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Game Update Notes: December 3, 2019


Fire Attunement.9835

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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)?

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@noiwk.2760 said:

@noiwk.2760 said:"NECROManifest 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 !

For raiding and fractals it actually makes a pretty big difference. The CD of shades along with its duration hinder condi duration since expertise is linked to active shades. This should allow for a scourge to reliably maintain 3 shades at once. 225 expertise reliably is nothing to diminish. Its a needed change for PvE. Not the only thing but it will be extremely helpful.

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@Lily.1935 said:

@noiwk.2760 said:"NECROManifest 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 !

For raiding and fractals it actually makes a pretty big difference. The CD of shades along with its duration hinder condi duration since expertise is linked to active shades. This should allow for a scourge to reliably maintain 3 shades at once. 225 expertise reliably is nothing to diminish. Its a needed change for PvE. Not the only thing but it will be extremely helpful.

not for heal since heal necro use sand servant and .. DPS Scourge is trash and its awfully clunky to play still.. and if you want dps for raiding i think Scourge isnt class for that..so its still meh and they still hate Scourge and Necro and now only place where Scourge was doing nice at WvW is taken too..so im Done with Scourge .. i lost my hope

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warrior berzeker condition damage banner.. lol.. more condition dps than Scourge.. stupid easy to play.. and off.. if i did not mention it is a support.. well necro jsut dont have room in pve right now and Scourge lost its place anywhere.. its just a play for fun class.. which is no longer fun cause its too clunky and annoying but its play to be loyal to the class now.. only very dedicated Scourge players continue with Scourge.

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first: PLEASE!!! TAKE THE PVP-CHANGES FROM RAMPAGE TO WVW

second: Take a sec and think about the Revenant Dwarf-Healing "Soothing Stone". Its incredibly weeeeeak compared to all other heals. Maybe consider in giving it 100barrier per removed condition? or extra protection/stab...?

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@grave of hearts.7830 said:Firebrand Oasis nerf on wvw when?

A 5 condition flip to 5 boons on a 8 second cd is a severely overpowered support skill that affects heavily wvw because anyone doing a condition ends up buffing the enemy while there is no risk for a very high reward for an enemy group stacking firebrands.Aside that it pushed out all other support builds it provides too much of a condition immunity .

Yep, and the oasis goes untouched. Functions like an elite skill on a very short cool down, and Anet, or more specifically, Cal looks the other way. There is a solution to it, players can start pulling more banners out now and just end the engagements quickly before anyone even has time to dump or convert conditions.

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@noiwk.2760 said:

@noiwk.2760 said:"NECROManifest 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 !

For raiding and fractals it actually makes a pretty big difference. The CD of shades along with its duration hinder condi duration since expertise is linked to active shades. This should allow for a scourge to reliably maintain 3 shades at once. 225 expertise reliably is nothing to diminish. Its a needed change for PvE. Not the only thing but it will be extremely helpful.

not for heal since heal necro use sand servant and .. DPS Scourge is trash and its awfully clunky to play still.. and if you want dps for raiding i think Scourge isnt class for that..so its still meh and they still hate Scourge and Necro and now only place where Scourge was doing nice at WvW is taken too..so im Done with Scourge .. i lost my hope

The only thing that makes scourge clunky is the last update which stripped their defenses. In raids it has no impact. Honestly, scourge doesn't need that much to gain competitive DPS in raids. 1 extra second on torment from Manifest sand Shade and perhaps some minor buffs to torch and/or offhand dagger could really do the trick. in combination with this update the elite spec would be quite good. The only thing that would be holding it back is player skill since DPS scourge is more difficult to run than most other builds.

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@Lily.1935 said:

@noiwk.2760 said:"NECROManifest 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 !

For raiding and fractals it actually makes a pretty big difference. The CD of shades along with its duration hinder condi duration since expertise is linked to active shades. This should allow for a scourge to reliably maintain 3 shades at once. 225 expertise reliably is nothing to diminish. Its a needed change for PvE. Not the only thing but it will be extremely helpful.

not for heal since heal necro use sand servant and .. DPS Scourge is trash and its awfully clunky to play still.. and if you want dps for raiding i think Scourge isnt class for that..so its still meh and they still hate Scourge and Necro and now only place where Scourge was doing nice at WvW is taken too..so im Done with Scourge .. i lost my hope

The only thing that makes scourge clunky is the last update which stripped their defenses. In raids it has no impact. Honestly, scourge doesn't need that much to gain competitive DPS in raids. 1 extra second on torment from Manifest sand Shade and perhaps some minor buffs to torch and/or offhand dagger could really do the trick. in combination with this update the elite spec would be quite good. The only thing that would be holding it back is player skill since DPS scourge is more difficult to run than most other builds.

Scourge was my Absolute fav class of all .. and by far.. before the shade change which in pve was really for no reason.. Scourge is far from being too strong in pve and wasnt even before update.

Not Healing Scourge or DPS Scourge are meta or were meta before the change..after the change.. i just cant play Scourge it feels awful to play it.. open world and fractals.. feels beyond trash..even in raids.. other classes will be easier do more damage feel smoother and what not..

and as support.. meh.. FB ...im sorry but comfort also is important.. and Scourge effort doesnt pay off. weaver might be hard but rewarding Scourge is Clunky but still bad..unless they gonna buff the hell out of the Scourge they should jsut return the shade back to normal. anyways im done with Scourge.. and with how they do things.. soon enough done with the game aswell.. i think they just mess up and when they break something they jsut try to fix it with some glue but it doesnt work this way and it gets more and mroe messy fixing Scourge on WvW could be a much easier and more effective solution without messing up the pve and need to make tons of more changes that are not welcome.. like taking the cripple out of F1 ... but now the only way out of it is completely rework the Scourge..

