Upcoming Balance Notes - Page 2 — Guild Wars 2 Forums

Upcoming Balance Notes

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  • Alatar.7364Alatar.7364 Member ✭✭✭✭

    @bluri.2653 said:
    Look they gave thief portal. I have spammed that for ages on my stream. Cool!

    We know the range of it yet? Because I can already see that smile wiped away.

    ~ I Aear cân ven na mar

  • Alatar.7364Alatar.7364 Member ✭✭✭✭

    @Falan.1839 said:
    Rampage definitely got off too easy. The nerfs on Rev and Soulbeast are fine, even though completely removing Unblockable was probably a bit overkill. I would like to know how much the new Laser's Edge scales. Would probably good to give it a little less impact than the old version had. Maybe 10% cap.

    Oh, and I'm not sure if giving Thief Portal is a wise idea, they didn't exactly suffer from lack of mobiility...

    Thief players: "We need something to give Thief the option to fulfill other roles than just +1 or Decap"
    Anet: "..."
    Anet: "Here, have a portal!"

    Although to be fair the Trap rework could open up some tiny little hope for more options and to be even more fair while the portal is another nail to our role, it will at least make it more interesting or give it another dimension of usage.

    ~ I Aear cân ven na mar

  • Would love to know what the justification was for removing all the Scrapper elite skill toolbelt skills from F5. That's giving up a lot of stuff for an improved function gyro. Doesn't seem like a good trade to me and takes away a couple of really key abilities, not least of which is detection pulse, as mentioned a couple of times in this thread already.

    Too many of these changes just seem like change for changes sake.

    Also, once again, it seems like WvW was not considered in the slightest when making some of these changes.

  • I'm curious as for the interactions with Chronomancer the Shatter specific traits like Blinding Dissipation or Confounding Suggestions. Will they still apply, even if it's the clones and not the Mesmer applying them? Although looking at the general portrait these competitive oriented changes and balance updates seem promising - can't wait to see them in actual play!

  • It's nice seeing the notes early.

    Many of the changes are great. Most of the Chronomancer shatter changes seem to be just for the sake of change. Not a fan of the Unyielding Anguish change, that skill was by far the best feeling one in revenant's arsenal, especially the addition of a cooldown is incredibly weird. Some of the reasons for changes seem to be written by someone a bit out of touch with the game.

    Somehow, Mirage is still going to stay absolutely unbeatable after a year in PvE when the boss attacks very quickly due to confusion, but I guess what is not seen in a benchmark is invisible. Stacking power chronos and dragonhunters in raids to avoid taking some dedicated supports is to stay too, not a fan, and unsure the balance team is aware of that.

  • @Vissarion.6509 said:

    @Widmo.3186 said:

    Also few things into fireweaver and FA. Usually if there occured any patch involving ele, it received random nerfs and buffs in something that no1 ever used, will ever use and would ever think about using. I basically cried everytime reading patch notes and seeing "ELEMENTALIST". It was like "Oh kitten, here we go again".
    This patch tho is not one of those. For ele, its good. Minor, but good.

    We lose 10% damage in fire from Pyromancer's Training, all major traits are useless for Power builds after the patch.
    We lose 60 ferocity in Air Raging Storm, and we are bound to get this trait in major now if we want some fury uptime so we lose another 20% damage nerf that we used to take from Stormsoul.

    I see a straight up nerf here m8, i hate to be that guy, but as an Ele main since release, i feel like this class will hit like a wet nooddle now, we already were not taken in any DPS spot before, we will lose even more with this patch, and what we get? 20% reduced recharge in minor traits in skills that already have huge cooldowns anyway. hmmm

    This. Not only that, if you want the double ferocity boost you have to dual attune air so you lost an additional 150 power from not being attuned to fire.

    Ele got the long shaft.

    Wont put another penny into this game. Period. Its been three balance updates in a row that the only viable damage spec in wvw for ele has gotten the kitten.

