Future Potential WvW-centric Balance Changes - September 6th 2019 - Page 5 — Guild Wars 2 Forums

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

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  • Ertrak.9506Ertrak.9506 Member ✭✭✭
    edited September 10, 2019

    Good changes over all. Brings back a mix or power/condi damage. Still need less boon strip/corrupts though. increase stability duration on inspiring reinforcement to lets them better help with stability after reducing stacks on Stand Your Ground

  • so how is the long range shot nerf is impacting the insane damage bearbow rangers can dish out? What about Sicem and rapid shot?

  • Fenella.2634Fenella.2634 Member ✭✭✭

    Thank you for this format and considering our feedback. :)

    This time I really like the changes to necro and the adjustments in comparison to the first version. I just don't get why the barrier nerf is partly also planned for PvP? Scourge is in a pretty good place right now in PvP, isn't it? Neither OP nor useless. I just don't see a need for a support nerf there, as there's no scourge stacking in random 5 player groups.
    Aside from that, I'm really looking forward to the Death Magic rework. :) This could be fun~

  • Turk.5460Turk.5460 Member ✭✭✭✭

    Consider removing the evade portion from clones receiving Mirage Cloak from Infinite Horizon. Part of counterplay to mesmer clonespam is killing the clones, there is no need for them to have as many invulnerable frames as the Mirage themself.

    Fort Aspenwood
    Jekkies

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited September 10, 2019

    @praqtos.9035 said:

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

    So longbow range is still bugged and 2000 range? Fix when ?

    When they decide to make that change to all other arching projectiles that go beyond their stated range, which are not limited to ranger.

  • Holographic Shockwave can retain the 600 aoe, just make the launch only 300 range and deal minor damage beyond 300 range otherwise holosmith gonna be really stale, Holographic Shockwave has always been the eye candy to me, the skill is pretty much the most iconic thing about holosmith if you change the visual to 300 it gonna be super boring.

  • Lazze.9870Lazze.9870 Member ✭✭✭

    @VAHNeunzehnsechundsiebzig.3618 said:
    so how is the long range shot nerf is impacting the insane damage bearbow rangers can dish out? What about Sicem and rapid shot?

    Any brilliant ideas on how to bring ranger more into the squad meta as some compensation for continiously nerfing it, or is that just not important at all for the one of the professions that has seen the least screen time in the wvw meta?

  • if youre going to nerf current top tier support builds, at least buff some of the mediocre ones, give some buffs to the water and wind tree for elis

  • Antitoxin rune nerf A+
    Necro Scepter nerfs A+
    Scourge shroud nerfs A+

    These are all needed things any news on when these potential changes would roll out?

  • @MLinni.6109 said:

    @Virdo.1540 said:
    Ye if a Glass cannon hits a glass cannon hard, its almost a one shot. So why is the herald the only class that wont do a oneshot in that scenario? Why low damage even if full zerk? What about Tanky Warriors or Mesmers that onehit everyone too? ._.

    (or Deadeyes, all sorts of mage, Rangers, Guards)

    Seems like Herald arent allowed to have fun anymore. They take all our Damage away and dont even buff our support or sustain. We are now pretty much like a plastic bowl.

    Nono, you misunderstand me here. I am NOT for reducing Rev damage in any way. They could keep the old version of damage for all I care. All I am happy about is the change to CoR that you will finally be able to see the danger zone and have a chance to react to it. Other than in roaming, the shattered ground trail is culled in zerg play so that you don't have any chance to react to it.
    You should be able to see what's coming and dodge if you can. Whenever I am playing a glassy character and I am suddenly dead without being able to see any attack and have to resort to the combat log to find out what actually happened it irks me.

    To be honest, its already a bad skill. Hammer 2 is too slow, so enough reaction time, cant go down hills properly and its already happening too much that they are running over 2 of the 3 pulses edges so they dont get dmg at all.
    if they already weaken it, it should be at least 1 Pulse, not 3

  • To make wvw interesting again you need not only change skills and traits; we demand a system (you called it once alliances) of rewarding, exciting and challenging people for playing this gamemode again or maybe (should happen from time to time) for the first time!

    Their are a lot of challenges ; handle the locusts plague . Players who have several accounts on different servers playing the primetimes or their favourite commanders ; make it rewarding playing for one group (as you see i don't write server here) to play the game "efficiently".

