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  • what are you going to do about draconic echo, the trait that increases herald facet passives from 5 targets to 10? you're removing all other 10 target skills from competitive modes so why not this?

    Te lazla otstara.

  • Jthug.9506Jthug.9506 Member ✭✭✭

    @Stand The Wall.6987 said:
    what are you going to do about draconic echo, the trait that increases herald facet passives from 5 targets to 10? you're removing all other 10 target skills from competitive modes so why not this?

    Oh are they removing 10 target alacrity?

  • Lily.1935Lily.1935 Member ✭✭✭✭

    Now for Nefarious Favor it says your upping the conversion to 2? Is this for all game modes or just PvP and WvW? I see its in your PvP balance section but I was curious. If so, will we still have the 5 second recharge?

  • What about downed skills? Such as ranger downed skills might be a little strong in terms of self ressing now

  • Lalary.3561Lalary.3561 Member ✭✭✭

    One dodge on mirage and one pet on soul beast.... I guess only way the balance team will ever listen and implement players input is crying about it on the forum huh?
    Well, let me do my share of crying then. Please please please~~~ nerf every condition and bunker specs to the same scale.

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

    @Stand The Wall.6987 said:
    what are you going to do about draconic echo, the trait that increases herald facet passives from 5 targets to 10? you're removing all other 10 target skills from competitive modes so why not this?

    They said that they were going to nerf that too, eventually, but not in this patch. Dont ask me were i read it exactly tho.

  • Avelione.6075Avelione.6075 Member ✭✭✭

    @Hadi.6025 said:
    Thank you daddy Anet for forcing me to relearn the entire game after 7 years. Really what veteran players asked for.

    Honestly.. I don't mind these changes. Though I'm a person that gets bored quite quickly. However, after 5 years of playing I got bored less then I'd think because of the changes and updates. There may be a method to this "madness".

    Playing the same way with the same builds, using the same tricks, animations and combos makes me feel really dull just after a week or less.

    ( I went through the 'content draught' because I was still starting/exploring the game then).

    Choya is love, Choya is life!

  • Yep, placed since release as well. No need to QQ over reduced numbers, now when they reworked Adrenaline... that mad me sad for a while. Still wished it started the decay at least a second later, even if only in PvE but oh well Merciless Hammer is my copilot now.

  • Excited to see how this turns out, please follow up on the changes and keep tweaking things. most important thing imo is gameplay feel, every profession build has to feel fluid and fun to play...synergy is important.

  • yo anet, another reminder to please remove mount finishing and nerf dragon banners...

  • also condi in wvw needs to be relooked at, it's not meant to be bursty right? condi guard is still gonna be strong and super bursty still after patch for example

  • @crazyhusky.2985 said:
    First practical update to Dragonhunter in years.
    One thing you missed, Dragonhunter still needs access to Retaliation within its traitline or traps. As you are expecting us to use it for Power for raids and fractals. However to get the most out of Dragonhunter it requires radiance the traitline, the problem is the only way to get Retaliation without sacrificing DPS is Greatsword's symbol.
    Maybe you could Retaliation to a trap or a trait like "Heavy light" now that it doesn't really do anything note worthy anymore, it's to make it more viable and so people will use it.

    Using retal from raidiance traitline is purely your choice and not something Anet ''expects'' you to do, they shouldn't direct the meta only balance it when things are unfair. Using radiance traitline and going for retal from heal skill instead of going full DPS with one handed strength is imo good game design.

    @Jski.6180 said:
    I still do not get why ele dagger dmg is getting nerfed so hard when its the highest risk wepon in the game on the highest risk class... this realy maybe it for a lot of ppl.

    Ele is NOT a high risk class but one of the safest to pick, if you'd go necro dagger, that would be high risk. But ele has enough escapes (espicially with Weaver) to be just fine up close.

    @Moradorin.6217 said:
    I think what is being done looks totally half-baked. I think this looks poorly planned. Fairly random. Im pretty confident that balance is looking like it will be worse than ever.

    One of the most obvious examples of poor balance and half-baked planning is Mirage. Mirage is dependent upon dodge for damage on top of the normal damage avoidance, yet "Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modes" This ALONE IS BAD ENOUGH, BUT DID YOU BOTHER TO CONSIDER THAT ONCE MIRAGE HAS ONE DODGE PER FULL BAR THAT MECHANICS LIKE Superior Sigil of Energy WILL GIVE HALF A BAR STILL WHICH IS HALF A KITTEN DODGE. THEREFORE WHILE EVERY OTHER CLASS WILL GAIN ONE OR MORE DODGE ON SWAP FROM THIS SIGIL MIRAGE WILL GAIN 1/2 a DODGE FROM THE SAME KITTEN SIGIL. WHO EVER IS PLANNING THIS BALANCE NEEDS TO RECONSIDER THIS CHANGE BEFORE ITS TOO LATE.

