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

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

    @HerbOne.3781 said:
    @Attunement.9835

    @Arenanet

    This is the first time that I ever decided to post on the forums been just watching the change after change but this time its enough you doing an amazing job of running your players experience with those "balances"

    Scourge was nerfed to the ground, made useless on pve only viable on wvw and we were kinda ok with it but now your gonna destroys it on wvw also?! Wille you nerf scourges thiefs are free to have dodges for 99% of the fight wile outputting massive amounts of damage, making them able to 1vs3 with little to no skill, ty for ruining the game for a lot of people, just a little advice play your own game before you try to "balance" anything or what ever your doing...

    Just think its funny that scourge was the only wvw change when we currently have classes that can 1vs5 with 0 skill and others that can one-shot

    No updates on the wvw worlds population unbalance since last year, a lot of worlds with outnumbered buffs even during prime time this is just unacceptable for the longevity of wvw, guilds are quitting every month players every day what is done about this? Nothing.

    Every month, it's more clear that this company sadly doesn't care about their wvw community, all they care its about their living world episodes that we get to get to wait for months on end to play them for one day to one week and be done with it 10/10

    This same company is always proud of their "sub free" guess what I and a lot of players would rather pay a subscription if the quality was better.

    This post for real?
    Scourge doing its oppressive carpet spams in wvw zergs etc is more skillful than thief gameplay?
    A scourge player making false statements like thief can easily take 1v3 people with ease lol yeah if their very bad players maybe but there mid tier for 1v1 and ur playing a class that thief naturally counters due to its archetype's playstyle and if u can't see that u losing to a thief of equal skill doesn't mean its OP than the post can't be taken seriously. Most times I'm glad most feedback goes unnoticed.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭
    edited November 28, 2019

    @Azure The Heartless.3261 said:
    - 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.

    Your point? How many newcomers to GW2 can even find the official forums before they hit LV10? I give it 3 months min before the 1st post of "Can Ele/Eng swap weapons in combat" post appears; bonus points if the poster argues "it doesn't make sense that Ele/Eng can't weapon swap since all the other classes can".

    ANET has successfully landed on the other side of the shark at this point imo.

  • ZeftheWicked.3076ZeftheWicked.3076 Member ✭✭✭✭
    edited November 28, 2019

    Necro

    I would like confirmation if Insidious Distruption is triggered with soft cc as well or just hard ones. If soft then this is an amazing change that will really help condi reaper get back into game and also nice buff for core:)

  • lea.8021lea.8021 Member ✭✭

    Warrior, guardian and revenant are meta in all game modes, necromancer only in zerg in wvw and soon even that. When the scourge could damage 5 in its area and 5 in the area of f1 it was the 4th highest Dps, in order ele> revenant> warrior> necro (except in closed places), now with only 5 in the area of f1 its damage It will be too low with respect to the others, not to mention that it can no longer pump and provide a barrier in the area, losing group input. Also before the old patch, the spellbreaker overcame it in elimination of blessings.
      In short, it will be with a low dps, less elimination of blessings, and little group contribution, possibly being out of the last place where it is meta, as a main necro, I find no sense to follow in the game.

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

    @lea.8021 said:
    Warrior, guardian and revenant are meta in all game modes, necromancer only in zerg in wvw and soon even that. When the scourge could damage 5 in its area and 5 in the area of f1 it was the 4th highest Dps, in order ele> revenant> warrior> necro (except in closed places), now with only 5 in the area of f1 its damage It will be too low with respect to the others, not to mention that it can no longer pump and provide a barrier in the area, losing group input. Also before the old patch, the spellbreaker overcame it in elimination of blessings.
      In short, it will be with a low dps, less elimination of blessings, and little group contribution, possibly being out of the last place where it is meta, as a main necro, I find no sense to follow in the game.

    Lol it makes sense if u think about it. Anet gave scourge a mechanic that in one mode (wvw) made it very oppressive and dominant in the main engagements (zergs) and instead of changing the mechanic of the spec that's causing the issues they nerf around it resulting in other builds being nerfed, lower build deversity etc which is a common occurence or at least has been over the yrs

  • NorthernRedStar.3054NorthernRedStar.3054 Member ✭✭✭✭
    edited November 28, 2019

    That's the last nail in condi and staff thieves' coffins. I can already see the DE nerfs in a few months' time.

    What about 'em revenant and ele tune-downs? Sigil of Agility, good riddance.

  • Klypto.1703Klypto.1703 Member ✭✭✭
    edited November 28, 2019

    The change with ventari that make it usable in competitive shares quite a few rev related abilities. Its fine and dandy in pve on a raid boss to be stationary for hours fighting something. In competitive that is the best way to die really fast so you have ventari with no stability or stun breaks and nothing offensive from peace loving useless horse. Same thing with kalla stationary npcs that cannot take a hit from a player so that you don't need an interrupting skill when just hitting it once does the same thing. Which also herald shield is the same problem being forced to be stationary. Which I am not sure if anet has ever realized this but why did you make a weapon ability like this that benefits the enemy more than the person using it. So in all changes like these ventari ones are completely useless unless the core part of what makes them fail is remedied.

    Edit: Would be an easy change to make it like how scrappers got wells but instead when you switch to ventari the communion begins and ventari, the rev, and the table all merge together so you are the tablet. Then make it where weapon skills aren't used in this legend but instead replaces the weapon skills with a defiance bar which is based on your energy level. So like everything except the protective solace upkeep bubble thing could have no energy usage. So once you get hit enough for the bar to break you then automatically swap legends or have to wait until its off cool down before it will swap legends. Anyways not relying on having stability but also a way where it can still be a purely pacifist legend but still be usable.

