Balance Changes Upcoming - Page 7 — Guild Wars 2 Forums

Balance Changes Upcoming

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  • LucianDK.8615LucianDK.8615 Member ✭✭✭✭

    @Methuselah.4376 said:

    @ASV.7819 said:
    Necromancer
    You destroy a decent trait Soul Eater depriving reapers of reduced gs cooldown. Reapers won’t say thanks to you. The other necromancer changes doesn’t makes me happy. Necromancers are slow and you make them more slower by halving duration of Locust Swarm.

    While your concerns over Locust Swarm are valid (and they SHOULD reduce the CD at least), overall I am happy with Soul Eater. It is still a form of sustain + Dmg boost. As it stands now, the sustain you get from it is meaningless. CD on GS skills is somewhat of a concern in PvP, but honestly you should be aiming to switching weapons and go into shroud as much as possible to keep the enemy off balance.

    Noone took the old soul eater before, decimate defenses was just too good. It needed to be redesigned. The complaint is invalid.

  • @steelrage.2904 said:

    @Koen.1327 said:

    @steelrage.2904 said:
    How mesmer got nerfed AGAIN is beyond me, scrapper didnt get touched which is actually unreal. Really glad we have our priority straight :)

    mesmer got quite a buff with the new blinding dissipation ineptitude combo, which now shatters for 16 confusion by just pressing f2 with clones alone

    No one uses ineptitude, deceptive evasion is by far stronger and before you say well I see it in my gold qs!!!! just remember im the best condi mes in the game and currently the highest rated mesmer on na :)

    Exactly why Evasive Mirror and Blinding Dissipation are getting nerfed. Evasive Mirror on it's current ICD is far too strong in PvP/WvW. (It's just kinda meh in PvE in my opinion.) That means people will just go back to blinding with shatters for defense but with it switched to just Cry of Frustration it keeps the nerf to the ICD on evasive Mirror in PvE/WvW from not being a useless nerf to Mesmer. Otherwise a lot of people would just pretty much spam Mind Wrack (and other shatters) off CD for the Blinds with the Evasive Mirror ICD being so long.

  • Sigmoid.7082Sigmoid.7082 Member ✭✭✭✭
    edited April 21, 2019

    @LucianDK.8615 said:

    @Methuselah.4376 said:

    @ASV.7819 said:
    Necromancer
    You destroy a decent trait Soul Eater depriving reapers of reduced gs cooldown. Reapers won’t say thanks to you. The other necromancer changes doesn’t makes me happy. Necromancers are slow and you make them more slower by halving duration of Locust Swarm.

    While your concerns over Locust Swarm are valid (and they SHOULD reduce the CD at least), overall I am happy with Soul Eater. It is still a form of sustain + Dmg boost. As it stands now, the sustain you get from it is meaningless. CD on GS skills is somewhat of a concern in PvP, but honestly you should be aiming to switching weapons and go into shroud as much as possible to keep the enemy off balance.

    Noone took the old soul eater before, decimate defenses was just too good. It needed to be redesigned. The complaint is invalid.

    A lot of people took the trait in PvP. DD gets ruined be the constant abundant cleanse and CV got killed due to the 2s ICD.

    Though because if the change #3 became arguably more useful with range and baked in cool-down as well as #5 no longer technically being a projectile and a 20% range increase. Only skill that really loses out is #4 but it's arguably one of,if not the strongest skills on the weapon.

  • Noob question : What day of the Week for these changes ? A more accurate realise date …

  • Sigmoid.7082Sigmoid.7082 Member ✭✭✭✭
    edited April 21, 2019

    @Ruddy.3416 said:
    Noob question : What day of the Week for these changes ? A more accurate realise date …

    Patches are Tuesdays. This one should be day after tomorrow.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @Shadow.1345 said:

    @steelrage.2904 said:

    @Koen.1327 said:

    @steelrage.2904 said:
    How mesmer got nerfed AGAIN is beyond me, scrapper didnt get touched which is actually unreal. Really glad we have our priority straight :)

    mesmer got quite a buff with the new blinding dissipation ineptitude combo, which now shatters for 16 confusion by just pressing f2 with clones alone

    No one uses ineptitude, deceptive evasion is by far stronger and before you say well I see it in my gold qs!!!! just remember im the best condi mes in the game and currently the highest rated mesmer on na :)

    Exactly why Evasive Mirror and Blinding Dissipation are getting nerfed. Evasive Mirror on it's current ICD is far too strong in PvP/WvW. (It's just kinda meh in PvE in my opinion.) That means people will just go back to blinding with shatters for defense but with it switched to just Cry of Frustration it keeps the nerf to the ICD on evasive Mirror in PvE/WvW from not being a useless nerf to Mesmer. Otherwise a lot of people would just pretty much spam Mind Wrack (and other shatters) off CD for the Blinds with the Evasive Mirror ICD being so long.

    Oh no, four blinds. Prot Holos and Scrapper literally have that as a passive.

    The Psychomancer: Mesmer Elite Specialization Suggestion

  • Zenith.7301Zenith.7301 Member ✭✭✭✭
    edited April 21, 2019

    @Vagrant.7206 said:
    Wow, the negative overreactions are unreal on this thread. People are screaming the death of their chosen spec/profession.

    @LucianDK.8615 said:

    @stone cold.8609 said:
    Thank you for the early communication about the balance patch changes! I very much appreciate the transparency and hope this becomes the norm.

    Also, thank you for making the Scrapper Gyros work underwater! After the most recent changes, Scrapper is actually viable in PvE. Good job!

    The changes to Berserker look interesting as well. I look forward to trying a power Berserker build.

    Viable in what way and role? So far ive not heard anyone speaking of them as a proper dps spec.

    Scrapper has a pretty viable healer build in PvE. I haven't seen DPS builds for it in PvE though.

    @Zenith.7301 said:

    @Sigmoid.7082 said:

    @Zenith.7301 said:

    @kappa.2036 said:
    Speaking about "trade-offs"... where are the trade-offs on firebrand and chrono, for example? Firebrand gets 15 new skills just by choosing the spec, and also chrono gets the F5 without consequences. I don't understand honestly.

    Chronomancer is virtually a worse alacrity/quickness bot than renegade/firebrand and has the second lowest damage in the game after druid.

    These are their trade offs. They give up being DPS specs (they even murdered power chrono DPS last patch) to become utility bots.

    Due to design all guardian specs already fit the trade-off method.

