Future Potential WvW-centric Balance Changes - September 6th 2019 - Page 3 — Guild Wars 2 Forums

Future Potential WvW-centric Balance Changes - September 6th 2019

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  • Can you guys take a look at Druid staff (or Druid in general) for wvw and spvp? It could really use some improvements to be more competitive

  • I don't have much to say, which is good. As long as Scourge is continuing to get nerfed, I'm happy. Consider removing it entirely. Mesmer as well.

    💎 Necromancer | Maguuma | Diamond Legend 💎

  • Nimon.7840Nimon.7840 Member ✭✭✭✭
    edited September 7, 2019

    Would your gameplay change as a result? How?

    I still don't think, that patch will change wvw much.

    Do you feel these changes would improve or worsen the state of the game?

    Maybe slightly improve wvw. But overall dmg will still be too high.

    Are you looking forward to these potential changes? Why?

    Have kinda mixed feelings. And also feel that there are still a lot of things missing.

    What are your concerns and the consequences you expect with this set of changes?

    Maybe we will se more eles. That are kinda hidden over powered right now. I bet you will see "nerf ele" for next balance patch.
    Ele is already the king of dmg in wvw.

    But getting randomly hit by some meteors almost onehitting you, isn't fun to play either.
    Then I like the red floor of necro skills more.
    And there's also some very overpowered builds left, that onehit everything.

    What I do like about the patch, that this feels like the first patch, where the community can actually do something and give constructive feedback.
    I do like that very much.
    Go on with that

    And I wanna give some necro feedback. In the last thread I think I proposed, that you should increase healing modifiers of all barrier skills. After some thoughts, that's not good. Especially with the cleanse nerf to engi, as well as the desert shroud nerf and scepter 3 nerf (I said that scepter 3 is insanely overpowered, when it got changed and I think some of the nerfs are definitely justified). People would have gone back to cele scourge.
    And that's still what I think will happen after the patch.
    Especially, cause power builds will take a huge hit here.

    Maybe buff some very underperforming skills as well?
    Like serpent siphon that isn't used in any gamemode?

    What I'm hyped about is the change(s) to deathmagic, as this traitline basically gets only used by open world minionmancers and is basically dead for competitive play as well as endgame pve

    And what I'm still waiting for is the Bugfix blood bond in bloodmagic traitline. As it heals for the full amount of the initial self heal of the signet.
    and i do think, that we Need a serious look at necro offhand weapons, as they will all be kinda lackluster

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

    @DeadlySynz.3471 said:

    @Irenio CalmonHuang.2048 said:
    Greetings again all,

    Thanks for the feedback regarding the proposed changes posted last week.

    Below you'll find a set of changes we're looking at which is WvW-centric, as well as a few modifications to some of the changes from the last thread. With these changes the objective is to bring the dominant builds and compositions into line and offer more build diversity to the existing meta. Because there's been some confusion, we want to clarify that we're continuing to balance for other game types, including (as some of you guessed) significant changes to the warrior's Tactics line as well as the necromancer's Death Magic line, ranger sword changes and more.

    As before, this isn't the full set of changes we're preparing and this is not a call for general profession feedback.
    Here are a few questions to think about while looking over the potential changes:

    • Would your gameplay change as a result? How?
    • Do you feel these changes would improve or worsen the state of the game?
    • Are you looking forward to these potential changes? Why?
    • What are your concerns and the consequences you expect with this set of changes?

    Here is what we're looking at. Previously posted and unchanged items are italicized at the bottom of each profession's section so that it should be easier to focus on the new and changed parts of this set of changes:

    Items

    • Superior Rune of Antitoxin: Change it so that instead of increasing outgoing condition cleanses by one it instead increases incoming condition cleanses by one, thus only affecting the wielder, but allowing it to scale up with external cleanses.

    Engineer

    • Purge Gyro: Reduce the number of cleansing pulses from 5 to 3 in WvW. Pending the superior rune of antitoxin change, this may stay at 5 cleansing pulses.
    • Sneak Gyro: Increase the cooldown of this ability from 45 to 75 60 seconds in WvW.
    • Corona Burst: The existing split from PvP of reduced might gain is brought to WvW. Reduced the damage of this ability by 20% in PvP and WvW.
    • Holographic Shockwave: Reduced range from 600 to 300.
    • Impact Savant: See if there is a way to include condition damage on this trait globally. Reduce the vitality loss of this trait from 300 to 180 in WvW and PvP.
    • Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.

    Guardian

    • Stand Your Ground: Reduce the stacks of stability granted by this ability from 5 to 3 in WvW.
    • Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants aegis or retaliation.
    • Tome of Resolve, Chapter 2 - Radiant Recovery: The existing split from PvP of cleansing 2 conditions is brought to WvW as well. This ability would continue to cleanse 3 conditions in PvE.
    • Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.
    • Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.

    Mesmer

    • Illusion of Life: Increase the cooldown of this skill from 75 to 90 seconds in PvP & WvW and reduced the duration from 15 seconds to 8 seconds of its effect in PvP & WvW Reduce the invulnerability period on revived allies. Improve the smart targeting on this skill so it can't fail in big group situations where there is someone downed and lots of people near them.
    • Chaotic Interruption: This trait has been re-worked and now reduces the cooldown of one of your weapon abilities that is already on cooldown by 5 seconds when you interrupt a foe.
    • Power Break (Mantra of Pain): This skill now requires you to face your target and respects line of sight.
    • Power Lock (Mantra of Distraction): This skill now requires you to face your target and respects line of sight.

    Necromancer

    • Oppressive Collapse: This skill will require line of sight on the activation.
    • Sand Cascade: Reduce the base barrier granted by this skill by 33% in WvW & PvP, increase the healing power contribution by 20%, as the healing coefficient is already pretty strong.
    • Sand Flare: Reduce the base barrier granted by this skill by 25% in WvW, increase the healing power contribution by 33%.
    • Desert Shroud: Increase the base barrier granted by this skill by 10%, increase the healing power contribution by 15% and reduce the damage inflicted by this ability by 20% in WvW.
    • Sand Savant: We've wanted to address the target cap issue with this trait in WvW for a while, however it is an incredibly gnarly problem because this is a large functional change that would need to be preserved between game modes. This was why the cooldown split was made on this trait originally. We hear you that the trait is an issue and we're working on it. This is a tough case to crack in a manner that does not leave one mode suffering due to the changes made for another.
    • Feast of Corruption: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.
    • Devouring Darkness: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.

    Ranger

    • Long Range Shot: Reduce the damage range of this skill from 0.7-0.9 to 0.6-0.8 in WvW only.

