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Balance Patch Preview - WvW


Cal Cohen.2358

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Obviously, ArenaNet is more and more similar like Korean style. That's mean they keep going to Nerf / buff everything then make the adjustment again to extend the attention / life of the game. As it is the least effort to make somethings difference. (Asian company $$ > value / quality )

By the way, many people mention that has been no any news about the population issue since 2 years ago, because the core design of the game requires a lot of engineering effort to make the change. ( They can't really do that now).

$$$$$

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@NeroBoron.7285 said:I like where this i going, maybe it will feel like core times once again :)

But:

  • Did you forget about condis? I feel like you forgot them, they should be nerfed as well to match power
  • Defy Pain sould be invul as well and lock warriors out of spells just like obsidian flesh
  • Why are you always so drastic? Like every cc skill now has a coeffiecent of 0.1, bulls charge got reduced from 2.0 to 0.1. It feels like you never learn that there are adjustments inbetween. 0.5 would probably be also fine. I think the minimum amout on the ccs could at least match the damage of an auto attack
  • Replace 300sec cd auto proc traits with sth useful, i also saw same cd for pvp, are you serious? It will proc twice a match. Come on be more creative please

Oh and a few more things

  • Please work on evade frame spamming, remove most of them
  • Same goes for port spams
  • Invisibility, beside engis elexier s and massinvis cd, i expected more nerfs for thiefs access to stealth as well
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Why nerf power coefficients instead of nerfing the ability to stack such high effective power? The 3.9k crit you talk about is from about 4k effective power, but some builds can get up to 20k if they push it. That's still going to cause oneshots, meanwhile any power build that isn't full glass hits like a wet noodle.Why blanket nerf when some options are already weak? Nerfing stand your ground seems reasonable but why also nerf hallowed ground when no one uses it?Why put 300s cooldowns on traits? These sort of traits don't get used in pve and now won't be viable in pvp or wvw so there's no reason at all for them to exist. Surely there was time to try and make some replacements for these.There are some suspiciously small reductions to some skills, like mind wrack, three round burst or condis in general. I hope Anet aren't playing favourites here, especially not with things that are already not well liked by the community.And finally...Why aren't eles allowed to have fun?

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Just in case, can you guys make sure Retaliation is scaled appropriately for the upcoming changes? I know that normally retal is scaled based the attacker's skill's power, but with the adjustments, something with spaghetti code could cause retal to fire back with the original power pre-patch. That would be a bit yikes..

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@Cal Cohen.2358 said:

Revenant

Profession Mechanics

  • Facet of Nature
    • Facet of Nature (Ventari): Reduced pulse base heal from 471 to 306. Reduced pulse heal scaling from 0.4 to 0.1
    • True Nature (Ventari): Reduced base heal per condition cleansed from 970 to 323
    • True Nature (Mallyx): Reduced might duration from 10 seconds to 6 seconds
  • Heroic Command: Reduced might duration from 8 seconds to 6 seconds
  • Healing Orb (created by various skills and traits): Reduced heal coefficient from 0.15 to 0.075

Weapons

Hammer

  • Hammer Bolt: Reduced power coefficient from 0.95 to 0.633
  • Coalescence of Ruin: Increased cooldown from 4 seconds to 10 seconds
  • Phase Smash: Reduced power coefficient from 1.75 to 1.36. Increased cooldown from 8 seconds to 12 seconds
  • Drop the Hammer: Reduced power coefficient from 1.5 to 0.01

Staff

  • Autoattack Chain: Reduced power coefficients from 0.65/0.75/1.0 to 0.433/0.5/0.666
  • Mender's Rebuke: Reduced power coefficient from 1.5 to 0.91. Increased cooldown from 5 seconds to 8 seconds
  • Warding Rift: Reduced power coefficient from 0.2 to 0.1. Increased cooldown from 15 seconds to 20 seconds
  • Surge of the Mists: Reduced power coefficient per strike from 0.18 to 0.001

