Potential Future Balance Changes - PvP — Guild Wars 2 Forums

Potential Future Balance Changes - PvP

Hi Everyone,

We’ve done some work on the next balance update and wanted to share some of the potential changes for discussion and feedback. As a reminder, this update is intended to be smaller but more targeted to address major issues within the game mode as we work toward some major changes in a future update. This is also not the full list of changes for the update, just the ones targeted at PvP.

The goal of this update on the competitive side is not to nerf everything that deserves a nerf, but to bring overperforming builds back in line. There are aspects of every meta build (and even some non-meta builds) that could reasonably be nerfed, but since we’re already looking ahead to a major shakeup we’re more focused on balancing around the current power level for now.

In particular we’re looking at:

  • Condi Thief
  • Holosmith
  • Condi Mirage
  • Rampage
  • Warrior’s Cunning
  • Revisiting Staff Thief

General

  • Sigil of Agility has been removed from the PvP build panel

This came up again as we were looking at holosmith quickness but is something we’ve been considering for a long time. Quickness in general is something that we’re looking at for the future update, but in the short-term we feel that this sigil is too easily accessible for the power it provides.

Condi Thief
The main issue we’re looking to address with condi thief is the initial burst potential. Long term there are definitely questions about how this build is applying conditions, but for now we want to push it more toward a grindy build than a bursty one.

  • Spider Venom: Reduced poison duration from 6 seconds to 3 seconds in PvP only
  • Serpent's Touch: Reduced poison stacks from 2 to 1 in PvP only

Holosmith
Holosmith quickness has been a big point of feedback and we’re planning to make some adjustments there. Removing Sigil of Agility was part of this, and we’re also looking at a minor nerf to Kinetic Battery.

This leaves Elixir U. We’re considering a quickness reduction here as well, but are currently leaning toward an interesting change that’s worth discussing. That change being a heavy reduction of the stability granted. The goal of this change is to leave U as the big quickness skill, but also open the door for more counterplay. This would give opportunity to avoid Corona Burst and then CC the holosmith instead of just getting run over by quickness.

  • Kinetic Battery: Reduced quickness duration from 5 seconds to 3 seconds in PvP only
  • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only

Condi Mirage
We understand that Mirage Cloak is a big point of contention and we’ve been having discussions internally, but it isn’t something that we’ll be ready to action for this update. As we get closer to our desired solution we’ll start to talk about it more with you all, but in the meantime we’re looking at some more general changes. Primarily toning down clone generation and reducing some damage potential of staff, pushing it more toward a utility kit.

  • Illusionary Counter: Reduced the number of clones spawned on block from 2 to 1 in PvP only
  • Phantasmal Warlock:

    • Reduced the number of warlocks spawned from 2 to 1 in PvP only.
    • Increased the vulnerability applied per hit from 2 stacks to 4 stacks in PvP only
  • Chaos Vortex:

    • Reduced bleed duration from 8 seconds to 4 seconds in PvP only.
    • Reduced burn duration from 2 seconds to 1 second in PvP only.
    • Reduced Torment duration from 8 seconds to 4 seconds in PvP only

Rampage
Rampage has been overperforming since the initial change that brought its cooldown to 90 seconds, and continues to with the cooldown at 120 seconds. Rather than just bumping up the cooldown again, we’re looking to address an underlying issue: hard CC skills also doing large amounts of damage. This is something that we’re looking to do across the board for the future update, and we see Rampage as a good opportunity to see the idea in action.

  • Rampage skills have been adjusted as follows
    • Kick: Power coefficient reduced from 1.2 to 0.01 in PvP only
    • Throw Boulder: Power coefficient reduced from 2.0 to 0.01 in PvP only
    • Seismic Leap: Power coefficient reduced from 1.6 to 0.01 in PvP only

Warrior’s Cunning
We’re making an adjustment to bring Warrior’s Cunning more in-line with other damage traits.

  • Warrior's Cunning: Reduced damage bonus against targets above 90% health from 25% to 7% in PvP only. Reduced damage bonus against targets with barrier from 50% to 10% in PvP only.