    We play in T1 and the only public commander is fighting the other 2 blobs at the spawn. But what happens to the other players working on the "same goal" in flipping camps defending towers or building siege ? Theirs no goal , the goal of being first in the matchup is not strong / rewarding and also not fair enough. Why don't let zergs fight in an colosseum every round hour there is a special reward in the center of ebg (where now smc is) the zergs can fight 1 on 1 / or 1 on 1 on 1 / or even 2 vs 1; just be f. creative ; the gamemodes potential is wasted a lot !

    And where is the competition ? Build a serversystem with more or less equal playerbase ; make events and seasons ; get some good interesting rewards just for wvw. New achievements (the achievement tap of wvw is a joke!) f.e if someone defends camps or dollys or towers , killing people outnumbered; killing 100 enemies in 40 Minutes ... whatever take care of the wvw community if you loose it that game is lost ! Make it more appeling for new or pve players to join wvw; i that regard think about bosses (like the veterans but way stronger more like raid bosses) who spawn every now and then and give a buff to the group who killed it ( there could be a new map, which is mobaorientated but with mounts and big... where zergs can fight, dragons be killed and towers defended.. think out of the box).

    Send finally love to wvw with new stuff ongoing changes (mapwise , rewardwise, competitionwise) build new stuff and ...just try things ! Get streamers who openly dislike wvw such as WP to play and even enjoy it..

    If the changes dont work, you will get blaimed but i think if you just communicate that you try something new in wvw, even if it goes wrong, the wvw population would appreciate that. Take posts like this serious i am playing that game for 7 years now and most of my time i spend in wvw.

  • Lily.1935Lily.1935 Member ✭✭✭✭
    edited September 10, 2019

    To put my perspective in check I'd like to give a disclaimer. I don't do WvW much, as I don't like the game mode. So take my perspective with a grain of salt. I'm also a necromancer main, so my concerns at the moment are primarily focused on her.

    Sand Savant: This trait is far too dominant in WvW and it is the reason why so many other traits had to be nerfed to keep it under control. Yet it hasn't kept it under control, only harmed the scourge's overall damage and funneled them into doubling down on this trait. The issue with this trait isn't just the damage, its not just the coverage, its not just the conditions it pulses, its not just the barrier, its all of this. All of this combined. In comparison the other traits just don't have this level of coverage which is the big thing when you combine it with everything else.
    My suggestion would be to remove it as a damage trait option. I do understand that there are some PvE players who will be upset that this trait would stop being a good Open world trait, however I feel that the conflict with its intended purpose and its current design demands it to be changed to a pure support trait. Changing Crippling and torment on pulse to beneficial boons for allies such as protection and regen or perhaps something else to compliment the scourge's existing concentration they hardly use would be a boon to the class. Cutting its damage down significantly, more than you've suggested for this trait or removing it entirely would be good. Changing the function of Desert shroud with Sand Savant is active to pulse out barrier to allies rather than be a ticking damage and torment. All of these could go a long way to changing this normal play of just overwhelm your foes with quantity over quality.

    I'd like to see the competing traits get their day in the sun as well. Demonic lore I feel is great and I'd like to see Feed from Corruption get some use as well. I'm not sure how much it would be used with this change, I feel that it still might be underwhelming so perhaps give this trait a 1% damage buff per boon active on the necromancer? I want to see all three of these grandmaster traits taken on wildly different builds. So these are my general suggestions for the grandmasters of scourge.

    Death Magic: You didn't show us any changes so I'll wait with bated breath. My hope is that you'll look at the themes of death magic and divide them into 3 solid categories:
    * Summoning(Minions and potential synergy with future elite specs or skills)
    * Poison
    * tanking

    The minion traits are a bit clunky since they all synergies but they just take up so much space and leave little room for diversity among Minion masters I'd like to see them compressed into a single grandmaster and have the other two traits push more towards benefits from summoning any sort of creature or object. An example might be the Scourge's shades or something summoned through a sigil or rune, maybe spirits or turrets. Whichever the necromancer could gain in the future. This doesn't matter so much now, but could really be interesting in the future.

    For poison. Death magic in GW1 was not a defensive attribute. It was a controlling, affliction attribute that reanimated corpses. But it was also known for disease and poison. Disease has been removed from the game, probably for good reason(Although I still miss it), so poison should be a primary focus in the death magic specialization. I think its important that death magic has a potent control over poison and cleansing conditions on allies or means of sending them back. Pushing a 3rd support specialization for necromancer is extremely important in my opinion, and support through condition control is on brand for death.