    Revenant

    • Gaze of Darkness: This skill would reveal stealthed enemies up to 600 range away in addition to striking enemies within its 360 radius.
    • Coalescence of Ruin: This skill would no longer deals increased damage with successive impacts; instead it deals damage equal to what was previously the middle impact damage. Damage remains split between game modes. A red warning rectangle visible to enemies has been added to this skill.

    Thief

    • Deadly Ambition: Reduce the poison inflicted by this trait from 2 stacks for 3 seconds to 1 stack for 2 seconds in PvP & WvW. Reduce the internal cooldown from 5s to 2s in PvP & WvW.

    Warrior

    • Charge: This skill would only removes movement impairing conditions and then increases the damage of affected allies' next 2 attacks by 25% in PvE and PvP and 10% in WvW in addition to its previous effects. Increase swiftness duration from 10 seconds to 15 seconds. This skill becomes a blast finisher.
    • Call to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    • Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    • Quick Breathing: Thinking of kicking re-working it a bit to pair with the warhorn skill changes so they feel more cohesive. Continues to increase number of targets for warhorn skills from 5 to 10 and causes warhorn skills to grant an additional boon instead of reducing the cooldown (Fury for Charge and Resistance for Call to Arms). Grant +120 Concentration.

    Thanks once again for your feedback and for keeping things focused.

    Sincerely,
    ~Irenio

    The Sand Savant thing was addressed in another thread where someone tried to complain about Sand Savant hitting too many targets, and here you've addressed Sand Savant. The user during their video showed just how weak and pathetic the full on bomb from this skill is; it's absolutely laughable just how weak it is. It doesn't matter how many targets it hits. It's like complaining about a regular arrow cart hitting 50 people for 300 damage.

    The video in question:

    check out the window in the top right, total damage is the left number while damage per second is the one in parenthesis. Notice that it spikes up to 89.2k damage per second from the shade bomb alone. It's very WeAk AnD pAtHeTiC, aBsOlUtElY lAuGhAbLe

    Show a video of any other class pulling that kind of spike damage if you want to be taken seriously

  • Elric.4713Elric.4713 Member ✭✭✭

    I guess you're set on destroying Rev hammer in only game mode it's actually good. Oh well...

    👻Legendary Ritualist Stance - Invoke the power of the legendary ritualist Master Togo.

  • Tulki.1458Tulki.1458 Member ✭✭
    edited September 7, 2019

    Engineer

    Holographic Shockwave: Reduced range from 600 to 300.
    Impact Savant: See if there is a way to include condition damage on this trait globally. Reduce the vitality loss of this trait from 300 to 180 in WvW and PvP.
    Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.

    I have a few points / questions / concerns on these engineer notes.

    Holographic Shockwave: Is this range reduction only happening in WvW? If it's also affecting PvE, that'll be a huge bummer as this skill is great for CCing lots of mobs to get a breather. At 300 range there won't be much of a reason to ever use it because there are better (and cheaper) forge skills to use at extremely close range, like Corona Burst, Photon Blitz, or even just auto attacks. I'd rather see some sort of counterplay in PvP rather than a range reduction. Or making it no longer guaranteed to crit in PvP.

    Impact Savant: Thank you for looking at having this apply to condition damage. Base engineer contains tons of condition damage options which Scrapper seems to throw out the window.

    Chemical Field: PLEASE don't replace this with detection pulse, especially if you intend for Scrapper to be able to gain barrier from condition damage!
    Instead, please consider reworking the Expert Examination (https://wiki.guildwars2.com/wiki/Expert_Examination) trait to grant Detection Pulse as a proc instead, or to have the trait add a Detection Pulse to Function Gyro. That trait is already unused everywhere, and by replacing a tool belt skill with detection pulse, you're basically throwing away one of the Scrapper's tool belt skills in PvE. This is not good.

    By reworking the trait instead of replacing Chemical Field, you also allow a PvP scrapper to play anti-stealth without also forcing them into a supportive build. Which is good because Impact Savant requires the scrapper to play offensively to capitalize on it.

  • Axl.8924Axl.8924 Member ✭✭✭✭
    edited September 7, 2019

    @SloRules.3560 said:
    In general i like the changes, but CHRONO and necro need some work, which in turn can make revenant to powerful. Guardian is always op, but i have no idea how to nerf it without taking out too much of fun factor of playing group wvw, not just for the guardian but his whole party. Maybe someone else has some better suggestions.

    Antitoxin is great change for health of the game and is currently totally broken, it will also change development of meta. Hits scrapper cleanses quite a lot, which makes alternatives a taught.

    Engineer

    Purge Gyro: since i believe scrapper is still the best cleanser this nerf can happen as far as group is concerned
    Sneak Gyro: Stealth is op, this needs the nerf
    Corona Burst: No comment
    Holographic Shockwave: No comment
    Impact Savant: No comment
    Chemical Field: HELL YES, stealth op, needs counter, this best counter, YES
    

    Guardian

    Stand Your Ground: Interesting change, i'm not sure how much it changes in grand scheme of things. I might prefer it goes to 5 targets? Since leftover stability(outside of party) is well random. Also since stabiltiy is a necesity to enjoying WvW fights, i'm not sure.
    Tome of Courage, Chapter 5 - Unbroken Lines: Ok
    Tome of Resolve, Chapter 2 - Radiant Recovery: Ok
    Tome of Courage, Chapter 2 - Daring Challenge: Doesn't change much, since aegis is only for self.
    Sanctuary: Never used, idk how it's going to effect anything
    

    Mesmer

    Illusion of Life: I like the nerf, but don't like the skill overall. Since it's also only real use for mesmer in wvw group content these days, it makes it even worse. But overall it encourages passive play from mesmer, so that it's always in position to cast this (posibly precast as sometimes people die before that) and possibly play mirage (which feels miserable in group fights) for that dodge (and actual distortion) -> no real counterplay. Target is said to have improved, but it also fails because of terrain and stuff. Generaly i'd like this skill to be completely reworked as it's only used in wvw and there most mesmers i know don't really like it (but it is only thing that is really unique and usefull).
    Chaotic Interruption: No icd? Idk how this is going to pan out, but it can lead to some weird interactions. Weapon skills on mesmer kinda suck for wvw group fights, so idk, we'll see how much this is used, as when you need interupts you generally don't get them.
    Power Break (Mantra of Pain): Do not like the change as i have experience with arcane thievery
    Power Lock (Mantra of Distraction): Do not like the change as i have experience with arcane thievery
    

    Necromancer

    I'll address this in general. Might shift necros towards celestial with all the scalling buffs, but not sure. Still only 1 boon corrupt has been taken away, that is simply not enough to change much about scourge or bring alternatives to forefront. But i see that you see the problem with sand savant, so something might come up.