    I would say more but I dont want the post to be deleted ;)

    Mirage became a Dodge spam class, impossible to hit. And he can still attack while dodging. The fact he doesn't have a Dodge animation should be a ''distracting'' factor and confuse you ,not that he can Dodge forever and still deal damage because he is dodging

    @Hadi.6025 said:
    Thank you daddy Anet for forcing me to relearn the entire game after 7 years. Really what veteran players asked for.

    Veteran players if anything have it easiest, we wanted balance to be different and that is what we got.

    @Alyster.9470 said:
    Once again you didnt care about feedback, many MANY people wanted the Obsidian Flesh to be a pvp pve split. Yet you still make it a global change. I dont understand you Anet. What is the reason behind making this change in PvE, it doesnt make sense.

    Maybe its because, you shouldn't be able to attack while invunrable? It looks like a legitimate thing to do in PvE as well,

    @Dennis.7856 said:
    Bubble still follows Spellbreaker. Amazing how you still dont listen to your community :)

    What? What is the problem with that? Only that way we can cancel the bubble out instead of it being defacto there...
    Don't remember anyone asking for that change neither is Anet in your debt for doing anything of a sort.

    Im reading feedback here and im honestly embarrassed that moat of the feedback comes from a couple of loud people that won't be satisfied no matter what (a few of those people I queted)
    We asked for Anet to address balance for a long time and we finally got it. How about we take it and continue to provide feed back that is constructive and to the point
    And not whines and cries about how our favorite class is not exactly what it what before.
    All your criticism is half baked and I pity the Anet employee that had to read through it wasting their time.
    Lets all give out favorite game a chance, we all love it that is why we are here on the forums.
    But the community that once was one of the best is now showing complete disconnect from what it was and people here feel they practically OWN the game.
    Please next time don't speak out of emotion but out of reason, test things and consider why was something done before running your mouth on it, and be patience it's your best friend.

    Ill finish by saying, Thank you Anet for taking our feedback and putting effort into improving the game
    I and many others know that this isn't the last patch and more is to come and will try to provide as much good words and criticism so that we will help you to make this game better.
    O/

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

    The only issue I see is that rev hammer is dead, and shortbow sucks.. So we have no ranged options really. (Core still needs a condition damage ranged weapon.) So Id like to see one added so that both power and condi are represented on the base kit~ Which will free you up for whenever and If ever you wish to add an elite spec for the class. We are a melee focused class who is now going to have trouble with CC more ranged options would be nice and could off-set some of the areas we lack. It could be tied trait-wise to invocation.

    We also need you to decide on energy costs or cooldowns not both. Utilities should cost energy and have no cooldown and weapon skills should have a cooldown with no cost to energy. This would at least make the flow so much better because huge cooldowns atop of huge energy costs is beyond cumbersome and as I feel un-needed to balance the class in any meaningful way.

  • With nerfs to dmg, boons, control effects, and healing with what looks like every class in wvw, I see no mention of nerfs to wvw siege. Is siege going to be overpowered now?

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @cpts.9182 said:

    Ele is NOT a high risk class but one of the safest to pick, if you'd go necro dagger, that would be high risk. But ele has enough escapes (espicially with Weaver) to be just fine up close.

    Necro is a high hp class with high barrier and often better in melee ranged atm dagger or not. Ele dagger should do most dmg (not weaver sword as your trying to make it out to be).

    See ELE forms and you will get my views.

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

    @Jski.6180 said:
    I still do not get why ele dagger dmg is getting nerfed so hard when its the highest risk wepon in the game on the highest risk class... this realy maybe it for a lot of ppl.

    Dagger is nerfed because everything is nerfed. Just consider that with the incoming patch the elementalist will take less damage so it will effectively be less risky for him. As for ele being the "highest risk class", it's arguable. It does have the freedom to build very glassy, but it also have the freedom to built very tanky. The risk is inherently in the build and chosen gameplay not in the class, if the player complain about it's survivability when he got the choice to reduce it's damage for more survivability, the player do not have the right to complain about the class being "risky".

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Dadnir.5038 said:

    @Jski.6180 said:
    I still do not get why ele dagger dmg is getting nerfed so hard when its the highest risk wepon in the game on the highest risk class... this realy maybe it for a lot of ppl.

    Dagger is nerfed because everything is nerfed. Just consider that with the incoming patch the elementalist will take less damage so it will effectively be less risky for him. As for ele being the "highest risk class", it's arguable. It does have the freedom to build very glassy, but it also have the freedom to built very tanky. The risk is inherently in the build and chosen gameplay not in the class, if the player complain about it's survivability when he got the choice to reduce it's damage for more survivability, the player do not have the right to complain about the class being "risky".

