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

Game Update Notes: December 3, 2019

2456

Comments

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

    Still can be nice in pvp

  • now fix thief damage, stealth and the infamous block block block evade evade invul block warrior.

  • I really like the out of combat weapon swap for engineer and elementalist - nice!

    But please, please, please also fix revenant's coalescence of ruin. Not just the go-through-walls bug, but the overall bugginess of the skill since the balance update a couple months ago. It currently will sometimes fire off to the side, get stopped by bumps in the terrain, and overall just seems to not be working. If possible, please revert CoR to how it worked prior to the balance update a couple months ago. Then if it was over-performing in WvW, just reduce the damage numbers for WvW only. But leave the skill mechanics like they were before - especially for PvE.

  • HoneyBadger.5691HoneyBadger.5691 Member ✭✭
    edited November 27, 2019

    Not sure where to begin, if I was to address what is wrong with this patch it'd take post upon post of walls of text. From class-breaking changes like removing cripple on manifest sand shade, to changes like 1s stab on elixir U rendering a utility useless, to removing fall dmg traits providing quirky and unique gameplay, the best thing to do is not ship this patch until it makes reasonable sense.

  • @Shades.3708 said:

    I signed in just to laugh at your comment. New player spotted.

    Gotta agree with Otto on this one. Valor is not meta. Virtues always, or you're doing something wrong.

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

  • Vegeta.2563Vegeta.2563 Member ✭✭✭
    edited November 27, 2019

    Sand Savant: This trait no longer increases the target cap of shade skills in WvW only.

    That's fine and all.. but if this also includes increases recharge time.. this trait is now worthless.

    Also when are we going to expect a nerf to perma stealth deadeye which can sit inside a keep or tower and just non stop stealth and then port their mesmer buddy in?

    Our group spent a good 20 minutes looking for someone inside of Bay throwing down painter traps and the second he hits them he removes reveal and restealths and goes far away so we can't find him again. I feel that classes that can remove reveal shouldn't have access to portal.

  • @otto.5684 said:

    @Largo Cifer.3495 said:

    @otto.5684 said:

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

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

    Overall, insignificant, but surely more of a nerf.

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

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

    This isn't accurate, as valor fb has been optimal in pvp and wvw for around a year now. Even in a double fb party in wvw, both using valor is better than having one on each, because the value of tome of courage is so much more than battle presence or a slight cdr on tome of resolve. RF tends to be optimal on fb in small fights with MF for the tome reset since there usually isn't a second fb to rotate tomes with.

    Of course, people do different things, but I'm speaking to what works best here.

  • The falling damage trait actually has a place. But it's not really combat related, so I understand moving it from skills. Might I suggest making food that decreases fall damage and grants swiftness on receiving fall damage? It would be great for jump puzzles, which is what I used those skills for.

    Aww skritt...I broke it again!

  • Ruufio.1496Ruufio.1496 Member ✭✭✭
    edited November 27, 2019

    Hammer auto buffs - good. Players who actually play scrapper properly thank you.
    (I asked for hammer auto buffs of 5% -> 10% -> 15% a few months back so I'm glad to see the changes)

    Also....

    @Ghos.1326 said:
    Not sure how I feel about Engi weapon swapping, as I use some tech to cancel some skill animations by going into a kit and then swapping out using "Swap Weapon" button (which also kicks you out of the kit). I wonder how this tech will be affected while in a kit now, if the button will still function as so.

    So much this. PLEASE for the love of God keep weapon swap working the way it currently is. I also use kits -> weapon swap to cancel hammer 3. I don't mind the upcoming change but it better not affect this.

  • Mogwai.4015Mogwai.4015 Member ✭✭✭
    edited November 27, 2019

    Ventari changes are welcome and appreciated, but are nothing that will fix its larger, more core issues. Hopeful to see this legend receive some more attention in the future big boi balance patch. It doesn't need that much, but arguably needs the most work of the core legends.