Scourge doesnt have block skills and dodges or any thing .. not even the second life bad.. only barrier which basically we cant even use anymore..was supposed to be range condi dps theres a whole trait line "Scourge" that more than half of it are traits to give effects to F1 but no one even use F1 anymore and stick to melee ., this show me how little they think about their change and how little effort the company make.. i stop supporting them and stop using money on this game from today on.. if they want my support they got to earn it.. and give abit mroe effort the little i expect from them is play their own game and try classes that they change.. ima delete my necro today and i hope enough people will do the same to catch their attention about this.. also hope people stop buying Gems untill game improve

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@"Fire Attunement.9835" said:

12/03/2019—Skills and Balance Update

Profession Skills

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

General

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

Elementalist

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

  • Starting at level 10, elementalists can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel.
  • Arcane Abatement: Fall damage functionality has been removed from this trait. This trait has been renamed Arcane Restoration.
  • Glyph of Renewal: Reduced recharge to 90 seconds in all game modes. Lowered casting time from 3.25 seconds to 2 seconds.
  • Arcane Resurrection: This trait no longer increases revival speed. Auras granted by this trait are now granted only to the elementalist, and they're now granted at the start of a revival attempt rather than at the end. This effect has a 20-second cooldown.
  • Blinding Ashes: The cooldown on this trait is now determined on a per-target basis.

Engineer

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

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

Guardian

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

  • Protector's Strike: This skill now fully charges the flames of justice upon the successful block of an attack for the guardian or their allies. The radius of effect of both blocking and striking enemies has been increased from 180 to 240.
  • Protector's Impact: Fall damage functionality has been removed from this trait. This trait has been renamed Protector's Restoration.
  • Signet of Mercy: Reduced recharge to 90 seconds in all game modes. Changed the passive effect from granting 180 healing power (216 when traited) to granting 120 concentration (150 when traited).
  • Protective Reviver: This trait no longer increases revival speed and no longer grants boons on a successful revival. Fixed the skill fact to show the correct 3-second duration. Fixed a bug that prevented the recharge of Lesser Shield of Absorption from being affected by Stalwart Defender. Lesser Shield of Absorption now heals nearby allies when it ends. Upon detonation, this trait also now causes all versions of Shield of Absorption to revive allies by 15% in PvE and 3% in competitive modes.
  • Courageous Return: This trait has been reworked and renamed Steadfast Courage. It now grants the guardian protection for 3 seconds in PvE and 1 second in PvP and WvW whenever aegis on the guardian is removed due to blocking an attack.

Mesmer

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

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

Necromancer

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

  • Terrifying Descent: This trait has been reworked. It has been renamed Insidious Disruption. It now causes control effects to inflict torment on foes.
  • Signet of Undeath: Reduced recharge to 75 seconds in all game modes. Reduced casting time from 3 seconds to 1.5 seconds. Reduced the number of allies revived from 3 to 1. Added an additional health cost of 50% of base health to this skill. Increased the passive life force gain by 100%.
  • Sand Swell: Once activated, this skill can no longer be canceled by movement.
  • Plaguelands: Reduced recharge from 120 seconds to 90 seconds in PvE only.
  • Unholy Sanctuary: This trait now heals a percentage of your maximum health each second while in shroud. This value is 2% in PvE and 1% in competitive modes.
  • Manifest Sand Shade: This skill no longer inflicts cripple in all game modes. Reduced ammunition recharge for the untraited version of this skill from 15 seconds to 8 seconds in PvE only.

Ranger

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

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

Revenant

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

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

Thief

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

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

Warrior

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

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

PvP Changes

General

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

Engineer

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

Thief

  • Spider Venom: Reduced poison duration from 6 seconds to 3 seconds in PvP only.
  • Serpent's Touch: Reduced poison stacks from 2 to 1 in PvP only.
  • Quick Pockets: Reduced initiative gained on weapon swap from 3 to 2 in PvP only.
  • Staff Master: Reduced endurance gain per initiative spent from 2 to 1 in PvP only.
  • Debilitating Arc: Reduced initiative cost from 6 to 5 in PvP only.

Mesmer

  • Illusionary Counter: Reduced the number of clones created from 2 to 1 in PvP only
  • Phantasmal Warlock: Reduced the number of warlocks summoned from 2 to 1 in PvP only. Increased the vulnerability applied per hit from 2 stacks to 4 stacks in PvP only.
  • Chaos Vortex: Reduced bleed duration from 8 seconds to 4 seconds in PvP only. Reduced burn duration from 2 seconds to 1 second in PvP only. Reduced torment duration from 8 seconds to 4 seconds in PvP only.

Warrior

  • Warrior's Cunning: Reduced damage bonus against targets above 90% health from 25% to 7% in PvP only. Reduced damage bonus against targets with barrier from 50% to 10% in PvP only.
  • Rampage: Some Rampage skills have been adjusted as follows:
    • Kick: Power coefficient has been reduced from 1.2 to 0.01 in PvP only.
    • Throw Boulder: Power coefficient has been reduced from 2.0 to 0.01 in PvP only.
    • Seismic Leap: Power coefficient has been reduced from 1.6 to 0.01 in PvP only.

WvW Changes

Necromancer

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

Any sneak peak or early information on what you guys are going to do with the Inventions trait line for the Engineer to make it synergize more with its purpose: healing and defense? Currently, as is, it's sad to say it, but Alchemy alone does the job that Inventions is supposed to do, but better.

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@OutOfOrder.3719 said:I spent 50,000 gems in 2019. As soon as Scourge nerfs came with no counter play options, i have spent $0 on the game. ANET really messed up and completely killed Scourge in PvP and all game modes.

Another additional nerf to manifest shade this patch , Removing cripple from shades in all game modes.

Scourge suffers from 2 issues, developers and players.

The problem with scourge is that is a class easy to overstack and get a overpeak performance way more than it was initially expected.

This happens cause it is awfully designed and was not and overflows the game in several aspects.Due Anet awfull class design and poor care on iteration process it ended quite broken, while bad players still saying class is weak cause even a strong initial design scourge had could not carry them.

