Winds of Disenchantment nerfed — Guild Wars 2 Forums

Winds of Disenchantment nerfed

Lahmia.2193Lahmia.2193 Member ✭✭✭✭

Winds of Disenchantment: This skill no longer pulses the instant the spell is cast. Instead, every second after casting, the total number of pulses is reduced by 1. The duration of this skill has been split, and it will now have a 5-second duration in WvW and PvP while retaining a 10-second duration in PvE.

"Surrender and serve me in life, or die and slave for me in death."

Tagged:
<13

Comments

  • Jski.6180Jski.6180 Member ✭✭✭✭

    Its a hard nerf to war and weaver in wvw for sure maybe a soft nerf to rev all though that dmg is hard to boon up for one shot still a one shot lol.

    See ELE forms and you will get my views.

  • @Jski.6180 said:
    Its a hard nerf to war and weaver in wvw for sure maybe a soft nerf to rev all though that dmg is hard to boon up for one shot still a one shot lol.

    I see no ele changes lol

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Mini Crinny.6190 said:

    @Jski.6180 said:
    Its a hard nerf to war and weaver in wvw for sure maybe a soft nerf to rev all though that dmg is hard to boon up for one shot still a one shot lol.

    I see no ele changes lol

    Ele has no boon control at all and boons are much stronger vs power dmg -33% so with out a strip ele dmg is effectually weaker. All this is going to do is make scorge meta agen because it comes with boon control. There a lot more then one skill effected when you hit big skills like this.

    Even the lack of strip to deal with stab going to be a problem for ele as 1 stab strip for 10 ppl ends up causing more harm to the ele then good due to passives effects and at best its just going to remove the 1 stack of stab from 10 sec cd skill more then likely 1 stack from a 5 stack stab on a 28 sec cd lol. Its just a joke anet things less boon removal going to help the game (it was always that they stacked too much boon hate one one or 2 classes that was the problem).

    See ELE forms and you will get my views.

  • When people figure out the meta and start running 4-scourges 1-firebrand per party, I will be the first to say "I told you so"

  • Israel.7056Israel.7056 Member ✭✭✭✭

    @Elementalist Owner.7802 said:
    When people figure out the meta and start running 4-scourges 1-firebrand per party, I will be the first to say "I told you so"

    Much prefer that tbh.

  • Sahfur.5612Sahfur.5612 Member ✭✭
    edited October 16, 2018

    Noone was using warrior in zergs practically. All this means is the 1-2 people who are being yelled at to switch to firebrand or necro by the commander are less effective. On every other class you get asked if you can switch by our commanders who are (almost) obsessed with winning. Telling.

    I don't use this skill because I frankly was able to do more with rampage roaming.. but wow if this doesn't look bad knowing about the rare rationalization for low-mid skilled warriors in a group due to it. More pants on head changes.

    I will make you [QQ].

  • Strages.2950Strages.2950 Member ✭✭✭

    @Israel.7056 said:
    It wasn't just a boon strip and it didn't just strip 1 boon per pulse when traited at least learn how the skill worked before posting about it.

    From the wiki:
    _
    Disenchantment (1s): Incoming boons are immediately removed.
    Boons Removed: 1
    Number of Targets: 10
    Blocks Missiles
    Duration: 10s
    Interval: 1s
    Radius: 360
    Combo Field: Lightning
    Unblockable
    _

    It strips 1 boon per second per pulse whilst negating new boons. Traited with enchantment collapse it would cause a chain reaction (again per 1s pulse); that's not the skill, that's the trait.
    If they wanted to tone that down, they could've applied a limit to the trait; there's no reason to delay the effect so that it doesn't do anything for 1 whole second after its cast. 1 second is a long time in this game.

    The 1.5 second cast time + 1 second delay to initiate once casted is absurd. Make it a 2 second cast if you want, but the tell on that bubble is literally the biggest in the game (its a gigantic kitten bubble for christ sakes) for it to have an effective delay of 1 additional second after cast.

  • Israel.7056Israel.7056 Member ✭✭✭✭
    edited October 16, 2018

    @Strages.2950 said:

    @Israel.7056 said:
    It wasn't just a boon strip and it didn't just strip 1 boon per pulse when traited at least learn how the skill worked before posting about it.

