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Upcoming Changes to Fall Damage and Revival

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  • XenoSpyro.1780XenoSpyro.1780 Member ✭✭✭
    edited November 7, 2019

    @Fines Juliverine.5846 said:

    @XenoSpyro.1780 said:
    critical thinking and creativity, Anet.

    That's what the balance team always excelled at.

    Honestly, I played myself for expecting them to Listen To Feedback™. /gg

  • Is this a joke??? Seriously the usless big border land needs this fall damage reduction. If people are not using this than its not other people problems.
    Seriously Arenanet I though you are created some serious teams for all game aspects....this fall damage reduction exists already a long time and it has its place in this game....stop making usless updates start to improve we want and need more player in this game...
    Maybe make it possible that the build templates can use legendary parts on all characters at the same time...because legendaries are currently just expensive skins and runes and sigills are more or less usless legendary things since the templates update.
    Nothing is ment to be rude i dont want to attack you guys but after years in this game and a lot people who left im a little bit disappointed, templates have been a step forward but way to expensive and destroying the benefit of a legendar. Pls dont take the falling damage away pls.

  • Reduction for fall damage should be taken away but flying is allowed also in wvw...makes sense

  • @Robert Gee.9246 said:
    Elementalist

    • Glyph of Renewal: Reduced recharge to 90 seconds in all game modes. Lowered cast time from 3.25 seconds to 2 seconds.

    Mesmer

    • Medic's Feedback: This trait no longer increases revival speed. It now causes Feedback to revive allies inside it by 5% per second.

    You want overpowered revivals? Because this is how you get overpowered revivals.

    Do I have to remind you that Glyph of Renewal Earth is basically warrior Battle Standard without the banner (90sec CD with 3 targets vs 180Cd with 5 targets)? Or that Mesmer can double cast Feedback and trait it to last and extra 2 seconds?

  • It's disheartening to see the feedback others have on WvW play; I haven't messed with that game mode but I would not want those changes if I was a WvW player. The issues with JPs and raid encounters impact me too, and they're frustrating, but I haven't seen mention yet of the impact these changes have on the simplest, yet one of the core experiences of this game for beginning players, and those who just love the exploration element of GW2 that make this game stand out from competitors.

    When I first started playing GW2 the most appealing part of the game to me was how much fun it was to roam the world on my own and just explore, finding secrets and hidden areas, looking for paths to difficult-to-reach POIs. I still love mapping, though I sometimes feel bad when speed completing with my mounts, but I did complete 100% on one toon with a f2p account, so I had that experience once and it was very rewarding. I had to work for it, try and fail and yes, die to fall damage for misjudging distances. Fall damage reduction traits enhanced my open world experience--it's a small thing, but it makes you feel powerful, and it was different from previous MMO experiences I had. It gave you the freedom to make a few mistakes (and laugh at yourself when you find out the limits). The love for exploration that GW2 encouraged made me stay, buy the expacs and past LS episodes, and get involved with high-level/endgame content.

    This change really feels bad and honestly, unnecessary and malicious. It's yet another blow in the ongoing series of "screw you"'s to f2p players, and detracts from one of the aspects that made this game unique. To the people saying "play the game right" by not taking an optional trait ...honestly, I don't know what made you just...hate having fun? But you're completely free to not use the traits/skills that apply fall damage decrease. Except when you no longer have that choice, because "niche traits", part of the uniqueness of GW2 classes--which are supposed to be highly customizable to the play style YOU prefer--keep getting removed for the sake of "simplicity." If I want simplicity, I can play another game. Please reconsider.

  • Wanze.8410Wanze.8410 Member ✭✭✭

    @Robert Gee.9246 said:

    While fall damage reduction traits were useful when the game first launched we feel that they are currently over-complicating trait descriptions in a post-glider/mount world. Falling damage reduction is already pretty niche and in the past we have added additional functionality to make them more generally useful. However for most of these traits, that bonus functionality eventually became the main reason to take the trait. At this point we felt it just makes more sense to remove the fall damage portion, which leaves some design space if we want to buff these traits in the future.