    For Tanking, I'd like to see us push away from toughness into power which doesn't synergies well with the theme of death at all and move it more into the realm cheating death. It would be nice to see some new boons in this line that the necromancer could use as well as some reworks to things like unholy Sanctuary. Unholy sanctuary is bad for core necromancer and reaper, but its even worse for scourge as it needs nearly 25% shroud just to trigger on some builds. I'd like to see this have some function change to be more synergistic with all 3 shrouds in the game. If that means some mild changes for scourge I'm alright with it not being identical across the specs. As for other aspects of a necromancer tank, it should be harmful for the foes to strike a necromancer. Retaliation and stability seem to be the proper fits for this, but if we want to push into the idea that death afflicts foes, striking them might pull conditions from the necromancer onto the attacker? or replicate conditions? I'd like to see a tanking style that acts more like a walking plague with this so this is my suggestion. Nothing too specific though, just to give ideas.

    As for the minion skills themselves, I would like to see some quality of life changes to them to bring them in line with each other and other skills. They're a bit slow to activate at times and somewhat clunky.

    And I feel I'll stop here as I think I've wrote a bit too much. But hopefully we can see something interesting in the future.

  • @Lazze.9870 said:

    @VAHNeunzehnsechundsiebzig.3618 said:
    so how is the long range shot nerf is impacting the insane damage bearbow rangers can dish out? What about Sicem and rapid shot?

    Any brilliant ideas on how to bring ranger more into the squad meta as some compensation for continiously nerfing it, or is that just not important at all for the one of the professions that has seen the least screen time in the wvw meta?

    To be fair, I have seen soulbeast in a guild group for the stances, it still isn't enough for Rangers to be considered meta but it shows that they are close to be i guess

  • I still think Firebrands bring too much to the table as it currently stands. They need further tweaking in the healing department imo.

  • I would like the heal on might gain to be looked at as I often run into warriors using that trait and power, precision, healing gear for a high damage and rapid healing to offset any damage that gets past their blacks and invulnerability.

    If the health gained back from the heal on might was cut in half we might see more warriors opting to focus on defence instead of offsetting their defence needs with the passive heal on might trait.

  • consider changing dune cloak on mirage to no damage and 2 boons removed. it would attack some of the boon spam perhaps and open up builds for mirage in zergs.

    Alliances were announced on the 2nd of February 2018

  • Might and damage reduction on corona burst is a double nerf which makes this skill probably useless. 300 Range on shockwave sounds horrible because you give up your movement with this skill. Shockwave is supposed to be used as a long range cc to set up a burst or cc chain, it is easy to dodge because of it's slow animation. My recommendation would be that you should look into a special mechanic of the holo the heat mechanic.The skill could work like this: 450 Range under 50% heat and 600 Range over 50% heat. This would require you to manage your heat more probably and not just spam skills. PLS NO 300 RANGE!!!

  • The mesmer changes are acceptable now. The staff nerf was ridiculous.

  • 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.

    I feel like this is an improvement since it forces condi thiefs to be more aggressive. But I still feel like just hitting an enemy is too low of a bar for such a strong effect, especially due to the combination with potent poison and lotus poison making it 2 poison + weakness by just hitting someone. The current rotation is either steal in or use sword 2, dodge, and then disengage repeat.

    Perhaps poison on interrupt or stealth attack instead of giving it for free?

  • Ganathar.4956Ganathar.4956 Member ✭✭✭
    edited September 11, 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.

    I really like this change. It strikes me as a change that deals with the problem at its source rather than treating the symptoms. This rune was clearly overperforming because it allowed certain specializations like scrapper and tempest to effectively double their cleanse support. That is way too big of an impact for a rune set. It will still be a very good option for countering heavy condition play after this change, which is good. The only concern that I have with this is that it might make scrapper, and especially tempest less desirable options in WvW. Without this rune as a crutch Firebrand is simply by far the best support. More balance changes will be needed among all support specializations to fix this.

    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.

    Really loving the holosmith nerfs. Photon forge has been completely overtuned since PoF launch. It's about time it becomes more even to other forms, like reaper shroud. Holographic shockwave is simply the biggest AoE in the game, and on top of that it has CC, a short CD and only a 0.75 sec cast time. Corona burst is just overloaded. I do appreciate the impact savant buff for scrapper. I would say that with the rune of antitoxin nerf there is no need to reduce the cleansing from purge gyro, so keep it s it is. Sneak gyro is fine. Overall scrapper might still be an okay support for WvW, but with the antitoxin nerf it might be run less frequently because firebrand is so oppressive. You may want to find a way to buff the support capabilities a little to compensate for antitoxin runes.

