Upcoming Balance Patch — Guild Wars 2 Forums

Upcoming Balance Patch

Trevor Boyer.6524Trevor Boyer.6524 Member ✭✭✭✭
edited July 15, 2019 in PVP

My IRL reactions while reading upcoming balance notes:

SCRAPPER:

  • Scrapper—Function Gyro: While scrapper specialization is equipped, this skill now occupies the F5 slot. Recharge has been increased to 30 seconds. This skill trait is now ground targeted at a range of 600 and creates a lightning field at the target point with a radius of 180. Within this radius, it spawns up to 6 function gyros targeting up to 3 enemies and/or 3 allies. Enemies are finished while allies are revived. This skill's recharge is increased by 50% for each function gyro spawned beyond the first. = "Oh.. my.. god..why? Every 30 seconds? What in the actual $%^&? This is essentially possessing both artifact buffs from Eternal Coliseum, all of the time. Function Gyro by itself is now almost equal to the entire support kit of Firebrand."
  • Speed of Synergy: This new trait causes all leap finishers to give superspeed to the scrapper, and all blast finishers give superspeed in an area around you. + System Shocker: This new trait causes your function gyro to inflict daze in an area for 0.5 seconds when cast. Improves effectiveness of all lightning field finishers by 50%. = "That's at's a lot of extra CC & Superspeed boys. So the dazes will be longer off leaps through lightning fields, Function Gyro is another daze, in addition to Hammer #5 wow, and it's going to be able to rotate around the map nearly as fast as a Thief. I surely hope all of that superspeed leaping & blasting only works in-combat or this is going to make Scrapper a transcendent side node presence to any other class."_
  • 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. = "...…."
  • Kinetic Stabilizers: This trait is no longer triggered by Function Gyro. Instead it increases the duration of stuns and daze effects by 25%. It also grants stability and superspeed when disabling a foe. = "lolololololol"
  • So what we're looking at is a class that has by far more revive power than anything else in the game to the point that it will actually be very difficult to even secure a kill if an experienced Scrapper is present, in addition to the ability to full team free stomp every opponent every 30s, that will be unkillable 1v1 on a side node, that has nearly 100% uptime of stability & superspeed and random elongated dazes & stuns, that rotates nearly as quickly as a Thief. Just... why is this happening? I surely hope as I read the rest of the patch notes, that something is buffed to be able to contest Scrapper. Well actually.. they need to be toning down the power creep, not making it worse like this, but whatever.

GUARDIAN:

  • These changes are actually good for both competitive modes and pve.

MESMER:

  • I don't think these changes will necessarily be buffs or nerfs in competitive modes, but I could be wrong. These however: Flow of Time: The alacrity per clone shattered has been increased from 1 second to 1.5 seconds & Seize the Moment: The quickness per clone shattered has been increased from 1.5 seconds to 2 seconds, are going to be pretty kitten strong in pve.

NECROMANCER:

  • These changes won't change much. But this: Soul Eater: This trait no longer heals while shroud life force replaces health. <- This was an unnecessary nerf.

RANGER:

  • Barrage: Reduced recharge from 30 second to 20 seconds. Lowered cripple duration from 1.5 seconds to 1 second. Increased damage by 25%. Damage floaters for this skill now show total damage instead of damage per hit. = "Nice buff, not sure why this was focused on however."
  • Reductions to unblockable uptime is adequate. This was really what needed to be addressed.
  • "Sic 'Em!": Reduced the bonus damage applied to a merged soulbeast from 40% to 25% in PvP and WvW only. Damage bonus for pets remains unchanged. Fixed a bug that caused this skill to not grant the listed movement-speed bonus. = "This will remove Sic Em from play. The skill will no longer be worth using. Now everyone will begin running more dangerous Marksmanship builds that land even higher damage Mauls & Worldly Impacts. Aside from the popular complaints vs. Sic Em, mid-tiered players are about to find out that Sic Em was a skill that was preventing players from figuring out how to run Marksmanship builds that front a much higher and more frequent damage modifier for Mauls & Worldly Impacts than Sic Em could offer, as well as more stun breaks & dodges. The complaints about Marksmanship builds will be much worse and much more aggressive when people begin adapting their playstyle around it. This effect will be similar to the Mirage effect, where traits like Elusive Mind were secretly preventing players from discovering even more ridiculous Mesmer builds. Just a heads up: AoO 25%, MoC 50%, Remorseless 25% = +100% damage modifier for a given Maul or WI. I warned everyone, been warning you for months."
  • 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. = "Ok, as the last person who even plays Druid at a plat 2 level, just why? Why nerf Druid further? This is the stupidest and most unwarranted change in this entire list of patch notes. Let me explain why: First of all, making the recharge 20s from 18, just completely screws up the synergy of weapon swapping with the staff. The staff is generally used as a defensive measure and the #3 staff skill is the largest part of that defensive measure. Being able to evade while using it, allows the Druid to do what it does, and that is survive and disengage. So quite often, when a Druid swaps to staff they are able to use #3 immediately alongside of an effect such as sigil of escape. 18s CD scales perfectly for this purpose while weapon swapping back and forth between a damage weapon side and staff escape side. Now with a 20s CD, the player can no longer immediately use staff #3 escape, which is an enormous nerf to the already Renegade level gameplay in competitive modes. Secondly, having the recharge reduced by 5s if at least 1 other ally is healed during the use of staff #3? That's ridiculous for so many reasons. The Druid is a side node mainly in spvp, which means it is usually alone, and it doesn't have realistic reason to keep teleporting to its pet for the 5s reduction either. It needs to use the #3 to stay away from things, as far away as possible. Furthermore, the 5s CD would put it to a 15s recharge, which is meaningless because it doesn't matter if it is a 15s CD or an 18s CD, because weapon swapping takes 18s anyway to rotate, and Druid's DO NOT CAMP STAFF SIDE. So this effect granted of a 5s reduction is completely useless not only in competitive modes, but also in pve, where Druids are weapon swapping as often as possible to warhorn and back to staff, meaning it will take them at least 18s to be able to use staff #3 again. This change is a completely lackluster nerf to the Druid in competitive modes and pve. Why is there no one in the Arenanet office that is capable of recognizing skill trait practicality issues like this? <- This change needs to be reverted ASAP. I seriously do not understand why Arenanet would aim at making something like Scrapper an inordinately powerful force to be reckoned with, defensively, offensively, and now even with its mobility, but then continue to nerf the batshit out of something that quite seriously has a class representation of 1 person in the top 100." <- It's these kinds of changes that make gameplay feel funky & wonky, and not smooth.
  • Upon all this ^ I'd just like to add that Druid is a class that needed significant straight flat buffing, not nerfing. The CA kit is a joke compared to FB kits. And now with Scrapper buffs, Scrapper is going to be a clear upgrade from Druid play in literally every aspect. Scrapper will have A LOT more sustain than a Druid, A LOT more damage, A LOT more CCs, waaaaaay better support, waaaay better kill securing power, it'll rotate fast as hell for disengage factor due to mass superspeed buffs, and still be able to front tons of stealth if it chooses. What are you guys doing? I mean who makes these decisions? I don't normally get enraged by patching just maybe a bit confused, but this time I'm actually pissed off about it. These changes are like Arenanet dropped a few weird suggestions into a hat that didn't make sense to begin with, shook them up, and then began drawing them out see what would randomly happen next.