    Revenant

    Gaze of Darkness: Great, stealt his op, also alternative to scrapper for reveal
    Coalescence of Ruin: Have to test this to see how it's going to effect stuff, but i'm generally for it as it makes pirateship worse.
    

    Warrior

    I kinda like these changes, but are they enough to shift from from GS/hammer? You need tactics line (that you acknowlage needs some work) and a mainhand weapon, which is most likely going to be sword. It might work with rework of some tactics traits.

    The change is bad though as the boon corrupt is core ability that shouldn't be touched. They should just strip the AOE boon corrupt and barrier gen and or separate them like the way chronomancer has different abilities with different cds and add a bit more of a cd so it can't be spammed or something and maybe lower the aoe's circumference.

    core necro shouldn't be touched as its already flimsy as is.

    .

    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.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    I'd really like to see Sigil of Agility removed in SPvP. Similar to Superior Rune of Surging back when that was approaching ridiculously high usage.

    Right now we've reached a point where nearly every build is using it to blitz out certain animations faster than people can react. And clear animations and tells is part of what makes SPvP appealing. Right now in terms of popular builds you're seeing it on:

    Spellbreaker
    Support Firebrand
    Blood Scourge
    Curses Scourge
    Reaper
    Prot Holosmith
    Boonbeast
    Sic Em Soulbeast
    Core Ranger
    Deadeye
    Greatsword and Hammer Core Guardian
    Dragon Hunter
    Power Greatsword Mirage

    That's basically a majority of builds you are going to see in Ranked. Like odds are that covers probably 60-70% of what you'll see in platinum games. All running Sigil of Agility. It's too dominant. The only common builds that aren't using it are Rifle Tools Holosmith, Glint+Shiro Herald, and Condi Mirage. It's usage rate is too high now. I think it should be removed in SPvP.

    The Psychomancer: Mesmer Elite Specialization Suggestion

  • Thank you so much for taking into consideration some of the things that were said. Some of these revised upcoming changes are definitely better than how they used to be.
    I've just two suggestions now.

    With Stand Your Ground on guardian, a better (and more healthy fix) would be to reduce the target cap back to 5 in WvW. It can be kept the same in PvE.

    Please look to change Winds of Disenchantment on warrior too. It is too powerful when it is able to be moved freely and has not much counterplay in its current state, especially if you're a smaller group trying to fight a larger one.

  • Clownmug.8357Clownmug.8357 Member ✭✭✭

    Finally, some real holosmith nerfs after almost two years. Good job, don't forgot about Heat Therapy and Holo Leap though!

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

    @Tulki.1458 said:

    Engineer

    Holographic Shockwave: Reduced range from 600 to 300.
    Impact Savant: See if there is a way to include condition damage on this trait globally. Reduce the vitality loss of this trait from 300 to 180 in WvW and PvP.
    Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.

    I have a few points / questions / concerns on these engineer notes.

    Holographic Shockwave: Is this range reduction only happening in WvW? If it's also affecting PvE, that'll be a huge bummer as this skill is great for CCing lots of mobs to get a breather. At 300 range there won't be much of a reason to ever use it because there are better (and cheaper) forge skills to use at extremely close range, like Corona Burst, Photon Blitz, or even just auto attacks. I'd rather see some sort of counterplay in PvP rather than a range reduction. Or making it no longer guaranteed to crit in PvP.

    Impact Savant: Thank you for looking at having this apply to condition damage. Base engineer contains tons of condition damage options which Scrapper seems to throw out the window.

    Chemical Field: PLEASE don't replace this with detection pulse, especially if you intend for Scrapper to be able to gain barrier from condition damage!
    Instead, please consider reworking the Expert Examination (https://wiki.guildwars2.com/wiki/Expert_Examination) trait to grant Detection Pulse as a proc instead, or to have the trait add a Detection Pulse to Function Gyro. That trait is already unused everywhere, and by replacing a tool belt skill with detection pulse, you're basically throwing away one of the Scrapper's tool belt skills in PvE. This is not good.

    By reworking the trait instead of replacing Chemical Field, you also allow a PvP scrapper to play anti-stealth without also forcing them into a supportive build. Which is good because Impact Savant requires the scrapper to play offensively to capitalize on it.

    No reason to use a 300 ranged aoe knockdown?

  • Dayra.7405Dayra.7405 Member ✭✭✭

    I think armor & toughness should affect condition damage the same way it affects power-damage.

  • Henrik.7560Henrik.7560 Member ✭✭✭

    Very good updates, however give other classes like tempest, druid, renegade, and soulbeast more support potential for wvw.
    Please rework sand savant just by removing the target increase on it, and reverting the reduced cooldowns back, or buffing it somehow otherwise.

    [eA] Sakura | Kaineng

  • CreedOfGod.9764CreedOfGod.9764 Member ✭✭✭
    edited September 7, 2019

    Please all I ask is a way to effectively dismount enemies so i can properly obliterate them on my thief. thank you.

    Stay low. Move fast. Kill first. Die last.
    ~Ghost Ren~

  • Smoosh.2718Smoosh.2718 Member ✭✭✭
    edited September 7, 2019

    @Irenio CalmonHuang.2048 said:

    Warrior

    • Charge: This skill would only removes movement impairing conditions and then increases the damage of affected allies' next 2 attacks by 25% in PvE and PvP and 10% in WvW in addition to its previous effects. Increase swiftness duration from 10 seconds to 15 seconds. This skill becomes a blast finisher.
    • Call to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    • Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    • Quick Breathing: Thinking of kicking re-working it a bit to pair with the warhorn skill changes so they feel more cohesive. Continues to increase number of targets for warhorn skills from 5 to 10 and causes warhorn skills to grant an additional boon instead of reducing the cooldown (Fury for Charge and Resistance for Call to Arms). Grant +120 Concentration.
      Sincerely,
      ~Irenio

    Charge - changes should be interesting to see in play, I asume this means Cripple Imobo and Chill will all be removed on 1 blow. Would it be more suited to give charge superspeed for 2-3s then convert to swiftness for 15s? Would give the skill an AOE poke into the front lines, or a quick skill for a retreat. Add superspeed for 2-3s onto this skill and that should be fine.

    Call to Arms - Changes are looking better than what we had before, but can this skill do more? If Barrier isnt suited to the warrior class, make it an AOE stun break on a horn blow, this would give the skills a tactical use for play, giving the warrior the abuility to save someones life. Which in turn will make the battle support warhorn quite fun to play.

