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  • mrauls.6519mrauls.6519 Member ✭✭✭✭

    @Lan Deathrider.5910 said:

    @mrauls.6519 said:
    @Irenio CalmonHuang.2048

    Inspiring Virtue (NEW): This trait grants you increased damage after activating a virtue.
    Can someone please tell us the damage increase?

    Sure. On patch day.

    I'm not sure why they would wait to shed light on the full details. The purpose is to receive feedback. Imagine if the damage increase is 30%. People would go wild

  • Dzheen.5291Dzheen.5291 Member ✭✭
    edited February 6, 2020

    In next patch we will loose 15% single target damage with pistols because of Ankle shot trait changes. What if pistol/pistol weapon set will have a bullets types switch on F3? Like enginers switch their weapons.

    • Standart bullets for single target which is the current implemantation of p/p.
    • Armor piercing bullets for aoe. They will pierce 5 targets and do 15% less damage
    • Expansive bullets. Half power, half bleed damage. This will let us use p/p for hybrid or condi builds.
      Bullets switching can be on cd like weapons swap.
  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    Id really like to see a small power reaper buff, 1,5 or 2k more dps to bring it in line with dragonhunters dps.

    Even then, dh will be used more often.
    It brings more support to the group (blocks from f3, group heal f2 (and Condi cleanse on self), and you can even play without a quickness support in your group, if you stack enough guardians without loosing much dps.

    While necro is only tanky in itself and doesn't offer any group support and is very reliant on shroud to do dps. So taking damage while in shroud isn't really what you want.

    I'd also like to see engi back, and there are changes for engi but I can't tell, if they'll help as I don't play engi much.

    Or:
    Nerf guards.
    Stacking guards to get perma quickness is a big issue in my opinion.
    It's basically the same as epi bounce. The only difference is that epi dealt damage and the elite shout does basically the same by removing the need of one support to free a spot for another strong dps player.
    Also keep in mind that there's still firebrand that also offers permanent quickness support without sacrificing lots of damage

    Also nerf warriors:
    How can it be, that warriors, that bring 2 support skills and buff the damage of 10 people, are allowed to do the same amount of damage than other classes, that don't bring such insane support?

  • @mrauls.6519 said:

    @Lan Deathrider.5910 said:

    @mrauls.6519 said:
    @Irenio CalmonHuang.2048

    Inspiring Virtue (NEW): This trait grants you increased damage after activating a virtue.
    Can someone please tell us the damage increase?

    Sure. On patch day.

    I'm not sure why they would wait to shed light on the full details. The purpose is to receive feedback. Imagine if the damage increase is 30%. People would go wild

    Its been this case every time, so patch day is the soonest I'd expect to see numbers beyond what they posted.

  • @Nimon.7840 said:
    Id really like to see a small power reaper buff, 1,5 or 2k more dps to bring it in line with dragonhunters dps.

    Even then, dh will be used more often.
    It brings more support to the group (blocks from f3, group heal f2 (and Condi cleanse on self), and you can even play without a quickness support in your group, if you stack enough guardians without loosing much dps.

    While necro is only tanky in itself and doesn't offer any group support and is very reliant on shroud to do dps. So taking damage while in shroud isn't really what you want.

    I'd also like to see engi back, and there are changes for engi but I can't tell, if they'll help as I don't play engi much.

    Or:
    Nerf guards.
    Stacking guards to get perma quickness is a big issue in my opinion.
    It's basically the same as epi bounce. The only difference is that epi dealt damage and the elite shout does basically the same by removing the need of one support to free a spot for another strong dps player.
    Also keep in mind that there's still firebrand that also offers permanent quickness support without sacrificing lots of damage

    **> Also nerf warriors:

    How can it be, that warriors, that bring 2 support skills and buff the damage of 10 people, are allowed to do the same amount of damage than other classes, that don't bring such insane support?**

    More like nerf Banners, which they already did. Anet really does not seem to want Warrior to have an active support roll. FWIW I hate running banners in FotM and I honestly don't feel much of a difference without them in a good group. Banners just helps bad players do a little better, or get speed clear numbers down.

    A necro can still do Wells support and provide perma protection, stack vulnerability, help cap might, and heal the party. The problem with Necro is that is does several jobs fairly well (no pun intended) yet someone else just does it better. Kind of the same with Warrior DPS, whether condi or power there is someone else higher on the DPS meter.

    I certainly wouldn't kick a Necro out of a FotM party, but then I know their worth because I also play one. Reapers are famous for carrying bad PUGs composed of noob players using Meta builds that they can't play right.

  • I do not believe I have ever had a opinion just from reading the patch notes before, but I am so excited for the changes to elementalist summons. Those are easily 2 of my favorite skills in the whole game.

  • ABOUT Thief (PVE):
    I use a build that has 99% crit, so replace ankle shot with deadly aim is
    not only 15% less dmg but also make mobs reach you twice as fast!

    Piercing bullets? they will hit and aggro the ones not ment to be hit.
    Aoe 130 bullets instead ?

    My current build is fun to play and needs a lot of real fighting and gives you
    the feeling if ya fast you can handle a lot, is that not exactly the feeling ya need from a game?

    Remove of ankle shot has way bigger impact then it looks on paper.

  • voltaicbore.8012voltaicbore.8012 Member ✭✭✭
    edited February 6, 2020

    @Irenio CalmonHuang.2048 - I think you guys are fundamentally missing the mark on soulbeast.

    While technically correct that soulbeasts lacked a formal tradeoff, soulbeast was already starting from behind. As anyone who's played ranger (or just played gw2 long enough) should know, rangers get a portion of their personal stats taken away, and that is supposedly made up for by having a pet. The catch is that pet AI is ridiculously unreliable. There are sad videos of pets uselessly chasing even slow moving enemies without being able to land a single hit. The few partially reliable pets are the ones that have attacks with fast enough projectile/melee charge speed, or the smokescale with its ability to actually stick to a target. Even then, the numbers are quite piddling. The situation will get even worse with the nerf to cc damage.