    While I understand your reasoning for these changes in pve, this will be a great loss for wvw (not sure about pvp as I dont play that mode). The Falling Damage reduction and related functionality may not be very useful in pve (besides in jumping puzzles) where aerial mounts and gliding are common counters to falling damage now, this doesnt apply to wvw, where there are no aerial mounts and gliding is also only available in territories you own.

    I always had great fun playing my aerial assault/interrupt build on warrior and would wish that this trait functionality wont be gutted.
    If you already do skill splits for pve and competitive modes, maybe consider doing trait splits as well.

    Some other solutions may be to add falling damage reduction back to runes of the snowfall or make it available through other sources, sigils, food/nourishments or even infusions (5% falling damage reduction per infusion slotted)

    I would also like to keep my interrupt when taking falling damage somehow.

  • Jski.6180Jski.6180 Member ✭✭✭✭
    edited November 7, 2019

    So no update to Merciful Intervention the real broken rez skill in gw2? For the rez update it seems a bit miss guided as your nerfing effects and skill that are already not that used often but not touching rez skills that are borderline game / balancing braking.

    As for fall dmg i am not sure if the game is going to be able to be redone for it. As there many places in the game where fall dmg is part of the game. Ppl can gliding and even fly but not all of the time and the times they cant IS a massive balance point by having the risk of taking some dmg (for combat) or death.

    Also removing knock back or banshese deaths from wvw / spvp is just a massive cut of fun from the game. Please rethink this.

    See ELE forms and you will get my views.

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    Excellent news! :D

    Great to also see the continued presence and information on the forum, thank you for keeping this line of communication going.

    I hope things like fall damage can become part of the Mastery system if it ever comes back.

    My ears, how are you! | Hammer Mesmer - elite spec concept.

  • Not sure how I feel about these changes. I think getting rid of fall damage reduction might be a bit problematic for some newer players. The reason being that, yes for veteran players fall damage is not really a big deal with gliding and mounts in PVE...but it could possibly be very frustrating for beginner players who are new to the game and who may not have POF or HOT yet. Also in WvW fall damage is def an issue unless you have gliding unlocked...and even with it there are still limitations. I agree with some other players on here...While I appreciate the work put in, removing it does not seem to add any benefit to players.

  • This question may have been asked, but what about Rune of Snowfall? Will that rune also be reworked?

    "There is little love for those of my kind in this place, yet I am here to help save them all. To those who matter, actions speak louder than words and my actions shall echo across this city for eternity until all recognize the honor of the Tengu race." ~ Talon Silverwing

  • Mini Crinny.6190Mini Crinny.6190 Member ✭✭✭✭

    @YTKafka.4681 said:

    @Robert Gee.9246 said:
    Elementalist

    • Glyph of Renewal: Reduced recharge to 90 seconds in all game modes. Lowered cast time from 3.25 seconds to 2 seconds.

    Mesmer

    • Medic's Feedback: This trait no longer increases revival speed. It now causes Feedback to revive allies inside it by 5% per second.

    You want overpowered revivals? Because this is how you get overpowered revivals.

    Do I have to remind you that Glyph of Renewal Earth is basically warrior Battle Standard without the banner (90sec CD with 3 targets vs 180Cd with 5 targets)? Or that Mesmer can double cast Feedback and trait it to last and extra 2 seconds?

    It doesn't really matter because guards have MI

  • XatraZaytrax.2601XatraZaytrax.2601 Member ✭✭✭
    edited November 7, 2019

    @Vegeta.2563 said:

    we feel that they are currently over-complicating trait descriptions

    What's complicated about "reduces fall damage by 50%" ?