Staff Thief
As mentioned the other day, we want to revisit the recent change to Debilitating Arc for the next balance update. There are still concerns about putting it back to 4 initiative, but it doesn’t really make sense for it to coexist with Vault at 6. We’re reducing the cost to 5 while making some minor adjustments to Quick Pockets and Staff Master.

  • Quick Pockets: Reduced initiative gained on weapon swap from 3 to 2 in PvP only
  • Staff Master: Reduced endurance gain per initiative spent from 2 to 1 in PvP only
  • Debilitating Arc: Reduced initiative cost from 6 to 5 in PvP only

Remember that these changes are not locked down and we still have time to iterate. We look forward to your thoughts and feedback.

-The Systems Team

aka cmc
Game Designer on PvP/WvW

Tagged:
<13456713

Comments

  • Dantheman.3589Dantheman.3589 Member ✭✭✭
    edited October 31, 2019

    Condi thief is just about reducing burst rn so a real fix is hard. Staff master is super busted rn so I think that thief change is super good. Other than that most changes look good for example rampage damage is way too high and that’ll completely fix that
    O yeah and big problem of Holosmith is quickness but not sure if that alone will satisfy everyone but it’s a good start

  • Dantheman.3589Dantheman.3589 Member ✭✭✭
    edited October 31, 2019

    @Chaith.8256 said:
    My poor Scrapper that used Sigil of Agility, Elixir U, and Elixir X for Rampage is rocking back and forth in the corner. Too bad

    Good point! Will elixir X be affected by this change it seems like the one in reference is warrior?

    @Cal Cohen.2358 said:

    Rampage
    Rampage has been overperforming since the initial change that brought its cooldown to 90 seconds, and continues to with the cooldown at 120 seconds. Rather than just bumping up the cooldown again, we’re looking to address an underlying issue: hard CC skills also doing large amounts of damage. This is something that we’re looking to do across the board for the future update, and we see Rampage as a good opportunity to see the idea in action.

    • Rampage skills have been adjusted as follows
      • Kick: Power coefficient reduced from 1.2 to 0.01 in PvP only
      • Throw Boulder: Power coefficient reduced from 2.0 to 0.01 in PvP only
      • Seismic Leap: Power coefficient reduced from 1.6 to 0.01 in PvP only

    Wouldn’t mind clarification?

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭

    @Dantheman.3589 said:
    Condi thief is just about reducing burst rn so a real fix is hard. Staff master is super busted rn so I think that thief change is super good. Other than that most changes look good for example rampage damage is way too high and that’ll completely fix that
    O yeah and big problem of Holosmith is quickness but not sure if that alone will satisfy everyone but it’s a good start

    Condi DD initial burst is an abuse after that is just poison autos that will result ininterrupts

    Imo it’s just the initial condi burst that way to much.

  • Dantheman.3589Dantheman.3589 Member ✭✭✭
    edited October 31, 2019

    @Aeolus.3615 said:

    @Dantheman.3589 said:
    Condi thief is just about reducing burst rn so a real fix is hard. Staff master is super busted rn so I think that thief change is super good. Other than that most changes look good for example rampage damage is way too high and that’ll completely fix that
    O yeah and big problem of Holosmith is quickness but not sure if that alone will satisfy everyone but it’s a good start

    Condi DD initial burst is an abuse after that is just poison autos that will result ininterrupts

    Imo it’s just the initial condi burst that way to much.

    How is it an abuse? I don’t recall one since they fixed deadly ambition hitting multiple times on cluster bomb... it what your saying is it’s really strong then yes your probably correct. And that’s exactly why a small burst nerf won’t fix it entirely. Condi thief has many ways to do damage and all are enhanced by deadly ambition, so it’s not just the burst but this could be a start

  • Tyga.7056Tyga.7056 Member ✭✭

    I do think the changes are good, but its not really sustainable. Having holosmith a huge drop of stab, makes it vulnerable to other classes a lot. If I play rev with brutality or sigil of annulment, I just dominate holo easily, same as warrior. I do think making this changes would increase the game quality, but you can't attack certain builds anymore. It hasn't been a good solution since years now.
    To connect on the quickness nerf: I think that's something you guys should focus on. All the new boons and stats that initially came with HoT, had a huge impact on the pvp scene and that should be the main target to balance. It's sustainable and brings a slower damage pace/ heal pace to the game, which is a big issue right now. You don't want to get hit with 1 skill that shreds half of your healthbar. That's unrewarding and doesn't require mechanicle skill, therefore shouldn't exist in a competitive gamemode.