REVENANT:

  • Not what I would have changed but w/e. Hopefully it tones things down a bit.

THIEF:

  • Weird changes. I don't know enough about Thief to see if these will be useful or not.

WARRIOR:

  • Rampage: Changed recharge to 120 seconds in all game modes. This skill no longer grants bonus toughness. Damage reduction has been increased from 25% to 50%. Damage reduction is now calculated multiplicatively instead of additively. = "No no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no just no"

Everything that is the main problem PoF wise was completely 100% overlooked in this patch. Things that direly needed buffs were overlooked, and Scrapper was made ultra mode for absolutely no reason. I'm sorry guys, but this is the first time I have to speak out and say that this is a terrible patch, and I am quite disappointed.

<13

Comments

  • Eurantien.4632Eurantien.4632 Member ✭✭✭
    edited July 12, 2019

    I don't know man, marksmanship is a pretty ballsy traitline... I was running it with zerker and sic em just to feel it was doing enough damage. The 15% reduction to sic em actually isn't much AND it has added move speed now... might still be worth it. I just don't expect players to be running marksmanship and dropping wilderness survival.

  • Zawn.9647Zawn.9647 Member ✭✭✭

    Damage reduction has been increased from 25% to 50%. Damage reduction is now calculated multiplicatively instead of additively => it means that the Damage Reduction will stay the same, why are you complaining if you dont know what multiplicatively and additively means?

    Sic'Em was not fine and it needed to be addressed. Even top soulbeast players like Boyce were playing it and im pretty sure he's capable enough to have figured out that SUPER DANGEROUS MARKSMAN BUILD by now... and was still changing from Sic'Em with Axe/Axe Slb.

    About scrapper => it forces more active play where you need to deal damage and press buttons to get your barriers instead of standing still rolling your face on the keyboard. Sounds better to me.

    The patch wasnt AWESOME but it was pretty decent tbh :)

  • Trevor Boyer.6524Trevor Boyer.6524 Member ✭✭✭✭

    @Eurantien.4632 said:
    I don't know man, marksmanship is a pretty ballsy traitline... I was running it with zerker and sic em just to feel it was doing enough damage. The 15% reduction to sic em actually isn't much AND it has added move speed now... might still be worth it. I just don't expect players to be running marksmanship and dropping wilderness survival.

    @Zawn.9647 said:
    Damage reduction has been increased from 25% to 50%. Damage reduction is now calculated multiplicatively instead of additively => it means that the Damage Reduction will stay the same, why are you complaining if you dont know what multiplicatively and additively means?

    Sic'Em was not fine and it needed to be addressed. Even top soulbeast players like Boyce were playing it and im pretty sure he's capable enough to have figured out that SUPER DANGEROUS MARKSMAN BUILD by now... and was still changing from Sic'Em with Axe/Axe Slb.

    About scrapper => it forces more active play where you need to deal damage and press buttons to get your barriers instead of standing still rolling your face on the keyboard. Sounds better to me.

    The patch wasnt AWESOME but it was pretty decent tbh :)

    Agree with you guys for most part.

    Though there is a particular full melee build I had been testing with Marksmanship, might end up being great. Could suck though, I dunno. I'm going to run some testing on it today and try to narrow down if it's functional, viable or just trash. If it's good, I'll post some footage of it.

  • Exedore.6320Exedore.6320 Member ✭✭✭

    Not sure how scrapper will play out until I see it in action.
    The nerfs were well deserved, but barely or didn't even touch the major PoF outliers like Firebrand, Scourge, Holosmith, Spellbreaker, Mirage.

  • Zawn.9647Zawn.9647 Member ✭✭✭

    @Trevor Boyer.6524 said:

    @Eurantien.4632 said:
    I don't know man, marksmanship is a pretty ballsy traitline... I was running it with zerker and sic em just to feel it was doing enough damage. The 15% reduction to sic em actually isn't much AND it has added move speed now... might still be worth it. I just don't expect players to be running marksmanship and dropping wilderness survival.

    @Zawn.9647 said:
    Damage reduction has been increased from 25% to 50%. Damage reduction is now calculated multiplicatively instead of additively => it means that the Damage Reduction will stay the same, why are you complaining if you dont know what multiplicatively and additively means?

    Sic'Em was not fine and it needed to be addressed. Even top soulbeast players like Boyce were playing it and im pretty sure he's capable enough to have figured out that SUPER DANGEROUS MARKSMAN BUILD by now... and was still changing from Sic'Em with Axe/Axe Slb.

    About scrapper => it forces more active play where you need to deal damage and press buttons to get your barriers instead of standing still rolling your face on the keyboard. Sounds better to me.

    The patch wasnt AWESOME but it was pretty decent tbh :)

    Agree with you guys for most part.

    Though there is a particular full melee build I had been testing with Marksmanship, might end up being great. Could suck though, I dunno. I'm going to run some testing on it today and try to narrow down if it's functional, viable or just trash. If it's good, I'll post some footage of it.

    cool! want to see it :)

  • Cyric.7813Cyric.7813 Member ✭✭✭
    edited July 12, 2019

    @Trevor Boyer.6524 said:
    Reductions to unblockable uptime is adequate. This was really what needed to be addressed.

    It s not adequate...And again ranger will enjoy all projectiles hate and blocks, yay bunker meta rises!

  • Dahkeus.8243Dahkeus.8243 Member ✭✭✭

    Yes. Nerfing Sic 'Em will increase Soulbeast damage. Rofl!!

    The reason people don't run Marks is because it's just glassy damage with no utility, but they've already been using Maul and Greatsword since day 1. Either way, it won't matter because there's no longer any meaningful unblockable damage anymore, so even if they can't do big burst on a target dummy, it won't matter in actual PvP.

    @Cyric.7813 said:

    @Trevor Boyer.6524 said:
    Reductions to unblockable uptime is adequate. This was really what needed to be addressed.

    It s not adequate...And again ranger will enjoy all projectiles hate and blocks, yay bunker meta rises!

    It definitely looks like we will be running into a very tanky meta after this patch...

