Upcoming Balance Notes - Page 8 — Guild Wars 2 Forums

Upcoming Balance Notes

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Comments

  • Samug.6512Samug.6512 Member ✭✭✭

    Please consider adding Reveal to Function Gyro. Detection Pulse was an extremely useful skill none of the other professions can substitute. It also was the only counterplay a team with Scrapper could provide vs a team with another Scrapper.

    [NUKE]

  • Shadowcat.2680Shadowcat.2680 Member ✭✭✭

    "Preparation" as the name of a skill category just makes me think of Preparation H.

  • LadyKitty.6120LadyKitty.6120 Member ✭✭✭

    @Ithilwen.1529 said:
    Yet another huge nerf to Mesmer in removing the Chronomancer as one of the clones.

    Portal for thieves? There is no longer a SINGLE THING that makes the Mesmer class unique... every single unique skill and ability has been removed.

    Except that scourges already have had Sand Swell-portal since PoF, though it had much more limited range, it wasn't as visible and it was also limited to valid paths. Portal for thieves is actually a rather good thing when it comes to raiding as thief will become a viable alternative to chrono for portaling in escort (and possibly other bosses where it could be useful). And though there will now be 3 classes with portal-ability, mesmer still has lots of hardly replaceable utilities that other classes would need to be special-built for, like Feedback (FB's Courage-tome has too long CD in comparison), quickness+alacrity output in same class, some of the best tanking abilities (as convenient combo of channeled evasions and blocks which require some niche builds to be even remotely achieveable by other classes), massive amounts of CC, accurate pulls with largest radius, boonstrip, aegis-share, boon extension, stealths...and there's more. Only herald and firebrand get even half of these things while mesmer/chrono gets most of them in one build if needed.
    And ofc mirage doesn't get any major damage nerfs and thus continues its supreme dps sovereignty at 4-5 raid bosses and since everyone still wants chronos as the supports (very few accept firebrigade even now), it's not uncommon to see 6/10 of the squad being mesmers at those bosses.

    So please tell how mesmer has been nerfed a lot and how it now can be replaced by other classes since it doesn't have unique skills and abilities.

    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 .

  • Solori.6025Solori.6025 Member ✭✭✭✭

    @LadyKitty.6120 said:

    @Ithilwen.1529 said:
    Yet another huge nerf to Mesmer in removing the Chronomancer as one of the clones.

    Portal for thieves? There is no longer a SINGLE THING that makes the Mesmer class unique... every single unique skill and ability has been removed.

    Except that scourges already have had Sand Swell-portal since PoF, though it had much more limited range, it wasn't as visible and it was also limited to valid paths. Portal for thieves is actually a rather good thing when it comes to raiding as thief will become a viable alternative to chrono for portaling in escort (and possibly other bosses where it could be useful). And though there will now be 3 classes with portal-ability, mesmer still has lots of hardly replaceable utilities that other classes would need to be special-built for, like Feedback (FB's Courage-tome has too long CD in comparison), quickness+alacrity output in same class, some of the best tanking abilities (as convenient combo of channeled evasions and blocks which require some niche builds to be even remotely achieveable by other classes), massive amounts of CC, accurate pulls with largest radius, boonstrip, aegis-share, boon extension, stealths...and there's more. Only herald and firebrand get even half of these things while mesmer/chrono gets most of them in one build if needed.
    And ofc mirage doesn't get any major damage nerfs and thus continues its supreme dps sovereignty at 4-5 raid bosses and since everyone still wants chronos as the supports (very few accept firebrigade even now), it's not uncommon to see 6/10 of the squad being mesmers at those bosses.

    So please tell how mesmer has been nerfed a lot and how it now can be replaced by other classes since it doesn't have unique skills and abilities.

    LMAO

    I never thought I would see the day where someone actually hates mesmer because it pve's too good
    HAHAHAHAHA

    Tingle my stingleberry

  • LucianTheAngelic.7054LucianTheAngelic.7054 Member ✭✭✭✭

    @Dadnir.5038 said:

    @LucianTheAngelic.7054 said:

    @Dadnir.5038 said:
    While I'm fine with most professions change, I think that this thief's shadow art rework is the worst thing that could happen to thief. It's litteraly promoting the toxic gameplay that generate complaints about thiefs over and over. It's beyond dumb to push stealth attack power even further when their level of power is already an issue in itself. This change is bound to create issues.

    None of the meta thief builds use the Shadow Arts traitline so they’d be forced to drop a traitline to take SA, meaning they’d be forced to lose out on damage or utility

    Meta is bound to change every patch, more toxicity in a reworked traitline is bound to drop toxicity in the game.

    You completely 100% missed my point. The rework to shadow arts doesn’t “push stealth attack power even further,” as you stated in the first paragraph, since the buffs were mostly utility buffs. Additionally, as already stated, no one is going to drop non-shadow arts traitlines (I.e. deadly arts, trickery, etc.) for Shadow Arts since it’s generally worse at providing damage or utility for thief. Therefore “stealth attack power” hasn’t received any buffs at all through this update since Shadow Arts would have to replace a currently existing traitline which provide more damage/utility than Shadow Arts. Your fears are completely unfounded based on the information available.

  • LadyKitty.6120LadyKitty.6120 Member ✭✭✭

    @Solori.6025 said:

    @LadyKitty.6120 said:

    @Ithilwen.1529 said:
    Yet another huge nerf to Mesmer in removing the Chronomancer as one of the clones.

    Portal for thieves? There is no longer a SINGLE THING that makes the Mesmer class unique... every single unique skill and ability has been removed.

    Except that scourges already have had Sand Swell-portal since PoF, though it had much more limited range, it wasn't as visible and it was also limited to valid paths. Portal for thieves is actually a rather good thing when it comes to raiding as thief will become a viable alternative to chrono for portaling in escort (and possibly other bosses where it could be useful). And though there will now be 3 classes with portal-ability, mesmer still has lots of hardly replaceable utilities that other classes would need to be special-built for, like Feedback (FB's Courage-tome has too long CD in comparison), quickness+alacrity output in same class, some of the best tanking abilities (as convenient combo of channeled evasions and blocks which require some niche builds to be even remotely achieveable by other classes), massive amounts of CC, accurate pulls with largest radius, boonstrip, aegis-share, boon extension, stealths...and there's more. Only herald and firebrand get even half of these things while mesmer/chrono gets most of them in one build if needed.
    And ofc mirage doesn't get any major damage nerfs and thus continues its supreme dps sovereignty at 4-5 raid bosses and since everyone still wants chronos as the supports (very few accept firebrigade even now), it's not uncommon to see 6/10 of the squad being mesmers at those bosses.

    So please tell how mesmer has been nerfed a lot and how it now can be replaced by other classes since it doesn't have unique skills and abilities.