Sword

  • Autoattack Chain: Adjusted as follows
    • Preparation Thrust: Reduced power coefficient from 0.6 to 0.4
    • Brutal Blade: Reduced power coefficient from 0.7 to 0.466
    • Rift Slash: Reduced initial strike power coefficient from 0.9 to 0.6. Reduced explosion power coefficient from 0.2175 to 0.145
  • Unrelenting Assault: Reduced power coefficient per strike from 0.57 to 0.38. Reduced might duration per strike from 5 seconds to 3 seconds. Increased cooldown from 12 seconds to 15 seconds

Mace

  • Autoattack Chain: Adjusted as follows
  • Misery Swipe: Reduced power coefficient from 0.35 to 0.233
  • Anguish Swipe: Reduced power coefficient from 0.4 to 0.266
  • Manifest Toxin: Reduced initial strike power coefficient from 0.6 to 0.4. Reduced projectile power coefficient from 0.3 to 0.2
  • Searing Fissure: Adjusted initial burning from 3 stacks for 3 seconds to 1 stack for 10 seconds. Increased additional burning duration from 1 second to 4 seconds

Sword OH

  • Shackling Wave: Reduced initial strike power coefficient from 1.0 to 0.1. Increased vulnerability stacks from 8 to 12
  • Deathstrike: Reduced initial strike power coefficient from 0.33 to 0.1. Reduced second strike power coefficient from 2.0 to 1.7. Increased cooldown from 15 seconds to 18 seconds

Axe OH

  • Frigid Blitz: Increased cooldown from 10 seconds to 15 seconds
  • Temporal Rift: Reduced power coefficient from 0.75 to 0.01. Adjusted torment from 2 stacks for 12 seconds to 1 stack for 1 second

Shield

  • Envoy of Exuberance: Reduced pulse base heal from 1620 to 1215. Increased protection duration from 2 seconds to 3 seconds
  • Crystal Hibernation: Reduced pulse heal coefficient from 0.5 to 0.125

Shortbow

  • Shattershot: Reduced power coefficient from 0.65 to 0.44. Increased bleeding duration from 3 seconds to 4 seconds
  • Bloodbane Path: Increased cooldown from 3 seconds to 5 seconds
  • Scorchrazor: Reduced power coefficient from 1.0 to 0.01. Reduced burning duration from 4 seconds to 1 second

Legend Skills

Shiro

  • Riposting Shadows: Increased energy cost from 30 to 40. Reduced endurance gain from 25 to 15
  • Phase Traversal: WvW will now use the PvP version of the skill (35 energy cost)
  • Jade Winds: Reduced power coefficient from 1.5 to 0.01. Increased number of vulnerability stacks from 6 to 10

Jalis

  • Forced Engagement: Reduced power coefficient from 0.5 to 0.01

Ventari

  • Ventari's Will (Project Tranquility): Reduced heal coefficient from 0.33 to 0.1. Reduced base heal from 613 to 306
  • Natural Harmony: Reduced heal coefficient from 2.25 to 1.25
  • Energy Expulsion: Reduced base heal per fragment from 985 to 739. Reduced fragment heal coefficient from 0.5 to 0.25

Glint

  • Facet of Darkness: Increased cooldown from 20 seconds to 25 seconds
  • Elemental Blast (Facet of Elements) Reduced power coefficient per strike from 1.15 to 0.89. Reduced weakness duration from 4 seconds to 2 seconds
  • Facet of Strength: Reduced might duration from 12 seconds to 6 seconds
  • Burst of Strength (Facet of Strength): Reduced damage bonus from 15% to 7%
  • Chaotic Release (Facet of Chaos): Reduced power coefficient from 2.0 to 0.01. Reduced cooldown from 45 seconds to 35 seconds

Kalla

  • Breakrazor's Bastion: Reduced pulse heal coefficient from 0.7 to 0.3. Reduced initial heal coefficient from 1.3 to 0.8