    I also want to say thank you for the communication you offer. It let's me think that there are good times ahead :).

  • Leonidrex.5649Leonidrex.5649 Member ✭✭✭

    daum, staff for cmirage got shafted :D .
    but if I dont get to be hit for 10k with boulder that zoomes throught walls/ground then I take it.
    looks like some good changes, im sad to see that sustain of warrior/holo is not getting looked at but hey, cant have everything right?
    good work lads! pat yourself on the back from me.

  • Koen.1327Koen.1327 Member ✭✭✭

    Remove sigil of energy while youre at it

  • foste.3098foste.3098 Member ✭✭✭

    Regarding staff daredevil:
    The major reason for staff/staff builds was easy initiative replenishment through quick pockets and role for initiative, so just reducing the numbers here will leave the build intact but i don't think it will solve the problems around it, mainly that it is the type of build which is not fun to fight against. So in my view there needs to be a more harsh change that targets staff/staff specifically while leaving intact other builds that use staff/x. Towards this end quick pockets is the clear target for changes, to something that does not involve initiative replenishment and the change can be drastic as almost no builds in the entire game use this trait.

    In regards to debilitating arc:
    just fixing the jump-cast bug is enough to stifle the spammy-nes of it, as when the skill is used as intended there is a clear window of vulnerability during the aftercast (which was negated by jumpcasting) so reducing the cost back to 4 would be fine. Bare in mind that the issue with the staff build was not the weapon itself per say, but using staves in both weapon sets.
    Another change to staff could be to make debilitating arc cost 5 but reduce the cost of dust strike to 3 as this will keep the sum cost of skills on the same level as it was pre nerfs while reducing the evasion potential from the weapon set.

    On to staff master:
    1 endurance per initiative is so minuscule it might as well not exist. It would take 50 points of initiative to get 1 dodge out of it which is terrible, so if you are adamant about adjusting this trait consider changing the secondary effect from granting endurance to something entirely different.
    Could be something like: while wielding a staff gain fury (or some other boon) when you drop below the initiative threshold (x sec cd for this effect); Or while wielding a staff gain even more power if you are below the initiative threshold of x; Or maybe something to do with evading attacks, point is 1 endurance per initiative is horrid plz don't do it :(

  • Realmain.2873Realmain.2873 Member
    edited October 31, 2019

    @Cal Cohen.2358 said:
    Condi Mirage
    We understand that Mirage Cloak is a big point of contention and we’ve been having discussions internally, but it isn’t something that we’ll be ready to action for this update. As we get closer to our desired solution we’ll start to talk about it more with you all, but in the meantime we’re looking at some more general changes. Primarily toning down clone generation and reducing some damage potential of staff, pushing it more toward a utility kit.

    • Illusionary Counter: Reduced the number of clones spawned on block from 2 to 1 in PvP only
    • Phantasmal Warlock:

      • Reduced the number of warlocks spawned from 2 to 1 in PvP only.
      • Increased the vulnerability applied per hit from 2 stacks to 4 stacks in PvP only
    • Chaos Vortex:

      • Reduced bleed duration from 8 seconds to 4 seconds in PvP only.
      • Reduced burn duration from 2 seconds to 1 second in PvP only.
      • Reduced Torment duration from 8 seconds to 4 seconds in PvP only

    I don't know about "reducing some damage potential of staff". That's a significant reduction of power for staff mesmer since most of the damage on Mirage Staff Mesmer is from Chaos Vortex. Basically making offensive staff mesmer not viable anymore. They already nerfed Chaos Storm last patch. Chaotic Interruption was also nerfed badly as well, which worked well with Chaos Storm. They should have kept Chaotic Interruption's original skill, but increased the recharge time for PvP only.