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭

    @saerni.2584 said:
    @Trevor Boyer.6524

    You made a mistake on function gyro. At 50% added the cooldown goes up by each additional gyro spawned.

    So, assuming you stomp 3 and res 3 at the same time that adds 15x5 seconds to the recharge. As such, in that extreme example, you have a cooldown of 105 seconds.

    More likely you will have two downed (one enemy and one ally). The cooldown is 45 seconds. So this gives you a chance to save an ally from cleave while stomping an enemy once every 45 seconds.

    Strong but will have to see how much better it is than some of the scourge resurrection bots.

    It removes the elite toolkit ability.

    The new gyro is a massive nerf to the scrapper.

    Dont look a gift Asura in the mouth.
    No seriously, dont. Shark teeth.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited July 12, 2019

    the bad
    scrapper gutted
    mesmer dune cloak + auspicious anguish buffed
    memebeast untouched

    the good
    rev notoriety nerf
    core necro buffed
    ele traits buffed
    ranger unblockable nerf
    teef shadow arts/ traps rework
    standard guard meh changes

    you don't know till you know, ya know.

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

    @Mbelch.9028 said:

    @Stand The Wall.6987 said:
    the bad
    scrapper gutted

    Was scrapper gutted??? I don't see anything other than a slight shave in healing (not a shave in barrier creation) that leads me to believe that it was gutted. I think it might be STRONGER in a team setting after the patch.

    all of its heals over time were removed. new function gyro will not hold this class up.

    you don't know till you know, ya know.

  • ZhouX.8742ZhouX.8742 Member ✭✭✭

    @Trevor Boyer.6524 said:
    My IRL reactions while reading upcoming balance notes:

    SCRAPPER:

    • Scrapper—Function Gyro: While scrapper specialization is equipped, this skill now occupies the F5 slot. Recharge has been increased to 30 seconds. This skill trait is now ground targeted at a range of 600 and creates a lightning field at the target point with a radius of 180. Within this radius, it spawns up to 6 function gyros targeting up to 3 enemies and/or 3 allies. Enemies are finished while allies are revived. This skill's recharge is increased by 50% for each function gyro spawned beyond the first. = "Oh.. my.. god..why? Every 30 seconds? What in the actual $%^&? This is essentially possessing both artifact buffs from Eternal Coliseum, all of the time. Function Gyro by itself is now almost equal to the entire support kit of Firebrand."
    • Speed of Synergy: This new trait causes all leap finishers to give superspeed to the scrapper, and all blast finishers give superspeed in an area around you. + System Shocker: This new trait causes your function gyro to inflict daze in an area for 0.5 seconds when cast. Improves effectiveness of all lightning field finishers by 50%. = "That's at's a lot of extra CC & Superspeed boys. So the dazes will be longer off leaps through lightning fields, Function Gyro is another daze, in addition to Hammer #5 wow, and it's going to be able to rotate around the map nearly as fast as a Thief. I surely hope all of that superspeed leaping & blasting only works in-combat or this is going to make Scrapper a transcendent side node presence to any other class."_
    • 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. = "...…."
    • Kinetic Stabilizers: This trait is no longer triggered by Function Gyro. Instead it increases the duration of stuns and daze effects by 25%. It also grants stability and superspeed when disabling a foe. = "lolololololol"
    • So what we're looking at is a class that has by far more revive power than anything else in the game to the point that it will actually be very difficult to even secure a kill if an experienced Scrapper is present, in addition to the ability to full team free stomp every opponent every 30s, that will be unkillable 1v1 on a side node, that has nearly 100% uptime of stability & superspeed and random elongated dazes & stuns, that rotates nearly as quickly as a Thief. Just... why is this happening? I surely hope as I read the rest of the patch notes, that something is buffed to be able to contest Scrapper. Well actually.. they need to be toning down the power creep, not making it worse like this, but whatever.

    GUARDIAN:

    • These changes are actually good for both competitive modes and pve.

    MESMER:

    • I don't think these changes will necessarily be buffs or nerfs in competitive modes, but I could be wrong. These however: Flow of Time: The alacrity per clone shattered has been increased from 1 second to 1.5 seconds & Seize the Moment: The quickness per clone shattered has been increased from 1.5 seconds to 2 seconds, are going to be pretty kitten strong in pve.

    NECROMANCER:

    • These changes won't change much. But this: Soul Eater: This trait no longer heals while shroud life force replaces health. <- This was an unnecessary nerf.

    RANGER:

    • Barrage: Reduced recharge from 30 second to 20 seconds. Lowered cripple duration from 1.5 seconds to 1 second. Increased damage by 25%. Damage floaters for this skill now show total damage instead of damage per hit. = "Nice buff, not sure why this was focused on however."
    • Reductions to unblockable uptime is adequate. This was really what needed to be addressed.
    • "Sic 'Em!": Reduced the bonus damage applied to a merged soulbeast from 40% to 25% in PvP and WvW only. Damage bonus for pets remains unchanged. Fixed a bug that caused this skill to not grant the listed movement-speed bonus. = "This will remove Sic Em from play. The skill will no longer be worth using. Now everyone will begin running more dangerous Marksmanship builds that land even higher damage Mauls & Worldly Impacts. Aside from the popular complaints vs. Sic Em, mid-tiered players are about to find out that Sic Em was a skill that was preventing players from figuring out how to run Marksmanship builds that front a much higher and more frequent damage modifier for Mauls & Worldly Impacts than Sic Em could offer, as well as more stun breaks & dodges. The complaints about Marksmanship builds will be much worse and much more aggressive when people begin adapting their playstyle around it. This effect will be similar to the Mirage effect, where traits like Elusive Mind were secretly preventing players from discovering even more ridiculous Mesmer builds. Just a heads up: AoO 25%, MoC 50%, Remorseless 25% = +100% damage modifier for a given Maul or WI. I warned everyone, been warning you for months."
    • 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. = "Ok, as the last person who even plays Druid at a plat 2 level, just why? Why nerf Druid further? This is the stupidest and most unwarranted change in this entire list of patch notes. Let me explain why: First of all, making the recharge 20s from 18, just completely screws up the synergy of weapon swapping with the staff. The staff is generally used as a defensive measure and the #3 staff skill is the largest part of that defensive measure. Being able to evade while using it, allows the Druid to do what it does, and that is survive and disengage. So quite often, when a Druid swaps to staff they are able to use #3 immediately alongside of an effect such as sigil of escape. 18s CD scales perfectly for this purpose while weapon swapping back and forth between a damage weapon side and staff escape side. Now with a 20s CD, the player can no longer immediately use staff #3 escape, which is an enormous nerf to the already Renegade level gameplay in competitive modes. Secondly, having the recharge reduced by 5s if at least 1 other ally is healed during the use of staff #3? That's ridiculous for so many reasons. The Druid is a side node mainly in spvp, which means it is usually alone, and it doesn't have realistic reason to keep teleporting to its pet for the 5s reduction either. It needs to use the #3 to stay away from things, as far away as possible. Furthermore, the 5s CD would put it to a 15s recharge, which is meaningless because it doesn't matter if it is a 15s CD or an 18s CD, because weapon swapping takes 18s anyway to rotate, and Druid's DO NOT CAMP STAFF SIDE. So this effect granted of a 5s reduction is completely useless not only in competitive modes, but also in pve, where Druids are weapon swapping as often as possible to warhorn and back to staff, meaning it will take them at least 18s to be able to use staff #3 again. This change is a completely lackluster nerf to the Druid in competitive modes and pve. Why is there no one in the Arenanet office that is capable of recognizing skill trait practicality issues like this? <- This change needs to be reverted ASAP. I seriously do not understand why Arenanet would aim at making something like Scrapper an inordinately powerful force to be reckoned with, defensively, offensively, and now even with its mobility, but then continue to nerf the batshit out of something that quite seriously has a class representation of 1 person in the top 100." <- It's these kinds of changes that make gameplay feel funky & wonky, and not smooth.
    • Upon all this ^ I'd just like to add that Druid is a class that needed significant straight flat buffing, not nerfing. The CA kit is a joke compared to FB kits. And now with Scrapper buffs, Scrapper is going to be a clear upgrade from Druid play in literally every aspect. Scrapper will have A LOT more sustain than a Druid, A LOT more damage, A LOT more CCs, waaaaaay better support, waaaay better kill securing power, it'll rotate fast as hell for disengage factor due to mass superspeed buffs, and still be able to front tons of stealth if it chooses. What are you guys doing? I mean who makes these decisions? I don't normally get enraged by patching just maybe a bit confused, but this time I'm actually pissed off about it. These changes are like Arenanet dropped a few weird suggestions into a hat that didn't make sense to begin with, shook them up, and then began drawing them out see what would randomly happen next.

