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

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

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  • Tinnel.4369Tinnel.4369 Member ✭✭✭✭

    @Sobx.1758 said:

    @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.

    Then my question remains. How do we give feedback if we don't have the relevant context? Both warrior specific and in the big picture.

  • Sobx.1758Sobx.1758 Member ✭✭✭✭
    edited September 12, 2019

    @Tinnel.4369 said:

    @Sobx.1758 said:

    @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.

    Then my question remains. How do we give feedback if we don't have the relevant context? Both warrior specific and in the big picture.

    "They're continuing to balance, including Tactics" -I assume it's just letting us know Tactics is being worked on and there's nothing to comment on yet.

  • Arkantos.7460Arkantos.7460 Member ✭✭✭✭

    Rev could need an increased radius on pulsating pestilience from 240 to 600
    240 is ridicolous small to land

  • @Stand The Wall.6987 said:
    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.

    I'm all for giving the warrior group retaliation via warhorn or shouts instead.

  • Yannir.4132Yannir.4132 Member ✭✭✭✭

    @Master Ketsu.4569 said:
    -Holo shockwave nerf might be overkill. Holo does need a nerf but that seems a bit heavy handed.

    Disagree. It might not be heavy enough. Shockwave is still a ridiculously overloaded skill after, like all the skills in Forge.

  • I love the Antitoxin runes change, and agree that this feels like targeting the problem at it's source.

    Ranger longbow damage nerf makes me feel a little sad, but won't change anything for me in the long run.

    I like warrior warhorn getting some attention but the changes seem weird. I like this iteration of Charge but not sure I'm a fan of Call to Arms (cleanse + vigour + barrier + resistance! seems a little much).

    I like increasing the healing power effectiveness on Scourge barrier skills, and (on paper I agree with the people here who have suggested making Sand Savant a purely supportive thing, but I don't know what complications might be preventing this). I'm a little concerned about reducing the boon corruptions but only from the point of view that I would prefer boons to be less prevalent in the game rather than the point of view of specific skill balance.

    I also like the proposed changes to Guardian/tomes, and can't help feeling like more needs to be done to tone this class down.

    From the perspective of both the guardian boon and necro corrupt changes, I'm not sure which classes might be capable of stepping into the room this creates in large scale battles at this time, but I'm looking forward to that space being made available.

  • Yannir.4132Yannir.4132 Member ✭✭✭✭

    @Ghos.1326 said:
    17th if I'm not mistaken.

    The 17th is when Bound by Blood is coming out. They usually don't deliver Balance on the same date as LW.
    I would guess the balance is still atleast a week after the 17th. So probably the 24th or the 1st of next month.
    I do hope we still get a preview before they drop the changes in the game. Right, @Irenio CalmonHuang.2048 ? :wink:

  • I would love to see these changes getting into the game sooner rather than later, simply because waiting on changes is both tiresome and leads to trying to fit even more into that balance patch rather than pumping out fixes more frequently and with greater ability to see how small changes will impact the game.

  • @Irenio CalmonHuang.2048 said:
    Necromancer

    • 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.

    Why don't you use your new tech for damage scaling based on range? They closer the enemy is to the center of the shade they more damage they get and the longer the conditions last. This means precise shade placement is important and enables counter play by positioning. It would preserve the functionality of the trait while tweaking it a bit for WvW. It could actually be implemented to a degree in PvE as well as mobs don't tend to move as much so the problem should be manageable for players.

  • ENGINEER:

    Thanks for listening the feedback of the community, changing antitoxin runes is the better way instead nerfing scrapper.
    And thank you a lot for nerfing holo, this spec is overperforming.

    But in order to tone down elite specs can you buff core engineer a little bit?
    Improve kits would be the best way, an example which disadvantages grenade kit has:

    • ground targeted (hard to hit fast moving or high mobility classes)
    • 3x retal damage on every skill use
    • bad terrain (grenades sometimes hit ground or small hills which are on the way and doesnt reach the target area)
    • too much anti projectile
  • bluberblasen.9684bluberblasen.9684 Member ✭✭✭
    edited September 13, 2019

    Friendly reminder ²
    Don't forget about nerfs for condi thiefs
    Perma evades, perma stealth and perma poison plus perma teleport is too much.