    Hard disagree with removing fall damage traits. The community very vocally voiced their concern with this here on the forums. They are not irrelevant or outdated, and anybody who plays WvW who thinks the fall traits are irrelevant either have never tried them or have never been in a position to recognize just how valuable they can be. The borderlands especially have so many areas that these have impact and relevance for, and they add another element of strategy to the game. Removing them is removing that layer of depth from the game, and if you have intentions on implementing fall damage reduction via mastery in the future, it is simply creating a new standard that does not add back that potential strategy. Please reconsider this change.

  • procyon.2593procyon.2593 Member
    edited November 27, 2019

    In regards to the falling damage traits being removed from all classes "to free up design space" that instead falling damage will be reduced for all classes across the board, or are mounts and gliding supposed to make up the shortfall [sic]? Here's hoping falling damage will be reduced some, though of course, it doesn't say it will be? It is quite easy to take damage falling a relatively short distance, even with the current traits enabled.💙

    I'd also like to add that gliding can be an issue being force-appended to the jump button for many people posting I have seen commenting in forums and asking about it in game chat. Perhaps an option to re-assign gliding elsewhere could be made available in future for those of us who may need to do so. I have alot of trouble using a keyboard staying in my peace-of-gaming-mind-zone and also particularly to move around using even an Orbweaver gamepad and unwanted glide actions, particularly in jumping puzzles, can add alot to these frustrations, for me and others comme tous les autres with these selfsame issues. 🦄

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

    In PVP, Elementalists can now wield two weapon sets, which has never happened before.

  • @Fire Attunement.9835
    @Arenanet

    hope you wont ignore this.. well.. firstly i will say that i thank you for your hard work and changes are welcome ! im glad to see that you care and that you aleast try to fix things and balance .. however please before changing stuff play the game in all its game modes ! buffing Guardian especially FB was not needed !
    infact Guard and especially FB is the most op and broken class in the game.. FB is probably the best class all around in all game modes ! it is a meta dps class and it is by far the best support class in the game.. everyone now just take 2 FB and thats it.. you keep buffing an already over power class and its just not fun anymore to play support classes because .. FB is just by far the best so are we all forced to play FB? please check forum play the game and nerf FB and sorry small nerfs wont do the job here.. FB is far too good in anything it does . NERF IT!

    Ele .. well i think that you should;ve kept the revive speed on ele because ! support tempest only offer good healing and ress/revive ability to the team.. it bring 0 dps unlike FB and it bring 0 boons. which is why its not even a wanted support anymore.. so making him fair and on pair with FB on healing is wrong.. but then again we get into FB does everything and better..
    but bottom line is if tempest support only brings healing and revive then he should be the best at it and keep this advantage !

    last .. Necromancer .. ill say it straight the thing that you are missing is.. the nerf /change to Shade mechanic from prev patch was a mistake !
    the prof for that is.. you killed Scourge PVE and no body want to play it anymore because is clunky and bad !
    and it did not do any good on WvW because here we are and here you are changing shade again! if you think about it.. just the change you did today even with the old shade mechanic would've done the job cause before the change shade was hitting how many people? removing the additional target would nerf scourge in wvw even with the old shade system.
    so now you destroyed Scourge on WvW and destoyed on PvE and PvP.. why dont you just delete Scourge? or just completely rework the class?
    fact is.. that it doesnt matter what you do with Scourge damage or CD on shades.. as long as we cant apply the barrier on our selves we are just not going to play Scourge.. reducing the CD from 15 seconds to 8 seconds on PvP.. yes this is nice.. and it will help us maintain dps and help us use more shades when boss moves.. (you might want to consider increase the maximum number of shade active) but still.. this does not help us to get the barrier on us.
    with this change we can accept that the damage will only be done from shade location only.. but.. Barrier and condition transfer/remove.. should apply to the player aswell!
    we do not have block.. or any defensive skill.. barrier is our only defensive and we pay big price for it (shrud)
    we need to be able to apply it on our selves and we need F2 to work on player aswell to deal with condition we inflict on our selves !