    Removing the fall damage trait is going to make doing some jumping puzzles impossible to complete. For example someone without a mount or glider doing the Silverwastes JP, that requires you to jump down to reach a checkpoint needs the fall damage reduction part of the trait to survive. There is no way around it.

    I believe they should remain in PvE at the very least.

    Like to jo on the forest bl. You have to jump through the waterfall and land on a ledge. Even with a tanky toonand drip reduction it take a lot of my health. No most wilkjust die

    And what about people without gliding. Anet's middle finger to new .players. There were many vistas back in the day that had me in tears untill I found out you could mitigate fall damage I find this just another stupid change for change sake. "LOOK AT US, WE ARE DOING SOMETHING" I say take it out when you have something better to offer

  • Matt H.6142Matt H.6142 Member ✭✭✭

    I’ll miss death from above for its name and this one time I landed on and downed someone I glided over in WvW. That’s all. Muddy Terrain on cliffsides always made me laugh.

  • Thornwolf.9721Thornwolf.9721 Member ✭✭✭✭

    It almost seems like everytime we get a "Fix" it removes more nuance from the classes. Im growing more fearful of homogenization and the idea that everyone has to be the same, a lot of what made this game fun was how unique each class was and what it brought to the table and how well it meshed with the combat system. Now there is A LOT of classes/specs that just feel terrible to use and terrible to play. Please.... fix this? (Hell even a lot of ranger pets feel terrible with how dated they are, same with necromancer minions. And so on~)

  • Signet of Mercy: Reduced recharge to 90 seconds in all game modes. Changed passive effect from granting 180 healing power (216 when traited) to granting 120 concentration (150 when traited).

    ???????????????????????????????????????????????????????????????????????????????????

  • wanya.1697wanya.1697 Member ✭✭✭
    edited November 7, 2019

    would it be possbile to make the rez traits for wvw only in combat so we don't waste eg guard rez bubble while out of combat? that would be much appreciated
    and please hide rez icon for dead bodies while in combat too

  • Shao.7236Shao.7236 Member ✭✭✭✭

    These are really good changes in a competitive environment, I would love to see rally removed from the PvP game modes as well. It's usually the culprit to team fights snowballing. With all the changes to revive based skills this can introduce very healthy fight durations as well as finally some incentive to prioritize better approaches to team utility.

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    @Boris Losdindawoods.3098 said:
    +1 for "fall damage mitigation matters in WvW".

    I know. Nobody cares. I'll see myself out.

    Quoted for truth, fall damage reducers play large roles in WvW. Can we get a split here and leave these in WvW?

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/HoTS/Civ6/CU/AoC

  • @Robert Gee.9246 said:
    Hey folks,

    I wanted to pop in today to give you all a preview of some upcoming changes to fall damage and revival that we'll be rolling out in an upcoming balance update. The quick summary is that we are removing trait functionality that reduces fall damage and increases passive revival speed.

    While fall damage reduction traits were useful when the game first launched we feel that they are currently over-complicating trait descriptions in a post-glider/mount world. Falling damage reduction is already pretty niche and in the past we have added additional functionality to make them more generally useful. However for most of these traits, that bonus functionality eventually became the main reason to take the trait. At this point we felt it just makes more sense to remove the fall damage portion, which leaves some design space if we want to buff these traits in the future.

    For revival traits we want to focus more of that power onto active revival rather than simply increasing the speed of "press F to revive". You may have noticed that we've slowly been removing some of these traits already as was the case with the Tactics rework. We like how revival traits like Necromancer Transfusion and Elementalist Arcane Resurrection actively tap into existing skills and augment them so we added similar functionality to a few other revival traits when we removed the revival speed increase. In addition you'll also see some improvements to skills which revive allies directly.

