Game Update Notes: December 3, 2019 — Guild Wars 2 Forums

Game Update Notes: December 3, 2019

12/03/2019—Skills and Balance Update

Profession Skills

With a larger competitive-focused update on the horizon, this update is on the smaller side but still contains several notable systemic changes. Falling damage traits are being removed in order to free up design space and reduce the complexity of adept-tier traits. Revival traits are also seeing the removal of the 10% revival speed passive effect that we've been slowly phasing out over the last several updates. In exchange, skills that directly revive allies are seeing enhancements. Besides these changes, we are also making some small touch-ups to various skills and traits related to previous updates that we felt didn't quite hit everything. We have also had the opportunity to add a couple quality-of-life updates to better improve the readability of player attributes affected by traits, and we're now granting elementalists and engineers the ability to swap weapons while out of combat. Lastly, the format for some types of value updates is changing—instead of listing the percentage difference, we'll be telling you what the coefficients before and after a change will be. We hope this will helps improve readability significantly.

General

  • Griffonrook Run: While holding the bomb, falling damage is now reduced by 50%.
  • Traits that affect attributes now display icons that represent said attributes instead of a generic up arrow.
  • Hero Panel: Fixed a bug that prevented attribute adjustments from displaying while a player was transformed.

Elementalist

In previous updates, several traits that had global cooldowns were changed to having cooldowns per target. Blinding Ashes wasn't included in those updates, but we felt it could use the small bonus to usability.

  • Starting at level 10, elementalists can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel.
  • Arcane Abatement: Fall damage functionality has been removed from this trait. This trait has been renamed Arcane Restoration.
  • Glyph of Renewal: Reduced recharge to 90 seconds in all game modes. Lowered casting 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, and they're now granted at the start of a revival attempt rather than at the end. This effect has a 20-second cooldown.
  • Blinding Ashes: The cooldown on this trait is now determined on a per-target basis.

Engineer

We read your feedback on Detection Pulse feeling odd as the Purge Gyro's toolbelt skill and your desire to see Chemical Field returned. While we agree with the sentiment overall that there is more gameplay and interesting options with Chemical Field, there is also important counterplay present with Detection Pulse. As we can't place Purge Gyro's Detection Pulse back on the elite toolbelt slot, we're instead replacing Utility Goggles' lackluster toolbelt skill, Analyze, with Detection Pulse. Utility Goggles is also getting a small but significant change from granting fury to instead granting some brief resistance.

  • Starting at level 10, engineers can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel.
  • Grenadier: Fall damage reduction has been removed from this trait. This trait now also casts Lesser Grenade Barrage on your location when using a healing skill.
  • Positive Strike: The power coefficient of this skill has been reduced from 0.88 to 0.7.
  • Negative Bash: The power coefficient of this skill has been increased from 0.88 to 1.
  • Equalizing Blow: The power coefficient of this skill has been increased from 1.2 to 1.4.
  • Function Gyro: Fixed a bug that could cause the gyro to be destroyed with control effects while stability was active.
  • Purge Gyro: This skill's toolbelt skill has been changed from Detection Pulse to Chemical Field.
  • Utility Goggles: This skill no longer grants fury or provides immunity to blindness. It now grants resistance and removes blindness when used. This skill's toolbelt skill has been changed from Analyze to Detection Pulse.
  • Toss Elixir R: This skill no longer removes 1 condition when thrown. Projectile speed has been increased by 25%. The projectile thrown by this skill is now unblockable. Fixed an issue in which the land and water versions of this skill moved at different speeds.
  • Toss Elixir U: Fixed a bug that could cause this skill to put friendly targets in combat.

Guardian

Guardian is unique among the professions in how many revival traits it has. With this rework, we are updating Courageous Return into a new, more general trait that benefits the guardian in situations when reviving allies is not possible. Additionally, we're changing the healing power bonus on Signet of Mercy to a concentration bonus as we feel it's generally a more useful stat for the profession given the amount of boons it outputs even when the guardian is not acting as a healer.