  • phokus.8934phokus.8934 Member ✭✭✭✭
    edited October 31, 2019

    @Cal Cohen.2358 said:
    Condi Mirage
    We understand that Mirage Cloak is a big point of contention and we’ve been having discussions internally, but it isn’t something that we’ll be ready to action for this update. As we get closer to our desired solution we’ll start to talk about it more with you all, but in the meantime we’re looking at some more general changes. Primarily toning down clone generation and reducing some damage potential of staff, pushing it more toward a utility kit.

    • Illusionary Counter: Reduced the number of clones spawned on block from 2 to 1 in PvP only
    • Phantasmal Warlock:

      • Reduced the number of warlocks spawned from 2 to 1 in PvP only.
      • Increased the vulnerability applied per hit from 2 stacks to 4 stacks in PvP only
    • Chaos Vortex:

      • Reduced bleed duration from 8 seconds to 4 seconds in PvP only.
      • Reduced burn duration from 2 seconds to 1 second in PvP only.
      • Reduced Torment duration from 8 seconds to 4 seconds in PvP only

    Remember that these changes are not locked down and we still have time to iterate. We look forward to your thoughts and feedback.

    -The Systems Team

    Can you at least rework staff 4 Chaos Armor if you're planning on turning it more into a utility kit?

    And what's with you guys and your 50% nerfs? The duration nerfs are pretty heavy handed.

  • zoopop.5630zoopop.5630 Member ✭✭✭✭

    great changes!!!!! thank you for actually putting in work @Cal Cohen.3527

  • Cronos.6532Cronos.6532 Member ✭✭✭

    @Cal Cohen.2358 said:
    General

    • Sigil of Agility has been removed from the PvP build panel

    Misread this as "Signet of Agility" and almost uninstalled

    signature

  • sata.6321sata.6321 Member ✭✭

    I think nerfing the stab uptime of holo may remove them from the game...I already play without stab on corona burst, but making it so there is nothing that stops a holo from getting rekt after a big cc chain is really dangerous, being unable to disengage in 1 second is real not good when you can go up against interrupt heavy classes like the aforementioned warrior. (not to mention scrappers, mirages, mesmers in general, other holos... Being dead to interrupts is not fun, and will not be surprised if they are universally replaced by other strong teamfight classes. (hybrid FB, reaper, various guard builds, revs [even though they are on the losing end of the stick rn]). Glad I'm picking my soulbeast back up cause I may wake up to a dead holo on patch day.

  • apharma.3741apharma.3741 Member ✭✭✭✭

    Honestly, if this is the power level you're wanting to get to, I'm 100% OK with all of this but please bring these changes to WvW, even if it's eventually.

  • soul.6527soul.6527 Member ✭✭

    I know that these aren't the final posts and I say what I saw is perfectly fine even though I am a warrior player I understand that rampage was off the hooks. But I think you need to go look at power Mesmer its so close to being able to be played and not feeling like a handy cap and maybe do something similar to what you guys did for ele and buff the miners and 0 power Mesmer could be played again. But when doing so don't accidentally buff Condi mes its already in its Owen place that is a bit op but can be easy to tip into the trash can and I don't want that I just want something like buffs to domination, dueling, and mirage minors to boost the viability of a power spec for PVP

  • Allarius.5670Allarius.5670 Member ✭✭✭

    Bummer about Mesmer scepter and staff. I fully understand the reasoning for Mirage, it's just that two clones and two phantasms helped keep Chrono functional after the shatter change. Oh well.

  • If mirage cloak gets voted out of PVP(I sure hope not), PLEASE please please just make it for PVP solely. Mirage cloak as an active dodge in PVE is the backbone of its class mechanic, mobility and weapon interactions. I entirely understand the frustration of fighting mesmers in general, especially a mirage, but that is why I play one lol I wanted to learn how to kill them so I played the class thoroughly. I do not struggle fighting them now because I know how they function. Some of the frustration that some people feel is simply not knowing game mechanics and timing strategies. Clones definitely need to be toned down though.

  • SoulSin.5682SoulSin.5682 Member ✭✭✭

    @Cal Cohen.2358 said:
    Condi Thief
    The main issue we’re looking to address with condi thief is the initial burst potential. Long term there are definitely questions about how this build is applying conditions, but for now we want to push it more toward a grindy build than a bursty one.