Traits

Retribution

  • Eye for an Eye: Reduced might duration from 10 seconds to 6 seconds. Reduced protection duration from 5 seconds to 3 seconds
  • Dwarven Battle Training: Reduced weakness duration from 5 seconds to 3 seconds
  • Vicious Reprisal: Reduced might duration from 8 seconds to 6 seconds
  • Steadfast Rejuvenation: Reduced base heal per point of upkeep from 67 to 40

Salvation

  • Life Attunement: Reduced healing power to concentration conversion from 7% to 4%
  • Serene Rejuvenation: Reduced outgoing heal bonus from 15% to 10%
  • Tranquil Balance: Reduced outgoing heal bonus from 20% to 7%
  • Resilient Spirit: Reduced base barrier per boon from 229 to 170
  • Invoking Harmony: Reduced outgoing heal bonus from 20% to 10%

Invocation

  • Spirit Boon: Reduced might duration from 10 seconds to 6 seconds
  • Rapid Flow: Reduced base heal from 500 to 333
  • Song of the Mists: Legend swap skills have been adjusted as follows
    • Shiro: Reduced power coefficient from 0.93 to 0.1
    • Jalis: Reduced power coefficient from 0.75 to 0.1. Reduced weakness duration from 5 seconds to 3 seconds. Increased base barrier per strike from 586 to 879
    • Mallyx: Reduced power coefficient from 0.9 to 0.3
    • Glint: Reduced power coefficient from 0.75 to 0.3. Reduced burning stacks from 2 to 1
    • Kalla: Reduced power coefficient from 0.5 to 0.3

Herald

  • Reinforced Potency: Reduced concentration from 120 to 60

  • Elder's Respite: Reduced regeneration duration from 8 seconds to 3 seconds

  • Elevated Compassion: Reduced base heal from 389 to 292

  • Shared Empowerment: WvW will now use the PvP version of the trait (4s might duration). Reduced target cap from 10 to 5

  • Renegade

  • All for One: Reduced protection duration from 4 seconds to 3 seconds

  • Lasting Legacy: Reduced bonus might duration from 12 seconds to 6 seconds

Wtf!... Increased energy,cooldown... this is a joke? i understand the nerf power coefficient, but this... delete the revenant directly

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@Cal Cohen.2358 said:Hi Everyone,

Today we’re previewing the upcoming balance update. We’re starting with a bit of process and general thoughts, then following up with a pile of patch notes. Note that this post is identical for the PvP and WvW subforums (minus the changes to PvP build items), but duplicated for the purpose of more easily obtaining mode-specific feedback.

The more I think about things, the more I have a concern with longer recharges on skills. I’m honestly feeling like players will be really unhappy if the team makes all these long recharged timers. I mean, things like a 2-3s effect on a skill that’s 30+ seconds will be extremely not fun. Or a whopping long elite skill recharge that has its effects cut down and that an opponent can potentially negate/remove/counter immediately. And long weapon recharges that make the game more about mindless #1 auto attack spamming... yuck

What I’d like to propose is this...

  • Keep on track with the lower damage and heal numbers as laid out in your posts.
  • A global buff of 1.5x to base Health inside of Spvp.
  • A global buff of 2x to base Health inside of wvw.
  • Cut recharge timers on all skills by 50%.

This way combat remains fast paced and base Health is tailored to the mode so TTK is increased.

Thanks!

Edit- And I will use these as an example...

“Coalescence of Ruin: Increased cooldown from 4 seconds to 10 seconds

Phase Smash: Reduced power coefficient from 1.75 to 1.36. Increased cooldown from 8 seconds to 12 seconds”

Instead of increasing recharge on the above skills, leave the recharge alone and cut out half the damage instead.

Do the same with all utility heals, slot skills and elites.

Players would be a lot more willing to accept damage and effects nerfs, even large ones, if these types of suggestions were to coincide with the proposed changes in the patch.

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I'm 100% for this as long as you guys are confident that your changes to conditions will bring their power level down to where physical damage is going to be. If these changes to conditions aren't as drastic as the changes to power and healing power, conditions in wvw are going to be brutal.