  • Protector's Strike: This skill now fully charges the flames of justice upon the successful block of an attack for the guardian or their allies. The radius of effect of both blocking and striking enemies has been increased from 180 to 240.
  • Protector's Impact: Fall damage functionality has been removed from this trait. This trait has been renamed Protector's Restoration.
  • Signet of Mercy: Reduced recharge to 90 seconds in all game modes. Changed the 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 the skill fact to show the correct 3-second duration. Fixed a bug that 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. Upon detonation, this trait also now causes all versions of Shield of Absorption to revive allies by 15% in PvE and 3% in competitive modes.
  • Courageous Return: This trait has been reworked and renamed Steadfast Courage. It now grants the guardian protection for 3 seconds in PvE and 1 second in PvP and WvW whenever aegis on the guardian is removed due to blocking an attack.

Mesmer

While we think the new version of Chaotic Interruption is pretty powerful, it doesn't really feel like it's working if you aren't looking at your skill bar. We're adding some additional effects to give players a better sense of when it activates.

  • Descent into Madness: Fall damage functionality has been removed from this trait. This trait has been renamed Method of Madness.
  • Medic's Feedback: This trait no longer increases revival speed. It now causes Feedback to revive allies inside the dome by 5% per second.
  • Feedback: Fixed an issue that prevented this skill's visual effects from lining up with its physical effects.
  • Chaotic Interruption: Added additional visual effects to this trait to show when it activates.

Necromancer

In addition to the updates to the revival skill Signet of Undeath and the falling damage trait Terrifying Descent, we are also revisiting a few issues from previous updates. Unholy Sanctuary is getting an update to help it better compete with the other updates to the Death Magic line, and Manifest Sand Shade is having its recharge reduced in PvE to make it easier to reposition shades.

  • Terrifying Descent: This trait has been reworked. It has been renamed 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 casting time from 3 seconds to 1.5 seconds. Reduced the number of allies revived from 3 to 1. Added an additional health cost of 50% of base health to this skill. Increased the passive life force gain by 100%.
  • Sand Swell: Once activated, this skill can no longer be canceled by movement.
  • Plaguelands: Reduced recharge from 120 seconds to 90 seconds in PvE only.
  • Unholy Sanctuary: This trait now heals a percentage of your maximum health each second while in shroud. This value is 2% in PvE and 1% in competitive modes.
  • Manifest Sand Shade: This skill no longer inflicts cripple in all game modes. Reduced ammunition recharge for the untraited version of this skill from 15 seconds to 8 seconds in PvE only.

Ranger

We're reducing the recharge on Allies' Aid in PvE only since we feel it is sufficiently powerful in competitive modes already.

  • Soften the Fall: Fall damage functionality has been removed from this trait. This trait has been renamed Child of Earth.
  • Allies' Aid: This trait no longer increases revival speed. This trait's cooldown has been reduced from 85 seconds to 60 seconds in PvE only. Fixed a bug that caused the version of "Search and Rescue!" associated with this trait to be considered a shout skill instead of a command.
  • Crippling Talon: Fixed a visual bug.

Revenant

We're bumping up the range on some of Ventari's Legendary Centaur Stance skills in this update to make it a little easier to affect your allies with them.

  • Coalescence of Ruin: Fixed a bug that allowed this skill to hit foes that were out of the line of sight.
  • Ventari's Will: Increased the radius of this skill from 180 to 240.
  • Protective Solace: Increased the radius of this skill from 180 to 240.
  • Planar Protection: Fall damage functionality has been removed from this trait.

Thief

We released a hotfix for Deadly Ambition for PvP in November, but in this update we're addressing the issue with a more comprehensive and functional change to refocus the trait on control over its usage rather than being a very passive damage increase.