    But they are not nerfing class hp / def that IS the "risky" i am talking about. You can build def as much as you like on any class and be unbelivly tankly as a class in its own way ele too. The thing is its the other end that has gotten nerfed in this update where if every one dose less dmg every one becomes more tankly so the allready passivly tankly classes will now become even more tankly.

    This update needs to come with every class having the same armor and hp in wvw base line. Its that simple.

    Added note a suggestion for ele mostly core aimed transmutation needs real love on the class every atument line should come with some type of transmutation effect. Air should give out a 3 target super speed earth should give out a 3 target week stab and water should be an soso 5 target aoe heal. Its as if anet forgot that this effect is in the game out side of just nerfing its dmg.

    See ELE forms and you will get my views.

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited February 23, 2020

    @Lan Deathrider.5910 said:
    Looks like Foot in the Grave survived unless I missed the new trait in there somewhere.

    +1

    'Situations that are present are there because you allow and tolerate them to continue'

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited February 23, 2020

    @Hadi.6025 said:
    And for the love of God can you remove the Superior War Claw instant finish skill. Why was that ever added to the game that just does not make any sense to the game mode...

    Anet, 'you really fell for it lol, we are going to make exceptions to Toxic +1 shot'

    'once again, we will continue to promote Toxicity by making exceptions

    So be it.....we're ready to uninstall on the 25th

    'Situations that are present are there because you allow and tolerate them to continue'

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited February 23, 2020

    Toxic Condition Meta Is Returning Once Again

    'Situations that are present are there because you allow and tolerate them to continue'

  • Navoe.4283Navoe.4283 Member ✭✭
    edited February 23, 2020

    I see many posts stating in some form or other we asked A-net for balance now they did. Remember this patch will not be a balance. this patch is more of a nerf. thus a new starting point to balance from. Regardless of whether it is worded as a complaint, a whine or a question most players real concern is what happens next. A-net has a history of slow response or no response to player concerns. case in point how long have the so called we been asking for balance ?. The dissatisfaction caused by that issue isn't going poof gone forgotten. After patch hits A-net needs to make adjustments quickly as promised and players will need to be patient enough to let them decide what the best correction is before reacting.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Navoe.4283 said:
    I see many posts stating in some form or other we asked A-net for balance now they did. Remember this patch will not be a balance. this patch is more of a nerf. thus a new starting point to balance from. Regardless of whether it is worded as a complaint, a whine or a question most players real concern is what happens next. A-net has a history of slow response or no response to player concerns. case in point how long have the so called we been asking for balance ?. The dissatisfaction caused by that issue isn't going poof gone forgotten. After patch hits A-net needs to make adjustments quickly as promised and players will need to be patient enough to let them decide what the best correction is before reacting.

    But if it takes too long for that "real" balance patch to come it will spell doom for the game. They need to have a set time table of when the next update is coming out or this IS a full on balance patch and will be judged as such.

    See ELE forms and you will get my views.

  • Well, the ranger is completely useless now.

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

    @Jski.6180 said:

    @Dadnir.5038 said:

    @Jski.6180 said:
    I still do not get why ele dagger dmg is getting nerfed so hard when its the highest risk wepon in the game on the highest risk class... this realy maybe it for a lot of ppl.

    Dagger is nerfed because everything is nerfed. Just consider that with the incoming patch the elementalist will take less damage so it will effectively be less risky for him. As for ele being the "highest risk class", it's arguable. It does have the freedom to build very glassy, but it also have the freedom to built very tanky. The risk is inherently in the build and chosen gameplay not in the class, if the player complain about it's survivability when he got the choice to reduce it's damage for more survivability, the player do not have the right to complain about the class being "risky".

    But they are not nerfing class hp / def that IS the "risky" i am talking about. You can build def as much as you like on any class and be unbelivly tankly as a class in its own way ele too. The thing is its the other end that has gotten nerfed in this update where if every one dose less dmg every one becomes more tankly so the allready passivly tankly classes will now become even more tankly.

    They do it thought.

    The issue is that you look at the health pool in a narrow way. The health pool is merely a "buffer", the tip of the iceberg, what's important is the effective health pool and this include all defensive and sustain mechanisms be it active or passive. And yes, ANet nerf sustain and quite a lot of active defense tools.

    Now, if you are concerned about whether or not they did a good job when nerfing this sustain, we will have to wait and see. For my part, I'm pretty sure they failed on the necromancer but I might be wrong. However, it's undeniable that they "tried".

    This update needs to come with every class having the same armor and hp in wvw base line. Its that simple.

    You mean PvP need no class, right? The thing is that, again you do not take into account all the defensive and sustain tools that the different professions have. This game have been ruled by the level of damage that you can dish out for so long that when a glass canon face a tank and can't kill it, he just complain that the tank need nerf. No! A tank is meant to counter a glass canon. You don't break a rock with scisor alone, you have to need a good hammer behind the scisor to break the rock.