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

    @NorthernRedStar.3054 said:
    That's the last nail in condi and staff thieves' coffins. I can already see the DE nerfs in a few months' time.

    What about 'em revenant and ele tune-downs? Sigil of Agility, good riddance.

    The nerf to staff isn't that bad, was a mediocre build to begin with and will just be mediocre after the nerfs, condo thief deserved the nerf. Anet meets to look at reverting the pointless and unneeded nerfs to d/p builds as well as make some changes to p/p to make it viable without making it OP that way thieves aren't pigeonholed into one build in competitive modes like it was in the past.

  • @Psycoprophet.8107 said:

    @NorthernRedStar.3054 said:
    That's the last nail in condi and staff thieves' coffins. I can already see the DE nerfs in a few months' time.

    What about 'em revenant and ele tune-downs? Sigil of Agility, good riddance.

    The nerf to staff isn't that bad, was a mediocre build to begin with and will just be mediocre after the nerfs, condo thief deserved the nerf. Anet meets to look at reverting the pointless and unneeded nerfs to d/p builds as well as make some changes to p/p to make it viable without making it OP that way thieves aren't pigeonholed into one build in competitive modes like it was in the past.

    The condi thief nerfs were rather harsh considering they beefed up / didn't nerf its counters. The build was already getting niche due to the prevalence of guardian and ele.

    As it stands, the only viable thief build will (once again) be core S/D because DE is inting vs team comps consisting of eles, revenants and guardians. Even then, why'd you pick core thief over herald with an FB?

    Also, the continued ranger nerfing is rather hilarious at this point. They really don't want druid in any game mode, shape or form.

  • @Psycoprophet.8107 said:

    @Virdo.1540 said:

    @Fire Attunement.9835 said:

    12/03/2019—Skills and Balance Update

    PvP Changes

    Engineer

    • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only.

    I dont think its nessecary. Imagine doing that. You would screw up an entire skill for the whole class, making it completely garbage and nerfing with that the Skittenper even more than the holosmith, even though the holosmith itself doesnt need any of such nerfs.

    Holosmith itself isnt really overpowered. Is has sustain, compared to the other lether-wielders. Its doing decent damage too,while being in the Holo-form. But if many people are complaining because of the holo being too good, just because they cant survive its attacks until the photon-forge overheats, then its the fault of them taking berserk gear instead of sustain gear.... its not the holo thats the problem here. Even if it would be too good, removing stability wouldnt do anything regarding to that.

    Lol yeah holo is completely overstacked and needs nerfs 100%. Ur holo is fine and that people are at fault for running zerg stats is kinda funny no offense.
    This is a good change.

    You're completely right about Holo but in other hand, it impacts severely Scrapper who become a half profession after severals patchs with which the developers try to cut the oppeness of scrapper to having as result the actual scrapper.

    If they want to nerf HOLO's stab then they have to cut stab from "Crystal Configuration: Eclipse" not from Elixir U.

    This is a BAD change....

    Troll since 1988.

  • Menzo.2185Menzo.2185 Member ✭✭✭
    edited November 28, 2019

    Is this a BALANCE patch or a UNBALANCE patch?
    Why in hell you guys think that allowing Engineers and Elementalists swapping weapons 'out of combat' will BALANCE the game instead of broken even more?
    Both are already unbalanced on WvW thanks to Build Template, now they will be on PvP too. Nice move!

    1st: Decide what is the plan intended to all professions/elite specializations.
    e.g., Core Engi will be... Boon or Healing Support, Physical or Condi DPS, Survivability just a few or a lot...

    2nd: Balance the classes between them.
    e.g., Is the core engineer in balance with the scrapper and/or holo engineer?

    3rd: Balance the classes with the other classes.
    e.g., Is the power Holosmith Engi in balance with power Spellbreaker Warrior?

    and 4th: Is there balance in the game between melee weapons and ranged weapons?
    e.g., 'Rapid Fire' ranger skill can or can't delete all power (berserker/marauder) professions from 1500 range? Is this fair or unfair? This is balance or not?

    and by the way...
    PLEASE!!!!! Make the target arrow in the head of enemies BIGGER and easier to see for colorblind people like me; bigger with a white outline will work just fine.

  • Menzo.2185Menzo.2185 Member ✭✭✭

    And by the way... OF COURSE every Engineer and Elementalist will LOVE this changes. Why not, right? Everyone loves be OP.

  • @lea.8021 said:
    Warrior, guardian and revenant are meta in all game modes, necromancer only in zerg in wvw and soon even that. When the scourge could damage 5 in its area and 5 in the area of f1 it was the 4th highest Dps, in order ele> revenant> warrior> necro (except in closed places), now with only 5 in the area of f1 its damage It will be too low with respect to the others, not to mention that it can no longer pump and provide a barrier in the area, losing group input. Also before the old patch, the spellbreaker overcame it in elimination of blessings.
      In short, it will be with a low dps, less elimination of blessings, and little group contribution, possibly being out of the last place where it is meta, as a main necro, I find no sense to follow in the game.

    While I get your frustration, the bomb was obviously doing way too much damage hitting 10 people and the ranged booncorruption, the necromancer provided, was pretty insane in WvW, since you would ususally put atleast 2 necros per group, resulting in a lot of corrupts. I think its sad to see lingering curse/devouring darkness nerfed even more.

    While I dislike the hit to devouring darkness, it is still a heavy hitter and you get booncorrupts due to path of corruption enabling to strip boons on 5 enemies in f2-range. Still, this makes axe/focus+Staff necro playing spite with 1/3/3 or 1/2/3 much better in corrupting boons while also dealing more flat dps than the scepter/x variant. The only upper hand the scepter/x+Staff+curses build has is that it can boonrip more effectively in a 900 range fight.