  • Uncatchable: Fall damage functionality has been removed from this trait.
  • Deadly Ambition: This trait now applies 1 stack of poison for 3 seconds when striking with a dual-wield attack. This effect has no cooldown but can only occur once per dual-wield attack use. This trait is no longer split between game modes.

Warrior

Along with the removal of falling damage effects and readjustment of Peak Performance, we are also removing a requirement from Sundering Mace that we felt was superfluous.

  • Peak Performance: Fall damage functionality has been removed from this trait. This trait now grants a baseline of 5% bonus damage in PvE and 3% bonus damage in competitive modes. The additional damage output gained from using physical skills has been reduced from 20% to 15% in PvE and 10% to 7% in competitive modes.
  • Sundering Mace: This trait no longer requires the target to be vulnerable in order to activate the control duration bonus.

PvP Changes

General

  • Sigil of Agility: Reduced quickness duration from 2 seconds to 1 second in PvP only.

Engineer

  • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only.
  • Kinetic Battery: Reduced quickness duration from 5 seconds to 3 seconds in PvP only.
  • Photon Wall: Increased cooldown from 35 seconds to 45 seconds in PvP only.
  • Heat Therapy: Reduced base healing per stack by 25% from 65 to 49 in PvP only.

Thief

  • 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.
  • 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.

Mesmer

  • Illusionary Counter: Reduced the number of clones created from 2 to 1 in PvP only
  • Phantasmal Warlock: Reduced the number of warlocks summoned 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.

Warrior

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

WvW Changes

Necromancer

  • Sand Savant: This trait no longer increases the target cap of shade skills in WvW only.
  • Devouring Darkness (from Lingering Curse): Reduced the number of boons corrupted from 2 to 1 in WvW only.
Tagged:
<1345

Comments

  • Randulf.7614Randulf.7614 Member ✭✭✭✭
    edited November 27, 2019

    @hugo.4705 said:
    Starting at level 10, engineers can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel.
    YES GOD YEeeeeeeeS!!!!!!
    Thank you kind sir.

    And eles. Been wanting/asking for this change for aaaages

    Not sure Anet meant to release this early, but I like the new format of before/after

    What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .

  • hugo.4705hugo.4705 Member ✭✭✭✭
    edited November 27, 2019

    Yup I'm happy with those changes. I'm checking the other ones guess I can find another good change in that patchnote...
    ->Negative Bash: The power coefficient of this skill has been increased from 0.88 to 1.
    ->Equalizing Blow: The power coefficient of this skill has been increased from 1.2 to 1.4.
    Well, nice.

    Impatient to be the 3rd.

    +++In creative mood. New Engie Elite spec' , Housing , New asuran expansion , Designing a new lounge , New GameMode
    +++NEW: AEP Asuran Expansion Project available on WIKI.
    +++New: GEM GW2 Exploration Map: Discover unusual places around tyria: Here (OSM map)

  • Arden.7480Arden.7480 Member ✭✭✭✭

    @hugo.4705 said:
    "Starting at level 10, engineers can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel."
    YES GOD YEeeeeeeeS!!!!!!
    Thank you kind sir.

    "Starting at level 10, elementalists can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel."
    OMG HAVING A STROKE!
    Double thanks to you.

    does it mean what i think it means? :O

    holy broccoli!!!

    The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.

    H. P. Lovecraft

  • Arden.7480Arden.7480 Member ✭✭✭✭

    With a larger competitive-focused update on the horizon

    Swiss coming on Dec. 24, you heard it first here. my whisper birds never lie ;)

    The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.

    H. P. Lovecraft

  • Randulf.7614Randulf.7614 Member ✭✭✭✭

    @Arden.7480 said:
    With a larger competitive-focused update on the horizon

    Swiss coming on Dec. 24, you heard it first here. my whisper birds never lie ;)

    On Christmas Eve, when most of the studio is out of the office?

    What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .

  • Xar.6279Xar.6279 Member ✭✭✭

    @Arden.7480 said:
    With a larger competitive-focused update on the horizon

    Swiss coming on Dec. 24, you heard it first here. my whisper birds never lie ;)

    More like early 2020

  • Ertrak.9506Ertrak.9506 Member ✭✭✭

    Rev hammer getting fixed. So does this mean it'll stop being non-functional on uneven ground, or are they only fixing it going through walls?

  • Tammuz.7361Tammuz.7361 Member ✭✭✭

    Hope to god this is a full elevation pathing bug fix on CoR... that bug introduced in the Oct update has ruined game for me just about

  • Justine.6351Justine.6351 Member ✭✭✭✭
    edited November 27, 2019

    @Ertrak.9506 said:
    Rev hammer getting fixed. So does this mean it'll stop being non-functional on uneven ground, or are they only fixing it going through walls?

    Yes.
    No.
    idk.

    Anet buff me :-(
    Make me good at game!

  • Are.1326Are.1326 Member ✭✭

    I don't like losing analyze. It was one of the few good Static Discharge enablers. Would not be that bad if Static Discharge got fixed to attack the selected target for toolbelt skill without a target, but we've asked for that for 7 years so I'm not holding my breath.

  • Justine.6351Justine.6351 Member ✭✭✭✭

    @LINKAZZATORE.8135 said:
    Devouring Darkness (from Lingering Curse): Reduced the number of boons corrupted from 2 to 1 in WvW only.
    Manifest Sand Shade: This skill no longer inflicts cripple in all game modes.

    Two of my proposed changes came through and it feels good man

    yeah you and only you made these suggestions.

    Anet buff me :-(
    Make me good at game!

  • Samug.6512Samug.6512 Member ✭✭✭

    Just put Detection Pulse as F5 on Scrapper, instead of Functionless Gyro. It'd be much more useful there.

    [NUKE]

  • Nice to see the PvP and WvW updates listed separately.

    Traits that affect attributes now display icons that represent said attributes instead of a generic up arrow.

    We could use something like that next to numbers in skills too. You would be surprised how many people do not know the healing and the damage from life steal are affected separately by power and healing.

    Starting at level 10, elementalists/engineers can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel.

    Well, now gear loadouts will feel a bit less of a waste for them. Now I can always keep staff and rifle in one slot. That'll save time when I'm going to have to hit something ranged.

    Utility Goggles: This skill no longer grants fury or provides immunity to blindness. It now grants resistance and removes blindness when used. This skill's toolbelt skill has been changed from Analyze to Detection Pulse.

    More revealed skills could use being PBAoE. For example, "Nothing Can Save You!". Steath is something, and it can save you from reapers, it only makes sense that a skill meant to bypass defenses would also bypass that one as thieves do not rely on protection or blocks.

    @Lighter.5631 said:
    lol support FB buffed, no nerf to symbol fb and herald lol ok..
    btw what happens in pvp with ele/engi, can they swap OOC too, that would be the most BS i've ever seen lol

    That could be solved the same way it's done in raids: Lock players in combat as soon as they get into action, that is, when they leave the base. That would make swiftness and heals more important, and reduce the reset power from disengaging.
    To compensate for the healing loss from removing out of combat, some spots away from capture points could get some sort of healing object with a cooldown, either with individual cooldowns per player, or shared for all players when the device is used. In Stronghold, the healing objects could be behind gates and limited to teams, and destructible by the enemy.

  • otto.5684otto.5684 Member ✭✭✭✭
    edited November 27, 2019

    @Lighter.5631 said:
    lol support FB buffed, no nerf to symbol fb and herald lol ok..
    btw what happens in pvp with ele/engi, can they swap OOC too, that would be the most BS i've ever seen lol

    I am not sure what is the “buff.” signet of mercy was better with healing power. What Anet said is flat out false. Only FB dishes much boons (other guardian options do not), and is much better served with healing power over concentration. In any case, it does not matter, signet of mercy only role is the instant revival. Lost the 10% revive speed for the equivalent of nothing. And the only interesting change, courageous return, is only 1 sec in PvP (basically useless), and valor is not used by FB anyway, and DH and core are pretty dead in PvP.