  • mrauls.6519mrauls.6519 Member ✭✭✭

    @bluri.2653 said:
    Look they gave thief portal. I have spammed that for ages on my stream. Cool!

    What utility do you think you'll drop for it?

  • cgMatt.5162cgMatt.5162 Member ✭✭✭

    No word on Bolstered Elements bug where you can't get stability after it procs?

  • nthmetal.9652nthmetal.9652 Member ✭✭✭

    @Vissarion.6509 said:
    Yeah let's nerf Eles even more, great changes!!!

    Useless in PvP ✓
    Useless in WvW ✓
    Useless in PvE ✓

    I don't like where this is going really...

    Am not convinced. We take a heal ele along in PvE, for example in fractals and so far that's the single most deciding factor whether we have aeasy time on T3+T4 or not. It seems they tinker around the healing abilities, but overall it doesn't look like a debuff to me. Heal and boons are still go (maybe better than before).

    "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

  • Morvar.9864Morvar.9864 Member ✭✭

    Still no survivability for renegade kitties. No one's using them in WvW. Even bow 2 as the worst skill in game stays the same? Let's see if gems are worth purchasing again after the next 3 months then.

  • @Lilyanna.9361 said:
    SO WE ARE GONNA NERF ELE DAMAGE AGAIN ANET? REALLY?

    IM DONE. I AM DELETING THE CLASS. NO MORE GEMS. DONE. FINISHED.

    If it is any consolation, a lot of other specs are getting nerfed. Holosmith, Herald, Renegade, Reaper, Chronomancer, Druid, and Soul Beast are definitely getting nerfed.

    "Self awareness is knowing when you're sitting at the throne of ignorance." --Leo G.

  • @Irenio CalmonHuang.2048 said:

    • Unyielding Anguish: This skill has been reworked and renamed Call to Anguish. It is now a leap finisher skill that pulls foes to the center of your landing point and chills them. This skill has an energy cost of 35 and a 5-second recharge.
    • Embrace the Darkness: This skill is now a mobile dark field. Increased recharge to 10 seconds. This skill no longer grants a stat increase and is no longer unblockable and unblindable. The amount of torment applied per pulse is unchanged, but using a skill that costs energy now increases the stacks of torment applied on the next pulse by 2. This skill now deals a small amount of damage each pulse.

    This isn't going to fix Mallyx's issues in Pvp/WvW. Reducing its mobility makes Shiro EVEN BETTER than it now and there's no extra sustain here for it to compete with Glint. Also these changes certainly are not helping it much in PvE. Mobile Dark Field is going to screw over every other field your allies may or may not want to use.

    Also on Call to Anguish can we at least get an evade on it now that it has a 5 second recharge and an increased cost?? That would give Mallyx more of the sustain that it needs to be a viable option in competitive formats. A wider radius for the effect would be nice too considering most other pulls are larger and 240 radius is pretty pitiful (assuming it maintains the size of the previous Unyielding Anguish).

    • Merciful Ambush: This trait has been moved to the adept tier. It no longer increases revive speed and instead causes applying stealth to an ally to heal and revive them over 3 seconds.
    • Leeching Venoms: This trait has been moved to new slot in the same tier. It no longer reduces recharge of venoms. Instead it causes the thief to stack spider venom automatically while in stealth.

    PvP new meta? Shadows Refuge for revives/support and condi for damage? Not to mention the portal!! So good!!

  • DonArkanio.6419DonArkanio.6419 Member ✭✭✭

    I am so happy about Mallyx changes. Finally it won't feel like a condi spam machine. I am super excited to try this in game as the update to Unyielding Anguish brings back the old HoT-launch Mallyx to the table!
    Great idea to nerf OH Sword for Rev, it is way too similar to Axe in its functionality. I like the nerfs to Might generation for Revenant and would be happy to see the same treatment being applied to all of the classes in game. Some of them are able to do too much stuff on their own.