    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.

    It's good to see firebrand nerfs because it is by far the best support in WvW. Core guardian used to be the most needed support before firebrand came out due to the stability alone. Firebrand took that, gave it more healing, more utility and half the boons in the game. Firebrand is a complete monstrosity that warps the entire game mode, so it's sad to say that these changes will not be close to enough.
    Reducing stability on stand your ground would be nice if some other supports got stability access. But this change by itself will probably make melee slightly harder, which is not good. Less retaliation on tome of courage is nice, but I would like to see more retaliation pruning. It is a boon that locks out so many builds from even attempting to zerg. Builds with pulsing AoEs just get obliterated without any chance to react, because of permanent retaliation. This is another way that firebrand warps the meta. Nerfing the condition cleans of firebrand by a little is also a welcome change. It makes the condition cleansing from scrapper and tempest ever so slightly more valuable. Chapter 2 daring challenge is not a big deal in WvW because the removed aegis and the added retaliation are only personal.

    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.

    Not going to go into specifics here, but I do like a few things. Needing line of sight for skills is always a good fix. The base barrier reduction and increased scaling to shroud skills is a decent change, because it nerfs the support of damage based builds, while it potentially buffs support builds. As for sand savant, I believe that you need to make it impossible to hit foes with your shroud skills if you take it and make it add more support. 10 targets is great for support, since quite a few supports have a 10 target cap on skills while taking certain traits. However, a 10 target cap and such a big instant cast AoE is oppressive for damage and condition application, especially when it does a little bit of support at the same time.

    The worst part is the AoE around the scourges themselves. Hitting 5 targets in the enemy zerg is completely fine. Potentially hitting 5 targets point blank is a design failure that almost completely disables melee builds. The entire zerg is coated with AoEs that protect it from melee pressure at all times. These AoEs are instant cast so CC is useless, and these AoEs also follow the zerg wherever it goes. Other professions have to decide if they want to use their AoEs to attack the enemy back line or to defend the front line from melee pressure. Scourge gets both at the same time, with double the targets and the AoE follows them even if they have to move instead of staying in one place. The only spec that is somewhat similar is tempest, but tempest can actually be interrupted, and a bit too easily at that. Tempest also cannot do both ranged and melee AoE damage with the same skill. It actually has to commit to an overload.

    As for the scepter changes. I am not sure if they are needed. Nerfing core necro is not something you should be aiming for in general. It is possible that if enough boons are nerfed that the boon corruption may become too strong, but so far you are not removing enough from firebrand to justify this imo.

    I only addressed the professions that have the most impactful changes. Here is the final verdict for me.

    Would your gameplay change as a result? How?
    I do not believe gameplay would change all that much. In fact, there may be less variety. This all depends on the viability of scrapper after the antitoxin rune nerf.

    Do you feel these changes would improve or worsen the state of the game?
    I think that the changes are a step in the right direction, but I do not believe that these changes are enough by themselves to improve the state of WvW.

    Are you looking forward to these potential changes? Why?
    I am looking forward to the changes because they get us closer to a time where the meta will finally change. However, this is not the patch that will accomplish a meta shift, if these are all the changes.

    What are your concerns and the consequences you expect with this set of changes?
    I am concerned that scrapper and tempest will both be worse than before the antitoxin rune nerf. The Firebrand nerfs are actually less severe than this nerf is to these two support specs, and firebrand is already way better. The antitoxin rune nerf is needed, but since you are removing this crutch in this patch, you have to put much more effort into bringing firebrand down and compensating scrapper and tempest so they can get in the support meta. One of these specs needs to have stability share so that there are alternatives. No, 1 stack of stab on an earth major master trait, that has not been touched since 2012, is not going to cut it. There need to be multiple traits or skills that grant stability to allies. At least half the amount of what firebrand offers for there to be a viable alternative.

    I am also concerned that a sand savant trait rework is not going to make it into this patch. You have to try to get one in there. Sand savant is the biggest reason by far as to why scourge is oppressive. Because of this, it is easier to fix scourge than firebrand. For scourge you don't truly need many nerfs, you just need to fix sand savant. Firebrand needs shaves in many skills and also needs buffs to other support professions at the same time.