    The soulbeast merge function simply allows the ranger to give up the pet and reclaim those lost stats. In my view, that simply brings ranger back to parity with everyone else who didn't have to give up stats to a famously unreliable pet system in the first place.

    Versatility is supposed to be central to being a ranger. Even on guildwars2.com, the description of ranger ends with "rangers can adapt to any situation." Yet the explicit purpose of removing petswap from soulbeast is to limit in-combat versatility.

    I'd prefer that soulbeasts be able to maintain this versatility, perhaps at the cost of reduced stats from the pet merge. After all, reduced stats is something rangers have learned to live with over the entire lifespan of the game.

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

    @voltaicbore.8012 said:
    @Irenio CalmonHuang.2048 - I think you guys are fundamentally missing the mark on soulbeast.

    While technically correct that soulbeasts lacked a formal tradeoff, soulbeast was already starting from behind. As anyone who's played ranger (or just played gw2 long enough) should know, rangers get a portion of their personal stats taken away, and that is supposedly made up for by having a pet. The catch is that pet AI is ridiculously unreliable. There are sad videos of pets uselessly chasing even slow moving enemies without being able to land a single hit. The few partially reliable pets are the ones that have attacks with fast enough projectile/melee charge speed, or the smokescale with its ability to actually stick to a target. Even then, the numbers are quite piddling. The situation will get even worse with the nerf to cc damage.

    The soulbeast merge function simply allows the ranger to give up the pet and reclaim those lost stats. In my view, that simply brings ranger back to parity with everyone else who didn't have to give up stats to a famously unreliable pet system in the first place.

    Versatility is supposed to be central to being a ranger. Even on guildwars2.com, the description of ranger ends with "rangers can adapt to any situation." Yet the explicit purpose of removing petswap from soulbeast is to limit in-combat versatility.

    I'd prefer that soulbeasts be able to maintain this versatility, perhaps at the cost of reduced stats from the pet merge. After all, reduced stats is something rangers have learned to live with over the entire lifespan of the game.

    Ummm due to traits merging does more than just return some stats to put the ranger in line with other classes base values,it brings it above and also u gain 3 pet skills that are in some cases very powerfull ie smokescale and gazelle, tho gazelle may lose favor after patch. Pet swap being lost seems like a decent trade off at least until somthing better is thought up.

  • @Psycoprophet.8107 said:

    Ummm due to traits merging does more than just return some stats to put the ranger in line with other classes base values,it brings it above and also u gain 3 pet skills that are in some cases very powerfull ie smokescale and gazelle, tho gazelle may lose favor after patch. Pet swap being lost seems like a decent trade off at least until somthing better is thought up.

    Read until the end of my comment, I addressed the stat bloating already: I'd be okay with reducing the stat gain from merging.

    As for the most powerful merge skills, those could see a nerf too. As it is, the cc's (which seem to be a big complaint from most non-rangers) associated with pets and merging are getting nerfed quite hard in competitive modes, and I'm fine with that. A weaker worldly impact would make it harder to reach competitive levels of pve dps in a lot of circumstances, but I'd take significant nerfs to overall merged stats and merged skills if that's what it takes to keep 2 pets on soulbeast.

    Because open world content is so easy, I'm already using only one pet most of the time already - so I most likely won't miss the second pet there. What I'll miss is having a supportive type pet for emergencies while I'm soloing dungeons or fractals, or when whatever group I'm in doesn't have support up to par.

  • Shaogin.2679Shaogin.2679 Member ✭✭✭

    @Tulki.1458 said:

    • There is a lack of attention given to engineer support capabilities. Every single profession has some sort of valuable support build(s) available, even thief with venomous aura. Engineer has two support lines (alchemy and inventions) and neither gives options for group boon support. At a maximum, engineers can spec for healing but this requires using the healing kit, which replaces all of your weapon skills and gives very few boons or ways to deal damage because you lose your weapons and also cannot equip other kits.

    What are you talking about? A Harrier Support Scrapper can maintain perma 25 stacks of might, fury, regen, and high uptime on protection. All while providing great condi cleanse and healing.

    Doc Von Doom

  • @Shaogin.2679 said:

    @Tulki.1458 said:

    • There is a lack of attention given to engineer support capabilities. Every single profession has some sort of valuable support build(s) available, even thief with venomous aura. Engineer has two support lines (alchemy and inventions) and neither gives options for group boon support. At a maximum, engineers can spec for healing but this requires using the healing kit, which replaces all of your weapon skills and gives very few boons or ways to deal damage because you lose your weapons and also cannot equip other kits.

    What are you talking about? A Harrier Support Scrapper can maintain perma 25 stacks of might, fury, regen, and high uptime on protection. All while providing great condi cleanse and healing.

    I think he meant Core Engi.

  • After looking over all the changes carefully, after the balance, I would like to see some of the cast times of skills that combo together with crowd-control skills looked at and the type of weapons being used be changed to fit the new use. Such as making warriors backbreaker a lower cool down with less knockdown time so that it hits, say, 3 targets with a larger range to hit easier to make the cool-down " skill 2" function work more fluently in the absence of the damage being lost to the weapon.

    Another topic is the gear; currently in WvW has not really changed since the release of HoT. It's time for some PvP stats that help balance out WvW such as Minstrel gear without healing power and replaced with power. Gear stats for WvW and less focused on PVE raids. Trailblazer gear and Dire gear need some counters because of the combination of traits and toughness that they can still be able to do burst corruptions/condition bombs with no need to put stats into modifiers like expertise/ or precision because of the pulsing of the skills, and or spam from so many players.
    Also one skill I think that was overlooked was Ghastly Breach, the amount of corruption it does is a bit much for one skill, I'd say reduce its time on the ground and pulses. Yes, I know it's an elite skill, but the soft CC, plus damage 3.0 modifier, plus torment, plus corruptions, plus corruptions to boons make it a bit more powerful than many of the other elites that hard CC and do no damage now or give out boons and then go on huge cooldowns. just pull it back to everything else.