    ANet want a change of pace for their GW2 PvP. Do they do the right thing? I don't know. Will this work? Only time can show us whether or not it will work. Will people complain because it shatter their habit? Hell yeah!

  • Sigmoid.7082Sigmoid.7082 Member ✭✭✭✭

    @Jski.6180 said:

    @Dadnir.5038 said:

    @Jski.6180 said:
    I still do not get why ele dagger dmg is getting nerfed so hard when its the highest risk wepon in the game on the highest risk class... this realy maybe it for a lot of ppl.

    Dagger is nerfed because everything is nerfed. Just consider that with the incoming patch the elementalist will take less damage so it will effectively be less risky for him. As for ele being the "highest risk class", it's arguable. It does have the freedom to build very glassy, but it also have the freedom to built very tanky. The risk is inherently in the build and chosen gameplay not in the class, if the player complain about it's survivability when he got the choice to reduce it's damage for more survivability, the player do not have the right to complain about the class being "risky".

    But they are not nerfing class hp / def that IS the "risky" i am talking about. You can build def as much as you like on any class and be unbelivly tankly as a class in its own way ele too. The thing is its the other end that has gotten nerfed in this update where if every one dose less dmg every one becomes more tankly so the allready passivly tankly classes will now become even more tankly.

    This update needs to come with every class having the same armor and hp in wvw base line. Its that simple.

    Considering there will still be more damage and effects after this patch compared to when the game came out and those health and armour differences were ok back then...I don't think it's as simple as you're making out.

    I also think you're missing out on yes everyone will do less damage..but there is also less boons, less healing and sustain, higher cooldowns on impactful skills etc. A lot of everything is just being dialed back, not just damage.

  • Jski.6180Jski.6180 Member ✭✭✭✭
    edited February 23, 2020

    @Dadnir.5038 said:

    @Jski.6180 said:

    @Dadnir.5038 said:

    @Jski.6180 said:
    I still do not get why ele dagger dmg is getting nerfed so hard when its the highest risk wepon in the game on the highest risk class... this realy maybe it for a lot of ppl.

    Dagger is nerfed because everything is nerfed. Just consider that with the incoming patch the elementalist will take less damage so it will effectively be less risky for him. As for ele being the "highest risk class", it's arguable. It does have the freedom to build very glassy, but it also have the freedom to built very tanky. The risk is inherently in the build and chosen gameplay not in the class, if the player complain about it's survivability when he got the choice to reduce it's damage for more survivability, the player do not have the right to complain about the class being "risky".

    But they are not nerfing class hp / def that IS the "risky" i am talking about. You can build def as much as you like on any class and be unbelivly tankly as a class in its own way ele too. The thing is its the other end that has gotten nerfed in this update where if every one dose less dmg every one becomes more tankly so the allready passivly tankly classes will now become even more tankly.

    They do it thought.

    The issue is that you look at the health pool in a narrow way. The health pool is merely a "buffer", the tip of the iceberg, what's important is the effective health pool and this include all defensive and sustain mechanisms be it active or passive. And yes, ANet nerf sustain and quite a lot of active defense tools.

    Now, if you are concerned about whether or not they did a good job when nerfing this sustain, we will have to wait and see. For my part, I'm pretty sure they failed on the necromancer but I might be wrong. However, it's undeniable that they "tried".

    This update needs to come with every class having the same armor and hp in wvw base line. Its that simple.

    You mean PvP need no class, right? The thing is that, again you do not take into account all the defensive and sustain tools that the different professions have. This game have been ruled by the level of damage that you can dish out for so long that when a glass canon face a tank and can't kill it, he just complain that the tank need nerf. No! A tank is meant to counter a glass canon. You don't break a rock with scisor alone, you have to need a good hammer behind the scisor to break the rock.

    ANet want a change of pace for their GW2 PvP. Do they do the right thing? I don't know. Will this work? Only time can show us whether or not it will work. Will people complain because it shatter their habit? Hell yeah!

    I understand that but the fact that there is a differences show there a problem with the balancing. If it was not that important then ever one could be set to say 15k hp and 2k armor in wvw base and every thing else could be balance a lot better and easier.

    As things stand its like balancing on uneven ground in a wind storm with different weights that are too much for you to hold and some how your on fire at the same time. At least they can make the ground more even and start from there to making the balancing in this game better.

    The right question to ask of anet is why classes have different hp / def and is that the right way to go about making the game better. When they go though all of this from this update and treat skills the same even if they have massive different effects such as making all self stab on very long cd making passive 300 sec cd and making all dmg mods of cc .01. If they can do that with out destroy there game (or at least they think it will not destroy there game that has yet to be seen) why would hp / def standardization be any different?