    From the wiki:
    _
    Disenchantment (1s): Incoming boons are immediately removed.
    Boons Removed: 1
    Number of Targets: 10
    Blocks Missiles
    Duration: 10s
    Interval: 1s
    Radius: 360
    Combo Field: Lightning
    Unblockable
    _

    It strips 1 boon per second per pulse whilst negating new boons. Traited with enchantment collapse it would cause a chain reaction (again per 1s pulse); that's not the skill, that's the trait.
    If they wanted to tone that down, they could've applied a limit to the trait; there's no reason to delay the effect so that it doesn't do anything for 1 whole second after its cast. 1 second is a long time in this game.

    The 1.5 second cast time + 1 second delay to initiate once casted is absurd. Make it a 2 second cast if you want, but the tell on that bubble is literally the biggest in the game (its a gigantic kitten bubble for christ sakes) for it to have an effective delay of 1 additional second after cast.

    Yeah it's a gigantic bubble so what? It has a big tell so what? It was also the most impactful elite in the game since pof release by a large margin for medium to large scale engagements. It was completely defining the meta for all organized play because of how powerful it was it needed to be toned down drastically.

    Almost everyone runs the trait so for all intents and purposes it makes no sense to talk about the skill as if it removes 1 boon per pulse. But like I said in another thread it's not just a boon strip the boon denial is what makes it ridiculously strong.

    Personally I would've left the skill as it was in terms of cd and duration but completely removed both the boon denial and the projectile hate I consider this nerf to be an odd sort of compromise but that's anet for you.

  • @Strages.2950 said:
    ...
    It strips 1 boon per second per pulse whilst negating new boons. Traited with enchantment collapse it would cause a chain reaction (again per 1s pulse); that's not the skill, that's the trait.
    If they wanted to tone that down, they could've applied a limit to the trait; there's no reason to delay the effect so that it doesn't do anything for 1 whole second after its cast. 1 second is a long time in this game.

    Enchantment collapse has a 1 second ICD, so it only triggers one time each pulse. No chain reaction.

  • subversiontwo.7501subversiontwo.7501 Member ✭✭✭
    edited October 16, 2018

    @Murderous Clown.9723 said:

    @Strages.2950 said:
    ...
    It strips 1 boon per second per pulse whilst negating new boons. Traited with enchantment collapse it would cause a chain reaction (again per 1s pulse); that's not the skill, that's the trait.
    If they wanted to tone that down, they could've applied a limit to the trait; there's no reason to delay the effect so that it doesn't do anything for 1 whole second after its cast. 1 second is a long time in this game.


    Enchantment collapse has a 1 second ICD, so it only triggers one time each pulse. No chain reaction.

    It doesn't matter because Winds will be littered with 20 Shades. Does that mean Shades need to be looked at? Sure, but it doesn't mean that Winds does not need to be looked at, again.
    I alluded to it above, Israel and Acyk interpreted it for you in short: The boon denial is the issue when combined with one break being insufficient to clear the area. The boon denial has no counter play other than getting out and the bubble is larger than a dodge roll. That doesn't promote good gameplay. No one here gives a hoot about balance for balance sake, we care about how it promotes boring gameplay that makes players quit, care less or try less. The game mode does not need that. Especially if those players are anything other than someone who only follows a tag.

  • Acyk.9671Acyk.9671 Member ✭✭✭
    edited October 16, 2018

    Anet had 3 choices to keep it impactful:
    Making WoD offensive (300 radius with 2 boons removed on first pulse then 1 but no boon denial nor projectile block )
    Defensive WoD (360 radius: boon denial + projectile block but no boonrip)
    Polyvalent WoD (240 radius, more boonrip on first pulse)
    In any case duration needed a nerf.

    EDIT: i would also have lesser endure pain nerfed from 4s every 60s to 3s every 60s and cast time of WoD reduced so warriors dont go crazy while their group is at 1200 range

  • @subversiontwo.7501 said:

    @Murderous Clown.9723 said:

    @Strages.2950 said:
    ...
    It strips 1 boon per second per pulse whilst negating new boons. Traited with enchantment collapse it would cause a chain reaction (again per 1s pulse); that's not the skill, that's the trait.
    If they wanted to tone that down, they could've applied a limit to the trait; there's no reason to delay the effect so that it doesn't do anything for 1 whole second after its cast. 1 second is a long time in this game.


    Enchantment collapse has a 1 second ICD, so it only triggers one time each pulse. No chain reaction.

