PvP/WvW Skill Split Release - Page 20 — Guild Wars 2 Forums

PvP/WvW Skill Split Release

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  • Drarnor Kunoram.5180Drarnor Kunoram.5180 Member ✭✭✭✭
    edited March 7, 2018

    @Ragion.2831 said:
    @Drarnor Kunoram.5180 its only the OG necros like Bhawb, Holts, Nemesis, myself and some others that know exactly where this class came from to land in this Scourge gimmick. Majority have left which is why most complaints about the necro class on forums these days are off.

    "Where this class came from" was garbage at launch. The only place Necros were welcome was WvW zerging. Awful in PvP, outright derided in PvE, and free kills in WvW roaming and havoc squads.

    Funny you list yourself in that company, because your name is completely foreign to me while I, myself, did show up on a couple of But of Corpse podcasts.

    You're correct that Near to Death did originally reduce it by 50%. I'll concede the point. I still wouldn't want to go back to those days because Necro had no method of competing then, let alone with the much stronger builds we have now.

    Plague Signet is the only skill in the game that is worse when traited.

  • Urejt.5648Urejt.5648 Member ✭✭✭

    Anet missed imba trait from engineeer "static discharge". it deals insane amouont of automatic dmg in pvp.

  • @Arlowslol.1974 said:

    @JonnyForgotten.4276 said:
    My two cents (as a thief main):

    I think the cooldown increases on Instant Reflexes (40 --> 90) and Pain Response (16 -->40) are far too drastic. I think something like 60 for IR and 25 for PR would be more appropriate if you really want to balance by nerfing Acro. . . which, to be honest, I also don't want to see because the traitline just became viable again not that long ago. Having Acro to use as a defensive line in place of Daredevil increases our options for different builds, and I really don't want to go back to the "all d/p daredevil dash," only one viable build thing from a year ago.

    I get that you are trying to nerf the s/d core build that has been around lately, but I think you would be better off perhaps removing the unblockable from Flanking Strike before messing with a whole traitline.

    The PI changes? Eh, they don't really seem necessary, but I think maybe a short CD (like 1 or .5 sec between applications) might be better. Then again, reducing the damage means we can still get those sweet, sweet multiple interrupt procs, so I am neutral on this one.

    As far as shifting our damage back from the AA to our 2-5 skills. . . .not feeling very good about this. I think these coefficients should remain as they are. We have to use our 2-5 for positioning and setting up successful attacks, and I think the balance here is quite good as is. This would also be especially hurtful to sword (even more s/p) because of the lower attack speed of sword.

    I think you havent play this weapon set for long
    remove the unblockbale on FS and LS will kill S/D again, unless FS always circle into LS like before. I play this weapon set for 4 years when JumperX make it out . I know all the weakness .

    Make FS always circle into LS
    remove the unblockbale on FS
    remove the +20% bonus to boonless foe on LS

    the only change will make S/D balanced, not kill it once again

    I don't play s/d, so i defer to your opinion on this. I play s/p and don't want to see my set get nerfed through the Acro changes.

  • Poobah.6254Poobah.6254 Member ✭✭

    Really need to put a cooldown on Transfusion in SPvP, it's pretty much impossible to stomp vs blood scourge.

  • Drarnor Kunoram.5180Drarnor Kunoram.5180 Member ✭✭✭✭
    edited March 8, 2018

    @Ragion.2831 said:

    @Drarnor Kunoram.5180 said:

    @Ragion.2831 said:
    @Drarnor Kunoram.5180 its only the OG necros like Bhawb, Holts, Nemesis, myself and some others that know exactly where this class came from to land in this Scourge gimmick. Majority have left which is why most complaints about the necro class on forums these days are off.

    "Where this class came from" was garbage at launch. The only place Necros were welcome was WvW zerging. Awful in PvP, outright derided in PvE, and free kills in WvW roaming and havoc squads.

    Funny you list yourself in that company, because your name is completely foreign to me while I, myself, did show up on a couple of But of Corpse podcasts.