    On Scourge... please make it the support, barrier, condition clear, heal class that it should be. even with all the nerfs in the past, if played right, can still support with barrier and do massive DPS (not good to me). should have the trade-off of no DPS to support by giving barrier.

    On Revenant make the Ventari table be like gyros on scrapper when you active the "6" Skill, it would stay above you where ever you go, using the 6 skill again moves the tablet with the use of energy to a location for a short duration then resets. utility and elite skills can be used when the tablet is above you or at a location.

    On Soulbeast... give it a place in WvW zergs with Stance share... make the radius much larger of stances and let allies receive the full buffed trait to the duration of stances. I wanted this to be a thing when PoF dropped but never happened.

    On Chronomancer give it a role with boon ripping and buffing allies in WvW with wells that rip boons and give a short duration of a boon at the location of the Chrono like 600 radius to 5 players. Make each well do different boon groups to match the skills flavor.

    On Firebrand make the pages less with shorter cooldowns into the tomes, or initiative where you have to build something up before going into the tomes then have a short-timer while in the tomes then thief initiative while in the tome; making some skills use more initiative or "pages" while in the tome with no cooldowns but stronger skills remove you from the tome quicker by using more pages. You would have to build stacks to re-enter the tome. F1 could have something to do with burning an enemy, F2 could be healing and or cleansing, F3 could be blocking. It could show on buff bar stacking to say 25 and then each tome could open separately depending on your actions out of the tomes.

    Yes, I know scrapper is still a thing, but it is unhealthy that it will be holding back the ranged condition meta alone because of the reduced cleanses on every other class. Yes, I know light fields are a thing but are unreliable to most groups because of random people not following or coordinating. How many times do I get might stacks when trying to blast stealth? Yes, I know resistance is still a thing but reduced boons in the patch and could be buffs to condition builds with corrupts or boon rips such as condition revenant may or may not change the tide. We will have to wait and see and I'm open to that.

    Overall, I am happy with the direction and initiative that the competitive team is making and hope they fundamentally overhaul the meta of WvW.
    This all above is just somethings I would like to see. I play all classes and builds and I hope we can have a role for every class and play style of that class in WvW zerging or as a havoc group. Good luck out there and remember to protect middle fort.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @voltaicbore.8012 said:

    @Psycoprophet.8107 said:

    Ummm due to traits merging does more than just return some stats to put the ranger in line with other classes base values,it brings it above and also u gain 3 pet skills that are in some cases very powerfull ie smokescale and gazelle, tho gazelle may lose favor after patch. Pet swap being lost seems like a decent trade off at least until somthing better is thought up.

    Read until the end of my comment, I addressed the stat bloating already: I'd be okay with reducing the stat gain from merging.

    As for the most powerful merge skills, those could see a nerf too. As it is, the cc's (which seem to be a big complaint from most non-rangers) associated with pets and merging are getting nerfed quite hard in competitive modes, and I'm fine with that. A weaker worldly impact would make it harder to reach competitive levels of pve dps in a lot of circumstances, but I'd take significant nerfs to overall merged stats and merged skills if that's what it takes to keep 2 pets on soulbeast.

    Because open world content is so easy, I'm already using only one pet most of the time already - so I most likely won't miss the second pet there. What I'll miss is having a supportive type pet for emergencies while I'm soloing dungeons or fractals, or when whatever group I'm in doesn't have support up to par.

    I do understand this. I think, that the petswap denial should only be in pvp modes tbh.
    And I'm not saying this because I'm a ranger main. (I'm not)
    But I think it's good for endgame pve content to still be able to have both pets.

    But I guess that would be a mechanic split, which isn't wanted

  • Not being able to swap my pets in combat as a soulbeast will severly effect my gameplay in a way I cannot completely foresee at the moment. And not in a good way.
    I rarely merge with my pet as a soulbeast, first because my pet tanks for me and second because I like to see my pet. The animal companion is one of the reasons I choose to play rangers in games. I want to see it. So I only merge when the fighting situation requires it.

    When I fight I often swap pets for several reasons
    1) to prevent them from dying. A dead pet is useless to me. And it cannot tank for me. Also because when I get down I rely on my pet to be able to revive me.
    2) When CC is needed I keep one pet with CC damage at hand and swap to it when the skill is not at cooldown.

    With this change when my pet is defeated I cannot swap it to the other pet. I loose the attacks and my little tank. And it will not be able to revive me.

    My ranger is my main. I am a bit frightened at the moment how this change will affect my gameplay in GW2 as a whole. Also swapping pets is a ranger's core mechanic. To remove that ability from one specialisation is simply ... weird. Especially considered that effectively my ranger has only one specialisation available, the soulbeast, since the druid is apparently a healing only spec and that's not my thing in open world PVE.

  • Shaogin.2679Shaogin.2679 Member ✭✭✭

    @Lan Deathrider.5910 said:

    @Shaogin.2679 said:

    @Tulki.1458 said:

    • There is a lack of attention given to engineer support capabilities. Every single profession has some sort of valuable support build(s) available, even thief with venomous aura. Engineer has two support lines (alchemy and inventions) and neither gives options for group boon support. At a maximum, engineers can spec for healing but this requires using the healing kit, which replaces all of your weapon skills and gives very few boons or ways to deal damage because you lose your weapons and also cannot equip other kits.

    What are you talking about? A Harrier Support Scrapper can maintain perma 25 stacks of might, fury, regen, and high uptime on protection. All while providing great condi cleanse and healing.

    I think he meant Core Engi.

    But Core Engi can do the exact same thing. The traits that allow this come from Inventions and Alchemy, the very trait lines that he claims do nothing for boon support. The only reason to take Scrapper is if you plan on using the bulwark gyro, stealth gyro, function gyro, or need a lot of AoE super speed.