    Here's the list of changes by profession:

    Elementalist

    • Arcane Abatement: Removed fall damage functionality from this trait. Renamed to "Arcane Restoration."
    • Glyph of Renewal: Reduced recharge to 90 seconds in all game modes. Lowered cast time from 3.25 seconds to 2 seconds.
    • Arcane Resurrection: This trait no longer increases revival speed. Auras granted by this trait are now granted only to the elementalist at the start of a revival attempt rather than at the end. This effect has a 20 second cooldown.

    Engineer

    • Grenadier: Removed fall damage functionality from this trait. Additionally this trait now casts Lesser Grenade Barrage on your location when using a healing skill.

    Guardian

    • Protectors Impact: Removed fall damage functionality from this trait. Renamed to "Protector's Restoration".
    • Signet of Mercy: Reduced recharge to 90 seconds in all game modes. Changed passive effect from granting 180 healing power (216 when traited) to granting 120 concentration (150 when traited).
    • Protective Reviver: This trait no longer increases revival speed and no longer grants boons on a successful revival. Fixed skill fact to show correct 3 second duration. Fixed a bug which prevented the recharge of Lesser Shield of Absorption from being affected by Stalwart Defender. Lesser Shield of Absorption now heals nearby allies when it ends. This trait now causes all versions of Shield of Absorption to revive allies by 15% when it detonates.
    • Courageous Return: This trait has been reworked and it has been renamed to "Stalwart Courage". It grants the guardian Protection for 3 seconds whenever aegis on the guardian is removed due to blocking an attack.

    Mesmer

    • Descent into Madness: Removed fall damage functionality from this trait. Renamed to "Method of Madness"
    • Medic's Feedback: This trait no longer increases revival speed. It now causes Feedback to revive allies inside it by 5% per second.

    Necromancer

    • Terrifying Descent: This trait has been reworked. It has been renamed to "Insidious Disruption". It now causes control effects to inflict torment on foes.
    • Signet of Undeath: Reduced recharge to 75 seconds in all game modes. Reduced cast time from 3 seconds to 1.5 seconds. Reduced number of allies revived from 3 to 1. Added additional health cost of 50% of base health to this skill. Increased passive lifeforce gain by 100%.

    Ranger

    • Soften the Fall: Removed fall damage functionality from this trait. Renamed to "Child of Earth"
    • Allies' Aid: This trait no longer increases revival speed. Reduced cooldown of this trait from 85 seconds to 60 seconds. Fixed a bug which caused the version of "Search and Rescue!" associated with this trait to be considered a Shout skill instead of a Command.

    Revenant

    • Planar Protection: Removed fall damage functionality from this trait.

    Thief

    • Uncatchable: Removed fall damage functionality from this trait.

    Warrior

    • Peak Performance: Removed fall damage functionality from this trait. Reduced conditional damage bonus from 20% to 15% in PvE and 10% to 7% in competitive modes. Now grants 5% bonus damage baseline in PvE and 3% bonus damage in competitive modes.

    There is a big problem fall damage traits are needed for one of the jumping puzzles

  • Fenella.2634Fenella.2634 Member ✭✭✭

    While you're at it, you could just as well rename Signet of Undeath to Signet of Suicide.
    I did like the signet in sPvP, but activating it after the change will only be possible in absolute niche situations, so we might just as well just not take it. The other changes - reduced CD, reduced target - seem quite fun, but the health cost is too much for a PvP setting, I guess.

    Aside from that, I'm quite alright with the changes.

  • @Tyga.7056 said:
    I don't see why people complain about the removal of fall damage traits. If you can't do a jumping puzzle without, you dont deserve to finish that. As simple as it is. Also who wants passive skill activation for example in WvW. Just start playing the game properly and stop complaining about things that require no active skill usage, you can easily fix that issue by using your brain while you play :)

    Exactly. Once again there is a portion of the community that is overreacting horribly to a change. They complain that it's hardly an important change to waste time, but certainly they have the voice to complain all the same about the upcoming changes. It smacks of hypocrisy.

    Sadly this is basically done by a few in response to almost every change. And then the same populous turns around and abuses development when they don't listen to them... Talk about crying wolf.