    • Spider Venom: Reduced poison duration from 6 seconds to 3 seconds in PvP only
    • Serpent's Touch: Reduced poison stacks from 2 to 1 in PvP only

    I still believe you guys should stop "dodging" the issue and just nerf the condi application on doge spam once and for all.
    Nerfing those skill not only nerf condi S/D, but also every other Condi build, like P/D, for example.

    @Cal Cohen.2358 said:
    Holosmith
    Holosmith quickness has been a big point of feedback and we’re planning to make some adjustments there. Removing Sigil of Agility was part of this, and we’re also looking at a minor nerf to Kinetic Battery.

    This leaves Elixir U. We’re considering a quickness reduction here as well, but are currently leaning toward an interesting change that’s worth discussing. That change being a heavy reduction of the stability granted. The goal of this change is to leave U as the big quickness skill, but also open the door for more counterplay. This would give opportunity to avoid Corona Burst and then CC the holosmith instead of just getting run over by quickness.

    • Kinetic Battery: Reduced quickness duration from 5 seconds to 3 seconds in PvP only
    • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only

    IMO. Keep the stability and nerf the quickness.
    You guys had already nerfed other sources of stability before, didn't solve the problem, why nerf more?

    Rampage
    Rampage has been overperforming since the initial change that brought its cooldown to 90 seconds, and continues to with the cooldown at 120 seconds. Rather than just bumping up the cooldown again, we’re looking to address an underlying issue: hard CC skills also doing large amounts of damage. This is something that we’re looking to do across the board for the future update, and we see Rampage as a good opportunity to see the idea in action.

    • Rampage skills have been adjusted as follows
      • Kick: Power coefficient reduced from 1.2 to 0.01 in PvP only
      • Throw Boulder: Power coefficient reduced from 2.0 to 0.01 in PvP only
      • Seismic Leap: Power coefficient reduced from 1.6 to 0.01 in PvP only

    Isn't that too big of a nerf hammer?
    Mind me but those are the only usefull skills that Rampage even has. Nerf those 3 and we might as well just use banner or signet.

    Imo, nerf boulder and kick only. Keep Seismic as it is for at very LEAST some burst damage. As AA on rampager is just terrible.

    Warrior’s Cunning
    We’re making an adjustment to bring Warrior’s Cunning more in-line with other damage traits.

    • Warrior's Cunning: Reduced damage bonus against targets above 90% health from 25% to 7% in PvP only. Reduced damage bonus against targets with barrier from 50% to 10% in PvP only.

    That's also a heavy hand. Nerf a little now and a bit more later if needed.

    Staff Thief
    As mentioned the other day, we want to revisit the recent change to Debilitating Arc for the next balance update. There are still concerns about putting it back to 4 initiative, but it doesn’t really make sense for it to coexist with Vault at 6. We’re reducing the cost to 5 while making some minor adjustments to Quick Pockets and Staff Master.

    • Quick Pockets: Reduced initiative gained on weapon swap from 3 to 2 in PvP only
    • Staff Master: Reduced endurance gain per initiative spent from 2 to 1 in PvP only
    • Debilitating Arc: Reduced initiative cost from 6 to 5 in PvP only

    Seems good.
    You could also remove the dodge frames from Vault. Its already a very strong leap with damage and AoE, it never needed the dodge frames.

  • Well, good on you for deleting the one last aspect that made core guard playable. Agility sigil is a MUST have in order to land any of your abilities.

    ~ God Tier Guardian

  • Vancho.8750Vancho.8750 Member ✭✭✭
    edited October 31, 2019

    Can Prime Light Beam be skillshot and not track people

    @Ajaxx.3157 said:
    Nerfing Rampage into the ground is fine ( even if its way to much imo ), but it still going to be the ONLY elite to take.
    When is elite signet getting looked at? its SOOOO dated and worse by a long long way compared to any of the other signets that aren't elite.

    You are right on that one. Before everyone was running rage signet just to have something and was weak passive, the boons on that one are pointless everyone is trowing around boons anyway, maybe it should give the effects of the other signets when activated and the passive needs some oomph. Banner and WoD seem to be more suited for group play and dont fit the role of dueler, banner boons are kinda bad also.
    Headbutt is okish ish, maybe it should be unblockable just for the lolz and it stuns you anyway so.