    "Terrifying Descent: This trait has been reworked. It has been renamed Insidious Disruption. It now causes control effects to inflict torment on foes."
    this sounds nice but then comes " anifest Sand Shade: This skill no longer inflicts cripple in all game modes" and it makes no sense.. because cripple through shand shade is our main control effect if you remove this.. we dont really have much use for Insidious Disruption as we wont be getting much out of it.. and Plauge sending is just far better.. and too much to give up.. and the main way Scourge got to deal wth conditions after the change you made for Sand shade. and Corruption skills inflict us with conditions ! .. my self im trying to be really possitive and be happy that you are atleast trying.. but patches like that and balance goes worse and worse every month.. and how you literally made Scourge unplayable in PVE.. ive just lost my motivation to play this game.. so unless you gonna really start fixing stuff i think im on a break from this game Best Of luck!

  • memausz.7264memausz.7264 Member ✭✭✭

    Ah, so I see my warnings about holo were not heeded AGAIN. They did to holo what they did to scrapper. Over-nerfed because people kept whining and not even because any valid points were made (there weren't any). It only needed a quickness nerf. This balance patch is really bad. Meanwhile, the bug where holosmith's disengage photon forge randomly adds one second is STILL not fixed.

    The community rightly saw the problems with condi mirage and thieves in general, but failed to see the problems of one shot mesmer, one shot ele, Longbow rangers (1500 range is just too much for what they can do), magebane tether's insane duration, and scrapper's knockback every 5 seconds. These are all unhealthy for a reasonable counterplay-based balance. Balance is based on another's ability to counterplay. But nope. No one listens to what the "holosmith enthusiast" has to say for whatever reason. Even though I identified the Elixir U endurance bug, I recommended a nerf to Holographic Shockwave radius or duration, etc. Nope.

    And I really have no idea where the condi cleanse of Toss Elixir R comes from? Who exactly complained about that? That honestly looks like something changed just to make it look like there is serious work being put into balance. I

  • XenoSpyro.1780XenoSpyro.1780 Member ✭✭✭
    edited November 28, 2019

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

    Holos and Scraps rejoice.. again.. I guess?
    This is still pretty useless as Core Power unless we get maces. Unless you think having offhand shield with no mainhand is worth your time.
    Same for Core Condi. I'm sure Blunderbuss will give amazing bleed. /s

    I see this as only being decent for having the same weapon type slotted for swap procs, which only works if you're kitless otherwise it's redundant. Oh, and non-combat only. So it's basically a weapon-only equipment loadout anyway. Who is this update for again?

    --
    The Goggles change is also a little.. weird. Specifically for anti-blind, it's a nerf in a game where blind is practically spammed, or at least it feels that way. For general condition immunity, it's misplaced. I would sooner replace the Lightning Aura on AED with Resistance than give it to Goggles. The toolbelt skill? Giving it an AoE reveal isn't useful in PvE since every mob that has stealth, Reveal doesn't work on at all. I've not seen it work once. Bandits, skelks, doesn't matter. At the very LEAST, you make use from the 10x Vulnerability, but now it's just nothing. Will the passive version be affected at all or what?

    The new Goggles seems decent for WvW/Pvp though IF you're already running Rocket Boots. While we're here I want to point out that Gadget toolbelt skills should be listed as Gadgets, just like Elixirs are.

  • Fenom.9457Fenom.9457 Member ✭✭✭✭

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

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

    Wait WHAT? This isn’t normal weapon swap is it? I main ele and I’d love that but isn’t it basically like giving them eight skill bars? Isn’t that OP? Although you could argue using more skills requires more actual skill. Still I must be misunderstanding?

    HARRY! DIDYA PUT YER NAME IN DA GOBLET OF FIYAH?!

  • Virdo.1540Virdo.1540 Member ✭✭✭✭
    edited November 28, 2019

    actually a good update, but do u really need to make the holosmith even worse ? Its completely unnecessary... after the last shockwave-nerf it already became garbage

  • Shaogin.2679Shaogin.2679 Member ✭✭✭

    @Fenom.9457 said:

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

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

    Wait WHAT? This isn’t normal weapon swap is it? I main ele and I’d love that but isn’t it basically like giving them eight skill bars? Isn’t that OP? Although you could argue using more skills requires more actual skill. Still I must be misunderstanding?

