Upcoming Balance Notes - Page 7 — Guild Wars 2 Forums

Upcoming Balance Notes

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  • yanniell.1236yanniell.1236 Member ✭✭✭

    Now unstoppable union is totally stoppable. That's kinda funny.

  • Handin.4032Handin.4032 Member ✭✭

    @Vegeta.2563 said:

    March 27, 2018 Patch Notes:

    • Net Shot: Fixed a bug that prevented players from being able to fire this skill at targets behind them.

    July 11, 2019 Upcoming Patch Notes:

    • Net Shot: Fixed a bug that could allow this skill to be fired backward.

    Any reason why the later note is considering the first one a bug?? Also why reverse this?

    That's easy. Throughout the game history, devs have yo-yo'ed engis around constantly, sometimes even mistating things about the profession, what they felt made certain things OP, etc. The mere fact they initially thought the fact you couldn't shoot net shot backwards as a bug then now claim that shooting it backwards IS a bug is minor, but telling. They call it "Overload" instead of "Overheat" - minor, yes, but still a bit telling. They now claim they want to make scrapper a more melee tank but then take away things that would allow that and give nothing really in return to accomplish that. Utility belt skills are an essential part of engi skills - utilities and elites are supposedly balanced around having both. Now, they will take it away from holo's who use a fairly high risk grandmaster trait and the elite belt from scrappers. I feel like one of the reasons why engi is played so little is because they keep tossing around the purpose and functions of everything to the point where engi has a complete mess of utilities and traits. They finally reworked gyros - good. How about a rework of turrets (Which are mostly useless in the vast majority of situations now) and gadgets (also a total mess)?

    I don't think the scrapper changes will kill scrapper. But the changes definitely don't seem to fall in line with what the stated purpose is. It seems to me more like they started reading forum and reddit posts about dps gankers QQing about them not being able to spam-kill a support scrapper, went to nerf it, and then thought "Now, how can we try to make this sound like a rework and not just a blanket nerf?" Ironically, this may make Scrapper even more OP in WvW raid play. Why? Because the main counter to AoE stealth for a while has been Detection Pulse. With that gone, Veil and Sneak Gyro spam will have very very few counters that can compete. But, I hardly doubt the balance devs gave a single thought about this or WvW raid play in general.

  • Klypto.1703Klypto.1703 Member ✭✭✭

    Finally my joking around about a thief portal dream has been recognized. However if I am reading this right the damage reduction buff that we had passive while stealthed has been removed as a trait passively but reintroduced as a master trait when revealed. I guess that is fair enough since there was no protection the moment they spam reveals with every device, watchtower, and sentry plus class skills that do it too. I still can't believe the portal and no ones really up in salty tears over it.

  • memausz.7264memausz.7264 Member ✭✭

    @Auburok.4518 said:

    @Crab Fear.1624 said:

    @memausz.7264 said:

    @Irenio CalmonHuang.2048 said:

    Engineer

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

    You want to know this decision is poorly thought out? This entire trait (Photonic Blasting Module): https://wiki.guildwars2.com/wiki/Photonic_Blasting_Module - Depends on overheating, and now half of a holosmith's options are cut off. This is really disappointing.

    Is this referring to overheating, what is overloading on holo?

    There is no "overloading", just overheating.
    https://wiki.guildwars2.com/wiki/Heat#Overheating

    Yes, but just like how some skills refer to "Healing Power" as just plain "Healing" they called Overheat "Overload" in this situation.

  • Endless Soul.5178Endless Soul.5178 Member ✭✭✭✭

    @Psycoprophet.8107 said:

    @Endless Soul.5178 said:
    Disclaimer: I'm speaking as a PvEr who uses a power reaper main. I don't PvP, rarely WvW (but with another class), and have never raided.

    As other have stated, the Soul Eater nerf is completely unwarranted, unjustified, and unasked for. Who in their right kitten mind actually said "You know, Reaper is a bit TOO survivable in PvE"? Really? What the heck!

