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Warrior Skills

  • Full Counter: Reduced the power coefficient from 1.75 to 1.5 (-14%) in PvP and WvW
  • 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
  • Aura Slicer: Increased cooldown from 6 seconds to 8 seconds in PvP and WvW
  • Disrupting Stab: Reduced stun duration from 1.5 seconds to 1 second in PvP and WvW
  • Breaching Strike: Reduced the power coefficient from 1.5 to 1.2 (-20%) in PvP and WvW
  • 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
  • Featherfoot Grace: Increased the cooldown from 30 seconds to 40 seconds in PvP and WvW
  • 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.
  • "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

Traits

  • Defy Pain: Increased the cooldown from 60 seconds to 90 seconds in PvP only
  • Last Stand: Increased the cooldown from 40 seconds to 90 seconds in PvP only
  • Shrug it Off: Increased the cooldown from 25 seconds to 60 seconds in PvP only
  • Dead or Alive: Increased the cooldown from 30 seconds to 60 seconds in PvP only

The full thread is in the PvP sectionhttps://en-forum.guildwars2.com/discussion/29690/pvp-wvw-skill-split-release

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SB getting hit decently with nerfs was kinda' expected. A lot of other classes were complaining pretty heavily about SB so it was to be expected.

I'm liking that Rampage change though, I could see myself using it over Rage Signet in WvW roaming.

Defy Pain: Increased the cooldown from 60 seconds to 90 seconds in PvP onlyLast Stand: Increased the cooldown from 40 seconds to 90 seconds in PvP only

Y I K E S, that's a pretty big nerf :o

Those shout buffs are pretty good, no changes for "Fear me" though hmmm

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@Crossaber.8934 said:i actually like these changes, not big hit but reasonable adjustment. Especially i use sword as power war for a very long time, the power buff solidified the purpose of the weapon as hyrid. Also some buff in other OH weapon is good too, although they could still use a bit of buff.

OH sword desperately needs a buff. Really a complete rework of skill 4, but if they do that then something like grieving amulet hybrid warrior could be fun.

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@Flauvious.6195 said:

@Crossaber.8934 said:i actually like these changes, not big hit but reasonable adjustment. Especially i use sword as power war for a very long time, the power buff solidified the purpose of the weapon as hyrid. Also some buff in other OH weapon is good too, although they could still use a bit of buff.

OH sword desperately needs a buff. Really a complete rework of skill 4, but if they do that then something like grieving amulet hybrid warrior could be fun.

It is sad that OH sword receive no changes, that's true. It is useless in every scenario at the moment, condition berserker take torch, while no body actually take sword OH. I think rework OH sword to a much stronger condition weapon which similar to torch with defensive utility may as well go a long way.

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Warrior

I'll respond to warrior because it's what i main in.

