Balance Update: 2 October 2018 - Page 3 — Guild Wars 2 Forums

Balance Update: 2 October 2018

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  • Gehenna.3625Gehenna.3625 Member ✭✭✭✭

    @Sazukikrah.5036 said:

    @Gaile Gray.6029 said:
    ‘Allo Fellow Tyrians,

    We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes.

    Cheers,

    The ArenaNet Systems Team

    If you read it carefully it says "updating some weapon traits to make them usable" , they are going to Change "Silent scope" on Dead eye. That is a given.

    Actually, if you read carefully it says "updating some weapon traits to make them more broadly usable". That's a significant difference in meaning. More broadly would mean that some bonuses that are linked to weapon traits will apply to any weapon you wield or more weapon types you can wield or that weapon traits that only have an effect in certain situations can no be used or triggered in more situations.

    Since I'm not familiar with Dead eye, I cannot comment on what that could mean for Silent Scope.

    "In my experience, if you can't say what you mean, you can never mean what you say. The details are everything." ~ Minister Durano

  • Sazukikrah.5036Sazukikrah.5036 Member ✭✭✭

    @Gehenna.3625 said:

    @Sazukikrah.5036 said:

    @Gaile Gray.6029 said:
    ‘Allo Fellow Tyrians,

    We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes.

    Cheers,

    The ArenaNet Systems Team

    If you read it carefully it says "updating some weapon traits to make them usable" , they are going to Change "Silent scope" on Dead eye. That is a given.

    Actually, if you read carefully it says "updating some weapon traits to make them more broadly usable". That's a significant difference in meaning. More broadly would mean that some bonuses that are linked to weapon traits will apply to any weapon you wield or more weapon types you can wield or that weapon traits that only have an effect in certain situations can no be used or triggered in more situations.

    Since I'm not familiar with Dead eye, I cannot comment on what that could mean for Silent Scope.

    What ? I'm only talking about Silent scope... not in general what the change means.

  • Gehenna.3625Gehenna.3625 Member ✭✭✭✭

    @Sazukikrah.5036 said:

    @Gehenna.3625 said:

    @Sazukikrah.5036 said:

    @Gaile Gray.6029 said:
    ‘Allo Fellow Tyrians,

    We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes.

    Cheers,

    The ArenaNet Systems Team

    If you read it carefully it says "updating some weapon traits to make them usable" , they are going to Change "Silent scope" on Dead eye. That is a given.

    Actually, if you read carefully it says "updating some weapon traits to make them more broadly usable". That's a significant difference in meaning. More broadly would mean that some bonuses that are linked to weapon traits will apply to any weapon you wield or more weapon types you can wield or that weapon traits that only have an effect in certain situations can no be used or triggered in more situations.

    Since I'm not familiar with Dead eye, I cannot comment on what that could mean for Silent Scope.

    What ? I'm only talking about Silent scope... not in general what the change means.

    Well you can't ignore the "more broadly" just because you're talking about one skill in particular. To make that skill usable more broadly it would mean that you could use it with other weapon types and not just the rifle. Is that what you're expecting?

    "In my experience, if you can't say what you mean, you can never mean what you say. The details are everything." ~ Minister Durano

  • Sazukikrah.5036Sazukikrah.5036 Member ✭✭✭

    @Gehenna.3625 said:

    @Sazukikrah.5036 said:

    @Gehenna.3625 said:

    @Sazukikrah.5036 said:

    @Gaile Gray.6029 said:
    ‘Allo Fellow Tyrians,

    We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes.

    Cheers,

    The ArenaNet Systems Team

    If you read it carefully it says "updating some weapon traits to make them usable" , they are going to Change "Silent scope" on Dead eye. That is a given.

    Actually, if you read carefully it says "updating some weapon traits to make them more broadly usable". That's a significant difference in meaning. More broadly would mean that some bonuses that are linked to weapon traits will apply to any weapon you wield or more weapon types you can wield or that weapon traits that only have an effect in certain situations can no be used or triggered in more situations.

    Since I'm not familiar with Dead eye, I cannot comment on what that could mean for Silent Scope.

    What ? I'm only talking about Silent scope... not in general what the change means.

    Well you can't ignore the "more broadly" just because you're talking about one skill in particular. To make that skill usable more broadly it would mean that you could use it with other weapon types and not just the rifle. Is that what you're expecting?

    I'm expecting them to allow us to use any weapon regardless of elite xD so a core warrior could wield dagger. Thats what i REALLY want. Every balance patch has been a disappointment so i'm not getting my hopes up. They either buff condi or make another class FLAVOR of the MONTH where people will abuse broken builds for long periods of time, I.E condi Trap thief , Support Druid etc.. (BACK WHEN THEY WERE OP WHEN HoT FIRST CAME OUT).

  • My top 8 for weapons in no particular order

    1) Herald shield - remove root from skill 5 and make both 4 and 5 heal for more OR do a bit of damage/cc

    2) Revenant staff - faster cast for skills 2 & 4 and, skill 4 now removes 2 conditions, slight damage tune up

    3) Revenant hammer - split COR nerf for game modes (Un-nerf pvp version) and slightly reduce cast time on hammer 5

    4) Renegade short bow - reduce skill 2 cast time, reverse 7 shot from starting wide and focusing inward to starting tight and fanning out. Add 7 second aegis.