    If this nerf goes through in PvE, the so-called "Balance Team" will be killing my main character, making her pretty much useless to play as she is right now. When that happens (Hopefully something will change), then Anet leaves me no choice but to stop spending money on this game, and start spending it somewhere else. I know my just under $3,000 contribution to this game is just a drop in the bucket in the grand scheme of things, but that's seriously how I feel right now.

    I know I'm sounding melodramatic, but I'm quite serious. This nerf the Balance Team is proposing will be costing Anet money.

    Unfortunately them changing there mind is basically unheard of, there's more chance that in 3 months if a lot of people complain about reapers garbage sustain they may improve it in another way and that's a big MAY.

    Yeah, so I've heard. I'm really not expecting anything to change, but I still felt that I needed to add my voice, you know?

    Asura characters: Zerina | Myndee | Bekka | Akee | Feyyt | Nuumy | Tylee | Rissa | Jaxxi | Sixx | Claara | Conii | Jymm | Synn | Zeena

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

    @Endless Soul.5178 said:

    @Psycoprophet.8107 said:

    @Endless Soul.5178 said:
    Disclaimer: I'm speaking as a PvEr who uses a power reaper main. I don't PvP, rarely WvW (but with another class), and have never raided.

    As other have stated, the Soul Eater nerf is completely unwarranted, unjustified, and unasked for. Who in their right kitten mind actually said "You know, Reaper is a bit TOO survivable in PvE"? Really? What the heck!

    If this nerf goes through in PvE, the so-called "Balance Team" will be killing my main character, making her pretty much useless to play as she is right now. When that happens (Hopefully something will change), then Anet leaves me no choice but to stop spending money on this game, and start spending it somewhere else. I know my just under $3,000 contribution to this game is just a drop in the bucket in the grand scheme of things, but that's seriously how I feel right now.

    I know I'm sounding melodramatic, but I'm quite serious. This nerf the Balance Team is proposing will be costing Anet money.

    Unfortunately them changing there mind is basically unheard of, there's more chance that in 3 months if a lot of people complain about reapers garbage sustain they may improve it in another way and that's a big MAY.

    Yeah, so I've heard. I'm really not expecting anything to change, but I still felt that I needed to add my voice, you know?

    I hear ya! Lol

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

    @otto.5684 said:
    @Irenio CalmonHuang.2048 , I think you guys either do not understand what trade's are or just throw it a publicity stunt. I will use an example of trade off that makes sense. Core Guardian and FB. Virtues for core guardian are instantaneous. FB tomes require casting and take over weapons bar, but are much stronger. This is a trade-off. An example of a trade-offs that do not work is warrior all three, core, berserker and SB. SB is superior in PvP and most PvE content, the end. There are no trade-offs, cuz neither core or berserker have the sustain to be effective in PvP. SB out dpses them in long PvE engagements. Berserker has higher burst, but is not enough to stand out in any form over SB.

    Just cuz there are different skills between elite and core that does not mean there are trade-offs. There must be a clear cut advantage for using the different functionality. If one is superior then the whole trade-offs does not work. And note, this cannot be measured on skill basis. You have to look on the builds available as a whole.

    Also, you guys are throwing some really weird explanations in patches, that if I take literally, I can only conclude a major lack of understanding of either how builds are designed or how they function. Like, Scrapper as a tank. As compared to what before? It was always a tank.. Or Reaper has high survivability?! Really?! Did someone think: "look a possible second life pool," and thought the Reaper is survivable? I am serious, cuz no one played the class in PvP for more than 10 games thinks that Reaper is remotely survivable. Did you measure it by soloing a champion in PvE?! I am not sure... Whats next? Someone is going to conclude that thief is tank cuz of the traits that heals 20% on critic and nerf their mobility?!

    Well u did it now :( next patch thief getting mobility nerf, thieves gonna be so mad at u lol

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited July 12, 2019

    @Xervite.5493 said:
    Glad that SB got nerfed, sadly that weakness spam still in play oh well

    Yes, sadly. Let's nerf that aswell. What's the next ranger defense mechanism on the chopping block? It doesn't have hard invulns or blinks/teleports, so it would have to be to chop every leap into half their range to cut some of that spicy mobility.

