.

  • Please address warrior bubble in WvW (duration down, maybe) and make sure the WvW changes carry into the guild hall arena.

  • Crab Fear.1624Crab Fear.1624 Member ✭✭✭✭

    Thanks for the hard work. Looks good to me. I'm excited to see when it goes live.

    Soon™ ( ͡° ͜ʖ ͡°)

  • Hi,
    Are you guys planning on moving more things in WvW to using PvP-versions of abilities?
    For example, I think that Merciful Intervention for WvW should be switched to using PvP values for the res (5%) instead of PvE values (20%). The skill is a bit too strong in a pvp-format with a 20% Res.

  • Before complaining about how badly your class got nerfed you need to keep in mind how everything else got nerfed as well. If class A has it's damage nerfed by 10% but every other class got theirs nerfed by 15% then class A was effectively buffed despite being nerfed.

    That said I don't think this is enough to stop the mesmer dominance meta. Now I guess if you manage to chain 2 stuns in a row through all the evades, invuln, stealth and blocks, they can't immediately break the second one with the same ability they use to kill you.

    Happy to see the passive invuln traits nerfed, all of these need to die. Lol at the rev trait needs though. I get you might as well hit them on a pass of all passive traits but the rev traits you nerfed were all bad traits on terrible trait line that no one used anyway. Soothing bastion really needs a rework, no one wants to be interrupted and rooted when they're about to die. How about: shield skills gain 20% reduced recharge and cleanse conditions on use. There, simple, useful and no passive bs.

  • Ziggityzog.7389Ziggityzog.7389 Member ✭✭✭✭

    Can you please revert or make it 1 hit per person for every 0.5-second cooldown for Vampiric Presence. It was a really really really really bad change to the trait and would have been better off left alone. now instead of every single hit i gain life it's every .5 seconds.

  • Roxanne.6140Roxanne.6140 Member ✭✭✭

    @Tresura.5209 said:
    Desert Shroud: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

    Kill the only possibility to play power scourge in WvW. Find another way to nerf condi.

    This change nerfs condi as well. What the kitten are you all talking about? This change nerfs scourge as a class itself because both damage and survivability are taking a huge kitten to the kitten.

  • Steven.6425Steven.6425 Member
    edited February 22, 2018

    these changes are welcome for thief but thief will continue to be useless until you remove the disgusting cooldown on stealth auto attacks. There is absolutely no need for this. Backstab and other stealth autos are nowhere near good enough to justify this! Maybe thief will not be complete garbage and will feel fluid again when you revert this disgusting class breaking nerf from a long time ago. The class just not feel fluid to play anymore. This is why you only see SD / condi thieves nowadays.

    As far as warrior, dagger auto did not need a nerf. Featherfoot does not either.. maybe 35 seconds but 40? You are literally telling everyone that the skill is useless now.

This discussion has been closed.
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