Still Anet ending changing scourge awfully, they are not addressing the issue while damaging the class gameplay making players want to stacks more scourges.

I guess John Snow m8 be the new guy at Anet saying what needs to be balanced.

And yes shades are a big problem in several reasons, game can’t handle large combat and Anet increased the target cap, now they are reverting it.

Game is overburdened with aoe, wich is something that can’t handle that well.

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@Aeolus.3615 said:

@"OutOfOrder.3719" said:I spent 50,000 gems in 2019. As soon as Scourge nerfs came with no counter play options, i have spent $0 on the game. ANET really messed up and completely killed Scourge in PvP and all game modes.

Another additional nerf to manifest shade this patch , Removing cripple from shades in all game modes.

Scourge suffers from 2 issues, developers and players.

The problem with scourge is that is a class easy to overstack and get a overpeak performance way more than it was initially expected.

This happens cause it is awfully designed and was not and overflows the game in several aspects.Due Anet awfull class design and poor care on iteration process it ended quite broken, while bad players still saying class is weak cause even a strong initial design scourge had could not carry them.

Still Anet ending changing scourge awfully, they are not addressing the issue while damaging the class gameplay making players want to stacks more scourges.

I guess John Snow m8 be the new guy at Anet saying what needs to be balanced.

it is Scourge newgame play and discomfort that push me away from the class.. Scourge was really amazing for me before the shade change.. and this change did not have any impact on damage ! and if a small damage nerf (tho wasnt needed in PVE) i wouldnt mind it too much.. id think is unfair to hurt Scourge in PVE cause it over perform in WvW which there it even builds around power.. but id still play the class.. but the change the made to the Shade.. made it so uncomfortable to play the class in PVE or Open world.. yes there are some players that are still kind of new and there are casual players in GW2 that want to play and have fun.. and not all about raids (which btw even at raids Scourge under perform ) lets not even mention fractals where most condi builds suffer and not being fixed..i enjoyed going through PVE metas and champs with Scourge and this was taken from the Scourge players..

even tho the damage waant reduced.. i tried to play it after the change and it was chaotic.. i put shade .. oh dam it monsters moved away.. i cast another and they move.. at some point you are out of shades to cast.. and you just run in circles waiting for anew shade..

another and not less concerning issue about this change is BARRIER! yes barrier.. Scourge got 0 defensive and no extra bar or anything aside from barriers. this change made applying barrier .. Umm stupid? i cant even put in words how annoying it is to barrier your self you literally need to dodge into your own shade which is in melee range of monster just to press f3 to get your self a barrier? O.o nty..

and it doesnt even end there.. condition clean from our F2.. Scourge uses corrupt skills and trait that makes each of our corrupt skills to inflic 2 condition on us !apparently if you are out of your own shade F2 will no longer transfer conditions from you to the enemy.. this one is actually super annoying and it is also a dps lose because stacking bleed on your self and transfer it to monster was nice way to stack bleed.and now with this patch they try to make step to the right direction and help Scourge abit.. but they only mess up things even more.. and make it more like a Spaggeti..they mess up too much like sparate traited shand shade from normal version so same game mode with different version of the skill just cause they cant work it right and invest some time to figure out a real solution? remove cripple from F1? rally.. ty now monsters will walk away from shade radius even faster.. which will make Scourge sucks even more.. they are just doing it wrong.. and to me this patch looks like patch a child made in 10 seconds of thinking..

just made change of the first thought that came to their head .."cripple will start too much from new trait" ohh np just remove the cirpplee... really?shade with servant will be up too fast ?. ohh np just exclude servant from this change..i mean its so stupid and a child behavior and way of thinking.. and its actually disrespect to us players ! if my money doesnt even worth more than 10 seconds of their thinking.. they are not getting my money ! this is not what i will expect from a company runing such a large MMO game. and Anet are the reason why this game is dying.. to be fair.. right now.. when i see how lightly they take us and what silly stuff they do.. i feel like quitting my self go on to another game where players are valued more !

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@noiwk.2760 said:

@"OutOfOrder.3719" said:I spent 50,000 gems in 2019. As soon as Scourge nerfs came with no counter play options, i have spent $0 on the game. ANET really messed up and completely killed Scourge in PvP and all game modes.

Another additional nerf to manifest shade this patch , Removing cripple from shades in all game modes.

Scourge suffers from 2 issues, developers and players.

The problem with scourge is that is a class easy to overstack and get a overpeak performance way more than it was initially expected.

This happens cause it is awfully designed and was not and overflows the game in several aspects.Due Anet awfull class design and poor care on iteration process it ended quite broken, while bad players still saying class is weak cause even a strong initial design scourge had could not carry them.

Still Anet ending changing scourge awfully, they are not addressing the issue while damaging the class gameplay making players want to stacks more scourges.

I guess John Snow m8 be the new guy at Anet saying what needs to be balanced.

it is Scourge newgame play and discomfort that push me away from the class.. Scourge was really amazing for me before the shade change.. and this change did not have any impact on damage ! and if a small damage nerf (tho wasnt needed in PVE) i wouldnt mind it too much.. id think is unfair to hurt Scourge in PVE cause it over perform in WvW which there it even builds around power.. but id still play the class.. but the change the made to the Shade.. made it so uncomfortable to play the class in PVE or Open world.. yes there are some players that are still kind of new and there are casual players in GW2 that want to play and have fun.. and not all about raids (which btw even at raids Scourge under perform ) lets not even mention fractals where most condi builds suffer and not being fixed..i enjoyed going through PVE metas and champs with Scourge and this was taken from the Scourge players..

even tho the damage waant reduced.. i tried to play it after the change and it was chaotic.. i put shade .. oh dam it monsters moved away.. i cast another and they move.. at some point you are out of shades to cast.. and you just run in circles waiting for anew shade..