    You're correct that Near to Death did originally reduce it by 50%. I'll concede the point. I still wouldn't want to go back to those days because Necro had no method of competing then, let alone with the much stronger builds we have now.

    You may know that the class was bad at launch but you dont know why ( https://en-forum.guildwars2.com/discussion/comment/389928#Comment_389928 ). Perhaps because you played many classes at the same time which is why you werent aware of the 5 seconds cooldown on shroud. Perhaps you also don't know that the single most significant improvement to necro since gw2 launched is FTG becoming a stun break (A seriously long overdue change).

    Now Anet is making their usual mistake with necro by taking a sledgehammer to Scourge. The only reason why Scourge is standing is because of the pressure it has. Now since i became a revenant main i really hate scourge but I understand why it has to be the way it is right now because of the circumstances Anet created.

    The only way to do really well in pvp is to build based on extremes. And that has been consistent since launch. If you look at all the things that became oppressive in the past and are opprressive now:

    • Thief- extreme evade, stealth and damage. For 6 months anet took the evades and thief became the worst class in pvp because it needs extreme evades to survive.
    • Mesmer extreme everything- We know how much carry potential this class has had
    • Revenant - Extreme damage and blocks - Early HoT it carried, dominated ESL. Now that they took away all that, look where it is. Its only a bit better now since Sword changes
    • Scourge - Extreme condi pressure, history suggests if this goes, Scourge is done.

    The others also have had something on the extreme side which caused it to be oppressive for some time but the pattern is pretty clear. Youve talked about nerfing scourge's radius to reduce its pressure on points . As usual you have missed the problem. While that would make capping easier, Scourge is is going to be ran over. This is coming from a revenant main that hates scourge.

    Like you others will argue this and point to something else. The same people that completely ignored me back in early HoT days when i said DH should not be blindly getting a defense buff because of the kit it has. They argued, DH got it (block duration increase and others) and then forums got overrun by "Nerf DH" threads before it was nerfed again to what it is now.

    If someone is being adamant about a point, ask yourself if you might be mistaken. I thought i was delusional for a second when u kept saying 5 seconds was never possible. I checked and the information was right there.

    Been a Necro main since Factions released. The reason I forgot about the 5 second cooldown was twofold:

    1. Even with it, Necro sucked horribly. Usually a competing trait was chosen instead.
    2. Near to Death has been removed (finding it on the wiki was a huge pain, as it's not listed at all on the Soul Reaping page, nor any links on Speed of Shadows, nor mention of the old trait on the patch notes) and, frankly, it's been long enough people have just forgotten about it.

    I think if you go back and check, I was one of the first people to suggest Foot in the Grave get a stunbreak, so yes, I was completely aware of why the class was garbage. Bad stunbreaks and poor stability access were only a couple of reasons why, however (total lack of pressure was another, bad life force generation a third, shall I go on?).

    Reducing the radius on Sand Savant is a nerf I suggest IN PLACE OF all of the other nerfs Scourge has received/is looking to recieve. I want Scourge to be strong and have a place in all game modes, but this is definitely a case of where ANet keeps nerfing while not looking at what needs to actually be addressed. The balance team has a history of doing this all the way back through GW1 on all professions: keep nerfing everything except the real problem until the profession is garbage, even with the real problem still intact.

    Revenant, for example, hadn't lost any blocks until the fairly recent off-hand sword change (Revenant was already bad before this happened), though they did nerf the damage. The real reason Revenant is garbage right now is because they still refuse to give it decent condition cleanse, making it die to every condi build out there. Before, its damage was high enough it could cover that up. The class is no less broken now, just weaker.

    Plague Signet is the only skill in the game that is worse when traited.

  • Fat Disgrace.4275Fat Disgrace.4275 Member ✭✭✭✭
    edited March 8, 2018

    @Arlowslol.1974 said:

    @JonnyForgotten.4276 said:
    My two cents (as a thief main):

    I think the cooldown increases on Instant Reflexes (40 --> 90) and Pain Response (16 -->40) are far too drastic. I think something like 60 for IR and 25 for PR would be more appropriate if you really want to balance by nerfing Acro. . . which, to be honest, I also don't want to see because the traitline just became viable again not that long ago. Having Acro to use as a defensive line in place of Daredevil increases our options for different builds, and I really don't want to go back to the "all d/p daredevil dash," only one viable build thing from a year ago.