    Doc Von Doom

  • @aikatara.3462 said:
    When I fight I often swap pets for several reasons
    1) to prevent them from dying. A dead pet is useless to me. And it cannot tank for me. Also because when I get down I rely on my pet to be able to revive me.
    2) When CC is needed I keep one pet with CC damage at hand and swap to it when the skill is not at cooldown.

    With this change when my pet is defeated I cannot swap it to the other pet. I loose the attacks and my little tank. And it will not be able to revive me.

    Hello, as Ranger being my most played proffesion I had the same sentiment, but: When you are downed with your pet out of combat, you can still summon it with Lick the wounds(though pet can be easily blocked by CC). Also, you get your pet back after merging.
    True that it wont make up for a second pet, but I believe what would help at this point would be a feedback to really help balance that loss. My hope is there will be more updates to PVE after these so we get that chance.

  • Doctor.1384Doctor.1384 Member ✭✭✭

    I dont like empty vessel removal, rev is a soldier profession. Good survivability is a characteristic that all soldier professions should have the option to have, not saying it should be inherent to every build, but for new players coming in and trying to learn the meta itd be weird looking at rev and finding limited sustain options . Warriors have their endure pain and their signet and their other stances and shouts, guardians have their stability and bulky traits, revs need their stun breaks and mist shenanigans.
    I have a good bit of time on revenant on all the game modes. I think It would probably be okay without the higher cd on glint stun break or without the heavy nerf on shiro dodge. It might also be okay if there where more stun breaks on jalis and a stunbreak on ventauri. Theyre also adding a lot of traits that proc on stun break, and those arnt going to be as useful without more frequent stun breaks.

    At first glance it may seem like rev has enough stun break access provided that you dont have ventauri equipped, as you can always swap legends and stun break immediately, that is assuming your legend swap is off cooldown, because of course everyone knows exactly when theyll start getting cced. but you have to think about where that puts you in the longterm short term. Yes, if my gaze is on cd and I needed to be on my feet 3 seconds ago I can swap into shiro, jallis, or mallyx and fix the problem, but you have to think about where this leaves your energy. If you are using any weapon but staff, you have no more defensive options except maybe sword 3, and if you are using staff, after a second you can use staff 5. You dont have a shield equipped because that block just lets the enemy setup and you arnt trying to be a bunker because that build isnt valid anymore since you dont have a stun break on ventauri. After you put your legend swap on cd and used your staff 3 or 5, or your sword or hammer 3, you have no more energy. There arnt any other utils you can use except for your heals. With other classes after you use your stun break util you can freely continue to react to whatevers going on but with revs stun breaks being as expensive as its offensive skills it forces you to play defensive from there on.

  • Does anybody knows when the patch is offiziell released ?

  • Substance E.4852Substance E.4852 Member ✭✭✭✭

    @KeoLegend.5132 said:

    @Zalani.9827 said:
    I feel that forcing the Soulbeast to only have 1 pet in combat is unhealthy for the profession. It is going to lead to a constant perma merge playstyle where having that “drawback” won’t even matter since the player has no iniative to unmerge anyways.

    Not to mention that one of the more drawing features of playing a ranger is being able to plan your two pets and be versatile. I love when I get the reason to unmerge and quickly swap pet to counter an issue or adapt to a situation, being versatile is part of the spec and profession as a whole. Taking that away from Soulbeast is a shame.

    Soulbeast is all about merging with the pet, i dont see any issue here.
    Want to have to pets that assist you? Play druid

    I think you mean pets that die instantly to AoE

  • Arkantos.7460Arkantos.7460 Member ✭✭✭✭

    @mrauls.6519 said:
    Please increase the speed of Guardian hammer so it matches Warrior's. It's been slow for too long

    plz also increase speed ov rev hammer so it matches Warriors and Guardians. its been slow for too long.

  • hash.8462hash.8462 Member ✭✭✭

    @Arkantos.7460 said:

    @mrauls.6519 said:
    Please increase the speed of Guardian hammer so it matches Warrior's. It's been slow for too long

    plz also increase speed ov rev hammer so it matches Warriors and Guardians. its been slow for too long.

    Nothing need to be done on both of them.
    1- Speed up guardian hammer would means reduce his damage or mess up his symbol, if they do it nearly all players will whine (remember never fix something that is not broken), if you want to have a faster hammer just build up a quickness firebrand.
    2- Compared to many others ranged weapons Revenant hammer damage/speed is high, also you cannot compare melee weapons with ranged ones (by the way, guardian hammer AA is very slow).

  • @JETWING.2759 said:

    @Irenio CalmonHuang.2048 said:

    Engineer:

    • Overheat: Instead of disabling all toolbelt skills until all heat is lost, this skill now adds 15 seconds to the recharge of toolbelt skills other than Photon Forge. Photon Forge remains disabled until all heat is lost.

    A 3rd penality... It's already loses half of HP (1st penality) and become unable to reenter on Photon Forge until the cooling time finishes (2nd penality). Holosmith stills overpenalized.
    What happens if the player on purpose overheats to get access to 6 extra stacks of Solar Focusing Lens?
    Serious that the player will still unable to Drop Elixir S (for stealth) nor Drop Elxir B (for Stability) nor use Rumble (for Stability, break stun) nor Bandage Self (Medic Kit Heal) nor any other sustain skill?
    Some skills and traits stills uncompatible. This near breaks the Holosmith Elite.

    • Photonic Blasting Module: When this trait is equipped, the additional recharge penalty from Overheat is reduced from 15 seconds to 5 seconds.

    What the point of equip a trait that forces the player to have his profession mechanics locked and loss access to damage and self sustain?
    Stills uncompatible! Conflicting! Nigh broken!

    • Crystal Configuration: Eclipse: This trait no longer causes Corona Burst to grant stability. Increased base barrier granted from 374 to 991 in PvE and 748 in competitive modes.

    This closes the coffin door and buries the Holosmith!
    What the point of play a melee type that can't face CC?
    What the point of Crystal Configuration: Zephyr or Crystal Configuration: Storm?
    What the point of Enhanced Capacity Storage Unit?
    Still without tier 3 (100+ heat) exceed skills.
    Sword still not fine (or worse with nerf).
    Self burn on f1...