    5) Engineer MH pistol - improve damage coefficients and reduce cast time on skill 2

    6) Necro dagger MH and OH - idk I just know it sucks outside a few scenarios in pve

    7) rev sword - fix all of the annoying glitches on skill 3 and reduce cast time on skill 5 to 1/4

    8) scrapper hammer - improve damage coefficients by a lot, reduce casting time on skill 3

  • Gehenna.3625Gehenna.3625 Member ✭✭✭✭

    @Sazukikrah.5036 said:

    @Gehenna.3625 said:

    @Sazukikrah.5036 said:

    @Gehenna.3625 said:

    @Sazukikrah.5036 said:

    @Gaile Gray.6029 said:
    ‘Allo Fellow Tyrians,

    We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes.

    Cheers,

    The ArenaNet Systems Team

    If you read it carefully it says "updating some weapon traits to make them usable" , they are going to Change "Silent scope" on Dead eye. That is a given.

    Actually, if you read carefully it says "updating some weapon traits to make them more broadly usable". That's a significant difference in meaning. More broadly would mean that some bonuses that are linked to weapon traits will apply to any weapon you wield or more weapon types you can wield or that weapon traits that only have an effect in certain situations can no be used or triggered in more situations.

    Since I'm not familiar with Dead eye, I cannot comment on what that could mean for Silent Scope.

    What ? I'm only talking about Silent scope... not in general what the change means.

    Well you can't ignore the "more broadly" just because you're talking about one skill in particular. To make that skill usable more broadly it would mean that you could use it with other weapon types and not just the rifle. Is that what you're expecting?

    I'm expecting them to allow us to use any weapon regardless of elite xD so a core warrior could wield dagger. Thats what i REALLY want. Every balance patch has been a disappointment so i'm not getting my hopes up. They either buff condi or make another class FLAVOR of the MONTH where people will abuse broken builds for long periods of time, I.E condi Trap thief , Support Druid etc.. (BACK WHEN THEY WERE OP WHEN HoT FIRST CAME OUT).

    Well removing the restriction for that skill for rifles only would fit that bill of being more broadly usable. Of course I'm not sure if it fits the concept of the deadeye which is basically a sniper but we'll see tomorrow I guess :)

    "In my experience, if you can't say what you mean, you can never mean what you say. The details are everything." ~ Minister Durano

  • Master Ketsu.4569Master Ketsu.4569 Member ✭✭✭✭
    edited October 2, 2018

    No idea why people are complaining about mid-season patches. This has been happening multiple times now people should be used to it.

    @Exalted Quality.8534 said:

    2) Revenant staff - faster cast for skills 2 & 4 and, skill 4 now removes 2 conditions, slight damage tune up

    It already removes 2 condis m8

  • Sazukikrah.5036Sazukikrah.5036 Member ✭✭✭

    @Exalted Quality.8534 said:
    My top 8 for weapons in no particular order

    1) Herald shield - remove root from skill 5 and make both 4 and 5 heal for more OR do a bit of damage/cc

    2) Revenant staff - faster cast for skills 2 & 4 and, skill 4 now removes 2 conditions, slight damage tune up

    3) Revenant hammer - split COR nerf for game modes (Un-nerf pvp version) and slightly reduce cast time on hammer 5

    4) Renegade short bow - reduce skill 2 cast time, reverse 7 shot from starting wide and focusing inward to starting tight and fanning out. Add 7 second aegis.

    5) Engineer MH pistol - improve damage coefficients and reduce cast time on skill 2

    6) Necro dagger MH and OH - idk I just know it sucks outside a few scenarios in pve

    7) rev sword - fix all of the annoying glitches on skill 3 and reduce cast time on skill 5 to 1/4

    8) scrapper hammer - improve damage coefficients by a lot, reduce casting time on skill 3

    I agree with those Revenant staff changes. I think the revenant staff should have same cast time as True nature ability and possible share the same animation.

  • Kalendraf.9521Kalendraf.9521 Member ✭✭✭

    I wonder if ANet would consider expanding the weapons affected by the Quickening Thirst? I rarely see that trait suggested for necro builds, probably because it's so narrowly focused w/ dagger.

    Proud to be a member of the Charter Vanguard [CV] on the Henge of Denravi

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

    Is this the first balance update from the newly formed Systems Team?

  • otto.5684otto.5684 Member ✭✭✭✭
    edited October 1, 2018

    @Jski.6180 said:

    @LucianDK.8615 said:
    Revenants deals too low damage to need nerfs.

    Well Herald is a support set up elite spec. but most ppl are running it as a dps your never going to see a reverent over a herald because of this. So yes revenants dmg is low but Herald dmg is too high.

    Herald is not a support elite. It was not before the remake and it is not after. It provides boons to allies. But might, fury, reg, swiftness and protection are not unique boons by any stretch. They are also not exclusive to Herald by any means. And the F2 is not that effective to be considered support. Effects are too weak and cost is way too high. Honestly, herald is self Sustain more than anything else.

    If Anet thinks that Herald should be a should be a support, major remake is required. Unless you can do a 25 group might, 100% uptime on quickness or 100% uptime on alacrity, your support ain’t worth kitten.

  • Infusion.7149Infusion.7149 Member ✭✭✭
    edited October 1, 2018

    There hasn't been any mention of gear here, but IMO

    • sigil of concentration (= 495 concentration) ,
    • the 10% condition duration on the second tier of rune of the trapper (=150 expertise) if trying to balance PvE, and
    • durability runes (20% boon duration maybe should only be on defensive boons such as protection/regen only)
    • platinum doubloons when used in trinkets (40 concentration each) and lower tier doubloons as a corresponding proportional change

    All ought to be looked at.