    It doesn't matter because Winds will be littered with 20 Shades. Does that mean Shades need to be looked at? Sure, but it doesn't mean that Winds does not need to be looked at, again.
    I alluded to it above, Israel and Acyk interpreted it for you in short: The boon denial is the issue when combined with one break being insufficient to clear the area. The boon denial has no counter play other than getting out and the bubble is larger than a dodge roll. That doesn't promote good gameplay. No one here gives a hoot about balance for balance sake, we care about how it promotes boring gameplay that makes players quit, care less or try less. The game mode does not need that. Especially if those players are anything other than someone who only follows a tag.

    I was making that comment purely for the intent of clearing up the misunderstanding, not to imply an opinion one way or the other on the debate. As it so happens I agree with you and am quite happy with the nerf, and I say that as a warrior main.

    It never took all that much thought or skill to cast a bubble on an enemy stack and then chain the bubbles until the fight is over. Some situations had room for a little more thought than that, but mindless bubbles were still incredibly influential in a fight considering it's just one skill. Even if the enemies are able to get out of the bubble, it is still the only skill in the game that can singlehandedly force an entire group to do so on its own, and that makes it powerful still. Besides, it will still catch people if you time it right (after they have used some defensive resources rather than at the start of first push every time) and coordinate with your necros.

    I had a lot of fun playing with the nerfed skill tonight, as funny as that sounds. It's a big nerf to mindless bubbles, but I was still getting a lot of use out of it.

  • @Israel.7056 said:

    @Strages.2950 said:

    @Israel.7056 said:
    It wasn't just a boon strip and it didn't just strip 1 boon per pulse when traited at least learn how the skill worked before posting about it.

    From the wiki:
    _
    Disenchantment (1s): Incoming boons are immediately removed.
    Boons Removed: 1
    Number of Targets: 10
    Blocks Missiles
    Duration: 10s
    Interval: 1s
    Radius: 360
    Combo Field: Lightning
    Unblockable
    _

    It strips 1 boon per second per pulse whilst negating new boons. Traited with enchantment collapse it would cause a chain reaction (again per 1s pulse); that's not the skill, that's the trait.
    If they wanted to tone that down, they could've applied a limit to the trait; there's no reason to delay the effect so that it doesn't do anything for 1 whole second after its cast. 1 second is a long time in this game.

    The 1.5 second cast time + 1 second delay to initiate once casted is absurd. Make it a 2 second cast if you want, but the tell on that bubble is literally the biggest in the game (its a gigantic kitten bubble for christ sakes) for it to have an effective delay of 1 additional second after cast.

    Yeah it's a gigantic bubble so what? It has a big tell so what? It was also the most impactful elite in the game since pof release by a large margin for medium to large scale engagements. It was completely defining the meta for all organized play because of how powerful it was it needed to be toned down drastically.

    Almost everyone runs the trait so for all intents and purposes it makes no sense to talk about the skill as if it removes 1 boon per pulse. But like I said in another thread it's not just a boon strip the** boon denial is what makes it ridiculously strong.**

    Personally I would've left the skill as it was in terms of cd and duration but completely removed both the boon denial and the projectile hate I consider this nerf to be an odd sort of compromise but that's anet for you.

    Absolutely but it is one of 2 counters to the FB skills which gives resistance and retaliation the other is the scourge with his boon corruption .

    The problem is the whole zerg meta is all about this becoming invulnerable and steam rolling the enemy zerg.
    Arena Net seem not to be too kind about this whole idea they nerfed because of this FBs 0er mantra one patch before and I agree with most of it with Arena NET.

    The problem which I have with it is on one side if this meta weren't there we would pirateship a lot but with this narrow window they let open it is a good chance the whole back-line who does the pirateshipping will never make it in time under the bubble. It is I think counterable but with this the commander must run as SB the zerg must be really sticky we need possible more SBs in the zerg with called timing.

    As Tempest I see also a timing problem usually when I in one of those steam roll actions I'm doing overload in it when the commander stops under the bubble even as fresh air the time is extremely short to recharge in my case wind overload which are precisely those 5 sec in the minimum case.

    What I mean with this we must see but there is a chance this will create a window which is too tight for some classes to go thorough or you have some sort of split.

  • SoulSlavocracy.4902SoulSlavocracy.4902 Member ✭✭✭
    edited October 17, 2018

    @Jski.6180 said:

    @Mini Crinny.6190 said:

    @Jski.6180 said:
    Its a hard nerf to war and weaver in wvw for sure maybe a soft nerf to rev all though that dmg is hard to boon up for one shot still a one shot lol.