    But the 450 distance requeriment make it unusable with Bomb Kit, Flamethrower, Tool Kit, Photon Forge and Scrapper... May be healthy remove this distance requeriment.

    Please, look the Engineer sub forum. There are severals suggestions to make Engineer Profession fun to play and capable of bring more players.
    Do not abandon the Engineer!

    You're right, I can't understand why Anet stills making engineer useless in all game modes, but classes like guardian are meta(or almost meta) since HoT release.
    It's so stupid, this game literally makes you always play guardian if you wanna be in a serious PvE group. I really wanna play engineer again.

    Range requeriment is really a senseless buff, the kitten class is a melee class; and what's the point in having an overheat trait if it stills blocking you 5 secs? so, for cc phases, u have to save heat making a big dps loss; classes like DH only has to save elite trap, and the dps loss stills a joke... and they have signets & greatsword 5 for emergencies (they also have mobility with greatsword and F2, they have strong blocks pressing f3, condicleanse, the healing skill is broken too, they have range with scepter, autobuff, aoe, a stupid high burst) It is so hard to remove the kitten cooldown? "We want high risk with high rewards for holo" Oh, seriously?, 'cause your class doesn't have high reward, and why people should want to play with high risks if they can play guardian, No risk, extreme rewards.

    Now, Condition engineer... another dead class that doesn't have attention... and it's the same story, why people would want to play a class with a piano rotation? without big burst, without autobuff, sustain, mobility, utilities if you can play firebrand? FB's rotation is a joke, he also has high burst, big sustain, big autobuff, useful utilites... swap runes, "feel my wrath" and some rings and now he is a dps-support with almost the same dps and a even more easier rotation.

    Support Scrapper... It goes without saying why it is useless, and why it is a joke if you compare it with a firebrand or a druid. "In WvW is meta", yeah, I enjoy the 1-1-1-1-1 medit kit spam, great gameplay.

    I repeat it again, GW2 = Guardian Wars 2.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭
    edited February 9, 2020

    Opinion on the changes listed here:

    • General: the changes on unblockable were long due, thank you!
    • Elementalist: I can see myself having some fun with the "new" elementals in PvE.
    • Engineer: the changes just make me wonder why the explosive traitline shift that much into personal sustain.
    • Guardian: I expect a skill named deflective shot to be used to deflect projectiles not to knock back foes. The DH skill kit just don't have knock back effects, why not just modify the traits that proc on knock back to proc on something that the DH is proficient into?
    • Mesmer: the changes to GS seem interesting, that said, I don't think that increasing the frequency of the GS burst is th proper way to thread.
    • Necromancer: Nothing fancy here, thank you for the JP QoL due to the reduced CD of spectral walk.
    • Ranger: quite a few PvE new options here. The change on the SB special mechanism seem interesting, yet some core trait might not work with the specialization (spirited arrival)
    • Revenant: to many changes to give any true opinions on that.
    • Thief: Like the necromancer, nothing really fancy there. The buff to the bundle are nice, especially the reduced cast time.
    • Warrior: again, nothing fancy there, but I'm not a fan of the amunition system in general, so it can't be helped.

    NB.: it would have been good to have the number of stacks given for the skills that give unblockable. (I know it's not really usefull in PvE but still it would have been nice to see)

  • Holosmith = Melee
    Melee = Stability
    No Crystal Configuration: Eclipse = No stability

    Conclusion:
    You will have a pretty rough time fighting close range. Not to say it could be impossible, because you get stun-chained.

    Anet please reconsider your decision.

  • phokus.8934phokus.8934 Member ✭✭✭✭
    edited February 10, 2020

    Mirage changes completely missed the mark once again.

    Focusing on dodge and Elusive Mind - effectively killing this spec in WvW and PvP right now. EM doesn't even pair well with one dodge so increasing condition cleanse is all but useless. Make it so it regenerates endurance 25% faster. Give Mirage's a reason to take something other than IH depending on the build.

    Relying pretty much solely on mirrors is a clunky mechanic. It's as if you don't have any direction with Mirage nor know how to balance it. I'm a little taken back that such little thought went into these changes.

    I won't even bring up Chrono but this team should be embarrassed on the changes they've made to it and it not being "fixed" in this update.

  • Makuragee.3058Makuragee.3058 Member ✭✭✭
    edited February 10, 2020

    Engineer aim assit rocket, must be 450 range or greater? Really did I read well? So you take out my cake bomb, my mine sweap, and now your making aim assit and orbital strike umcompatible with holosmith and scrapper? Ok... It must be a typo right guy? I meam surely you dont want me to spam rifle 1-1-1-1, etc or force me to play with this akward poorly design not fun mortar, to have my toys back? Surely its a troll...

    Oh and why corona wont give stab anymore? I mean its not like engineer can give itself a lot of stab? Did you ever play with an engineer, ok you mist since you design the game. But really?

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @DrKonfusselnuss.7129 said:
    Holosmith = Melee
    Melee = Stability
    No Crystal Configuration: Eclipse = No stability

    Conclusion:
    You will have a pretty rough time fighting close range. Not to say it could be impossible, because you get stun-chained.

    Anet please reconsider your decision.

    Welcome to necromancer life.

  • ZolracAtrox.2908ZolracAtrox.2908 Member ✭✭
    edited February 10, 2020

    @Lily.1935 said:

    @DrKonfusselnuss.7129 said:
    Holosmith = Melee
    Melee = Stability
    No Crystal Configuration: Eclipse = No stability

    Conclusion:
    You will have a pretty rough time fighting close range. Not to say it could be impossible, because you get stun-chained.

    Anet please reconsider your decision.

    Welcome to necromancer life.