    With leadership runes you lose at least 75 toughness/vitality stats versus durability and it is kept in check by divinity + traveler's + revenant runes although a reduction from 30% boon duration could also be warranted.

    For reference:
    Force = flat 5%
    Accuracy = 7% x 21 = 147 precision
    Malice = flat 6% condi damage

    If you look at the "on kill" sigils which require 25 kills in PvE or 5 kills in WvW for example:
    Bloodlust , Life , Corruption , cruelty, perception = 250 power / healing power / condition damage / ferocity / precision respectively
    Bounty = 9 x 25 = 225 concentration
    Benevolence = 12% healing , a bit more than transference's 10%

  • Ardid.7203Ardid.7203 Member ✭✭✭✭

    The message from Anet didn't mention gear, only weapons and skills. That's why people aren't talking about gear.

  • eldrjth.7384eldrjth.7384 Member ✭✭✭

    @Infusion.7149 said:
    There hasn't been any mention of gear here, but IMO

    • sigil of concentration (= 495 concentration) ,
    • the 10% condition duration on the second tier of rune of the trapper (=150 expertise) if trying to balance PvE, and
    • durability runes (20% boon duration maybe should only be on defensive boons such as protection/regen only)
    • platinum doubloons when used in trinkets (40 concentration each) and lower tier doubloons as a corresponding proportional change

    All ought to be looked at.

    Theyve been that way for a long while

    *Durability rune on top of 20% boon duration offers 30 more stat points than others.
    *It would kinda suck for rune of the trapper to lose its 2 tier benefit because its used in conjunction with rune of the nightmare which requires dungeon currency and is a little time consuming to get.
    *Sigil of concentration is an anomaly in the total equivalent stat points it provides but its also hard to craft and is expensive. If they watered it down they could also find some way to make it cheaper to craft. Scribe as a craft is also expensive to level up.
    * platinum doubloons. I just dont like how you need them to craft the "bountiful" util effects considering how pricey they are.

    Those on kill sigils are almost all universally worse than the always on counterpart. Takes a long time to get and they are easy to lose even if they provide slight benefit versus always at max stacks, unless this is the point youre making. If they reduced the ramp up to 5 kills they become far more usable.

    Of the permanent benefit sigils, sigil of bursting functions differently in that it boost condition stat rather than condition dmg output like force. Malice boost condition duration.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @otto.5684 said:

    @Jski.6180 said:

    @LucianDK.8615 said:
    Revenants deals too low damage to need nerfs.

    Well Herald is a support set up elite spec. but most ppl are running it as a dps your never going to see a reverent over a herald because of this. So yes revenants dmg is low but Herald dmg is too high.

    Herald is not a support elite. It was not before the remake and it is not after. It provides boons to allies. But might, fury, reg, swiftness and protection are not unique boons by any stretch. They are also not exclusive to Herald by any means. And the F2 is not that effective to be considered support. Effects are too weak and cost is way too high. Honestly, herald is self Sustain more than anything else.

    If Anet thinks that Herald should be a should be a support, major remake is required. Unless you can do a 25 group might, 100% uptime on quickness or 100% uptime on alacrity, your support ain’t worth kitten.

    It makes support of all the atuments like heroes though. If that not support aimed i am not sure what you think support is.

    See ELE forms and you will get my views.

  • Klipso.8653Klipso.8653 Member ✭✭✭✭

    Halloween? Post didn't mention it, but I hope

    -Balwarc [ICoa]

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Liewec.2896 said:

    @TexZero.7910 said:

    @Liewec.2896 said:
    balance patch?
    fire staff ele not bad enough?

    Ele's still complaining after being on top for how many years ?
    Now you guys can be average like every other DPS.

    staff has been regarded as fairly bad in pvp, but because some people must have been doing well with it in raids, it is now utterly useless in pvp.
    what happened to skill splitting? why was my weapon turned from bad to useless because it was good in a totally different part of the game?

    I can say the same for several skills and abilities from other classes that got dumpstered due to PvP. Quit cryin' or build a bridge :)

  • otto.5684otto.5684 Member ✭✭✭✭
    edited October 1, 2018

    @Jski.6180 said:

    @otto.5684 said:

    @Jski.6180 said:

    @LucianDK.8615 said:
    Revenants deals too low damage to need nerfs.

    Well Herald is a support set up elite spec. but most ppl are running it as a dps your never going to see a reverent over a herald because of this. So yes revenants dmg is low but Herald dmg is too high.

    Herald is not a support elite. It was not before the remake and it is not after. It provides boons to allies. But might, fury, reg, swiftness and protection are not unique boons by any stretch. They are also not exclusive to Herald by any means. And the F2 is not that effective to be considered support. Effects are too weak and cost is way too high. Honestly, herald is self Sustain more than anything else.

    If Anet thinks that Herald should be a should be a support, major remake is required. Unless you can do a 25 group might, 100% uptime on quickness or 100% uptime on alacrity, your support ain’t worth kitten.

    It makes support of all the atuments like heroes though. If that not support aimed i am not sure what you think support is.

    It is not question of what the Anet was aiming to do but what the result is. Herald is used in PvP for damage and sustain. It is used in PvE for damage. And the raid build does not even use glint.