    I see no ele changes lol

    Ele has no boon control at all and boons are much stronger vs power dmg -33% so with out a strip ele dmg is effectually weaker. All this is going to do is make scorge meta agen because it comes with boon control. There a lot more then one skill effected when you hit big skills like this.

    Even the lack of strip to deal with stab going to be a problem for ele as 1 stab strip for 10 ppl ends up causing more harm to the ele then good due to passives effects and at best its just going to remove the 1 stack of stab from 10 sec cd skill more then likely 1 stack from a 5 stack stab on a 28 sec cd lol. Its just a joke anet things less boon removal going to help the game (it was always that they stacked too much boon hate one one or 2 classes that was the problem).

    I do typically bomb into friendly bubbles when the opportunity arises, but most of the time I'm used to fighting without any bubbles whatsoever and just 100% pirate-shipping the hell out of an enemy. Never needed bubbles to be top DPS by a 20-40% margin and I don't suspect I'll need them now. The boon rip from other players helps a lot --- irrefutably. It's a good thing to have. But Weaver DPS is about good positioning, good skill management/quick skill combos and using your noggin, not boon rip from others ;) it helps, but Protection be damned, the enemy still knows when I'm hitting them lol

    | Solemn [DoM][PAL][BOZ][shrd] |
    | NSP (main) | Anvil Rock (alt)

  • SloRules.3560SloRules.3560 Member ✭✭✭

    @SoulSlavocracy.4902 said:

    @Jski.6180 said:

    @Mini Crinny.6190 said:

    @Jski.6180 said:
    Its a hard nerf to war and weaver in wvw for sure maybe a soft nerf to rev all though that dmg is hard to boon up for one shot still a one shot lol.

    I see no ele changes lol

    Ele has no boon control at all and boons are much stronger vs power dmg -33% so with out a strip ele dmg is effectually weaker. All this is going to do is make scorge meta agen because it comes with boon control. There a lot more then one skill effected when you hit big skills like this.

    Even the lack of strip to deal with stab going to be a problem for ele as 1 stab strip for 10 ppl ends up causing more harm to the ele then good due to passives effects and at best its just going to remove the 1 stack of stab from 10 sec cd skill more then likely 1 stack from a 5 stack stab on a 28 sec cd lol. Its just a joke anet things less boon removal going to help the game (it was always that they stacked too much boon hate one one or 2 classes that was the problem).

    I do typically bomb into friendly bubbles when the opportunity arises, but most of the time I'm used to fighting without any bubbles whatsoever and just 100% pirate-shipping the hell out of an enemy. Never needed bubbles to be top DPS by a 20-40% margin and I don't suspect I'll need them now. The boon rip from other players helps a lot --- irrefutably. It's a good thing to have. But Weaver DPS is about good positioning, good skill management/quick skill combos and using your noggin, not boon rip from others ;) it helps, but Protection be damned, the enemy still knows when I'm hitting them lol

    Actually damage in itself is irrelevant. It's 50 people doing damage anyway. It's all about corrupt and cc... If enemy stops moving it's dead, not because you think you are doing a lot on weaver.

  • Excellent change, keep up the good work!

  • ArchonWing.9480ArchonWing.9480 Member ✭✭✭✭

    I think it's a good change. While I personally thought it was sorta common sense to not stand in the glowy dome thing and I still don't know what most PoF abilities do, I think this particular skill was too dominating of a role in completely negating a good chunk of things.

  • Israel.7056Israel.7056 Member ✭✭✭✭

    Just got to play test it WoD felt a lot less oppressive seems like a pretty decent change after all.

  • Voltekka.2375Voltekka.2375 Member ✭✭✭✭

    @Laggin Dragon.3062 said:
    I don't mind the 5 second nerf to it, I feel like 10 seconds might have been a little too long, so 5-7 seconds is more reasonable. But the 1 second of not stripping was a very poor change. It already takes 1.5 seconds to cast, you can see when the Warrior is casting, so what was the point of adding a 1 second wind up? If you're going to do that then make it 6 seconds.
    And I like how Anet thinks Warrior was the real problem in WvW. I feel like some Anet Devs was running around in WvW, got hit by a Warrior bubble or two and they were like "Whelp... this skill is OP, lets nerf it". What about Necro's Shades and their strip/corrupt? What about Firebrand pumping out boons? There's other classes that's more powerful than Warrior in WvW. The class was already in a tight spot and all this change did was push it out of group play.