    On the sand savant change: if you don't want to bring back counting the scourge himself as a shade and still want to push sand savant not enabling a higher target cap in WvW, maybe consider removing the increased recharge on sand savant or atleast reducing it. That way, you would still have to make the decision to range bomb or melee bomb, but are not as severely punished in fights with a lot of movement and can replace your shades more often to uphold your dps. In my opinion that would be enough to maintain scourge as a viable and also important class in WvW while also keeping the damage potential in check.

    DND - engineering off-meta Engineer builds for meta content

    "There goes the fuuuuuuse, and you're going to looooooose..." - Scarlet Briar

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

    @Turkeyspit.3965 said:

    @Azure The Heartless.3261 said:
    - 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.

    Your point? How many newcomers to GW2 can even find the official forums before they hit LV10? I give it 3 months min before the 1st post of "Can Ele/Eng swap weapons in combat" post appears; bonus points if the poster argues "it doesn't make sense that Ele/Eng can't weapon swap since all the other classes can".

    ANET has successfully landed on the other side of the shark at this point imo.

    But can ele have weapon swap while in combat?

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

    @Menzo.2185 said:
    And by the way... OF COURSE every Engineer and Elementalist will LOVE this changes. Why not, right? Everyone loves be OP.

    Lul, nothing has changed with ele except Support tempest being nerfed because it was so good right?

  • @Mini Crinny.6190 said:

    @Turkeyspit.3965 said:

    @Azure The Heartless.3261 said:
    - 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.

    Your point? How many newcomers to GW2 can even find the official forums before they hit LV10? I give it 3 months min before the 1st post of "Can Ele/Eng swap weapons in combat" post appears; bonus points if the poster argues "it doesn't make sense that Ele/Eng can't weapon swap since all the other classes can".

    ANET has successfully landed on the other side of the shark at this point imo.

    But can ele have weapon swap while in combat?

    Let's be honest, that would be devastating for too many gamemodes and would totally powercreep ele. Would be interesting as a core Ele only option, even though that would probably still be op as kitten.

    DND - engineering off-meta Engineer builds for meta content

    "There goes the fuuuuuuse, and you're going to looooooose..." - Scarlet Briar

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

    @DontEatYordles.8031 said:

    @Mini Crinny.6190 said:

    @Turkeyspit.3965 said:

    @Azure The Heartless.3261 said:
    - 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.

    Your point? How many newcomers to GW2 can even find the official forums before they hit LV10? I give it 3 months min before the 1st post of "Can Ele/Eng swap weapons in combat" post appears; bonus points if the poster argues "it doesn't make sense that Ele/Eng can't weapon swap since all the other classes can".

    ANET has successfully landed on the other side of the shark at this point imo.

    But can ele have weapon swap while in combat?

    Let's be honest, that would be devastating for too many gamemodes and would totally powercreep ele. Would be interesting as a core Ele only option, even though that would probably still be op as kitten.

    Sarcasm is a beautiful thing

  • HerbOne.3781HerbOne.3781 Member
    edited November 28, 2019

    @Psycoprophet.8107 said:

    @HerbOne.3781 said:
    @Attunement.9835

    @Arenanet

    This is the first time that I ever decided to post on the forums been just watching the change after change but this time its enough you doing an amazing job of running your players experience with those "balances"

    Scourge was nerfed to the ground, made useless on pve only viable on wvw and we were kinda ok with it but now your gonna destroys it on wvw also?! Wille you nerf scourges thiefs are free to have dodges for 99% of the fight wile outputting massive amounts of damage, making them able to 1vs3 with little to no skill, ty for ruining the game for a lot of people, just a little advice play your own game before you try to "balance" anything or what ever your doing...

    Just think its funny that scourge was the only wvw change when we currently have classes that can 1vs5 with 0 skill and others that can one-shot

    No updates on the wvw worlds population unbalance since last year, a lot of worlds with outnumbered buffs even during prime time this is just unacceptable for the longevity of wvw, guilds are quitting every month players every day what is done about this? Nothing.

    Every month, it's more clear that this company sadly doesn't care about their wvw community, all they care its about their living world episodes that we get to get to wait for months on end to play them for one day to one week and be done with it 10/10

    This same company is always proud of their "sub free" guess what I and a lot of players would rather pay a subscription if the quality was better.

    This post for real?
    Scourge doing its oppressive carpet spams in wvw zergs etc is more skillful than thief gameplay?
    A scourge player making false statements like thief can easily take 1v3 people with ease lol yeah if their very bad players maybe but there mid tier for 1v1 and ur playing a class that thief naturally counters due to its archetype's playstyle and if u can't see that u losing to a thief of equal skill doesn't mean its OP than the post can't be taken seriously. Most times I'm glad most feedback goes unnoticed.

    I do enjoy playing scourge, but no I don't mean it's my main, playing fire ele I can do 1vs5 with 0 problems (and that's 100% unbalanced and it will be even more with the weapon switch cant wait to buff me up even more before a fight LUL)

    If you think thief needs skill you are dreaming I played on mine for a few hours and it requires absolutely 0 skill to play you just dodge dodge dodge
    The main problem is that this company doesn't balance what needs to be balanced they have no clue on what's unbalanced

    If you think thief, revs and eles don't need a urgent nerf and that the scourge nerf was a decent balance ( when what it will do over time is kill a class even more ) I don't know what to say to you

    Borrowing your argument, maybe you just really bad with those classes and you don't understand how to take advantage of their kit and exploit it, little tip keep playing pve it is the place for you

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭
    edited November 28, 2019

    Don't forget about Lock On

    1. Two procs on the same trait that do NOT share the same cooldown
    2. 12 seconds of reveal
    3. 14 seconds of fury
    4. 20 stacks of vulnerability
    5. 25 second cooldown

    Don't forget about Overcharged Shot

    1. No cast time
    2. Instant 450 range launch (long duration, hard CC) in melee range
  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭

    @Don Vega Van Kain.9842 said:

    @Psycoprophet.8107 said:

    @Virdo.1540 said:

    @Fire Attunement.9835 said:

    12/03/2019—Skills and Balance Update

    PvP Changes

    Engineer

    • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only.