    When you look at chrono though...druid is similar but it still saw a trade off added. As it stands when you look at class mechanics, what they are targeting , chrono is still a straight gain above base mesmer. They just gain F5, nothing is lost at a class mechanic level.They are probably looking for a better way than making f4 CS instead of distortion when you pick the spec as that would case SUCH an uproar.

    Well, base mesmer was irrelevant trash outside portal skips in PvE dungeons, so with chrono they tried giving mesmer a gain that might make them actually wanted for a group in HoT.

    If chrono had not existed, mesmer wouldn't have seen the light of day until PoF with mirage.

    Some core professions are way worse than other core professions. Ele and warrior and thief still work as core professions because they were always competitive DPS specs since core vanilla. Classes like core ranger/mesmer/necro/revenant were just gimmicks.

    Core mesmer became irrelevant because both mirage and chrono are straight upgrades to core mesmer. There is no tradeoff to choosing these elite specs besides opportunity cost.

    @DeceiverX.8361 said:
    The opening talks about trade-offs, especially in relation to the elite specs, and yet I'm seeing none.

    Almost none of these changes actually come with much of a real consequence. Like a few build concepts might get nerfed oh so slightly, but all that's really been done here is buff core a little in some areas where the scope of these changes will still have no effect.

    Sorry, but these changes alone miss the mark entirely.

    If you want to fix diversity and actually improve the game, the elite specs need to be downright kneecapped. All of them.

    The preambles for a lot of these posts illustrate future changes they'd like to make. Reworking elite spec mechanics to have tradeoffs takes a lot more work than you might think. For example... scrapper's elite mechanic "function gyro" has no tradeoff, but the mechanic itself is also weak, so how do you make a tradeoff without rendering the mechanic useless?

    @Twilight Tempest.7584 said:
    So... when do Soulbeast, Holo, Scrapper, and Spellbreaker get the Mesmer treatment?

    When every single group in PvE and PvP requires them. :grin:

    @mortrialus.3062 said:
    No Scrapper or Holosmith nerfs either. Spellbreakers will still be outrunning Sonic the Hedgehog. Sic Em Sniper and Unblockable Union are one of the most toxic interactions in PvP right now and both are still untouched. 30k rapid fires are A-Ok but 10k Confusing Image Crits are unacceptable.

    Seriously though, the minor trait that reduces Berserker's Toughness while they're in Berserk Mode should also be put onto one of Holosmith's minor traits so that it forces them to be the high risk, high reward glass cannon they were designed to be as well now that we're crossing that threshold.

    @mortrialus.3062 said:

    Fatal Frenzy: This trait no longer gives boons. Instead, while in berserk mode, this trait reduces toughness by 300

    Throw this on one of the Holosmith Minors, too.

    I love being in your heart constantly. :heart:

    @Adam.9572 said:
    Dungeon update when

    Ah yes, the classic question when it comes to balance.

    @incisorr.9502 said:

    @Irenio CalmonHuang.2048 said:

    • Confusing Images: The physical damage of this skill has been split and reduced by 50% in PvP and WvW.
    • Evasive Mirror: Increased this trait's cooldown from 1.5 seconds to 10 seconds in PvP and WvW.

    I never thought i'd ever see a game developer as biased as this.

    In what world do you change a value by 50% or 600+% and sleep sound and safe at night?

    Do you realize you nerfed a skill by 50% (half) and then nerfed another skill by increasing it's cd by 600%+?

    Do you know if you went to any other game in existence and said that a weapon or a skill is getting nerfed by 600% that people would lose their sanity? Imagine if in league of legends or in counter strike they nerfed (or buffed) any existing ability by SIX TIMES ITS VALUE. SIX. TIMES.

    You... do realize that exaggerating as heavily as you are doing weakens your point? Evasive mirror rendered range classes invalid against mesmer as long as mesmer had an evade (either dodge or evade frame). You apparently don't understand how powerful that is.

    Core mesmer became trash because raids and fractals CM's don't care for portal skips, which was all core mesmer was good for in vanilla GW2.

  • Zenith.7301Zenith.7301 Member ✭✭✭✭

    @Nimon.7840 said:

    @Lazze.9870 said:

    @Erasculio.2914 said:

    @kappa.2036 said:
    Speaking about "trade-offs"... where are the trade-offs on firebrand and chrono, for example? Firebrand gets 15 new skills just by choosing the spec, and also chrono gets the F5 without consequences. I don't understand honestly.

    Keep in mind that ArenaNet used the Reaper as an example of a "trade-off": they lose Death Shroud and gain Reaper Shroud. So a Firebrand already has a trade-off: they lose access to the normal virtue activations, which are replaced by the tomes. The same applies to the Dragonhunter: the trade-off is losing access to the normal virtue activations.

    You could argue that the tomes are better than the normal virtues, but, considering how the same line of thinking applies to Reaper Shroud vs Death Shroud, it appears that ArenaNet's rule is making a difference between mechanics that replace others and mechanics that simply add something new.

    Chronomancers, for example, will probably gain some kind of drawback - right now, they only gain a new ability, without losing anything.

    I wonder if any reapers or firebrands/dragonhunters miss their base F skills. I don't think they do. Ever. Not much of a trade off.

    Reapers huge trade-off: loosing a lot of sustain. Mainly because of 5% degeneration and not having ranged attacks anymore

    That's only relevant in pvp, a minority game mode.

  • Iustitian.9176Iustitian.9176 Member ✭✭
    edited April 22, 2019

    ~~ Dark Aura:
    Great, that was missing :-)

    But why the reduction of condition damage like the light aura?
    Would not the reduction of daze or condition duration be a better addition instead?

    ~~ Elementalist:
    The dagger rework is ok.

    I was expecting a rework of the Weaver traits. These seem like a jumble.

    -- Engineer:
    The rework is ok.

    The Scrapper still needs a new class mechanic for all game modes, for example that F5 would bring the function gyro to protect the Scrapper (shock aura + barrier?)

    In addition, the bulwark gyro desperately needs a nerf because it offers extreme protection in just one skill (protection against projectiles, stability, a strong barrier + a combo field).

    ++ Guardian:
    Consistently a good rework.

    Why the mace as a direct damage / healing weapon with the "Protector's strike" charge the condition damage causing "virtue of justice" seems illogical to me.

    -- Mesmer:
    Partly a good rework.

    The mirage traits still need to be reworked:
    "Infinite Horizont" can deal extreme damage in a short amount of time, so a recharge of 10 seconds would be fair.
    "Mirage Mantle" and "Speed of Sand" are hardly noticeable due to their extremely short duration.