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@"Cal Cohen.2358" said:Hi Everyone,

Today we’re previewing the upcoming balance update. We’re starting with a bit of process and general thoughts, then following up with a pile of patch notes. Note that this post is identical for the PvP and WvW subforums (minus the changes to PvP build items), but duplicated for the purpose of more easily obtaining mode-specific feedback.

Cutting down on mobility won't make the game more enjoyable, just sayin'... Players would have a better time if they had more mobility and positioning options, especially for roamers... Examples from this thread...

https://en-forum.guildwars2.com/discussion/90360/stream-feedback-multiple-topics

ON THE TOPIC OF WORLD ABILITIES

https://wiki.guildwars2.com/wiki/World_ExperienceRaymond Lukes asked before how the Alliance System could be beneficial for roamers https://en-forum.guildwars2.com/discussion/88433/answer-to-what-is-beneficial-in-the-system-to-roamers … Long story short, the most important factor is that all professions be given the opportunity to have decent roaming builds. The hallmarks of decent roaming builds are mobility and positioning skills while in combat. So how can we make this happen, while also using the World Ability Point system? Here is one idea…

We break up the current list of World Abilities into 3 categories… General, Large Scale and Small Scale. ALL World Abilities need to be unlocked before use. Players will always have the “General” section in use, while having to choose between “Large Scale” and “Small Scale” being active at any given time.General World Abilities (These would be examples of World Abilities that are always active.)• Mercenary's Bane- Total Cost: 15• Guard Killer- Total Cost: 35• Supply Master- Total Cost: 15• Supply Capacity- Total Cost: 145• Defense Against Guards- Total Cost: 35• Provisions Master- Total Cost: 55• Repair Master- Total Cost: 15• War Gliding Mastery- Total Cost: 60• Warclaw Mastery- Total Cost: 166

*Total World Ability Points needed to Unlock the “General World Abilities” is 541

Next, we can have players select which style of build they want to play while in WvW. A player can only have one of the two active at any time. These skills have to be unlocked with World Ability Points to be usable. If a player wants to switch playstyle then they have to deactivate one group for another. The two categories to choose from…

Large Group World Abilities• Burning Oil Mastery- Total Cost: 60• Catapult Mastery- Total Cost: 60• Siege Bunker- Total Cost: 35• Shield Generator Mastery- Total Cost: 60• Build Master- Total Cost: 15• Cannon Mastery- Total Cost: 60• Arrow Cart Mastery- Total Cost: 60• Siege Golem Mastery- Total Cost: 60• Ballista Mastery- Total Cost: 60• Mortar Mastery- Total Cost: 60• Siege Might- Total Cost: 35• Trebuchet Mastery- Total Cost: 60• Flame Ram Mastery- Total Cost: 60

*Total World Ability Points needed to Unlock the “Large Group World Abilities” is 685

Small Scale World Abilities Ideas from my thread… https://en-forum.guildwars2.com/discussion/9804/idea-wvw-only-movement-skillsSelecting this set of World Abilities unlocks the use of special Slot Skills a player can choose from, with restriction… Please read the thread for more detail, but this would be the gist… Player unlocks this set of World abilities and can choose from only 2 groups of Aspects slot skill pools to be use at any given time. The 2 can be reset while out of combat or at the World Ability Master. Let’s calls these “World Aspect Skills” for lack of a better name… *

Aspects of the Zephyrites- Total Cost: 137 to unlock all slot skillshttps://wiki.guildwars2.com/wiki/Zephyrites

Utility Skills• Aspect of Lightning- Passive skill. Global 25% cooldown reduction to all weapon and slot skills. Does not stack with other cooldown reduction traits. Total Cost: 30• Aspect of Sun- Passive skill. In combat forward, strafing and backpedaling movement speeds are all 210 units. Total Cost: 30• Aspect of Wind- Ground target skill. Gust of wind pushes you 600 units. Total Cost: 30• Elite Dodge Skill- Whirlwind when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

Aspects of the Nuhoch- Total Cost: 137 to unlock all slot skillshttps://wiki.guildwars2.com/wiki/Nuhoch