  • mindcircus.1506mindcircus.1506 Member ✭✭✭✭

    @Drgnfly.5812 said:
    This question may have been asked, but what about Rune of Snowfall? Will that rune also be reworked?

    February 06, 2018
    Changed the Superior Rune of Snowfall and Major Rune of Snowfall so that they no longer give a 25% damage decrease for falling. Instead, they now grant superspeed when taking falling damage.

  • reapex.8546reapex.8546 Member ✭✭✭
    edited November 7, 2019

    @Robert Gee.9246 said:
    Hey folks,

    Mesmer

    • Descent into Madness: Removed fall damage functionality from this trait. Renamed to "Method of Madness"
    • Medic's Feedback: This trait no longer increases revival speed. It now causes Feedback to revive allies inside it by 5% per second.

    Mesmer Portals

    Not all Jumping Puzzles allow gliding or mount use.
    I don't think Mesmer JP Portals was taken into consideration with this change. Many mesmers like portaling people and they use fall damage reduction to help them do it.
    Several Jumping Puzzles will suffer greatly from this change. So, imo, Mesmer fall damage trait should be left alone.

  • reapex.8546reapex.8546 Member ✭✭✭

    @Kain Francois.4328 said:
    While I agree with these changes, I'm sure fall damage reduction will be missed for the times we do need it.

    I hope you consider it as a Mastery someday, since I think it would fit nicely with that system.

    Having an optional fall damage reduction mastery would be amazing, imo :D

  • @XatraZaytrax.2601 said:

    @Reverielle.3972 said:

    @Tyga.7056 said:
    I don't see why people complain about the removal of fall damage traits. If you can't do a jumping puzzle without, you dont deserve to finish that. As simple as it is. Also who wants passive skill activation for example in WvW. Just start playing the game properly and stop complaining about things that require no active skill usage, you can easily fix that issue by using your brain while you play :)

    Exactly. Once again there is a portion of the community that is overreacting horribly to a change. They complain that it's hardly an important change to waste time, but certainly they have the voice to complain all the same about the upcoming changes. It smacks of hypocrisy.

    Sadly this is basically done by a few in response to almost every change. And then the same populous turns around and abuses development when they don't listen to them... Talk about crying wolf.

    There are people of all ages and skill abilities who play this game. From old to young. From people with physical disabilities, such as arthritis to those with other impairments, such as having problems with depth perception, which make certain activities more challenging -- like jumping puzzles. By removing the dall damage mitigate, these people will be further penalized for wanting to take part in something ubiquitous in the game. It is (redact insult) to judge other players based on your own abilities as well as this "the mode ain't for you" mentality, especially since anet has made doing these puzzle an integral part of end game content -- such as getting said mount that supposedly negates the need for fall damage mitigators. And don't say "they can just get a mesmer port" It's not like the game has a 1-800-portmenow button people can push.

    Portion does not mean all.
    You've read what you want to read, not what was written.

  • MoarChaos.8320MoarChaos.8320 Member ✭✭✭

    I'm glad. The reduced fall damage traits were never good.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    "Signet of Mercy: Reduced recharge to 90 seconds in all game modes. Changed passive effect from granting 180 healing power (216 when traited) to granting 120 concentration (150 when traited)."

    What are you doing? Removing the Healing power from a healing focused skill for Concentration when you can max that without it? Why?

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

    @PaRaPhReNiA.8763 said:
    Signet of Mercy: Reduced recharge to 90 seconds in all game modes. Changed passive effect from granting 180 healing power (216 when traited) to granting 120 concentration (150 when traited).

    ???????????????????????????????????????????????????????????????????????????????????

    Yes I fail to see any reasoning on this at all when the other classes that have Utility skills or Traits that give Healing Power aren't being touched and how does swapping healing power to concentration in any way connects to "SIGNET OF MERCY"!!!