    This game is NOT a 3 class system and there is no way it hold to that ideal. Mages are not mages in this game assassin are not assassin and your tanks are not tanks. Every one is build by there gear and nothing more but having a differences of hp / def adds a level of unbalancing that dose nothing to help this type of counter play but harms it by letting some classes simply have free def leading to free dmg with out paying for it by more risk. My ele who is a mages has the lowest def and hp it can be build to be super tankly giving up all of its dmg, a thf has lowest hp as well but mid armor it can be build to be all in def but with out giving up as much dmg as the ele, a war has the most base hp and def it can build tankly with out giving up much dmg. That is not right and in no way balance and ever can be balanced.

    Yes every class has there skills but every class has there skills and means of playing actively def there is no class in the game that lacks these effects and offten they have them in there own way so much so that you forget about hp / def IF you do not get one shot by one or another class. The thing is some classes are and have been one shot by classes who simply have free hp / def that they lack.

    This dmg update is only going to make ALL classes more tankly or give up less def for more power BUT classes who already do not need to give up much power to be tankly will now have to give up far less. This is NOT the update to fix the balancing in this game and if anet thinks this will fix the underlying problem of balancing in wvw spvp even pve the hp / def differences between classes i see this game falling apart.

    @Sigmoid.7082 said:

    @Jski.6180 said:

    @Dadnir.5038 said:

    @Jski.6180 said:
    I still do not get why ele dagger dmg is getting nerfed so hard when its the highest risk wepon in the game on the highest risk class... this realy maybe it for a lot of ppl.

    Dagger is nerfed because everything is nerfed. Just consider that with the incoming patch the elementalist will take less damage so it will effectively be less risky for him. As for ele being the "highest risk class", it's arguable. It does have the freedom to build very glassy, but it also have the freedom to built very tanky. The risk is inherently in the build and chosen gameplay not in the class, if the player complain about it's survivability when he got the choice to reduce it's damage for more survivability, the player do not have the right to complain about the class being "risky".

    But they are not nerfing class hp / def that IS the "risky" i am talking about. You can build def as much as you like on any class and be unbelivly tankly as a class in its own way ele too. The thing is its the other end that has gotten nerfed in this update where if every one dose less dmg every one becomes more tankly so the allready passivly tankly classes will now become even more tankly.

    This update needs to come with every class having the same armor and hp in wvw base line. Its that simple.

    Considering there will still be more damage and effects after this patch compared to when the game came out and those health and armour differences were ok back then...I don't think it's as simple as you're making out.

    I also think you're missing out on yes everyone will do less damage..but there is also less boons, less healing and sustain, higher cooldowns on impactful skills etc. A lot of everything is just being dialed back, not just damage.

    That not good enofe for a fix and they are doing more then just doing complex dmg updates as well as healing updates they are doing nerfs at the same level for all classes on there cc skill even if that class has few cc or classes who have low stab are getting the same self stab nerfs as other classes with high stab. I think your making much more of what anet is doing then they really are.

    Added note: The hp / def differences and a lot of effects are balanced with the ideal of trait lines giving hp and def in them self as well as healing power condi dmg condi duration things that armor has now. The old hp / def system for classes IS base off of that balance but that system was throw out but with out fixing the classes differing hp / def. Its a hold over and its messing up the game. To say a class gets a free 8k hp or 800 vit for just being a class with the max hp vs the lowest hp is balancing that did not take in account for trait lines that worked better for one class to take over others (all ele took water line giving them free vit and healing power making the class massively more tankly then it is now) is a joke of balancing. It is simply out dated because that what anet dose they move on to the next thing before they finnished the last they do it over and over and i fear this update will happen the same way.

    See ELE forms and you will get my views.

  • @Butterfly Kingdom.8349 said:

    Revenant

    • Empty Vessel: This trait has been retired and replaced by Contained Temper.
    • Contained Temper: With this new trait, revenants gain fury when they disable a foe.

    This doesn't really make sense to me. I understand removing Empty Vessel (though I disagree with it) since almost every legend has a stunbreak, but making Fury on Disable a core trait of Invocation seems a bit silly. An enormous amount of builds, particularly those in PvE, don't use CC at all. This trait is effectively useless, especially as a Grandmaster Minor trait.

    This feels uninspired, boring, useless and does not play into the core theme of invocation well. I'm also curious about the ICD on this. If I hit someone with every strike of Staff 5 (9 hits), do I get 9 stacks of Fury? What's the duration as well? If this is a boring 5 seconds on disable that's really nothing to write home about and I'd say 90% of players would rather something more flavourful like you get from the other minor traits.

    I understand the idea behind it. You disable someone/something and you get a big boost to your crit chance to spike them, but really you've probably already got Fury from the wild number of traits and skills that give it to you anyway.