    Don't forget buffing elementalist main hand dagger air 1 auto attack ( 240 - >300 range)
    The last nerf to mainhand dagger air 1 was bad and unnecessary and no one asked for it. Revert it.!

  • Yes pls nerf thief now that its decent 1v1. We can't be having it challenging peeps as that's not fair.
    Thnx :)

  • @Psycoprophet.8107 said:
    Yes pls nerf thief now that its decent 1v1.

    it was decent in 1 on 1 pre patch.
    You must be a very bad player... when you are defending overperforming classes.

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

    @bluberblasen.9684 said:

    @Psycoprophet.8107 said:
    Yes pls nerf thief now that its decent 1v1.

    it was decent in 1 on 1 pre patch.
    You must be a very bad player... when you are defending overperforming classes.

    Or ur a bad player cuz u cant handle a thief in a 1v1 or bother to learn how to fight it. If I'm a bad player why do I have no issues fighting most thieves pre and post patch on slb,warrio,ele or thief pre and post patch? Hmmm and thief is/widely known as a +1 not a dueler not just cuz its mobility. Some consider fire weaver to be as much condi cheese as condi thief, but I'm sure u dont lol and for the record I'm not calling u a bad player I just disagree with ur statements

  • Morde.3158Morde.3158 Member ✭✭✭

    wvw has really gotten out of hand more wvw changes please.

  • This balance is really quite simple, it's a scourge and firebrand buff.

    You need to understand, while most of the scourge changes are good (cutting back some of the boon corrupt and a small amount of dmg)
    The major problem resides in a 10 target cap.
    Target cap being 10 instead of 5 only affects WvW, because pve (should) only use demonic lore, and there are only 5 on a team in pvp.
    Making scourge shades limit to 5 targets total would resolve the everlasting scourge problem (too much boon corrupt + damage).
    You also seem to want to nerf firebrand survivability in small scale fights (removing aegis from ch2). Not good. Hard enough in wvw already.
    First you nerfed scrapper utility, then healing, now cleanse. It will have nothing left making it worth playing. Need to decide on an identity.

    Double firebrand likely becomes meta, as does stacking more scourges. I'm pretty sure this is the opposite of your intention?
    If you want to make other supports viable, they need to do a) stability, protection, regen, vigor b) healing c) cleansing, at the very least.
    You need to give every support group stability option, not the same as fb, but something supplementary.
    Nerfing firebrand is not the answer, because you need critical boons, cleanse, and healing to have wvw zerg fights.
    If you nerf support, we'll just end up pirate shipping on high damage builds. (another miserable meta no one wants).
    Hope balance can move in the right direction, because it's mostly there (minus a few critical flaws).

  • Some thoughts on how you can make other supports viable.

    Druid; Larger CA AoE, prot/vigor/regen application. Make seeds cleanse more condis, larger aoe. CA5 party stab, and elite glpyh aoe stab outside CA, personal stab inside CA. Staff needs wider aoe on auto.

    Revenant; Tablet needs much larger aoe for how clunky it is. Make the effect like wash the pain away, with less healing farther away. 240 radius large, 360 medium, 600 radius small heal. Same for cleanses on it. Give aoe stab on blowing up the tablet (ventari elite). Tablet movement aoe prot, vigor, regen.

    Tempest; AoE stab on overload earth, aoe stability on shouts. More stacks on Rebound! than others.

    Scrapper; Decide on an identity. Could use more utility, or more baked in cleanse (post-antitoxin nerf, which is the only reason it's good in wvw).

    Chrono & Warrior; totally unworkable at this time, chrono needs a rework or revert the more recent changes just to begin balancing it. Warrior I'm at a loss for.

  • Virdo.1540Virdo.1540 Member ✭✭✭✭

    How about putting the Revenants Barrier/Boon from Salvation into Retribution, where the SUSTAIN should be coming from. Then we can at least get a bit closer to the Guards & Warriors if it comes to sustaining. (Still less damage then them, but at least a bit closer to their sustain)

  • HoneyBadger.5691HoneyBadger.5691 Member ✭✭
    edited September 13, 2019

    Ret is a self-sustain traitline, whereas Salvation is group-support, so that wouldn't make much sense. Also rev does way more damage than a guard or warrior in a zerg, generally speaking. I can't think of a use-case where a damage rev would use ret, because it's outside the purview of it's role.