    In addition I do not see the concept mentioned here that the elite specialization "Mirage" brings consequences with it. Or did I miss anything?

    ++ Necromancer:
    Consistently a good rework.

    ++ Ranger:
    A great reworking of the druid and in general :-)

    However, personally, I think that the druid is more of a ranged profession so the glyphs should have a radius of 600 to avoid melee combat.

    ++ Revenant:
    Consistently a good rework.

    I like the idea of the new F2-Skill :-)

    ++ Thief:
    Consistently a good rework of the daredevil and in general.

    The new F1 skill of course aggravate the combat entry into melee combat from a long distance.

    ~~ Warrior:
    A good rework of the berserker and in general.

    However, I see the trait "Fatal Frenzy" very critical. So you can use your adrenaline only for this risky mode (less toughness). For some bosses that will be very bad.

  • @Methuselah.4376 said:

    @Twilight Tempest.7584 said:

    @Methuselah.4376 said:
    Mesmers are still cancer in PvP even after last patch. The endless barrage of clones, target breaking, stealth, evades, invulnerability and then getting hit with massive damage while they're untouchable is ridiculous. So I don't much care for the boohoo mesmers crying their eyes out cause they got nerfed. Recognise the absurd advantages you have, have some maturity to admit it may be over the top and move on.

    No offense, but you sound like you've never played a mesmer of any variety for a substantial amount of time, let alone recently, following the latest in nerfs targeting the profession in every balance update going back a year. Otherwise you probably wouldn't speak in such exaggerated hyperbole. Do correct me if I'm wrong.

    As to being objective and honest about their profession's issues, including its excesses, even a casual perusal of the ample discussions on the subject reveals that with few exceptions, mesmer mains are some of the most forthcoming. They have routinely called for nerfs to broken items and suggested ways to improve balance regarding their profession.

    Maybe come to grips with the fact that Arenanet designed a profession whose central theme is trickery and evasion, and "move on", whether you like it or not.

    Typically, the trickster is never able to bring high dps. Maybe I am wrong here. But I do concur with what another poster said in this thread; if mesmers want to bring high damage, sure thing and if they want to bring a build that makes them untouchable, fantastic. Just make it one or the other.

    It more or less is this way. There are maybe one or two builds capable of doing high burst damage and in exchange they are decidedly squishy. Both are power. Chronobunker is probably the most "meta" build currently, and comes closest to what you describe. Yet I personally don't see it often. Far less than Soulbeast, Scrapper, Spellbreaker, core thief, and Necros in general. Condi burst was effectively deleted in the March update. Meanwhile, builds with more sustain do middling damage at best.

    You are right, I never played mesmer extensively in pvp because it is not a play style I like. But I did play it enough to get my 10 victories for the legendary pvp backpack and even without knowing what I was doing, I was pretty much perma evading. And my critique of boohoo mesmers applies to this thread not the mesmer sub-forum.

    I'd venture to guess that when you played Mesmer, the profession was in fact over-performing. It definitely was for a good while. But as stated, it has been gradually nerfed, in every single balance update for the past year, with some of the most extreme happening last month. Mesmer is in quite a different state today.

    But you don't need to take my word for it. Feel free to roll any build of Mesmer in the current league season and see for yourself. There are a couple builds still doing fine and considered meta, but they are far from "untouchable". If you're really up for a challenge, play a condi-Mirage--the #1 most broken (hated) build according to the community to this day--and see how that goes. See if you really are untouchable while doing huge damage. I extend this challenge to anyone, frankly.

  • Asum.4960Asum.4960 Member ✭✭✭
    edited April 21, 2019

    @Iustitian.9176 said:
    ~~ Warrior:
    A good rework of the berserker and in general.

    However, I see the trait "Fatal Frenzy" very critical. So you can use your adrenaline only for this risky mode (less toughness). For some bosses that will be very bad.

    Due to heavy armor, you will still have as much total Armor as Light Armor classes after the -300 Toughness, while still having the highest health pool.
    Berserker mode will basically put you at the same natural tankyness as a Necromancer in terms of total Armor and Health, while getting 300 Power and Condition Damage.

    I don't see how that would be an issue on any bosses.

    It's actually kind of funny to me that Anet describes that as "fragile combatant" when it comes to Warrior, while Necro can't get active scaling defenses like blocks over Shroud, because it's "naturally tanky".

    "As you know, those who you once called friends have become enemies." ~Glint

  • Iozeph.5617Iozeph.5617 Member ✭✭✭

    Yeah. So when do core Engineers, especially after you gutted them to sell two of the most dubious elite professions out there, stop sucking? With every 'balance' patch -more so those just before expansions- the tradeoffs have been one-way for core Engineer and that way has been negative. By comparison what do Scrapper or Holosmith give up?

    Thanks for underwater gyros- meh. Thanks for animations on jump shot, meh. And thanks for making a marginal ability, Blunderbuss-especially marginal if you're not running conditions- , on an even more marginal weapon, Rifle, nine hundred range instead of seven hundred. Yay?

    That'll be grand to have when we're still getting our faces melted from twelve or fifteen or even eighteen hundred range or better yet getting insta-gibbed in less than three seconds in melee -this skill's supposed bread and butter range, by insanely-overdone, burst-capable professions.

    Only in this game, only on this profession, and from this company do the words, 'If this goes well' carry more the weight of a thinly-veiled threat than the promise of good things to come.

  • crepuscular.9047crepuscular.9047 Member ✭✭✭✭

    comon!!! give beserker dual wield greatsword!!! :disappointed_relieved:

    [RIP Fashion Wars 2005-2018]     [TTS] [KA] [SI]     [RIP Fashion Wars 2005-2018]
    Praise the Inevitable Eternal Transcendent King Palawa Ignacious Joko, the Beloved and Feared Undying Eternal Monarch of All !!!
    ... til Aurene ate him for dessert 😭
  • crepuscular.9047crepuscular.9047 Member ✭✭✭✭

    ... and ... where are the mirage nerfs? still OP asf in competitive modes

    [RIP Fashion Wars 2005-2018]     [TTS] [KA] [SI]     [RIP Fashion Wars 2005-2018]
    Praise the Inevitable Eternal Transcendent King Palawa Ignacious Joko, the Beloved and Feared Undying Eternal Monarch of All !!!
    ... til Aurene ate him for dessert 😭
  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited April 22, 2019

    @Sigmoid.7082 said:

    @Lazze.9870 said:

    @Erasculio.2914 said:

    @kappa.2036 said:
    Speaking about "trade-offs"... where are the trade-offs on firebrand and chrono, for example? Firebrand gets 15 new skills just by choosing the spec, and also chrono gets the F5 without consequences. I don't understand honestly.