    Oh, I forgot. They removed the evade from the druid staff too. But a person happy about guardian buffs certainly don't care about druid falling further and further behind the bloated firebrand as a support in competetive modes.

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited July 12, 2019

    @yanniell.1236 said:
    Now unstoppable union is totally stoppable. That's kinda funny.

    Well, with a stun break and removal of moving impairing conditions, it kinda literally is unstopable. From a different point of view.

  • SoulSlavocracy.4902SoulSlavocracy.4902 Member ✭✭✭
    edited July 12, 2019

    I just want to comment again and state that I'm feeling a bit more optimistic about staff weaver after reading the analysis of a few others in the ele subforum.
    https://en-forum.guildwars2.com/discussion/81741/ele-changes-in-the-latest-patch-notes#latest

    I believe I over reacted. Sorry anet.

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

  • @Zenor.2097 said:
    So here are some numbers you can calculate for PVE - Power Holosmiths:
    Laser's Edge medium additive dps increase was 11,25% before this patch when you took the Blast module trait.
    If you assume 10 conditions on your target and assume
    1): Lasers Edge scales and descales linear and completely continously: You have a medium increase of 0,25% Damage by that trait, but you loose sth like 0,5 - 1k at least from losing Toolbelt Access during Overheating
    2): Lasers Edge stays at an 15% dps multiplicative increase after you have overheated , meaning you have the exact same same additive uptime as before, but about 4% more dps than the patch before. That way you may just be able to stay somewhat at the exact same dps numbers than before.

    This basically means that your burst is gonna be sth. like 8,5% higher than before, but your average DPS will be lower in general or maybe just where we were before ( which is unlikely in my opinion).

    There are other possibilities, like more thresholds etc. , but for a class that takes such a high risk to play and is kinda complicated to play AND already scales on the lower end of PVE Dps - Options, why would you think that is a reasonable change? Please Anet give us the Laser's Edge Change, but do not completely forces us out of toolbelts for the entirety of our cooldown.

    And I did not even begin to talk about PvP yet, is losing half your HP not enough Penalty? Make it so toolbelts have a few seconds cooldown when overheating. I think that is more than enough.

    In comparison to other dps classes i dont think that this is an positive improvement.
    I dont see that Im equal to any other dps classes. I would say im below them

  • memausz.7264memausz.7264 Member ✭✭

    @Handin.4032 said:

    @Vegeta.2563 said:

    March 27, 2018 Patch Notes:

    • Net Shot: Fixed a bug that prevented players from being able to fire this skill at targets behind them.

    July 11, 2019 Upcoming Patch Notes:

    • Net Shot: Fixed a bug that could allow this skill to be fired backward.

    Any reason why the later note is considering the first one a bug?? Also why reverse this?

    That's easy. Throughout the game history, devs have yo-yo'ed engis around constantly, sometimes even mistating things about the profession, what they felt made certain things OP, etc. The mere fact they initially thought the fact you couldn't shoot net shot backwards as a bug then now claim that shooting it backwards IS a bug is minor, but telling. They call it "Overload" instead of "Overheat" - minor, yes, but still a bit telling. They now claim they want to make scrapper a more melee tank but then take away things that would allow that and give nothing really in return to accomplish that. Utility belt skills are an essential part of engi skills - utilities and elites are supposedly balanced around having both. Now, they will take it away from holo's who use a fairly high risk grandmaster trait and the elite belt from scrappers. I feel like one of the reasons why engi is played so little is because they keep tossing around the purpose and functions of everything to the point where engi has a complete mess of utilities and traits. They finally reworked gyros - good. How about a rework of turrets (Which are mostly useless in the vast majority of situations now) and gadgets (also a total mess)?

    I don't think the scrapper changes will kill scrapper. But the changes definitely don't seem to fall in line with what the stated purpose is. It seems to me more like they started reading forum and reddit posts about dps gankers QQing about them not being able to spam-kill a support scrapper, went to nerf it, and then thought "Now, how can we try to make this sound like a rework and not just a blanket nerf?" Ironically, this may make Scrapper even more OP in WvW raid play. Why? Because the main counter to AoE stealth for a while has been Detection Pulse. With that gone, Veil and Sneak Gyro spam will have very very few counters that can compete. But, I hardly doubt the balance devs gave a single thought about this or WvW raid play in general.