    It is no different than claiming that DH is a support build cuz SoC provides aoe aegis and can provide an aoe block. It is not a support build.

  • trueanimus.4085trueanimus.4085 Member ✭✭✭

    Im guessing this will be more buffs to stealth classes and more nerfs to necros... as usual? Are there any prepatch notes to read?

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    @eldrjth.7384 said:

    @Infusion.7149 said:
    There hasn't been any mention of gear here, but IMO

    • sigil of concentration (= 495 concentration) ,
    • the 10% condition duration on the second tier of rune of the trapper (=150 expertise) if trying to balance PvE, and
    • durability runes (20% boon duration maybe should only be on defensive boons such as protection/regen only)
    • platinum doubloons when used in trinkets (40 concentration each) and lower tier doubloons as a corresponding proportional change

    All ought to be looked at.

    Theyve been that way for a long while

    *Durability rune on top of 20% boon duration offers 30 more stat points than others.
    *It would kinda suck for rune of the trapper to lose its 2 tier benefit because its used in conjunction with rune of the nightmare which requires dungeon currency and is a little time consuming to get.
    *Sigil of concentration is an anomaly in the total equivalent stat points it provides but its also hard to craft and is expensive. If they watered it down they could also find some way to make it cheaper to craft. Scribe as a craft is also expensive to level up.
    * platinum doubloons. I just dont like how you need them to craft the "bountiful" util effects considering how pricey they are.

    Those on kill sigils are almost all universally worse than the always on counterpart. Takes a long time to get and they are easy to lose even if they provide slight benefit versus always at max stacks, unless this is the point youre making. If they reduced the ramp up to 5 kills they become far more usable.

    Of the permanent benefit sigils, sigil of bursting functions differently in that it boost condition stat rather than condition dmg output like force. Malice boost condition duration.

    Please don't compare Sigils with Runes, they fill different spaces.

    Besides that Durability runes give defensive stats, something you don't really stack as hard.

    Very passive aggressively chuckling, because I'm totally not mad on the Internet.

  • eldrjth.7384eldrjth.7384 Member ✭✭✭

    @Blocki.4931 said:

    Please don't compare Sigils with Runes, they fill different spaces.

    Besides that Durability runes give defensive stats, something you don't really stack as hard.

    Where was I comparing sigils to runes? If you want to quote the guy I was quoting originally why not quote his post instead?

  • incisorr.9502incisorr.9502 Member ✭✭✭

    I sure hope spvp gets looked at

    revenants/core guards dominating everything - too much burst dmg with mobility and op tps, guards have too much condi removal while revs with supports are unstoppable

    the new warrior meta build with strength has so much more dmg and sustain than before

    the new ranger boon build crushes any fights that dont include necros

    mesmer is "dead", 2 out of 70 people play mesmer in the top 70 at 1700+ elo in europe atm cus the nerfs were too hard. Staff doesnt do enough dmg outside of point and still loses many matchups on point and nonstaff has no survivability any more, vigor reduction was maybe too much and nothing really else to compensate. I still think the class is fine and it still counters some classes 1v1 but compared to the top dogs not really

    ele is still garbage or just cheese fresh air, 300 years later - you just need to buff the reliability and cast speed of staff ,make more skills hit behind you and make them cast faster and increase the dmg. why does revenant do 10k dmg with a random burst of strength and ele does like 700 dmg per tick on lava font lmao i dont even? the dmg on most skills is laughably low and their speed is too slow . Reaper with shroud activation passively does 10 things more than ele with a skill usage

    the only condition build left in the "meta" is mesmer and i already said mesmer has issues. Scourge too but scourge without fb support is weak and with fb support it's 2 people so it doesn't really count cus with a supp u can make some crazy builds work too. Most classes dont have enough condi dmg or application or types or reliable skills(thief has no burn, warrior has no poison, etc)

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @otto.5684 said:

    @Jski.6180 said:

    @otto.5684 said:

    @Jski.6180 said:

    @LucianDK.8615 said:
    Revenants deals too low damage to need nerfs.

    Well Herald is a support set up elite spec. but most ppl are running it as a dps your never going to see a reverent over a herald because of this. So yes revenants dmg is low but Herald dmg is too high.

    Herald is not a support elite. It was not before the remake and it is not after. It provides boons to allies. But might, fury, reg, swiftness and protection are not unique boons by any stretch. They are also not exclusive to Herald by any means. And the F2 is not that effective to be considered support. Effects are too weak and cost is way too high. Honestly, herald is self Sustain more than anything else.

    If Anet thinks that Herald should be a should be a support, major remake is required. Unless you can do a 25 group might, 100% uptime on quickness or 100% uptime on alacrity, your support ain’t worth kitten.

    It makes support of all the atuments like heroes though. If that not support aimed i am not sure what you think support is.

    It is not question of what the Anet was aiming to do but what the result is. Herald is used in PvP for damage and sustain. It is used in PvE for damage. And the raid build does not even use glint.

    It is no different than claiming that DH is a support build cuz SoC provides aoe aegis and can provide an aoe block. It is not a support build.

    Getting way off topic now i need to point this out DH makes its F1-3 skills into mostly attks and self support effect Herald add in a support effect for all of the atument things. If anet aim is support for Herald they are going to keep balancing as such even if its played in a different way see tempest and its dmg nerfs. Anet likes to put square peg into triangle hole.