    LMAO

    I never thought I would see the day where someone actually hates mesmer because it pve's too good
    HAHAHAHAHA

    Well, Kitty's actually played mesmer twice more than any other class, she started gw2 as mesmer and mesmers are still kinda her "mains".
    But having to always play mesmer instead of dozens of other possible options due to it having some advantage can get kinda frustrating for an altoholist, especially if Kitty can do the same thing on her alternative builds equally well or better but people insist on mesmer "because only chrono/mirage can do it!". For similar reason Kitty's also refusing to play druid atm (except staff-only wannabe-nooby version for "Can it boon?"-challenge), and probably healscourge soon at this rate.
    It's most annoying thing ever when you join as healer and offer to tank while at it (if you know tanking so well that you almost never eat a mech) and then commander insists on chronotank and said tank gets ported twice in VG's first phase on every try. It has happened way too many times lately in LFG-squads.

    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 .

  • DiogoSilva.7089DiogoSilva.7089 Member ✭✭✭
    edited July 13, 2019

    Unyielding (Call to) Anguish is overcosted. If its purpose is to work as a "setup" skill, shouldn't it be closer to something like 20 energy instead of 35? I don't see how depleting most of your bar for an AoE pull is worth it. Unless you're doing it right before swapping legends.

  • ShroomOneUp.6913ShroomOneUp.6913 Member ✭✭
    edited July 13, 2019

    @SehferViega.8725 said:

    @Irenio CalmonHuang.2048 said:

    Necromancer

    • Soul Eater: This trait no longer heals while shroud life force replaces health.

    So basically it heals no more in competitive modes: Axe is not a melee weapon and Greatsword is really easy to kite and interrupt. At least restore the previous 200 healing at second wielding a greatsword. This is only a nerf.

    Thief

    • The following skills have been removed: Needle Trap, Tripwire, Shadow Trap, Ambush.
    • Traps (Skill Category): This category has been replaced by a new skill category: Preparations.

      • Preparations will function in a similar fashion to trap abilities, but they will not fire unless the thief chooses to trigger them. Each preparation will have a radius of 240 and will produce a variety of results, including the introduction of a portal-type utility that can ferry allies to a location.
    • Prepare Pitfall: This new skill will mark your current area with controlling magic, readying the location to crush enemies when released.

    • Pitfall: This new skill will unleash your pitfall on an area, knocking down foes and delivering constant damage over time.
    • Prepare Thousand Needles: This new skill will mark your current area with inhibiting magic, readying the location to poison enemies.
    • Thousand Needles: This new skill will unleash a hail of needles that immobilizes enemies on impact and repeatedly strikes foes over a short period of time.
    • Prepare Seal Area: This new skill will mark your current area with stifling magic, readying the location to seal enemies in.
    • Seal Area: This new skill will seal your marked area, blocking projectiles and preventing enemies from entering or leaving.
    • Prepare Shadow Portal: This new skill will mark your current location with shadow magic.
    • Shadow Portal: This new skill will unleash the shadow magic at your prepared location, creating a one-way portal that you and your allies can take. Allies traveling through the portal will be granted stealth, and foes around the portal's exit will be weakened. This skill is split between game modes, allowing 5 allies through in PvE and WvW, while only allowing one ally through in PvP.

    1) I don't get the sense of the new "fake traps" or as you call them "Preparations skills": you continue talk about magic (controlling magic, inhibiting magic, stifling magic, shadow magic).. thief is an adventurer profession, not a mage. Thief have to use trap, not magic!

    • Deadly Arts: This line has had some traits reworked due to the removal of Traps as a skill category. Preparations will not be receiving a trait at this time and will instead be balanced as though they are traited already.
      • Adept
        • Dagger Training: This trait no longer inflicts poison on dagger attacks.
        • Trapper's Respite: This trait has been reworked and renamed Deadly Ambition.
        • Deadly Ambition: Inflict 2 stacks of poison for 3 seconds when striking a foe, with an internal cooldown of 3 seconds in PvE, 5 seconds in PvP. Gain +120 condition damage when this trait is equipped.
      • Master
        • Deadly Trapper: This trait has been reworked and renamed Even the Odds.
        • Even the Odds: Inflict 5 stacks of vulnerability for 10 seconds on targets you steal from. Gain 5 stacks of might for 10 seconds when you hit an enemy with a stealth attack.

    2) Dagger training+Deadly Ambition is a huge nerf for condi daredevil builds.. I can't understand the sense of the new Deadly Ambition trait: 3 stack of poison (thanks to Potent Poison) every 3 or 5 second? And how we can use it to kill something? With the actual Dagger training I can stack in 3 seconds 6-10 stack of poison.. with the new Deadly Ambition only 3!!

    "The ambition" to kill someone will always remain only an ambition! :'( That's the reason of the trait name

    I have NO idea how are you able to use two adapt traits at the same time, since this is how you phrase the second point. And frankly i had to seek for help to improve my poison condi build by looking at other builds from all modes and as far as i can tell, poison is not the only and main condition daredevils use(unfortunately). its actually a combo of bleed and poison and never have i seen them having traps from the get go. they use venoms and daredevil defense utility skills, if they suggest a trap then only if certain conditions are met. And the same goes for trappers respite. not used at all. most condi builds use uncatchable/lesser calltrops on dodge.

    I tried to employ traps, but the issue i face is that the thief has a weird placement of them, since they are horizontal bars a thief has to either turn 90° to hit a mob or stand right in the middle of a mob group which costs way to much health and can end up quickly in death. As far as i can tell the new preparations are ranged skills, WHICH WAS a mechanic traps once used to have with a trait if I am not mistaken. And it also sounds as if the preparations are also not a bar any longer but a circle area which is a positive in my book.
    but i agree with the dagger training nerf, wholly unnecessary

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    @LucianTheAngelic.7054 said:

    @Dadnir.5038 said:

    @LucianTheAngelic.7054 said:

    @Dadnir.5038 said:
    While I'm fine with most professions change, I think that this thief's shadow art rework is the worst thing that could happen to thief. It's litteraly promoting the toxic gameplay that generate complaints about thiefs over and over. It's beyond dumb to push stealth attack power even further when their level of power is already an issue in itself. This change is bound to create issues.

    None of the meta thief builds use the Shadow Arts traitline so they’d be forced to drop a traitline to take SA, meaning they’d be forced to lose out on damage or utility

    Meta is bound to change every patch, more toxicity in a reworked traitline is bound to drop toxicity in the game.

    You completely 100% missed my point. The rework to shadow arts doesn’t “push stealth attack power even further,” as you stated in the first paragraph, since the buffs were mostly utility buffs. Additionally, as already stated, no one is going to drop non-shadow arts traitlines (I.e. deadly arts, trickery, etc.) for Shadow Arts since it’s generally worse at providing damage or utility for thief. Therefore “stealth attack power” hasn’t received any buffs at all through this update since Shadow Arts would have to replace a currently existing traitline which provide more damage/utility than Shadow Arts. Your fears are completely unfounded based on the information available.

    Well let's just say that you're so biased by the meta thingy that you don't see what I see in this "rework". This definitely promote a toxic gameplay that drive most of the complaints about thiefs. And, one additionnal thing, "more power" don't always mean "more raw damage" which is probably what you didn't understand in my post and why you are arguing with me.