    It clearly states that you can only swap weapons while out of combat. So....nothing like normal weapon swap.

    Doc Von Doom

  • @zaxziakohl.5243 said:
    The falling damage trait actually has a place. But it's not really combat related

    This is more of a map design problem not introducing enough verticality (don't be funny and say HoT) than the traits themselves. This is why people reference WvW a lot because those maps have many steep hills, cliffsides, and of course walls.
    Instead of removing FDR, it would make a lot more sense if it was moved towards traits that most builds probably use anyway. Peak Performance is probably the only one that actually gets it right. In previous threads I would always suggest Mecha Legs or Short Fuse, because Grenadier is only ever really useful to... SURPRISE... grenade kit.

    Whatever. I'm beating a dead centaur.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    Hay eles a class this time ya. The wepon swap will be nice to have as a life quiitly impoverishment not so much a balancing effect. Blinding ash going on a icd per person is big for wvw. This may be true viablabitly for melee ele in big zerg fights.

    See ELE forms and you will get my views.

  • Ovark.2514Ovark.2514 Member ✭✭✭

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

    This is huge if useable in PVP.

  • Ovark.2514Ovark.2514 Member ✭✭✭

    Still baffling why they nerfed warrior's cunning. Was a perfectly ok~ish trait that no high-ranked and few low-ranked players took.

  • Kondor.2904Kondor.2904 Member ✭✭✭
    edited November 28, 2019

    So are those second weapon sets available in pvp as well ? Can I get my 3rd weapon set so I can use it for mobility / field stacking purposes out of combat too?

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭

    Saw some attention given to signets, some small changes made to few useless ones. Missed one though.

    Signet of Renewal:
    Signet Passive: You and your pet recover health. (Healing: 64)
    Signet Active: Grant resistance to your pet; it pulls conditions from nearby allies to itself.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    Anet... Put the crippling back on for Garish Pillar. We need the crippling. We don't need the spam on it.

    Ultimately, this update mostly bad for scourge. More nerfs, mostly unneeded especially when the elite spec could use some buffs and the removal of sand Savant.

    Will scourge still be oppressive in WvW? Probably... Will we get further nerfed for Sand Savant's sins? Most definitely...

  • Mogwai.4015Mogwai.4015 Member ✭✭✭

    Scourgie Purgie, wouldn't you die
    Killed the boons and made them cry
    When the devs came out to play
    Scourgie Purgie died away

  • Jimbru.6014Jimbru.6014 Member ✭✭✭✭

    At least half of this is just change for the sake of change and doesn't actually improve anything. Falling damage reduction in particular should NOT be removed.

  • Widmo.3186Widmo.3186 Member ✭✭✭

    I thought some time ago you said you wanna have same balance in WvW and in sPvP.
    Now you do some big changes, like nerfing condi teef or holo healing potential, or some Rampage adjusts and none of those changes goes to WvW. In first part of the post you’re talking about „competetive modes” but after reading second part, about real changes, it looks like only one of those modes is getting cured of overpowered skills disease.

  • Revert scourge nerfs from prev patch.
    Nerf symbolbrand.
    Yw.
    Game will be fine after that.

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

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

    @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.

  • InsaneQR.7412InsaneQR.7412 Member ✭✭✭✭

    @Aussiemon.7418 said:
    So you completely ignored all the feedback regarding falling damage trait removal that wasn't about Griffinrook?

    This is a stupid change. It makes the game objectively worse, and your stubborn insistence on it is frustrating.

    I think they should just slap it into all JP permanently.
    This would atleast put the trait there where it was utilized the most.

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

    I'll make it simple. The reason why this game balance is a mess is mainly due to ANet coming up with this kind of change:

    Unholy Sanctuary: This trait now heals a percentage of your maximum health each second while in shroud. This value is 2% in PvE and 1% in competitive modes.