    I dont think its nessecary. Imagine doing that. You would screw up an entire skill for the whole class, making it completely garbage and nerfing with that the Skittenper even more than the holosmith, even though the holosmith itself doesnt need any of such nerfs.

    Holosmith itself isnt really overpowered. Is has sustain, compared to the other lether-wielders. Its doing decent damage too,while being in the Holo-form. But if many people are complaining because of the holo being too good, just because they cant survive its attacks until the photon-forge overheats, then its the fault of them taking berserk gear instead of sustain gear.... its not the holo thats the problem here. Even if it would be too good, removing stability wouldnt do anything regarding to that.

    Lol yeah holo is completely overstacked and needs nerfs 100%. Ur holo is fine and that people are at fault for running zerg stats is kinda funny no offense.
    This is a good change.

    You're completely right about Holo but in other hand, it impacts severely Scrapper who become a half profession after severals patchs with which the developers try to cut the oppeness of scrapper to having as result the actual scrapper.

    If they want to nerf HOLO's stab then they have to cut stab from "Crystal Configuration: Eclipse" not from Elixir U.

    This is a BAD change....

    True but whether it's a bad or good change it's in the end a anet change which means instead of going strait at the specs issue they will continually nerf around the issue destroying the build diversity through out the whole class, it's what they do :)

  • aymnad.9023aymnad.9023 Member ✭✭✭
    edited November 28, 2019

    Still like most of those changes.
    I still think mesmer Feedback is super strong. I still think guard getting extra protection was not needed.
    I like the nerf to the shield rez for sPvP and am not looking forward to see a necro build with the regen X)
    I think scrapper is a bit underrated and already has high enough damage but this a buff to autos only so ok. Nerf to holo are nice.
    Does the weapon change on ele means a tempest can go staff on a mid fight, go out then side node with dagger focus? If so this could be a strong change for them, allowing to have some teamfight and solo presence. (I know builds are different but maybe a mix can be done)
    For ranger rez it is just not a great adept because that rez is not reliable. Sometimes I prefer to send the pet back to the fight so he can cc an enemy (every mode) or get the agro (PvE). Not to mention the long cd. I guess you will add something else on it later.

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

    @Psycoprophet.8107 said:

    @lea.8021 said:
    Warrior, guardian and revenant are meta in all game modes, necromancer only in zerg in wvw and soon even that. When the scourge could damage 5 in its area and 5 in the area of f1 it was the 4th highest Dps, in order ele> revenant> warrior> necro (except in closed places), now with only 5 in the area of f1 its damage It will be too low with respect to the others, not to mention that it can no longer pump and provide a barrier in the area, losing group input. Also before the old patch, the spellbreaker overcame it in elimination of blessings.
      In short, it will be with a low dps, less elimination of blessings, and little group contribution, possibly being out of the last place where it is meta, as a main necro, I find no sense to follow in the game.

    Lol it makes sense if u think about it. Anet gave scourge a mechanic that in one mode (wvw) made it very oppressive and dominant in the main engagements (zergs) and instead of changing the mechanic of the spec that's causing the issues they nerf around it resulting in other builds being nerfed, lower build deversity etc which is a common occurence or at least has been over the yrs

    ANet devs only do smart changes, they don't do right change or wise change.

  • Purge Gyro: This skill's toolbelt skill has been changed from Detection Pulse to Chemical Field
    Why are you taking this away again. Just get rid of Function Gyro f5, it's practically useless outside of another lightening field.

  • @reikken.4961 said:

    @Stand The Wall.6987 said:
    rev - wow what a tease. why not just increase all ventari skills radius.

    the other ones were already 240

    yes. the overall small radius is what is holding tablet rev back.

    Te lazla otstara.

  • KidRoleplay.3615KidRoleplay.3615 Member ✭✭✭
    edited November 28, 2019

    (Thief) Deadly Ambition needs to keep its two stacks of Poison in PvE at least. Otherwise, it's a considerable nerf that may go as far as removing the potency of dagger condi build options.

  • Swagg.9236Swagg.9236 Member ✭✭✭✭
    edited November 28, 2019

    Just halve all incoming fall damage game-wide. The only reason that it was so oppressive in the first place was because the beta engine allowed people to bunny-hop with bad latency, so you altered movement in a way which not only made jumping a lot more sluggish, but also increased the fall damage astronomically (and by "you," I mean a bunch of people who go unnamed and probably left the company ages ago).