Utility Skills• Aspect of Balance- Passive skill. 25% chance to be immune to float, knockback, knockdown, launch, pull and sink effects. Total Cost: 30• Aspect of Nuhoch- Passive skill. Jump forward 600 units. Total Cost: 30• Aspect of Potoni the Massive- Ground target skill. Jump 600 units. Jump height is doubled. Total Cost: 30• Elite Dodge Skill- Leap when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

Aspects of the Itzel- Total Cost: 137 to unlock all slot skillshttps://wiki.guildwars2.com/wiki/Itzel

Utility Skills• Aspect of Whatever- Passive skill. 25% reduction to all critical hits. Total Cost: 30• Aspect of Itzel – Passive Skill. Stealth perception 600 units. Total Cost: 30• Aspect of Bladedancer- Ground target skill. Teleport 600 units. Total Cost: 30• Elite Dodge Skill- Teleport when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

Aspects of the Exalted- Total Cost: 137 to unlock all slot skillshttps://wiki.guildwars2.com/wiki/ExaltedUtility Skills• Aspect of Flight- Passive skill. 25% reduction to all AoE ground target damage. Total Cost: 30• Aspect of Exalted- Passive skill. “Water walking” and no falling damage. Total Cost: 30• Aspect of Tarnished Sage- Ground target skill. Hover 600 units. Total Cost: 30• Elite Dodge Skill- Become a golden ball of light when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

Aspects of the Dwarves- Total Cost: 137 to unlock all slot skillshttps://wiki.guildwars2.com/wiki/Dwarf

Utility Skills• Aspect of Stone- 25% reduction to all condition damage. Total Cost: 30• Aspect of Dwarf- 25% Increased skill speed. Total Cost: 30• Aspect of Jalis Ironhammer- Ground target skill. Charge 600 units. Total Cost: 30• Elite Dodge Skill- Charge when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

*Total World Ability Points needed to unlock all “Small Scale World Abilities” is 685. Same as “Large Group”.

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@"Cal Cohen.2358" said:Hi Everyone,

Today we’re previewing the upcoming balance update. We’re starting with a bit of process and general thoughts, then following up with a pile of patch notes. Note that this post is identical for the PvP and WvW subforums (minus the changes to PvP build items), but duplicated for the purpose of more easily obtaining mode-specific feedback.

In addition to my other posts, just want to bring this up...

Don’t be like WoW. GW2 was billed to be a fast-paced game, and I think a game like BDO can be a good example of this. It would be worth reducing recharge timers AND making sure mobility skills were available to every profession. And I can only dream that the team transitions to a place where we have an endurance system, not long recharges, for skills on all professions, just like we can see in a game like BDO...

Imagine warrior gameplay like this here!

Imagine necromancer gameplay like this instead!

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@"Cal Cohen.2358" said:Hi Everyone,

Today we’re previewing the upcoming balance update. We’re starting with a bit of process and general thoughts, then following up with a pile of patch notes. Note that this post is identical for the PvP and WvW subforums (minus the changes to PvP build items), but duplicated for the purpose of more easily obtaining mode-specific feedback.

On the recent stream it was mentioned that splits have been made easier bc of the tech...

Can the team just make all skills (weapon, slot skills, buffs...) 3 targets inside of wvw and spvp instead? Would cut out the unhealthy AoE spam and reduce lag...

https://en-forum.guildwars2.com/discussion/44028/ideas-to-tone-down-offensive-aoes

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they way i read the patch notes they want to reduce all healing and sustain to the point of in effective " we want to see players use more offensive utility skills " then compensate for lack of healing and sustain by cutting everyones damage. then in the next section tell us they still think defense and counter skills are still important. Remember when they introduced new elite professions gave everyone more healing and support skills to promote team play. now we get thats not the direction we want to go. make up your mind boys. If you really Just can't leave it alone or fix the correct issues then be extremely bold. Eliminate all training build mess all elite skills and professions Player uses profession/toon of their choice toon gets two weapon sets . thats 10 offensive skills 2 heal skills that are tied to weapon. and the utility skills for defense.. In GW1 we had the Paragon which was a near perfect mix of offensive and defensive skills. My question is what was so wrong with that style play?