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

  • Loboling.5293Loboling.5293 Member ✭✭✭

    Don't get rid of fall damage traits without giving it some alternative. It added flavor and content for players to interact more with their environment. Don't remove a potential gameplay option. I could agree with some others with some kind of mastery, but one you can't always have active. Maybe an ability to reduce fall damage by 50% for 5 seconds. Something to keep some measure of mechanics with the damage taken from falling. For wvw, fall damage traits can be pivotal to certain roaming strategies, and excellent sources of fun for the playerbase. I'm fine with the other changes to revive speed.

  • WarHawk.1892WarHawk.1892 Member
    edited November 8, 2019

    Signet of Undeath: Reduced recharge to 75 seconds in all game modes. Reduced cast time from 3 seconds to 1.5 seconds. Reduced number of allies revived from 3 to 1. Added additional health cost of 50% of base health to this skill. Increased passive lifeforce gain by 100%.

    This is absurd. It was already an under-used skill and increasing passive LF gains (PLFg) while addign a 50% hp cost to resurrect 1 person will promote no1 ever activating this skill - if they even use it on their hotbar. With a name like "Undeath" and on a necromantic class thats supposed to be adept at raising the dead/fallen you would think this signet should be more on Par with the Hero Banner on Warrior (Which imo should only revive 3 - its a banner, who the heck would get off the ground for a stick int he ground vs dark magics). Not to mention boosting Guard shield (15% revive) leaving even less room for a skill like this

    • A far better alteration would be just alter the CD to 1 or 1.5s cast time @ 3 to 5 targets and no PLFg increase because its pretty unnecessary as well.
    • To make it feel unique I would remove the PLFg altogether to be honest and instead make something far more dynamic: Spawn a little Jagged Horror when an allie Dies within 900r with like an ICD of 3s capped to 5 minions. (Way more interesting to say the least)
  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @Dadnir.5038 said:

    @noiwk.2760 said:
    Terrifying Descent: This trait has been reworked. It has been renamed to "Insidious Disruption". It now causes control effects to inflict torment on foes.

    does that mean that even soft controls like blind/slow/cripple / weakness will also cause Torment ?
    if so this could be quite poweful ! remember Scourge got more torment damage and also burning when you cause torment .!

    Nope, it's only on hard CC. Knowing ANet it could even end up either only affect fear or only affecting pure hard CC (WH#4, GS#5, spectral grasp, RS#5). They probably worded it poorly and meant "disabling" effect instead or the wide crowd control effects.

    Don't think it'll be only hard cc. Else this would be a direct nerf to an already not used trait.

  • mindcircus.1506mindcircus.1506 Member ✭✭✭✭

    @reapex.8546 said:
    Several Jumping Puzzles will suffer greatly from need to be done as intended rather than being cheesed due to this change.

    Fixed.

  • reapex.8546reapex.8546 Member ✭✭✭

    @mindcircus.1506 said:

    @reapex.8546 said:
    Several Jumping Puzzles will suffer greatly from need to be done as intended rather than being cheesed due to this change.

    Fixed.

    Incorrect. Original statement is better but thank you for your opinion.

  • reapex.8546reapex.8546 Member ✭✭✭

    @Dante.1508 said:
    Why? what is the point in all of this? Why not focus on actual balance issues like druids and chronomancers..

    I don't see anything wrong with druids after all the nerfs.

  • Well it may be true that this change is random in its nature, some people exaggerate here as usual.

    First of all, as you hopefully know, fall damage raises exponentielly. Normally you would survive a fall of 1200-1250 units. With a trait its around 250 more, amazing! If you are taking fall damage at the border range all the time okay, you may need it but then I also question your playstyle. The game is designed otherwise.