    See ELE forms and you will get my views.

  • Smaller but more frequent balance patch is a great thing. Because 3 months is clearly an eternity in gaming industry.

  • Carighan.6758Carighan.6758 Member ✭✭✭✭

    Can we get the patch notes in advance? So we can prepare a bit, get gear ready and all?

  • Liewec.2896Liewec.2896 Member ✭✭✭

    @TexZero.7910 said:

    @Liewec.2896 said:

    @TexZero.7910 said:

    @Liewec.2896 said:
    balance patch?
    fire staff ele not bad enough?

    Ele's still complaining after being on top for how many years ?
    Now you guys can be average like every other DPS.

    staff has been regarded as fairly bad in pvp, but because some people must have been doing well with it in raids, it is now utterly useless in pvp.
    what happened to skill splitting? why was my weapon turned from bad to useless because it was good in a totally different part of the game?

    I can say the same for several skills and abilities from other classes that got dumpstered due to PvP.

    go ahead then? lets see if you can give anything as useless as staff ele is in spvp right now.
    if it is even USEABLE in pve then it isn't as useless.

  • geist.4126geist.4126 Member ✭✭✭

    No nerf to mirage or deadeye in WvW and pvp. Guess Anet think it's fine or doesn't care for the game modes.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited October 2, 2018

    Well, they just nuked chronosupport from orbit, so i guess they will wait tilll the next balance patch with continuing on with other mesmer builds. It tends to build up anticipation.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    I see a lot of skills changed so that to active the ability they had before, you need to either interact with a combo field or have a specific buff on you. Not quite sure I understand the change. As a Guardian I already have important reasons to want to combo my light field, there was no need to attach the GS heal to it. Kinda baffling.

  • crazyhusky.2985crazyhusky.2985 Member ✭✭✭
    edited October 2, 2018

    Thanks nerfing Guardian's best weapons.
    Mesmar got buffs it didnt need, it was already super strong, you've made it stronger.
    Buff the strong and Nerf the weak.

    Guard's sword didn't a need nerf it, could use a slight buff or tweak instead.
    Guard's Scepter was fine how it was.
    Guard's Greatsword you can no longer self heal with it... why? I know is small heal but every point of HP counts when you abysmally low Base HP for little reason, if you going to change the healing to combo fields then allow Guardian to still be able to it when it wants. Only Symbol of Wrath gives a light combo field, so you've effectively nerfed it's healing, limiting it only to that move, No other Greatsword skills have a light combo field.
    what it SHOULD be changed to "Heal yourself when you use a Combo field with a Greatsword equipped" so this way Guardian can still get this small healing by itself, with and without allies. It's a nerf that was not needed.

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    @crazyhusky.2985 said:
    Thanks nerfing Guardian's best weapons.
    Mesmar got buffs it didnt need, it was already super strong, you've made it stronger.
    Buff the strong and Nerf the weak.

    Guard's sword didn't a need nerf it, could use a slight buff or tweak instead.
    Guard's Scepter was fine how it was.
    Guard's Greatsword you can no longer self heal with it... why? I know is small heal but every point of HP counts when you abysmally low Base HP for little reason, if you going to change the healing to combo fields then allow Guardian to still be able to it when it wants. Only Symbol of Wrath gives a light combo field, so you've effectively nerfed it's healing, limiting it only to that move, No other Greatsword skills have a light combo field.
    what it SHOULD be changed to "Heal yourself when you use a Combo field with a Greatsword equipped" so this way Guardian can still get this small healing by itself, with and without allies. It's a nerf that was not needed.

    You're ignoring 90% of the mesmer changes to make a claim that would otherwise be disproven in the same sentence. Can you stop?

    Very passive aggressively chuckling, because I'm totally not mad on the Internet.

  • Lambent.6375Lambent.6375 Member ✭✭✭

    Why was the Lead the Wind trait nerfed for PvE?

    @FOX.3582 said:
    A freaking chair. Woah. I personally can't wait to buy a gem store CHAIR, so all my characters can SIT around in Tyria while other players see me, SITTING there, looking like a [email protected] ...

  • crazyhusky.2985crazyhusky.2985 Member ✭✭✭
    edited October 2, 2018

    @Blocki.4931 said:

    @crazyhusky.2985 said:
    Thanks nerfing Guardian's best weapons.
    Mesmar got buffs it didnt need, it was already super strong, you've made it stronger.
    Buff the strong and Nerf the weak.

    Guard's sword didn't a need nerf it, could use a slight buff or tweak instead.
    Guard's Scepter was fine how it was.
    Guard's Greatsword you can no longer self heal with it... why? I know is small heal but every point of HP counts when you abysmally low Base HP for little reason, if you going to change the healing to combo fields then allow Guardian to still be able to it when it wants. Only Symbol of Wrath gives a light combo field, so you've effectively nerfed it's healing, limiting it only to that move, No other Greatsword skills have a light combo field.
    what it SHOULD be changed to "Heal yourself when you use a Combo field with a Greatsword equipped" so this way Guardian can still get this small healing by itself, with and without allies. It's a nerf that was not needed.

    You're ignoring 90% of the mesmer changes to make a claim that would otherwise be disproven in the same sentence. Can you stop?