    Spiteful Spirit: The area-of-effect damage inflicted by this trait has been split and will now use a 50% reduced value in PvP and WvW

  • SoulSlavocracy.4902SoulSlavocracy.4902 Member ✭✭✭
    edited October 18, 2018

    @SloRules.3560 said:
    Actually damage in itself is irrelevant. It's 50 people doing damage anyway. It's all about corrupt and cc... If enemy stops moving it's dead, not because you think you are doing a lot on weaver.

    Ya, you're right, damage is irrelevant. I'll switch to full ministrel asap so I can kill downs with water blast while full ministrel necros focus on removing boons but doing as little damage as possible. Especially when I'm consistently 30% or more of that 50~ people, my damage is absolutely meaningless - I'm convinced.

    Ya focusing damage and generating/finishing downs simultaneously and effectively is pointless, only thing that matters is CC/boon corrupt so that fights can last 2 hours. When I have many video clips uploaded of myself very obviously changing the course of an entire battle by putting out a massive bomb very quickly, and having built up a reputation as a weaver on 3 different servers I think it's safe to say individual player's damage can't possibly matter. If you can't do it, neither can I, right?

    | Solemn [DoM][PAL][BOZ][shrd] |
    | NSP (main) | Anvil Rock (alt)

  • Limodriver.4106Limodriver.4106 Member ✭✭✭
    edited October 20, 2018

    whats next? REV nerf? aoe hitting 5 targets for 15000 from 1200 range is too OP.

  • @Limodriver.4106 said:
    what next? REV nerf?

    Firebrand,Scourge,Chrono would probably be the classes that have a chance of a nerf

  • Acyk.9671Acyk.9671 Member ✭✭✭
    edited October 20, 2018

    @Irenio CalmonHuang.2048 said:
    Winds of Disenchantment was changed significantly for WvW because it was contributing significantly to prolonged area denial.

    To dig a bit deeper - In particular, the removal of the initial pulse was done to create an opportunity for counterplay. Previously the effect for WoD hadn't even formed before it was stripping boons from people in its radius. By removing the initial pulse, if someone can react very quickly they have a chance to get out of its area of effect.

    The new duration was chosen because it is one that can be waited out without entirely halting all momentum and adjusted to while still providing a very powerful effect.

    The opportunity for counterplay doesn't only come from keeping your stability but being able to break stun and/or dodge. Yet one break stun only allows you to dodge once and that won't result in getting out because of the 360 radius. You can still get stuck or pulled back in even if you are reactive because the needed time to go out of a 360 radius is more than 1 second and by that time stability gets stripped anyway (first pulse or not)...
    It all comes to either:

    • WoD's finality is to ensure kills by keeping people in its area of 360 radius
    • WoD's finality is to counter firebrand/chronomancer's boonsaring by stripping boons.

    Duration's nerf was nice, thank you for that and for answering this post.

  • Israel.7056Israel.7056 Member ✭✭✭✭

    @TheBravery.9615 said:

    @Irenio CalmonHuang.2048 said:
    Winds of Disenchantment was changed significantly for WvW because it was contributing significantly to prolonged area denial.

    To dig a bit deeper - In particular, the removal of the initial pulse was done to create an opportunity for counterplay. Previously the effect for WoD hadn't even formed before it was stripping boons from people in its radius. By removing the initial pulse, if someone can react very quickly they have a chance to get out of its area of effect.

    The new duration was chosen because it is one that can be waited out without entirely halting all momentum and adjusted to while still providing a very powerful effect.

    When you talk about counterplay, what was the thought process behind giving deadeyes shadow meld? Revealed was intended to be a counter to stealth, why would you give a counter to a counter? How many counterplays do you intend to make?

    Subject for another thread I should think.

  • nativity.3057nativity.3057 Member ✭✭✭

    @Irenio CalmonHuang.2048 said:
    Winds of Disenchantment was changed significantly for WvW because it was contributing significantly to prolonged area denial.

    To dig a bit deeper - In particular, the removal of the initial pulse was done to create an opportunity for counterplay. Previously the effect for WoD hadn't even formed before it was stripping boons from people in its radius. By removing the initial pulse, if someone can react very quickly they have a chance to get out of its area of effect.