    This one needs more thought.

    Balthazar and Lyssa were doin' it.
    Dwayna and Dhuum were doin' it.

    Balthazar's Dad was the reason for the human world evacuation.
    Abaddon knew about the dragons.

    Change my mind.

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

    @mexay.3902 said:

    @Butterfly Kingdom.8349 said:

    Revenant

    • Empty Vessel: This trait has been retired and replaced by Contained Temper.
    • Contained Temper: With this new trait, revenants gain fury when they disable a foe.

    This doesn't really make sense to me. I understand removing Empty Vessel (though I disagree with it) since almost every legend has a stunbreak, but making Fury on Disable a core trait of Invocation seems a bit silly. An enormous amount of builds, particularly those in PvE, don't use CC at all. This trait is effectively useless, especially as a Grandmaster Minor trait.

    This feels uninspired, boring, useless and does not play into the core theme of invocation well. I'm also curious about the ICD on this. If I hit someone with every strike of Staff 5 (9 hits), do I get 9 stacks of Fury? What's the duration as well? If this is a boring 5 seconds on disable that's really nothing to write home about and I'd say 90% of players would rather something more flavourful like you get from the other minor traits.

    I understand the idea behind it. You disable someone/something and you get a big boost to your crit chance to spike them, but really you've probably already got Fury from the wild number of traits and skills that give it to you anyway.

    This one needs more thought.

    I agree and on top of that there is no real logic behind. Why a reliance on CC for fury in the invocation traitline? It doesn't make sense at all.
    This kind of minor traits is why I believe that ANet need to put more rigor/logic into the way they build traitlines. Minor are the trunk and major should expand from it. Sure there is a bit of developpement on fury in this traitline but that's not what the traitline focus on, the traitline focus on the special mechanism, not on CC and fury.

  • @Jski.6180 Don't get me wrong personally I am not a fan of this Patch. My wvw toon/build will be near useless. I honestly have no idea what I can change to. If it takes 6 weeks to make adjustments that's to long. However a set time table can't happen until A-net and players see the effects. then a balance/adjustment time table is possible. If the first adjustment patch doesn't come until after the 4-6 week point Anet stated then you are correct it will just enforce the dissatisfaction and negative attitude

  • Hadi.6025Hadi.6025 Member ✭✭✭

    @RedShark.9548 said:

    @Hadi.6025 said:
    Thank you daddy Anet for forcing me to relearn the entire game after 7 years. Really what veteran players asked for.

    Overly dramatic much? Relearning the game because dmg was reduced across the board? Cant oneshot stuff and has to learn actual mechanics now? Lel.

    Im playing since release, even in beta, so id call myself a veteran player, and yes, i very much asked for this. And i know many more who did.

    one shot builds are not what im talking about when i said relearn the game. they always changed Cool downs, and passives and a switched or added new traits. Did you read the entire patch note? Theres at least 10+ changes to traits / utilities/ cooldowns and skills. That literally means you have to relearn everything that was added. Your muscle memory from how the game was for 7 years is completely changed.

    Not the Leader of " I will make you [QQ] ", just some how a mascot who everyone loves to hate.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Navoe.4283 said:
    @Jski.6180 Don't get me wrong personally I am not a fan of this Patch. My wvw toon/build will be near useless. I honestly have no idea what I can change to. If it takes 6 weeks to make adjustments that's to long. However a set time table can't happen until A-net and players see the effects. then a balance/adjustment time table is possible. If the first adjustment patch doesn't come until after the 4-6 week point Anet stated then you are correct it will just enforce the dissatisfaction and negative attitude

    Because its just a number update and the only way to deal with power creep is to out right remove effects from most of the HoT and PoF elite specs.

    See ELE forms and you will get my views.

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

    @Hadi.6025 said:

    @RedShark.9548 said:

    @Hadi.6025 said:
    Thank you daddy Anet for forcing me to relearn the entire game after 7 years. Really what veteran players asked for.

    Overly dramatic much? Relearning the game because dmg was reduced across the board? Cant oneshot stuff and has to learn actual mechanics now? Lel.

    Im playing since release, even in beta, so id call myself a veteran player, and yes, i very much asked for this. And i know many more who did.

    one shot builds are not what im talking about when i said relearn the game. they always changed Cool downs, and passives and a switched or added new traits. Did you read the entire patch note? Theres at least 10+ changes to traits / utilities/ cooldowns and skills. That literally means you have to relearn everything that was added. Your muscle memory from how the game was for 7 years is completely changed.

    They barely changed the function of weapon skills and utilities, those are the main reasons you need muscle memories, for cooldowns and knowing when stuff is back off cd, i guess you have to relearn some of it. But its still too exaggerated to say that you have to relearn the whole game. You still have a very big advantage compared to new players.