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@"Deniara Devious.3948" said:The problem with this "balance" patch is that it is basically just shaving the multipliers and adjusting some cooldowns. I am fine that powerful CC skills do almost zero damage. In general one skill should not do multiple powerful things at same time, unless it is coupled with a handicap or a very long cooldown.

One of the biggest problems, at least in EU tier #1, is the awful lag in prime time. You cannot activate any skill without considerable multi second delay when a 3-way fight occurs. The key reasons for the lag are skills, which affect more than 5 targets or the abundant boons. All these require a lot of computations for the servers. I would advice to tone down all traits and skills to max 5 targets, except those which have a long cool down. I would use 60 seconds as a general rule of thumb here. E.g. mass invisibility (mesmer elite) is fine and not overpowered.

Guardian (especially Firebrand) will still be the most popular class, because it can spew boons like no tomorrow, has great access to condition cleanse, stability etc. Guardian has been the WvWvW meta since release in Autumn 2012 and this balance patch won't change this. Most commanders will play guardian, period.

Necromancers will continue to very popular, because they are the best class to corrupt and remove boons and do AoE burst.

Almost every single warrior build is using greatsword (GS) and this has been the case for many years. This balance patch won't change this, since forceful greatsword is so amazing trait it simply outshines anything else warrior has and has great trait synergy. Shield will remain as the most popular offhand. If you want better balance between warrior weapons, something needs to be done. Either enhance the least used weapons e.g. longbow projectiles are super slow (make them faster) and return adrenaline gain to warhorn. Or alternatively tone down greatsword related traits.

Core engineer has been the worst core spec, because the previous patches have "balanced" engineer by over nerfing the core, instead of properly toning down the elite specs. Holosmith should still either lose some damage or sustain (e.g. 4 s stability from Crystal Configuration: Eclipse). Explosives trait line is still an awful mess. Using healing skill is throwing grenade barrage with grenadier trait, which makes no sense. No using healing skill is install reveal and most of the time the damage is wasted. Grenadier should increase the range of the grenades to 1200 or 1500 range. Grenades are suicide anyways, when enemy zerg has near permanent retaliation.

Permanent stealth should NOT exist in WvWvW. It allows to hide in keeps or stonemist castle forever. I would say to cap the stealth duration maximum to 8 - 15 seconds and after that becomes automatic reveal. Reveal should last same time (4 seconds) as in spvp, because stealth is inherently more powerful and useful in WvWvW than spvp.

My prediction is that with these changes the most popular classes will remain popular. The zerg meta will drift more towards long range pirate ship and condition spam. Roaming is already very unbalanced, thanks to specs which can reset the fight whenever they want.

One important aspect in doing the balance patch is consideration: will it be fun? Some specs e.g. huge damage from ranged and ability to stealth might be fun to play, but they are not fun to play against. Some players enjoy playing insta gibbed, but nobody likes to be one-shot. On the other hand if fights last too long time and nobody dies, I wouldn't consider it fun either.

There's many players running warhorn on warriors specced for support as well as hammer on spellbreaker.

Boon removal is going to be rough even with spellbreaker break enchantments , scourge devouring darkness, etc. The fact is heralds apply boons every 3s per facet on 10 people when traited with Draconic echo. Until the interval is adjusted you'll still see might+fury+swiftness+regen. Stripping boons does close to nothing vs facets.

I think firebrand's Opening Passage (mantra of lore) needs to be toned down more recharge-wise or there's no reason to use purging flames. For example, why does it apply regen? It could easily be upped to 16-18s. Scrappers still have more cleansing options so I think it's best to have guardian be the stability/aegis role whereas scrapper has the cleanse role.