    With or without crippling ICD on most traits change they showcased for the thiefs, these will promote and make easier short burst of damage by exploiting heavily stealth attack. And whether you believe it or not this is this kind of gameplay that make thief unfun to fight against and thus toxic enough to generate plea for nerfs.

  • The Ace.9105The Ace.9105 Member ✭✭✭

    @Karl McLain.5604 said:

    @Zexanima.7851 said:

    @Karl McLain.5604 said:
    Being that the notes have gone out early and the theorycraft is in full swing, I want to add one additional note on Preparations.
    This ability type still carries similar functionality to other abilities that have arm-times. For preparations, the arm time is set at 3 seconds, with the activation being instant for non-damaging ones and 1/4 second for the damaging ones.
    These abilities have a few unique aspects to them. We're looking forward to seeing the builds and gameplay that you come up with!

    -Karl

    Just to make sure I understand; Would it take me 3 seconds to place the preparation (as in, be rooted in place) and it's ready to be activated after that or do I place it instantly but can move away and I just can't activate it until 3 seconds have passed?

    It's a fairly quick 1/2 second cast. I'll look to edit the post and incorporate this info.

    Have you considered looking at renegade short bow functioning and the skills 2 and 3 not hitting players? Also having a bit faster cast time on f3 citadel bombardment would improve the skill a lot in pvp, now you can rarely use it cause of too long cast and high energy requirement. Also, adding unblockable to bow 5 would be pretty nice to have. I am playing short bow renegade on plat 2 and 3 mostly on EU and got it to legend a few seasons ago.

  • SehferViega.8725SehferViega.8725 Member ✭✭✭

    @ShroomOneUp.6913 said:

    I have NO idea how are you able to use two adapt traits at the same time, since this is how you phrase the second point. And frankly i had to seek for help to improve my poison condi build by looking at other builds from all modes and as far as i can tell, poison is not the only and main condition daredevils use(unfortunately). its actually a combo of bleed and poison and never have i seen them having traps from the get go. they use venoms and daredevil defense utility skills, if they suggest a trap then only if certain conditions are met. And the same goes for trappers respite. not used at all. most condi builds use uncatchable/lesser calltrops on dodge.

    I tried to employ traps, but the issue i face is that the thief has a weird placement of them, since they are horizontal bars a thief has to either turn 90° to hit a mob or stand right in the middle of a mob group which costs way to much health and can end up quickly in death. As far as i can tell the new preparations are ranged skills, WHICH WAS a mechanic traps once used to have with a trait if I am not mistaken. And it also sounds as if the preparations are also not a bar any longer but a circle area which is a positive in my book.
    but i agree with the dagger training nerf, wholly unnecessary

    No, you have not understand what I have written (may be my fault):
    1) about "Dagger training+Deadly Ambition" I mean those two changes, not to use both at the same time cause of course that is impossible: they are both Major Adept traits. I only play thieves (and I only play PvP/WvW), usually power thieves, but I also have a condi one: in my build poison is the main condition I use and that thanks to the actual Dagger training + Potent Poison + Superior Rune of Thorns (I use dash dodge instead of Impaling Lotus and I don't use venoms). Of course with poison I can stack Confusion, Bleeding and Torment.

    2) Traps are useless now, no way. But I prefer a rework of them istead of new skills based on "magic".. this is only a "conceptual thing": If you play a Warrior you expect to fight with weapons in brawl, not to cast spells with a scepter, right? Same for thief.. that is an adventurer profession.
    So they could rework traps and make them usefull, instead of invent a new set of utilities based on magic

  • SehferViega.8725SehferViega.8725 Member ✭✭✭
    edited July 13, 2019

    @Karl McLain.5604 said:
    Being that the notes have gone out early and the theorycraft is in full swing, I want to add one additional note on Preparations.
    This ability type still carries similar functionality to other abilities that have arm-times. For preparations, the cast time is 1/2 second and the arm time is set at 3 seconds, with the activation being instant for non-damaging ones and 1/4 second for the damaging ones.
    These abilities have a few unique aspects to them. We're looking forward to seeing the builds and gameplay that you come up with!

    I can't get the point.. they work as traps? So I "place them" at my location? Or Pitfall and Thousand Needles fire at target location after 3 sec arm time? And in this case, how can someone dodge/avoid them? (with 1/4 second casting time will be impossible).

    Talking about casting time:

    Dagger Storm: Reduced the casting time by 30%.

    Do you mean Dagger Storm Duration?
    Why talking about casting time? We still have 4¼s evade and 4s of Duration? Or we'll have 2,8 sec of spinning? Or we simply activate Dagger Storm faster (but right now it's nearly instant)?

  • TwilightSoul.9048TwilightSoul.9048 Member ✭✭✭

    I like the Ele and Engi changes, feels like we're moving somewhere here, other classes seem fine to me except for the Revenant changes...
    Mallyx has already been not very impressive and now both Unyielding Anguish and Embrace the Darkness get nerfed? Unyielding Anguish is now basically useless, it just gathers enemies together with a higher CD and higher Energy cost while adding basically no condi pressure at all and Embrace the Darkness might do more total torment stacks in a shorter duration but since Mallyx was run primarily in hybrid Builds I feel lossing 15% stats pretty much negates all damage gained by a few extra stacks of torment...
    Please consider keeping Unyielding Anguish as it has been - the proposed chance seems like a pretty big nerf to me which I don't see any reason for.

    As the old worlds fall behind
    Our spirit reaches wide
    With no fear breathing new life
    Awaken from the dark dark slumber

    Wintersun - Awaken from the dark slumber (Spring) - Part II The Awakening

  • phokus.8934phokus.8934 Member ✭✭✭✭

    @Caedmon.6798 said:

    @phokus.8934 said:

    @Caedmon.6798 said:
    The rampage nerf on toughness doesnt make sense in the slightests bit. Warris dont use it for the armor gain,they dont use it as a defensive tool. They use it as a hard cc lock whereafter ul get hit with 10k auto's. Ramp needs a nerf in damage,not on toughness. It wont change a kitten thing. When a warri pops rampage the other guy is most likely taking distance or just applying imob/condi's ( If he has any ). Where a power guy would simply stay out of range untill ramp is done. Completely meaningless change.

    Also 50% added damage on Headbutt if stabi gets removed ? Do you even play this game Anet ? Im already able to do 10 - 12k with headbutt with hardly any might and not yet even being in berserk mode. Thats gonna be minimum 15k now wherafter you still can land your 3x 20k gs burst.. Just lmao anet. LMAO.

    Balancing was always a joke in this game though,but kitten some changes made me think youre just completely disconnected with how things work in this game.

    I’m pretty certain it was a typo as Rampage hasn’t provided toughness in years. We will most likely see their massive health gain decrease when in Rampage form.

    Ramp actually does increase your armor by around 900.

    Unless I’m blind at my age but when I go into Rampage I don’t see any stat increase?