    I get that you are trying to nerf the s/d core build that has been around lately, but I think you would be better off perhaps removing the unblockable from Flanking Strike before messing with a whole traitline.

    The PI changes? Eh, they don't really seem necessary, but I think maybe a short CD (like 1 or .5 sec between applications) might be better. Then again, reducing the damage means we can still get those sweet, sweet multiple interrupt procs, so I am neutral on this one.

    As far as shifting our damage back from the AA to our 2-5 skills. . . .not feeling very good about this. I think these coefficients should remain as they are. We have to use our 2-5 for positioning and setting up successful attacks, and I think the balance here is quite good as is. This would also be especially hurtful to sword (even more s/p) because of the lower attack speed of sword.

    I think you havent play this weapon set for long
    remove the unblockbale on FS and LS will kill S/D again, unless FS always circle into LS like before. I play this weapon set for 4 years when JumperX make it out . I know all the weakness .

    Make FS always circle into LS
    remove the unblockbale on FS
    remove the +20% bonus to boonless foe on LS

    the only change will make S/D balanced, not kill it once again

    But why should FS always cycle to LS? LS should be rewarded for landing FS in the first place though since it's become unblockble it's pretty meh right now. Just remove dmg bonus from LS and make FS blockable.

  • Urejt.5648Urejt.5648 Member ✭✭✭

    Why there is no "static discharge" trait nerf on engineer? It is huge dps automatic trait just like:
    Aim Assisted Rocket: Reduced the power coefficient from 1.0 to 0.5 (-50%) in PvP and WvW
    Minesweeper: Reduced the power coefficient of each mine from 1.0 to 0.67 (-33%) in PvP and WvW
    Vent Exhaust: Reduced the power coefficient from 1.1 to 0.75 (-32%) in PvP and WvW
    Protection Injection: Increased the cooldown from 10 seconds to 20 seconds in PvP only

  • @Urejt.5648 said:
    Why there is no "static discharge" trait nerf on engineer? It is huge dps automatic trait just like:
    Aim Assisted Rocket: Reduced the power coefficient from 1.0 to 0.5 (-50%) in PvP and WvW
    Minesweeper: Reduced the power coefficient of each mine from 1.0 to 0.67 (-33%) in PvP and WvW
    Vent Exhaust: Reduced the power coefficient from 1.1 to 0.75 (-32%) in PvP and WvW
    Protection Injection: Increased the cooldown from 10 seconds to 20 seconds in PvP only

    hah the static discharge holo build you complain about is high risk high reward as it provides zero protection and almost none cleanse mechanism.its only burst and utility. if engi caught in a team fight with multiple conditions he is dead.

  • JETWING.2759JETWING.2759 Member ✭✭✭
    edited March 8, 2018

    @Urejt.5648 said:
    Why there is no "static discharge" trait nerf on engineer? It is huge dps automatic trait just like:
    Aim Assisted Rocket: Reduced the power coefficient from 1.0 to 0.5 (-50%) in PvP and WvW
    Minesweeper: Reduced the power coefficient of each mine from 1.0 to 0.67 (-33%) in PvP and WvW
    Vent Exhaust: Reduced the power coefficient from 1.1 to 0.75 (-32%) in PvP and WvW
    Protection Injection: Increased the cooldown from 10 seconds to 20 seconds in PvP only

    • Static Discharge is triggered by obter skill. It's how every passive skill should work, if no skill or action occors, the trait doesn't triggers.
    • Aim Assistent Rocket is the best and really usefull thing on the whole Explosion tree. If this trait got nerfed, no more reason to equip Explosions :/
    • Minesweeper and Vent Exaust have several counters(Imobility, Weakness, Stun, Float, Silk, Knockdown, Knockback, Pull, Blowout, Fear, Taunt, Freeze, Stone,...), no reason for too much nerf... Anet Mistake :/
  • @Fat Disgrace.4275 said:

    @Arlowslol.1974 said:

    @JonnyForgotten.4276 said:
    My two cents (as a thief main):

    I think the cooldown increases on Instant Reflexes (40 --> 90) and Pain Response (16 -->40) are far too drastic. I think something like 60 for IR and 25 for PR would be more appropriate if you really want to balance by nerfing Acro. . . which, to be honest, I also don't want to see because the traitline just became viable again not that long ago. Having Acro to use as a defensive line in place of Daredevil increases our options for different builds, and I really don't want to go back to the "all d/p daredevil dash," only one viable build thing from a year ago.

    I get that you are trying to nerf the s/d core build that has been around lately, but I think you would be better off perhaps removing the unblockable from Flanking Strike before messing with a whole traitline.

    The PI changes? Eh, they don't really seem necessary, but I think maybe a short CD (like 1 or .5 sec between applications) might be better. Then again, reducing the damage means we can still get those sweet, sweet multiple interrupt procs, so I am neutral on this one.

    As far as shifting our damage back from the AA to our 2-5 skills. . . .not feeling very good about this. I think these coefficients should remain as they are. We have to use our 2-5 for positioning and setting up successful attacks, and I think the balance here is quite good as is. This would also be especially hurtful to sword (even more s/p) because of the lower attack speed of sword.

    I think you havent play this weapon set for long
    remove the unblockbale on FS and LS will kill S/D again, unless FS always circle into LS like before. I play this weapon set for 4 years when JumperX make it out . I know all the weakness .

    Make FS always circle into LS
    remove the unblockbale on FS
    remove the +20% bonus to boonless foe on LS

    the only change will make S/D balanced, not kill it once again

    But why should FS always cycle to LS? LS should be rewarded for landing FS in the first place though since it's become unblockble it's pretty meh right now. Just remove dmg bonus from LS and make FS blockable.

    that will just kill poewr S/D once again. LS is a single target skill, melee, cast 0.5 sec to land. and if you cant hit someone with FS you cant even use it.

    have you play power sd since they change the FS/LS before the HOT? this skill is the KEY WORD of S/D if you just make FS blockable and dont make FS cycle into LS then S/D will became trash once again. I have play this weapon set for too long ,even it WAS trash before

  • Fat Disgrace.4275Fat Disgrace.4275 Member ✭✭✭✭

    Been playing it on and off for years, when it was only 1 skill and not split I to 2 but started to play it serious around a year before HoT. Nothing wrong with FS before PoF came out and it was far more rewarding and exciting to play. Now people can just spam #3 because there is nothing stopping it to land (that's ofc the other guy doesn't dodge) and rely of roll for initiative and upper hand. It's dumb and shouldn't be played like this.

    I don't think it will make it trash again, only people who relied on that gimmick will probably just go back to d/p or something. What is your reasoning for free casting FS and auto procking to LS?

  • Ragion.2831Ragion.2831 Member ✭✭✭
    edited March 8, 2018

    It just occured to me that this is the first time anet is taking feedback on class balance this seriously. Probably going to be the only opportunity for necro to be saved.

    Dagger
    2 skill cast time should be shortened
    3 skill cast time shortened
    5 skill should change to a direct damage skill. Right now it doesnt do anything useful

    Axe
    2 skill cast time shortened
    3 skill should have a reveal. Including traited version. Classes with stealth can disengage whenever they want, necro cannot. I dont see why necro doesnt at least get a reveal when revenant does and it also doesnt have an escape.

    Greatsword
    1 skill should fire icy projectile on each swing. If its too strong to be native then on the greatsword trait instead of that heal

    Focus
    4 skill changed to AoE cc. If too strong at least, something else entirely from what it is currently. Aoe slow maybe.

    Reaper and Core Shroud cooldown should be natively 5 seconds. Necro has no block or invuln.

    All the corruption skills should not affect the caster. This was a notorious complaint from the community. Nobody wants to be weakned just because they want projectile block. Combat moves too quickly to be thinking about transferring self applied conditions after you use corruption skills. An extra button/ skill slot needs to be used just to transfer plus its a waste of cleanse. Transfers can also miss which means you just sabotaged yourself by using corruption . No class has this problem.

