Upcoming Balance Notes - Page 9 — Guild Wars 2 Forums

Upcoming Balance Notes

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  • Seems we will have to wait for another year before elementalist is playable on WvW...

    Born into the battlefield...For the glory of WvW !

  • Methuselah.4376Methuselah.4376 Member ✭✭✭

    @Agrippa Oculus.3726 said:

    @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???

    No it's not O.o I mean it's not OMGTOPDPZ but it's certainly miles better than where it was. I remember a time when it reaching a 27k benchmark was wow for Reaper, now it's at 31.2. That, combined with it's inherit tankiness, puts Reaper in a good place. Unless your talking base necro than ye, lowest dps of all.

  • Caedmon.6798Caedmon.6798 Member ✭✭✭✭

    @LebumJames.3487 said:
    Well done with the 'Balance' Patch Anet! I was getting worried the balance team had stopped maining guard and warr, but the latest notes put my doubts to rest! Simply outstanding work. Keep it up. I especially love the random Reaper and ele nerf. I don't get all the overreaction and whining. All those lesser classes should know their place by now!

    Its the best patch ever,it really shows they know what theyre doing.

  • Shao.7236Shao.7236 Member ✭✭✭

    This is by far one of the best patches to come, it's sad that more than the majority of people completely miss the point of most changes. I see a lot of degenerate builds finally being put down while a lot of stuff was put together more consistently to leave space for more significant changes.

    I'd speak mostly for Mallyx, the only legend without a CC finally gets one with a freaking leap, something the entire profession didn't have until now. The addition of the elite changes to keep the dark field, giving access to dark aura is a fantastic idea.

    Those Elementalist changes really spike curiosity in me as well to start playing it again.

    ALSO FINALLY RAMPAGE GETS THE COOLDOWN IT DESERVES. That's another crutch down. The damage reduction couldn't be further more welcomed, it's not like someone is meant to be killed in Rampage anyway, only halted by clever means such as boon removal + CC.

  • I main chronomancer in WvW raids + occasionally roaming. I'm actually disappointed and won't pick my chronomancer for raids anymore..
    The distortion granted me survivability and clones die in split seconds in mass fights, they are unspawnable. So shatters become technically useless.
    Guess I'll fully switch to guard and scrapper then.

  • ruwani.8624ruwani.8624 Member ✭✭
    edited July 14, 2019

    These ele nerfs... haha...ha.... I love it. You know you could've easily given us a stance range boost for soulbeast and update our f1-f3 skills to be more support oriented.
    the druid nerf tho... thanks? i guess? not like im a druid main or anything >_>
    AND... thieves.. portal? thanks i love it. thief/scourge/mesmer new meta. perma-stealth and portaling.

  • Iozeph.5617Iozeph.5617 Member ✭✭✭

    @memausz.7264 said:
    What kind of 'feedback' caused someone of influence to decide this change needed to happen?

    Whatever lead you to believe there was someone of influence involved? This is what happens when balance for the engineer (and other professions) is fobbed off to whomever was unlucky enough to be left in front of the bottle once it stopped spinning.

    Quit assuming there was lobbying or horse trading going on when it's been demonstrated here that they haven't an F to give, nor a clue, and wouldn't take either -even if they were being given away for free and by the gross. They still don't have a test server. And why should they? Why, when much of guild wars two for the past several years has exemplified the philosophy of minimum viable product, assuming you're willing to stretch and massage the 'viable' bit to make it stick.

  • Dear Arenanet,

    Sword Weaver in sPvP

    Upcoming Changes are OK, so far it looks as 5-10% 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 since PoF start, why not to buff it?

  • phokus.8934phokus.8934 Member ✭✭✭✭
    edited July 14, 2019

    @Caedmon.6798 said:
    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.
    >
    @The Ace.9105 said:
    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%.

  • rdigeri.7935rdigeri.7935 Member ✭✭✭

    @Master Ketsu.4569 said:
    -There is still way too much stability and get-out-of-jail-free nonsense in the game
    -Patch needs to focus on interactivity instead of number nerfs. I don't see anything in here that would actually make the game more fun or challenging. If anything, a lot of utility seems to be getting removed and replaced with just straight damage. This is the wrong direction to take PvP and will eventually result in a dead boring game.

    This ^ thank you

  • zealex.9410zealex.9410 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?

    Its 2 diff bugs apparently.

  • phantom.1675phantom.1675 Member ✭✭

    On elementalist changes, I like the rolling up of the recharge traits plus some element defining aspect as the GM minor.