  • Full Counter: Reduced the power coefficient from 1.75 to 1.5 (-14%) in PvP and WvWIndifferent to this suggestion
  • 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 WvWFine, but give it a boon strip on the final strike of the chain to give dagger a 'boon strip' choice for weapon. Necromancers corrupt on scepter auto attack (corrupt>strip), which I might add is also a ranged weapon. Please review inter profession balance.
  • Aura Slicer: Increased cooldown from 6 seconds to 8 seconds in PvP and WvWNo. Savage leap has a longer leap and is also 8 seconds. Please review intra profession balance.
  • Disrupting Stab: Reduced stun duration from 1.5 seconds to 1 second in PvP and WvWYes please, 1.5 second is too long for a #3 skill. Deals more damage than pommel bash (warrior mace 3) and pommel bash is only a second daze. Please look at CC across the board and tone it down or rework stability into something other than a boon.
  • Breaching Strike: Reduced the power coefficient from 1.5 to 1.2 (-20%) in PvP and WvWIndifferent to this suggestion.
  • 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 WvWIndifferent to this suggestion, but why are you guys even considering to split this from PvE? is this even used in PvE? Reassess this skill as a whole.
  • Featherfoot Grace: Increased the cooldown from 30 seconds to 40 seconds in PvP and WvWIndifferent to this suggestion.
  • 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 WvWThis is a purely offensive utility slot, all other utility slots have some sort of hybrid utility in the form of defensive boons and effects combined sometimes combined with offensive capabilities. 40 seconds and extra might is not enough. Warrior has enough might generation. Either cut it down to 25 seconds for more up-use, or keep it at a longer cooldown but allow warrior to maximize burst potential in short time period with a 20% damage / condition damage bonus for 5 seconds.
  • 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 WvWIndifferent to this, but why are you wasting time with changing the cooldown on seismic leap if you're changing rampage to the same cooldown?
  • Battle Standard: Reduced the cooldown from 240 seconds to 180 seconds in PvP and WvWHesitant to approve, really doubting this. May have undesirable effects in WvW zerg wars, but you can test it and revert if it doesn't work I guess.
  • 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 WvWIndifferent. Don't think this is what offhand mace needs, but go ahead and try it.
  • Tremor: Increased knockdown duration from 2 seconds to 3 seconds in PvP and WvWNo. Please stop promoting these 3 second hard stuns/knockdowns. This isn't what offhand mace needs. It's a slow clobbering weapon with absolutely no mobility, can you think why offhand mace is not used competitively? It needs mobility.
  • 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 WvWIndifferent.
  • Flurry: Increased the power coefficient from 1.04 to 2.0 (+92%) in PvP and WvWThe power damage is needed, but what's needed more is the ability to move while casting this attack. Too many targets run resistance, you won't land all hits and you're a sitting target eating ranged damage while using this.
  • Savage Leap: Increased the power coefficient from 0.75 to 1.0 (+33%) in PvP and WvWIndifferent. Don't think this is necessary but ok.
  • Flaming Flurry: Increased the power coefficient from 1.04 to 2.0 (+92%) in PvP and WvWIndifferent. Don't think this is necessary but ok.
  • "To the Limit!": Increased endurance granted from 50 to 100Not what's needed. A simple change to bring back shout warriors is if this had a reduced cooldown and removed blind/weakness or something.
  • 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 WvWThe healing increase is needed but I'm against the adrenaline gain to 30. Already have "to the limit" for that, you're blurring the lines between the other skills in this game.
  • "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.Not what's needed. Have this reveal hidden enemies in a range around you in addition to the reveal on target. If you want to spam vulnerability, reduce the recharge time in between ammo uses.
  • "For Great Justice!": Adjusted Might granted from 6 stacks for 25 seconds to 12 stacks for 15 seconds in PvP and WvWThis skill fell out of favor due to power creep. It may still have a place for shout warrior builds if the cooldown was reduced.
  • "Shake It Off!:" Increased the number of conditions cleansed from 2 to 3 in PvP and WvWVery much needed, but a shorter cooldown would have been better. Change "Shrug it off" to use the same effect as well instead of just cleansing 1.

Traits

  • Defy Pain: Increased the cooldown from 60 seconds to 90 seconds in PvP onlyAgainst this. All in favor of active play, but this is still passive play in the end. Change the mechanic so you gain a charge when you strike with a burst ability. Have it activate only if your health drops below 50% and you have a charge. (charges expire in a few seconds)
  • Last Stand: Increased the cooldown from 40 seconds to 90 seconds in PvP onlySame problem with above, still passive. Rework mechanically if you want to fix this problem. Keep it at 40 seconds. Gan a charge when you evade an attack. at 5 charges, the next CC is negated and you activate balanced stance. (charges expire in a few seconds)
  • Shrug it Off: Increased the cooldown from 25 seconds to 60 seconds in PvP onlySame Idea as above, use charges to activate passive to promote active play. Help resurrect an ally player, gain a charge, next incoming condi activates shake it off. Have no cooldown on this.
  • Dead or Alive: Increased the cooldown from 30 seconds to 60 seconds in PvP onlyKill something, get a charge, negate next lethal blow and survive.

Like all balance patches, even those were severely limited in scope and avoids the more prominent problems of balance.

I'll crosspost what I said before.

Skills

Hammer

  • Hammer 4 and 5 - Staggering Blow and Back Breaker: Swap staggering blow to become skill 5 and backbreaker to become skill 4, adjust cooldowns accordingly. Staggering Blow is much more useful in WvW due to its PbAOE attack mechanic. 25 seconds for a single target stun with a long windup time doesn't make much sense. Likewise, this would be healthier for WvW balance. Make AOE cc on a longer cooldown, single target CC on shorter cooldown. Slightly increase cast time on backbreaker and increase knockback distance of staggering blow.

Longbow

  • Longbow Burst - Combustive Shot: Level 1 and 2 combustive shot are too weak to bother using. it will be difficult to merit use of this attack with spellbreaker. Adjust combustive shot so it creates a fire field for 5 seconds / 5 ticks on all stages of adrenaline use, but adjust target cap per adrenaline bar usage:
    • Level 1 - 5 targets,
    • Level 2 - 6 targets,
    • level 3 - 7 targets.
  • Longbow 1 - Dual Shot: This makes longbow incapable of sustained power or condi damage. Have it apply bleed on the second shot if the first shot hits.
  • Longbow 2 - Fan of Fire: Change Fan of Fire's mechanic to fire 3 consecutive arrows in quick succession instead of firing 3 arrows in a spread. This skill's mechanic benefits from being close range with is unsuited for Longbow as it's a terrible close range weapon.
  • Longbow 4 - Smoldering Arrow: Give smoldering arrow the ability to leave a small fire field for 2 seconds / 2 pulses. This skill is painfully weak in all applications of the game, long cooldown for being a #4 skill with poor tradeoff.