    Engineer is already weaker than necro in all game modes, maybe in PvP they're similar, Reaper is strong but slow. But in PvE/WvW Necro is by far stronger (condi, support, power reaper and utilities like kitter scourge)
    Oh, and Reaper has stab.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @ZolracAtrox.2908 said:

    @Lily.1935 said:

    @DrKonfusselnuss.7129 said:
    Holosmith = Melee
    Melee = Stability
    No Crystal Configuration: Eclipse = No stability

    Conclusion:
    You will have a pretty rough time fighting close range. Not to say it could be impossible, because you get stun-chained.

    Anet please reconsider your decision.

    Welcome to necromancer life.

    Engineer is already weaker than necro in all game modes.
    Oh, and Reaper has stab.

    I didn't say reaper. And I can assure you it isn't.

  • Konrad Curze.5130Konrad Curze.5130 Member ✭✭✭
    edited February 10, 2020

    @Irenio CalmonHuang.2048 said:

    General:

    Thief:

    Thief pistol has been updated some to better smooth its gameplay and its associated trait (and harpoon gun's), Ankle Shots, has been replaced with a new trait - Deadly Aim, which causes attacks from those weapons to pierce, allowing for strategic movement and positioning relative to your foes.

    The problem with piercing is that it works horribly with elevation differences, its extremly unreliable, borderline unworkable in all but flat ground. Nothing smooth about that.

    How about reworking old ricochet to this?

    Pistol shots bounce to additional targets, dealing less damage with every bounce.

    Trigger Chance: 100% <- old 50%
    Maximum Additional Bounces: 2 <- old 3
    Damage decrease per Bounce: 10% <- old didnt decrease
    Range Increase: 0 <- old 150

  • eldrjth.7384eldrjth.7384 Member ✭✭✭
    edited February 10, 2020

    I think bake the pierce into unload skill itself then re-balance it and think of something else for Deadly aim. Its really the only pistol skill you want to pierce outside of autos and then only in a condi build (maybe bake 2 target ricochet into autos) while others skills which have CC effects might benefit too much. Maybe deadly aim could give 5% dmg for every pistol equipped (+10% for harpoon) for instance.

  • Zunki.3916Zunki.3916 Member ✭✭✭
    edited February 11, 2020

    @Irenio CalmonHuang.2048 said:
    eg. Many bosses and creatures in instanced content focus attacks on the player with the highest toughness. A minor trait, Stone Flesh gives an Elementalist additional toughness while attuned to earth and can cut off both going into Earth attunement and selecting the Earth traitline. So we're changing that trait to grant 7% damage reduction instead of 150 Toughness, allowing it to play well with that type of content and expand some build options.

    Can you please expand this change to Signet of Earth and Rock Barrier and maybe even Elemental Polyphony.
    I wait for that change for years now and you do one each year (already did the one on Weave Self). Why not do all of them right now?

    Viable != Optimal

    Not viable = You only get carried, 10 players with a build as "viable as yours" can't properly do it.

  • @ZolracAtrox.2908 said:

    @JETWING.2759 said:

    @Irenio CalmonHuang.2048 said:

    Engineer:

    • Overheat: Instead of disabling all toolbelt skills until all heat is lost, this skill now adds 15 seconds to the recharge of toolbelt skills other than Photon Forge. Photon Forge remains disabled until all heat is lost.

    A 3rd penality... It's already loses half of HP (1st penality) and become unable to reenter on Photon Forge until the cooling time finishes (2nd penality). Holosmith stills overpenalized.
    What happens if the player on purpose overheats to get access to 6 extra stacks of Solar Focusing Lens?
    Serious that the player will still unable to Drop Elixir S (for stealth) nor Drop Elxir B (for Stability) nor use Rumble (for Stability, break stun) nor Bandage Self (Medic Kit Heal) nor any other sustain skill?
    Some skills and traits stills uncompatible. This near breaks the Holosmith Elite.

    • Photonic Blasting Module: When this trait is equipped, the additional recharge penalty from Overheat is reduced from 15 seconds to 5 seconds.

    What the point of equip a trait that forces the player to have his profession mechanics locked and loss access to damage and self sustain?
    Stills uncompatible! Conflicting! Nigh broken!

    • Crystal Configuration: Eclipse: This trait no longer causes Corona Burst to grant stability. Increased base barrier granted from 374 to 991 in PvE and 748 in competitive modes.

    This closes the coffin door and buries the Holosmith!
    What the point of play a melee type that can't face CC?
    What the point of Crystal Configuration: Zephyr or Crystal Configuration: Storm?
    What the point of Enhanced Capacity Storage Unit?
    Still without tier 3 (100+ heat) exceed skills.
    Sword still not fine (or worse with nerf).
    Self burn on f1...

    But the 450 distance requeriment make it unusable with Bomb Kit, Flamethrower, Tool Kit, Photon Forge and Scrapper... May be healthy remove this distance requeriment.

    Please, look the Engineer sub forum. There are severals suggestions to make Engineer Profession fun to play and capable of bring more players.
    Do not abandon the Engineer!

    You're right, I can't understand why Anet stills making engineer useless in all game modes, but classes like guardian are meta(or almost meta) since HoT release.
    It's so stupid, this game literally makes you always play guardian if you wanna be in a serious PvE group. I really wanna play engineer again.

    Range requeriment is really a senseless buff, the kitten class is a melee class; and what's the point in having an overheat trait if it stills blocking you 5 secs? so, for cc phases, u have to save heat making a big dps loss; classes like DH only has to save elite trap, and the dps loss stills a joke... and they have signets & greatsword 5 for emergencies (they also have mobility with greatsword and F2, they have strong blocks pressing f3, condicleanse, the healing skill is broken too, they have range with scepter, autobuff, aoe, a stupid high burst) It is so hard to remove the kitten cooldown? "We want high risk with high rewards for holo" Oh, seriously?, 'cause your class doesn't have high reward, and why people should want to play with high risks if they can play guardian, No risk, extreme rewards.