  • @CelestialCat.6240 said:
    I would like the heal on might gain to be looked at as I often run into warriors using that trait and power, precision, healing gear for a high damage and rapid healing to offset any damage that gets past their blacks and invulnerability.

    If the health gained back from the heal on might was cut in half we might see more warriors opting to focus on defence instead of offsetting their defence needs with the passive heal on might trait.

    Most warriors run Defense in WvW already, and the healing from might is only about 175ish hp per might. Its the healing signet + adrenal health + might makes right creating about 1k hp/s healing rate. Discipline and Defense are taken on almost every warrior build regardless of spec, for fast hands, adrenal health, and the extra Endure Pain. The only way Might Makes Right causes a rapid heal is if the warrior is cleaving everything around him. Try blinds and CC instead of suggesting an already small heal get smaller.

    Also, most run Marauder not Zealot, because the Healing power scaling on those traits and healing signet is not high, Its just a lot of small heals. Even then if you can't out DPS 1k healing per second, then maybe you need more dps yourself or to throw some poison onto your build somewhere.

  • @ijxijx.2458 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.

    I feel like this is an improvement since it forces condi thiefs to be more aggressive. But I still feel like just hitting an enemy is too low of a bar for such a strong effect, especially due to the combination with potent poison and lotus poison making it 2 poison + weakness by just hitting someone. The current rotation is either steal in or use sword 2, dodge, and then disengage repeat.

    Perhaps poison on interrupt or stealth attack instead of giving it for free?

    So then the trait is useless for non stealth thieves like me that never uses stealth? No thanks. On interrupt would be to infrequent for it to be worth it. Maybe if on interrupt as well as hitting from side or back would be better.

  • Ghos.1326Ghos.1326 Member ✭✭✭

    @Demon Puppet.6873 said:
    Antitoxin rune nerf A+
    Necro Scepter nerfs A+
    Scourge shroud nerfs A+

    These are all needed things any news on when these potential changes would roll out?

    17th if I'm not mistaken.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • malicious backstab nonsense could use a looking at.

    Alliances were announced on the 2nd of February 2018

  • Guardian

    -Stand Your Ground: Reduce the stacks of stability granted by this ability from 5 to 3 in WvW.
    If this is the case then we'd need a 5-10% cooldown reduction to balance this change out.

    -Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants aegis or retaliation.
    This affects the trait "Stalwart Speed" which is currently a major component in the meta, we need the quickness to reduce activation for other abilities, this change makes no sense.

    -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.
    The current meta in WvW is very boon corruption and condition application heavy, removing the 3rd condition cleanse for this ability will increase the potency of an already incredibly oppressive meta based on conditions.

    -Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.
    This is another one that ties into the trait "Stalwart Speed", this change plus the change to "Tome of Courage, Chapter 5 - Unbroken Lines" essentially makes "Stalwart Speed" redundant, the other two traits are not optimal or required as no self respecting guard would run out of charges on their mantras.

    -Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.
    Interesting change, not sure if i like it or not :).

  • @Irenio CalmonHuang.2048 ,

    The change to Rangers' Long Range Shot is small, but I feel that it's unnecessary. Rangers have lost Longbow attack speed over the years, which has really dampened damage, though I suspect this was done to make room for damages increases from Beast Mode. If you want to tone down Rangers in WvW, why not focus on Soulbeast specifically so core Rangers don't take a hit?

    Regarding changes to Rune of Antitoxin and condition cleansing in general, I support dialing these back in WvW. I feel that there's very little room for condition damage-based builds in WvW aside from roaming.

  • ParadoX.3124ParadoX.3124 Member ✭✭
    edited September 11, 2019

    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.

    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.
    Not really ok, there are too much condition spams on WvW

    Sneak Gyro: Increase the cooldown of this ability from 45 to 75 60 seconds in WvW.
    Hm k 60 secs is fine, I guess

    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.
    I don't see any problem with its damage but whatever

    Holographic Shockwave: Reduced range from 600 to 300.
    400-450 would be fine.

    IImpact 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.
    Good

    Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.
    Gaining something wile losing something else. Not a good change.