    All the wells should be changed. Mesmers gravity well is better than every well necro has combined and it does completely different things. Gravity well or a similar effect should have been given to necro as a reaper elite because of how many of Necro's direct damage weapon attacks work. Channeling and slow casts make the caster vulnerable. Something to hold targets in place would have helped.

    Condi necro especially scourge is seen as unbalanced. The reason why that is is not cuz of scourge but because you sent stacking and damage potential through the roof. Prolly cuz of bunker and other peoples stacks overiding their teammates.

    I would remove all bunker and support amulets from pvp and normalize the numbers from there then kill the stacking potential of conditions
    In addition to nerfing power coefficients.

    This would help combat look more sane in the long run without the problem of bunkers cuz we dont want a return to vanilla bunker meta (turret engie ftw).

  • Tapps.1479Tapps.1479 Member ✭✭

    PLease take a look at soulbeast damage. on ele i'm getting bye 24k maul and 26k worldy impact. Single abilites probably shouldn't be able to do 100% of a characters life

  • @Fat Disgrace.4275 said:
    Been playing it on and off for years, when it was only 1 skill and not split I to 2 but started to play it serious around a year before HoT. Nothing wrong with FS before PoF came out and it was far more rewarding and exciting to play. Now people can just spam #3 because there is nothing stopping it to land (that's ofc the other guy doesn't dodge) and rely of roll for initiative and upper hand. It's dumb and shouldn't be played like this.

    I don't think it will make it trash again, only people who relied on that gimmick will probably just go back to d/p or something. What is your reasoning for free casting FS and auto procking to LS?

    B4 they split SD/ into 2 skill, the weapon set is trash
    B4 they change FS into unblockbable , the weapon set is trash

    rewarding??exciting?? You mean no one play a fuxking exciting build untill FS change into unblockable??

    LOL I have not thing to say

    you just dont know what is balanced, and any thing about power S/D

    I want this build to be usable not that fuxking 'rewarding' and 'exciting'

  • Lighter.5631Lighter.5631 Member ✭✭✭
    edited March 9, 2018

    @samo.1054 said:
    This:

    @Gaile Gray.6029 said:

    • Defy Pain: Increased the cooldown from 60 seconds to 90 seconds in PvP only
    • Last Stand: Increased the cooldown from 40 seconds to 90 seconds in PvP only
    • Shrug it Off: Increased the cooldown from 25 seconds to 60 seconds in PvP only
    • Dead or Alive: Increased the cooldown from 30 seconds to 60 seconds in PvP only

    Is lazy design and balancing and it does NOT help with this:

    @Gaile Gray.6029 said:
    Increase build diversity

    For the love of Grenth, stop balacing this way. I have nothing against nerfing passives, but what you did there is simply kill off the trait. It's useless! Simple as that. 2 seconds of Defy Pain on a 90 sec cooldown? Think of it and tell me with a straight face that you think that's fine. You keep on nerfing stuff so that you kill it off and when you buff something you overdo it to the point where it's the absolute only right choice to take. If you're going to nerf those passive traits OFFER AN ALTERNATIVE!

    The more you do things that way, the more you pigeonhole builds, the more useless traits there are in the game and the harder it will get for you to clean things up.

    Stop killing stuff when nerfing, stop being lazy and only adjust cooldowns, change the mechanics, get creative!

    bruh, defense trait is way too good for pvp, it's a must in pvp..since forever....
    tbh even with nerf, i doubt there will be any trait line changes in the meta build...
    also these traits are way too good compared to the traits of same line....even after nerf, i don't see myself using armored attack or sundering mace...

    btw why this patch is not live yet?.........