    Oh yeah, calling Overheat "Overload" is very worrisome

  • This thread is too long for me to find the answer in the time I have by searching, but my question is, if "Speed of Sand: Instead of granting superspeed when dodging, this trait instead causes Mirage Cloak to grant +66% movement speed," then are they readjusting the dodge back so that it still covers the same area as another profession's dodge? Since they adjusted it down previously to align with other professions, this sounds like you'll only move 66% of the distance.

  • AlexPlay.8436AlexPlay.8436 Member ✭✭
    edited July 12, 2019

    Dear Arenanet,

    Weaver in sPvP

    Upcoming Changes are OK, so far it looks as 10% nerf to power builds. Not sure what was a reason to do it, but will see how it will be comparable to other classes.

    It still serious lack of conditions removal on Elementalist besides Arcane+Water lines;
    I believe Arenanet should not force people to use Arcane+Water;
    I believe Arenanet should not punish people who do not want to use Arcane+Water;

    AIR
    Biggest PAIN is Air line, it has no conditions removal. Point. Why?
    Please add at least SOMETHING.

    EARTH
    Big problem is EARTH line, no one use it because conditions removal does not really work here and also damage is non existing here.
    Look Elementalist has 7-8 conditions on him, if just ONE condition is burning Elementalist will imediately have <75% health after 1 second !
    and then [Diamond Skin] will not work AT ALL and Elementalist will die immediately considering low health pool

    • Please add 3 conditions removal to [Diamond Skin],
    • or reduce threshold to 25%
    • or remove 1s CD

    FIRE
    One available option via Fire [Smothering Auras] is not enough vs any conditions builds (Messmer, Necromancer, etc). Absolutely not enough.
    Lesser Cleansing Fire just 3 conditions removal on 60s cooldown is a joke as well. One necromancer may appliy 6-8 conditions every 10-15s
    May Aura Application remove also 2 conditions?

    "Protection"
    Considering lowest Armor, lowest Healing Pool, etc, Elementalist MUST have a protection buff (I am talking about melee-weaver)
    But then weaver FORCED to take Arcane line,
    Please give possibility to obtain some protection besides Arcane line!
    I believe Arenanet should not punish people who do not want to use Arcane, and should not force players to use Arcane;
    Alternative must be big a big DMG buff if Player will not use Arcane to balance RISK vs REWARD.
    Current state is - if I will not use Arcane, Risk will many time increase (no Protection!) but no visible Reward, DMG buff in not significant and now even reduced by 10% after this patch, so without Arcane Melee Sword Weaver is unplayable. Why Weaver - Elite Profession is unplayable without a specific trait line - Arcane?

    Minor stuff:
    [Aquatic Stance] - nobody use it 2 years, why you do not want to buff it?

  • Caysadia.7405Caysadia.7405 Member ✭✭✭

    Pros
    * Ele weapon skill merge
    * Holo 150 heat trait buff
    * Zeal and burn dh buffs(for now)
    * Auspicious anguish nerf
    * Core necro shroud buffs
    * Sicem meme ranger got gaped thank god
    * New thief tools
    * Berserker buffs
    * Scrapper Reveal isnt 1200 range anymore

    Cons
    * Scrapper Reveal doesn't exist anymore
    * Staff ele nerfs
    * buffing scrappers sustain which everyone hates about it right now while nerfing its damage options
    * antitoxin still exists
    * No Shattered Aegis buff
    * Chrono got gaped in pvp/wvw
    * No CI aids daze spam nerf
    * Sand Savant still exists
    * Soul Eater nerf lmao
    * random condi rev nerf cmonbruh
    * huge nerf to impossible odds mobility
    * thief will probably still suck lets be real
    * Berserker buffs