  • Well since feedback is important somehow because I don't think that every game mode is fully covered with personal year-long experience in the balancing teams: I think some changes are useful and others that are more or less bad and ridiculous. (I mostly focus on wvw/PVP feedback)
    For example:
    ** Engineer **stability nerf on the elixir from 6 to 1 second. is quite a big nerf since not getting stripped of the stability is very important especially during the rifle 4 rotation for a good dmg output. I would rather nerf holo mode skills dmg or buff vise instead of killing a very important overall engineer utility. I am an engineer main even tho I prefer playing scrapper (actually like the scrapper changes. felt very weak in solo fights now it's totally fine) Even tho I preferred the old function gyro a lot over the current toolbelt 5 skill since you lose a good elite skill and it barely happens that you need the f-gyro skill for more than 1 target making the toolbelt 5 a big nerf for utility even tho the superspeed can be quite nice but scrapper applied it with every leap/explosion anyways so it does not matter at all
    _Ranger_ I have to admit it is not my favorite class in general but I do not understand how especially soul beasts that focus on power have more dmg on a higher effective range than a class like deadeye which entirely focuses on on on high single-shot dmg and has to build up for it. Ranger longbow 2 deals mostly between 16-20k, can be made unblockable and with quickness and quite some cc's that are offered by the soul beast/ranger profession, it feels like a single shot that just kills you instantly. It has a high range, can be used during movement and low cooldown. On top of that the ranger offers very good sustain as well as mobility due to superspeed, gap closer beast, and weapon skills and a lot of stability, protection, heals, Condi cleanse and more which makes the class if played this way (and mostly done currently) way too strong since it offers everything you need on top of high burst and auto-hit dmg .
    _Revenant_ well what should I say about this one... I very much love the revenant class and that is why it pains me how bugged and useless it is sometimes. In wvw most of the times played with SW/SW - staff for roaming or just 1v1 enthusiasts (is rather okay-ish balanced) and for zerg fights people prefer the good old hammer/staff combination. Hammer is completely bugged at the moment, the 1200 range feels less than it actually is, hammer 2 deals maybe 1/3rd of what it used to when it was too strong, also the dmg field builds of way too slow and does not focus the target properly for example: you use hammer 2 on uneven grounds - > skill does not apply any dmg and fields don't build their way to the enemy. It ignores gates in wvw -> you hit the hammer 2 on gates and you can hit people on full skill range behind the gate as well. It does not focus the target properly -> if you use hammer 2 while moving (even if its just very slow) the skill does not build-up to the target but always in a direct line of the direction your character looks, even if the target is in the possible attacking line of sight the skill does build-up wrong and misses even non-moving targets or monsters if you move while using the skill.
    Aside from that, the hammer 2 skill feels very weak in terms of skill build-up time which should be increased again IMO even if you need to nerf the dmg a bit but the way it is at the moment you are better of not using the weapon at all.
    _Thief_ well just a little bit on this class as well: For this my feedback focuses the all-around hated Condi thief: The daredevil condition dodge applies too many conditions as well as having an awfully good synergy with the caltrops trait. endurance regeneration is easy as pie with this build if you don't waste everything instantly and you don't even need to attack to hit very hard with dodge rolls only. the small hit windows make it quite difficult to hit this target and if you try cleansing the conditions you just get stunned and eat a 4-6k hit from pulmonary impact since swipe+trickery trait line boon rip your stability anyways. Aside from that it offers high mobility and sustains as well as easy target hitting options that barely miss and are harder to dodge than other class attacks due to bad visibility and high usage speed.

    That is it so far with my feedback. I have a lot more to say about this but I want to keep it rather short.
    Oh and by the way: I would love if racial skills are reworked/improved by a big chunk because they are trash the way they are right now and just useless which I find quite sad since I would love if a race has special benefits and unique usable skills

  • Valandil Dragonhart.2371Valandil Dragonhart.2371 Member ✭✭✭
    edited November 29, 2019

    Thanks Anet for finally coming around to a reasonable train of thought.

    It's only been, what... 4, maybe 5 years since the weapon-swap on OoC mechanic was first suggested, and then you laughed in the face of it. "They already have far too many skills to use between their 4 attunements, it doesn't seem logical to include weapon-swapping on the ele..." (paraphrased, of course). Same with Engi and their kits, but this post is mostly about the Ele.

    The one thing you totally forgot about was that even though the ele has a bar of skills (1-5) per attunement, there's not a whole lot that are actually useable when it comes to combat. This is known when it comes to using Staff.

    I kind of have to laugh at this right now, because ever since the arrival of Weaver spec, I'd not even thought about weapon swaps, except only to face world bosses and the like (for ranged purposes). I'd already found a very nice niche for my ele which has good mobility, can fight at melee range and prefers Fire Sword and Earth Dagger for most combat purposes, and still come out of it alive.

    And now you answer the prayers of virtually everyone who has ever manned an Ele or Engi; for the veterans it's probably "too little, too late" while they go and use other classes that aren't so restricted in general PvE play. Nice gesture, though. Such a pity it took this dang long to get it implemented.

  • Sarrs.4831Sarrs.4831 Member ✭✭✭

    @Zenix.6198 said:
    At best its a mobility boost while traveling between nodes.

    That's really the understatement that bothers me. Moving between nodes is a pretty big part of the game; it's a big enough part that some classes have carved out roles on the back of their ability to move between nodes.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @Sarrs.4831 said:

    @Zenix.6198 said:
    At best its a mobility boost while traveling between nodes.

    That's really the understatement that bothers me. Moving between nodes is a pretty big part of the game; it's a big enough part that some classes have carved out roles on the back of their ability to move between nodes.

    I doubt it works in the match itself, similar to how you can't swap utilities or traits even out of combat once the match is happening.

    Best Dressed Memser NA.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @ZeftheWicked.3076 said:

    Necro

    I would like confirmation if Insidious Distruption is triggered with soft cc as well or just hard ones. If soft then this is an amazing change that will really help condi reaper get back into game and also nice buff for core:)

    Not gonna happen:
    https://wiki.guildwars2.com/wiki/Control_effect

  • Kas.3509Kas.3509 Member ✭✭✭

    My mesmer gets more and more sad :disappointed: This is basically the only class I enjoyed playing in pve and I don't like most of the changes for it. Also I didn't like chrono changes - for me chrono should be purely supper/tank class as it was, now it seems more like dps class.
    I also dislike the new springer skin. I have like 15 keys waiting for the blc worth to be opened, and it's not coming :disappointed:

    I like weapon swap for engi and ele though!