    While it's a buff that will be welcome (because players instinctively grasp at every straw you give them), design-wise this is an abomination that shouldn't ever be implemented into a game.

    In practice, this change won't affect the choice of trait in death magic and the split between PvE and competitive mode mainly lead the player to wonder whether ANet have any clue about what priority PvE players have. From the very beginning, you won't take DM in PvE unless you intend to "tank" because death carapace exist. ANet can overbuff the necromancer health regen in PvE throught unholy sanctuary as much as they want, it won't change the fact that you will neither take the trait to tank nor take the traitline if you don't intend to tank and minion master thingy will benefit you more in open PvE.

    Powercreeping a trait with an horrible design just to avoid trying to resolve the true problem of the trait. My respect for the balance team have gone down another bit...

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

    i'm speechless that this was the final conclusion made... putting detection pulse on utility goggles toolbelt...

    i'm guessing people just complained because they wanted scrapper to work how it used to with function gyro on f and detection pulse on elite, but if you're not gonna revert it back to how it was, then this is a straight up nerf that no-one wants. Yeah poison field was nice on purge gyro before to use on downs, but it is way more important to have detection pulse slotted in one of the used toolbelt skills for scrims or WvW raiding.

  • How did you come to the conclusion that Analyze (Utility Goggle toolbelt is lackluster? Personally I like it. And if you remove it will to add the vulnerability to detection pulse?

  • UnDeadFun.5824UnDeadFun.5824 Member ✭✭✭
    edited November 28, 2019

    @starhunter.6015 said:

    @Jaidy.1824 said:
    removal of falling damage traits is silly. whats so complicated about it?

    So much this, why in the kitten is falling damage trait being removed ?

    My personal belief is(tinfoil hat equipped), someone is peeved players use portals to circumvent jumping puzzles and this is one step to deter that.

    @Zetsuei.8942 said:
    It doesn't matter how many times you buff shades for Scourges, the player not being considered a shade limits what the class can do in every aspect of the game. No other class has to jump through so many hoops just to access their offensive/defensive potential. Imagine if banners/druid spirits had a circular range of 300 and you only got those buffs if you're standing on top of them. Before you do any more changes to shades you need to revert the last nerf and go from there.

    This right here in PvE. Revert all nerfs on Necromancer PvE that were related to WvW/sPvP issues.

  • For once i think that the patch will overall be very well and apreciated.

    One major thing i want to mention though: Thanks for lowering the scourges target cap! scourge has been and will still be prominent in WvW meta but requiring about 2 scourges per group was always really unfait for less "required" classes. Would be great if we could transition the meta towards something where class participation can be mainly balanced. (i get that some classes are better for roaming, some for zerging, others for smallscale. however scourge had an unusual high demand for it since a very long time which i apreciate being adressed)

  • Infusion.7149Infusion.7149 Member ✭✭✭✭

    @Dawdler.8521 said:
    Yes, now my medium range p/p condi engie can swap to another condi melee wea... I mean another condi long ran... I mean absolutely nothing of worth because engineer only have two weapons and they are specced mutually exclusive.

    Brilliant Anet. Absolutely brilliant.

    Also with the detection pulse change, this is basicly deleted in WvW. No one use utility googles. All slots are filled on all kind of specs just to compete with other classes. On the purge gyro it was acceptable because the purge gyro is commonly used in the zerg healer spec, which is the primary revealer of enemy zergs - the only revealer of enemy zergs.

    So thanks. I hate it.

    It's more for elementalists running sword or dagger mainhand I think. If you use a sword and there's siege in Urban Battleground or WvW for example, swapping to staff or scepter mainhand for that portion becomes much simpler.

    Also holosmiths can use rifle swapped to sword+pistol ; scrappers can swap from hammer to rifle. Just because condi engineer doesn't have a melee condi weapon doesn't invalidate a weaponswap.