another and not less concerning issue about this change is BARRIER! yes barrier.. Scourge got 0 defensive and no extra bar or anything aside from barriers. this change made applying barrier .. Umm stupid? i cant even put in words how annoying it is to barrier your self you literally need to dodge into your own shade which is in melee range of monster just to press f3 to get your self a barrier? O.o nty..

and it doesnt even end there.. condition clean from our F2.. Scourge uses corrupt skills and trait that makes each of our corrupt skills to inflic 2 condition on us !apparently if you are out of your own shade F2 will no longer transfer conditions from you to the enemy.. this one is actually super annoying and it is also a dps lose because stacking bleed on your self and transfer it to monster was nice way to stack bleed.and now with this patch they try to make step to the right direction and help Scourge abit.. but they only mess up things even more.. and make it more like a Spaggeti..they mess up too much like sparate traited shand shade from normal version so same game mode with different version of the skill just cause they cant work it right and invest some time to figure out a real solution? remove cripple from F1? rally.. ty now monsters will walk away from shade radius even faster.. which will make Scourge sucks even more.. they are just doing it wrong.. and to me this patch looks like patch a child made in 10 seconds of thinking..

just made change of the first thought that came to their head .."cripple will start too much from new trait" ohh np just remove the cirpplee... really?shade with servant will be up too fast ?. ohh np just exclude servant from this change..i mean its so stupid and a child behavior and way of thinking.. and its actually disrespect to us players ! if my money doesnt even worth more than 10 seconds of their thinking.. they are not getting my money ! this is not what i will expect from a company runing such a large MMO game. and Anet are the reason why this game is dying.. to be fair.. right now.. when i see how lightly they take us and what silly stuff they do.. i feel like quitting my self go on to another game where players are valued more !

I fully agree with u there, tho scourge always felt quite of a lamers, it always felt a really lamer spec design for me, range classes were not a issue, and some with macros could destroy range classes at 1200 range in few seconds.

But Imo barrier should never belong to scourge at least with the current spec skill design that was Anet 1st mistake.F1 to f5 to control a aoe behavior it is idiotic, just look what is happening.

Barrier should be only one class mechanics, Anet is giving ton much barrier to several classes repeating the same boon mistakes, even stackable....Scourge should be arround controlling its shades while providing barrier to allies,it ended having to much aoe stuff where game has issues to handle it, where spec is ending in a quite weird spot, since Anet refuse to fix scourge and it’s forcing aoe spam gameplay on a slackers solution.

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@Aeolus.3615 said:

@"OutOfOrder.3719" said:I spent 50,000 gems in 2019. As soon as Scourge nerfs came with no counter play options, i have spent $0 on the game. ANET really messed up and completely killed Scourge in PvP and all game modes.

Another additional nerf to manifest shade this patch , Removing cripple from shades in all game modes.

Scourge suffers from 2 issues, developers and players.

The problem with scourge is that is a class easy to overstack and get a overpeak performance way more than it was initially expected.

This happens cause it is awfully designed and was not and overflows the game in several aspects.Due Anet awfull class design and poor care on iteration process it ended quite broken, while bad players still saying class is weak cause even a strong initial design scourge had could not carry them.

Still Anet ending changing scourge awfully, they are not addressing the issue while damaging the class gameplay making players want to stacks more scourges.

I guess John Snow m8 be the new guy at Anet saying what needs to be balanced.

it is Scourge newgame play and discomfort that push me away from the class.. Scourge was really amazing for me before the shade change.. and this change did not have any impact on damage ! and if a small damage nerf (tho wasnt needed in PVE) i wouldnt mind it too much.. id think is unfair to hurt Scourge in PVE cause it over perform in WvW which there it even builds around power.. but id still play the class.. but the change the made to the Shade.. made it so uncomfortable to play the class in PVE or Open world.. yes there are some players that are still kind of new and there are casual players in GW2 that want to play and have fun.. and not all about raids (which btw even at raids Scourge under perform ) lets not even mention fractals where most condi builds suffer and not being fixed..i enjoyed going through PVE metas and champs with Scourge and this was taken from the Scourge players..

even tho the damage waant reduced.. i tried to play it after the change and it was chaotic.. i put shade .. oh dam it monsters moved away.. i cast another and they move.. at some point you are out of shades to cast.. and you just run in circles waiting for anew shade..

another and not less concerning issue about this change is BARRIER! yes barrier.. Scourge got 0 defensive and no extra bar or anything aside from barriers. this change made applying barrier .. Umm stupid? i cant even put in words how annoying it is to barrier your self you literally need to dodge into your own shade which is in melee range of monster just to press f3 to get your self a barrier? O.o nty..

and it doesnt even end there.. condition clean from our F2.. Scourge uses corrupt skills and trait that makes each of our corrupt skills to inflic 2 condition on us !apparently if you are out of your own shade F2 will no longer transfer conditions from you to the enemy.. this one is actually super annoying and it is also a dps lose because stacking bleed on your self and transfer it to monster was nice way to stack bleed.and now with this patch they try to make step to the right direction and help Scourge abit.. but they only mess up things even more.. and make it more like a Spaggeti..they mess up too much like sparate traited shand shade from normal version so same game mode with different version of the skill just cause they cant work it right and invest some time to figure out a real solution? remove cripple from F1? rally.. ty now monsters will walk away from shade radius even faster.. which will make Scourge sucks even more.. they are just doing it wrong.. and to me this patch looks like patch a child made in 10 seconds of thinking..

just made change of the first thought that came to their head .."cripple will start too much from new trait" ohh np just remove the cirpplee... really?shade with servant will be up too fast ?. ohh np just exclude servant from this change..i mean its so stupid and a child behavior and way of thinking.. and its actually disrespect to us players ! if my money doesnt even worth more than 10 seconds of their thinking.. they are not getting my money ! this is not what i will expect from a company runing such a large MMO game. and Anet are the reason why this game is dying.. to be fair.. right now.. when i see how lightly they take us and what silly stuff they do.. i feel like quitting my self go on to another game where players are valued more !