    Now, Condition engineer... another dead class that doesn't have attention... and it's the same story, why people would want to play a class with a piano rotation? without big burst, without autobuff, sustain, mobility, utilities if you can play firebrand? FB's rotation is a joke, he also has high burst, big sustain, big autobuff, useful utilites... swap runes, "feel my wrath" and some rings and now he is a dps-support with almost the same dps and a even more easier rotation.

    Support Scrapper... It goes without saying why it is useless, and why it is a joke if you compare it with a firebrand or a druid. "In WvW is meta", yeah, I enjoy the 1-1-1-1-1 medit kit spam, great gameplay.

    I repeat it again, GW2 = Guardian Wars 2.

    Yeah I play support scrapper in pvp, and it carries just fine.

  • hugo.4705hugo.4705 Member ✭✭✭✭

    Here is a friendly reminder, that turrets exist. Please, it is time for those skills, here since 7 years ago to be revamped and fixed. Remake them interesting, call it the turret update:

    1-Make traits affecting turrets.
    ->In inventions, there is only one trait affecting turrets! They should have at least 2 more in addition of [Experimental turret]. Increase of attack speed? Piercing?

    2-Make turrets able to receive boons. And re-enable overcharge.
    ->Like protection, might, fury.... Overcharging will damage the turrets, but giving it healing boon will repair it.

    3-Update their skins, they should have a look reflecting the race used. The models exist and are used by foes. Asuran Turrets, Plant turrets, Charr ones...
    ->Should have been here since launch, it his also sad that the kit backpacks have been removed.

    Shiny links, take a look!
    ->Ideas: Housing , Designing a new lounge , New GameMode
    ->Project: ASURAN EXPANSION available on WIKI.
    ->NEW: Crucible of Eternity path 4: Legacy on WIKI

  • @Werewolf.7459 said:

    Yeah I play support scrapper in pvp, and it carries just fine.

    I play scrapper for pvp, sometimes support, it's good, but is worst than fb by far; hard to be above plat 1 with that class.

    • Head Shot: Increased the daze caused by this skill from 0.25 to 2 seconds, in PvE only.
    • Black Powder: Increased the radius of the area of blinding and smoke field around the thief from 120 to 180. Updated the description of this skill.
    • Ankle Shots: This trait has been replaced by Deadly Aim.
    • Deadly Aim (NEW): This trait causes your pistol and harpoon gun abilities to pierce, affecting up to five enemies, but reducing damage inflicted by those skills by 5%.

    Sounds good to me. But I just gotta play this through before giving any reactions.

    wasikovee

  • Okay so, these changes are really interesting and I am looking forward especially when it comes to WvW/PvP.
    I am still hoping that there will some revisiting of instant cast skills so they can be used mid-air. There is a bunch of skills that have an instant cast or break stun mechanic and aren't able to be used mid-air (Celestial Avatar, Particle Accelerator, Photon Forge, etc). These skills must be revisited and addressed.
    Also, it would be cool if you guys could take a better look at skills descriptions, I feel like some skills lack a lot on their descriptions like Fumigate which doesn't tell you that this skill affects only allies or how many enemies/allies it affects at all. While we still have wiki for such, I'd still think that in-game descriptions should try to be as much consistent and explanatory they can.
    And please, do something about Ranger Allies' Aid, this trait was already bad before the resurrection traits nerfs and now it is absolutely garbage.

    Joko lies, Balthazar don't.

  • Eos.4269Eos.4269 Member ✭✭
    edited February 12, 2020

    I felt like giving some feedback today. For pistol 5% seems like a lot. If you're only attacking one enemy it's not good. I think a better choice (keeping with the function of the trait) would be to have the first enemy hit take full damage and additional enemies take 5% less damage. This would make it useful for both single target and multiple targets. Ok so, stolen skills. Stolen skills aren't very good most of the time. They are random (within a set table per enemy) and some of them have long aftercast. I've had the idea for a long time to make base game stolen skills selectable through a dropdown box in F2 (this wouldn't apply to raids or strikes) that gets 1 charge when you use steal. This would eliminate the random aspect and allow people to create builds around certain stolen skills. That would create more impact already, but on top of that it would allow for more in-depth playing with selecting the best stolen skill for a fight. On a side note it would be nice for you to gain stolen skills even if the target absorbs the steal (invulnerable enemies)

  • crazyhusky.2985crazyhusky.2985 Member ✭✭✭
    edited February 13, 2020

    @Irenio CalmonHuang.2048 said:

    Guardian:

    Dragonhunters are solid damage dealers, but there were a couple spots that needed some tuning. Deflecting shot, in particular, had a very short cast time and became crowd control when traited with Heavy Light. We've rolled the crowd control into the skill itself and increased its cast time to ensure that it feels reasonable for its effect. Several traits have also been improved for ease of understanding, like Dulled Senses affecting any foe you crowd control, not simply those you knock back. A couple particularly unused traits in the core Virtues specialization have been retired and replaced with fresh options.

    • Heavy Light: This trait no longer causes Deflecting Shot to knock back. This trait now grants stability whenever you disable an enemy, not just when you knockback. You additionally deal increased damage to disabled foes.

    Can we get some retaliation on that trait too. if only for PvE only.
    "Grants stability and retaliation whenever you disable an enemy. You additionally deal increased damage to disabled foes."
    It does have to compete with the "Big game Hunter" trait in terms usefulness and damage, I feel this trait won't be used much otherwise, it needs something unique and good on it to make it stand out, it is a Grandmaster trait after all.

    I say this from a Raid/Fractal point of view.

    For ages now you've been expecting Dragonhunter's get the retaliation buff on it to deal damage for power builds.
    BUT Dragonhunter DOESN'T actually have a way within the elite spec to get retaliation on itself.
    The only weapon we can use to get retaliation is Greatsword. I spend most of my time using a Greatsword because its only way to deal a lot of damage.
    I need all my Utility skills are all needed to damge foes, so its not option switch them out.

