Balance Update: 2 October 2018 - Page 2 — Guild Wars 2 Forums

Balance Update: 2 October 2018

2

Comments

  • Darlgon.9273Darlgon.9273 Member ✭✭✭

    Kinda surprised this is happening during a WvW XP event, to be honest. But, hopefully, it just means more testers for the balance patch..

  • Kako.1930Kako.1930 Member ✭✭✭

    Thanks for the warning.... Now to brace for eles getting kicked while they're down again. 😒

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    Just had a thought - are underwater weapon traits likely to be removed/merged in with the weapons?

    Reasoning - because unlike land weapons you have a fixed choice for underwater and it doesn't make sense to have traits then locked behind certain specialisations where not everyone can build to have access to them but they still have to take these weapons (on land there is more flexibility). It may have made sense in vanilla, but since specialisations I think underwater weapons should be balanced separately to the trait system - or having a unique underwater line to manage them.

    IH hybrid | My ears, how are you! | Kourna Jackrabbit for default Springer

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭
    edited September 28, 2018

    @XIII.6351 said:
    Death's Judgment when traited now hits 3 players? PogCHamp

    That would just mean making it pierce :p

    @Curunen.8729 said:
    Just had a thought - are underwater weapon traits likely to be removed/merged in with the weapons?

    Reasoning - because unlike land weapons you have a fixed choice for underwater and it doesn't make sense to have traits then locked behind certain specialisations where not everyone can build to have access to them but they still have to take these weapons (on land there is more flexibility). It may have made sense in vanilla, but since specialisations I think underwater weapons should be balanced separately to the trait system - or having a unique underwater line to manage them.

    There aren't any trait that is exclusive to underwater weapons. It also benefits at least one of the land weapons. What this patch might do is allow you to take one of those traits to buff an underwater weapon and still have the trait remain relevant on land even if you don't use the associated land weapon.

  • Ithilwen.1529Ithilwen.1529 Member ✭✭✭✭

    Every balance patch, I worry that Mesmer will experience another nuking. We shall see.

    Mesmerizing Girl

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    @Khisanth.2948 said:

    @XIII.6351 said:
    Death's Judgment when traited now hits 3 players? PogCHamp

    That would just mean making it pierce :p

    @Curunen.8729 said:
    Just had a thought - are underwater weapon traits likely to be removed/merged in with the weapons?

    Reasoning - because unlike land weapons you have a fixed choice for underwater and it doesn't make sense to have traits then locked behind certain specialisations where not everyone can build to have access to them but they still have to take these weapons (on land there is more flexibility). It may have made sense in vanilla, but since specialisations I think underwater weapons should be balanced separately to the trait system - or having a unique underwater line to manage them.

    There aren't any trait that is exclusive to underwater weapons. It also benefits at least one of the land weapons. What this patch might do is allow you to take one of those traits to buff an underwater weapon and still have the trait remain relevant on land even if you don't use the associated land weapon.

    Sorry I may have not expressed the thought clearly - if you don't take specific traits for specific land weapons you don't get the cooldown/effect for underwater.

    Eg, mesmer Spear trait is together with Sword trait, but this is an arbitrary combination - and if someone was using a different trait line/taking a different land weapon such as Greatsword etc they don't get to choose the Spear trait BUT they still have to use Spear underwater.

    So what I meant is that it doesn't seem "equal" for the underwater weapon traits to be tied to specific land weapon traits that require specific trait lines when all players have to use the same underwater weapons anyway - the players traiting/choosing a specific land weapon will get the benefit underwater as well, but other players not traiting or using those specific land weapons won't.

    Yeah it would be cool if the whole underwater thing was decoupled into a separate underwater specific thing, or maybe more simply just streamline the cooldown reduction and effects into the weapons themselves because everybody playing a particular class uses the same underwater weapons so it would be balanced. :)

    IH hybrid | My ears, how are you! | Kourna Jackrabbit for default Springer

  • The negativity and bias is delicious; artfully aged like a fine whine.