    I do see that fire is losing 10% modifier from changes to the master trait taking the place of pyromancer training. It seems like a good way to balance this could be toning down the 10% damage vs burning foes to 6-7% damage vs burning and doubled to 12-14% when attuned to fire as the GM minor? This keeps some of the power while attuned to fire while also encourging builds to look elsewhere (water perhaps) if they aren't going to spend significant time attuned to fire.

    As it stands with the initial change plan, there is now no trait that benefits a power ele in the master tier which is a bit odd.

    Thematically, it would be nice to make water the same adjust down to 10% outgoing healing and doubled to 20% outgoing healing when attuned to water.

    Earth could work the same, as well, granting more defense when actually attuned to earth. Basically the air GM trait has the most flavor and interaction because you get something extra based on being attuned to that element in addition to investing in that element's trait line.

  • Requiem.9648Requiem.9648 Member ✭✭

    Looking what nerf they doing on power class its seem will only see Holo and thief DD/Ded in raid as power dps class how are actualy the only one we see right now. :-1: maybe some Scrapper all caster class seem hardly nerf as usual + Guard sadly. Im not playing ele but seem keeping nerfing him to the underground now its sad for all caster like people. I dont realy understand also the purpose of putting F5+F4 on chrono no body will ever use the neverending reload of CS to obtain distortion.

  • Ithilwen.1529Ithilwen.1529 Member ✭✭✭✭
    edited July 14, 2019

    @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.

    There are playstyles that don't include raids. As to "a lot" of "hardly replaceable" utilities... which ones do you refer to?

    Mesmer has been reduced to an inferior pet class.

    Mesmerizing Girl

  • Not happy with some changes, others yes. I’ll focus on an obvious sloppy oversight...Deathstrike. You removed two conditions but forgot to replace with two. You gonna add weakness and vulnerability? Or stun and vulnerability? Or longer shadowstep range and vulnerability? Or siphon damage/heal? This is one of those “duh” moments.

  • @Methuselah.4376 said:

    @Agrippa Oculus.3726 said:

    @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???

    No it's not O.o I mean it's not OMGTOPDPZ but it's certainly miles better than where it was. I remember a time when it reaching a 27k benchmark was wow for Reaper, now it's at 31.2. That, combined with it's inherit tankiness, puts Reaper in a good place. Unless your talking base necro than ye, lowest dps of all.

    It is! Show me one class with its highest DPS build that benchmarks lower than the highest Necro DPS build (being pReaper with 31.2 atm).
    Let me make it even more interesting, show me one class that doesn't have at least 2 higher DPS builds than that of the pReaper. They ALL have!
    And yea, you're right, it was getting better, but like I said, with it's next patch ANet decided on a full stop again! I really don't get it.

  • JETWING.2759JETWING.2759 Member ✭✭✭
    edited July 14, 2019

    Engineer:

    • Overload? If means Overheat, its a over huge pelanity.
    • Lazer Edge changes: New max bonus damage stills 15% or will be 50%? - It's not clear enough!
    • ECSU: Not much to do with Photonforge while 100+ heat threshold. this trait realy must affects skills and traits OUT of photonforge - Must affects Exceed Skills!!!

    Thief:

    • I'd liked theese new skills (Preparations). Great Job here Anet!
  • Tekoneiric.6817Tekoneiric.6817 Member ✭✭✭✭

    @Irenio CalmonHuang.2048 said:

    Engineer

    Scrappers are seeing a comprehensive rework in this update, targeted at improving the Function Gyro to be more of a core mechanic and unifying some of the disparate themes present in the trait line. These changes aim to refocus the scrapper as a tank-like character that utilizes personal barrier applications to stay in a fight. The reworked Impact Savant trait links barrier with dealing damage, making the scrapper a durable combatant as long as they can keep dishing out damage. The refocus on barrier led us to the removal of the Rapid Regeneration trait, which was offering too much health recovery while remaining protected by barrier. Players will still want to have swiftness and superspeed, though, to help dish out that damage with one of the new traits: Object in Motion. Beyond focusing scrappers more clearly around their personal barrier application, their unique Function Gyro mechanic becomes a ground-targeted skill in the F5 slot, which can be enhanced based on trait selection and acts as a general-use ability rather than a niche option for sometimes reviving an ally or finishing a downed enemy. In addition to reworking the scrapper traits, we're also slightly increasing the penalty for holosmiths overheating, as it wasn't commensurate with the level of power granted by holoforge mode.