  • noiwk.2760noiwk.2760 Member ✭✭✭

    @Nimon.7840 said:

    @ZeftheWicked.3076 said:

    Necro

    I would like confirmation if Insidious Distruption is triggered with soft cc as well or just hard ones. If soft then this is an amazing change that will really help condi reaper get back into game and also nice buff for core:)

    Not gonna happen:
    https://wiki.guildwars2.com/wiki/Control_effect

    then by all means i dont understand this change we basically just got out fear which was working even before the patch this trait is pure trash useless trait if it doesnt work on soft CC .. im gonna start QQ the hell out of Anet for the shake of Necro and Scourge.. Scourge been nerfed to the ground its probably the weakest class in game the most clunky one to play and with least defensive.. but they did find a reason to buff guard most op class in game . well i guess im just sad to watch Scourge continue being unplayable

  • ZeftheWicked.3076ZeftheWicked.3076 Member ✭✭✭✭
    edited November 29, 2019

    @Nimon.7840 said:

    @ZeftheWicked.3076 said:

    Necro

    I would like confirmation if Insidious Distruption is triggered with soft cc as well or just hard ones. If soft then this is an amazing change that will really help condi reaper get back into game and also nice buff for core:)

    Not gonna happen:
    https://wiki.guildwars2.com/wiki/Control_effect

    "Non-disabling control effects
    Some conditions will deal damage to enemy Defiance bar without being considered a disabling mechanic (particularly for purposes of various traits, as well as Stability). Some players refer to these conditions as "soft CC". Outside of defiance bar interaction, they serve a similar purpose as disabling control effects by hindering an opponent's actions or movement. " same page on wiki

    That's why i want the confirmation...but either way it's 4 days from now on, so i'll know soon enough one way or the other..

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @ZeftheWicked.3076 said:

    @Nimon.7840 said:

    @ZeftheWicked.3076 said:

    Necro

    I would like confirmation if Insidious Distruption is triggered with soft cc as well or just hard ones. If soft then this is an amazing change that will really help condi reaper get back into game and also nice buff for core:)

    Not gonna happen:
    https://wiki.guildwars2.com/wiki/Control_effect

    "Non-disabling control effects
    Some conditions will deal damage to enemy Defiance bar without being considered a disabling mechanic (particularly for purposes of various traits, as well as Stability). Some players refer to these conditions as "soft CC". Outside of defiance bar interaction, they serve a similar purpose as disabling control effects by hindering an opponent's actions or movement. " same page on wiki

    That's why i want the confirmation...but either way it's 4 days from now on, so i'll know soon enough one way or the other..

    Well it says control effects. And if we look at other classes... Soft CC's aren't included.

    Which makes the trait underwhelming.
    Necro has
    3 sources of fear
    1pull +1 on reaper
    1knockdown + 1 on scourge and that's it.

    The only interesting thing might be the golems multihit knockdown, that could apply multiple times.

    The trait might be a slight dps increase for pve (having to use dagger offhand then) but nothing huge.
    Biggest buff is plaguelands but let's be honest. On which raidencounter can you realisticly play plaguelands. Golem is almost always needed for cc on the few encounters, necro is at least decent and not trash dps

  • Nimon.7840Nimon.7840 Member ✭✭✭✭
    edited November 29, 2019

    @ZeftheWicked.3076 said:

    @Nimon.7840 said:

    @ZeftheWicked.3076 said:

    Necro

    I would like confirmation if Insidious Distruption is triggered with soft cc as well or just hard ones. If soft then this is an amazing change that will really help condi reaper get back into game and also nice buff for core:)

    Not gonna happen:
    https://wiki.guildwars2.com/wiki/Control_effect

    "Non-disabling control effects
    Some conditions will deal damage to enemy Defiance bar without being considered a disabling mechanic (particularly for purposes of various traits, as well as Stability). Some players refer to these conditions as "soft CC". Outside of defiance bar interaction, they serve a similar purpose as disabling control effects by hindering an opponent's actions or movement. " same page on wiki

    That's why i want the confirmation...but either way it's 4 days from now on, so i'll know soon enough one way or the other..

    Well it says control effects. And if we look at other classes... Soft CC's aren't included.

    Which makes the trait underwhelming.
    Necro has
    3 sources of fear
    1pull +1 on reaper
    1knockdown + 1 on scourge and that's it.

    But else, this trait would be way to op and needed an icd.
    But then loosing cripple of f-abilities would make the trait much worse again....

    The only interesting thing might be the golems multihit knockdown, that could apply multiple times.

    The trait might be a slight dps increase for pve (having to use dagger offhand then) but nothing huge.
    Biggest buff is plaguelands but let's be honest. On which raidencounter can you realisticly play plaguelands. Golem is almost always needed for cc on the few encounters, where necro is at least decent and not trash dps

  • ZeftheWicked.3076ZeftheWicked.3076 Member ✭✭✭✭

    We'll just have to see, though from balance point this trait working with soft cc would be huge improvement. Condi Reaper and scourge would be back into damage race. Not overtaking others, but at least becoming closer to being viable.

    Well of Darkness would finally do something (blinds are soft cc). Corrupter's fervor would synergize greatly even with power builds (chills on reaper = torment = extra condi = extra carapace).

    ...yeah you're right. Too good to be true. Why make plague sending a choice rather then a must have trait..

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

    @Nimon.7840 said:

    @ZeftheWicked.3076 said:

    @Nimon.7840 said:

    @ZeftheWicked.3076 said:

    Necro

    I would like confirmation if Insidious Distruption is triggered with soft cc as well or just hard ones. If soft then this is an amazing change that will really help condi reaper get back into game and also nice buff for core:)

    Not gonna happen:
    https://wiki.guildwars2.com/wiki/Control_effect

    "Non-disabling control effects
    Some conditions will deal damage to enemy Defiance bar without being considered a disabling mechanic (particularly for purposes of various traits, as well as Stability). Some players refer to these conditions as "soft CC". Outside of defiance bar interaction, they serve a similar purpose as disabling control effects by hindering an opponent's actions or movement. " same page on wiki

    That's why i want the confirmation...but either way it's 4 days from now on, so i'll know soon enough one way or the other..