  • The Ace.9105The Ace.9105 Member ✭✭✭
    edited July 13, 2019

    @phokus.8934 said:

    @Caedmon.6798 said:

    @phokus.8934 said:

    @Caedmon.6798 said:
    The rampage nerf on toughness doesnt make sense in the slightests bit. Warris dont use it for the armor gain,they dont use it as a defensive tool. They use it as a hard cc lock whereafter ul get hit with 10k auto's. Ramp needs a nerf in damage,not on toughness. It wont change a kitten thing. When a warri pops rampage the other guy is most likely taking distance or just applying imob/condi's ( If he has any ). Where a power guy would simply stay out of range untill ramp is done. Completely meaningless change.

    Also 50% added damage on Headbutt if stabi gets removed ? Do you even play this game Anet ? Im already able to do 10 - 12k with headbutt with hardly any might and not yet even being in berserk mode. Thats gonna be minimum 15k now wherafter you still can land your 3x 20k gs burst.. Just lmao anet. LMAO.

    Balancing was always a joke in this game though,but kitten some changes made me think youre just completely disconnected with how things work in this game.

    I’m pretty certain it was a typo as Rampage hasn’t provided toughness in years. We will most likely see their massive health gain decrease when in Rampage form.

    Ramp actually does increase your armor by around 900.

    Unless I’m blind at my age but when I go into Rampage I don’t see any stat increase?

    It doesn't. It used to. They reworked it way back.

    September 09, 2014
    This transform no longer increases power levels exponentially. The damage of skills in this transform has been adjusted to compensate.
    This transformation now gives 25% damage reduction.
    This transformation now reduces the duration of immobilized, crippled, and chilled by 33%.

  • DoomNexus.5324DoomNexus.5324 Member ✭✭✭
    edited July 13, 2019

    From a sPvP point of view (I couldn't care less for PvE or WvW balance tbh):

    Burn and Fire buffs to ele were absolutely unnecessary, now we will only see sidenoding Fireweavers in every (other) match.
    DH and Reaper changes were also pretty much unnecessary, Reaper needs a slight damage output redcution on shroud4 spin to win but other than that.. DH.. I don't really know what DH needs, it is already pretty good, it just completely gets overshadowed by Firebrand.

    None of the broken stuff from Mirage got adressed (mainly CI perma daze/immob spam). Holo didn't get adressed at all (like.. Overheat was imo already punishing enough and since noone actually overheats.. could as well not be there at all - the tradeoff for Holo is basically non-existing). Firebrand+Scourge didn't get any nerfs at all too.
    Rampage nerf was too little. I'd like to see a damage reduction on autoattack and CC-duration tune down.

    I like the changes to soulbeast and Revs, although I think Rev got a tad too much of a tune down, hope Herald won't be a +1 class only anymore. Like.. might uptime got a massive nerf and on top of that also 2 of the main burst components (Shackling Wave and Impossible Odds). Let's see how this works out.
    The scrapper changes are pretty ok overall, I just hope the function gyro change won't be too op.

    Thief changes were.. idk I'll take it, won't complain unless they are as garbage as traps. Guess thief mains can consider no additional nerfs a positive (other than dagger storm - which is.. okay.. it's not as necessary or important to thief gameplay as those think who constantly cry for "nErF dAt GoDmOdE sKiLl" on forums). But I'd rather like to see some buffs to d/p daredevil again since it's pretty much the most enjoyable thief build/spec combo for thief but unfortunately garbage since lead attack nerf and swipe change/nerf (can we pls get its ranged increased to 900? :< ) and some other nerf I have already forgotten.

    Overall while there are slight positives, I'm very underwhelmed by the balance patch tbh. But since I didn't have any expecations.. Anet just lowered the bar over the years to a point where I don't really care anymore, just wanted to share my 2ct too, since I'm still actively playing.

  • Xervite.5493Xervite.5493 Member ✭✭✭

    @Lazze.9870 said:

    @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.

    Weakness is outright busted man, too bad druid got hit I was never against druid. And how does buffing symbol 'damage' effect a 'support' firebrand? the buff was for under performing guard spec DH or the power core spec.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited July 13, 2019

    @DoomNexus.5324 said:
    From a sPvP point of view (I couldn't care less for PvE or WvW balance tbh):

    Burn and Fire buffs to ele were absolutely unnecessary, now we will only see sidenoding Fireweavers in every (other) match.
    DH and Reaper changes were also pretty much unnecessary, Reaper needs a slight damage output redcution on shroud4 spin to win but other than that.. DH.. I don't really know what DH needs, it is already pretty good, it just completely gets overshadowed by Firebrand.

    None of the broken stuff from Mirage got adressed (mainly CI perma daze/immob spam). Holo didn't get adressed at all (like.. Overheat was imo already punishing enough and since noone actually overheats.. could as well not be there at all - the tradeoff for Holo is basically non-existing). Firebrand+Scourge didn't get any nerfs at all too.
    Rampage nerf was too little. I'd like to see a damage reduction on autoattack and CC-duration tune down.

    I like the changes to soulbeast and Revs, although I think Rev got a tad too much of a tune down, hope Herald won't be a +1 class only anymore. Like.. might uptime got a massive nerf and on top of that also 2 of the main burst components (Shackling Wave and Impossible Odds). Let's see how this works out.
    The scrapper changes are pretty ok overall, I just hope the function gyro change won't be too op.

    Thief changes were.. idk I'll take it, won't complain unless they are as garbage as traps. Guess thief mains can consider no additional nerfs a positive (other than dagger storm - which is.. okay.. it's not as necessary or important to thief gameplay as those think who constantly cry for "nErF dAt GoDmOdE sKiLl" on forums). But I'd rather like to see some buffs to d/p daredevil again since it's pretty much the most enjoyable thief build/spec combo for thief but unfortunately garbage since lead attack nerf and swipe change/nerf (can we pls get its ranged increased to 900? :< ) and some other nerf I have already forgotten.

    Overall while there are slight positives, I'm very underwhelmed by the balance patch tbh. But since I didn't have any expecations.. Anet just lowered the bar over the years to a point where I don't really care anymore, just wanted to share my 2ct too, since I'm still actively playing.

    Yea be so kitten to see ele as a side noder lmao the class has been the least used class in general in comparison to most classes for yrs and now people start seeing them around and its oh no there OP lmao be nice to see more classes than the same meta handful over and over.

  • mtnjkbm.7452mtnjkbm.7452 Member ✭✭
    edited July 13, 2019

    @Kylden Ar.3724 said:

    Literally, the lessons to learn from all their balance patches over the last 6 years of playing is DO NOT PLAY META, as the people that whine on the forums will get your class killed so you have to respec. Play off meta kitten, and at least it will be unchanged kitten.

    nope...

    they killed d/p condi thief which was a pretty much off meta build, but i guess the last resort for d/p fans...

    hmm.. maybe mixing up random traits and skills will do the trick. heal/condi D/D-P/P Deadeye or something XD

  • Oogabooga.3812Oogabooga.3812 Member ✭✭✭

    My perspective is PvE and WvW (usually roaming and small groups), but I think of the changes in terms of WvW more than PvE.

    Ele: Yay Fresh Air Weaver is coming back. Also might see more 1-shot builds.

    Scrapper Engi: Impact Savant reducing vitality? Since that is a minor trait, is that a scrapper-permanent decrease or only when you have a barrier up? Anybody know the numbers trade off of healing power needed to offset the health loss?