  • samo.1054samo.1054 Member ✭✭✭

    @Lighter.5631 said:

    @samo.1054 said:
    This:

    @Gaile Gray.6029 said:

    • Defy Pain: Increased the cooldown from 60 seconds to 90 seconds in PvP only
    • Last Stand: Increased the cooldown from 40 seconds to 90 seconds in PvP only
    • Shrug it Off: Increased the cooldown from 25 seconds to 60 seconds in PvP only
    • Dead or Alive: Increased the cooldown from 30 seconds to 60 seconds in PvP only

    Is lazy design and balancing and it does NOT help with this:

    @Gaile Gray.6029 said:
    Increase build diversity

    For the love of Grenth, stop balacing this way. I have nothing against nerfing passives, but what you did there is simply kill off the trait. It's useless! Simple as that. 2 seconds of Defy Pain on a 90 sec cooldown? Think of it and tell me with a straight face that you think that's fine. You keep on nerfing stuff so that you kill it off and when you buff something you overdo it to the point where it's the absolute only right choice to take. If you're going to nerf those passive traits OFFER AN ALTERNATIVE!

    The more you do things that way, the more you pigeonhole builds, the more useless traits there are in the game and the harder it will get for you to clean things up.

    Stop killing stuff when nerfing, stop being lazy and only adjust cooldowns, change the mechanics, get creative!

    bruh, defense trait is way too good for pvp, it's a must in pvp..since forever....
    tbh even with nerf, i doubt there will be any trait line changes in the meta build...
    also these traits are way too good compared to the traits of same line....even after nerf, i don't see myself using armored attack or sundering mace...

    btw why this patch is not live yet?.........

    Tbh, good or not, that's debatable and it wasn't really the point of what I was trying to say. I just think that it's rather sad that we get to pick traits that do something passive for 2 seconds every 90 seconds, not to mention that in WvW for example, passive traits like that can get triggered simply by an annoying aggressive NPC raptor. Players have no control over such trait and I would call that bad design.

    If they're looking at nerfing passives then I think that they could make that little bit of an extra effort and actually put some creativeness into trait designs instead of just increasing the cooldowns and reducing durations. Boring.

  • Lighter.5631Lighter.5631 Member ✭✭✭
    edited March 9, 2018

    @samo.1054 said:

    @Lighter.5631 said:

    @samo.1054 said:
    This:

    @Gaile Gray.6029 said:

    • Defy Pain: Increased the cooldown from 60 seconds to 90 seconds in PvP only
    • Last Stand: Increased the cooldown from 40 seconds to 90 seconds in PvP only
    • Shrug it Off: Increased the cooldown from 25 seconds to 60 seconds in PvP only
    • Dead or Alive: Increased the cooldown from 30 seconds to 60 seconds in PvP only

    Is lazy design and balancing and it does NOT help with this:

    @Gaile Gray.6029 said:
    Increase build diversity

    For the love of Grenth, stop balacing this way. I have nothing against nerfing passives, but what you did there is simply kill off the trait. It's useless! Simple as that. 2 seconds of Defy Pain on a 90 sec cooldown? Think of it and tell me with a straight face that you think that's fine. You keep on nerfing stuff so that you kill it off and when you buff something you overdo it to the point where it's the absolute only right choice to take. If you're going to nerf those passive traits OFFER AN ALTERNATIVE!

    The more you do things that way, the more you pigeonhole builds, the more useless traits there are in the game and the harder it will get for you to clean things up.

    Stop killing stuff when nerfing, stop being lazy and only adjust cooldowns, change the mechanics, get creative!

    bruh, defense trait is way too good for pvp, it's a must in pvp..since forever....
    tbh even with nerf, i doubt there will be any trait line changes in the meta build...
    also these traits are way too good compared to the traits of same line....even after nerf, i don't see myself using armored attack or sundering mace...

    btw why this patch is not live yet?.........

    Tbh, good or not, that's debatable and it wasn't really the point of what I was trying to say. I just think that it's rather sad that we get to pick traits that do something passive for 2 seconds every 90 seconds, not to mention that in WvW for example, passive traits like that can get triggered simply by an annoying aggressive NPC raptor. Players have no control over such trait and I would call that bad design.