    Stand Your Ground: Reduce the stacks of stability granted by this ability from 5 to 3 in WvW.
    In WvW only, fine

    Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants aegis or retaliation.
    Hm k

    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.
    Fine

    Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.
    Offensive buff for an offensive skill, fine

    Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.
    Interesting but you should also increase radius

    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.
    Good

    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._
    Good

    Oppressive Collapse: This skill will require line of sight on the activation.
    Ok

    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.
    Barrier reduction should only affect WvW

    Sand Flare: Reduce the base barrier granted by this skill by 25% in WvW, increase the healing power contribution by 33%
    Ok

    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.
    Thx

    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._
    Ok

    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._
    Good

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

    Gaze of Darkness: This skill would reveal stealthed enemies up to 600 range away in addition to striking enemies within its 360 radius.
    Good

    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._
    Good

    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
    Why are you upping warrior ?

    all to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    Barrier on warrior is a bad decision, it has a high hp pool, toughness, mobility, clean potential

    Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    Good

    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._
    Needs to be in WvW only

  • @ParadoX.3124 said:
    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
    Why are you upping warrior ?

    Maybe because Warhorn never gets used during combat?

    all to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    Barrier on warrior is a bad decision, it has a high hp pool, toughness, mobility, clean potential

    So you don't want more barrier from your warrior teammates? Also they seem to be reworking Tactics, so this may be tied to their rework.

    Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    Good

    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._
    Needs to be in WvW only

    Why WvW only? I can see tons of reasons for the Resistance in FotM and more Concentration isn't bad for a boon giving weapon.

  • In regards to Purge Gyro getting a potential nerf: why nerf a skill that is exclusively built to deal with conditions? IMO Med Kit 3 is a much better candidate as it brings so much more value with it aside from just cleansing.

    Healing orbs are a mistake. Please delete them ANet.

  • ParadoX.3124ParadoX.3124 Member ✭✭
    edited September 11, 2019

    @Lan Deathrider.5910 said:

    @ParadoX.3124 said:
    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
    Why are you upping warrior ?

    Maybe because Warhorn never gets used during combat?

    all to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    Barrier on warrior is a bad decision, it has a high hp pool, toughness, mobility, clean potential

    So you don't want more barrier from your warrior teammates? Also they seem to be reworking Tactics, so this may be tied to their rework.

    Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    Good

    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._
    Needs to be in WvW only

    Why WvW only? I can see tons of reasons for the Resistance in FotM and more Concentration isn't bad for a boon giving weapon.

    I don't know, you see teammate, I see ennemies ; You see WvW, I see PvP. Warrior is already at a nice spot on each game modes.
    Sure it seems very nice for PVE, but I can already see cancer builds on PvP.

    @Pterikdactyl.7630 said:
    In regards to Purge Gyro getting a potential nerf: why nerf a skill that is exclusively built to deal with conditions? IMO Med Kit 3 is a much better candidate as it brings so much more value with it aside from just cleansing.

    Still, medkit 3 is already far behind when you just casted it.

  • Mil.3562Mil.3562 Member ✭✭✭

    @Pterikdactyl.7630 said:
    In regards to Purge Gyro getting a potential nerf: why nerf a skill that is exclusively built to deal with conditions? IMO Med Kit 3 is a much better candidate as it brings so much more value with it aside from just cleansing.

    ANet already said Purge Gyro will not be touched if they nerf anti-toxin rune. Please don't suggest more nerfs -.-

    I rather they not touch anti-toxin rune, but knowing ANet, when more than a few topics in the forum called for a nerf to something, ANet will read these players as respresenting 80% of the player base. So yah, they will get their nerfs. Eventually.

  • See, now you want to nerf stability on guardian. Remember when you gave a fix for that on rev’s Brutality? You looked for a solution against massive stacking stability and found one. That solution was an updated Brutality and it worked. Peeps wined that Brutality removed stacks that hurt their invincible zerg so you put a 1 sec cool down on it. Boo hoo but you did it anyway. Well here we are again. How about remove that cool down on brutality to make it useful again so something other than a kitten hammer rev can be usable and won’t have to nerf guardian stability.

    Don’t get me started on those “can’t kill me” skills and passives that aren’t being addressed...

  • Master Ketsu.4569Master Ketsu.4569 Member ✭✭✭✭
    edited September 13, 2019

    Wow look at all those hot Elementalist changes.

    :^)

    Ok but really, most of these changes are good.

    -Holo shockwave nerf might be overkill. Holo does need a nerf but that seems a bit heavy handed.
    -I would hold off on all changes to condi clears until the changes to toxin are observed, not just purge gyro.
    -More things requiring target facing is good. Target facing should honestly be a staple of any ranged offensive skill. Nerfing it for just mesmer is more of a bandaid fix to a larger problem.