  • kraai.7265kraai.7265 Member ✭✭✭

    This post confirms for me this "devs" aren't even playing the game, or at least watching it from somewhere.
    Thank you for letting us know, now i can finally forget my hopes and leave this mess of a game.

    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.

    This changes nothing at all!

    • Sneak Gyro: Increase the cooldown of this ability from 45 to 75 60 seconds in WvW.

    this skill shouldn't exist at all, stealth was tactical, short and about positioning (veils, mass invisibility) this kind of stealth is an abuse, and it doesn't even have a visual tell in order to provide counter play. Plus what do you actually expect to change because of 15 seconds????

    • 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.

    the least op skill holos had, why do you change this when that class has so many other things busted???

    • Holographic Shockwave: Reduced range from 600 to 300.

    This should have been like this since the start.

    • 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.

    Why scrappers have barrier? my god, so many heals and natural sustain and you keep on going.

    • Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.

    So we are still nerfing stealth? didn't we have enough of this already?

    Guardian

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

    Completely irrelevant, won't change a thing, just an extra fb for subgroup

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

    irrelevant, but i think it's a step in the right direction

    • 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.

    This one is a joke, really 1 less condition? do you think that will change anything? scrappers limited every condi zerg anyway....

    • Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.

    completely irrelevant

    • Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.

    meh...

    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.

    THIS SKILL DOESN'T WORK!!! re work it completely, its useless, warclaws insta killing downed players, all the massive braindead aoe spam, plus that stupid casting time, tell me anet why guardians and warriors have skills that revive players in a second without casting and we don't???

    • 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.

    irrelevant.

    • 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.

    irrelevant.

    GIVE US CHRONO BACK NOW! WE HAVE NOTHING ELSE TO DO IN ZERG FIGHTS AND THIS WON'T CHANGE A SINGLE THING!!!!!!

    Necromancer

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

    irrelevant.

    • 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.

    I don't play necro, but most of us hate them because of the massive aoe spam they got, plus the insane amount of barrier it can provide, it seems you got one right, but i feel it won't be enough, and won't change a thing until range or aoe are heavily nerfed.

    Ranger

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

    Rangers as mesmers have no role available in zergs (the ones that could work are so heavily outshined by other specs its useless) yet you will ignore this problem as you ignore the disaster you did with chrono, and the mesmer's feedback asking for it to come back as it was.

    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.

    irrelevant. Do you plan on changing something on renegade? because that trash spec has an autoplay feature, most renegades just spam their skills and afk between the backlines.

    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.

    condi thief is worst than ci mirage, yet we still have a major problem, stupid permastealth DE, but no wonders you will choose to ignore the POF specs problems yet again.

    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.

    won't comment on this one.

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

    Sincerely,
    ~Irenio

    What i feel from this is again you are distracting players, making several little changes that won't affect gameplay at all whatsoever, yet you keep ignoring the elephant in the room, most of pof specs are untouched, overperforming, and ruinin build variation, and the fun aspect because most of this specs are boring as hell to play as or against, and buffing them more, or nerfing everything else won't change boring mechanics.

    Also i feel you are no longer playing the game, and you keep ignoring playerbase and feedback, your forums are shady, only activity we see is store upgrades or uncalled bans. Reddit forum has more devs responses.

  • Sobx.1758Sobx.1758 Member ✭✭✭✭
    edited September 13, 2019

    @Psycoprophet.8107 said:
    Yes pls nerf thief now that its decent 1v1. We can't be having it challenging peeps as that's not fair.
    Thnx :)

    You probably won't really feel it that much if at all.

  • @Sobx.1758 said:

    @Psycoprophet.8107 said:
    Yes pls nerf thief now that its decent 1v1. We can't be having it challenging peeps as that's not fair.
    Thnx :)

    You probably won't really feel it that much if at all.

    No if they follow through with their plan it definitely won't really be a impact either way.