    Which brings me to the given examples.. Im pretty sure those 250 units have barely any use in most of the JPs because either your fall isnt that high or its way higher. But feel free to prove me wrong, I dont know everyone by heart. And about W3... I mean really. If you are complaining that mesmers will have a harder time now (pugs), then just log to mesmer yourself? Its not like Team com matters in tc. And about wvw... I dont know, not playing this much. Never saw warriors jumping on zergs though and you can descend from the cliffs in small steps pretty much?

    Maybe they can give some more minor buffs for it, besides the changes they have already stated. Except for Peak Performance. Its already strong enough for an adept tier trait.

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

    @Vegeta.2563 said:

    we feel that they are currently over-complicating trait descriptions

    What's complicated about "reduces fall damage by 50%" ?

    Removing the fall damage trait is going to make doing some jumping puzzles impossible to complete. For example someone without a mount or glider doing the Silverwastes JP, that requires you to jump down to reach a checkpoint needs the fall damage reduction part of the trait to survive. There is no way around it.

    I believe they should remain in PvE at the very least.

    Not true. Many people completed that JP on their own when this game didn't even have gliding or mounts.

  • @thrag.9740 said:
    You guys need to change twisted castle then. RIght now you have two options to make that jump, dodge roll of the edge or fall damage trait. However, dodge rolling off the edge is counter intuitive with no in game explanation. By dodge rolling off the ledge, you fall faster, but don't die from the fall. That's incredibly confusing.

    Edit: people don't believe me, so I made a video showing this:

    That jump isn't part of the intended way of doing things, it's a player-found shortcut, so worrying about it being counter intuitive is a bit silly imo :p It's still totally doable.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    @mindcircus.1506 said:

    @reapex.8546 said:
    Several Jumping Puzzles will suffer greatly from need to be done as intended rather than being cheesed due to this change.

    Fixed.

    Indeed, I've yet to find a jumping puzzle that need fall damage traits. And I've done all jp with all professions. The "easiest" one being the necromancer thanks to spectral walk which is on a shorter CD than thief's and mesmer's portals.

  • Tyga.7056Tyga.7056 Member ✭✭

    @XatraZaytrax.2601 said:

    @Reverielle.3972 said:

    @Tyga.7056 said:
    I don't see why people complain about the removal of fall damage traits. If you can't do a jumping puzzle without, you dont deserve to finish that. As simple as it is. Also who wants passive skill activation for example in WvW. Just start playing the game properly and stop complaining about things that require no active skill usage, you can easily fix that issue by using your brain while you play :)

    Exactly. Once again there is a portion of the community that is overreacting horribly to a change. They complain that it's hardly an important change to waste time, but certainly they have the voice to complain all the same about the upcoming changes. It smacks of hypocrisy.

    Sadly this is basically done by a few in response to almost every change. And then the same populous turns around and abuses development when they don't listen to them... Talk about crying wolf.

    There are people of all ages and skill abilities who play this game. From old to young. From people with physical disabilities, such as arthritis to those with other impairments, such as having problems with depth perception, which make certain activities more challenging -- like jumping puzzles. By removing the dall damage mitigate, these people will be further penalized for wanting to take part in something ubiquitous in the game. It is (redact insult) to judge other players based on your own abilities as well as this "the mode ain't for you" mentality, especially since anet has made doing these puzzle an integral part of end game content -- such as getting said mount that supposedly negates the need for fall damage mitigators. And don't say "they can just get a mesmer port" It's not like the game has a 1-800-portmenow button people can push.

    I‘m sure the fall damage traits are not cause for not finishing it then. If you can finish the jumping puzzle with fall damage trait, it means you actually are able to make the jumping puzzle in the first place. People will always find ways how disadvantaged they are, but a jumping puzzle is not in the game because it looks so wonderful, it‘s there because it requires the player to test his skill abilities.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited November 8, 2019

    @VAHNeunzehnsechundsiebzig.3618 said:
    I strongly dislike this change and see no good reason to introduce it at all.

    Faster Rez so they can ignore powercreep balance for sure.

    But fall damage traits are useless as well...