Likewise Absolute Resolution + battle presence might be competitive with elementalists' soothing mist after the 50% scaling reduction and considering that you need to camp water attunement to obtain soothing mist it isn't quite fair there too. Heal/sec without counting staff auto on ele or mace auto on guardian would be:Soothing Mist = 80 base (0.05 scaling) or 160 base (0.10 scaling) traited with Soothing Power ~310/s with 1500 healing power , before 15% from the outgoing boost to allies ~356 heal/secTraited battle presence = 105 + Healing Power * 0.075 which is ~218/s with 1500 healing power

In comparison vampiric presence from necros is 32+(0.0333heal power) and 64+(0.0666healing power) scaling in shroud which is around 82 per attack if it's a scourge since you won't be in shroud, with a cap of once per 1/2 a second. That makes roughly 164 heal/second at 1500 heal power, keeping in mind that heal power increases from the minor trait quite heavily

Totaling these three you end up with ~700 heals a second already. Condis such as long duration bleeding rather than stacks of it are fighting an uphill battle.

After going through the changes once more (been several days) there's no reason to run mesmers for stealth or secondary stability when scrappers can use defense field on bulwark gyro, revs apply stability with Inspiring reinforcement , and stealth gyro gives superspeed and can be blasted. Increased ammo recharge on the stability mantra was overkill since that it is the sole use.

@Dediggefedde.4961 said:About engineer 3 things seem a bit strange to me:

  • prime light beam I always used for the damage. Will the dmg-ticks and burn of the >50% heat laser also be touched? I would like it more if the CC is removed and the damage is nerved to something like 1.5-2.0.
  • Bandage self (4900+100%) and vital burst (940+103%) are not changed despite their large heal coefficient
  • bomb-kit 1 (bomb) has a 1.2 coefficient and 0.5s (effective 0.86s) CD. It's an explosion and has 5 targets. Shouldn't that be nerfed, too? I thought it was already the strongest auto-attack.

Bomb kit is delayed ; shatterstone on ele wasn't touched either.

@Extacy.6192 said:Coalescence of Ruin - cooldown increase is absurd. Just nerf the damage accordingly (33%) and leave the cooldown as it is now. Hammer 1,3 and 5 nerfs are enough.

The cooldown increase is higher than expected but most ranged high damage skills are on 8 cooldown after the patch. Make sure you read all of the notes and not just the class you play. That said it's still buggy with respect to aiming and has a huge red rectangle as a tell now.

@Swagger.1459 said:

@"Cal Cohen.2358" said:Hi Everyone,

Today we’re previewing the upcoming balance update. We’re starting with a bit of process and general thoughts, then following up with a pile of patch notes. Note that this post is identical for the PvP and WvW subforums (minus the changes to PvP build items), but duplicated for the purpose of more easily obtaining mode-specific feedback.

Cutting down on mobility won't make the game more enjoyable, just sayin'... Players would have a better time if they had more mobility and positioning options, especially for roamers... Examples from this thread...

ON THE TOPIC OF WORLD ABILITIES(cut the long list)

The last thing we need is more WvW rank/mastery gating for people that haven't been playing WvW. That holds true for warclaw, to a lesser extent gliding, and also whatever has a stat advantage (golems or otherwise). They removed the damage bonus from guard stacks a while ago for this reason. Unless someone plays hours of WvW I'd expect 1 maybe 2 ranks a day, so even playing daily it's well over 3 years just to get maxed masteries currently.

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I can read all the changes as often as i like the class I play is still the one that matters. i run solo as a scout. these changes affect how well I can cap a camp sustain damage when attacked by 2 or 3 foes ect. but maybe thats what they want to reduce dont know. not everyone can run in a zerg and get boons ect. from other players

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@Infusion.7149 said:

@Extacy.6192 said:Coalescence of Ruin - cooldown increase is absurd. Just nerf the damage accordingly (33%) and leave the cooldown as it is now. Hammer 1,3 and 5 nerfs are enough.

The cooldown increase is higher than expected but most ranged high damage skills are on 8 cooldown after the patch. Make sure you read all of the notes and not just the class you play. That said it's still buggy with respect to aiming and has a huge red rectangle as a tell now.