  • @Psycoprophet.8107 said:

    @bluberblasen.9684 said:

    @Psycoprophet.8107 said:
    Yes pls nerf thief now that its decent 1v1.

    it was decent in 1 on 1 pre patch.
    You must be a very bad player... when you are defending overperforming classes.

    Or ur a bad player cuz u cant handle a thief in a 1v1 or bother to learn how to fight it. If I'm a bad player why do I have no issues fighting most thieves pre and post patch on slb,warrio,ele or thief pre and post patch? Hmmm and thief is/widely known as a +1 not a dueler not just cuz its mobility. Some consider fire weaver to be as much condi cheese as condi thief, but I'm sure u dont lol and for the record I'm not calling u a bad player I just disagree with ur statements

    Sorry bro
    I am talking wvw fiew not pvp fiew

  • Smoosh.2718Smoosh.2718 Member ✭✭✭
    edited September 13, 2019

    Please can we change the following skills:

    Hammer - Warrior

    BURST:
    Stun 1s > Launch 0m
    Burst levels increase in damage and apply Cripple lvl 2, Cripple and Weakness lvl 3

    Stun makes no sense logically , you're smashing the hammer down onto the ground stunning them, surely the impact would actually launch them or knock them down.

  • @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

    Just miss 2:

    1. Where is my dismount button, or do u want to delete mounts.

    2. Get rid of revealed by marked mech., or come up with other Trade Offs to get teef back to compareable lvl. In marked zones.

    For example:

    • no invu
    • aegis no effect
    • cant Enter hologodmode
    • cant enter beastmode
    • selfheal reduced by 50%
    • protection disable
    • ...
  • I'm glad that Ranger longbow is getting looked at, however it needs more changes. Longbow needs a projectile speed decrease so players can actually strafe to dodge the arrows like you could at launch and in GW1. The current projectile speed means you can barely dodge Point Blank Shot. Sure, there is an animation for it but by the time you hit dodge, you're already knocked back because the arrow moves insanely fast.

  • @DrKonfusselnuss.7129 said:
    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!!!

    Bump

  • Lighter.5631Lighter.5631 Member ✭✭✭✭

    Warrior tactic minor Determined revival and reviver's might should be combined for a adept trait. minor trait shouldn't be excepting your team to go down, you should be able to spec for it, but it shouldnt be base minor traits, minor trait should be something more base line for general play.

  • rng.1024rng.1024 Member ✭✭✭✭

    Just wanted to chime in regarding the mesmer mantras:

    Given that only Mesmer and Firebrand have access to mantras, and their functionality change after PoF, it would make alot of sense for the Mesmer to simply adopt the limitations of the Firebrand mantras.

    With this I mean they would fire in a cone in front of you, and simply whiff a charge if they are flanking you. It also means distance matters in terms of counterplay while we uniform mantras funcionality further seeing as the tech is already there, instead of having them behave a bit like signets and a bit like weapon skills that don't work without a target.

    At the same time why not up the charges to 3 and reduce the active and upon cast effects to, in the case of MoD, a 0 sec daze for the express purpose of interrupting an action. For cleanse mantra, convert 3 on charge and cleanse 2 at a time thereafter. For heal, let big heal be on charge and allow subsequent casts decrease in heal value favoring having 3 charges ready over spamming. Damage mantra can keep it's might, but how about giving it a generic coefficient (0,5) and rather give 5 might on cast and proc in addition to the vuln - and make the damage oriented ones single target.

    This would go a long way in limiting the oppressiveness of Mesmer mantras without completely removing their identity as a skill type.

  • Personally, I'm thinking that an easy way to correct the power creep issue is simply adding a "warm up" mechanism to all of the HoT and PoF specializations. Similar to how the Warriors adrenaline build up works. Especially with the full reset when you're out of combat.

    For instance, a scourge could only use their shade (F1) and the (F2) skill when first entering combat, but as the deal and receive damage, their "feel for the flow of combat" grows, and the other skills become available to them for the rest of the fight. Another big fix for the scourge target cap issue could be to remove the shade skills having an effect on the scourge, they are "shade skills" after all.