    Well it says control effects. And if we look at other classes... Soft CC's aren't included.

    Which makes the trait underwhelming.
    Necro has
    3 sources of fear
    1pull +1 on reaper
    1knockdown + 1 on scourge and that's it.

    The only interesting thing might be the golems multihit knockdown, that could apply multiple times.

    The trait might be a slight dps increase for pve (having to use dagger offhand then) but nothing huge.
    Biggest buff is plaguelands but let's be honest. On which raidencounter can you realisticly play plaguelands. Golem is almost always needed for cc on the few encounters, necro is at least decent and not trash dps

    You forget a few abilities. The sources of CCs:

    • Core necromancer: Wail of doom, Reaper's mark, spectral ring, spectral grasp, ripple of horror, charge (golem), doom (death shroud) and stab corrupted into fear (sPvP/WvW). You can slot 6 reliable CC maximum at once
    • Reaper: Wail of doom, Reaper's mark, grasping darkness, spectral ring, spectral grasp, ripple of horror, charge (golem), "Chilled to the bone!" , terrify (Reaper shroud), executioner scyth (Reaper shroud) and stab corrupted into fear (sPvP/WvW). You can slot 7 "reliable" CC maximum at once
    • Scourge: Wail of doom, Reaper's mark, Oppressive collapse, spectral ring, spectral grasp, ripple of horror, charge (golem), Garish pillar (F4) and stab corrupted into fear (sPvP/WvW). You can slot 6 reliable CC maximum at once

    That said, it won't be worth anything to take this trait to add 3 seconds of torment when using CC that usually have a bit of a cast time in PvE. It may be worth taking in WvW where you have hopes of corrupting some stability and thus gain a bit more "burst" but that's the best you can expect from this trait. In most case, you'll just take plague sending because, in sPvP/WvW sending back condition isn't a bad option and in PvE it benefit rotations that make use of self-ailments.

  • ZeftheWicked.3076ZeftheWicked.3076 Member ✭✭✭✭

    @Dadnir.5038 said:

    @Nimon.7840 said:

    @ZeftheWicked.3076 said:

    @Nimon.7840 said:

    @ZeftheWicked.3076 said:

    Necro

    I would like confirmation if Insidious Distruption is triggered with soft cc as well or just hard ones. If soft then this is an amazing change that will really help condi reaper get back into game and also nice buff for core:)

    Not gonna happen:
    https://wiki.guildwars2.com/wiki/Control_effect

    "Non-disabling control effects
    Some conditions will deal damage to enemy Defiance bar without being considered a disabling mechanic (particularly for purposes of various traits, as well as Stability). Some players refer to these conditions as "soft CC". Outside of defiance bar interaction, they serve a similar purpose as disabling control effects by hindering an opponent's actions or movement. " same page on wiki

    That's why i want the confirmation...but either way it's 4 days from now on, so i'll know soon enough one way or the other..

    Well it says control effects. And if we look at other classes... Soft CC's aren't included.

    Which makes the trait underwhelming.
    Necro has
    3 sources of fear
    1pull +1 on reaper
    1knockdown + 1 on scourge and that's it.

    The only interesting thing might be the golems multihit knockdown, that could apply multiple times.

    The trait might be a slight dps increase for pve (having to use dagger offhand then) but nothing huge.
    Biggest buff is plaguelands but let's be honest. On which raidencounter can you realisticly play plaguelands. Golem is almost always needed for cc on the few encounters, necro is at least decent and not trash dps

    You forget a few abilities. The sources of CCs:

    • Core necromancer: Wail of doom, Reaper's mark, spectral ring, spectral grasp, ripple of horror, charge (golem), doom (death shroud) and stab corrupted into fear (sPvP/WvW). You can slot 6 reliable CC maximum at once
    • Reaper: Wail of doom, Reaper's mark, grasping darkness, spectral ring, spectral grasp, ripple of horror, charge (golem), "Chilled to the bone!" , terrify (Reaper shroud), executioner scyth (Reaper shroud) and stab corrupted into fear (sPvP/WvW). You can slot 7 "reliable" CC maximum at once
    • Scourge: Wail of doom, Reaper's mark, Oppressive collapse, spectral ring, spectral grasp, ripple of horror, charge (golem), Garish pillar (F4) and stab corrupted into fear (sPvP/WvW). You can slot 6 reliable CC maximum at once

    That said, it won't be worth anything to take this trait to add 3 seconds of torment when using CC that usually have a bit of a cast time in PvE. It may be worth taking in WvW where you have hopes of corrupting some stability and thus gain a bit more "burst" but that's the best you can expect from this trait. In most case, you'll just take plague sending because, in sPvP/WvW sending back condition isn't a bad option and in PvE it benefit rotations that make use of self-ailments.

    You're too optimistic there. If we're talking condi necro (since this trait is a condi one), then lich form and golem are out. Who would give up on plaguelands, more so that it's getting nice cooldown reduction, unlike the other two? Maybe WvW players, but in PvE and spvp (node holding/decapping) i highly doubt it.
    As you mentioned yourself - boon corrupts (stab -> fear) can happen in pvp modes, in PvE you're outta luck.

    Core necro is boned...as always. Reaper can see more action...but let's be honest here - who would give up on Plague Sending for a measely 3s single torment stack on hard cc only? Unless it works with soft cc as well, or the length and amount of stacks see buffs - dead trait.