    Can you stop?
    I wasn't ignoring the changes to mesmar, Blurred Inscriptions was given new unique things to all signets, they no longer remove 1 condition from you. In otherwords a buff.
    You have a new trait in the offensive Domination traitline "Egotism" that replaced it, it does more damge to foes if you have higher HP than your foe.
    Considering how mesmars like blink in and surprise people doing damage first, this is going to be a good trait to help them out, as they'll be able to do more damage from the get go.

    With Confounding Suggestions, That trait no longer converts dazes into stuns can be seen as a nerf. but then I can agrue that the stuns and dazes durations are now longer which is a buff. The only difference I can see from this "nerf" is now that a target can move on some of the skills that would have stopped it with this trait. However they still can't attack you. This doesn't really change anything. Mesmars can still swarm dazed/stunned people with clones.

    The only nerfs i can see are Blurred Inscriptions was moved to a supportive traitline, and replacing Temporal Enchanter. It does mean mesmar's no longer a trait to effect Glamor's. but Temporal Enchanter only made glamor's last 2 seconds longer, to be honest is not too much of a lost.
    The nerf to Elusive Mind in pvp/wvw was a much needed one to balance out Mirage. Mirage's are too evasive, and have tons of movement options, Allowing people being to able actually keep them in place for a bit, this will help other classes who have to fight them. Because playing a Mirage, you have little to no risks, but all the rewards. See a target, attack it, if it doesn't easily go down, blink away and find another target.

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    The additional nerf to Elusive Mind is a total nuke from orbit.

    Remember it means even when you dodge while dazed it will proc 6s exhaustion. Why suffer that when even with normal dodge you can do it while dazed?

    I will be extremely surprised if anyone runs this anymore, even for the condi cleanse, instead of IH (or the tiny minority who run Dune Cloak).

    The only game plan now for anyone stubborn enough to stick with EM and dodges even during a daze is to blink out and run away until the exhaustion wears off because sticking in a fight even with energy sigils/adventurer runes and having maybe one weapon skill evade or something like IA means an inefficient waste of skills to maybe barely sustain through the 6 second exhaustion - after which that waste of cooldowns is going to be costly.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • I'm supposed to be spooked by the Halloween content, not the balance teams attempts at "small adjustments".

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Liewec.2896 said:

    @TexZero.7910 said:

    @Liewec.2896 said:

    @TexZero.7910 said:

    @Liewec.2896 said:
    balance patch?
    fire staff ele not bad enough?

    Ele's still complaining after being on top for how many years ?
    Now you guys can be average like every other DPS.

    staff has been regarded as fairly bad in pvp, but because some people must have been doing well with it in raids, it is now utterly useless in pvp.
    what happened to skill splitting? why was my weapon turned from bad to useless because it was good in a totally different part of the game?

    I can say the same for several skills and abilities from other classes that got dumpstered due to PvP.

    go ahead then? lets see if you can give anything as useless as staff ele is in spvp right now.
    if it is even USEABLE in pve then it isn't as useless.

    Warrior Rifle been nerfed repeatedly, even to the point of reworking it because it was that much of a dumpster fire weapon that no mode used it.
    That's one very easy example of a weapon.

    Lets continue on to skills that have been changed for "PvP reasons". Engineer Turret and Necromancer minions both of which had their damage and health scaled so far back that they then had to be re-adjusted to have -90% damage reduction against AoE skills.

    That's probably not good enough for you so let me hit you right in the Ele feels. Ride the Lightning had it's cooldown doubled. It's only recently had changes to revert some of that overkill by shaving 10 seconds off the cooldown.

    So there you have some very easy examples of things PvP has caused to neuter skills and weapons for other game modes based on your criteria of them being "useless". There's far more than these those if you'd take your blinders off you'd see it.

  • R.I.P. the only alternative -> guard + rev ....
    well done

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭

    @crazyhusky.2985 said:

    @Blocki.4931 said:

    @crazyhusky.2985 said:
    Thanks nerfing Guardian's best weapons.
    Mesmar got buffs it didnt need, it was already super strong, you've made it stronger.
    Buff the strong and Nerf the weak.

    Guard's sword didn't a need nerf it, could use a slight buff or tweak instead.
    Guard's Scepter was fine how it was.
    Guard's Greatsword you can no longer self heal with it... why? I know is small heal but every point of HP counts when you abysmally low Base HP for little reason, if you going to change the healing to combo fields then allow Guardian to still be able to it when it wants. Only Symbol of Wrath gives a light combo field, so you've effectively nerfed it's healing, limiting it only to that move, No other Greatsword skills have a light combo field.
    what it SHOULD be changed to "Heal yourself when you use a Combo field with a Greatsword equipped" so this way Guardian can still get this small healing by itself, with and without allies. It's a nerf that was not needed.

    You're ignoring 90% of the mesmer changes to make a claim that would otherwise be disproven in the same sentence. Can you stop?

    Can you stop?
    I wasn't ignoring the changes to mesmar, Blurred Inscriptions was given new unique things to all signets, they no longer remove 1 condition from you. In otherwords a buff.
    You have a new trait in the offensive Domination traitline "Egotism" that replaced it, it does more damge to foes if you have higher HP than your foe.
    Considering how mesmars like blink in and surprise people doing damage first, this is going to be a good trait to help them out, as they'll be able to do more damage from the get go.

    With Confounding Suggestions, That trait no longer converts dazes into stuns can be seen as a nerf. but then I can agrue that the stuns and dazes durations are now longer which is a buff. The only difference I can see from this "nerf" is now that a target can move on some of the skills that would have stopped it with this trait. However they still can't attack you. This doesn't really change anything. Mesmars can still swarm dazed/stunned people with clones.