    Keep in mind that ArenaNet used the Reaper as an example of a "trade-off": they lose Death Shroud and gain Reaper Shroud. So a Firebrand already has a trade-off: they lose access to the normal virtue activations, which are replaced by the tomes. The same applies to the Dragonhunter: the trade-off is losing access to the normal virtue activations.

    You could argue that the tomes are better than the normal virtues, but, considering how the same line of thinking applies to Reaper Shroud vs Death Shroud, it appears that ArenaNet's rule is making a difference between mechanics that replace others and mechanics that simply add something new.

    Chronomancers, for example, will probably gain some kind of drawback - right now, they only gain a new ability, without losing anything.

    I wonder if any reapers or firebrands/dragonhunters miss their base F skills. I don't think they do. Ever. Not much of a trade off.

    Necromancers have had a several threads over the years about adding base shroud as F2 so yeah its missed. Core shroud with reaper GS, shouts and traits would be incredible.

    I have also seen threads gone by about guards wanting a way to get their core virtues back DH came out.

    Both of these be seen to be made in reaction to how these two classes clearly gave something up at a class mechanic level where as others didn't.

    Both are god examples of how the elite spec system was described to work originally and do fundamentally change how you approach and play the classes instead if being class+.

    You think those threads represent any majority at all?

    The system was never described as to fundamentally change how you approach your class mechanic, it was described as to either change it (and therein implies a class+ version of it which has been the case ever since) or add something to the side. The trade off for a druid was already there anyway. You're picking an almost completely selfless traitline, with generally little syngergy with your base mechanic. And now they're gonna make the pet even worse on top of that? Isn't nerfing everything about it to cater to raiding good enough for them? It's barely a shell of it former self in anything outside raiding. And even there it's obviously worse than what it used to be.

    You don't have to explain to me what makes Reaper and Firebrand good examples of trade offs. I agree. On paper. I just don't agree with their core counterparts being nearly as good or feel like a loss.

  • Lazze.9870Lazze.9870 Member ✭✭✭

    @Methuselah.4376 said:

    @Lazze.9870 said:

    @Erasculio.2914 said:

    @kappa.2036 said:
    Speaking about "trade-offs"... where are the trade-offs on firebrand and chrono, for example? Firebrand gets 15 new skills just by choosing the spec, and also chrono gets the F5 without consequences. I don't understand honestly.

    Keep in mind that ArenaNet used the Reaper as an example of a "trade-off": they lose Death Shroud and gain Reaper Shroud. So a Firebrand already has a trade-off: they lose access to the normal virtue activations, which are replaced by the tomes. The same applies to the Dragonhunter: the trade-off is losing access to the normal virtue activations.

    You could argue that the tomes are better than the normal virtues, but, considering how the same line of thinking applies to Reaper Shroud vs Death Shroud, it appears that ArenaNet's rule is making a difference between mechanics that replace others and mechanics that simply add something new.

    Chronomancers, for example, will probably gain some kind of drawback - right now, they only gain a new ability, without losing anything.

    I wonder if any reapers or firebrands/dragonhunters miss their base F skills. I don't think they do. Ever. Not much of a trade off.

    I don't think that's the point they're trying to make. It's not a question of a mechanic being desirable or not but that it replaces or is replaced by something else depending on elite spec. Chrono simply adds another F skill to core F skills which it still has access to. Anet seems to be moving to the ideal that if you pick an elite, you do not have access to core special mechanics. Which might be a bit difficult to implement with elementalist I would imagine.

    There is no need to tell people the difference between adding F skills and changing existing once. That part is clear. The thing is, being desireable or not kind of matters if you're gonna talk about trade offs and balance in the first place. Balancing is after all what they're trying to do.

    And this druid trade off is the laziest form of trade off I've ever seen.

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited April 22, 2019

    @Nimon.7840 said:

    @Lazze.9870 said:

    @Erasculio.2914 said:

    @kappa.2036 said:
    Speaking about "trade-offs"... where are the trade-offs on firebrand and chrono, for example? Firebrand gets 15 new skills just by choosing the spec, and also chrono gets the F5 without consequences. I don't understand honestly.

    Keep in mind that ArenaNet used the Reaper as an example of a "trade-off": they lose Death Shroud and gain Reaper Shroud. So a Firebrand already has a trade-off: they lose access to the normal virtue activations, which are replaced by the tomes. The same applies to the Dragonhunter: the trade-off is losing access to the normal virtue activations.

    You could argue that the tomes are better than the normal virtues, but, considering how the same line of thinking applies to Reaper Shroud vs Death Shroud, it appears that ArenaNet's rule is making a difference between mechanics that replace others and mechanics that simply add something new.

    Chronomancers, for example, will probably gain some kind of drawback - right now, they only gain a new ability, without losing anything.

    I wonder if any reapers or firebrands/dragonhunters miss their base F skills. I don't think they do. Ever. Not much of a trade off.

    Reapers huge trade-off: loosing a lot of sustain. Mainly because of 5% degeneration and not having ranged attacks anymore

    Ye, it's huuuge. So huge they've still been buffing core shroud after introducing the degeneration.

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

    @Lazze.9870 said:
    I just don't agree with their core counterparts being nearly as good or feel like a loss.

    I had a longer post but based on this we fundamentally disagree on some things so there is no real need to continue.

  • ButterPeanut.9746ButterPeanut.9746 Member ✭✭✭
    edited April 22, 2019

    Can't wait til tomorrow. From a PvP perspective, I see Berserker being stuck in a weird spot where its is either starved for stun breaks/mobility, or starved for adrenaline.

    I think a fair compensation would be to add the 10 adrenaline to rage skills back, but build it into the Eternal Champion trait. In this case you aren't taking Bloody Roar or King of Fires, so eternal champion should really be a 'stay in combat and be hard for enemies to shake you off trait'. The stability on entering berserker was removed, so IMO we should build more heavily into the 'on stun break' effects. Maybe add something like 1s of resistance, or swiftness, adrenaline, etc.

    In addition, many of the 'on entering berserk mode' traits were changed or removed, but there are a few still lingering. (i.e. Burst of Aggression). The rage skills will be difficult to slot into your 3 utility choices. IMO something that could help would be to expand up the 'enter berserk mode traits' to be something like 'when hitting with a primal burst' or 'when you use a rage skill'. If the new direction for Berserker is that you should be encouraged to extend berserk mode, but with a defense penalty, then the 'on entering berserk mode' traits are less valuable. Maybe rage skills only grant adrenaline outside of Berserker?