    You slightly buffed Guardian's sword recently for PvE but its still not appealing to most players, like myself I still use scepter over Sword in PvE.
    If you put retaliation into that trait for PvE only, it would allow Dragonhunter's to get some retaliation from sword 2 (Symbol of Blades) as Blinding a foe is counted as disabling it, Therefore Dragonhunter will have a way to upkeep its retaliation duration outside using Greatsword.
    Not every Fractal group will have some way of giving retaliation as only really Power Gaurdians need it, so most you have provide your own as a Dragonhunter which is rather limited.

    Dragonhunter's really do need someway of getting retaliation within it's traitline or its Utility skills.
    You aren't going to shove retaliation onto natively onto sword to make more useful for Dragonhunter's in PvE.

  • crazyhusky.2985crazyhusky.2985 Member ✭✭✭
    edited February 13, 2020

    @Irenio CalmonHuang.2048 said:
    Soulbeasts, long standing without a tradeoff, are now receiving theirs - they lose combat access to a second pet and must choose carefully which pet they are going to be bonded with in battle.

    I hope you are planning to fix the way soulbeast interacts with water and mounts when it is merged because it is glitchy.
    Half the time I am merged with a pet and go into water and get out of the Pet skills or the beast skills arent there.

    This is annoying in WvW because I have been chasing someone in a keep and they go into the water so i chase them and then get out and.... OH look i can't use either my beast skills or my pets because the top skill bar has disappear and when i hit the merge button, it goes on cooldown. (most of the time)
    Seriously trying to fight someone and some of skills are gone at a critial time.
    This should have been fixed a LONG time ago.

  • reapex.8546reapex.8546 Member ✭✭✭

    For thief there are no traits that affect the new Preparation skill type.

  • I'm going to miss the old Precision Strike. Was great for chilling while running away as Ventari.

  • reapex.8546reapex.8546 Member ✭✭✭

    Also, Condition Thief has been pushed out of the "meta" for PvE raids to do various nerfs in December.
    Hopefully, this balance patch will address the nerfing of condition thieves as well.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    The only feed back i want to put here is for anet to play ele and see what they are about to do to the class agen.

    See ELE forms and you will get my views.

  • totaloverride.3240totaloverride.3240 Member ✭✭✭
    edited February 16, 2020

    @Irenio CalmonHuang.2048 said:

    General:

    Necromancer:

    Necromancer has always been designed to be a resilient profession that was light on Stability. Since this update specifically is removing some stability from their traits we made sure to buff their stunbreak skills appropriately in response. Additionally we've fixed a few issues with minion responsiveness and buffed a few of the weaker minion command skills.

    Why don't ANet try to remove Necro altogether?!?!
    Are they love to torture Necro players?!
    Scourge is devastated with last update, after this "patch" it would be unplayable...
    Reaper will get so much nerf, that i will only farm ore with my necros.
    Power is going down big time, so power necro is not a sure thing anymore.
    This game is turning to "manga style farming" game.
    T4 fractals for necro? instead of creating T5, ANet cut your dmg... interesting strategy
    Raids for necro are not an option even now... imagine after this "patch"...
    Soooo, we'll see how it'll go with dungeons....
    Necro is removed from endgame... eradicated....

  • Eos.4269Eos.4269 Member ✭✭

    @Dzheen.5291 said:
    In next patch we will loose 15% single target damage with pistols because of Ankle shot trait changes.

    Cripple isn't 100% uptime anyway, 3 seconds of cripple every 8 seconds (keep in mind you need to crit too) is 37.5% cripple uptime or a damage increase of 6.875% if you're alone. There's also no requirement to take the new trait. The alternative, Practiced Tolerance, which gives you ferocity based on a percentage of your precision, gives 191 ferocity in full ascended Berserker gear. This amounts to 13.06% Critical Damage, making the difference in taking one trait over the other for dps minimal.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @totaloverride.3240 said:

    @Irenio CalmonHuang.2048 said:

    General:

    Necromancer:

    Necromancer has always been designed to be a resilient profession that was light on Stability. Since this update specifically is removing some stability from their traits we made sure to buff their stunbreak skills appropriately in response. Additionally we've fixed a few issues with minion responsiveness and buffed a few of the weaker minion command skills.

    Why don't ANet try to remove Necro altogether?!?!
    Are they love to torture Necro players?!
    Scourge is devastated with last update, after this "patch" it would be unplayable...
    Reaper will get so much nerf, that i will only farm ore with my necros.
    Power is going down big time, so power necro is not a sure thing anymore.
    This game is turning to "manga style farming" game.
    T4 fractals for necro? instead of creating T5, ANet cut your dmg... interesting strategy
    Raids for necro are not an option even now... imagine after this "patch"...
    Soooo, we'll see how it'll go with dungeons....
    Necro is removed from endgame... eradicated....

    https://wiki.guildwars.com/wiki/Necromancer

    Oh how the necromancer has fallen from grace. The best necromancer in any game, gw1 necro, to one of the worst, gw2.

  • Dzheen.5291Dzheen.5291 Member ✭✭
    edited February 17, 2020

    @Eos.4269 said:

    @Dzheen.5291 said:
    In next patch we will loose 15% single target damage with pistols because of Ankle shot trait changes.

    Cripple isn't 100% uptime anyway, 3 seconds of cripple every 8 seconds (keep in mind you need to crit too) is 37.5% cripple uptime or a damage increase of 6.875% if you're alone. There's also no requirement to take the new trait. The alternative, Practiced Tolerance, which gives you ferocity based on a percentage of your precision, gives 191 ferocity in full ascended Berserker gear. This amounts to 13.06% Critical Damage, making the difference in taking one trait over the other for dps minimal.

    Cripple apllies not only from this trait. In teamfights and in PVE uptime much higher. In condi builds you have Caltrops, Uncatchable, Impaling Lotus, Dancing Dagger. Dagger Storm apllies Cripple too.
    Of course you can select other traits, but here i compare Ankle Shot vs New trait. And i think it will be very strange if the trait designed special for pistol will be worse than common one. Whats the point then to take new trait?