    Guard: SWING YO BIG THANG ROUND AND ROUND!

    Chrono Mes: Smash buttons ≠ win? Might be a good thing.

    Necro: Still not going to play core necro even with the good changes. Sad to see just a Soul Eater nerf with nothing to balance it out. Also, does anybody ever use the Death trait line anymore?

    Ranger: And I thought the real problem was boonbeast. Well, that's all we're going to see now for the next couple of months!

    Rev: will we see condi rev make a comeback? Still no love for Renegade; reboot and restart?

    Thief: Stealth Wars Episode II: The Return of the Spawn Gank Now With Full Party Skywalkers! Also, RIP dagger condi thieves.

    Berserker Warrior: It tastes like....BURNING!

  • Crypto.7609Crypto.7609 Member ✭✭
    edited July 13, 2019

    https://en-forum.guildwars2.com/discussion/81888/best-way-to-balance-specializations-and-core-professions-is#latest

    Just read this idea guys, you'll find balancing your game much easier if you'll implement this.

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

    @Fir.7932 said:
    Firebrand is like the strongest support class in the game right now. The only thing that could at least compete with it was Chrono, so what does Anet balance team do? Yeah rework Chrono again and gutt him even more. Great work everyone. And nerfing Holosmith which was already barely holding any space in DPS meta? Yeah another amazing move. Let's just sit and wait while our meta will slowly change to raid squads and Fractal groups made of Guard healers, Guard supports and Guard DPS =) Oh and one Alacrity rev, for Alacrity you know.

    It seems to me, that you are just trying to delete Chronomancers from the game. Let's just think about how Chrono can benefit the group. He can give quickness BUT Firebrand does it better, He can give aegis (which is going to be pain in the kitten after this balance), but Firebrand does it way better, He could give alot of other boons like stability, but not anymore, while Firebrand still can and he can do it while healing or putting out way higher dmg. Well at least chrono still has Alacrity, but revenant can still do it better. Well, mesmers have still portal, how unique is that? Oh wait.... But hey. You gave healing on the Wells, that was briliant move, such a live saver having a healing at the end of those small tiny circles. =)

    They're known to look at how much peoples use certain skills and classes and since PVE-endgame (Read: raids) have a huge emphasis on their PVE-related balance decisions, you might be able to see why they're still nerfing chrono. (btw, the reason is same as why they also keep striking the druid further and further)
    Did you guess? drum roll badumtshhh Because everyone STILL requires tank chrono and off-chrono for quickness and alacrity and druid as main healer (and either 2nd druid or heal-scourge as 2nd healer). Kitty raids a LOT, all with pugs, and she still sees double-chrono in at least 95% of squads and at least one druid in about 97-98% of squads. She's quite often offered her heal or condi quickbrand but nope. "Only chrono can tank!"
    As long as raiders don't start thinking and stick to super-old meta, you can expect chrono and druid get nerfed even further. They've already both been toned down reasonably enough one or two balance patches ago but people.
    By the way, the heals on wells+Illusionary Inspiration (with scepter interaction) actually makes chrono a decent 2nd healer that can cover the possible gaps in quick+alacrity left by the actual boon support-chronos. Though it doesn't provide much might so in that regard it's as reliant on well-mightbotting primary healer as the usual heal-scourge (which Kitty will criticize later in this post).

    @OhBarros.2514 said:
    From a PvE player i want to know if you even play Reaper in Fractals CM or even Raids? As a necro main was always a struggle to play necro in raids/fractals. And when i was happy cause i can heal myself and sustain a little more, after a few ''dps'' buffs i was able to play Reaper on fractals cause on Raids it's still bad. But i was happy.

    I even ask myself who ppl gonna play WvW and PvP with Reapers cause since Scourge release Reaper is just bad. The only way you could play Reaper and be good it's on openworld and doing story. I just want to play with my necro on raids or fractals, it's too much ? The only time i was able to play necro you nerfed epidemic. Too broken tbh. It's Ok.
    Fractals and Raid: - Reaper Ehm. No scholar, need to stay until full health then shroud, bad dps compare to other classes.
    - Condi Scourge? Not good but can epi and share some barrier. Good for Desmina. So we can kill golem. That's all.
    - Healing Scourge? We can share barrier but that's all. Lots of Barrier. Not saying it's bad, cause it's a good second healer.
    Just my opinion. I just want to play my main classe like i play with other ones it some end content like fractals and raids.

    Reaper still works well in fractals and raids. Slightly weaker potential dps than other options (10%-15% lower potential than competing builds) but as long as you don't play exclusively with top 2% players, reaper still gets the job done and if you learn reaper well (which isn't hard compared to many other builds), you'll still outdps majority of raiders by a good margin. To do equal dps, you only need to outskill most peoples by 15%.
    If someone thinks reaper is too weak, Kitty's earlier this week uploaded some videos where she's given a good dps race to some decent power DD as power GS reaper (without axe and with exotic armors+Flame Legion runes 'cause Kitty's undergeared alt account). Kitty wouldn't reaper in speedrun-level squads, but in 99% of other squads, she certainly would.
    Condi scourge also works decently, just needs to outskill peoples by 20%. Though even condi scourge can improve squad's survivability against heavy hits (like VG's greens) a lot with a tiny bit of extra effort of using Sand Flare+Sand Cascade.
    And when it comes to heal-scourge...the more popular buildcrafters have done a very bad favour to it. It's now a popular 2nd healer due to all the condi-cleanse, barriers and insane resses but when it comes to boons, it doesn't provide any...or does it? It does, a lot, if you add some harrier's into the mix instead of running pure magi's. Even better if you're good enough to use your chrono's minstrel set and tank stuff has booning heal scourge. It can provide full might, 60%+ fury and swiftness and full regen to the sub on top of all dem condicleanses, barriers and resses. In some cases Kitty's also outbooned some druids though she was the 2nd healer. Don't believe it? Watch the videos (channel link in signature for shameless but evidential advertising).

    Chrono change? I'm sick after reading that change. First Chaos Chrono, 11 boons? Ok i agree, fair nerf. Signet after that. Signet again. Now? Less Aegis, less sustain, less party plays. Let's me thing about new F4 CS. Supp chrono already bad at dpsing and giving boons (Firebrand Renegade ftw and big dps).
    Now even in fractals you gonna share boons properly cause you can't use CS before grab MistLock. Cause you can't grab while in combat and even if you can do it, you need clones.
    Let us see whats missing from Chronomancer so we can change the class a bit every patch. Till Chrono full rework .
    And pls make CS F5.

    Not being able to CS before MistLock just means that you need to get a proper boon duration instead of running almost pure dps build, which isn't that much of a dps loss due to extra concentration from fractal potions.

    Soulbeast - > I don't play PvP and WvW so i can't talk about it .
    I like that condi get a buff. I really like it. Good job !

    Kitty also likes being able to pewpew with even more vicious results. Though not quite twice as vicious.

    Thief -> I'm glad i can play condi thief again. Hope so.