    Now that gameplay can impact the length of Berserk mode and it has a toughness penalty, there should be a way to force yourself out of Berserk mode.

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭

    @ChronoPinoyX.7923 said:

    @ParanoidKami.2867 said:
    How come no tradeoff nerfs to Soulbeast?

    I'm waiting on either heavily nerfed pet heal when going out of Beastmode or having my preference which is Pet Swap removed and F4 potentially being a button for Archtype skill instead but it makes pet use them.

    Basically outside of Beastmode, you have 1 pet, no swaps and F4 is pet using Archtype skill. Also make put "Leave Beastmode" have a 5 or 10 second cooldown

    There is already only one pet for 90% of soulbeasts - smokescale. They camp in it.

    Only a few swap to owl to run away when it fails to kill me till they can get ooc and mount up.

    How many times we gotta tell you GRIND IS NOT CONTENT there ANet?

    Leader of Tyrian Adventure Corp [TACO], [RaW][TACO] Alliance, Kaineng.

  • Ghos.1326Ghos.1326 Member ✭✭✭

    @Hoodie.1045 said:

    @Irenio CalmonHuang.2048 said:

    Engineer

    • Poison Dart Volley: Projectiles fired by this skill no longer fire in a randomized cone. Updated skill facts to show the full attack damage rather than the damage of individual darts.

    Even though you guys aren't big fans of core engineer, I'm just glad you're finally getting rid of the stupid cone pattern that has existed for this skill since launch.

    It's about time them farts finally stick to a target instead of spraying poisonous projectiles in a cone. =P

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • omgdracula.6345omgdracula.6345 Member ✭✭✭
    edited April 22, 2019

    @Irenio CalmonHuang.2048 600 range on steal is useless and removes D/P from the meta completely due to steal being a main part of it's opener. 900 IMHO would be fair. If you nerf it below 900 S/D will be the ONLY viable thief build in sPvP.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭

    more power to unblocables....

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited April 22, 2019

    Love running maurader gear on thief d/p build and bursting tiny chunks off the meta builds hp even with assassins signet only to get one or two shot by a meta builds dps with 10xthe sustain if I miss one dodge.great job balance team lmoa or getting caught if 10 red circles unable to move while just getting destroyed.or watching classes continually reheal themselves while other cant all while having same amount of dps.or in wvw groups just sitting and throwing boulders and petw pewing with rangers while the other server just stands there cuz approaching means death from the rangers,catapults and scourge ring lol fun playstyle. I honestly have a hard time believing the balance team have played the game let alone other classes for more than 5 minutes lmao

  • Sigmoid.7082Sigmoid.7082 Member ✭✭✭✭
    edited April 22, 2019

    @Aeolus.3615 said:
    more power to unblocables....

    It's exactly the same?

    It's really weird people don't know unblockable attacks can't be reflected or destroyed. If anything it's more power to block Ines and traits.

  • Anchoku.8142Anchoku.8142 Member ✭✭✭✭

    When will boons, conditions, and control effects be reviewed, again?

    These are a few ideas rolling around in my head:
    1. Can more boons and conditions be changed to stack in intensity?
    2. Can each profession receive special bonuses or reductions for casting or receiving certain boons, conditions, or control effects? For example, make Thief's blind be a stack of two, the Thief will passively auto-clear 1 stack per 3 seconds, and a stack of 10 blind (not stacking duration) will cause a boss mob to miss the next attack.
    3. Reduce the quantity of boons, conditions, stun breaks, and control effects associated with passive and auto-attack skills. The cost of these things should, in all cases, be significant, yet worth it when the time is right.
    4. Update Unshakable to be more complicated in how boons and conditions are handled. The Defiance bar was a big improvement but boss mobs can be better. Additional modifiers specific to bosses and mob types might add or subtract potency to specific boons and conditions adding more variation to group compositions and profession builds.

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

    @Sigmoid.7082 said:

    @Aeolus.3615 said:
    more power to unblocables....

    It's exactly the same?

    It's really weird people don't know unblockable attacks can't be reflected or destroyed. If anything it's more power to block Ines and traits.

    It's not the same.

    Previously if an "unblockable missile" was in flight it could be destroyed with these skills but not blocked or reflected. Now it will bypass that.

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

    @TexZero.7910 said:

    @Sigmoid.7082 said:

    @Aeolus.3615 said:
    more power to unblocables....

    It's exactly the same?

    It's really weird people don't know unblockable attacks can't be reflected or destroyed. If anything it's more power to block Ines and traits.

    It's not the same.

    Previously if an "unblockable missile" was in flight it could be destroyed with these skills but not blocked or reflected. Now it will bypass that.

    Literally just tested this us UU on Sb against CPC on Reaper. Went right through.
    Also here on the wiki:
    "Unblockable is a property of attack skills which prevents the attack from being blocked, and in case of ranged attacks, reflected or otherwise destroyed by effects of skills."

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

    @Sigmoid.7082 said:

    @TexZero.7910 said:

    @Sigmoid.7082 said:

    @Aeolus.3615 said:
    more power to unblocables....

    It's exactly the same?

    It's really weird people don't know unblockable attacks can't be reflected or destroyed. If anything it's more power to block Ines and traits.

    It's not the same.

    Previously if an "unblockable missile" was in flight it could be destroyed with these skills but not blocked or reflected. Now it will bypass that.

    Literally just tested this us UU on Sb against CPC on Reaper. Went right through.
    Also here on the wiki:
    "Unblockable is a property of attack skills which prevents the attack from being blocked, and in case of ranged attacks, reflected or otherwise destroyed by effects of skills."

    Then Anet has some attacks that function weird compared to whats stated. It could be NPC specific for all i know but there are currently missiles in game that are destroyed by said skills.

    Edit from the wiki itself "Notes - There are a few fields and NPC skills that ignore this property and block "unblockable" projectiles regardless."

    Which is why the change is being made, but doesn't explain why something that's "unblockable" shouldn't be destroyed by effect's that destroy missiles.

  • @Magolith.9412 said:

    Illusionary Counter: This skill now uses an 8-second cooldown in all game modes.
    Confusing Images: The physical damage of this skill has been split and reduced by 50% in PvP and WvW.

    This is a pretty terrible change that makes scepter kitten-tier. It will have nothing to compensate for it's terrible AA seq.