    REVENANT:

    • Not what I would have changed but w/e. Hopefully it tones things down a bit.

    THIEF:

    • Weird changes. I don't know enough about Thief to see if these will be useful or not.

    WARRIOR:

    • Rampage: Changed recharge to 120 seconds in all game modes. This skill no longer grants bonus toughness. Damage reduction has been increased from 25% to 50%. Damage reduction is now calculated multiplicatively instead of additively. = "No no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no just no"

    Everything that is the main problem PoF wise was completely 100% overlooked in this patch. Things that direly needed buffs were overlooked, and Scrapper was made ultra mode for absolutely no reason. I'm sorry guys, but this is the first time I have to speak out and say that this is a terrible patch, and I am quite disappointed.

    Scrapper is now better than druid was before it received any nerfs.

    The ancestral grace nerf just literally makes no sense, i can see unstoppable union of course. But druid? Lol , it's like they didn't know what else to add so they just threw that in there, i mean it could be a PvE intended change for whatever reason but then wouldn't make sense that there wasn't a split.

    Ranger will still be complained about.

  • ZhouX.8742ZhouX.8742 Member ✭✭✭
    edited July 12, 2019

    @Eurantien.4632 said:
    I don't know man, marksmanship is a pretty ballsy traitline... I was running it with zerker and sic em just to feel it was doing enough damage. The 15% reduction to sic em actually isn't much AND it has added move speed now... might still be worth it. I just don't expect players to be running marksmanship and dropping wilderness survival.

    Dropping wilderness survival in this meta is simply not worth it. Marksmanship is literally a meme full power trait line and a major reason why this class gets complained about, because it can push out good damage, but they don't understand the flipside of your survivability trade off is 100% for even hitting higher numbers.

    You are a walking target aside from necro because it's obvious if you're running opportunity buff icons on your bar, then you're most likely not running WS aka easy burst down.

    This is obviously fine , for the most part there should be trade offs in survivability for higher dmg, the issue with ranger is you don't do near as much dmg as other classes consistently and one cleave from WI or maul isn't enough with res capability now no matter how many once-every-30second trait modifiers you setup beforehand (blocks, evade, invuln exist too , blocks even more now).

    Also @Trevor Boyer.6524 "AoO 25%, MoC 50%, Remorseless 25% = +100% damage modifier for a given Maul or WI. I warned everyone, been warning you for months." - This is not efficient in higher level play or against people with brains unless you're 1upping. Nevertheless, it will be complained about and requested to be nerfed heavily because unfortunately casuals will be victims to this setup and immediately clamor to the forums to cry for nerfs. So expect that coming soon. I'm sure there's already numerous threads on it anyway so lol

  • Mbelch.9028Mbelch.9028 Member ✭✭✭✭

    @Stand The Wall.6987 said:

    @Mbelch.9028 said:

    @Stand The Wall.6987 said:
    the bad
    scrapper gutted

    Was scrapper gutted??? I don't see anything other than a slight shave in healing (not a shave in barrier creation) that leads me to believe that it was gutted. I think it might be STRONGER in a team setting after the patch.

    all of its heals over time were removed. new function gyro will not hold this class up.

    I'm still not convinced.... Scrapper can find a lot of means to generate heals. It has more blocks/reflects than Holosmith and has access to all the same healing if you equate exhaust healing to the barrier Scrapper generates.

  • anduriell.6280anduriell.6280 Member ✭✭✭

    @Trevor Boyer.6524 i dissagree with your opinions and frankly with everybody who is saying "Soulbeast got cancelled"
    Lets talk about numbers:

    • Sicem damage has been reduced roughtly an 11% from the numbers you are seeing right now. So those 32K magic mauls will still do 29K. Those 12K magic LB autos will do 10K .
    • The increased speed from Sicem will make the soulbeast very mobile. If it respects the original skill you get +40% speed for 10 seconds which will allow to make use of the short stealths very effectively.
    • The only noticeable nerf will be unstoppable union. Sniper soulbeast will use SoH traited now for the unblockable pewpew with some quickness sigil.
    • the buff to barrage will make this skill do more damage after the patch than right now. Now barrage + sicem gives +40% while after the patch same combination will be +50%.
    • I don't think we will see many changes in builds or gameplay for Soulbeast. The usual BM/WS/SBeast build will still be viable and the damage will be more consistent and a little bit less bursty.
    • Paper thin zerker builds will still melt against a Sicem Soulbeast and as Irenio explained, this is working as expected as there should be an spot for this kind of builds.

    I am very happy with the balance notes in general. I think is not enough for the ranger thou , Soulbeast is still locked into power dps .with the normal builds. I don't think others than WvW builds are going to make use of the MS traitline however.