    Sight Beyond Sight- I'm still not seeing a single reason to take this skill, Maybe add an effect like Cause blindness to those revealed forseeing their next strike. ( fits the name, you have sight beyond sight in seeing their next move ).... But is that enough to even make it worth picking?

    Quick Breathing - If these changes are going to happen, the name needs to change. Trait effects - For Charge, Id be happy with either Retaliation, Stability or Fury, either boon fits the skill. Resistance i'm fine with for Call to Arms, gives play into a skill to help with condies rather than just utilities.
    _
    Flurry - _Not listed. Warrior Sword Burst skill, this seriously needs to change. its a death trap to use. no defence when using, its static and low damage for a burst. Please can we have an overhaul on the sword F1 Burst. Many suggestions have been made for it, pick one and make it happen, any will be better than what we have currently.

  • coro.3176coro.3176 Member ✭✭✭✭

    I have nothing to add, but just wanted to say thanks for listening to feedback. The changes look much more reasonable. Thanks!

  • Im for the the chem field change but they need to leave purge gyro alone or buff it. Evern with every condi cleanse scapper have they cant keep up with the condi coming out of scourge or mesmer. So either nerf the kitten out of those profession or leave the purge gyro alone

  • santenal.1054santenal.1054 Member ✭✭✭
    edited September 7, 2019

    When the patch hits, I hope that the amount of nerfs each class gets is gonna be a bit more fair.

  • aymnad.9023aymnad.9023 Member ✭✭
    edited September 7, 2019

    I am looking at this from an sPvP perspective (I almost do not play WvW) and I cannot wait to see some of those changes there too!
    Also I did not expect the second balance thread and a teasing for some changes.
    I like the current ranger sword but I am curious about the rework.

    engi : nerf to holo. Nice.
    guardian : Fb needed some nerf. It will still be strong but less aegis spam is a good direction.
    mesmer : Sadly mantra are still is instant cast but the LoS is really needed.
    necro : I am curious if this makes blood sage stronger or weaker but this is better than the previous balance suggestions.
    ranger : I played the slb sniper after the unblockable removal. I was killing people in WvW but I was useless in sPvP. I think this is because people are really slow to react in WvW and those I fought had little to no defense. I hope it does not affect sPvP.
    revenant : no opinion.
    warrior : since you advertise Tactic line change I am curious to see where you are going.

  • @santenal.1054 said:
    When the patch hits, I hope that the amount of nerfs each class gets is gonna be a bit more fair.

    as your sig says that you are a holo roamer in wvw.
    for real - its a shame that holo could survive for such a long time ... when you want to bring holo from his S class to a good A class you have to nerf:

    • Corona burst
    • holo shockwave
    • heat therapy
    • remove perma vigor
    • reduce regen
    • reduce might gain
    • remove perma protection

    all together or better - give holo elite spec the same down side like scrapper ( minus 3000 health )

  • santenal.1054santenal.1054 Member ✭✭✭
    edited September 7, 2019

    @bluberblasen.9684 said:

    @santenal.1054 said:
    When the patch hits, I hope that the amount of nerfs each class gets is gonna be a bit more fair.

    as your sig says that you are a holo roamer in wvw.
    for real - its a shame that holo could survive for such a long time ... when you want to bring holo from his S class to a good A class you have to nerf:

    • Corona burst
    • holo shockwave
    • heat therapy
    • remove perma vigor
    • reduce regen
    • reduce might gain
    • remove perma protection

    all together or better - give holo elite spec the same down side like scrapper ( minus 3000 health )

    Holo is not the only spec with overperforming roaming builds that could use some nerfs. You disagree ?

  • bluberblasen.9684bluberblasen.9684 Member ✭✭✭
    edited September 7, 2019

    @santenal.1054 said:

    @bluberblasen.9684 said:

    @santenal.1054 said:
    When the patch hits, I hope that the amount of nerfs each class gets is gonna be a bit more fair.

    as your sig says that you are a holo roamer in wvw.
    for real - its a shame that holo could survive for such a long time ... when you want to bring holo from his S class to a good A class you have to nerf:

    • Corona burst
    • holo shockwave
    • heat therapy
    • remove perma vigor
    • reduce regen
    • reduce might gain
    • remove perma protection

    all together or better - give holo elite spec the same down side like scrapper ( minus 3000 health )

    Holo is not the only spec with overperforming roaming builds that could use some nerfs. You disagree ?

    no ;)
    i agree with you !

    on S tier level at current balance ( small scale )

    holo, condi dead eye, the new condi weaver, druid immortal condi build, the very rare renegade condi build ( saw it only 1 time ),

    on S - A tier
    spellbreaker and core warrior, core thief, cele weaver, power mirage, scourge , power herald, condi mirage (core cele dual dagger ele) reaper ( good played )

    A tier
    berzerker, long bow ranger, chrono, scrapper, tempest, dare devil, core mesmer

    b tier
    reaper ( bad played ), core necro, core ranger, core engi, core ele ( bad played )

    c tier
    core revenant,

    • a big problem is stealth as game mechanic

    edit:
    added mirage
    edit 2:
    added power herald
    edit 3:
    added weaver

  • How about a hammer rework for the Guardian so that it can be a little more viable in all game play variants.

  • MrForz.1953MrForz.1953 Member ✭✭✭
    edited September 7, 2019

    Impact Savant: See if there is a way to include condition damage on this trait globally. Reduce the vitality loss of this trait from 300 to 180 in WvW and PvP.

    Excellent, somewhat. Strange that the vitality loss is only PvP and WvW though.

    Disgruntled Charr Engineer and Pirate - Jade Quarry

  • otto.5684otto.5684 Member ✭✭✭✭

    @gregor lightbringer.7143 said:
    How about a hammer rework for the Guardian so that it can be a little more viable in all game play variants.

    They did that last year and made hammer less viable after the rework 🙄

  • how about whenever we get 'significant' changes on a class we get the option to reset the gear?
    i have almost 50 characters and its quite punishing to try to reforge all my equipment every time.

  • @otto.5684 said:

    @gregor lightbringer.7143 said:
    How about a hammer rework for the Guardian so that it can be a little more viable in all game play variants.

    They did that last year and made hammer less viable after the rework 🙄

    for that same reason you need it the hammer has been forgotten a complete change in their abilities is necessary for you to make an option more viable

  • santenal.1054santenal.1054 Member ✭✭✭
    edited September 7, 2019

    An other criticism of mine is that the amount of proposed changes is just too few, dont be lazy or TOO carefull, the pace of balancing has to go up. Hell, I wouldn't even mind an ambitious overhaul like the 23/6/2015 patch, but this time while in dialogue with the players (do it while we still have some proven world class (integer) players around).