    Status: lmao

  • 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.
    this is so kitten dumb, I guess now you just never actually use any of the skills except your elite when in mallyx. the other 2 are already a dps loss if you use them, unyeilding anguish is the only one that was worth using. (and well the stunbreak when you got stunned) I don't get your idea here, renegade is worse than condi mirage for nearly all raid bosses. and it requires lots of skill to pull off, why even nerf it in the first place? makes 0 sense, I really hope you don't go through with this kitten.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @ZeftheWicked.3076 said:
    As a pvp core necro main:

    Glad to see deathshroud is finally getting some modernizing, even if mostly with just cooldowns. Now on to feedback:

    1. Dark Path - you're not addressing the elephant in the room. The skill's dysmal cast time and projectile velocity. In it's current interation the skill simply gets outranged by enemy by just running away, unless you were close to them from the start. No dashes, blinks, dodges, just pressing W when facing away from necro...
    And now it can be screwed over by terrain? No matter how strong a skill is, it's useless if you cannot land it in the first place...

    *2. Cooldown reductions on Life Transfer and Tainted Shackles** - a step in the right direction seeing how ofen elites can use their shroud skills. It's still far from making core shroud right, but it's finally a start.

    Tbh. These core shroud changes should have made it into the game, when hot launched. Guess necro patch schedule is still stuck in 2k15.
    So in 4 years we get proper changes to the specs existing right now...
    tESO gets more and more appealing tbh.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @Psycoprophet.8107 said:

    @Patrick.2987 said:
    Why on earth would you make core necro faceroll aswell instead of nerfing the kitten out the especs? Something like removing torment on scourge f1-f4 and pulsing quickness on reaper etc. are broken. No need to make core the same broken level. Nerf everything finally to make the game at least a bit interesting.

    Lmao seriously? If u were expecting a large significant nerf blanket effecting all classes than maybe but with reapers already low mobility nerfing reapers quickness pulse would wreck reaper making it a sitting duck and would significantly lower its dps. Why not just ask them to delete it? Cores already considered weak compared to most classes and u want its especs lowered to its level instead of it brought up to the especs level? Wow lmao. Scourge is a prob in wvw though but that's not so much cuz their OP as it is with how their mechanics function in wvw that makes them a issue.

    If you'd remove all boons from wvw. Everyone would play rev. There wouldn't be any reason anymore to play scourge

  • @Irenio CalmonHuang.2048 said:

    Necromancer

    While reapers were designed to be durable frontline fighters, the Soul Eater trait is providing a little too much survivability

    Durable frontline.... yea back on hot launch(mostly because of trailblazer stats) now its currently a pin cushion. Maybe I was busy the day the forums exploded with threads screeching REAPER OP NERF SUSTAIN. Every reaper I've went against was drastically less survivable than most other classes. Especially since that second meat shield bar melts 5% a tick on top of the damage bloat that we currently have. Pretty sure my core warrior passively heals faster than that trait with 2 invulns a block and crit immunity. It's fine my necro has a second health bar and........blinds? So its about even right?
    Hows about tossing a bone and give it like 10% damage reduction or something. Maybe undo a nerf or increase your soul is mine's base heal?
    Shroud
    November 07, 2017

    Increased life-force consumption rate from 3% per second to 5% per second.
    

    Soul eater
    April 23, 2019

    It no longer reduces greatsword-skill recharge by 20%.
    

    Ranger

    • Ancestral Grace: This skill no longer evades attacks. Increased recharge from 18 seconds to 20 seconds. If at least 1 ally other than yourself is healed, the recharge is reduced by 5 seconds.

    sooooo.....you can burst a ranger while they are stuck as a wisp? Now druid can hit his staff 3 to sacrifice him self for the team because he'll be dead by the time that skill ends lol. This change makes zero sense at all. Is it going to make you invuln or is it instant port like teefs shadowstep?