    You still know what you have to avoid, you still know what most skills and animations do, you still know your skillranges etc.

    Longer cds? If you die because of those you will relearn them veeery quickly.

  • cloudsareyum.8120cloudsareyum.8120 Member ✭✭
    edited February 24, 2020

    NOOO NOT ELUSIVE MIND'S STUNBREAK IN PVE NOOOO!

    Why does elusive mind have to get removed in PvE for breaking stunbreaks? Like when mirage came out, the whole fact that mirage dodge stunbreaked like daredevil was what I loved about mirage (also because I was an illusion mesmer and chronomancer gameplay was very different from core mesmer, mirage was a good extension of what I liked) , and felt like the core gameplay of fun! removing this would make it probably 80% less fun. I understand if you want to remove it in PvP & WvW entirely, but why remove it and make it so unpleasant to play in PvE? I don't understand. We're not all raiders, shouldn't the goal of balancing be to make it still fun to play casually in PvE, and balance it specifically for PvP? To be fair, as a person with lag city, I do rely on that stunbreak, and it makes it so much more fun to play mirage. It won't feel like mirage without the stunbreak, it's like removing the dodge mechanics from daredevil entirely, it's too much.
    And why the soulbeast swapping pets also removed in PvE? This also feels like another part of core stuff that is being changed for unfun value. Altho it won't probably as impactful funwise. Like, how is this stuff inbalanced in PvE casual play? I mean if you insist maybe remove it in Raids too, but this will really impact just casual fun value of gameplay in general negatively :(.

    Can someone please explain to me why stunbreak mirage dodge is unbalanced in PvE and worth removing to make gameplay of mirage more unfun?

    Everything else i understand, esp since I'm used to longer cds from MOBAs.

  • You did keep the aim assit 450 range... bad deaign, nobody gonna run this skill. Its does not work on engineer, we have no reliable range weapons mostly grenade wich are really unfun to play with (mortar is a bad weapons set and basically clone of the grenade). I agree that damage needed to be tuned down but, remove orbital strike, mime sweep and hidding aim asst behind this 450 thingy... Once again Im sad with youre engineer change...

  • Krypto.2069Krypto.2069 Member ✭✭✭

    Anet,

    I'm concerned about this 0.01 power coefficient reduction on skills that have CC (aka...reduces a skill to doing no damage almost literally).

    For example: Warrior Hammer has 6 skills (1-5 and the F1 burst) and THREE of the 6 skills on warrior hammer will do NO DAMAGE because they have CC!?! :astonished:

    I mean, look at this :anguished: :

    Hammer

    • Autoattack Chain: Reduced power coefficients from 0.9/0.9/1.2 to 0.6/0.6/0.8.
    • Fierce Blow: Reduced base power coefficient from 1.8 to 0.77. Reduced power coefficient against controlled foes from 2.16 to 1.82. Reduced weakness duration from 4 seconds to 2 seconds. Reduced cooldown from 6 seconds to 4 seconds.
    • Hammer Shock: Reduced power coefficient from 1.0 to 0.7.
    • Staggering Blow: Reduced power coefficient from 1.0 to 0.01. :-1:
    • Backbreaker: Reduced power coefficient from 1.5 to 0.01. :-1:
    • Earthshaker: Reduced power coefficient from 1.0 to 0.01. :-1:

    With no damage on 1/2 of the warrior hammer skills, it's going to be the N.F.L. (No Fun League) weapon. CC is nice, but CC w/o damage is, well... pointless.

    Please reconsider this. Thank you.

    Moonlight [THRU]

  • Heibi.4251Heibi.4251 Member ✭✭✭
    edited February 24, 2020

    @NOVUS.2695 said:
    With nerfs to dmg, boons, control effects, and healing with what looks like every class in wvw, I see no mention of nerfs to wvw siege. Is siege going to be overpowered now?

    And what about the Keep, SMC and Tower lords? And the NPCs in general in WvW? Is their health and damage being nerfed like the players?

    Henge of Denravi Commander
    CA/CH/HOD/AIR

  • Let's get rid of mount stomp. It's entirely unfun when you have 2 groups RvRing on gvg island with a group of 10 braindead griefers running around the fight on mounts just waiting for someone to go down so they can instantly mount stomp.

  • dodgerrule.8739dodgerrule.8739 Member ✭✭✭
    edited February 24, 2020

    @RedShark.9548 said:

    @Hadi.6025 said:
    Thank you daddy Anet for forcing me to relearn the entire game after 7 years. Really what veteran players asked for.

    Overly dramatic much? Relearning the game because dmg was reduced across the board? Cant oneshot stuff and has to learn actual mechanics now? Lel.

    Im playing since release, even in beta, so id call myself a veteran player, and yes, i very much asked for this. And i know many more who did.