  • @Nimon.7840 said:

    Would your gameplay change as a result? How?

    I still don't think, that patch will change wvw much.

    Do you feel these changes would improve or worsen the state of the game?

    Maybe slightly improve wvw. But overall dmg will still be too high.

    Are you looking forward to these potential changes? Why?

    Have kinda mixed feelings. And also feel that there are still a lot of things missing.

    What are your concerns and the consequences you expect with this set of changes?

    Maybe we will se more eles. That are kinda hidden over powered right now. I bet you will see "nerf ele" for next balance patch.

    considering most squads are stacked with Firebrands,Scourges,Heralds and Scrappers.. surely its good to see other specs in aswell?

    Ele is already the king of dmg in wvw.

    Ele damage is more RNG on the fact that they place there Meteor shower in the right spot at the right time,

    But getting randomly hit by some meteors almost onehitting you, isn't fun to play either.

    Large AoE red circle.. Can't really miss it and if you get caught by it then you are either out of position or you walked into a bomb of Meteors,Wells and Phase Smash so your dead even if Meteor wasn't cast

  • The changes are looking good. would really prefer if deadeye had a stealth nerf. and warclaw have more nerfs.

  • Zlater.6789Zlater.6789 Member ✭✭✭
    edited September 8, 2019

    The warrior warhorn changes feel clunky.

    Fury and resistance are good choices. But there are some problems.

    The coupling of resistance, condition cleanse and barrier doesn't make sense, you only need 1 or the other. Make it resistance base line, give it a long duration and remove the barrier and condition cleanse portion of the skill.

    Barrier is a bad defensive choice anyway because it's not thematically appropriate for warrior. Consider making it protection instead. I'd also urge against aoe stability, we don't need that kind of power creep via boon spread in the other game modes. Chaos Chrono and FB is enough proof for that.

    10-25% damage on the next 2 attacks basically makes this a meaningless bonus effect because it will get wasted on small packets of damage. Why don't you make this interesting? Make it an effect that scales off your stats. For example:

    Increases outgoing damage of nearby allies by (concentration/ 35) % for (concentration/ 60) seconds.

    Overall warhorn just feels like a mishmash if different effects. It lacks any identity.

  • Ragi.7291Ragi.7291 Member ✭✭
    edited September 8, 2019

    This is our best Christmas present before the time, thank you!

    we want to clarify that we're continuing to balance for other game types, including (as some of you guessed) significant changes to the warrior's Tactics line as well as the necromancer's Death Magic line, ranger sword changes and more.

    Oppressive Collapse : This skill will require line of sight on the activation. Very good Nerf !!!!
    Long Range Shot: Reduce the damage range of this skill from 0.7-0.9 to 0.6-0.8 in WvW only. good change
    Tome of Courage, Chapter 2 - Daring Challenge : This skill grants retaliation for 3 seconds instead of aegis. good Nerf
    Holographic Shockwave : Reduced range from 600 to 300. Very good Nerf !!!!

    Increasing the range of anti-stealth skills is a good thing, I think in MCM she should have scored the target on our killer as the mount skill "Sniff"
    Because these skills are very little used gave them a little more would be fine.

    If you want Support / Heal to be competitive in MCM and rival with Firebrand, they need at least 3 things:

    dispell, stability, speed they must provide to their allies while moving.

    I'm offering you some ideas

    1. Tempest:
      Currently it does not provide stab for these allies.
    • Eye of the storm: removed speed and replaced by 3 stabilities (because it already gives super speed)
    • Flash-Freeze: Added a dispell removed frost and damage, this skill is used when heal in all modes of play
    • Harmonious Conduit: You apply Stability to you and your allies when you have activated an overload.
    • Elemental weapon conjure work with X charges (as diversion dagger to Daredevil) when activated it equips you with the weapon instantly, it does not invoke more weapons on the ground.

    1. Druid:
      Here the problem is the deficiency of area dispell off avatar, no stab skill and a lot of glyphs that are useless.
    • Celestial Being : + Dispell an alteration gives X% of astral force
    • Verdant Etching: Launches a seed of life when you cast a glyph. seed of life lane are increased radius to 240. When you launched a glyph reduced the celestial avatar CD of 1 seconds (off avatar) and incrase avatar mode (in avartar)
      (Integrated 20% CD reduction of glyphs in basic skill, these are too bad or situational in all game modes)

    • Astral Wisp: The wisp revolves around you and heals the alies that cross it (this skill is useless in MCM, enemies fall too fast or are too far)

    • Natural Convergence: We can move during channeling (like War with its Winds of Disenchantment)
      you apply stability loads to you and your allies at each Pulses.

    • Glyph of Equality: (CD 30 seondes) Apply stability to you and your allies + personal breackstun without avatar mode (because we already have Glyph of the tides for CC)

    • Glyph of the tides: (CD 20seconds) Added speed to the current skill
    • Glyph of Unity: (CD 25 seconds) rework Gives Protection and Retaliation to nearby allies without avatar mode
      (binds to enemies nearby is useless in MCM everything is done at a distance when we hit either we are dead or the enemies are dead)

    • Glyph of Stars: In both forms the skill is around us and follows us (because we are constantly moving, like the war with its Winds of Disenchantment)


    1. Scourge:
      The problem is that it doesn't bring a stab and that some features and utilitarian skills are useless.
    • Sand Savant: Replaced Increased target: 2 to increased Allied target: 2, Enemy reduced target: 2. Reload 10 or 15 seconds.
      (This way the dps scourges will not take it because they will only hit 1 target with their shade and 1 target around them so they will do almost no damage or conversion if they get done and the trait is still useful for heal scourge )
      Why do scourges dps currently take "sand savant" especially since there is an increase of targets !!! + an increase in radius.
      In mcm we need big areas as the enemies constantly move and our class puts alteration that influences the movement = torment and fear
      The small shades are used when the enemies do not move (so never in pvp / MCM) or because we know that it will go on our tank, so I propose, a redesign of:

    • Feed from Corruption (redesign): You can only use one shade, your recharge CD is 20 seconds and your radius is increased by 120.
      (I would change that is useless in PVE and MCM, you'll tell me it's the same as "sand savant", yes but there is no increase targets, which greatly reduces the corruptions, barriers and damages)

    • Foot in the grave: (this skill changes according to reaper/core or scourge)
      in scourge gives you stability and 5 allies around you, by pulsation of the shroud of the desert (why? because the other 2 lines on the same column are too important as dps to not take them and it allows the sourge heal of given stab)
      in Reaper / core gives 2 stability load every X seconds for Y seconds when you are in shroud.