    Overall, insignificant, but surely more of a nerf.

  • Largo Cifer.3495Largo Cifer.3495 Member ✭✭
    edited November 27, 2019

    @otto.5684 said:

    @Lighter.5631 said:
    lol support FB buffed, no nerf to symbol fb and herald lol ok..
    btw what happens in pvp with ele/engi, can they swap OOC too, that would be the most BS i've ever seen lol

    I am not sure what is the “buff.” signet of mercy was better with healing power. What Anet said is flat out false. Only FB dishes much boons (other guardian options do not), and is much better served with healing power over concentration. In any case, it does not matter, signet of mercy only role is the instant revival. Lost the 10% revive speed for the equivalent of nothing. And the only interesting change, courageous return, is only 1 sec in PvP (basically useless), and valor is not used by FB anyway, and DH and core are pretty dead in PvP.

    Overall, insignificant, but surely more of a nerf.

    Support Fb does use Valor so it's the only build that got buffed from all these changes. It also gets the benefits from the mace 3 buffs.

    "All the talent in this world won't take you anywhere without your Teammates
    Trust them, Res them, Support them
    "

  • So Elementalist and Engineer, the two classes that are totally designed around the 'no second weapon set needed' paradigm, get a second weapon set?
    But the Warrior, the class that doesn't work without fast weapon swaps, is still forced to take a whole trait line to be playable?
    This is fine.

  • Realmain.2873Realmain.2873 Member
    edited November 27, 2019

    Mesmer
    *Illusionary Counter: Reduced the number of clones created from 2 to 1 in PvP only
    *Phantasmal Warlock: Reduced the number of warlocks summoned 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.

    So... Staff Mesmer is now useless now in PvP as all damage got cut by half... Staff Mesmer is already really easy to counter in PvP, and the damage takes quite a while to ramp up. I am mainly against the changes to Chaos Vortex. The other 2 changes are okay.

    Staff Mesmer already got a nerf because of the chaotic interruption change, which I find useless now because it recharges skills at random, and the chaos storm change.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    @Zenix.6198 said:
    Not sure why everybody is so excited about the ele and engi weaponswap thing.
    Only usable while out of combat.....a convenience feature if anything.

    It actually is a very foolish change. Because of attunements / kits, Ele and Engy were the two professions that didn't have a weapon swap. That made sense. After this change though, they will be the only two professions who cannot swap weapons in combat. Why? Reasons. Anyone new to the game will be asking that question, and if your players end up having to engage in mental gymnastics to reach a conclusion, that is a flaw in the design.

    But hey, it took them two balance patches to finally listen to the players about Chemical Field / Detection Pulse. My threshold of expectation can't sink any lower.

  • Tammuz.7361Tammuz.7361 Member ✭✭✭
    edited November 27, 2019

    If they fixed the going through gates without fixing the pathing bug they introduced same patch, I swear I am done with this company. This would just be them saying "we dont care" to all the players who have complained about this on fourms and elsewhere after taking the time to actually go through the code and fix the gates part of the bug. Especially when if they want to know how to fix the pathing bug all they have to do is look at how CoR was coded prior to October compared to now.

  • otto.5684otto.5684 Member ✭✭✭✭

    @Largo Cifer.3495 said:

    @otto.5684 said:

    @Lighter.5631 said:
    lol support FB buffed, no nerf to symbol fb and herald lol ok..
    btw what happens in pvp with ele/engi, can they swap OOC too, that would be the most BS i've ever seen lol

    I am not sure what is the “buff.” signet of mercy was better with healing power. What Anet said is flat out false. Only FB dishes much boons (other guardian options do not), and is much better served with healing power over concentration. In any case, it does not matter, signet of mercy only role is the instant revival. Lost the 10% revive speed for the equivalent of nothing. And the only interesting change, courageous return, is only 1 sec in PvP (basically useless), and valor is not used by FB anyway, and DH and core are pretty dead in PvP.