    Please reconsider the F5 change on the Scrapper because various tool belt skills will be lost as a result. A better location for the gyro function would be above the health indicator since the Scrapper doesn't have anything there. Other professions/elite specs have their primary defining skill there. Since gyros are the defining skill for Scrapper logically it should go there.

  • inaho.2046inaho.2046 Member ✭✭

    It would be great if I had some idea what the end goal of these continual balance changes is. My portal monkey, of a former raid chrono is now useless for even that because my thief can portal and boon in the process of doing so? Chrono's cannot effectively tank in raids anymore (the lack of distorion is a killer)? And here I was thinking chrono might get rolled back to a low DPS utility boon sharing elite. Mind you I have one of every elites and am used to shifting around - but I feel like every balance patch is musical chairs with one fewer viable class at the end of each round. Please share the end goal of the balance patches so we know where it is going and can actually plan around that and make sense of the changes. To be honest I've been playing mostly tempest and condi renegade since the last patch - Looks like my condi renegade went from playable to unplayable (again) thanks to energy management, and now my properly played tempest that isn't a one element wonder (but uses all the elements) suddenly got pared to effectively being a one trick pony - which will be boring and fast. I don't know what to say, except that I'm tired of reshufffling characters and being forced from playing the characters I enjoy most to playing characters I enjoy far less because the classes and builds keep changing what is actually viable. Feeling discouraged...

  • Saniyah.1984Saniyah.1984 Member ✭✭✭
    edited July 15, 2019

    Stll no stability for tempest :( Only "Rock solid" has 1 stack for 2.5 second could you buff it to 3 stacks for 3-4 seconds pls(pve/wvw ONLY). 1 stack every 9 seconds is poop, especially with soo much CC spam stuffs ;-;

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

    @Vagrant.7206 said:

    @Irenio CalmonHuang.2048 said:

    Engineer

    • Scrapper traits have been reworked and repositioned. The specialization line has changed as follows:
      • Minor
        • Impact Savant: This trait no longer increases damage while you have barrier. Instead it converts 15% of all outgoing strike damage into barrier and reduces vitality by 300.

    I'd like to ask you to reconsider this specific change for multiple reasons:

    Gotta agree and i'd like to add that this trait is bonkers out of line when it comes to stat reductions for players. Either bring it inline with the 100-150 mark of other reductions or remove that condition entirely.

  • Burtnik.5218Burtnik.5218 Member ✭✭✭
    edited July 15, 2019

    I am just waiting for cooldowns for weapon thief skills. If you can slap cooldowns on rev utilities that use energy then for sure you can slap cd's on thief skills as well. Enough of it. Its time to make it fair. Just a reminder that revenant was never supposed to have cooldown for utilities. Thats what energy system is for. Especially on a upkeep skills. If you plan on adding cooldown just get rid of energy system altogether bc this is no longer the class i decided to play back at HoT.

  • Edelweiss.4261Edelweiss.4261 Member ✭✭✭

    I like to dabble in all classes a little. It feels like, overall, more nerfs than buffs. Now maybe it's because I'm awful at video games(with the tremors and hand spasms), but I'm not really a fan of nerfs in 99% of cases. Additionally, most of these changes don't seem fun or interesting(though, indeed, some do; yay thief portal). Seeing this, I'm considering just spending most of my time on my ridiculously easy-to-play p/p deadeye for a while. Glad that wasn't touched, at least.

  • mtnjkbm.7452mtnjkbm.7452 Member ✭✭
    edited July 15, 2019

    @Burtnik.5218 said:
    I am just waiting for cooldowns for weapon thief skills. If you can slap cooldowns on rev utilities that use energy then for sure you can slap cd's on thief skills as well. Enough of it. Its time to make it fair. Just a reminder that revenant was never supposed to have cooldown for utilities. Thats what energy system is for. Especially on a upkeep skills. If you plan on adding cooldown just get rid of energy system altogether bc this is no longer the class i decided to play back at HoT.

    yeah just kitten on another class to make it "fair" :/

    dude dont give them ideas and leave thiefs alone, they are effed up enough.

  • It is exhausting. At least you could introduce build templates already, as a returning player who is trying to find main class again, I can not stand gear, trait swapping, that is required to try new builds. It takes times, which could be spent elsewhere.

  • nthmetal.9652nthmetal.9652 Member ✭✭✭

    @ArtSpace.7326 said:
    It is exhausting. At least you could introduce build templates already, as a returning player who is trying to find main class again, I can not stand gear, trait swapping, that is required to try new builds. It takes times, which could be spent elsewhere.