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭
    edited July 12, 2019

    @Mbelch.9028 said:
    I'm still not convinced.... Scrapper can find a lot of means to generate heals. It has more blocks/reflects than Holosmith and has access to all the same healing if you equate exhaust healing to the barrier Scrapper generates.

    Except it no longer generates any barrier on hit (trait removed and and replaced with the most ridiculously useless trait in the entire history of GW2 and its not even the new barrier trait) and bulwark has been nerfed by an unspecified amount. On top of the complete removal of hp regen, you now also have a base hp of 13K.

    The new barrier trait force marauder hammer/rifle builds and makes everything else utterly pointless. And it wouldnt surprise me if the trait is kitten in practice with that kind of gear because there is no point in barrier if it forces you to build for enough damage to fully kill a player in 3 seconds to equate the passive hp regen+barrier regen as before, because the percentage is low and it only counts "strikes" (kitten does that even mean).

    Dont look a gift Asura in the mouth.
    No seriously, dont. Shark teeth.

  • otto.5684otto.5684 Member ✭✭✭✭

    It depends on which class.

    Ele, cannot make a decision. I love condi ele in PvE and it got buffed. Primordial Stance buff could be big in sPvP. Dunno. Will see. Ya, there is a damage power nerf in PvE. I think overall should be okay.

    Eng, some say scrapper changes are a nerf. Others as a buff. I dunno. It surely needed a sustain nerf. Will see. Slight nerfs to holo. More are needed, but better than nothing.

    Guardian. As a guardian main, they should nerf FB support. NOPE AGAIN. Not sure why. It is the biggest determent factor most in sPvP games. Core guardian.. not sure. I though it was nerf. Now I think it is a buff. I mean, if the target ate symbol of wrath + GS (with zeal), they will probably get instantly downed now. GL with that though, since core guardian only has 1 unreliable CC. But, with the removal of 250 ferocity from retribution, we could see the 3 second root being used instead of the 10% damage. Will see.. Hard to guess. Unlikely to be meta since all of its existent problems, are still the same, and they were not damage related anyway. DH slightly better, but will remain dead.

    Mesmer, not sure. Will see.

    Necro, I have to say, however wrote this at Anet: "While reapers were designed to be durable frontline fighters, the Soul Eater trait is providing a little too much survivability," should be nowhere close to class balance in a mile radius. Seriously, at least try test kitten outside of PvE golem. Try veteran mobs and maybe one day your skill level will take you to soloing a champion in PvE :p Until then, please do not do any class balance..

    Ranger, some nerfs were needed. I think this went to far. Also, Druid nerfs?!

    Rev, good changes, except Mallyx.

    Thief, dunno. Seemed very weird.

    Warrior. Berserker will remain not PvP viable. Rampage changes are not what I would have liked. And nerfs are need to tether more than anything else, but whatever.

    Overall, there should be zero changes to the meta. So.. I guess if no builds are killed we should call that success now?!

  • SPESHAL.9106SPESHAL.9106 Member ✭✭✭

    I thought it was April Fools Day when I read the notes.

    There was some semblance of truth with obvious fixes that have been long overdue, but then they also dropped in troll abilities and statements. Of ALL things needed for thieves....they needed development time spent on a PORTAL??? We waited months for development effort being placed into Engies function gyro getting the OP treatment??? Reapers are too survivable??? They wear cloth, but need to fight up close. When have you ever seen a reaper win a duel? They buffed rampage survivability and overall warrior cc/damage??? They nerfed druid survivability???

    Just like every patch in the last few years...they are breaking just as much as they fix if these patch notes are real...it's almost unbelievable that they spent this many months on these things. Some of the obvious things should have taken only a week, not 3 months. The "new stuff" is truly mind boggling that made people wait so long for genuine fixes.

  • Some changes are ....ok, some just dont make any sense. Others just seem like a random rework that no one asked for. Overall its a pretty sad pvp patch, not even close to the changes that are needed, though no one should be surprised about this.

  • Sampson.2403Sampson.2403 Member ✭✭✭
    edited July 12, 2019

    All u fools complained about Rev and it got nerfed hard. So please explain how this entire patch sucked.

  • Mikkel.8427Mikkel.8427 Member ✭✭✭

    @Trevor Boyer.6524 said:
    MESMER:

    • I don't think these changes will necessarily be buffs or nerfs in competitive modes, but I could be wrong. These however: Flow of Time: The alacrity per clone shattered has been increased from 1 second to 1.5 seconds & Seize the Moment: The quickness per clone shattered has been increased from 1.5 seconds to 2 seconds, are going to be pretty kitten strong in pve.

    For those that don't know- Illusionary Persona is a trait that became baseline for Mesmers after the the traitline rework that preceded HoTs release. It makes the Mesmer count as a clone, consequentially scaling up all shatter effects. It also allows Mesmers to use Shatters without any clones present.

    Chrono will be losing Illusionary Persona, so at max illusions you'll see...
    Flow of time-
    Now: 1s x 4 = 4 secs of Alacrity
    After update: 1.5s x 3 = 4.5 secs of alacrity

    Seize the Moment-
    Now: 1.5s x 4 = 6 secs of quickness
    After update: 2s x 3 = 6 secs of quickness

    In PvE, the loss of Illusionary Persona shouldn't make any difference to the efficacy of Chrono, just makes it even more annoying to play... In the competitive modes (especially WvW) this is a MASSIVE nerf.

    I'm super excited to playtest all the changes, though. Especially the Ele changes.

  • but are you really plat 2?

  • Razor.6392Razor.6392 Member ✭✭✭✭

    It was either nerf ancestral grace or buff RtL, and they went with the former. Nothing of value was lost.

    Never said I'm the best, but I believe I'm better than you.

  • Multicolorhipster.9751Multicolorhipster.9751 Member ✭✭✭
    edited July 13, 2019

    Everything but some of the changes to Rev and Ranger are either absurd or lackluster. Mostly lackluster, but either way:

    Remove Ranked DuoQ pls&ty

  • DoomNexus.5324DoomNexus.5324 Member ✭✭✭

    @Zex Anthon.8673 said:
    Necro has the worst sustain out of all other classes which is why it is focused first every single game.

    "Necro has the most ridiculous op impact on any teamfight due to massive boon corruption and AoE cancer (aka condition) spam, which is why it is focused first every single game."
    There you go I just corrected it for you, no need to thank me :)
    I think the nerf was.. okay I guess.. I'd rather see a slight dmg or duration reduction on reaper shroud4 spin to win, other than that I think Reaper is actually pretty good.
    Guess the balance team from Anet got their statistics from 2016 since none of the PoF issues were adressed (other than soulbeast, which i really like).

    Why is Anet balancing their game around open world PvE?

    Yea it sucks and we will never know.. coughmoneycough

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭

    No love for Ele in @Trevor Boyer.6524 's Honest Patch Notes.