    Overall, insignificant, but surely more of a nerf.

    Support Fb does use Valor so it's the only build that got buffed from all these changes. It also gets the benefits from the mace 3 buffs.

    No FB build runs valor, at all. All builds run FB, honor and virtues. And if you are not, there is no room for flexibility here, you are just doing it wrong. You know why? Cuz the only mediation you could (and not even need to) have is contemplation of purity. If you are running RI instead of elite mantra you are doing something seriously wrong. The stability is the prime support FB provides with instant Rez. And valor offers nothing if you are not running mediations.

  • Evon Skyfyre.9673Evon Skyfyre.9673 Member ✭✭✭
    edited November 27, 2019

    "Descent into Madness: Fall damage functionality has been removed from this trait. This trait has been renamed Method of Madness."

    So long porting

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭
    edited November 27, 2019

    @Turkeyspit.3965 said:
    But hey, it took them two balance patches to finally listen to the players about Chemical Field / Detection Pulse. My threshold of expectation can't sink any lower.

    Listen?

    Putting it on utility goggles is a little like yelling at someone "hey dont walk there, you're about to walk off a cliff!" and the response you get is "oh thanks for warning me! I'll go get my car and drive off it instead!"

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

  • Azure The Heartless.3261Azure The Heartless.3261 Member ✭✭✭✭
    edited November 27, 2019

    @Fire Attunement.9835 said:
    ... and we're now granting elementalists and engineers the ability to swap weapons while out of combat.

    I'm reading the rest but kitten thats hot

    [Charr Noises]
    [Plays every class]
    [JUST GIT EVEN GUDDER ITS FINE]

  • I got a simple change to Revenant Hammer that nobody has mentioned or discussed...make the skill 1/auto attack a melee ranged 3 strike skill instead of ranged~ Simple. Done.

  • Xyonon.3987Xyonon.3987 Member ✭✭✭

    Hm - seems like a small patch which is fine. But I would like to mention that PvE Raids desperately need a balance patch - Guardians (FB and DH) are technically DPS specs with the powerful ability to provide quickness without any drawbacks - it's mainly an issue for the higher levels of PvE Raids, however I still think the issue needs to be adressed, as it is way more efficient to stack "quickness providing dps specs" instead of a support - this prevents all other dps specs from having any chance of being part of record runs or speedruns in general. DPS Chronomancer has the same issue, as Time Warp stacking is also a thing, however it'll be hard to fix this without nerfing support Chrono in the ground.

    A viable option would be to - instead of nerfing the Quickness of those DPS specs - to buff the support specs that apply Quickness to such a degree, that they are no longer "unwanted" / the group shouldn't have the desire to replace them. It would be really nice to finally see more than Guardians, Mesmers or Ecto Thiefs again.

    Just my feedback. :)

  • @Turkeyspit.3965 said:

    @Zenix.6198 said:
    Not sure why everybody is so excited about the ele and engi weaponswap thing.
    Only usable while out of combat.....a convenience feature if anything.

    It actually is a very foolish change. Because of attunements / kits, Ele and Engy were the two professions that didn't have a weapon swap. That made sense. After this change though, they will be the only two professions who cannot swap weapons in combat. Why? Reasons. Anyone new to the game will be asking that question, and if your players end up having to engage in mental gymnastics to reach a conclusion, that is a flaw in the design.

    But hey, it took them two balance patches to finally listen to the players about Chemical Field / Detection Pulse. My threshold of expectation can't sink any lower.

    I expect us to be able to swap weapons in combat in about a year or less if people complain about it enough.