I don't play rev. But i guess a 50% cooldown increase to 6s and a 33% dmg nerf would be fine. This way the ability could at least be used 2/3 times before the next weapon swap instead of 1/2 times. I just think 10s is way too long. The weapon doesn't offer that much otherwise, it was only really used in wvw zerging and a 10s cd would be devastating.

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In regards to rangers, why are main/offhand daggers and shortbow also receiving nerfs when they aren’t even viable to use now? I understand that you guys are toning everything down, but these weapons need help to make them viable.

Also why is eternal bond going to 300 second cooldown, yet berserkers dead or alive trait remaining untouched? It’s basically the same trait...

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@Abyssisis.3971 said:In regards to rangers, why are main/offhand daggers and shortbow also receiving nerfs when they aren’t even viable to use now? I understand that you guys are toning everything down, but these weapons need help to make them viable.Yes, because they are nerfing everything. It's the same with nerfing power modifiers on engineer pistols. Literally no one use pistols for their power damage.

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@Swagger.1459 said:

@"Cal Cohen.2358" said:Hi Everyone,

Today we’re previewing the upcoming balance update. We’re starting with a bit of process and general thoughts, then following up with a pile of patch notes. Note that this post is identical for the PvP and WvW subforums (minus the changes to PvP build items), but duplicated for the purpose of more easily obtaining mode-specific feedback.

In addition to my other posts, just want to bring this up...

Don’t be like WoW. GW2 was billed to be a fast-paced game, and I think a game like BDO can be a good example of this. It would be worth reducing recharge timers AND making sure mobility skills were available to every profession. And I can only dream that the team transitions to a place where we have an endurance system, not long recharges, for skills on all professions, just like we can see in a game like BDO...

Imagine warrior gameplay like this here!

Imagine necromancer gameplay like this instead!

this game is just a failure of wanted to be like very old ass mmo called lineage 2..there might be differences but the goal was same endless grind forcing people to fight over spots etc balabalabaeven l2 isnt that fast and tbh its the way u look at it but slower games like gw2 require more skill..

imagine if some1 pops up and unloads fuck load of skills on u where u barely have time to react.i mean i love the way bdo is etc but combat system from my opinion is way to fast its not fun and just a simple roll over keyboard i have quit many years ago tru that.give me a game like that or l2 with endless grind and slower speed and im sold korean grind with open world pvp is just priceless when u like open world pvp.

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@"Gwaihir.1745" said:The notes list changes to the Guardian heal skill Litany of Wrath as being:"Litany of Wrath: Increased cooldown from 25 seconds to 30 seconds"

This skill in game has a 20 second cooldown. Adding a flat 10 seconds to it due to a mistake like this will see it never be used as it is very easy to punish. The wiki also lists it as being 25s so I assume that may be where they are getting their numbers.

There may be other errors like this that could lead to unintended changes to many classes. I only noticed this one since I have played solely guardian since launch and know the numbers by heart, and something didn't add up when I read the notes.

It would be well worth looking through the notes they listed for your class and verifying that 2+2 does indeed equal 4. Because when they put the numbers to live your class may be hit harder than is the intention of the patch.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^NEEDS LOOKED INTO BY A DEV CONTAINS ERRORS IN UPCOMING PATCH^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

You're wrong? Check everywhere else you have posted this to find out why.

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@Cal Cohen.2358 said:

Instant Skills and Passive Traits

We’ve also done a pass on traits that provide automatic defensive triggers. Traits that negate incoming CC or grant hard damage mitigation are getting large cooldown increases. Lesser defensive procs (protection on cc, auto condition cleanse, etc.) are also receiving longer cooldowns or reduced effectiveness, though not as extreme. We want to promote more active gameplay and this update is a good opportunity to make heavier adjustments to these passive traits.

Why not just remove such traits and design something new instead? No one is going to take a trait that only comes into play every five minutes, and you would end up leaving a lackluster non-choice in each specialization.

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