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
    Please allow team queue with rewards again at our own discretion.
    06210311 251521 121512

  • dominik.9721dominik.9721 Member ✭✭✭

    Guard changes are extremly poor imo.

    Fb basically still untouched while for core guard they only buffed symbol builds that are completly skillless.

  • Trevor Boyer.6524Trevor Boyer.6524 Member ✭✭✭✭

    @sephiroth.4217 said:
    No love for Ele in @Trevor Boyer.6524 's Honest Patch Notes.

    I honestly somehow skipped it, forgot. In the same way Arenanet usually does.

  • Bossun.2046Bossun.2046 Member ✭✭✭

    man, and i had finally found a cool druid build from some barbie girl on youtube. Something that made druid actually playable, and now i see that this low tier spec is getting nerfed... what are they thinking in there. NCsoft needs to pay more attention to anet xd

    sugoi monogatari oniichan

  • Gamble.4580Gamble.4580 Member ✭✭✭

    Lol who did anet take their advice from for the up coming changes ?? It’s like they have no idea

  • @Mbelch.9028 said:

    @Stand The Wall.6987 said:

    @Mbelch.9028 said:

    @Stand The Wall.6987 said:
    the bad
    scrapper gutted

    Was scrapper gutted??? I don't see anything other than a slight shave in healing (not a shave in barrier creation) that leads me to believe that it was gutted. I think it might be STRONGER in a team setting after the patch.

    all of its heals over time were removed. new function gyro will not hold this class up.

    I'm still not convinced.... Scrapper can find a lot of means to generate heals. It has more blocks/reflects than Holosmith and has access to all the same healing if you equate exhaust healing to the barrier Scrapper generates.

    Yes but holosmith has better mobility and it is much much more fun to play than scrapper :)

  • Dave.6819Dave.6819 Member ✭✭✭
    edited July 14, 2019

    @Trevor Boyer.6524 said:

    MESMER:

    • I don't think these changes will necessarily be buffs or nerfs in competitive modes, but I could be wrong. These however: Flow of Time: The alacrity per clone shattered has been increased from 1 second to 1.5 seconds & Seize the Moment: The quickness per clone shattered has been increased from 1.5 seconds to 2 seconds, are going to be pretty kitten strong in pve.

    u rly dunno much bout mesmer now do u? not being able to shatter on yourself and not being able to shatter with 0 clones. also no distortion on f4 basically. that's a nail in a coffin for chronos. they made illusionary persona trait as baseline for a reason. that's how important it is to use shatters with no clones. chrono will be clunky and terrible. nothing "strong in pve" about it also.

    #MakeTeefGreatAgain

  • Lincolnbeard.1735Lincolnbeard.1735 Member ✭✭✭✭

    @Dave.6819 said:

    @Trevor Boyer.6524 said:

    MESMER:

    • I don't think these changes will necessarily be buffs or nerfs in competitive modes, but I could be wrong. These however: Flow of Time: The alacrity per clone shattered has been increased from 1 second to 1.5 seconds & Seize the Moment: The quickness per clone shattered has been increased from 1.5 seconds to 2 seconds, are going to be pretty kitten strong in pve.

    u rly dunno much bout mesmer now do u? not being able to shatter on yourself and not being able to shatter with 0 clones. also no distortion on f4 basically. that's a nail in a coffin for chronos. they made illusionary persona trait as baseline for a reason. that's how important it is to use shatters with no clones. chrono will be clunky and terrible. nothing "strong in pve" about it also.

    Just adding that the reason for quickness and alacrity "buff" per clone is because there is no IP on chrono, so surprise surprise it's still the same quickness and alacrity.

    Seriously if after this you can see why Trevor is clueless regarding mesmers and anti-mesmer at heart...

    The degenerate

  • Dave.6819Dave.6819 Member ✭✭✭
    edited July 14, 2019

    @Lincolnbeard.1735 said:

    @Dave.6819 said:

    @Trevor Boyer.6524 said:

    MESMER:

    • I don't think these changes will necessarily be buffs or nerfs in competitive modes, but I could be wrong. These however: Flow of Time: The alacrity per clone shattered has been increased from 1 second to 1.5 seconds & Seize the Moment: The quickness per clone shattered has been increased from 1.5 seconds to 2 seconds, are going to be pretty kitten strong in pve.

    u rly dunno much bout mesmer now do u? not being able to shatter on yourself and not being able to shatter with 0 clones. also no distortion on f4 basically. that's a nail in a coffin for chronos. they made illusionary persona trait as baseline for a reason. that's how important it is to use shatters with no clones. chrono will be clunky and terrible. nothing "strong in pve" about it also.

    Just adding that the reason for quickness and alacrity "buff" per clone is because there is no IP on chrono, so surprise surprise it's still the same quickness and alacrity.

    Seriously if after this you can see why Trevor is clueless regarding mesmers and anti-mesmer at heart...

    yea at this point i'd say to anet.. take your quickness and alacrity back but gimme back IP. that's how important it is/was. oh and gimme back my F4+F5 too!

    #MakeTeefGreatAgain

  • praqtos.9035praqtos.9035 Member ✭✭✭✭

    @Dave.6819 said:

    @Trevor Boyer.6524 said:

    MESMER:

    • I don't think these changes will necessarily be buffs or nerfs in competitive modes, but I could be wrong. These however: Flow of Time: The alacrity per clone shattered has been increased from 1 second to 1.5 seconds & Seize the Moment: The quickness per clone shattered has been increased from 1.5 seconds to 2 seconds, are going to be pretty kitten strong in pve.

    u rly dunno much bout mesmer now do u? not being able to shatter on yourself and not being able to shatter with 0 clones. also no distortion on f4 basically. that's a nail in a coffin for chronos. they made illusionary persona trait as baseline for a reason. that's how important it is to use shatters with no clones. chrono will be clunky and terrible. nothing "strong in pve" about it also.

    Actually I was about to respond something like : why you put any class you have no clue about when he can talk only about his ranger... could just replace it with "Weird changes. I don't know enough about "X class" to see if these will be useful or not."

  • Arheundel.6451Arheundel.6451 Member ✭✭✭✭
    edited July 14, 2019

    @Eurantien.4632 said:
    I don't know man, marksmanship is a pretty ballsy traitline... I was running it with zerker and sic em just to feel it was doing enough damage. The 15% reduction to sic em actually isn't much AND it has added move speed now... might still be worth it. I just don't expect players to be running marksmanship and dropping wilderness survival.

    Dropping wilderness survival in this meta is simply not worth it. Marksmanship is literally a meme full power trait line and a major reason why this class gets complained about, because it can push out good damage, but they don't understand the flipside of your survivability trade off is 100% for even hitting higher numbers.