  • Jekkt.6045Jekkt.6045 Member ✭✭✭

    good changes, although 1s stab on engi is a bit.. too low. you're forgetting an important skill though: bull's charge. damage reduction would be welcome.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭
    edited November 1, 2019

    @Cal Cohen.2358 said:
    Hi Everyone,
    General

    • Sigil of Agility has been removed from the PvP build panel

    I'm glad it's going way. Something like 70% of builds were running it to cheese out one animation or another.

    Condi Mirage
    We understand that Mirage Cloak is a big point of contention and we’ve been having discussions internally, but it isn’t something that we’ll be ready to action for this update. As we get closer to our desired solution we’ll start to talk about it more with you all, but in the meantime we’re looking at some more general changes. Primarily toning down clone generation and reducing some damage potential of staff, pushing it more toward a utility kit.

    • Illusionary Counter: Reduced the number of clones spawned on block from 2 to 1 in PvP only
    • Phantasmal Warlock:

      • Reduced the number of warlocks spawned from 2 to 1 in PvP only.
      • Increased the vulnerability applied per hit from 2 stacks to 4 stacks in PvP only
    • Chaos Vortex:

      • Reduced bleed duration from 8 seconds to 4 seconds in PvP only.
      • Reduced burn duration from 2 seconds to 1 second in PvP only.
      • Reduced Torment duration from 8 seconds to 4 seconds in PvP only

    I'm glad Phantasmal Warlock and Illusionary Counter are going down to 1 Phantasm and Clone respectively.

    Though I think it makes more sense for for Infinite Horizon Ambush clones on Chaos Vortex to have 50% reduced duration, but not the Mirage itself. This makes it consistent with other Mirage Ambush attacks like the Axe and the Scepter, which have 50% reduced stacks and 50% reduced duration from the clones respectively. I think that's overkill. At it's maximum potential not counting silliness like Torment and Burning duration sigils, it's a 3,539 damage attack with a full 1s cast time, and only .5s can be covered with Mirage Cloak.

    @Cal Cohen.2358 said:
    Holosmith
    Holosmith quickness has been a big point of feedback and we’re planning to make some adjustments there. Removing Sigil of Agility was part of this, and we’re also looking at a minor nerf to Kinetic Battery.

    This leaves Elixir U. We’re considering a quickness reduction here as well, but are currently leaning toward an interesting change that’s worth discussing. That change being a heavy reduction of the stability granted. The goal of this change is to leave U as the big quickness skill, but also open the door for more counterplay. This would give opportunity to avoid Corona Burst and then CC the holosmith instead of just getting run over by quickness.

    • Kinetic Battery: Reduced quickness duration from 5 seconds to 3 seconds in PvP only
    • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only

    I feel like you guys are still REALLY bizarrely gun shy about nerfing Holosmith compared to what other over performing builds receive. Which is baffling because there's a solid argument to be made that it's the single best build for Ranked Conquest right now.

    Best Dressed Memser NA.

  • Vicariuz.1605Vicariuz.1605 Member ✭✭✭

    While we are reducing efficacy of skills by over 99% let's take a look at firebrand, core necro, and power mirage too; who could all do with some reduction in power. Additionally, if we are sharply reducing the damage output (which I think is a good idea) then we had absolutely better be looking at the defensive output of some builds that regularly see use.

    Super appreciate the balance preview, this is infinitely more interaction with the dev team than we have had in months and months and months.

  • I totally understand, that with removing the "Sigil of Agility" but the problem is, it will hit Builds that are depending on this Sigill and they are not meta.
    When u going to do it look to buff those build to safe them. Espaciley Boonbeast, a Soulbeast Build what deppends on Boons us that Sigill in combi with own of the trait.

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

    @foste.3098 said:

    @SoulSin.5682 said:
    Seems good.
    You could also remove the dodge frames from Vault. Its already a very strong leap with damage and AoE, it never needed the dodge frames.

    Absolutely not! Vault was never an issue at all for the last 4+ years and it was not the issue in the staff/staff setup that won the last at.
    This suggestion is akin to saying warrior gs 3 could stand to have its evade frames removed because it is a fine skill that moves you a distance and is a whirl finisher; or ele dagger 3 in fire could stand to lose evasion frames because it is a fine skill without it.