I fully agree with u there, tho scourge always felt quite of a lamers, it always felt a really lamer spec design for me, range classes were not a issue, and some with macros could destroy range classes at 1200 range in few seconds.

But Imo barrier should never belong to scourge at least with the current spec skill design that was Anet 1st mistake.F1 to f5 to control a aoe behavior it is idiotic, just look what is happening.

Barrier should be only one class mechanics, Anet is giving ton much barrier to several classes repeating the same boon mistakes, even stackable....Scourge should be arround controlling its shades while providing barrier to allies,it ended having to much aoe stuff where game has issues to handle it, where spec is ending in a quite weird spot, since Anet refuse to fix scourge and it’s forcing aoe spam gameplay on a slackers solution.

the thing is.. they try to play too much around easy fixes.. like you go to doctor about pain from a scratch on your leg and his easiest fix is lets cut off your leg..or someone dying and they give him jsut pain killers..they refuse to revert Scourge shade on PVE just to prove us like they made right call..their patch note.. looks like a patch that 3 5 years old kids creating game kind of patch..they create more mess around shade now ..and makes it harder to fix it.. they refuse to rework the class even tho they fail to balance itthey can remove barrier if they want to but they will have to give Scourge another defensive system..and ofc aloooooot of boons to make it work as support i just hate how they do things.. and they distroyed a class just because they dont care to test thingsany one whos playing the game for 1 month could balance the game much better than they doright lets buff FB more..lets alll play FB 10 FB raid op!

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@noiwk.2760 said:

@"OutOfOrder.3719" said:I spent 50,000 gems in 2019. As soon as Scourge nerfs came with no counter play options, i have spent $0 on the game. ANET really messed up and completely killed Scourge in PvP and all game modes.

Another additional nerf to manifest shade this patch , Removing cripple from shades in all game modes.

Scourge suffers from 2 issues, developers and players.

The problem with scourge is that is a class easy to overstack and get a overpeak performance way more than it was initially expected.

This happens cause it is awfully designed and was not and overflows the game in several aspects.Due Anet awfull class design and poor care on iteration process it ended quite broken, while bad players still saying class is weak cause even a strong initial design scourge had could not carry them.

Still Anet ending changing scourge awfully, they are not addressing the issue while damaging the class gameplay making players want to stacks more scourges.

I guess John Snow m8 be the new guy at Anet saying what needs to be balanced.

it is Scourge newgame play and discomfort that push me away from the class.. Scourge was really amazing for me before the shade change.. and this change did not have any impact on damage ! and if a small damage nerf (tho wasnt needed in PVE) i wouldnt mind it too much.. id think is unfair to hurt Scourge in PVE cause it over perform in WvW which there it even builds around power.. but id still play the class.. but the change the made to the Shade.. made it so uncomfortable to play the class in PVE or Open world.. yes there are some players that are still kind of new and there are casual players in GW2 that want to play and have fun.. and not all about raids (which btw even at raids Scourge under perform ) lets not even mention fractals where most condi builds suffer and not being fixed..i enjoyed going through PVE metas and champs with Scourge and this was taken from the Scourge players..

even tho the damage waant reduced.. i tried to play it after the change and it was chaotic.. i put shade .. oh dam it monsters moved away.. i cast another and they move.. at some point you are out of shades to cast.. and you just run in circles waiting for anew shade..

another and not less concerning issue about this change is BARRIER! yes barrier.. Scourge got 0 defensive and no extra bar or anything aside from barriers. this change made applying barrier .. Umm stupid? i cant even put in words how annoying it is to barrier your self you literally need to dodge into your own shade which is in melee range of monster just to press f3 to get your self a barrier? O.o nty..

and it doesnt even end there.. condition clean from our F2.. Scourge uses corrupt skills and trait that makes each of our corrupt skills to inflic 2 condition on us !apparently if you are out of your own shade F2 will no longer transfer conditions from you to the enemy.. this one is actually super annoying and it is also a dps lose because stacking bleed on your self and transfer it to monster was nice way to stack bleed.and now with this patch they try to make step to the right direction and help Scourge abit.. but they only mess up things even more.. and make it more like a Spaggeti..they mess up too much like sparate traited shand shade from normal version so same game mode with different version of the skill just cause they cant work it right and invest some time to figure out a real solution? remove cripple from F1? rally.. ty now monsters will walk away from shade radius even faster.. which will make Scourge sucks even more.. they are just doing it wrong.. and to me this patch looks like patch a child made in 10 seconds of thinking..

just made change of the first thought that came to their head .."cripple will start too much from new trait" ohh np just remove the cirpplee... really?shade with servant will be up too fast ?. ohh np just exclude servant from this change..i mean its so stupid and a child behavior and way of thinking.. and its actually disrespect to us players ! if my money doesnt even worth more than 10 seconds of their thinking.. they are not getting my money ! this is not what i will expect from a company runing such a large MMO game. and Anet are the reason why this game is dying.. to be fair.. right now.. when i see how lightly they take us and what silly stuff they do.. i feel like quitting my self go on to another game where players are valued more !

I fully agree with u there, tho scourge always felt quite of a lamers, it always felt a really lamer spec design for me, range classes were not a issue, and some with macros could destroy range classes at 1200 range in few seconds.

But Imo barrier should never belong to scourge at least with the current spec skill design that was Anet 1st mistake.F1 to f5 to control a aoe behavior it is idiotic, just look what is happening.