  • ZeroTheCat.2684ZeroTheCat.2684 Member ✭✭✭

    @otto.5684 said:
    @Irenio CalmonHuang.2048 , I think you guys either do not understand what trade's are or just throw it a publicity stunt. I will use an example of trade off that makes sense. Core Guardian and FB. Virtues for core guardian are instantaneous. FB tomes require casting and take over weapons bar, but are much stronger. This is a trade-off. An example of a trade-offs that do not work is warrior all three, core, berserker and SB. SB is superior in PvP and most PvE content, the end. There are no trade-offs, cuz neither core or berserker have the sustain to be effective in PvP. SB out dpses them in long PvE engagements. Berserker has higher burst, but is not enough to stand out in any form over SB.

    LoL what? SB outperforms Berserker in PvE? You on drugs or something? Maybe use a proper example if you want to come of as serious.

  • Handin.4032Handin.4032 Member ✭✭

    @memausz.7264 said:
    Oh yeah, calling Overheat "Overload" is very worrisome

    As I said, it is a minor thing. But this is something that has occurred numerous times over the years particularly with engi, where patch notes or developer notes misstate or incorrectly state key things of professions. Like the bug patch notes for the net shot - minor, but just another instance where you go "HUH?! WHAT?" It also still hasn't been fixed, but they have fixed a few other things, as the dev replies have indicated. Maybe they got it confused with the elementalist's Overload https://wiki.guildwars2.com/wiki/Overload ?

  • It seems like strong damage specs were nerfed like halo reaper and condi rev. Dragon hunter GS and LB got a buff :thinking: Chronos gotta relearn their characters again
    They want to even out the damage potential for specs that are made for damage. Which doesn't really make sense. If a Spec made for damage have no group utility I expect them to have higher damage potential than other specs made for damage that has some group utility.

    What gw2 needs is heavy bikini armors and sexy legendary hammers.

  • Methuselah.4376Methuselah.4376 Member ✭✭✭

    @CerealNumber.9348 said:
    It seems like strong damage specs were nerfed like halo reaper and condi rev. Dragon hunter GS and LB got a buff :thinking: Chronos gotta relearn their characters again
    They want to even out the damage potential for specs that are made for damage. Which doesn't really make sense. If a Spec made for damage have no group utility I expect them to have higher damage potential than other specs made for damage that has some group utility.

    Technically speaking, Reaper's damage output hasn't been touched.

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

    I don't understand this change. Holosmith is already a lower-tier DPS in this meta, this change would significantly worsen its state. What is meant to be achieved with this change?

  • otto.5684otto.5684 Member ✭✭✭✭

    @ZeroTheCat.2684 said:

    @otto.5684 said:
    @Irenio CalmonHuang.2048 , I think you guys either do not understand what trade's are or just throw it a publicity stunt. I will use an example of trade off that makes sense. Core Guardian and FB. Virtues for core guardian are instantaneous. FB tomes require casting and take over weapons bar, but are much stronger. This is a trade-off. An example of a trade-offs that do not work is warrior all three, core, berserker and SB. SB is superior in PvP and most PvE content, the end. There are no trade-offs, cuz neither core or berserker have the sustain to be effective in PvP. SB out dpses them in long PvE engagements. Berserker has higher burst, but is not enough to stand out in any form over SB.

    LoL what? SB outperforms Berserker in PvE? You on drugs or something? Maybe use a proper example if you want to come of as serious.

    Yes it does... even if berserker can pull 3-4% ahead in damage using condi build, SB has far more sustainability and damage block rendering far more useful in most PvE content.

  • Auburner.6945Auburner.6945 Member ✭✭✭
    edited July 13, 2019

    @ZhouX.8742 said:

    @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...

    Weaver useless in pve? what it has one ofthe highest benchmarks in pve lmao and will still be taken in raids

    PvP it's actually good but people sleep on it

    wvw is dead and a farm mode for keep rotation, nobody takes this seriously, for that matter nobody even takes pvp seriously

    the one game mode that is relevant in this game weaver has one of the highest benchmarks

    plus you got buffs lol i can't

    i mean youre complaining about diversity, every class has this problem not just ele.... this is kind of a common theme now with every class.

    Since they forgot to mention the change to Power Overwhelming; now that it's all clear, I believe ele will be back to better benchmarks, and a slight buff to WvW staff.