Rifle

  • Rifle burst - Killshot: This is a gimmick skill that -when it crits- hits very hard. However, it's also a high risk skill that fell out of favor in the power creep over time. The reward for sitting down for almost 2 seconds to cast an attack is not worth the risk now due to the abundance of damage reduction boons, mobility, etc. I would like to keep this a high risk attack, but balance the reward out. Give this a 100% crit chance.

Mace

  • Mace 2 - Counterblow: Mechanically difficult to use, getting stuck by behind will cause your character to swing in front of your character, missing the character that hit behind you. Change it to a PBAOE attack upon successful counter with a small radius.

Sword

  • Sword 4 - Impale: Mechanically flawed. Projectile travels too slow and hit register is unreliable. The skill chain - Rip is also very weak compared to just leaving the sword impaled on your target. Increase projectile speed of impale, and give Rip the ability to steal boons. Fixes usability and rewards player for using RIp depending on situation.
  • Sword 5 - Riposte: Same problem with Mace 2 Counterblow, mechanically unreliable to use if your target sneaks behind you. Make it a small PBAOE attack on successful counter.

Warhorn

  • Warhorn 5 - Call to arms: Horrifically weak for a #5 skill, weak boon and weak condition, long cooldown and the only benefit is really the blast finisher. Rewrite this skill. Have this remove weakness, fear, and blind off nearby allies. Grant stability and retaliation to allies.

Aquatic weapons

Won't look at these because all professions need their aquatic skills looked for serious balance and usability overhaul.

Healing

  • Mending- Sees 0% use. At least categorize it as a physical skill so it benefits from cooldown reduction trait.

Utility Skills

  • Throw Bolas - The ammunition is nice because it punishes less on misses. Speaking of misses, thats why this skill is bad. It's unreliable. Cast time too long, range too short, projectile speed too slow. Reduce ammunition in tradeoff for better usabiilty by faster projectile speed, longer range, and faster cast time.
  • Fear Me - Has 0 place in this game. CC isn't even hard CC, cooldown too long, deals no damage. Thematically unfit for warrior to draw enemies away from self. Scrap this, change this to a half second taunt unblockable taunt on a short cooldown.
  • Sight beyond Sights - A pretty weak ability with only 2 charges, i'd suggest increasing the charges to 4

Elite

  • Signet of Rage - The reason why this is even being used by warriors today is because it's universally fit for all builds where as the other elite skills are highly specialized. That said, this skill is still undertuned in the current meta of boon stripping and corrupting. Instead of passive adrenaline gain, grant additional adrenaline whenever you strike a target to promote more active play. Activating signet should also make your boons incapable of being ripped off of you. Increase cooldown to compensate.

Traits

Strength

  • Brave Stride: Doesn't fit/benefit off the design of warrior - to stay in combat, gain adrenaline, becoming more dangerous as warriors continue fighting. This trait only benefits warriors entering combat and ends there. Have this grant stability whenever you strike a New target while in combat, after an internal cooldown.
  • Restorative Strength: Have this remove weakness, reduce might stacks to compensate.
  • Merciless Hammer: Read this why this is still bad after an update https://en-forum.guildwars2.com/discussion/25476/merciless-hammer-could-use-a-rework#latest . "Thematically it makes sense, but it is useless in terms of practical function." Confusion does not belong on hammer. All hammer attacks don't deal condi damage. Just give it fury whenever you interrupt something, make interrupting attacks do more damage.

Arms

  • Opportunist: Cooldown too long for the benefit gained, and benefit gained don't justify taking this trait. Highly specialized trait as well, not all warriors have access to immoblize. Have this increase critical hit damage against immobilized foes.
  • Dual WIelding: The fact that this doesnt stack with quickness and has a cap on attack speed makes this useless the same way theres only a usable critical hit chance of 100%. Just have this stack with quickness and other attack speed effects, reduce the attack speed increase in this trait if you have to.

Tactics

  • Leg Specialist: Sees 0% use because its a short immob on a too long of a cooldown. Reduce cooldown to 3 seconds.

Discipline

  • Crack Shot: Sees 0% use because rifle has adrenaline build up built in to its auto attack by default. If warriors take rifle, its to killshot and burst. Scrap this. Have this cast "on my mark" whenever you swap to rifle in combat.
  • Vengeful return: Sees 0% use because situations are too rare/difficult to make use of. Scrap this. Allow vengeance to be readily available when you are down and deal more damage when your health is below a health threshold.

Berserker

  • Berserk mode: This uses 3 bars of adrenaline. It should activate traits that go with 3 bars of adrenaline for consistency. Its either that, or change it so it doesn't require adrenaline to activate and use a base cooldown to activate.
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