    The new duration was chosen because it is one that can be waited out without entirely halting all momentum and adjusted to while still providing a very powerful effect.

    WoD has a 1.5 sec cast time. Realistically anything above 1 sec cast time is a long time that requires preparation for the full channel.
    Not to mention the fact that a Warrior has to expend stability (in this case Balanced Stance) to complete the cast to avoid being interrupted.

    While I can concur with the idea that 10 secs might be too long for an area denial skill, removing the initial first tick from the cast gives opposing players 2.5 secs to respond. That's a long time for the elite skill to have any effect. Projectile hate is already so much that WoD isn't an issue (not to mention Rev hammer 2 & 5 isn't a projectile).
    If this nerf makes WoD obsolete for zerg play (not enough time to figure that out), all Warrior elite skills are useless for zerg play. Warbanner is a joke, Signet of Might is essentially a roaming elite, and Headbutt is even worse.

  • how do they know the balance of the wvw ? we hoD play from tier1 to tier4, i dont see anet play the wvw alot.

    Officer of Equinox Solstice [TIME] / Singapore-Based International PvX Guild
    WvW server: Henge of Denravi
    https://discord.gg/P5dj7fd

  • Acyk.9671Acyk.9671 Member ✭✭✭
    edited October 20, 2018

    @DeceiverX.8361 said:

    @Acyk.9671 said:

    @Irenio CalmonHuang.2048 said:
    Winds of Disenchantment was changed significantly for WvW because it was contributing significantly to prolonged area denial.

    To dig a bit deeper - In particular, the removal of the initial pulse was done to create an opportunity for counterplay. Previously the effect for WoD hadn't even formed before it was stripping boons from people in its radius. By removing the initial pulse, if someone can react very quickly they have a chance to get out of its area of effect.

    The new duration was chosen because it is one that can be waited out without entirely halting all momentum and adjusted to while still providing a very powerful effect.

    The opportunity for counterplay doesn't come from keeping your stability but from break stun. Yet one break stun only allows you to dodge once, not get out of it because of the 360 radius. You can still get stuck or pulled back in even if you are reactive because the needed time to go out of a 360 radius is more than 1 second and by that time stability gets stripped anyway.. You made the choice of killing players :)
    It all comes to either:

    • WoD exists to ensure kills by keeping people in its area of 360 radius
    • WoD exists to counter firebrand/chronomancer's boonsaring by stripping boons.

    Duration's nerf was nice, thank you for that and for answering to this post.

    You're right in that the radius is too large if you're in the center, but on the edges it's better with the delay which is at least something.

    The problem is that everyone today is a boonbot, and how potent boons are.

    Boon builds literally run the same effects as having the amount of stats as two sets of armor. Permanently. Plus all of the utility they bring like stability/resistance/vigor. Hell, some builds, have been normalized around getting even more power from boons, like engi and necro. It's completely insane.

    The concentration stat only makes it worse. Now building around permaboons is stupid easy for everything.

    The overflow and over-dependence of boons - especially with there being so much CC in the game that stability is a requirement - is what breaks WoD and AoE boon denial builds (Scourge). It's been a race between power creep on disables, CC, etc. and boon strength.

    All of it needs to be toned down. Harshly. When we have entire elite specs and metas dedicated to spamming and shutting down area boons, is that not enough of an indicator that there's a problem? At launch, they were supposed to be very short-term boosts, and usually at a cost. This was explicitly mentioned in one of the early gameplay videos talking about how they wanted gameplay visibility to be high and such that people wouldn't need to be paying too much attention to status bars, but rather look at the character and know what to expect.

    Remember that back then, everyone ran For Great Justice! On a 25s cooldown. With only 25% of the might and a net reduced duration without ammo.
    Remember that low boons and visible gameplay were what made the PvP in this game popular to begin with, and straying away from that is why so many have been disenfranchised with the game.

    I appreciate you at least taking the time to state the reasoning behind the change, Irenio. I'd like to see more of these kinds of changes, especially in respects to nerfing boons and boon denial (and possibly deleting the concentration stat/boon duration from the game as a whole as well given how problematic it is in this respect).

    I really do want to play again, but it's the situation where you either play boons, play invuln spam, play boon denial, or lose, that's just infuriating to the point where I don't think I'll deem the game worth playing again until it's fixed.