    My suggestion would be to decrease the skills functionality. If a skill is meant stun, let it be just a stun. Headbutt is the best example of it. Basically the whole Berserker Spec is very concrete and I'm looking forward to seeing more.

    As for other classes, well. Soulbeast, Mirage and Rampage could get an extra nerf-love as I still don't think these changes are going to cut their power significantly.

    Anyway, great patch! And keep up the good work. Giving us a look on the Balance Update is cool!

  • @Tarragon.4302 said:
    am i missing something with the changes to eles fire traits? it seems a bit redundant to have two traits in the master set that are for condi damage when the new burning rage will be picked over power overwhelming almost always.

    THIS exactly is what i thought... why not make power overwhelming a power is converterd into ferocity instead of making it another useless trait... so you could have a strong condi and power build on the class

  • DancingMad.8504DancingMad.8504 Member ✭✭
    edited July 11, 2019

    The Chrono changes are beyond kitten, time to learn to play this class again for the 20th time because some random dude in balance team just can't make up his mind on what to do with this class.

    It's not nuclear science, jesus 4 kitten years balancing this thing, no wonder gw2 is going where it's going...

  • Xyonon.3987Xyonon.3987 Member ✭✭✭
    edited July 11, 2019

    Overload: Overloading now disables all toolbelt skills for its duration.

    I assume this excludes the entire cool down time of the blasting module, right? Is this a 5s cd like kits have? Otherwise equipping blasting module would lock you down severely ... :|

    Laser's Edge: The bonus damage from this trait is now calculated dynamically based on the amount of heat you have rather than activating after passing a specific heat threshold. Because of this change, the effect icon will no longer be displayed. Bonus damage is now multiplicative instead of additive.

    Here as well - you need to keep the 15% modifier when using blasting module. Right now you have 0-50 heat no modifier and 50-100-0 the 15% modifier. If it would scale while cooling down with the blasting module, that be a 50:50 instead of 75:25 uptime on 15% Laser's Edge, which is really really bad. So definitly make it stay 15% from 100 to 0 but make it scale while heating up.

    Besides those two things, great changes, really! Looking forward to test these things.

  • Control.8154Control.8154 Member ✭✭

    @Irenio CalmonHuang.2048 said:

    • Overload: Overloading now disables all toolbelt skills for its duration.

    ?!!??!!?!?!?!??!?!! what

  • Anet mistook the "ninja medic" memes as actual player feedback it seems LUL. I mean, who in their right minds expects thiefs to actually play healing traits? :D
    The life siphoning aspect of many traits need huge numbers to not be utterly useless, and i doubt that will happen.
    Tbh, this is just another patch where thiefs only get changes for the sake of changes, but nothing that is meaningfull in any way. as always...

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited July 11, 2019

    @memausz.7264 said:
    Why was Sic Em Soulbeast Longbow 2 cooldown not increased? It's unblockable with Choice 3 of Trait 1 options in Soulbeast line? I cannot even stealth out of it because of revealed, and once I have no dodges, I get canned because there's literally no counter to it at that point.

    What on earth are you on about? They removed the unblockable portion of the trait you're refering to, sic em damage was nerfed in pvp/wvw and core longbow itself definetely doesn't need any nerfs. They literally nerfed everything about that combo except what belongs to core ranger, which is the proper way to do it. Call of the Wild is also reduced to number of attacks, meaning it won't last a full Rapid Fire either.

    Unstoppable Union: This trait no longer grants an unblockable boon. Instead, it removes movement-impairing conditions in addition to its previous effect of stunbreaking when activating beastmode.
    "Sic 'Em!": Reduced the bonus damage applied to a merged soulbeast from 40% to 25% in PvP and WvW only. Damage bonus for pets remains unchanged. Fixed a bug that caused this skill to not grant the listed movement-speed bonus.

  • Overload: Overloading now disables all toolbelt skills for its duration.