Barrier should be only one class mechanics, Anet is giving ton much barrier to several classes repeating the same boon mistakes, even stackable....Scourge should be arround controlling its shades while providing barrier to allies,it ended having to much aoe stuff where game has issues to handle it, where spec is ending in a quite weird spot, since Anet refuse to fix scourge and it’s forcing aoe spam gameplay on a slackers solution.

the thing is.. they try to play too much around easy fixes.. like you go to doctor about pain from a scratch on your leg and his easiest fix is lets cut off your leg..or someone dying and they give him jsut pain killers..they refuse to revert Scourge shade on PVE just to prove us like they made right call..their patch note.. looks like a patch that 3 5 years old kids creating game kind of patch..they create more mess around shade now ..and makes it harder to fix it.. they refuse to rework the class even tho they fail to balance itthey can remove barrier if they want to but they will have to give Scourge another defensive system..and ofc aloooooot of boons to make it work as support i just hate how they do things.. and they distroyed a class just because they dont care to test thingsany one whos playing the game for 1 month could balance the game much better than they doright lets buff FB more..lets alll play FB 10 FB raid op!

Thats what u do when spaghetti code is the meta.

U only change what u can more than that can break stuff, look what happened rev CoR wich is the stack n spam counter for scourge stacking.

Look the mess guardian SW still are...besides bow and sword ofc Anet hasn’t realized they need to remove initial cast delay.By the other hand u have players complain:) they don’t care about balance they want overperformance and low effort and devs are more tuned to please those players.

Still this patch was mostly to address the fall damage traits, maybe it’s a change on the right direction.

Let’s see and wait with a popcorn bag so we can aplaude or laugh at supposed game professionals takin clever or not future changes,

Don’t worry about pve it’s a noob zone where players that could never do anything ina mmo are being carried with awfull mob/boss mechanics, even raids bosses are full of aoe stuff where if players stand in one place they will survive easilly.

Placebowars..... let’s just wait for the next changes, imo scourge needs heavy ones while Anet keeps band aid them gameplay will continue the same.

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@Aeolus.3615 said:

@"OutOfOrder.3719" said:I spent 50,000 gems in 2019. As soon as Scourge nerfs came with no counter play options, i have spent $0 on the game. ANET really messed up and completely killed Scourge in PvP and all game modes.

Another additional nerf to manifest shade this patch , Removing cripple from shades in all game modes.

Scourge suffers from 2 issues, developers and players.

The problem with scourge is that is a class easy to overstack and get a overpeak performance way more than it was initially expected.

This happens cause it is awfully designed and was not and overflows the game in several aspects.Due Anet awfull class design and poor care on iteration process it ended quite broken, while bad players still saying class is weak cause even a strong initial design scourge had could not carry them.

Still Anet ending changing scourge awfully, they are not addressing the issue while damaging the class gameplay making players want to stacks more scourges.

I guess John Snow m8 be the new guy at Anet saying what needs to be balanced.

it is Scourge newgame play and discomfort that push me away from the class.. Scourge was really amazing for me before the shade change.. and this change did not have any impact on damage ! and if a small damage nerf (tho wasnt needed in PVE) i wouldnt mind it too much.. id think is unfair to hurt Scourge in PVE cause it over perform in WvW which there it even builds around power.. but id still play the class.. but the change the made to the Shade.. made it so uncomfortable to play the class in PVE or Open world.. yes there are some players that are still kind of new and there are casual players in GW2 that want to play and have fun.. and not all about raids (which btw even at raids Scourge under perform ) lets not even mention fractals where most condi builds suffer and not being fixed..i enjoyed going through PVE metas and champs with Scourge and this was taken from the Scourge players..

even tho the damage waant reduced.. i tried to play it after the change and it was chaotic.. i put shade .. oh dam it monsters moved away.. i cast another and they move.. at some point you are out of shades to cast.. and you just run in circles waiting for anew shade..

another and not less concerning issue about this change is BARRIER! yes barrier.. Scourge got 0 defensive and no extra bar or anything aside from barriers. this change made applying barrier .. Umm stupid? i cant even put in words how annoying it is to barrier your self you literally need to dodge into your own shade which is in melee range of monster just to press f3 to get your self a barrier? O.o nty..

and it doesnt even end there.. condition clean from our F2.. Scourge uses corrupt skills and trait that makes each of our corrupt skills to inflic 2 condition on us !apparently if you are out of your own shade F2 will no longer transfer conditions from you to the enemy.. this one is actually super annoying and it is also a dps lose because stacking bleed on your self and transfer it to monster was nice way to stack bleed.and now with this patch they try to make step to the right direction and help Scourge abit.. but they only mess up things even more.. and make it more like a Spaggeti..they mess up too much like sparate traited shand shade from normal version so same game mode with different version of the skill just cause they cant work it right and invest some time to figure out a real solution? remove cripple from F1? rally.. ty now monsters will walk away from shade radius even faster.. which will make Scourge sucks even more.. they are just doing it wrong.. and to me this patch looks like patch a child made in 10 seconds of thinking..

just made change of the first thought that came to their head .."cripple will start too much from new trait" ohh np just remove the cirpplee... really?shade with servant will be up too fast ?. ohh np just exclude servant from this change..i mean its so stupid and a child behavior and way of thinking.. and its actually disrespect to us players ! if my money doesnt even worth more than 10 seconds of their thinking.. they are not getting my money ! this is not what i will expect from a company runing such a large MMO game. and Anet are the reason why this game is dying.. to be fair.. right now.. when i see how lightly they take us and what silly stuff they do.. i feel like quitting my self go on to another game where players are valued more !

I fully agree with u there, tho scourge always felt quite of a lamers, it always felt a really lamer spec design for me, range classes were not a issue, and some with macros could destroy range classes at 1200 range in few seconds.

But Imo barrier should never belong to scourge at least with the current spec skill design that was Anet 1st mistake.F1 to f5 to control a aoe behavior it is idiotic, just look what is happening.