    This is how pvp and wvw should have been from the launch separate games entirely essentially like in guild wars 1

    Welcome to the wonderful world of strategy pvp/wvw zergs

  • SkyCakeLight.3750SkyCakeLight.3750 Member ✭✭✭
    edited February 24, 2020

    Any reconsideration on the minimum distance required for the new Aim-Assisted Rocket? I'm not sure I quite understand making it not work with bombs. Not a huge deal! I just want the most amount of explosions as possible.

    Butterfly Kingdom is a great name.

  • Can you Guys also fix it so that Utility goggles actually give Resistance like the tooltip says?

  • memausz.7264memausz.7264 Member ✭✭✭

    Yeah, you only NOW realized that disabling Tool Belt skills upon overheat was CRIPPLING the PvE experience too?

    Maybe the "holo enthusiast" knows more than you would all think. I've admitted when my class was OP, and I'm also first to report the bugs and when skills are under-powered as well. Maybe buff Coolant Blast?

  • Ceit.1869Ceit.1869 Member ✭✭
    edited February 25, 2020

    Part of the problem with this patch is that for the sake of nerfing everything in sight (not actual balance, that's explicitly some vague future thing) Anet has lost track of the fun aspect of play. Excessively nerfing stability on Necromancers and other classes means that they'll spend more time watching the screen and waiting to be allowed to do anything. This is notoriously frustrating across all games, but instead of trying to find a way to work around it they've come down on the side of not letting players play. Ignoring Mirages entirely slashing cripple on Mesmer greatsword means that a class who's good at mixing kiting with burst damage in PvE is suddenly looking at standing in slugging range of monsters half the time. Boon stripping is far more of a PvP thing, but somehow they've decided that something that's irrelevant half the time in PvE is more fun. Instead of nerfing the strongest aspects Soulbeast's pet swapping they just decided to take the option away entirely, hurting tactical precision & just plain slowing down play. Most likely they couldn't be bothered, much like with the hammer that hit Mirages.

    I feel like the twin themes of this patch are "too much effort to balance, no more fun for you" and "eh, sitting and waiting while you die is almost like fun". Nothing kills enjoyment like stunlock and nothing discourages enthusiastic players like taking away their tools instead of fixing them. Theoretically this is a game where you hit buttons, move around, and have things happen, but apparently that's only for the current dev darling classes. As usual core professions take it on the chin, but this time it's worse and hitting them harder than most of the elite specs.

  • So the Wanderer Amulet that cost me 10 g in pvp and the Rune of the Traveler that cost me 10 g as well in the pvp is deleted?, so as my gold?

  • patch time???

  • The general idea here is that we want stun breaks and stability to be a more deliberate action on the part of the player and not something that just happens automatically from a trait.

    okay, but...

    @Hadi.6025 said:
    So what is Arena net WvW developers doing about NPCS...

    Even open world has way too many mobs in the game that lock you down and they tend to come in groups. Especially boss adds. You pop your stun break you have nothing for the next one that will arrive before your cool down ends.

    The Commander will end you.

  • Soilder.3607Soilder.3607 Member ✭✭✭

    @Butterfly Kingdom.8349 said:
    Shield Stance: Increased power coefficient from 25 seconds to 30 seconds.

    Hmmmmmm?

  • @Moradorin.6217 said:
    I think what is being done looks totally half-baked. I think this looks poorly planned. Fairly random. Im pretty confident that balance is looking like it will be worse than ever.

    One of the most obvious examples of poor balance and half-baked planning is Mirage. Mirage is dependent upon dodge for damage on top of the normal damage avoidance, yet "Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modes" This ALONE IS BAD ENOUGH, BUT DID YOU BOTHER TO CONSIDER THAT ONCE MIRAGE HAS ONE DODGE PER FULL BAR THAT MECHANICS LIKE Superior Sigil of Energy WILL GIVE HALF A BAR STILL WHICH IS HALF A KITTEN DODGE. THEREFORE WHILE EVERY OTHER CLASS WILL GAIN ONE OR MORE DODGE ON SWAP FROM THIS SIGIL MIRAGE WILL GAIN 1/2 a DODGE FROM THE SAME KITTEN SIGIL. WHO EVER IS PLANNING THIS BALANCE NEEDS TO RECONSIDER THIS CHANGE BEFORE ITS TOO LATE.

    I would say more but I dont want the post to be deleted ;)

    this is their way of renewing the game, it's up to us to break our kitten to find effective builds, for the moment the mesmer condi is dead, this is what many people wanted so good .. the mesmer has that one dodge, the thief perma stealth has three without counting the skills

  • After patch I went into WVW same build same toon as before patch I attacked an NPC I done so little damage she would not stay agro'd she just turned and walked away LOL