    Meanwhile, invincible scrappers and LB memebeasts go untouched.

    Confusing Images: The physical damage of this skill has been split and reduced by 50% in PvP and WvW. <<<<<< Not make sense... A.Net you need to review this or the idea is to remove scepter from wvw? Maybe it makes sense!
    Really! Now "SCREPPER" need a big nerf ! big nerf!

  • Wiler.9873Wiler.9873 Member ✭✭
    edited April 22, 2019

    I have to let your know that...

    "Fatal Frenzy: This trait no longer gives boons. Instead, while in berserk mode, this trait reduces toughness by 300, increases power by 300, and increases condition damage by 300."

    This one in particular is kitten... like wow... really bad, there are signets in other classes that almost double this with no draw back, like assasins signed that gives you 540 power period.

    In this game you usually go power build or condition, hybrids never work well (unless you are one of those degenerates that likes to play for fun) at least not inside the current meta, to lose 300 thoughness to get the benefits of either power or condi according to my "current build" isn't attractive at all.

  • Can Firebrand keep their tome skills after picking items that change weapon skills bar? It's rather annoying the tome get into cool down after I picked up certain items :(

  • Iozeph.5617Iozeph.5617 Member ✭✭✭
    edited April 22, 2019

    @mortrialus.3062 said:
    Nerf core engineer more. Specifically the Alchemy and Inventions traitlines.

    Give core Engineers weapon swap as well as higher damage on kits, rifles, and pistols to bring them up to the level of other professions as well as access to unblockable shots and you might find there'd be less resistance to such changes. Engineers aren't a monolithic body. Most class communities aren't. Yet every expansion it seems unilaterally decided that the first thing to suffer under the heading of Engineer should be the core specs.

    People complain(ed) about Scrapper. They complain(ed) about Holosmith. Not everybody who played an Engineer wanted to play a Scrapper or a Holosmith or even wants to now. It was enough to support the company to buy the expansions. We didn't need to have our arms figuratively twisted behind our backs in order to sell that content. Yet the core specs have been steadily systematically destroyed in order to give capabilities to the E-specs or to avoid overlap or situations that could make them 'overpowered' or 'overtuned' and that's laughable because for a short time after each were introduced that's just what they were. Some are saying that again.

    Here's the rub. Most of the functionality, uniqueness and power stripped from core was never put back.

    There's also been little to no communication. Every time it appeared to me as a player -as someone on the outside of this process- that whomever was in charge of producing them went straight for gutting core with the rationale of, 'These E-specs are going to be so cool that nobody would ever want to play core after they land.'

    Well not everybody did. Not that that mattered to the brain trust in charge of profession development. So go ahead and ask for Alchemy and Inventions to be nerfed. Anyone having trouble squaring off against the average core Engineer (glass, bunker, condi, or hybrid) in any competitive mode running today is either AFK, crippled, or stoned out of their gourd when playing and the latter two aren't necessarily a guarantee of failure.

  • Asum.4960Asum.4960 Member ✭✭✭

    @Wiler.9873 said:
    I have to let your know that...

    "Fatal Frenzy: This trait no longer gives boons. Instead, while in berserk mode, this trait reduces toughness by 300, increases power by 300, and increases condition damage by 300."

    This one in particular is kitten... like wow... really bad, there are signets in other classes that almost double this with no draw back, like assasins signed that gives you 540 power period.

    In this game you usually go power build or condition, hybrids never work well (unless you are one of those degenerates that likes to play for fun) at least not inside the current meta, to lose 300 thoughness to get the benefits of either power or condi according to my "current build" isn't attractive at all.

    It's a Minor Trait, so you will always have it, no matter if you are running a Power or Condi build.
    Giving it both is probably less to encourage hybrid builds rather than making sure to facilitate both Power and Condi builds, and not making the Trait essentially just be a negative if it just gave let's say Condition Damage and you were running a Power build.

    Sacrificing 300 Toughness, especially as Heavy Armor class, for 300 Power and Condition damage is a pretty decent deal, even if you are only fully utilizing one of them. Especially on Warrior, which has the highest base health as well. It essentially makes you a Light Armor Class with the highest base health, comparable to a Necromancer, while gaining extra Power and Condition Damage.

    Assassins Signet gives you 540 power for 5 seconds on a 20 second Cool Down, and has a much greater opportunity cost of being an Utility skill compared to a minor Trait, which makes them hardly comparable.

    And who knows, maybe a Grieving Berserker with something like Flame Legion Runes will actually work well, but regardless, I'm not sure it helps to say Hybrids never work well while criticising trait additions that may be incredible potent for hybrid builds, potentially facilitating them, as useless.

    I'm certainly excited to see how this performs first once it's live, and it's been a long time since anything on Warrior excited me to try it out.

    "As you know, those who you once called friends have become enemies." ~Glint

  • @incisorr.9502 said:

    @Irenio CalmonHuang.2048 said:

    • Confusing Images: The physical damage of this skill has been split and reduced by 50% in PvP and WvW.
    • Evasive Mirror: Increased this trait's cooldown from 1.5 seconds to 10 seconds in PvP and WvW.

    I never thought i'd ever see a game developer as biased as this.

    In what world do you change a value by 50% or 600+% and sleep sound and safe at night?

    Do you realize you nerfed a skill by 50% (half) and then nerfed another skill by increasing it's cd by 600%+?

    Do you know if you went to any other game in existence and said that a weapon or a skill is getting nerfed by 600% that people would lose their sanity? Imagine if in league of legends or in counter strike they nerfed (or buffed) any existing ability by SIX TIMES ITS VALUE. SIX. TIMES.

    Anyway, the mirror nerf aside i think mirror deserved the nerf but not this much. You either increase the duration/CD to give more room for counterplay either rework the trait.. however, you even nerfed the alternative

    Blinding Dissipation: This trait no longer blinds foes on the activation of each shatter skill. It will now cause Cry of Frustration to blind every target it strikes. Blindness duration is split between game modes, lasting 1.5 seconds in WvW and PvP and 3 seconds in PvE.

    lol what a joke, now the dueling 2nd trait is garbage no matter what you pick. All there is to this is bias and targeted nerfs and nothing else. Since when did this trait need a nerf? It only works on shatters which already have 20+ sec cooldowns but yeah lets nerf even more pepeGa

    and look at this
    https://giphy.com/gifs/5nohAcRYylndnrylWi

    this is before the nerf. You wanna tell me that after the nerf it'll do 1000 damage? it has 2.25 sec channel time and half a sec pre-after animation, it's the second slowest skill in the game.
    But wait, it gets better
    https://en-forum.guildwars2.com/discussion/53000/game-update-notes-august-28-2018
    you buffed the very same skill that you're now nerfing, less than a year ago. How can you be so biased and have such ridiculous double standards? This is so hypocritical lol

    the skill by itself isn't even strong, it does less damage than all sorts of other class skills that you completely left untouched. Sickem? Rapid fire? Literally does 3 times more dmg than scepter and with 2 times more range but you nerf the very skill that you just buffed few patches ago ??????????