    • Dessicate: You converted an alteration of your allies for everyone you gain life force and you confer 10 powers to your allies
      Vital force 10% + 2% by converted alteration (Number of targets 5) (compare the Druid buff in avatar, FB buff with are baton every 16 seconds, elem with these cries and overload and combo, ...)

    • Serpent Siphon : remake of the skill is to make that it applies immobilization and poison (offensive version) or a barrier and the stab and no damage (defensive version)


    4.Chrono:
    For the Mesmer there are 2 big problems now, wells and skills that invoke illusions.

    • Actually all the skills that invoke fantasms or clones are useless in the MCM format, squad VS squad because they are being destroyed immediately by the AOE from everywhere.
      The other problem are the wells since the buff and heal appear at the end of it but as we move all the time, we never get these two things.
      So the solution would be to put:

    • or these two effects of the wells are invoked.

    • or apply the effect to a lesser extent at each Pulses.

    Are you looking forward to these potential changes? Why?

    Change is good, it allows to test something and to evolve the meta.
    On the other hand if something is too powerful or weak please do not wait 6 months or 1 year for the changed.

    What are your concerns and consequences with this set of changes?

    I am very afraid of Sand Savant change because it is a very good trait in openworld PVE and heal scourge.
    If it is missed it could kill the specialization.

    Don't give up, you hold something!
    Sorry about my English.

  • RUNICBLACK.7630RUNICBLACK.7630 Member ✭✭✭
    edited September 8, 2019

    Guardian

    Stand Your Ground: Reduce the stacks of stability granted by this ability from 5 to 3 in WvW.
    This actually isn't a bad idea but it still will be an issue that so few other classes can dependably bring Stability so as offset the need to always have a Guardian in WvW, until this is addressed the Guardian heavy presence in WvW will continue and along with it the continued habit of over doing the nerfs to Guardian to try and decrease WvW over dependence on Guardian's

    Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants retaliation.
    I don't see this as problematic as it was originally where you lost both Aegis and Retaliation (granted it does lower access to Retaliation with its follow up trait advantage of Righteous Instincts but honestly if your not getting the Critical off of one of your Utilites you're having to drop out of the Tome anyway. The only real benefit is in destroying your enemies using AoE's against your squad , yes it isn't very helpful losing a party wide source of Retaliation but it isn't a deal breaker at least in my opinion)

    Tome of Resolve, Chapter 2 - Radiant Recovery: The existing split from PvP of cleansing 2 conditions is brought to WvW as well. This ability would continue to cleanse 3 conditions in PvE.
    I didn't really see this as an issue when it was first posted and I still don't(the difference between 2 and 3 condition cleanses is a none issue considering the number of different options available for condition cleanses overall)

    Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.
    While I still am not a fan of of this personally I don't see it as a deal breaker but I do have to question the rationale behind it in the first place, I understand that from a thematic point of view Taunt with Retaliation might seem more appropriate but I don't see how leaving Aegis as still a part of the skill suddenly makes it over powered in anyway all Aegis is going to stop is the very first (and only a single hit at that) of the enemies Auto Attack and honestly Retaliation's overall impact in this sort of setup will be pretty minor (Retaliation really only hurts on those big AoE attacks when your whole party has retaliation up but this only gives Retaliation to the the Guardian nor does it give Aegis to anybody but the Guardian). Maybe they are viewing this in regards to the additional effects that can proc off of Aegis such as healing (Pure of Heart: heals for 645 with no healing power), direct damage(Mystic Rebuke which does 266 baseline and can't critical), additional Retaliation(4 seconds from Wrathful Spirit) , and a Damage Bonus of 20% (Unscathed Contender which will drop on the first hit that wipes out Aegis). All that being said if the real problem is how often it allows Aegis to come into play for the Guardian because it has a 4 second recharge they could increase the recharge to 6 seconds or even 8 but keep the Aegis and Taunt with the added Retaliation because there isn't any reason all of the Tomes chapters have to be in lock step on each others chapters recharge rate but this is only my opinion and losing Aegis on Chapter 2 doesn't ruin the overall Tome but honestly adding Retaliation really doesn't add or improve it in anyway particularly with having such a short duration.

    Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.
    While this sounds great on paper I really don't see this increasing it's overall use beyond the small number of players who use it now, the recharge time is just to high(75 seconds) and the healing while being good isn't great when considered against the long recharge time (Some exceptions out there of players acting as quick medic's by combining Sanctuary with Merciful Intervention and even Signet of Mercy or Signet Courage , I'm not one to use this setup myself )

    _Thank you for asking for feedback and listening to it , even when some of us may not agree with the final outcome seeing that you have listened to comments and feedback from us on at least some of the work is heartening and to be fully honest there is absolutely no way that you could accommodate all of our viewpoints being as they are often in conflict with each due to our own personal bias. _

    Life before Death
    Strength before Weakness
    Journey before Destination
    stormlightarchive.wikia.com/wiki/Immortal_Words

  • For Sand Savant, why not just change up the Scourge tree a little.

    Put Sand Savant in Blood as Sand's spot, making it a passive trait while generalizing the cooldown between 3-target shade and 5-target shade. Then put Blood as Sand in Sand Savant's old spot and also add on the extra effect of reducing shade cooldowns by a tad. Then add an ICD to Feed from Corruption.

    Or put Herald of Sorrow in Sand Savant's spot, Sand Savant in Blood as Sand's spot, and Blood as Sand in Herald of Sorrow's old spot. Then also add an ICD to Feed from Corruption to avoid boon uptime/generation.

  • otto.5684otto.5684 Member ✭✭✭✭

    @DKNero.1564 said:

    @otto.5684 said:

    @gregor lightbringer.7143 said:
    How about a hammer rework for the Guardian so that it can be a little more viable in all game play variants.

    They did that last year and made hammer less viable after the rework 🙄

    for that same reason you need it the hammer has been forgotten a complete change in their abilities is necessary for you to make an option more viable

    I absolutely agree with you. It is just Anet trend of reworking things have been disastrous.

  • Vagrant.7206Vagrant.7206 Member ✭✭✭✭
    edited September 8, 2019

    @Irenio CalmonHuang.2048 said:
    Items

    • Superior Rune of Antitoxin: Change it so that instead of increasing outgoing condition cleanses by one it instead increases incoming condition cleanses by one, thus only affecting the wielder, but allowing it to scale up with external cleanses.