    Firebrands could have a few pages in their tomes, at the start of a fight, but don't get the most powerful until their meter is full. Pretty much the same for all of them, Reaper, Dragonhunter, Weaver, and so on. Druids already have a mechanism similar to that.

    It would also make the original 9 classes viable again since they aren't immediate overpowered.

  • Morde.3158Morde.3158 Member ✭✭✭

    Don't butcher deadly Strength its a very nice trait that I use when I get a chance and when blood magic is not needed.

  • RedShark.9548RedShark.9548 Member ✭✭✭✭

    @Ronnie Hu.1694 said:
    defense and discipline is a must for warrior, these is no place for tactics already

    It would be if they made fast hands baseline.

  • mrauls.6519mrauls.6519 Member ✭✭✭✭

    Is there a confirmed balance patch for this Tuesday?

  • Henrik.7560Henrik.7560 Member ✭✭✭

    Fix chrono shatters and wells, buff tempest stability and protection output.

    [eA] Sakura | Kaineng

  • Eleazar.9478Eleazar.9478 Member ✭✭✭

    Guys could you actually give ranger some new builds that are helpfull in groups. As everyone has said from the beginning of this game.

    Druids is a joke right now all the constant nerfs, you guys have really made it slow and un fun to play, Yall actually made me really miss the hot days and all of the fun fast placed plays i could do.
    I saw a post by shadowpass regarding some pretty cool ideas for ranger

    Soulbeast can you give dagger some love?

    The autoshot change why? Nerf soulbeast dont nerf core and any future specializations.
    Heres an idea have the soulbeast only get the benefits of all its damage modifiers when they are close (500 meters) to a target and make longbow have a more aggressive damage drop the closer someone is thus creating better counter play.

  • @RedShark.9548 said:

    @Ronnie Hu.1694 said:
    defense and discipline is a must for warrior, these is no place for tactics already

    It would be if they made fast hands baseline.

    Baseline Fast Hands. The wish of all warriors circa 2013. Honestly, unless I ran banners and/or axes I'd never take Discipline if Fast Hands were baseline, but then that'd be an increase in build diversity right?

    What would they replace fast hands with though is the next question. How about move Brawler's Recovery into the Fast Hands slot, and make a new Major trait to replace the slot that Brawler's Recovery vacated?

    Fast And Furious: Quickness grants you 100 Precision and 100 Ferocity. That would provide some synergy with Heightened Focus and might create a reason to take it.

  • I'm just going to use this opportunity to beg for P/P thief buff in wvw. I don't know what it would be exactly. Maybe make everything that applies to rifle apply to pistols? Some help against retaliation? Bring back ricochet (fingers crossed)? Boon strip? Condition cleanse? Stuns? Something?

  • Swagger.1459Swagger.1459 Member ✭✭✭✭

    @warherox.7943 said:
    I'm glad that Ranger longbow is getting looked at, however it needs more changes. Longbow needs a projectile speed decrease so players can actually strafe to dodge the arrows like you could at launch and in GW1. The current projectile speed means you can barely dodge Point Blank Shot. Sure, there is an animation for it but by the time you hit dodge, you're already knocked back because the arrow moves insanely fast.

    Yeah, nerf longbow! Buff 1 shot 25k malicious backstab thieves and permastealth 1,500 range deadeyes! Give Thief more damage, more evade, more ports, more stealth! And nerf that Ranger longbow real good!

  • For the love of GOD, bring back PvE's Holo's toolbelt while overheating; really u killed Holo in PVE. We, PvE Holo-players don't care about PvP nerfs 'cuz in PVP Holo is broken (With Mirage and Support FB).

    34K DPS with sword pistol isn't good if u consider that SWORD/PISTOL HOLO IS INFERIOR IN ALL WAYS AGAISNT DH ---> CC. Mobilty, BURST, RANGE DPS, DPS TO CLEAVE, AUTO-SUSTAIN. And I don't include that Sword Pistol rotation is super boring, MEGA boring to do 1-1-1-1-1-1-1-3-4-1-1-1-1-1-3-4 the entire time.

    Idk but this game should be called Guardian Wars 2, cuz Guardian is meta in all game modes BY FAR: PvP - Firebrand | PVE: DH - Firebrand (CONDI-POWER-HEALER) | WvW - Healer.