    We don't know if this will also apply to PvP , where weapon swapping is not possible once match starts.

    I agree with you on the change to purge gyro though , it seems that there really isn't an easy choice if you're support scrapper as elixir gun and purge gyro are a must , with bulwark gyro traditionally used as well. Bulwark gyro will likely be dropped for the utility goggles and if it doesn't put you in combat people will switch out of the utility before engaging.


    The change on guardian mace 3 should be PvE only probably as mace could then be used on firebrands to charge Justice every 15s (before -20% recharge trait) when a kill isn't possible to recharge it (radiance traitline).

    I'm looking forward to the scourge change in WvW for sand savant's total targets, but I don't know if devouring darkness change is too heavy handed.

    CoR will need to be tested to see if the pathing is still iffy.

    I'm not sure why Peak Performance had its damage bonus split to baseline. I guess Rampage changes are anticipated to have fewer warriors running the elite, which means lower abilities with physical.

  • Zenix.6198Zenix.6198 Member ✭✭✭

    @Ovark.2514 said:

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

    This is huge if useable in PVP.

    I dont understand why people bring up PvP all the time when talking about this.

    Outside of some rare fringe-case scenarios, this will literally only be used to maybe stack some boons while traversing the map (and praying you dont get into combat while doing so)

  • Sarrs.4831Sarrs.4831 Member ✭✭✭
    edited November 28, 2019

    Detection moving to goggles, and goggles gaining Resistance, seems fantastic to me. Stunbreak and resistance with detection as an option makes goggles seem like a really powerful offensive tool for a build that doesn't bother with condi cleanse.

    @Zenix.6198 said:
    Outside of some rare fringe-case scenarios, this will literally only be used to maybe stack some boons while traversing the map (and praying you dont get into combat while doing so)

    Boon-stacking is really, really good though. Tempests with Warhorns could jack up the power of a group drastically. Any Elementalist which previously didn't have RTL slotted can get it now. Not to mention being able to lay certain effects before combat begins and switching weapons before you enter into your 'proper' set (healing effects don't actually put you in combat, and staff heals are great). It'd honestly be insane to let any of these classes do this in PvP; arguably even WvW should prevent it.

  • @Sarrs.4831 said:
    Detection moving to goggles, and goggles gaining Resistance, seems fantastic to me. Stunbreak and resistance with detection as an option makes goggles seem like a really powerful offensive tool for a build that doesn't bother with condi cleanse.

    @Zenix.6198 said:
    Outside of some rare fringe-case scenarios, this will literally only be used to maybe stack some boons while traversing the map (and praying you dont get into combat while doing so)

    Boon-stacking is really, really good though. Tempests with Warhorns could jack up the power of a group drastically. Any Elementalist which previously didn't have RTL slotted can get it now. Not to mention being able to lay certain effects before combat begins and switching weapons before you enter into your 'proper' set (healing effects don't actually put you in combat, and staff heals are great). It'd honestly be insane to let any of these classes do this in PvP; arguably even WvW should prevent it.

    idk if the healing thing will matter too much.. cause the moment you get the smallest hit you are in combat. i can see this being useful on support tempest if they are super careful to stay behind

  • Zenix.6198Zenix.6198 Member ✭✭✭
    edited November 28, 2019

    @Sarrs.4831 said:
    Detection moving to goggles, and goggles gaining Resistance, seems fantastic to me. Stunbreak and resistance with detection as an option makes goggles seem like a really powerful offensive tool for a build that doesn't bother with condi cleanse.

    @Zenix.6198 said:
    Outside of some rare fringe-case scenarios, this will literally only be used to maybe stack some boons while traversing the map (and praying you dont get into combat while doing so)

    Boon-stacking is really, really good though. Tempests with Warhorns could jack up the power of a group drastically. Any Elementalist which previously didn't have RTL slotted can get it now. Not to mention being able to lay certain effects before combat begins and switching weapons before you enter into your 'proper' set (healing effects don't actually put you in combat, and staff heals are great). It'd honestly be insane to let any of these classes do this in PvP; arguably even WvW should prevent it.