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭

    @Rong.5470 said:
    You should not listen to players on forum at all since all people here are biased. Contact professionals/ best players/ hire some mastermind data scientists and consult changes with them.

    @Irenio CalmonHuang.2048 - This is the only correct answer in the whole thread.

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

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

  • Holographic Shockwave: Reduced range from 600 to 300.
    Also a good change, the range was so large before that even after evading or stun breaking with "riposting shadows" the revenant shiro stunbreak, you could get caught again at the end of the stunbreak by the same skill, which was just ridiculous.
    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.
    I agree with this change, lowering the initial burst yet rewarding thieves for playing more aggressively is a good idea.
    It's alot less damage overall though since most of the time a thief playing safe won't be able to continually get procs every 2 seconds. I'm assuming this was intended?
    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.
    This is fine, though very much underwhelming compared to it's previous. Maybe this trait should grant might as well?

  • Yesterday we fought 20vs20ish in WvW open field and cleansed 800 conditions in 60s.
    And our enemies were completely power-damage oriented.
    Can you please fix this absurd amount of incoming 13 conditions per second?
    Towards a lower number?

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

    @Dediggefedde.4961 said:
    Yesterday we fought 20vs20ish in WvW open field and cleansed 800 conditions in 60s.
    And our enemies were completely power-damage oriented.
    Can you please fix this absurd amount of incoming 13 conditions per second?
    Towards a lower number?

    So uh... its not absurd that a 20 man power specced group could dump 800 conditions in 60s?

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

  • @ParadoX.3124 said:

    @Lan Deathrider.5910 said:

    @ParadoX.3124 said:
    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
    Why are you upping warrior ?

    Maybe because Warhorn never gets used during combat?

    all to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    Barrier on warrior is a bad decision, it has a high hp pool, toughness, mobility, clean potential

    So you don't want more barrier from your warrior teammates? Also they seem to be reworking Tactics, so this may be tied to their rework.

    Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    Good

    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._
    Needs to be in WvW only

    Why WvW only? I can see tons of reasons for the Resistance in FotM and more Concentration isn't bad for a boon giving weapon.

    I don't know, you see teammate, I see ennemies ; You see WvW, I see PvP. Warrior is already at a nice spot on each game modes.
    Sure it seems very nice for PVE, but I can already see cancer builds on PvP.

    @Pterikdactyl.7630 said:
    In regards to Purge Gyro getting a potential nerf: why nerf a skill that is exclusively built to deal with conditions? IMO Med Kit 3 is a much better candidate as it brings so much more value with it aside from just cleansing.

    Still, medkit 3 is already far behind when you just casted it.

    What sort of cancer do you foresee? Now is the time for feedback so they can split it appropriately for PvP.

  • @Lan Deathrider.5910 said:

    @ParadoX.3124 said:

    @Lan Deathrider.5910 said:

    @ParadoX.3124 said:
    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
    Why are you upping warrior ?

    Maybe because Warhorn never gets used during combat?

    all to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    Barrier on warrior is a bad decision, it has a high hp pool, toughness, mobility, clean potential

    So you don't want more barrier from your warrior teammates? Also they seem to be reworking Tactics, so this may be tied to their rework.

    Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    Good

    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._
    Needs to be in WvW only

    Why WvW only? I can see tons of reasons for the Resistance in FotM and more Concentration isn't bad for a boon giving weapon.

    I don't know, you see teammate, I see ennemies ; You see WvW, I see PvP. Warrior is already at a nice spot on each game modes.
    Sure it seems very nice for PVE, but I can already see cancer builds on PvP.

    @Pterikdactyl.7630 said:
    In regards to Purge Gyro getting a potential nerf: why nerf a skill that is exclusively built to deal with conditions? IMO Med Kit 3 is a much better candidate as it brings so much more value with it aside from just cleansing.

    Still, medkit 3 is already far behind when you just casted it.

    What sort of cancer do you foresee? Now is the time for feedback so they can split it appropriately for PvP.

    Condi bunker build on PvP. With these additional concentration stats + more condi clean + Barrier.
    Warrior already have too much survivability.

  • @ParadoX.3124 said:

    @Lan Deathrider.5910 said:

    @ParadoX.3124 said:

    @Lan Deathrider.5910 said:

    @ParadoX.3124 said:
    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
    Why are you upping warrior ?