    The changes mainly affect Weaver in PvP though, which may be broken, and it's scary because it may get nerfed across all modes instead of PvP only.

    Pull the strings. Watch them dance.

  • LadyKitty.6120LadyKitty.6120 Member ✭✭✭
    edited July 13, 2019

    @RisenHowl.2419 said:
    Reaper has no sustain at all without it since passive spectral armor was removed from soul reaping. Where on earth was soul eater too strong?

    In PVE (fractals and raids), reaper was getting over 1k heals per second when hitting stuff, multiplied if there was multiple targets. At bosses like Sabetha or Xera, that meant occasional 3-5k average heal per second bursts as long as adds were alive and Soul Spiral would've healed to full if there was adds present. And since power reaper is also quite decent at booning itself due to spite and reaper traits, 500-700 health per sec from hitting stuff in open-world wasn't quite farfetched either if you used power dps build.
    Though then we also have p/p M7 deadeye with IP...

    It's Kitty. The young lady who streams and records videos playing various (non-)metabuilds. Raid/fractal videos at youtube.com/LadyKitty, Kittymarks test results at youtube.com/Kittymarks and tinyurl.com/Kittymarks and streams at twitch.tv/ladykittygw2 .

  • Jables.4659Jables.4659 Member ✭✭✭

    @zealex.9410 said:
    Oh boi having to summon a clone to use shatters wont feel good. isnt the fact that we dont do the shatter enough of a drawback?

    You do realize that the reason you need to summon a clone is because the shatter effect doesn't occur on you, right? If you don't do the shatter, how would the shatter occur without a clone?

  • RisenHowl.2419RisenHowl.2419 Member ✭✭✭✭

    @LadyKitty.6120 said:

    @RisenHowl.2419 said:
    Reaper has no sustain at all without it since passive spectral armor was removed from soul reaping. Where on earth was soul eater too strong?

    In PVE (fractals and raids), reaper was getting over 1k heals per second when hitting stuff, multiplied if there was multiple targets. At bosses like Sabetha or Xera, that meant occasional 3-5k average heal per second bursts as long as adds were alive and Soul Spiral would've healed to full if there was adds present. And since power reaper is also quite decent at booning itself due to spite and reaper traits, 500-700 health per sec from hitting stuff in open-world wasn't quite farfetched either if you used power dps build.
    Though then we also have p/p M7 deadeye with IP...

    I can see that, but as you pointed out thieves already do the same thing even better lol

    Especially since it's the only way reaper can heal in shroud without a massive dps loss

  • Neutra.6857Neutra.6857 Member ✭✭✭

    I don't play PVP or WvW so I have no idea how the evade on Ancestral Grace effects things there, but why in the world would you remove it for PvE?

  • LadyKitty.6120LadyKitty.6120 Member ✭✭✭
    edited July 13, 2019

    And to elaborate further about how bad the situation with Soul Eater is as of now in PVE...though it could've been splitted between PVE and competitive modes. (Kitty started writing this in Necros' "Soul Eater Rant"-thread, but it's probably more meaningful to publish here instead.)

    The nerf is mostly due to PVE and it was needed (though we still need nerf to teef's Invigorating Precision, too, so give Kitty 9 good p/p or rifle DEs and she'll show how broken IP is...) As of now, a decent reaper does about avg. 20k dps or more to boss in raids whenever dpsing. That means over 1k heals per second from Soul Eater-trait alone. And to add to that, possible adds multiply that healing as long as they're alive and thus reaper's been able to sustain itself with Soul Eater alone as long as mechs weren't failed to the inevitable wipe.
    Kitty did some math for her guildies on discord about one of her recent Slothasor kills (and that's one of the more damage-intensive raid bosses).

    As for ex. a Slothasor Kitty did on power reaper 2 days ago lasted for 278 seconds and Kitty took 281k damage during that time (which is much but squad had otherwise really low dps and that meant really much incoming damage as the fight progressed).

    Kitty did avg. 21k dps total (including damage to adds) and thus (278 seconds * 21k dps * 0.05% dps as incoming heals) / 281k damage taken = 291,1 / 281 = 1.039.