    Engineer

    • Purge Gyro: Reduce the number of cleansing pulses from 5 to 3 in WvW. Pending the superior rune of antitoxin change, this may stay at 5 cleansing pulses.
    • Sneak Gyro: Increase the cooldown of this ability from 45 to 75 60 seconds in WvW.
    • Corona Burst: The existing split from PvP of reduced might gain is brought to WvW. Reduced the damage of this ability by 20% in PvP and WvW.
    • Holographic Shockwave: Reduced range from 600 to 300.
    • Impact Savant: See if there is a way to include condition damage on this trait globally. Reduce the vitality loss of this trait from 300 to 180 in WvW and PvP.
    • Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.

    Thank you for listening on most of these changes. Rune of antitoxin was the biggest problem as far as cleansing goes.

    Rest of the changes look fairly good, few inputs I have:

    • Thank you for noticing how impact savant was overbearing to scrappers in general. This change should be sufficient to see more scrappers in offensive builds in all competitive game formats.
    • While the change to chemical field is more competitive in PVP game modes, it's got a negative impact on PvE. It's also thematically inappropriate. I would suggest leaving chemical field as it is, but the field left behind pulses reveal. Alternatively, as many players have suggested, tie detection pulse to function gyro. Considering f-gyro is nearly useless right now, it would be helpful.
    • Should the change to rune of antitoxin go through, please don't double-whammy purge gyro. On builds that don't have rune of antitoxin, this nerf would substantially reduce self-cleansing potential for offensively-oriented scrappers.

    The great god Lagki demands sacrifice!

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited September 8, 2019

    Scrappers need a bit of a dps buff and a nerf in sustain,weaver's need their sustain nerfed as well as a good player on either can just sit on a node unless out numbered and will just out sustain any dps done by one player which is absurd. Difference between the two tho is at least weaver can burst u down in seconds where as the scrappers just annoying lol.

  • Infusion.7149Infusion.7149 Member ✭✭✭

    Rune of Antitoxin : much needed change
    Scrapper: the change to the vitality loss is welcome
    Purge gyro: please don't reduce the cleansing if the rune is changed
    Stealth gyro: as stated in prior thread, it needs to be balanced against Mass Invisibility among other things. With 75 second cooldown it'd still see use due to being a smoke field.

    Guardian: I am always against nerfing core skills , but I don't see why Stand your Ground needs to be hit with a stability reduction if there's no other real alternative.

    Scourge: Sand Savant isn't used in damage builds for PvE (usually Demonic Corruption burning trait is used) so I don't see why it can't be split for WvW?
    Sand Flare/Desert Shroud: change is welcome because it makes celestial / marshal's scourges more competitive to grieving/marauder/berserker counterparts despite less critical hit damage

    Revenant : As I stated in the prior thread, making CoR a fixed damage will mean skilled revenants get less damage out of it and the unskilled ones will spam it on recharge because it does maximum damage at all ranges. If reducing the damage, simply removing third tier damage would make it more skill-based rather than spammy ranged power damage.

    Warrior: Thank you for revising the 25% bonus on Charge to 10% which is more reasonable.

    Ranger: Longrange shot seems not to be the problem (as stated in the prior thread) , the soulbeast and beast mastery bonuses while melded (as well as Sic Em on top of that) are the real issues in my opinion. All this will do is hit core rangers.

  • Scourge: regarding to sand savant. Improve the shade itself but picking up sand savant doesn't apply shade skills on player anymore.
    Makes the usage of sand savant more skillful and solves alot problems.

  • i think guardian virtues- Battle Presence should be changed to apply the effect to allies on activation like perfect Inscriptions(signet trait)
    the trait is stronger on fb due to Loremaster, while core guard is disincentivised to use f2 with this trait
    i think pve uses radiance instead of virtues so it wouldnt hurt pve
    would also reduce server load

  • I want to point out currently three most dominant skills in WvW:

    Chapter 3: Valiant Bulwark
    Too high reflect uptime (60% uptime untraited, 90% traited).
    Cd is too low, duration is too high.

    Suggestion
    Double cooldown and halve duration (cd 8s -> 16s, duration 5s -> 2s)

    Chapter 3: Heated Rebuke
    Strong AoE pull with too low cd.
    Instant hit without indicator.

    Suggestion
    Increase cooldown, add 1s arm time with visible AoE indicator.

    Phase Smash
    High damage ranged skill.
    Too high damage, too high range, 1.25s evade, too low cd, too low energy cost, hits atop walls, does not have visible AoE indicator, can be abused with stealth.

    Suggestion
    Reduce range, reduce radius, increase cd, can no longer hit atop walls, add visible AoE indicator, reveals when used.

  • Zepoolpe.9217Zepoolpe.9217 Member ✭✭
    edited September 8, 2019

    @RisenHowl.2419 said:

    check out the window in the top right, total damage is the left number while damage per second is the one in parenthesis. Notice that it spikes up to 89.2k damage per second from the shade bomb alone. It's very WeAk AnD pAtHeTiC, aBsOlUtElY lAuGhAbLe

    Show a video of any other class pulling that kind of spike damage if you want to be taken seriously

    On the other hand by the looks of it you are the only scourge showing serious boon removal, the rest of them are not doing any real thing even though it's there #1 job: No boon strip usually means decreased dmg.

    EDIT:
    Message to all WvW scourges out there:
    DL and install ArcDPS. Apart from the very useful build template feature, the stats are very useful: do like on the vid and always have your dmg and boon removal windows open. This is not for DPS shaming or anything but it shows you where you are in term of effectiveness: if you don't know how you are doing, you cannot improve. If you are consistently doing 70% as much removal as the top scourges, then you are on the right path. If you are consistently doing 20% as much removal as the top scourges, then you are doing something wrong. There is nothing wrong in that, there is only something wrong in not wanting to improve, so ask the top scourges how to do it correctly: most of them will take a few minutes to give you some pointers (and if they don't, they are just arseholes so no worry and ask someone else ;) ).

  • Lazze.9870Lazze.9870 Member ✭✭✭

    "With these changes the objective is to bring the dominant builds and compositions into line and offer more build diversity to the existing meta."

    "As before, this isn't the full set of changes we're preparing and this is not a call for general profession feedback."

    This is a nice way to completely avoid that you have a support elite spec that you completely killed off in PvP and WvW, which just happens to belong to a profession that has never really had a "squad build" for WvW.

    I don't care if its profession specific. Take a look at druid already. Give ranger a decent WvW zerg build that doesn't involve gimmicky longbow builds that operates outside the group.