    Maybe because Warhorn never gets used during combat?

    all to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    Barrier on warrior is a bad decision, it has a high hp pool, toughness, mobility, clean potential

    So you don't want more barrier from your warrior teammates? Also they seem to be reworking Tactics, so this may be tied to their rework.

    Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    Good

    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._
    Needs to be in WvW only

    Why WvW only? I can see tons of reasons for the Resistance in FotM and more Concentration isn't bad for a boon giving weapon.

    I don't know, you see teammate, I see ennemies ; You see WvW, I see PvP. Warrior is already at a nice spot on each game modes.
    Sure it seems very nice for PVE, but I can already see cancer builds on PvP.

    @Pterikdactyl.7630 said:
    In regards to Purge Gyro getting a potential nerf: why nerf a skill that is exclusively built to deal with conditions? IMO Med Kit 3 is a much better candidate as it brings so much more value with it aside from just cleansing.

    Still, medkit 3 is already far behind when you just casted it.

    What sort of cancer do you foresee? Now is the time for feedback so they can split it appropriately for PvP.

    Condi bunker build on PvP. With these additional concentration stats + more condi clean + Barrier.
    Warrior already have too much survivability.

    The survivability is halved in PvP though, and besides they are changing tactics, so these warhorn changes need to be taken with a grain of salt until we see the tactics rework.

    I do see where you are going here. Sword/horn + Longbow, Tactics, Arms, Discipline, plague doctor's stats or something similar. Defiant Stance, Endure Pain, Shake it Off, Balanced Stance, Rampage or Battle Standard. Maybe swap out a skill or two for another, maybe swap longbow for x/shield for the block. Not something that would outright kill someone else, but can sit on the node just fine while applying enough pressure that a +1 can clean up.

    Not sure if that rises to the level of Cancer with just the warhorn changes, but like I said it is hard to tell without knowing how else they are changing tactics.

  • Tinnel.4369Tinnel.4369 Member ✭✭✭

    Do we expect a 'final' comprehensive list before Tuesday?

  • @Tinnel.4369 said:
    Do we expect a 'final' comprehensive list before Tuesday?

    And a list of the Tactics rework please! the suspense is killing me...

  • Cmon guys, 5 years ago this would be 30 pages on the first day. A couple of years back, maybe 15ish?

    I mean...this is sad. LmAo.

  • @godofcows.2451 said:
    Cmon guys, 5 years ago this would be 30 pages on the first day. A couple of years back, maybe 15ish?

    I mean...this is sad. LmAo.

    There is another thread which was the first iteration of this. It is at 9 pages currently I believe.

  • @Lan Deathrider.5910 said:

    @godofcows.2451 said:
    Cmon guys, 5 years ago this would be 30 pages on the first day. A couple of years back, maybe 15ish?

    I mean...this is sad. LmAo.

    There is another thread which was the first iteration of this. It is at 9 pages currently I believe.

    Ahhh that makes it a little better then.

  • Tinnel.4369Tinnel.4369 Member ✭✭✭

    @Lan Deathrider.5910 said:

    @Tinnel.4369 said:
    Do we expect a 'final' comprehensive list before Tuesday?

    And a list of the Tactics rework please! the suspense is killing me...

    Tactics rework?

    How are we to give feedback without the full context?

  • @Tinnel.4369 said:

    @Lan Deathrider.5910 said:

    @Tinnel.4369 said:
    Do we expect a 'final' comprehensive list before Tuesday?

    And a list of the Tactics rework please! the suspense is killing me...

    Tactics rework?

    How are we to give feedback without the full context?

    One of the original posts alluded to it, but its been edited and I can't find the reference anywhere now. Perhaps it is still a work in progress and won't roll out at the same time as the warhorn changes.

  • thank you tons for sharing this with us.

    only things that don't make sense is removing aegis from fb f3. also guard needs less retal not more.
    chaotic interruption is now too unreliable. would make more sense to reduce all weapon cds or give alacrity.

    Te lazla otstra.
    nerf list

  • Sobx.1758Sobx.1758 Member ✭✭✭✭

    @Lan Deathrider.5910 said:

    @Tinnel.4369 said:

    @Lan Deathrider.5910 said:

    @Tinnel.4369 said:
    Do we expect a 'final' comprehensive list before Tuesday?

    And a list of the Tactics rework please! the suspense is killing me...

    Tactics rework?

    How are we to give feedback without the full context?

    One of the original posts alluded to it, but its been edited and I can't find the reference anywhere now.

    Nothing has been edited out, it's still in the first post.

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