    The only nerfs i can see are Blurred Inscriptions was moved to a supportive traitline, and replacing Temporal Enchanter. It does mean mesmar's no longer a trait to effect Glamor's. but Temporal Enchanter only made glamor's last 2 seconds longer, to be honest is not too much of a lost.
    The nerf to Elusive Mind in pvp/wvw was a much needed one to balance out Mirage. Mirage's are too evasive, and have tons of movement options, Allowing people being to able actually keep them in place for a bit, this will help other classes who have to fight them. Because playing a Mirage, you have little to no risks, but all the rewards. See a target, attack it, if it doesn't easily go down, blink away and find another target.

    There's a ton of nerfs in those patchnotes. You just don't see them, because you concentrate only on mirage in SPvP. Illusionary Inspiration change (loss of Lesser SoI), for example, was a nuke from orbit for support chrono. Well of Recall nerf wasn't good either. And for Blessed Inscriptions, you probably missed the part where signet cooldown reduction was removed.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • Devilman.1532Devilman.1532 Member ✭✭✭

    Awww did the MESMERTRAIN finally derail? ;)

  • Liewec.2896Liewec.2896 Member ✭✭✭

    @TexZero.7910 said:

    @Liewec.2896 said:

    @TexZero.7910 said:

    @Liewec.2896 said:

    @TexZero.7910 said:

    @Liewec.2896 said:
    balance patch?
    fire staff ele not bad enough?

    Ele's still complaining after being on top for how many years ?
    Now you guys can be average like every other DPS.

    staff has been regarded as fairly bad in pvp, but because some people must have been doing well with it in raids, it is now utterly useless in pvp.
    what happened to skill splitting? why was my weapon turned from bad to useless because it was good in a totally different part of the game?

    I can say the same for several skills and abilities from other classes that got dumpstered due to PvP.

    go ahead then? lets see if you can give anything as useless as staff ele is in spvp right now.
    if it is even USEABLE in pve then it isn't as useless.

    Warrior Rifle been nerfed repeatedly, even to the point of reworking it because it was that much of a dumpster fire weapon that no mode used it.
    That's one very easy example of a weapon.

    Lets continue on to skills that have been changed for "PvP reasons". Engineer Turret and Necromancer minions both of which had their damage and health scaled so far back that they then had to be re-adjusted to have -90% damage reduction against AoE skills.

    That's probably not good enough for you so let me hit you right in the Ele feels. Ride the Lightning had it's cooldown doubled. It's only recently had changes to revert some of that overkill by shaving 10 seconds off the cooldown.

    So there you have some very easy examples of things PvP has caused to neuter skills and weapons for other game modes based on your criteria of them being "useless". There's far more than these those if you'd take your blinders off you'd see it.

    warrior rifle, not really, iirc it actually got BUFFS because people were complaining it was a bad confused weapon in pvp,
    so it later became a powerhouse oneshotting people in wvw, so that was then dialled back (a bit)

    turrets and minions,
    1. are we going to pretend that turrets were really useful anywhere other than pvp, ever?
    2. as a necro pve main who plays 99% of the time with a minion build, not a good example to give me!

    ride the lightning, ok sure, how much will you be using that?

    now back to fire staff ele who used to be awesome fun for sneaking up on capture points and unleashing hell as a true glass cannon class.
    the number of hits of meteor shower was nerfed because of large hit box raid bosses, should not have happened to the pvp version.
    the dmg in pvp is now SEVERELY nerfed, all because of these large hitbox raid bosses.
    Lava Font has received a FORTY PERCENT dmg nerf , again because of its effectiveness in raids, should not have happened to the pvp version.
    that is both of the things that made fire staff an awesome glasscannon tool, nerfed to the ground.

    a weapon that barely any one was using in pvp because it was regarded as fairly bad, received such a large nerf that it performs half as well as it used to.
    tell me that is good balancing,
    tell me the skills shouldn't have been split,
    or just carry on telling me to not be pissed about such a stupid change.

  • Hyper Cutter.9376Hyper Cutter.9376 Member ✭✭✭✭

    If you're going to whine about things being nerfed across the board because of one mode, ranger pets have been the victims of this more than anything else in the entire game. The smokescale alone has probably been nerfed a dozen times by now...

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Liewec.2896 said:
    a weapon that barely any one was using in pvp because it was regarded as fairly bad, received such a large nerf that it performs half as well as it used to.
    tell me that is good balancing,
    tell me the skills shouldn't have been split,
    or just carry on telling me to not be pissed about such a stupid change.

    You mean a utility weapon having it's damage nerfed. Say it aint so ele mains! Say it aint so!
    The change to staff was perfectly fine, there was no need to split the skill in this case because it wasn't a skill issue. It was a weapon issue in that said "Utility Weapon" was overtunned and outperformed other weapons whose sole design is to put out damage.

    So yes i'll tell you to stop being saltier than an ocean. The change was fine and you're overreacting.

  • Liewec.2896Liewec.2896 Member ✭✭✭

    @TexZero.7910 said:

    @Liewec.2896 said:
    a weapon that barely any one was using in pvp because it was regarded as fairly bad, received such a large nerf that it performs half as well as it used to.
    tell me that is good balancing,
    tell me the skills shouldn't have been split,
    or just carry on telling me to not be pissed about such a stupid change.