    I edited my post since you quote (really late where i live and sentences didn't transcribe my thoughts as i wish they would)

    Yeah sure but a good warrior will drop his WoD on top of you so you should be in the middle. If you are already on the edge, you dodge or easily walk out and removing the first pulse doesn't change anything except not stripping boons. From my perspective, countering boon-sharing is what WoD is all about...

    Haha yeah a time where 6 boons was everything you needed not 12 like now. You sustained by blasting water field, good times.

    I don't mind boons to be honest because Anet had to find other mechanics to implement with expansions but the power creep of boons + corrupts + damage make balancing harder and harder and sometimes those balance changes are just weird. We have frequent balance though, i won't complain but rather rejoice about it.

  • Acyk.9671Acyk.9671 Member ✭✭✭

    they read forum + reddit i guess. couple devs watch a lot of gvgs too

  • @Irenio CalmonHuang.2048 said:
    Winds of Disenchantment was changed significantly for WvW because it was contributing significantly to prolonged area denial.

    To dig a bit deeper - In particular, the removal of the initial pulse was done to create an opportunity for counterplay. Previously the effect for WoD hadn't even formed before it was stripping boons from people in its radius. By removing the initial pulse, if someone can react very quickly they have a chance to get out of its area of effect.

    The new duration was chosen because it is one that can be waited out without entirely halting all momentum and adjusted to while still providing a very powerful effect.

    This was a really good change, thanks for giving us the info on why it was done.

  • SkyShroud.2865SkyShroud.2865 Member ✭✭✭✭

    The change make it less torturing for smaller group with less spellbreakers while accelerating the decision making but doesn't change the meta and playsytle.

    Founder & Retired Leader of Equinox Solstice [TIME], a Singapore-Based International PvX Guild
    Henge of Denravi
    https://discord.gg/P5dj7fd

  • To be honest- the nerf is fine. If PoF shipped the game with a 5 second duration WoD, I wouldn't be asking to buff it to 10 seconds. When the skill was first announced, it was clearly overpowered on paper. 10 seconds, unblockable, affects 10 targets, half second intervals is just too much. WoD will still have a place in WvW despite this nerf.

  • Traveller.7496Traveller.7496 Member ✭✭✭

    The 5 second duration nerf doesn't hit me nearly as much as the 1 second delay in the beginning. It already has a long cast time and a huge tell, it didn't need the extra nerf in the beginning.

  • Miko.4158Miko.4158 Member ✭✭✭

    @Irenio CalmonHuang.2048 said:
    Winds of Disenchantment was changed significantly for WvW because it was contributing significantly to prolonged area denial.

    To dig a bit deeper - In particular, the removal of the initial pulse was done to create an opportunity for counterplay. Previously the effect for WoD hadn't even formed before it was stripping boons from people in its radius. By removing the initial pulse, if someone can react very quickly they have a chance to get out of its area of effect.

    The new duration was chosen because it is one that can be waited out without entirely halting all momentum and adjusted to while still providing a very powerful effect.

    if the balance was to allow counterplay, and so the delay to the effect , why not balance it with a reduction to cast time.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    Any thoughts on making it a pure boon denial / healing denial tool but give spell braker more boon strips for its other skill?

    Just a zone of counter effect but no active effect on its own.

    See ELE forms and you will get my views.

  • @Irenio CalmonHuang.2048 said:
    Winds of Disenchantment was changed significantly for WvW because it was contributing significantly to prolonged area denial.

    To dig a bit deeper - In particular, the removal of the initial pulse was done to create an opportunity for counterplay. Previously the effect for WoD hadn't even formed before it was stripping boons from people in its radius. By removing the initial pulse, if someone can react very quickly they have a chance to get out of its area of effect.

    The new duration was chosen because it is one that can be waited out without entirely halting all momentum and adjusted to while still providing a very powerful effect.

    First off even though I disagree and felt bad about the changes, thank you for reaching out and providing some insight into why you changed it. That is something I and everyone else really appreciates.

    Do you think perhaps the nerf was a bit too much, though, without compensating the ability in some way? You talk of allowing for counterplay but the animation already has a large cast time and an obvious animation. The counterplay was already there by being aware of the enemy and moving off when seeing the cast animation. It can even be interrupted by focused CC. Do you think that perhaps we might see something like adjustment to cooldown, say from 90 seconds to 60 seconds? It was a heavy nerf with no compensation, the skill is considerably weaker now.

©2010–2018 ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars 2, Heart of Thorns, Guild Wars 2: Path of Fire, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.