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    @breno.5423 said:
    Is transfusion finally getting nerfed?
    What about herald sword off hand?
    Are you guys removing break stun from mirage cloak?

    PlayYourOwnGameAnet

    They do :)

    They just don't listen to randoms who think they know everything

    Smugly chuckling forever.
    My sentence doesn't make sense? Well, I probably forgot to write half of it before posting.

  • Nice try Mesmer mains ;)

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @Devilman.1532 said:
    Nice try Mesmer mains ;)

    You're welcome to browse the release notes yourself if you're going to accuse me of forgery.

    The Psychomancer: Mesmer Elite Specialization Suggestion

  • breno.5423breno.5423 Member ✭✭✭

    @Blocki.4931 said:

    @breno.5423 said:
    Is transfusion finally getting nerfed?
    What about herald sword off hand?
    Are you guys removing break stun from mirage cloak?

    PlayYourOwnGameAnet

    They just don't listen to randoms who think they know everything

    I think this is exactly what they do.

  • Buffs to DragonHunter Longbow please, or a complete rework.

  • Tyson.5160Tyson.5160 Member ✭✭✭✭

    @crazyhusky.2985 said:
    Buffs to DragonHunter Longbow please, or a complete rework.

    Herald got a rework, so it’s definitely possible.

  • Rufo.3716Rufo.3716 Member ✭✭✭

    Nice to see a balance patch but again it seems like they are ignoring the main issues. You know PvP is a game mode and there are a few totally broken specs that should have been addressed a long time ago.

  • buff berserker!

  • Tails.9372Tails.9372 Member ✭✭✭✭

    @Blocki.4931 said:

    @BlackfoxKitsune.7480 said:
    Wish i could say i was hopeful but i'm not because thus far it's NEVER a balance it's always Nerf the ranger/druid to unusable even in PVE, OP the classes like Guardian and REV and make other pointless not needed changes all over the place, some even ending up function or game braking for a month

    You got any examples for this or..?

    The unload nerf for thief, it was already common knowledge how bad P/P thief was vs. opponents that know what they're doing but now it's a complete joke vs. other players in generall. It's so bad that you can't properly deal with enemy camps in WvW anymore. To top it all off they did this change on the same patch where they also reworked rifle so P/P thief would have lost its purpose regardless which makes this nerf even more pointless.

  • I hope they take a look on Firebrands Mantras, they still feel a bit unhandy because every ally has to stay in front of you to get the effects.
    Oh and please some Hammer buffs for warrior, there are so many good hammer skins in this game !

  • Ezrael.6859Ezrael.6859 Member ✭✭✭
    edited September 29, 2018

    @mortrialus.3062 said:

    @Devilman.1532 said:
    Nerfs to Ele and Revenant. Buffs to Mirage and thief. Got it.

    Game Update Notes: August 28, 2018*

    • Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.
    • Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.
    • Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.
    • Null Field: This skill has received a new underwater effect for greater visibility.
    • Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.
    • Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.
    • Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

    Game Update Notes: July 10, 2018

    • Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.
    • The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.
    • Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.
    • Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.
    • Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.
    • Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.
    • Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.
    • Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.
    • Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.
    • Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.
    • Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.
    • Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

    Game Update Notes: May 22, 2018

    • Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.
    • Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.
    • Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.
    • Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.
    • Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.
    • Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

    Game Update Notes: May 8, 2018

    • Siren's Call: Increased the projectile speed by 50%.
    • Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.
    • Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.
    • Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.
    • Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.
    • Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.
    • Vortex: Clarified the tooltips for this skill and increased its damage by 33%.
    • Null Field: This skill can now be used underwater, creating its field at the player's location.
    • Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.
    • Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.
      *** Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.
    • Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.
    • Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.
    • Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.
    • Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

    Game Update Notes: April 24, 2018

    • Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

    Game Update Notes: March 27, 2018

    • Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.
    • Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.
    • Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.
    • Distortion: Updated the tooltip description of this effect to better reflect its functionality.
    • Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.
    • Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.
    • Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.
    • Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.
    • Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.
    • Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.
    • Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.
    • Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.
    • Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.
    • Jaunt: Reduced damage by 50% in PvP and WvW.
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks 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.
    • Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.
    • Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.
    • Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.
    • Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.
    • Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.
    • Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