    Enginner? Gonna wait and see that changes cause Holo isn't meta even Fractals or Raids, i was praying for a little buff and this happens. Kinda sad

    What isn't meta will never die...oops, Kitty meant that even if something isn't the META, it doesn't mean that the build is totally unplayable. It just means it's not a build for speedrunning but it can usually do totally fine in most squads.

    Elementalist? Make Staff meta again. Or playable.

    Guardian too strong. In so many ways, DPS, Healer, Quickbrand.
    We can even go fractals with 2 DH, Quickbrand, Firebrand healer, and one renegade to some alacrity.
    I still like guardian, but kinda sad every class gets erase by him.

    Actually, you can even go fractals with 3 DH, a condi quickbrand and heal-renegade.

    @Kylden Ar.3724 said:

    Literally, the lessons to learn from all their balance patches over the last 6 years of playing is DO NOT PLAY META, as the people that whine on the forums will get your class killed so you have to respec. Play off meta kitten, and at least it will be unchanged kitten.

    Kitty learned that within a few balance patches after she started raiding 2 years ago. And here's one of the reasons why Kitty's tried to popularize the off-meta builds: As long as 90% of raiders play meta and nothing else, metabuilds will be nerfed until people start playing other builds, too.
    This game has perhaps the most versatile build system in any current MMORPG with dozens of working heal build variations and hundreds of dps-builds (differentiated by stat set, weapon combos and important traits) that'd bench above 25k dps and as of now, raiders mainly play 4-5 support builds and 15-20 dps builds. Since we have such a system available, Kitty doesn't wonder at all if Anet wants people to utilize it. "You can play how you like" or "Create your own playstyle" sounds like a nice advertising line and it's quite possible (though still requires using suitable gears and isn't the case for top 2% speedrunners but totally possible for other 98%).

    Though off-meta builds rarely getting touched has also a negative aspect. 1,5 years since Kitty started asking for such and still no 10-target Experimental Turrets or 10-target Empowering Might q.q

    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 .

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited July 13, 2019

    @Xervite.5493 said:

    @Lazze.9870 said:

    @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.

    Weakness is outright busted man, too bad druid got hit I was never against druid. And how does buffing symbol 'damage' effect a 'support' firebrand? the buff was for under performing guard spec DH or the power core spec.

    My point was never how it affects firebrand, because it doesn't, but how you were happy about general guardian buffs while asking for more ranger nefs, when the fact is that ranger's support spec - which is completely out of the competetive meta - recieved yet another nerf while guardian's support spec remains bloated (and even indirectly buffed by the unblockable nerfs). It just sounds extremely biased when you add it all up.

    Weakness is strong, but ranger's weakness uptime has already been nerfed before. Both Protective Ward with an increased ICD (doubled in PvP) and Winter's Bite by lowering the duration. Boonbeast, or variations of it, being the only build running both of them, have had other nerfs too. You'd effectively want to nerf both of the two most prominent ranger builds in the same patch while other meta builds remain strong. That's hardly fair.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited July 13, 2019

    so...
    war rampage is still op
    scrapper is dead class again with no heals over time
    rang memebeast pretty much untouched
    reaper nerfed lol
    mirage buffs
    de oneshot untouched

    ok anet. only reason to login is to see if my tp item sold.

    Te lazla otstra.

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited July 13, 2019

    @Stand The Wall.6987 said:
    rang memebeast pretty much untouched

    In what world is nerfing Sic' Em, removing the most used unblockable (Uinstopable Union) and nerfing another (Call of the Wild) "untouched"? At worst they are at least adressing them.

    Unless you're still on about wvw boonbeast. Perhaps ask for proper WvW splits, then.

  • @SehferViega.8725 said:

    @ShroomOneUp.6913 said:

    I have NO idea how are you able to use two adapt traits at the same time, since this is how you phrase the second point. And frankly i had to seek for help to improve my poison condi build by looking at other builds from all modes and as far as i can tell, poison is not the only and main condition daredevils use(unfortunately). its actually a combo of bleed and poison and never have i seen them having traps from the get go. they use venoms and daredevil defense utility skills, if they suggest a trap then only if certain conditions are met. And the same goes for trappers respite. not used at all. most condi builds use uncatchable/lesser calltrops on dodge.

    I tried to employ traps, but the issue i face is that the thief has a weird placement of them, since they are horizontal bars a thief has to either turn 90° to hit a mob or stand right in the middle of a mob group which costs way to much health and can end up quickly in death. As far as i can tell the new preparations are ranged skills, WHICH WAS a mechanic traps once used to have with a trait if I am not mistaken. And it also sounds as if the preparations are also not a bar any longer but a circle area which is a positive in my book.
    but i agree with the dagger training nerf, wholly unnecessary

    No, you have not understand what I have written (may be my fault):
    1) about "Dagger training+Deadly Ambition" I mean those two changes, not to use both at the same time cause of course that is impossible: they are both Major Adept traits. I only play thieves (and I only play PvP/WvW), usually power thieves, but I also have a condi one: in my build poison is the main condition I use and that thanks to the actual Dagger training + Potent Poison + Superior Rune of Thorns (I use dash dodge instead of Impaling Lotus and I don't use venoms). Of course with poison I can stack Confusion, Bleeding and Torment.

    2) Traps are useless now, no way. But I prefer a rework of them istead of new skills based on "magic".. this is only a "conceptual thing": If you play a Warrior you expect to fight with weapons in brawl, not to cast spells with a scepter, right? Same for thief.. that is an adventurer profession.
    So they could rework traps and make them usefull, instead of invent a new set of utilities based on magic

    1) ah i see. IN fact i actually try to make a poison thief as well for open world (because why both with the FB/ scourge meta in WvW and what ever is up in dead PvP lol) and use the same combo as you do XD. (but what is impaling lotus? you mean impairing daggers or the trait for dodges?) the only issue i can not to find any solution for is survivability , since i have so little health and not enough heal uuuugh.

    2) I am not so sure about it as the ability to "teleport" with steal and the shadow stuff is lowkey magic, not arcane magic sure, but it was like this a bit already in gw1. And at first glance i understood it as disrupting magic. its just bad wording as at one point traps could be thrown as trap packs by RANGERS in the past (thats what i got wrong last post, remember it from my condi ranger, that pissed me off since it wasn't even meta they just removed the thing for no good reason) and they now bring it lowkey to the thief, but yes the wording needs to be changed to the trap kits from rangers past.