    Did u really think the community would ever stop with their nerf thief whine's? lol

  • Vancho.8750Vancho.8750 Member ✭✭✭

    @Jekkt.6045 said:
    good changes, although 1s stab on engi is a bit.. too low. you're forgetting an important skill though: bull's charge. damage reduction would be welcome.

    You are correct on that one it should be low damage in pvp but keep its utility, so it dodges and stuns but it doesn't murder by itself.

  • Still missing some adjustments to Holo (re)sustain, but yeah, not a full or final list.

  • Posi.7156Posi.7156 Member ✭✭

    @Levetty.1279 said:
    If you destroy mirage cloak like you did Chrono, I'm done with the game. I'm a PVE player and Mesmer is the only class I have fun with anymore and every patch feels like they are going out of their way to make the Mesmer and one random other class mechanically unfun to play.

    Bro, this changes are for pvp only i think O_o

  • @Cal Cohen.2358 said:
    Holosmith
    Holosmith quickness has been a big point of feedback and we’re planning to make some adjustments there. Removing Sigil of Agility was part of this, and we’re also looking at a minor nerf to Kinetic Battery.

    This leaves Elixir U. We’re considering a quickness reduction here as well, but are currently leaning toward an interesting change that’s worth discussing. That change being a heavy reduction of the stability granted. The goal of this change is to leave U as the big quickness skill, but also open the door for more counterplay. This would give opportunity to avoid Corona Burst and then CC the holosmith instead of just getting run over by quickness.

    • Kinetic Battery: Reduced quickness duration from 5 seconds to 3 seconds in PvP only
    • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only

    Rampage
    Rampage has been overperforming since the initial change that brought its cooldown to 90 seconds, and continues to with the cooldown at 120 seconds. Rather than just bumping up the cooldown again, we’re looking to address an underlying issue: hard CC skills also doing large amounts of damage. This is something that we’re looking to do across the board for the future update, and we see Rampage as a good opportunity to see the idea in action.

    • Rampage skills have been adjusted as follows
      • Kick: Power coefficient reduced from 1.2 to 0.01 in PvP only
      • Throw Boulder: Power coefficient reduced from 2.0 to 0.01 in PvP only
      • Seismic Leap: Power coefficient reduced from 1.6 to 0.01 in PvP only

    I'm sorry, but are you really still working at eradicating engineers from PvP? Elixir U is the only usable stability there is for a drunken scrapper (which actually lets you still use skills while it's up), which you forced engineers into with the reduction to paper thin nothings two balance patches ago. Rampage is the ONLY mildly usable elite that a drunken scrapper has, and on top of that it is triggered randomly and therefor completely unreliable - you usually get twister mode which is as useful as a paper bag. And that's supposed to be an elite. Rampage isn't a "win button" either, you're not invulnerable while rampaging, and most classes know how to counter it. It's super easy to counter it even. So bringing that elite... "Elite" randomly triggered skill to 0.01 is just... dumb. And Holosmiths, I used to play one before being forced into drunken scrapper. Sure the class can be annoying, but they're no brutes either these days, not like they were two balance patches ago - and even then, if you know what you're doing, they're not hard to counter either, just annoying. I just can't believe you're going after engineers again. Again. Good grief.

  • romano.8170romano.8170 Member ✭✭
    edited November 1, 2019

    Good!
    Now revert scourge pvp changes.

    Insert a random accomplishment that nobody cares about here
    Hi I'm important

  • Serenity.6304Serenity.6304 Member ✭✭✭

    @romano.8170 said:
    Good!
    Now revert scourge pvp changes.

    This would be amazing, since scourge is basically deleted from pvp. They even get nerfed more in WvW, lol

    ~ Miyu Chan / Tanky Miyu / Fyora ♥

  • ugrakarma.9416ugrakarma.9416 Member ✭✭✭✭
    edited November 1, 2019

    great lookforwarding report.
    if this guy Cal Cohen maintain this rhytim of changes hes just deserve a big medal til the end of december at least.

    main pvp: Khel the Undead(power reaper).

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