    In WvW, again, don't get Scrapper out of meta pls, or do u want to keep FB as the only support again?

    Sorry for how i'm writting but man, not all ppl wants to play DH in PvE as DPS Class.

  • arenta.2953arenta.2953 Member ✭✭✭
    edited September 17, 2019

    how about giving deadeye rifle some love when kneeling.

    like a stab pulse. thief has so little stunbreak/stability as is.

    for PvE and Wvw.....specially WvW. deadeye gets stun/knock down spammed due to the lack of stability. also could make the Kneeling rifle 4 skill actually do something. like a smoke wall instead of just "block ranged, with cast time" which is pretty....eh

    seriously...thief really lacks stability, which is a problem when kneel immoblizes you.

  • @Irenio CalmonHuang.2048 said:
    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.

    IMO this would lose the flavor of the skill. It would just be a generic nuke that you thoughtlessly press. I suggest bringing the numbers from near to far closer to each other rather than making it same.

    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.

    I absolutely hate the thought of having barrier on this skill. It's really I don't know...out of place?

    • 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.
  • Am I the only one having an issue with elementalist not being mentionned here? XD

    maybe Ele was "fixed" with the AOE nerfed months ago? hmm .... well no ele - no WvW for me :disappointed:

    But few meta changes can only do good to the game mode imo.

  • Power Lock (Mantra of Distraction): This skill now requires you to face your target and respects line of sight.

    Big question for me. It saved me many times when I run away and interrupted chaser's incoming boost or CC. In other words it will be a big decrease (unjustified?) on defensive part of skill use.

  • Virdo.1540Virdo.1540 Member ✭✭✭✭

    @aceofbass.2163 said:

    @Irenio CalmonHuang.2048 said:
    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.

    IMO this would lose the flavor of the skill. It would just be a generic nuke that you thoughtlessly press. I suggest bringing the numbers from near to far closer to each other rather than making it same.

    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.

    I absolutely hate the thought of having barrier on this skill. It's really I don't know...out of place?

    • 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.

    I agree with the Warrior-Barrier thing. They are tanky enough ,a bit of barrier would make it even more ridiculous^^

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited September 17, 2019

    @Mini Crinny.6190 said:

    @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

    Shared stances definetely got potensial, and so does druid if they were willing to rework the staff and a few traits. But, Anet is being completely silent about it.

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited September 17, 2019

    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.

    A great stab alternative exists with soulbeast and shared dolyak stance. Why not bring that into the meta instead of strengthening classes that can already perform in the meta as is.

  • @Virdo.1540 said:

    @aceofbass.2163 said:

    @Irenio CalmonHuang.2048 said:
    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.

    IMO this would lose the flavor of the skill. It would just be a generic nuke that you thoughtlessly press. I suggest bringing the numbers from near to far closer to each other rather than making it same.

    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.

    I absolutely hate the thought of having barrier on this skill. It's really I don't know...out of place?

    • 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.

    I agree with the Warrior-Barrier thing. They are tanky enough ,a bit of barrier would make it even more ridiculous^^

    Well, its party barrier and it requires them to not take a shield or dps offhand in that slot, so we'll have to see how much barrier it actually is. Might be something with a low base but high Healing Power coefficient. Depending on HOW they rework tactics they may be adding in effects that depend on having barrier, or it could just be a lazy 'Let's throw barrier onto Call to Arms to see if people take warhorn during a fight."

  • While you are at it, rework the whole Chronomancer class and specifically the utility skills and make it compatible with the new mechanics

  • @Mak.2657 said:

    Power Lock (Mantra of Distraction): This skill now requires you to face your target and respects line of sight.

    Big question for me. It saved me many times when I run away and interrupted chaser's incoming boost or CC. In other words it will be a big decrease (unjustified?) on defensive part of skill use.

    Line of sight is not equal to character orientation. I believe you will still be able to hit your opponent behind chasing after you, as long as there are no solid objects (objects with hitbox, e.g., a tree, a rock or simply terrain feature) between you and your opponent.

  • Any update on when these changes may be implemented?