    You are a walking target aside from necro because it's obvious if you're running opportunity buff icons on your bar, then you're most likely not running WS aka easy burst down.

    This is obviously fine , for the most part there should be trade offs in survivability for higher dmg, the issue with ranger is you don't do near as much dmg as other classes consistently and one cleave from WI or maul isn't enough with res capability now no matter how many once-every-30second trait modifiers you setup beforehand (blocks, evade, invuln exist too , blocks even more now).

    Also @Trevor Boyer.6524 "AoO 25%, MoC 50%, Remorseless 25% = +100% damage modifier for a given Maul or WI. I warned everyone, been warning you for months." - This is not efficient in higher level play or against people with brains unless you're 1upping. Nevertheless, it will be complained about and requested to be nerfed heavily because unfortunately casuals will be victims to this setup and immediately clamor to the forums to cry for nerfs. So expect that coming soon. I'm sure there's already numerous threads on it anyway so lol

    Casuals will always complain about rangers because in the casual's mind anything not a plate armor melee tank dishing huge dmg...is considered unfair to fight..but that's what ranger does, since the beginning of the MMO world everywhere in every MMO up to these days. Yeah prob they will nerf that combo soon or later but those nerfs have been expected for the last 3-4 years so.....

    -A wise man once said- "Fight cheese with cheese or be cheesed in return, mind not those who will accuse you of being a cheese as they like cheese themselves"

  • Abraxxus.8971Abraxxus.8971 Member ✭✭✭

    All these changes really don't mean anything, and they won't until they figure out a way to get more people into pvp so that maybe, just maybe, we can actually start getting teamed with people of comparable skill level instead of being teamed with starters that don't know any tactics except mash buttons.

    Bring back Ceara

  • bbop.9706bbop.9706 Member ✭✭✭

    @Chaith.8256 said:
    Where are the full raw notes and not the player-biased recaps?

    Edit: NVM, found them.

    So my subjective Engi change recap:

    • Rifle nerfs

      1: Hip shot loses tracking power

      2: Rifle back to having no backwards net shot

      3: Blunderbus now one basically the only cone AoE skill that gets obstructed by LoS

    • Small blowtorch buffs, being able to apply 4 burns at any range is gooder' than applying a super long 1-2 stack burn at medium range.

    • Elixir X nerf, cooldown from 75s to 105s in PvP

    Scrapper:

    • Projected Bulwark Gyro nerfs, no numbers released on barrier gains, but being required to be around 5 allies to get the full barrier, which will still likely get ripped off you from damage transfer instantly, this is a guaranteed significant nerf to Scrapper solo survivability, and possibly still suicidal in team setting

    • Adept Minor change:
      Pros: Multi-Function Gyro Clone no jutsu, Lightning Field, and smoother gameplay that doesn't require allied targeting.
      Cons: Between 30 to 75s cooldown on Function Gyro, up from 20s. This is actually a 50%+ cooldown nerf for normal supporting activities for, say, one Necromancer ally in PvP.

    • Master Minor change:
      Noticeable buff here, instead of the previous Barrier/Superspeed/Might on successful revive/stomp, this minor will now be like having an extra trait like the old Shocking Speed - blasting and leaping fields all granting superspeed.

    • Grandmaster Minor change:
      This is weird. All Scrappers will now have no choice but to be short 300 vitality, fair enough: 15% of STRIKE damage converted into barrier, so condi Scrapper is definitely thrown out of the window too. This trait used to give 15% more barrier from all sources and 5% damage when you had barrier, which was pretty good. This change is now making Scrappers easier to focus fire - focusing them is easier with -300 vitality and focusing them will deny damage, therefore denying barrier.

    • Adept Major #1 change: "Gyroscopic Acceleration"
      No real change here, they just ripped half of this functionality out and added it to the Master Adept as baseline. This trait now is lackluster even for a gyro focused build, which will probably still stink.

    • Adept Major #2 change: "System Shocker"
      This trait seems bad - a .5s AoE Daze every 30-75s? It may occasionally come in clutch for the f-gyro revives. Giving 50% increased finishers from lightning fields, means you'll be really good at applying AoE swiftness. This will hardly affect Rocket Charge combo-leap daze up-time really. PEFECTLY WEIGHTED REPLACED, which means no more stability on dodge roll, or 10% hammer damage option.

    • Adept Major #3 change: "Object in Motion"
      This trait is now just going to be the go-to in PvP, with the #1 adept trait being half baseline now, and the #2 trait being awful. It's a good trait - Function Gyros will give stability in the 180 radius when cast every 30-75s! This means if you spawn 6 function Gyros, presumably everyone shall have 6 stacks of stability for presumably 3 seconds. This is way more clutch for reviving than a .5s daze from "System Shocker". In addition, you'll get the might gain from previous 'Mass Momentum' when you have stability, meaning this trait will be an auto-pick to keep your damage high, and in turn your barrier gain. Noticeable buff here, even when compared with a great skill like Perfectly Weighted which is now gone.

    • Master Major #1 change: "Damage Dampener"
      This is just a completely new concept, it's a trait that simply makes you harder to burst, delaying 25% of damage received by 2 seconds. Since it replaced Rapid Regeneration which was ticking on the high end of +450 healing per second with Mender's Amulet, Super Speed, and Swiftness, this is a pretty big nerf, even if it is cool.

    • Master Major #3 change: "Object In Motion"
      This trait is respectable. 5%, 10% or 15% damage boost based on how well you can keep up your buffs. Mass momentum, the previous trait was mostly reincarnated in the adept tier, was about as good, if not better than this at dishing damage.

    • Grandmaster Major #1 change: "Adaptive Armor"
      RIP. This trait was gutted. This trait used to supply Scrapper with 50% of their total barrier uptime, but now generates no barrier, only increasing other barrier gains by 15%. This is a huge nerf that off-sets Scrapper's new barrier source via doing damage, which was also offset by losing -300 vitality, and replacing a strong minor trait. I hope you're still following. Could still be a viable choice due to lack of other good options.

    • Grandmaster Major #2 change: "Kinetic Stabilizers"
      Largely unchanged. Adept major #3 now has the stability on F-Gyro feature, so this trait no longer does that as it did before, instead increasing daze/stuns by 25% which is fairly meaningless.

    • Grandmaster Major #3 change: "Applied Force"
      Buffed, now quickness gives +200 power. Definitely puts it higher priority. I think this trait is now better than Adaptive Armor, which is funny how the tables have turned. +200 power & big quickness will generate more barrier than Adaptive Armor's 15% increased barrier gain, since we create barrier by doing damage now.