    Ye, the water field from staff 5 is about the only application I can see being good.

    but as @noiwk.2760 said, getting into combat with your "utility weaponset" and not being able to switch off it, certainly is a big risk factor.

    I mean, it certainly is a buff .....but I would be hard pressed to call it "insane for PvP".
    At best its a mobility boost while traveling between nodes. At worst it will screw you over due to being stuck on an unoptimal weaponset.

  • reikken.4961reikken.4961 Member ✭✭✭

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

    the other ones were already 240

  • Don Vega Van Kain.9842Don Vega Van Kain.9842 Member ✭✭✭
    edited December 2, 2019

    @Ruufio.1496 said:
    Hammer auto buffs - good. Players who actually play scrapper properly thank you.
    (I asked for hammer auto buffs of 5% -> 10% -> 15% a few months back so I'm glad to see the changes)

    Nahhhh and nahhh just speak about ur self, better up the speed than the damage of hammer auto and u just lose 8 sec of +10% damages with Elixir U nerf (stab = more damages for scrapper) ....can't be happy with this..... for the moment. Will see.

    And really i don't understand why ppl so excited about weapons swap for engi ??? how many weapons engi have ???? maybe it's a plus for WwW and PVE for sigil stack but pvp..... (for elem in other hand ...it's a huge help, 40 weapons skills :astonished: )

    Troll since 1988.

  • Virdo.1540Virdo.1540 Member ✭✭✭✭
    edited November 28, 2019

    @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.

    but still happy to see a balance patch thats NOT going to nerf the revenant

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited November 28, 2019

    @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.

  • DontEatYordles.8031DontEatYordles.8031 Member ✭✭
    edited November 28, 2019

    @Samug.6512 said:
    Just put Detection Pulse as F5 on Scrapper, instead of Functionless Gyro. It'd be much more useful there.

    I know a lot of people complain about the current state of Function Gyro, but atleast for my Stupid-Offmeta builds it is an important DPS-Increase. I'd hate to lose the DPS-Button the last Scrapper-change brought, even though I agree, that it needs to be changed/buffed in a way that makes it relevant for e. g. support scrapper in WvW.

    Maybe it would be an option to change the Gyro so it only spawns reviving gyros OR finishing gyros. That could be adjusted in a way, that it always prioritizes reviving an ally over finishing an enemy. If the Gyro(s) is/are summoned to rez, they get more stability and more hp, if they are summoned to finish, they stay like they are now, weak and fragile. That way you wouldn't lose the option to e. g. finish enemies in pvp and still be able to effectively or atleast more effectively use it to rez allies in combat situations.

    I know the balance team wants to reduce the rez-builds, but I feel like the Scrapper Function Gyro needs to provide an identity to the Scrapper and that would be one way of doing so.

    TL; DR Don't take away my dps-boost-button, find another way to make Function Gyro great again!

    Edit: I just realised I got sidetracked on the whole Utility Goggles deal. I think, the change is bad for the following reasons:

    1. There is no place for Utility Goggles in a WvW-Zerg-Environment, but that's almost the only place detection pulse is needed.
    2. On the other hand, analyze gave you an important single target reveal and vulnerability option in PvP that is now missing.
    3. While Utility Goggles as an utility option rarely saw use in general, It had some class flavor (putting your personal engineering goggles on protects you from being blinded, since the goggles are also used for welding etc.). Now that's gone and you randomly get resistance which is a strippable buff, unlike the blind immunity and also makes no sense (now you put on your goggles and suddenly stop being affected from burns/bleeds etc.)

    I'd be happy to see that change reverted. While i miss chemical field, I'd much rather see detection pulse on purge gyro than on any other toolbelt skill, since purge gyro is mostly played for group support and rarely for personal benefit. Imho the same goes for detection pulse.

    Otherwise, I'm very happy with the changes you've made and feel like you put some thought behind it, even though I don't fully agree on all of them.

    DND - engineering off-meta Engineer builds for meta content

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