  • Reaper still works well in fractals and raids. Slightly weaker potential dps than other options (10%-15% lower potential than competing builds) but as long as you don't play exclusively with top 2% players, reaper still gets the job done and if you learn reaper well (which isn't hard compared to many other builds), you'll still outdps majority of raiders by a good margin. To do equal dps, you only need to outskill most peoples by 15%.
    If someone thinks reaper is too weak, Kitty's earlier this week uploaded some videos where she's given a good dps race to some decent power DD as power GS reaper (without axe and with exotic armors+Flame Legion runes 'cause Kitty's undergeared alt account). Kitty wouldn't reaper in speedrun-level squads, but in 99% of other squads, she certainly would.
    Condi scourge also works decently, just needs to outskill peoples by 20%. Though even condi scourge can improve squad's survivability against heavy hits (like VG's greens) a lot with a tiny bit of extra effort of using Sand Flare+Sand Cascade.
    And when it comes to heal-scourge...the more popular buildcrafters have done a very bad favour to it. It's now a popular 2nd healer due to all the condi-cleanse, barriers and insane resses but when it comes to boons, it doesn't provide any...or does it? It does, a lot, if you add some harrier's into the mix instead of running pure magi's. Even better if you're good enough to use your chrono's minstrel set and tank stuff has booning heal scourge. It can provide full might, 60%+ fury and swiftness and full regen to the sub on top of all dem condicleanses, barriers and resses. In some cases Kitty's also outbooned some druids though she was the 2nd healer. Don't believe it? Watch the videos (channel link in signature for shameless but evidential advertising).

    Staying top dps as Reaper dont mean Reaper it's good, means people are bad, cause Necro weak asf
    . I know who to play Reaper, but now you gonna lose scholar uptime again, that's my point. The dps is already bad, without scholar again while you go shroud, means big dps lose that's all.
    Better place agony infusions on my guardian cause i wanna do fractals properly

  • 2 years since path of fire we finally get a legit buff for thief. Now maybe do something about the watchtowers and sentry reveal in wvw and the class won't be complete trash

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    @Lazze.9870 said:

    @Stand The Wall.6987 said:
    rang memebeast pretty much untouched

    In what world is nerfing Sic' Em, removing the most used unblockable (Uinstopable Union) and nerfing another (Call of the Wild) "untouched"? At worst they are at least adressing them.

    Unless you're still on about wvw boonbeast. Perhaps ask for proper WvW splits, then.

    i'm not talking about balanced builds. do a youtube search.

    Te lazla otstra.

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited July 13, 2019

    @Stand The Wall.6987 said:
    i'm not talking about balanced builds. do a youtube search.

    Why should I be watching cute cat videos?

  • LucianTheAngelic.7054LucianTheAngelic.7054 Member ✭✭✭✭

    @Dadnir.5038 said:

    @LucianTheAngelic.7054 said:

    @Dadnir.5038 said:

    @LucianTheAngelic.7054 said:

    @Dadnir.5038 said:
    While I'm fine with most professions change, I think that this thief's shadow art rework is the worst thing that could happen to thief. It's litteraly promoting the toxic gameplay that generate complaints about thiefs over and over. It's beyond dumb to push stealth attack power even further when their level of power is already an issue in itself. This change is bound to create issues.

    None of the meta thief builds use the Shadow Arts traitline so they’d be forced to drop a traitline to take SA, meaning they’d be forced to lose out on damage or utility

    Meta is bound to change every patch, more toxicity in a reworked traitline is bound to drop toxicity in the game.

    You completely 100% missed my point. The rework to shadow arts doesn’t “push stealth attack power even further,” as you stated in the first paragraph, since the buffs were mostly utility buffs. Additionally, as already stated, no one is going to drop non-shadow arts traitlines (I.e. deadly arts, trickery, etc.) for Shadow Arts since it’s generally worse at providing damage or utility for thief. Therefore “stealth attack power” hasn’t received any buffs at all through this update since Shadow Arts would have to replace a currently existing traitline which provide more damage/utility than Shadow Arts. Your fears are completely unfounded based on the information available.

    Well let's just say that you're so biased by the meta thingy that you don't see what I see in this "rework". This definitely promote a toxic gameplay that drive most of the complaints about thiefs. And, one additionnal thing, "more power" don't always mean "more raw damage" which is probably what you didn't understand in my post and why you are arguing with me.

    With or without crippling ICD on most traits change they showcased for the thiefs, these will promote and make easier short burst of damage by exploiting heavily stealth attack. And whether you believe it or not this is this kind of gameplay that make thief unfun to fight against and thus toxic enough to generate plea for nerfs.

    What traitline are you going to give up for Shadow Arts? I’ll wait 💁🏻‍♂️

    If you’re using the terminology “more power” and you don’t mean “raw damage” then you should specify what you truly mean by saying “more utility” “more support” etc. Power can mean several things in this game and it’s not my fault if I can’t decipher what you’re trying to say precisely due to confusing usage of terminology.

  • hugo.4705hugo.4705 Member ✭✭✭✭
    edited July 14, 2019

    Thanks for that update, through well my bow dragonhunter will still be weak.
    For my weaver sword, well will see, will surely be ok and not better.
    Now about another profession i'm very interested in, engineer: I may now be interested to play scrapper due to:

    Adept
    ->Gyroscopic Acceleration: This new trait causes wells to give superspeed when they end and increases well radius. Additionally, it causes your function gyro skill to give superspeed in an area when cast.

    Master
    ->Object in Motion: This new trait increases outgoing damage by 5% if you have swiftness, superspeed, or stability. Each boon increases the bonus damage by 5%, up to a maximum of 15% if you have all three.

    Grandmaster
    ->Applied Force: In addition to its previous effects, this trait now also grants +200 power while you have quickness. It now grants quickness when at or above 10 stacks of might rather than only when above 10 stacks. Fixed various bugs that could cause inconsistent trigger behavior.

    To compensate the lack of power from my scrapper, I have sigils giving might and quickness, so I will have at least have +10% with master, also +200 power while quickness isn't negligible , the when or above 10 stacks is also perfect for me. So just going to say a huge thank you for scrapper, sincerely ~a rifle engie since 2013.
    Through the rifle is still weak, I found it viable if used with photon forge. Finally that overload nerf is the greatest absurdity I ever seen! LEAVE HOLOS ALONE, for once engie is okay don't destroy the class! ARE YOU sure, really SUre, SURE ABOUT OVERLOAD? HMMMM?!!!

    I also think that scrapper don't have a proper elite skill, sneak gyro is okay, but it's kinda more an utility. I mean just look at prime beam and supply crate, those are real elites.

    My necro will still be okay, and I'm impatient to play the reworked traitline on my deadeye just to see.
    And finally for my warrior: well they exist.

    So to conclude: My poor sword weaver asura and norn bow dragonhunter crying in the corner.
    Holosmith reconversion into scrapper needed
    My reaper: life is cool
    Warrior and rifle deadeye hooray still useless.
    Revenant shortbow: Ohh yeayyy

    I know you hated engie since the start but PLZ it's not overload but OVERHEAT. Thanks #LOVE4ENGIES
    Beware soon rifles will be like plasma guns in warhammer, exploding and killing yourself when using them!

    +++In creative mood. New Engie Elite spec' , Housing , New asuran expansion , Designing a new lounge , New GameMode
    +++NEW: AEP Asuran Expansion Project available on WIKI.
    +++New: GEM GW2 Exploration Map: Discover unusual places around tyria: Here (OSM map)

  • Caedmon.6798Caedmon.6798 Member ✭✭✭✭
    edited July 13, 2019

    @phokus.8934 said:

    @Caedmon.6798 said:

    @phokus.8934 said:

    @Caedmon.6798 said:
    The rampage nerf on toughness doesnt make sense in the slightests bit. Warris dont use it for the armor gain,they dont use it as a defensive tool. They use it as a hard cc lock whereafter ul get hit with 10k auto's. Ramp needs a nerf in damage,not on toughness. It wont change a kitten thing. When a warri pops rampage the other guy is most likely taking distance or just applying imob/condi's ( If he has any ). Where a power guy would simply stay out of range untill ramp is done. Completely meaningless change.