    If they're looking at nerfing passives then I think that they could make that little bit of an extra effort and actually put some creativeness into trait designs instead of just increasing the cooldowns and reducing durations. Boring.

    well, friend, if you prefer sundering mace or armored attacked instead of defy pain, nothing is stopping you to use them, lol.
    how is less passive bad design, lol what
    passive itself is already boring, and they are not changing it to active, because there needs to be passive option in the game.
    so less passive up time = less boring...get it?

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Good QoL: Please make outer rings on mesmer portals, to tell whether or not it's your team's or your enemy's.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • Arheundel.6451Arheundel.6451 Member ✭✭✭✭

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    Great list hmmm....are you still on board with nerfing stability on corona blast? Last update you decided to limit the stability application to actual hit rather than free stability application

  • PaRaPhReNiA.8763PaRaPhReNiA.8763 Member ✭✭✭

    Sweet mesmer nerfs

  • edited March 9, 2018

    @Arheundel.6451 said:

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    Great list hmmm....are you still on board with nerfing stability on corona blast? Last update you decided to limit the stability application to actual hit rather than free stability application

    Yeah, that's still happening.

    Ben Phongluangtham
    Game Designer
    Reddit: ANET_BenP
    Twitch: AnetBenP

  • Arheundel.6451Arheundel.6451 Member ✭✭✭✭

    @Ben Phongluangtham.1065 said:

    @Arheundel.6451 said:

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    Great list hmmm....are you still on board with nerfing stability on corona blast? Last update you decided to limit the stability application to actual hit rather than free stability application

    @Arheundel.6451 said:

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    Great list hmmm....are you still on board with nerfing stability on corona blast? Last update you decided to limit the stability application to actual hit rather than free stability application

    Yeah, that's still happening.

    Bless you!

  • pah.4931pah.4931 Member ✭✭✭✭

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    Was still really, really hoping for a Necro/Reaper shroud CD change :(

    On a scythe and a prayer.

  • Aza.2105Aza.2105 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @Arheundel.6451 said:

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    Great list hmmm....are you still on board with nerfing stability on corona blast? Last update you decided to limit the stability application to actual hit rather than free stability application

    Yeah, that's still happening.

    Is this list in addition to the original proposed changes? Or is this a entirely new list and the old proposed changes were scrapped?

  • Kasdwer.3721Kasdwer.3721 Member ✭✭✭
    edited March 9, 2018

    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot

    why????
    you already reduce the aa by 15% and PI by 30% from a build that isnt even meta atm, and the only buffs for spells that already hit very low (4k heartseeker @25% so powerfull) doesnt even get buffed? you "devs" really want to push dp out of the game do you? just to make deadeye viable? thats kitten dumb

    edit: literally nobody wanted any dp nerfs but instead sd nerfs and in reality dp gets nerfed more than sd

  • Arheundel.6451Arheundel.6451 Member ✭✭✭✭

    @Aza.2105 said:

    @Ben Phongluangtham.1065 said:

    @Arheundel.6451 said:

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    Great list hmmm....are you still on board with nerfing stability on corona blast? Last update you decided to limit the stability application to actual hit rather than free stability application

    Yeah, that's still happening.

    Is this list in addition to the original proposed changes? Or is this a entirely new list and the old proposed changes were scrapped?

    An addition

  • @Aza.2105 said:

    @Ben Phongluangtham.1065 said:

    @Arheundel.6451 said:

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    Great list hmmm....are you still on board with nerfing stability on corona blast? Last update you decided to limit the stability application to actual hit rather than free stability application

    Yeah, that's still happening.

    Is this list in addition to the original proposed changes? Or is this a entirely new list and the old proposed changes were scrapped?

    This is additional changes and edits to the some of the previous ideas.

    Ben Phongluangtham
    Game Designer
    Reddit: ANET_BenP
    Twitch: AnetBenP

  • bluri.2653bluri.2653 Member ✭✭✭
    edited March 9, 2018

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    When you say decided not to do following buffs does that include the nerf part as well? As in example increase initiative cost for shadow shot as an example? Including swindlers

    www.twitch.tv/sindrener - Rank 55 Dragons/Orange Logo/Team Aggression

  • @bluri.2653 said:

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    When you say decided not to do following buffs does that include the nerf part as well? As in example increase initiative cost for shadow shot as an example?