    SCRAPPER OVERALL
    Way more pushed into high damage builds which is very exciting, damage = survivability. Many previous sources of Scrapper's sustain was destroyed and somewhat rebuilt. Bulwark gyro barrier & Adaptive Armor barrier, previously 100% of Scrapper's barrier sources was removed. Rapid Regeneration which was a significant portion of Scrapper sustain was removed too. Will be much easier to focus fire and kill when it's alone, because all that was given to compensate their survival from this was allowing Scrapper to convert damage to barrier.

    The best Scrapper build post-patch will be something damage focused like this, in my opinion:

    http://gw2skills.net/editor/?vdAQFASlUUhqrY5VwdLQ+FLTGF9cn3BuYzUABw4H8eRAA-jJh/gAVlBG2fQ8CAA8AAAA

    Oh yeah and Scrapper will likely be trash at 1v1s and side noding, but we'll see.

    Holosmith:

    • Overheating nerfs, toolbelt skills now disabled while overheated. Okay.

    • Laser's edge buff, dynamic damage buff that scales with Enhanced Capacity Storage Unit. Could be worth checking out, probably goes up to 22.5% multiplicative damage bonus increase when you're fully loaded heat with Enhanced Capacity Storage (149 heat). Not really much better than having the previous 15% ADDITIVE multiplier from being at 51+ heat.

    HOLOSMITH OVERALL
    No real changes besides more punishing to players with lower mechanical skill.

    brilliant diagnosis from someone who clearly understands their profession. nice one.

  • Axl.8924Axl.8924 Member ✭✭✭✭

    Whats up with the reaper heal changes? thats ridiculous

    Also: I heard water is possibly go to with air for dps for ele tempest, is that true? also why? im confused about the ele changes. Tempest was already lagging behind.

    Here is my list of characters i got so far:

    Elementalist 80 with tempest:Talman nul
    Necromancer 80 with reaper:Zex vokar
    Mesmer level 80 no chrono yet:Klanga voosh.
    Level 80 Ranger with druid spec Jedkhan.

  • Draconious.2751Draconious.2751 Member ✭✭
    edited July 14, 2019

    @Axl.8924 said:
    Whats up with the reaper heal changes? thats ridiculous

    Also: I heard water is possibly go to with air for dps for ele tempest, is that true? also why? im confused about the ele changes. Tempest was already lagging behind.

    Water provides significant sustain compared to air. After the patch water will also provide significant damage modifiers from the following two changes. Previously Aquamancer's Training (now flow like water) increased damage dealth while above 90% health. The threshold was changed to 75% which will be easier to maintian and thus inflict more damage. The second part is the change to Piercing Shards. This trait used to only function while in water (not a high damage attunement) at 10% increase damage, so it was minimally useful. Now, it provides the +10% damage whilst in other attunements and +20% while in water. So to conclude water eles can maintain +20% damage when above 75% hp now, up from +10% when above 90% hp.

    Flow like Water: This new trait takes the slot previously occupied by Aquamancer's Training and increases damage dealt by 10% while the elementalist is above 75% health. Additionally, it heals the elementalist when they block or evade an attack. The healing effect has a 10-second cooldown.

    Piercing Shards: This trait now grants half its 20% bonus damage to vulnerable foes when not attuned to water. The full bonus damage is still applied while attuned to water.

  • Axl.8924Axl.8924 Member ✭✭✭✭

    Thats quite a nice buff then, time to come back and bring out my tempest and dust it off.

    Here is my list of characters i got so far:

    Elementalist 80 with tempest:Talman nul
    Necromancer 80 with reaper:Zex vokar
    Mesmer level 80 no chrono yet:Klanga voosh.
    Level 80 Ranger with druid spec Jedkhan.

  • Kovu.7560Kovu.7560 Member ✭✭✭✭

    @Trevor Boyer.6524 said:

    • 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. = "Ok, as the last person who even plays Druid at a plat 2 level, just why? Why nerf Druid further? This is the stupidest and most unwarranted change in this entire list of patch notes. Let me explain why: First of all, making the recharge 20s from 18, just completely screws up the synergy of weapon swapping with the staff. The staff is generally used as a defensive measure and the #3 staff skill is the largest part of that defensive measure. Being able to evade while using it, allows the Druid to do what it does, and that is survive and disengage. So quite often, when a Druid swaps to staff they are able to use #3 immediately alongside of an effect such as sigil of escape. 18s CD scales perfectly for this purpose while weapon swapping back and forth between a damage weapon side and staff escape side. Now with a 20s CD, the player can no longer immediately use staff #3 escape, which is an enormous nerf to the already Renegade level gameplay in competitive modes. Secondly, having the recharge reduced by 5s if at least 1 other ally is healed during the use of staff #3? That's ridiculous for so many reasons. The Druid is a side node mainly in spvp, which means it is usually alone, and it doesn't have realistic reason to keep teleporting to its pet for the 5s reduction either. It needs to use the #3 to stay away from things, as far away as possible. Furthermore, the 5s CD would put it to a 15s recharge, which is meaningless because it doesn't matter if it is a 15s CD or an 18s CD, because weapon swapping takes 18s anyway to rotate, and Druid's DO NOT CAMP STAFF SIDE. So this effect granted of a 5s reduction is completely useless not only in competitive modes, but also in pve, where Druids are weapon swapping as often as possible to warhorn and back to staff, meaning it will take them at least 18s to be able to use staff #3 again. This change is a completely lackluster nerf to the Druid in competitive modes and pve. Why is there no one in the Arenanet office that is capable of recognizing skill trait practicality issues like this? <- This change needs to be reverted ASAP. I seriously do not understand why Arenanet would aim at making something like Scrapper an inordinately powerful force to be reckoned with, defensively, offensively, and now even with its mobility, but then continue to nerf the batshit out of something that quite seriously has a class representation of 1 person in the top 100." <- It's these kinds of changes that make gameplay feel funky & wonky, and not smooth.
    • Upon all this ^ I'd just like to add that Druid is a class that needed significant straight flat buffing, not nerfing. The CA kit is a joke compared to FB kits. And now with Scrapper buffs, Scrapper is going to be a clear upgrade from Druid play in literally every aspect. Scrapper will have A LOT more sustain than a Druid, A LOT more damage, A LOT more CCs, waaaaaay better support, waaaay better kill securing power, it'll rotate fast as hell for disengage factor due to mass superspeed buffs, and still be able to front tons of stealth if it chooses. What are you guys doing? I mean who makes these decisions? I don't normally get enraged by patching just maybe a bit confused, but this time I'm actually pissed off about it. These changes are like Arenanet dropped a few weird suggestions into a hat that didn't make sense to begin with, shook them up, and then began drawing them out see what would randomly happen next.

    Pretty much this. I want a reason to play Druid again. =(

    ~ Kovu

    Ranger main before it was viable.
    Fort Aspenwood.

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