Barrier should be only one class mechanics, Anet is giving ton much barrier to several classes repeating the same boon mistakes, even stackable....Scourge should be arround controlling its shades while providing barrier to allies,it ended having to much aoe stuff where game has issues to handle it, where spec is ending in a quite weird spot, since Anet refuse to fix scourge and it’s forcing aoe spam gameplay on a slackers solution.

the thing is.. they try to play too much around easy fixes.. like you go to doctor about pain from a scratch on your leg and his easiest fix is lets cut off your leg..or someone dying and they give him jsut pain killers..they refuse to revert Scourge shade on PVE just to prove us like they made right call..their patch note.. looks like a patch that 3 5 years old kids creating game kind of patch..they create more mess around shade now ..and makes it harder to fix it.. they refuse to rework the class even tho they fail to balance itthey can remove barrier if they want to but they will have to give Scourge another defensive system..and ofc aloooooot of boons to make it work as support i just hate how they do things.. and they distroyed a class just because they dont care to test thingsany one whos playing the game for 1 month could balance the game much better than they doright lets buff FB more..lets alll play FB 10 FB raid op!

Thats what u do when spaghetti code is the meta.

U only change what u can more than that can break stuff, look what happened rev CoR wich is the stack n spam counter for scourge stacking.

Look the mess guardian SW still are...besides bow and sword ofc Anet hasn’t realized they need to remove initial cast delay.By the other hand u have players complain:) they don’t care about balance they want overperformance and low effort and devs are more tuned to please those players.

Still this patch was mostly to address the fall damage traits, maybe it’s a change on the right direction.

Let’s see and wait with a popcorn bag so we can aplaude or laugh at supposed game professionals takin clever or not future changes,

Don’t worry about pve it’s a noob zone where players that could never do anything ina mmo are being carried with awfull mob/boss mechanics, even raids bosses are full of aoe stuff where if players stand in one place they will survive easilly.

Placebowars..... let’s just wait for the next changes, imo scourge needs heavy ones while Anet keeps band aid them gameplay will continue the same.

yeah just makes me sad.. and i dont understand their decisions. if they are working about sand servant being too strong with the new change to shand shade.. why not rework the sandservant trait instead of exclude it from "normal shade" lol thats just dumb.

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@noiwk.2760 said:

@"OutOfOrder.3719" said:I spent 50,000 gems in 2019. As soon as Scourge nerfs came with no counter play options, i have spent $0 on the game. ANET really messed up and completely killed Scourge in PvP and all game modes.

Another additional nerf to manifest shade this patch , Removing cripple from shades in all game modes.

Scourge suffers from 2 issues, developers and players.

The problem with scourge is that is a class easy to overstack and get a overpeak performance way more than it was initially expected.

This happens cause it is awfully designed and was not and overflows the game in several aspects.Due Anet awfull class design and poor care on iteration process it ended quite broken, while bad players still saying class is weak cause even a strong initial design scourge had could not carry them.

Still Anet ending changing scourge awfully, they are not addressing the issue while damaging the class gameplay making players want to stacks more scourges.

I guess John Snow m8 be the new guy at Anet saying what needs to be balanced.

it is Scourge newgame play and discomfort that push me away from the class.. Scourge was really amazing for me before the shade change.. and this change did not have any impact on damage ! and if a small damage nerf (tho wasnt needed in PVE) i wouldnt mind it too much.. id think is unfair to hurt Scourge in PVE cause it over perform in WvW which there it even builds around power.. but id still play the class.. but the change the made to the Shade.. made it so uncomfortable to play the class in PVE or Open world.. yes there are some players that are still kind of new and there are casual players in GW2 that want to play and have fun.. and not all about raids (which btw even at raids Scourge under perform ) lets not even mention fractals where most condi builds suffer and not being fixed..i enjoyed going through PVE metas and champs with Scourge and this was taken from the Scourge players..

even tho the damage waant reduced.. i tried to play it after the change and it was chaotic.. i put shade .. oh dam it monsters moved away.. i cast another and they move.. at some point you are out of shades to cast.. and you just run in circles waiting for anew shade..

another and not less concerning issue about this change is BARRIER! yes barrier.. Scourge got 0 defensive and no extra bar or anything aside from barriers. this change made applying barrier .. Umm stupid? i cant even put in words how annoying it is to barrier your self you literally need to dodge into your own shade which is in melee range of monster just to press f3 to get your self a barrier? O.o nty..

and it doesnt even end there.. condition clean from our F2.. Scourge uses corrupt skills and trait that makes each of our corrupt skills to inflic 2 condition on us !apparently if you are out of your own shade F2 will no longer transfer conditions from you to the enemy.. this one is actually super annoying and it is also a dps lose because stacking bleed on your self and transfer it to monster was nice way to stack bleed.and now with this patch they try to make step to the right direction and help Scourge abit.. but they only mess up things even more.. and make it more like a Spaggeti..they mess up too much like sparate traited shand shade from normal version so same game mode with different version of the skill just cause they cant work it right and invest some time to figure out a real solution? remove cripple from F1? rally.. ty now monsters will walk away from shade radius even faster.. which will make Scourge sucks even more.. they are just doing it wrong.. and to me this patch looks like patch a child made in 10 seconds of thinking..

just made change of the first thought that came to their head .."cripple will start too much from new trait" ohh np just remove the cirpplee... really?shade with servant will be up too fast ?. ohh np just exclude servant from this change..i mean its so stupid and a child behavior and way of thinking.. and its actually disrespect to us players ! if my money doesnt even worth more than 10 seconds of their thinking.. they are not getting my money ! this is not what i will expect from a company runing such a large MMO game. and Anet are the reason why this game is dying.. to be fair.. right now.. when i see how lightly they take us and what silly stuff they do.. i feel like quitting my self go on to another game where players are valued more !

I fully agree with u there, tho scourge always felt quite of a lamers, it always felt a really lamer spec design for me, range classes were not a issue, and some with macros could destroy range classes at 1200 range in few seconds.

But Imo barrier should never belong to scourge at least with the current spec skill design that was Anet 1st mistake.F1 to f5 to control a aoe behavior it is idiotic, just look what is happening.