    The initiative increase is also no longer happening for shadow shot.

    Ben Phongluangtham
    Game Designer
    Reddit: ANET_BenP
    Twitch: AnetBenP

  • Zero.3871Zero.3871 Member ✭✭✭
    edited March 9, 2018

    @Ben Phongluangtham.1065 said:
    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    just for my understanding: you wrote in original post that shadow shot will cost 5 instead of 4 initiative. is that nerf still happened or it is cancelled too?

    Edith: oh i see, it was already answered

  • bluri.2653bluri.2653 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @bluri.2653 said:

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been promising a list of edits to our initial post and finally here they are! I'm hoping to get the full list re-translated and posted in all languages by mid next week.

    A few notes:
    We'd mentioned several times that we were going to consider unsplitting some things. We decided to hold off on that for now, but we will be considering unsplits for the next full balance release.

    Keep in mind that balance is a moving target. We know we have more to do!

    Revenant
    Skills
    • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    Ranger
    Skills
    • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
    • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
    • Solar Beam: Reduced the damage by 17% in PvP only
    • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
    Traits
    • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
    • Rugged Growth: Reduced the healing by 50% in PvP only
    • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
    • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
    • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
    • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only

    Engineer
    Skills
    • Light Strike: Reduced the damage by 40% in PvP only
    • Holo Leap: Reduced the damage by 17% in PvP only
    • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
    • Holographic Shockwave: Reduced the damage by 22% in PvP only
    • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

    Elementalist
    Skills
    • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW
    • Plasma Beam: Reduced damage by 20% in PvP and WvW
    Traits
    • Electric Discharge: Reduced the power by 28% in PvP and WvW

    Mesmer
    Skills
    • Phantasmal Disenchanter – Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
    • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
    • Mirror Blade: Reduced damage by 14% in PvP and WvW
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW
    • Jaunt: Reduced damage by 50% in PvP and WvW
    Traits
    • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
    • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW
    • Mental Anguish: Reduced bonus damages from 15% and 30% to 10% and 20% respectively in PvP and WvW
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW

    When you say decided not to do following buffs does that include the nerf part as well? As in example increase initiative cost for shadow shot as an example?

    The initiative increase is also no longer happening for shadow shot.

    So the only real change for thief is larc nerf in other words or are the dp changes happening like pulmonary

    www.twitch.tv/sindrener - Rank 55 Dragons/Orange Logo/Team Aggression

  • @Zero.3871 said:

    @Ben Phongluangtham.1065 said:
    Thief
    Skills
    • Larcenous Strike: Reduced the power coefficient from 15% in PvP and WvW
    • We decided not to do the following buffs;
    • Heartseeker
    • Shadow Shot
    • Infiltrator’s Strike
    Traits
    • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

    just for my understanding: you wrote in original post that shadow shot will cost 5 instead of 4 initiative. is that nerf still happened or it is cancelled too?

    Yes, the initiative change is also cancelled.

    Ben Phongluangtham
    Game Designer
    Reddit: ANET_BenP
    Twitch: AnetBenP

  • Shadowcat.2680Shadowcat.2680 Member ✭✭✭

    @Ben Phongluangtham.1065 said:
    Ranger
    Traits
    • Rugged Growth: Reduced the healing by 50% in PvP only

    Is this edit in reference to the healing coefficient or to the base healing of the trait? A lot of ranger and soulbeast builds take Wilderness Survival, so I wouldn't want their sustain hurt by changes meant to tone down druid.

  • santenal.1054santenal.1054 Member ✭✭
    edited March 9, 2018

    So all suggestions for core engineer were ignored? REAL NICE , THANKS ALOT, SO SAD.

    @Ben Phongluangtham.1065 said:
    Keep in mind that balance is a moving target. We know we have more to do!

    Next edit beter not forget!

  • dontlook.1823dontlook.1823 Member ✭✭✭

    Are there going to be any PvE changes involved or is this strictly PvP/WvW?

    More, more. More is always better. Chakata

This discussion has been closed.
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