    Also these patch notes look incomplete, there can't be just that i mean where are the scrapper changes or the revenant nerfs or the sickem nerfs , holo??!???????

    You literally have no clue how the game works and what's strong and what isn't and what needs nerfing/buffing. Grats for nerfing the 2 out of 100 mirages in top 100 too btw, literally the least played class that's getting nerfed yet again because instead of targeting chrono you target base mesmer again. Grats on leaving all the broken classes untouched.

    exactly!

  • hugeboss.5432hugeboss.5432 Member ✭✭
    edited April 22, 2019

    @mortrialus.3062 said:
    Repeater: Initiative cost of this skill has been reduced from 4 to 2 in all game modes.

    Someone in the balance department keeps trolling XD

    I'm going to admit it... I was running round Tyria with a single pistol on my thief getting specific numbers to calculate efficiencies for a build I was making early this year. So I had to laugh abit when I saw the Repeater buff patch notes just a few months after I had done this. (If the devs saw a sudden increase in the number of Repeater skill activations in Tyria earlier this year, it was prolly me... but I don't really use a single pistol & I dont think anybody does or should.. but perhaps I will re-run my evaluations again when this patch goes live "for fun" lol).

    _/_ [SSSh] Secret Society Service _/_
    BG Since Season 1

  • just Nerf Scrapper, Holosmith and boonbeast already please... :(

  • saerni.2584saerni.2584 Member ✭✭✭✭

    @hugeboss.5432 said:

    @mortrialus.3062 said:
    Repeater: Initiative cost of this skill has been reduced from 4 to 2 in all game modes.

    Someone in the balance department keeps trolling XD

    I'm going to admit it... I was running round Tyria with a single pistol on my thief getting specific numbers to calculate efficiencies for a build I was making early this year. So I had to laugh abit when I saw the Repeater buff patch notes just a few months after I had done this. (If the devs saw a sudden increase in the number of Repeater skill activations in Tyria earlier this year, it was prolly me... but I don't really use a single pistol & I dont think anybody does or should.. but perhaps I will re-run my evaluations again when this patch goes live "for fun" lol).

    FYI this is also a flip skill on the P/D set. It isn’t just for single Pistol users (of which there are none).

    Northern Shiverpeaks (NSP)
    Deadeye (Thief)
    Commandant of P/D and Apex Predator

  • Here's my question:

    With this update, we are adding a trade-off to the profession skill that keeps the theme of a melee-oriented specialization.

    How does removing a Daredevil's ability to use steal to close a long gap help us melee in any way?

    If Anet wants us to melee they should be giving us more abilities to stick to a target not less. The range drop would be appropriate if we were getting something useful towards that end. Unblockable isn't it.

    Maybe something like:

    Physical Supremacy: This trait changes Steal to Hitched, which tethers the target to the thief and gives the thief a stolen skill and X seconds of X% base damage reduction. Toughness improves total reduction. Neither can leave 600 range of each other for X seconds. Stunbreaks used by either the thief or it's target will break the link. If either party attempts to use a skill to get out of range that is not a stun break it results in a knockdown and puts that skill on cooldown + X seconds. Stability applied after Hitched is engaged counters certain effects of Hitched but does not remove it - That means an attempted non-stunbreak maneuver to get out of range won't give the knockdown but the target still can't leave range. Stability applied before would prevent it of course.

    It would work a lot like Guardian's Ring of Warding while allowing some counterplay for the target and helping the thief to be toe to toe for the duration. Most importantly it offers significant risk/reward choices in its use. Which is all I want.

    And if you wanted to make it really sexy and give thief a GvG/WvW group perk, let it affect targets in an AOE. Would force the thief to use discretion on its use in small scale and be great for locking down targets for bombs.

  • Master Ketsu.4569Master Ketsu.4569 Member ✭✭✭✭
    edited April 23, 2019

    The more I look at it the more I see a bad patch.

    The biggest problem is there is just too much cancer in PvP that is getting a free pass. Firebrand is still completely broken when played properly. Scrapper is still immortal. Mesmer is still rework carried and visual clutter is unfun. Soulbeast still has infinity+1 stability stacks and broken disengage. Rev sword 4 still too much burst ( just revert it back to a block already holy kitten ). Scourge still has the broken blood res and in general is too spam-friendly. Thief can still chain RNG daggerstorms forever. Spellbreaker still carried by too much passive sustain.

    But nah, gotta nerf druid pet by 20%. Priorities. :expressionless:

    Huge nothingburger.

  • You're ruining my DPS Druid build! That's my main character! Glyph Of Empowerment is one of my favorite skills. And my pet! I don't even use avatar form! It seems like this patch is punishing me for being a Druid!

  • The table of Ventari in rev needs to work like the new gyroscopes of scrapper, in no other way it will work in pvp so awkward it feels.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @Basharic.1654 said:
    Here's my question:

    With this update, we are adding a trade-off to the profession skill that keeps the theme of a melee-oriented specialization.

    How does removing a Daredevil's ability to use steal to close a long gap help us melee in any way?

    If Anet wants us to melee they should be giving us more abilities to stick to a target not less. The range drop would be appropriate if we were getting something useful towards that end. Unblockable isn't it.

    Maybe something like:

    Physical Supremacy: This trait changes Steal to Hitched, which tethers the target to the thief and gives the thief a stolen skill and X seconds of X% base damage reduction. Toughness improves total reduction. Neither can leave 600 range of each other for X seconds. Stunbreaks used by either the thief or it's target will break the link. If either party attempts to use a skill to get out of range that is not a stun break it results in a knockdown and puts that skill on cooldown + X seconds. Stability applied after Hitched is engaged counters certain effects of Hitched but does not remove it - That means an attempted non-stunbreak maneuver to get out of range won't give the knockdown but the target still can't leave range. Stability applied before would prevent it of course.