  • @LINKAZZATORE.8135 said:

    @Virdo.1540 said:
    Why are you doing that to your Revenants? I personally enjoy playing my Power Herald ,but its getting worse and worse. Its my main class, but its gotten so bad that nobody would take me into fracs, raids or at least stay in the pvp match if they play with a herald.... even if im doing more damage than most of the others.
    And now you are going to screw Herald in WvW over too? ITS THE LAST RETREAT POINT FOR US HERALDS! THE HAMMER IS ALL WE HAVE

    except perma output of boons, i'm sure you really need that 15k aoe crit without telegraphed aoe on a 4s cd on the hammer. there is really nothing herald has...

    Firstly, We are just giving the standard boons which others give with a single skill or as a bonus from their standard weapon skills
    2. Why can everyone else have a one-hit skill while we can just do a 15k damage hit which is absolutely fricking slow and only does alot of damage to people that have full zerk gear with no protection or damage reduction?

  • @RisenHowl.2419 said:
    check out the window in the top right, total damage is the left number while damage per second is the one in parenthesis. Notice that it spikes up to 89.2k damage per second from the shade bomb alone. It's very WeAk AnD pAtHeTiC, aBsOlUtElY lAuGhAbLe

    Show a video of any other class pulling that kind of spike damage if you want to be taken seriously

    Lets see. You dumped a full bomb on a group that just stood still and took it without trying to move. So basically a dummy parse. Which is unrealistic damage since the conditions required to pull it off aren't reliable. Possible yes but not a norm. Your 80k burst lasts less than a second and then it plummets rapidly. Which is why in the end of both clips you're being beat by a weaver despite your 0mG BuRsT.

    There is a maximum possible total damage to be dealt against a group that doesn't pay attention. Your 34 man squad's DPS is lacking which allows you and the weaver to deal majority of it. A better group bomb would have much more balanced numbers across the board instead of two people pretty much carrying. You're losing hardly any damage to invuln frames from downs because of this and since they didn't move all your aoe's struck the maximum possible targets for the full durations.

    Hows about some dps videos not in t4 against people who aren't sleeping. Might be able to take you seriously then.

  • Lala.8752Lala.8752 Member ✭✭✭

    all balance seems good but for me fb and sb need to be more nerf

    FB it's just the best support so far, he does everything good
    and sb in wvw the elite bubble is too game breaker

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

    @Irenio CalmonHuang.2048 said:
    Thief

    • Deadly Ambition: Reduce the poison inflicted by this trait from 2 stacks for 3 seconds to 1 stack for 2 seconds in PvP & WvW. Reduce the internal cooldown from 5s to 2s in PvP & WvW.

    This change is a considerable buff not a nerf nor even an adjusment.
    So,

    I will be talking about sPvP perspective even though I expect it might be pretty similar in WvW

    • Would your gameplay change as a result? How?

    Gameplay will not change, it will simply get passively improved on a Build that is already not only dominating but overperforming at that.

    • Do you feel these changes would improve or worsen the state of the game?

    Worsen a lot, as I mentioned an overperforming dominant Build (DrD Condi S/D) was already generating a lot of pressure.

    • Are you looking forward to these potential changes? Why?

    Definitely not to this particular one, DrD Condi S/D already benefited with this trait just enough, with this proposed change that Build will now generate more poison stacks in shorter intervals, hence not only the 1sec lower poison duration is not gonna change absolutely anything but it will also turn that Builds main damaging condi in to both Main Damaging Condi and an unavoidable Cover Condi, this change makes poison literally cover poison. So to sum up: More DMG, uncleansable condi and permanent -33% Heal Effectiveness, hence a plain buff to a dominant overperforming build.

    • What are your concerns and the consequences you expect with this set of changes?

    At this moment in sPvP DrD Condi S/D is one of the most toxic, least skillful, most complained about, most dominant and most abusive builds, this change will literally buff its Poison up-time and therefore Poisons DMG as well since it will now be uncleansable. The consequences of that is that even more players will start using this build (keep in mind that it is already all over the place so now imagine double that number) leading to generally more toxic, unstable, skilless, monotone PvP environment which is the 4 main issues a Game must avoid at any cost.
    All of my points can be verified/checked just by taking a look at the past = DrD Condi S/D was already once present and it ended up exactly the way I mentioned until its removal (keep in mind this build needs to be adjusted, not removed as it once was!), another example is a Condi Mirage, almost all of its Condi builds from PoF release until recently were the same eg: infinite condi spam, toxic almost abusive like mechanics with unavoidable condi application and an ability to disengage with easy which also created the environment I mentioned, you can check all that if you take a look through past Forum Posts and old Videos.

    ~ I Aear cân ven na mar

  • Thanks for the revised notes on the proposed changes, for me this is valued more than the actual changes themselves. Keeping us in the loop and considering our input, especially when it is echoed by a majority of players from different preferred gameplay modes and preferred styles of play is an important step in the right direction.

    As primarily a Mesmer player, the changes do little to bring Mesmer back into the large scale combat scene and do nothing to affect it’s roaming capabilities. A major issue with roaming is not feeling like one individual can make an impact, and thus much of the population does not bother playing WvW at all. A major issue for Mesmer is that if clones and phantasms instantly exploding in large scale combat, never getting to use shatters at full or even half strength means reliance only on utilities. This more than anything limits any changes done to Mesmer, relegating them to being functionally useless changes most of the time.

    No need to repeat what I have said earlier, these changes will not greatly affect WvW, the gameplay will still be the same overall. It will not shift from grouping up and using whatever profession is providing the best boons to allies, or does the most AoE damage.

    Changes would be well served when focused on diversifying the gameplay, making small scale and roaming more impactful and creating some changes to Mesmer that improve reliability dramatically while also normalizing their output in any damage or condition output significantly. Specifically Mesmer here because it is likely still the most complained about profession, and as a Mesmer player I want to be able to enjoy being in large scale without feeling like all I offer is portals, stealths, and revives. I want to bring some damage, some condition cleansing or boon stripping comparable to corrupts. I want to finally be able to be balanced around some numbers tuning instead of being at the mercy of the variance in gameplay modes imposed by the destroyable resource of clones.

    Last note, changes to Chaotic Interruptions seem fine, the cooldown reduction seems a bit less than half as strong as immobilize. That is totally okay though, and feels even more thematic this way, please get that implemented so those of us that enjoy having CI available in PvP can use it again.

  • friendly reminder: WvW fiew.
    don't forget about the condi thiefs ( core, dd and dead eye )
    perma stealth, evade, and poison applying is annoying and too strong in small scale.

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