    And that 1.039 means that Kitty got more heals from her damage than the damage she took and as long as she didn't take enough burst damage to get downed (and Kitty never did), Kitty could've fully sustained herself entirely through Soul Eater's heals. And the same thing has happened at other bosses like Sabetha, Cairn, Mursaat Overseer and Samarog on Kitty's cleaner kills.

    And if you have a squad of good reapers with Soul Eater as it is now, you could also essentially eliminate the need of a healer at some bosses (just need the boons).
    And actually, Kitty did a reaper-only Slothasor a couple weeks ago (she was being a healer reaper, the only actual pure healer in the squad, to boon and heal peoples if they ate shakes or tantrums) with a squadful of somewhat mediocre reapers with Soul Eater traited.
    So does this not need a nerf?

    It's Kitty. The young lady who streams and records videos playing various (non-)metabuilds. Raid/fractal videos at youtube.com/LadyKitty, Kittymarks test results at youtube.com/Kittymarks and tinyurl.com/Kittymarks and streams at twitch.tv/ladykittygw2 .

  • fixit.7189fixit.7189 Member ✭✭✭
    edited July 13, 2019

    @Irenio CalmonHuang.2048 said:
    Hey all - the Elementalist notes were missing an entry from the initial posting:

    • Power Overwhelming: This trait has been reworked. It now grants 150 bonus power while the elementalist has at least 10 stacks of might. This power bonus is doubled while attuned to fire.

    Sorry about that - it was a change made early, but with the note coming in a bit late. That should be all the notes.

    wow...you need a ten stack or more of might to even use this trait? that's seems weird to me...most traits give you a buff/perk without any requirements. also, 10 might seems kinda harsh b/c in solo/ow stuff i almost never get that much, even during large events. w/e. grats fractal/raiders/wvw players though, it's a nice buff!

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭
    edited July 13, 2019

    @Bridget Morrigan.1752 said:
    This thread is too long for me to find the answer in the time I have by searching, but my question is, if "Speed of Sand: Instead of granting superspeed when dodging, this trait instead causes Mirage Cloak to grant +66% movement speed," then are they readjusting the dodge back so that it still covers the same area as another profession's dodge? Since they adjusted it down previously to align with other professions, this sounds like you'll only move 66% of the distance.

    Currently Speed of Sand gives Superspeed, which is a 100% increase to movement speed (So 200% movement). +66% speed instead will be 166% speed, or a 34% nerf.

    As we'll still have to move ourselves during that, that is effectively making the dodge movement less area.

    {edit}-- However, I did notice that Superspeed is forward only, not when strafing or moving backwards. However, other movement speed boosts apply to all movement, so this will actually make Mirage Cloak while strafing a little better.

    We'll have to see how it plays out, as Mirage will be the only WvW option now that they have fully gutted the Chronomancer with a dependency on clones in the AoE/Cleave Abyss that is the current WvW meta.

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

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

  • I keep looking for a red post explaining that the Scrapper's reduced 300 vitality is meant to say increased by 30, or wasn't meant to be there at all. How unattractive does it look to see that an elite spec reduces your HP by 15% on average just for choosing it?
    But you gain barrier as you do damage now, so it's still a buff, right?
    I wish, but as someone else pointed out, you'd need to be sustaining about 20k DPS just to break even with the loss from damage-generated barrier, so that notion is out.
    So just focus more on damage and you'll make up for most of the loss, right?
    Wrong again, because Scrapper damage was reduced by 10% with the loss of Perfectly Weighted, and even more with the loss of the 5% damage bonus from Impact Savant and Kinetic Stabilizers.
    But Kinetic Stabilizers might still have +10% damage during stability, right?
    Hopefully, but even if it does, that's still a minimum 15% loss of damage, which means less survivability because our survivaility now comes from our damage. It's not like Scrappers were going around one-shot-ganking players and soloing Champions in seconds.
    GW2 seems to be getting a decent influx of refugees from WoW who left because they were sick of ignorant developers making nonsensical changes to the game. Doing the same thing here isn't the way to keep people invested. Please listen to the community.

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