    This is a terrible change. As others have stated, Photonic Blasting Module should be reworked to keep toolbelt skills available after overheating as well if this change is implemented. If not, then this will make one of the most beginner friendly raid builds borderline nonviable, making it more difficult to get people into an already relatively inaccessible gamemode.

  • memausz.7264memausz.7264 Member ✭✭

    @Lazze.9870 said:

    @memausz.7264 said:
    Why was Sic Em Soulbeast Longbow 2 cooldown not increased? It's unblockable with Choice 3 of Trait 1 options in Soulbeast line? I cannot even stealth out of it because of revealed, and once I have no dodges, I get canned because there's literally no counter to it at that point.

    What on earth are you on about? They literally removed the unblockable portion of the trait you're refering to, sic em damage was nerfed and core longbow itself definetely doesn't need any nerfs. They literally nerfed everything about that combo except what belongs to core ranger.

    Yeah well I didn't have an issue with the 4 sec unblockable being used as a tactical CC or to add blind or poison or something to that effect, it was just a Quickness-Fury Longbow 2 burst that is persistently problematic. Not the entire trait. That's why I said specifically Longbow 2

  • ScyeRynn.4218ScyeRynn.4218 Member ✭✭✭
    edited July 11, 2019

    Ruined my ranger and revenant ;( Why do they keep sucking the fun out of this game? So many things need fixing but they decide to break what isn't broken and make it worse overall.

  • If you want to make Scrapper more focused on being a tank, why are you reducing vitality?

  • Smoosh.2718Smoosh.2718 Member ✭✭
    edited July 11, 2019

    Fear Me: The duration of fear applied by this skill now scales dynamically based on distance.
    I still can not see a valid reason to take this skill? in PvE it has no place, in PvP you sacrifice a useful skill for a gimick. I would consider taking this skill if it had an Imobilise attached to it as well.
    However I dont feel that Fear works very well with the design of the warrior.

    Sight beyond Sight: Increased duration of reveal applied by this skill from 3 seconds to 5 seconds.
    Where in this game am i going to use this skill? you sacrifice too much for a very small return that will be usable in very few scenarios. I'd rather this skill was reworked into something different and actually usable. Where this debuff 'reveal' falls flat is that, if said player is revealed, they'll teleport away till the debuff is gone, then running right back into the action. This skill also suffers from the same problem fear me does, too much to sacrifice and where do you use it? PvE? PvP? WvW? what ever you pick you lose too much for what it returns.
    If say, chill was added to this skill it may make it useable as a chase utility, no hiding, no running for 5s. (reason for chill, it's like having someone give you the chills just by looking at you).

  • memausz.7264memausz.7264 Member ✭✭

    @MicMacPattyWac.1560 said:

    @memausz.7264 said:

    Why was Sic Em Soulbeast Longbow 2 cooldown not increased? It's unblockable with Choice 3 of Trait 1 options in Soulbeast line? I cannot even stealth out of it because of revealed, and once I have no dodges, I get canned because there's literally no counter to it at that point.

    I think "Unstoppable Union: This trait no longer grants an unblockable boon. Instead, it removes movement-impairing conditions in addition to its previous effect of stunbreaking when activating beastmode" is actually the trait you are speaking of, which has had unblockable removed completely.
    Additionally, Clarion bond and call of the wild's unblockable are now limited not only by time but by total attacks (2 and 3 respectively). I believe this means the first couple of strikes only of rapid fire will be unblockable under any circumstances.

    That's good to know. Still, you'd think this trait would've been tested thoroughly when they introduced the trait in the first place.

  • LazySummer.2568LazySummer.2568 Member ✭✭✭

    When does ele get deleted? next Tuesday?

  • Edge.8724Edge.8724 Member ✭✭✭

    kitten, Sight beyond Sight got an increased revealed. This is the most random change I've seen XD.

    Who even used that?!

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