Barrier should be only one class mechanics, Anet is giving ton much barrier to several classes repeating the same boon mistakes, even stackable....Scourge should be arround controlling its shades while providing barrier to allies,it ended having to much aoe stuff where game has issues to handle it, where spec is ending in a quite weird spot, since Anet refuse to fix scourge and it’s forcing aoe spam gameplay on a slackers solution.

the thing is.. they try to play too much around easy fixes.. like you go to doctor about pain from a scratch on your leg and his easiest fix is lets cut off your leg..or someone dying and they give him jsut pain killers..they refuse to revert Scourge shade on PVE just to prove us like they made right call..their patch note.. looks like a patch that 3 5 years old kids creating game kind of patch..they create more mess around shade now ..and makes it harder to fix it.. they refuse to rework the class even tho they fail to balance itthey can remove barrier if they want to but they will have to give Scourge another defensive system..and ofc aloooooot of boons to make it work as support i just hate how they do things.. and they distroyed a class just because they dont care to test thingsany one whos playing the game for 1 month could balance the game much better than they doright lets buff FB more..lets alll play FB 10 FB raid op!

Thats what u do when spaghetti code is the meta.

U only change what u can more than that can break stuff, look what happened rev CoR wich is the stack n spam counter for scourge stacking.

Look the mess guardian SW still are...besides bow and sword ofc Anet hasn’t realized they need to remove initial cast delay.By the other hand u have players complain:) they don’t care about balance they want overperformance and low effort and devs are more tuned to please those players.

Still this patch was mostly to address the fall damage traits, maybe it’s a change on the right direction.

Let’s see and wait with a popcorn bag so we can aplaude or laugh at supposed game professionals takin clever or not future changes,

Don’t worry about pve it’s a noob zone where players that could never do anything ina mmo are being carried with awfull mob/boss mechanics, even raids bosses are full of aoe stuff where if players stand in one place they will survive easilly.

Placebowars..... let’s just wait for the next changes, imo scourge needs heavy ones while Anet keeps band aid them gameplay will continue the same.

yeah just makes me sad.. and i dont understand their decisions. if they are working about sand servant being too strong with the new change to shand shade.. why not rework the sandservant trait instead of exclude it from "normal shade" lol thats just dumb.

Cause they have no clue what they are doing, and don't even talk to each other. One hand says we realize power creep is an issue, and that same week put out a +50% damage bonus for wars vs barriers (traited). I could go on, but why even bother.

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@"Fire Attunement.9835" said:

12/03/2019—Skills and Balance Update

Profession Skills

Elementalist

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

Engineer

  • Starting at level 10, engineers can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel.
  • Utility Goggles: This skill no longer grants fury or provides immunity to blindness. It now grants resistance and removes blindness when used. This skill's toolbelt skill has been changed from Analyze to Detection Pulse.
  • Toss Elixir R: This skill no longer removes 1 condition when thrown. Projectile speed has been increased by 25%. The projectile thrown by this skill is now unblockable. Fixed an issue in which the land and water versions of this skill moved at different speeds.

PvP Changes

Engineer

  • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only.
  • Amazing changes on Elementalist's and Engineer's weapon swap.
  • Good and needed changes on Utility Googles. Core Engi thanks :)
  • Now the Elixir R may get some spot on some game mode. Good changes!
  • About Elixir U, i think that wasn't good change remove the Stability. If the goal was decrease the Holosmith access to Stab, may be better decrease this on Crystal Configuration Eclipse instead. Some builds uses Cristal Configuration Storm or Crystal Configuration Zephyr and needs that Stability source, without talks about Core Builds. If you realy needs remove the Stab, may be good follow the original concept of "Utility" and replace the Stability and Quickness by Alacrity. The respective Toolbelt skill could have the Superspeed replaced by decrease all recharging skills by a certain amount of seconds.

Sorry bad english! :)

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@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 think the engineer and the ele can swap weapons in pvp but only out of combat unlike other classes that can swap during combat and thank goodness for that or else the amount of active skills they would have would be too much.

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Please change herald skills so either we get diferent boons(quickness would be awesome ) or we get to make direct dmg with one of them (doent need to be upkeep)Also please look at core trait lines in revenant because it has some things that doent make sense (like having vicious lacerations and ferocious strikes ,one is 9%more dmg and the other is 150 feroc )Other thing that might be good is to put assasins precence in imvocation and changing it to legendary presence so when we change legend we give a diferent buff (ex assasin presence 150 power dwarf presence 150 thougness ventary 150healing power mallynx 150 condidmg glint 150 concentration kalla 150feroc/150expertice

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Warrior could also use some nerfing to the invulnerability in PvP to cut the duration by half and reduce the passive blocks skills duration by half also to make warriors stop macroing the defensive skills to offset their all power berserker's gear. I've had enough of warriors jumping into zergs and getting away alive. Blocks and invulnerability should be used sparingly when needed not as a way to offset the need for toughness and vitality gear. It should be go tank or go dps not have both in one. The passive heals on might could also use some reworking (aka nerfing) to also reduce the use heal on might as another form of negating the need for defensive stat gear.

I've seen a build that can solo any champion including some of the super tough ones as well being able to solo zergs and groups in PvP and WvW. Warriors are to Over Powered as they stand.

Also Superior Rune of the Defender's cooldown for "heal for 5% of your maximum health after blocking an attack" is to short or broken as I've seen revenant and the odd warrior and guardian use the runes for very quick healing. Revenant the biggest exploiter of this rune set as while using Warding Rift I have seen revenant go from as low as 1% health to 100% in a couple of seconds when they run away from groups. Other skills which have passive blocks such as the Ranger's greatsword skill Counterattack can also pull this trick off however I have yet to see a ranger use it. Luckly warriors mostly do not use these runes as they want all that might and that sweet over powered heal on might instead, but if their heal on might gets nurfed I can quickly see this being a warrior fav.

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