    It would work a lot like Guardian's Ring of Warding while allowing some counterplay for the target and helping the thief to be toe to toe for the duration. Most importantly it offers significant risk/reward choices in its use. Which is all I want.

    And if you wanted to make it really sexy and give thief a GvG/WvW group perk, let it affect targets in an AOE. Would force the thief to use discretion on its use in small scale and be great for locking down targets for bombs.

    As if thief wasn't op enough in gvg setups

  • Master Ketsu.4569Master Ketsu.4569 Member ✭✭✭✭

    @Nimon.7840 said:

    @Basharic.1654 said:
    Here's my question:

    With this update, we are adding a trade-off to the profession skill that keeps the theme of a melee-oriented specialization.

    How does removing a Daredevil's ability to use steal to close a long gap help us melee in any way?

    If Anet wants us to melee they should be giving us more abilities to stick to a target not less. The range drop would be appropriate if we were getting something useful towards that end. Unblockable isn't it.

    Maybe something like:

    Physical Supremacy: This trait changes Steal to Hitched, which tethers the target to the thief and gives the thief a stolen skill and X seconds of X% base damage reduction. Toughness improves total reduction. Neither can leave 600 range of each other for X seconds. Stunbreaks used by either the thief or it's target will break the link. If either party attempts to use a skill to get out of range that is not a stun break it results in a knockdown and puts that skill on cooldown + X seconds. Stability applied after Hitched is engaged counters certain effects of Hitched but does not remove it - That means an attempted non-stunbreak maneuver to get out of range won't give the knockdown but the target still can't leave range. Stability applied before would prevent it of course.

    It would work a lot like Guardian's Ring of Warding while allowing some counterplay for the target and helping the thief to be toe to toe for the duration. Most importantly it offers significant risk/reward choices in its use. Which is all I want.

    And if you wanted to make it really sexy and give thief a GvG/WvW group perk, let it affect targets in an AOE. Would force the thief to use discretion on its use in small scale and be great for locking down targets for bombs.

    As if thief wasn't op enough in gvg setups

    Well it's basically a power creep patch. Ignore what is broken, buff random things instead in hopes it magically changes the meta. This never turns out well.

  • nthmetal.9652nthmetal.9652 Member ✭✭✭

    Mesmer traits that influence shatter skills typically affect all shatter skills [...] In this update, we're moving to change some of these traits to affect specific shatter skills in a stronger way, in order to both cut down on this bloat and to make the individual trait selections more meaningful.

    I don't think, that this will work. Maybe other players think vastly different than me, but why would I take a trait, that affects only ONE skill? So far, if there were traits, affecting one skill, it wasn't the only thing they did.

    Take for example the proposed change to Confounding Suggestions:

    Confounding Suggestions: This trait no longer increases daze and stun durations. Instead, Diversion stuns foes for 1.5 seconds and no longer dazes foes.

    Stun is nice, but only if it really lands. In PVE f3 shatter was already quite strong, I don't think it needed to be any stronger, in WvW with the amount of stunbreak I typically encounter, I would not spec confounding suggestions either. Especially as I have on that level available as traits:

    • empowered illusions, which affects all damage coming from illusions (which in turn means it affects a multitude of skills)
    • rending shatter (I suspect, you will do something about that, too, maybe move it to f1 shatter only - but even then: 1 stack of vulnerability on 1 shatter skill? I would not be thrilled)

    The same thing could be said about the change to Blinding Dissipation:

    Blinding Dissipation: This trait no longer blinds foes on the activation of each shatter skill. It will now cause Cry of Frustration to blind every target it strikes. Blindness duration is split between game modes, lasting 1.5 seconds in WvW and PvP and 3 seconds in PvE.

    Now, that sounds like a serious debuff. Where before it blinded with every shatter skill (and IMO blind is not that strong an effect), it now only does so on f2 shatter. And it competes with two other traits:

    • Evasive Mirror - reflect after a successful evasion (nevermind that with the cooldown of 10s it will probably be irrelevant) - affecting all skills allowing evade (including Mirage Cloak)
    • Fencer's Finesse - affecting all sword skills

    I don't think the new traits as they are currently designed will be able to compete with other trait choices, as their focus is too limited. A such limited focus might be compensated by making the single skill a lot stronger - IMO the current changes do not really do that, and if they did, this might cause other balance issues. It is also a lot harder to build synergies with such traits, which in the end is, what we players are looking for.
    Maybe all this is part of the focus for the upcoming balance change; maybe there will be a lot more debuffs coming all over the place to lower the overall power level; I can only judge what I currently see, and to me these changes seem a bit shorthanded. YMMV

    "and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy"
    -- H. P. Lovecraft - Celephais

  • Klypto.1703Klypto.1703 Member ✭✭✭

    The best way to balance the game right now is to give thief clones and shatters and give mesmer rifle dodge roll stealth and malicious stealth attacks. I've always wanted to be backstabbed with a scepter or even a staff it would be cool. Better yet malicous focused focus attack that pulls you into yourself turning you inside out and then explodezing yerself.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭

    @Nimon.7840 said:

    @Basharic.1654 said:
    Here's my question:

    With this update, we are adding a trade-off to the profession skill that keeps the theme of a melee-oriented specialization.

    How does removing a Daredevil's ability to use steal to close a long gap help us melee in any way?

    If Anet wants us to melee they should be giving us more abilities to stick to a target not less. The range drop would be appropriate if we were getting something useful towards that end. Unblockable isn't it.

    Maybe something like:

    Physical Supremacy: This trait changes Steal to Hitched, which tethers the target to the thief and gives the thief a stolen skill and X seconds of X% base damage reduction. Toughness improves total reduction. Neither can leave 600 range of each other for X seconds. Stunbreaks used by either the thief or it's target will break the link. If either party attempts to use a skill to get out of range that is not a stun break it results in a knockdown and puts that skill on cooldown + X seconds. Stability applied after Hitched is engaged counters certain effects of Hitched but does not remove it - That means an attempted non-stunbreak maneuver to get out of range won't give the knockdown but the target still can't leave range. Stability applied before would prevent it of course.

    It would work a lot like Guardian's Ring of Warding while allowing some counterplay for the target and helping the thief to be toe to toe for the duration. Most importantly it offers significant risk/reward choices in its use. Which is all I want.

    And if you wanted to make it really sexy and give thief a GvG/WvW group perk, let it affect targets in an AOE. Would force the thief to use discretion on its use in small scale and be great for locking down targets for bombs.

    As if thief wasn't op enough in gvg setups

    Only thing thiefs OP at is running away.

This discussion has been closed.
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