    But it is a way to keep people engaged with the game. Of course we whine about the changes, but as there are nerfs across the board, maybe they are slowly working to bring all professions to a lower baseline to counter the power creep of the last years. Hopefully in the end, we'll see a new meta emerge, which is as fun or more fun than the current one.
    It's a lose-lose situation for ArenaNet anyway: They change nothing and people complain and ultimately some of us will drift away, because nothing happens. They change something and people complain and some of us will ultimately drift away.

    However, those that stay are more dedicated. Willing to change builds, try out something new. Spend resources in gathering gear. Spend time in learning a new build. It's all time you spend actually playing the game. It does keep people engaged. (and those that leave? They were probably not really engaged anymore before the change)

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

  • yusayu.3629yusayu.3629 Member ✭✭✭

    Why would you nerf Chrono in PvE even more?!

    It's already pushed out of relevance by Firebrigade, Fractals are ran with 3 guards (2DGH, QFB) these days, yet no nerfs to DGH or FB?

  • Okay, I want to thank you guys for giving us a heads up on what is changing.
    Here is the I things I have in my mind right now:

    • 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.

    This might be a valid nerf, but wasn't necessary for the PvE. You could just have reduced the range with the evade time.
    Also, are you guys going to fix the bug with skills like Ancestral Grace and Celestial Dash (Cairn special action key)? Some times you use it and you stay at the same place... It's been like that for months.

    The Holosmith (trade-off?) wasn't necessary imo, It would be okay if you guys increased the overheat damage penalty. Just don't forget that Holo needs a small buff in PvE compared to the other jobs and you guys just nerfed it in PvE...
    Scrapper got tweaked again and lost his F5 skill, but got a better function gyro, that's great. But stealth got a buff with that cause no more Detection Pulse. We could use more revealed, for example, Necro only has access to revealed in the core Shroud. This could be changed to make specs like Reaper/Scourge have access to it too.

    Long Range Shot and Spatial Surge, the damage scales dynamically now, cool less text, but there is something I don't understand. Why the damage increase with the range? I feel like those skills should have higher damage at close range and lose potency beyond the 600/900 range threshold. The current meta of this game in PvE is 99% of the time stack with your friends at the boss feet, then you have these skills that deal more damage at long range which make them useless in most cases and you also have rangers/mesmers camping at trees pressing 1 and getting zero support from their allies...
    I don't need to mention rangers in PvP/WvW dealing 4~9k damage at 1600 range of you, but at least Soulbeast got a nerf yay!

    For Necro, I agree that they should be able to keep their Healing/Utility/Elite while in Death/Reaper's Shroud. I also hope that Scourge Harbinger Shroud AoE effect will get some cleanup with this update because that effect is a mess and I don't know why you guys left it like that for so long.

    Joko lies, Balthazar don't.

  • Flandre.2870Flandre.2870 Member ✭✭✭

    Let mesmers shatter without illusions. That terrible change streamlines the game so much and tkaes off so amny little flavor plays that you can make. Extremely sad.

  • Ertrak.9506Ertrak.9506 Member ✭✭✭
    edited July 15, 2019

    Revenant changes look really good. The cooldowns added to Call to Anguish and EtD are gonna suck kitten, but this is a good direction.

    Overall DPS increase for the raid build, and more survivability and CC in PvP are good changes in my book.

  • I would like to see how all this changes work togehter, but there is one thing im not understanding:
    Anet says: "we want that there is a cost in choosing the specializaiton line".
    Well as far as I see this applies to some specs and not others. For example mesmer: If you choose chrono line you loose your 4/seconds distortion that, can be recharged with illusion signet, also, you NEED at least one clone to shatter (so traits that give you boons or remove condis through shatter dont work anymore if you dont have an illusion) AND the mesmer itself is removed from the shatter effect...
    Ok... but what happens if you choose a mirage? there is no drawback. Just get better dodge, attack while dodge, dodge while stun... extra condition damage, all the shatters and the mesmer also acting as an illusion on shatter.

    There are other specs that got the same feeling and still not understanding the "policy" of anet specs/classes reviews sometimes.

    This is not a complaint, im sure there is a reason for that all and, maybe, when the changes are on live everything is gonna have snese, but, actually looking what anet says thay want classes/skills to be (not passive, then, more active playing) and balancing the specs so they mean not only a beneffit, also a backdraw... seems they are just focusing on one part of the game, not the whole.

  • Saniyah.1984Saniyah.1984 Member ✭✭✭

    Could you made sword 2 for chrono Distort instead of blur pls so you can aegis share

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