    You mean a utility weapon having it's damage nerfed. Say it aint so ele mains! Say it aint so!
    The change to staff was perfectly fine, there was no need to split the skill in this case because it wasn't a skill issue. It was a weapon issue in that said "Utility Weapon" was overtunned and outperformed other weapons whose sole design is to put out damage.

    So yes i'll tell you to stop being saltier than an ocean. The change was fine and you're overreacting.

    i hope whatever weapon/class combo is your favourite gets nerfed through the floor too,
    and remember, don't be salty about it.

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭

    @TexZero.7910 said:
    You mean a utility weapon having it's damage nerfed. Say it aint so ele mains! Say it aint so!

    Serious question: Elementalist Staff was supposed to be a utility weapon? Because as far as utility is concerned Staff is total garbage compared to every other weapon available to Elementalists. CC on Staff is unreliable, misses too often, it's slow, healing is mediocre and only happens in huge fields (good in WVW I guess, terrible anywhere else), Staff provides little boons/buffs to the party (outside that bit of regeneration and some tiny might) or de-buffs to enemies. So where exactly is this "utility" of the Staff? All Staff had above other weapons is range (it still has) and damage (that it doesn't have anymore) because Staff was never (and still isn't) a utility weapon, if you want utility you use ANY other Elementalist weapon other than Staff.

  • Shikigami.4013Shikigami.4013 Member ✭✭✭

    Agreed, to label one weapon a "utility weapon" while the game does not even provide any category like "offense weapon", "defense weapon" or "utility weapon" is just based on a subjective opinion on what the weapon is used for.

    Is ranger longbow a "utility weapon" for having hard CC? Or maybe a "defensive weapon" because of providing stealth and a pushback? Or an "offensive weapon" because of rapid fire? No, it's just a twohanded weapon, like ele staff. There is no other category ArenaNet made, nor is there any reason to assume that a weapon with a utility skill automatically has to do less damage than a weapon which does not have a utility skill (if there even is such a weapon, I do not memorize all the skills for all the weapons).

    YouTube “L2villagejester”.
    People using belittling wording like whining/qqing" are not taken seriously by me
    Same for people posting only to tell others not to post (“deal with it”-posts)

  • eldrjth.7384eldrjth.7384 Member ✭✭✭
    edited October 7, 2018

    @crazyhusky.2985 said:

    what it SHOULD be changed to "Heal yourself when you use a Combo field with a Greatsword equipped" so this way Guardian can still get this small healing by itself, with and without allies. It's a nerf that was not needed.

    Not a bad idea. I think the devs wanted to generalise the benefit of the trait so the healing could be provided to different weapon sets rather than be exclusive to GS. What if the trait was: heal yourself whenever you finish a combo (not just light field) and keep the GS dmg and cdr? The healing would still be best with GS because of the number of finishers it has and the main one multi hits too.

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @maddoctor.2738 said:

    @TexZero.7910 said:
    You mean a utility weapon having it's damage nerfed. Say it aint so ele mains! Say it aint so!

    Serious question: Elementalist Staff was supposed to be a utility weapon? Because as far as utility is concerned Staff is total garbage compared to every other weapon available to Elementalists. CC on Staff is unreliable, misses too often, it's slow, healing is mediocre and only happens in huge fields (good in WVW I guess, terrible anywhere else), Staff provides little boons/buffs to the party (outside that bit of regeneration and some tiny might) or de-buffs to enemies. So where exactly is this "utility" of the Staff? All Staff had above other weapons is range (it still has) and damage (that it doesn't have anymore) because Staff was never (and still isn't) a utility weapon, if you want utility you use ANY other Elementalist weapon other than Staff.

    So you're going to discount what is has because you're bad at using it ?
    Fair enough. But that doesn't change the fact that the only pure damage on staff is in Fire. The rest of the weapon has UTILITIY even if you don't/can't/won't use it.

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭

    @TexZero.7910 said:
    So you're going to discount what is has because you're bad at using it ?
    Fair enough. But that doesn't change the fact that the only pure damage on staff is in Fire. The rest of the weapon has UTILITIY even if you don't/can't/won't use it.

    The rest of the weapon is inferior at what it does compared to every other Elementalist weapon, which is why the only good Attunement on Staff was/is Fire. You can find Elementalist weapons that are better than Staff on CC, healing, boon support, which, according to your definition, means all Elementalist weapons are utility weapons. I'm not against nerfing the damage of Staff, but they should've increased the actual utility of the other attunements on Staff to make them compete with every other option in the game because as is, Staff is a really weak "utility" weapon.

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @maddoctor.2738 said:

    @TexZero.7910 said:
    So you're going to discount what is has because you're bad at using it ?
    Fair enough. But that doesn't change the fact that the only pure damage on staff is in Fire. The rest of the weapon has UTILITIY even if you don't/can't/won't use it.

    The rest of the weapon is inferior at what it does compared to every other Elementalist weapon, which is why the only good Attunement on Staff was/is Fire. You can find Elementalist weapons that are better than Staff on CC, healing, boon support, which, according to your definition, means all Elementalist weapons are utility weapons. I'm not against nerfing the damage of Staff, but they should've increased the actual utility of the other attunements on Staff to make them compete with every other option in the game because as is, Staff is a really weak "utility" weapon.

    Nothing saying Anet wont do just that. Although you'll likely dismiss it as still not doing enough until it's overloaded.

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