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

    @ZeftheWicked.3076 said:

    That said, it won't be worth anything to take this trait to add 3 seconds of torment when using CC that usually have a bit of a cast time in PvE. It may be worth taking in WvW where you have hopes of corrupting some stability and thus gain a bit more "burst" but that's the best you can expect from this trait. In most case, you'll just take plague sending because, in sPvP/WvW sending back condition isn't a bad option and in PvE it benefit rotations that make use of self-ailments.

    You're too optimistic there. If we're talking condi necro (since this trait is a condi one), then lich form and golem are out. Who would give up on plaguelands, more so that it's getting nice cooldown reduction, unlike the other two? Maybe WvW players, but in PvE and spvp (node holding/decapping) i highly doubt it.
    As you mentioned yourself - boon corrupts (stab -> fear) can happen in pvp modes, in PvE you're outta luck.

    Core necro is boned...as always. Reaper can see more action...but let's be honest here - who would give up on Plague Sending for a measely 3s single torment stack on hard cc only? Unless it works with soft cc as well, or the length and amount of stacks see buffs - dead trait.

    That's exactly what I said. Fact of the matter is that a necro can slot 6 to 7 CCs outside of corrupting abilities, but even with all of those there is no realistic possibility for someone to take this trait. It's too unpracticable and weak. The torment on CC was a nice addition to a falling trait, however without the falling option it's just a wasted trait slot.

  • WvW Thief: Make thief an actual assassin.

    Swipe - increases range to 900

    Heartseeker - reduces cast time to 1/2. Add 1 stack of Vuln if above 50%, 2 stacks is below 50%, 3 stacks if below 25%.

    Black Powder - reduce cast time to 1/4.

    Dagger Auto - increase damage or add vuln.

    Pistol Whip - reduces cast time to 1/2.

    Blinding Powder - revert back to no cast time.

    Lead Attacks - remove while in combat parameter.

  • Just wondering why they missed the "Sourge: gets now a random extra width with every jump" oportunity?!

    Ha! I still can do jumping puzzles folks!!

  • Virdo.1540Virdo.1540 Member ✭✭✭✭

    @Psycoprophet.8107 said:

    @Virdo.1540 said:

    @Fire Attunement.9835 said:

    12/03/2019—Skills and Balance Update

    PvP Changes

    Engineer

    • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only.

    I dont think its nessecary. Imagine doing that. You would screw up an entire skill for the whole class, making it completely garbage and nerfing with that the Skittenper even more than the holosmith, even though the holosmith itself doesnt need any of such nerfs.

    Holosmith itself isnt really overpowered. Is has sustain, compared to the other lether-wielders. Its doing decent damage too,while being in the Holo-form. But if many people are complaining because of the holo being too good, just because they cant survive its attacks until the photon-forge overheats, then its the fault of them taking berserk gear instead of sustain gear.... its not the holo thats the problem here. Even if it would be too good, removing stability wouldnt do anything regarding to that.

    Lol yeah holo is completely overstacked and needs nerfs 100%. Ur holo is fine and that people are at fault for running zerg stats is kinda funny no offense.
    This is a good change.

    tbh, i have played holo once and not even for +7hours and i never had any problems with holo in 1v1 or more enemies

  • noiwk.2760noiwk.2760 Member ✭✭✭

    "NECRO
    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."

    A-net i would like you to tell me what you mean by " for the untraited version of this skill " does it mean if i take traits that effect this skill the base cd would be 15 again?
    this would be dumb .. or you mean that traits that effect the CD like 33% of sand servant will reduce CD by 33% from the new base of 8 seconds?

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @noiwk.2760 said:
    "NECRO
    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."

    A-net i would like you to tell me what you mean by " for the untraited version of this skill " does it mean if i take traits that effect this skill the base cd would be 15 again?
    this would be dumb .. or you mean that traits that effect the CD like 33% of sand servant will reduce CD by 33% from the new base of 8 seconds?

    The recharge rate on Sand Savant will remain the same but if you don't take Sand Savant the recharge will be 8 seconds.

  • noiwk.2760noiwk.2760 Member ✭✭✭

    @Lily.1935 said:

    @noiwk.2760 said:
    "NECRO
    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."

    A-net i would like you to tell me what you mean by " for the untraited version of this skill " does it mean if i take traits that effect this skill the base cd would be 15 again?
    this would be dumb .. or you mean that traits that effect the CD like 33% of sand servant will reduce CD by 33% from the new base of 8 seconds?

    The recharge rate on Sand Savant will remain the same but if you don't take Sand Savant the recharge will be 8 seconds.

    thats really trash then sand servant will actually be increase CD .. and this doesnt help sup necro at all. and dps Scourge is still trash untill sand shade is changed back..
    now im actually annoyed.. and im probably just going to remove items from Scourge salvage it and Delete the Necro from my account so they see people actually Delete them !

  • I never saw someone using goggles.
    And I don't know any build that would use them... maybe funny in a duel against thieves?
    The main use of detection pulse was in WvW zerg fights. And The heal and power-scrapper have no slot free for selfish skills like goggles.

    Dmg on heal might actually be interesting for power scrappers, just looking at the dps in WvW.
    It's already a pretty headache-inducing build. Survivability increases with power and number of targets, with almost no control what you hit in detail. ^^
    So, next to random orbital strikes, constant superspeed why not have grenades while healing.

    Function gyro update is nice. maybe I can finally rezz someone sometime.
    It is also nice you listened to us about elixir-R and made it unblockable.
    Still no free slot in healscrapper for an egoistic free-endurance skill, though.
    According to numbers this is probably the strongest rezz skill now, but heal per second is incredibly weak in WvW in comparison to Guard's MI.

    PvP: holo is too strong, but nobody plays core since it's weak in comparison. And you nerf a core skill (U)?