    Also 50% added damage on Headbutt if stabi gets removed ? Do you even play this game Anet ? Im already able to do 10 - 12k with headbutt with hardly any might and not yet even being in berserk mode. Thats gonna be minimum 15k now wherafter you still can land your 3x 20k gs burst.. Just lmao anet. LMAO.

    Balancing was always a joke in this game though,but kitten some changes made me think youre just completely disconnected with how things work in this game.

    I’m pretty certain it was a typo as Rampage hasn’t provided toughness in years. We will most likely see their massive health gain decrease when in Rampage form.

    Ramp actually does increase your armor by around 900.

    Unless I’m blind at my age but when I go into Rampage I don’t see any stat increase?

    Then why do i see a stat boost increase ? Open your stat menu, look at armor/toughness Then pop rampage.

    Im popping rampage right now where my base armor on my Condi build is 3.402 armor, i pop Rampage and it goes to 4.402. In practice you "could" break from cc first with rousing and after it pop Rampage and u'l have 1k ontop of that which would for me be 5.4k armor. Which im showing with the screenshot below,don't stare in his eyes too long.

    https://imgur.com/a/peL1sTx

    100 extra there since i was in range of tower buff.

    Edit: Link gives a weird link and doesnt work when you click on it, Just copy/paste it.

  • Oogabooga.3812Oogabooga.3812 Member ✭✭✭

    @OhBarros.2514 said:
    From a PvE player i want to know if you even play Reaper in Fractals CM or even Raids? As a necro main was always a struggle to play necro in raids/fractals. And when i was happy cause i can heal myself and sustain a little more, after a few ''dps'' buffs i was able to play Reaper on fractals cause on Raids it's still bad. But i was happy.

    I even ask myself who ppl gonna play WvW and PvP with Reapers cause since Scourge release Reaper is just bad. The only way you could play Reaper and be good it's on openworld and doing story. I just want to play with my necro on raids or fractals, it's too much ? The only time i was able to play necro you nerfed epidemic. Too broken tbh. It's Ok.
    Fractals and Raid: - Reaper Ehm. No scholar, need to stay until full health then shroud, bad dps compare to other classes.
    - Condi Scourge? Not good but can epi and share some barrier. Good for Desmina. So we can kill golem. That's all.
    - Healing Scourge? We can share barrier but that's all. Lots of Barrier. Not saying it's bad, cause it's a good second healer.
    Just my opinion. I just want to play my main classe like i play with other ones it some end content like fractals and raids.

    I pretty much just do power reaper in t4 PUG fractals using Runes of the Spellbreaker. True, my DPS isn't as high as it could possibly be, but I do bring more value than just damage - boon strip/conversion, LOTS of cc's, trash mob pull (Spectral Grasp and Grasping Darkness), group defense (well of power or corrosive poison cloud depending on the fractal or instability), rezbot/slight healer if I run Blood magic, and if I have to, group carrying if everybody died with 5% of the boss health left due to high durability with reaper shroud.

    @Kylden Ar.3724 said:

    @Oogabooga.3812 said:

    Chrono Mes: Smash buttons ≠ win? Might be a good thing.

    Anyone that still thinks that had clearly never Raided or even played the class in T4 Fractals, much less WvW. Stop meming and actually play it.

    Not much will change regarding the boon chrono or chronotank, especially since alacrity is getting slightly buffed; most complaints are of the loss of the self shatter. I have actually done smash-buttons-win using stunlock chrono in wvw but find troll celestial mirage to be more fun. Also, I do believe I explained myself at the beginning of the post:

    @Oogabooga.3812 said:
    My perspective is PvE and WvW (usually roaming and small groups), but I think of the changes in terms of WvW more than PvE.

  • SehferViega.8725SehferViega.8725 Member ✭✭✭

    @ShroomOneUp.6913 said:

    1) (but what is impaling lotus? you mean impairing daggers or the trait for dodges?)

    I mean the dodge (Lotus Training is the trait in Daredevil and Impaling Lotus is the name of the dodge).

    https://wiki.guildwars2.com/wiki/Impaling_Lotus ;D

  • Just chiming in for soul beast stuff. I agree for the nerf on Sic Em. When a ranger sees how broken 40 Dmg is. It is due of a nerf. Protection against Condition dmg, is kinda moot considering there's so many AND I MEAN MANY MANY WAYS DIRECTLY AND INDIRECTLY removing conditions I find the enrf to reduced the dmg from conditions to be extremely moot. That specialization is only there to for rangers who don't know how to condi clear or use sigil of cleanse combined with zepher speed pet swap. You can remove 5 conditions + whatever utility removing conditions like bear stance makes this spec kinda a laughable think to take. I'd honestly consider reworking it if anything because it kinda there and yeah it can be useful but at the same time with SO MANY OPTION TO NEGATE AND REMOVE CONDITIONS it kidna why is it there in the first place?

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @Kylden Ar.3724 said:

    Literally, the lessons to learn from all their balance patches over the last 6 years of playing is DO NOT PLAY META, as the people that whine on the forums will get your class killed so you have to respec. Play off meta kitten, and at least it will be unchanged kitten.

    Nah Play necro. There's no changes ever happening even if they are much needed.

  • @Methuselah.4376 said:

    @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.

    Yea, and that's the problem, Necro is STILL (since launch) the official lowest DPS class in the game! STILL!!! And I thought ANet was on their way of changing that (in their last patches), but no, full STOP again! Instead, it gets nerfed (not DPS-wise, although less reliable Scholar now) .... I really don't get it. Why has Necro never been allowed to come off that dreadful bottom DPS spot???

  • @Irenio CalmonHuang.2048 @Karl McLain.5604 Hi! You can probably answer this at this point (to keep with the theorycrafting)
    There are some changes on Scrapper that are not very clear to me from the wording on the notes, can you clarify this?

    Is the trait Impact Savant scaled by healing power? or is it just flat 15% of physical damage? (I'm not sure exactly what do you mean by "strike" damage). Said this, can you elaborate on how you see this affecting support builds that sacrifice their damage output for healing? (specially if you are using healing kit to keep your allies up, which doesn't provide any damage at all)

    Is the trait "Kinetic Stabilizers" losing its 10% extra damage when stability is up? if so, can you maybe elaborate on why scrapper is losing so many damage modifiers? was it dealing too much damage?

    And finally, if you don't mind, given that the purpose of the class has somewhat stabilized around being a tanky spec with access to superspeed, barrier and stability, have you considered making the spec share some of the later two with allies? I can see how it could step on other specs areas (guardian as stab giver, scourge as barrier giver) but then, it would be interesting to see what do you guys think about that possibility.

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