  • Azure The Heartless.3261Azure The Heartless.3261 Member ✭✭✭✭
    edited November 27, 2019

    @Rettan.9603 said:
    So Elementalist and Engineer, the two classes that are totally designed around the 'no second weapon set needed' paradigm, get a second weapon set?
    But the Warrior, the class that doesn't work without fast weapon swaps, is still forced to take a whole trait line to be playable?
    This is fine.

    They still function as one weapon classes as long as you engage them, This is QoL and lets them make builds that can play vs different engagements instead of having to commit to one rotation type the whole game.

    They could do this in pve the whole time.

    @Turkeyspit.3965 said:
    It actually is a very foolish change. Because of attunements / kits, Ele and Engy were the two professions that didn't have a weapon swap. That made sense. >After this change though, they will be the only two professions who cannot swap weapons in combat.
    Why? Reasons.

    @Rettan.9603 said:
    So Elementalist and Engineer, the two classes that are totally designed around the 'no second weapon set needed' paradigm,

    @Turkeyspit.3965 said:
    Anyone new to the game will be asking that question-

    • Starting at level 10, elementalists can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel.
    • Starting at level 10, engineers can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel.

    [Charr Noises]
    [Plays every class]
    [JUST GIT EVEN GUDDER ITS FINE]

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Not sure how I feel about Engi weapon swapping, as I use some tech to cancel some skill animations by going into a kit and then swapping out using "Swap Weapon" button (which also kicks you out of the kit). I wonder how this tech will be affected while in a kit now, if the button will still function as so.

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

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited November 27, 2019

    So devs when is the revert on dagger autos, swipe range, black powder cast time and PI gonna roll in? Every long time thief player has tried for yrs giving u guys feedback on how this almost deleted the build all while making it clunky to use. The build was far from OP to begin with and came across as nerfs and changes for the sake of just making changes. If u guys are wondering why ur pvp is in such a decline instances like these might deserve ur attention.

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

    I'm glad engi and ele got a bit of qol change as they've wanted something like this for years. As long as it doesnt throw off balance I think it's good for em.

  • DanAlcedo.3281DanAlcedo.3281 Member ✭✭✭✭

    @Zenix.6198 said:
    Not sure why everybody is so excited about the ele and engi weaponswap thing.
    Only usable while out of combat.....a convenience feature if anything.

    You can now use stack sigils in WvW without wasting a sigil slot. Its something.

  • Dahir.4158Dahir.4158 Member ✭✭✭
    edited November 27, 2019

    Thanks for the Blinding Ashes change. Been waiting on that for a long time.

    "Starting at level 10, elementalists can now swap weapons while out of combat." But can we swap attunements while gliding? I will be happy once I see that.

    Would be nice to have an unblockable effect added onto the STAFF WEAVER skills. There're so many anti-projectile skills in WvW that it makes it hard to properly land one of those skills during a blob fight, without it either getting reflected or denied by Winds of Enchantment.

    Broski Supreme - Borsk Carry Effect

  • Caysadia.7405Caysadia.7405 Member ✭✭✭

    this better be a big fat juicy shattered aegisy balance patch

  • Re: Detection Pulse change

    I wonder if it's been considered no longer mating toolbelt skills to specific Utility/Healing/Elite skills? What if Engineers could just freely pick and choose their toolbelt skills, or would that just be entirely busted?

    Ship Captain of the H.M.C.S Galatis.

  • Simo.6819Simo.6819 Member ✭✭
    edited November 27, 2019

    I like the ooc eli and engi weapon sets ^^ can get free blast for stealth ooc , and immediatly go back to main weapon for fight :open_mouth: , hopefully it doesnt keep the previously used skill cooldown toh. :sweat_smile:

    As for detection pulse ahah , we will see , changes are fun for theorycraft and new gameplay so , might look bad , but at the end we dont know till we try :+1:

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