    Oh hey look it's nonstop mesmer nerfs across all areas all aspects of mesmer across all areas of the game since the phantasm rework. The only exceptions were Axe getting PvE buffs which were split into nerfed versions for PvP and WvW, Scepter buffs which it was almost completely unused weapon in all areas of the game, and the buffs that came with the underwater rework where everyone was buffed. Pretty much all of the nerfs were good ones, particularly torch signet of the ether and chronophantasma. There was one oddball buff to Signet of the Ether which was later massively nerfed in PvP. This is why I say you're over dramatic. You don't even live in the same reality.

    The August 28th changes were mostly buffs. Great quote mate!

    Among other notes there are lots of general buffs and cooldown reductions. The phantasm damage reductions were utterly necessary after the revamp, phantasms were hilariously too strong initially.

    Mesmer has been strong in PvE and PvP as both power and condition since launch. Condition builds have become insanely strong while simultaneously becoming easier to play since the stacking changes.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @Ezrael.6859 said:

    @mortrialus.3062 said:

    @Devilman.1532 said:
    Nerfs to Ele and Revenant. Buffs to Mirage and thief. Got it.

    Game Update Notes: August 28, 2018*

    • Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.
    • Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.
    • Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.
    • Null Field: This skill has received a new underwater effect for greater visibility.
    • Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.
    • Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.
    • Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

    Game Update Notes: July 10, 2018

    • Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.
    • The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.
    • Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.
    • Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.
    • Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.
    • Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.
    • Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.
    • Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.
    • Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.
    • Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.
    • Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.
    • Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

    Game Update Notes: May 22, 2018

    • Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.
    • Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.
    • Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.
    • Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.
    • Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.
    • Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

    Game Update Notes: May 8, 2018

    • Siren's Call: Increased the projectile speed by 50%.
    • Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.
    • Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.
    • Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.
    • Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.
    • Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.
    • Vortex: Clarified the tooltips for this skill and increased its damage by 33%.
    • Null Field: This skill can now be used underwater, creating its field at the player's location.
    • Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.
    • Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.
      *** Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.
    • Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.
    • Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.
    • Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.
    • Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

    Game Update Notes: April 24, 2018

    • Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

    Game Update Notes: March 27, 2018

    • Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.
    • Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.
    • Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.
    • Distortion: Updated the tooltip description of this effect to better reflect its functionality.
    • Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.
    • Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.
    • Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.
    • Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.
    • Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.
    • Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.
    • Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.
    • Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.
    • Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.
    • Jaunt: Reduced damage by 50% in PvP and WvW.
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks 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.
    • Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.
    • Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.
    • Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.
    • Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.
    • Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.
    • Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

    Oh hey look it's nonstop mesmer nerfs across all areas all aspects of mesmer across all areas of the game since the phantasm rework. The only exceptions were Axe getting PvE buffs which were split into nerfed versions for PvP and WvW, Scepter buffs which it was almost completely unused weapon in all areas of the game, and the buffs that came with the underwater rework where everyone was buffed. Pretty much all of the nerfs were good ones, particularly torch signet of the ether and chronophantasma. There was one oddball buff to Signet of the Ether which was later massively nerfed in PvP. This is why I say you're over dramatic. You don't even live in the same reality.

    The August 28th changes were mostly buffs. Great quote mate!

    Among other notes there are lots of general buffs and cooldown reductions. The phantasm damage reductions were utterly necessary after the revamp, phantasms were hilariously too strong initially.

    Mesmer has been strong in PvE and PvP as both power and condition since launch. Condition builds have become insanely strong while simultaneously becoming easier to play since the stacking changes.

    I explicitly mentioned scepter buffs as one of the few exceptions. So good on you for reading comprehension. Scepter was largely terrible and had zero place anywhere in the game. And the nerfs to both core mesmer and mirage's vigor uptime is far more impactful than the scepter changes.

    I'm also not complaining about any of these changes. I've advocated for serious nerfs to Chronophantasma, Signet of the Ether, rebalancing the mesmer torch skills into one stack of burning each. I think all of them were smart, measured changes to mesmer, chrono, and mirage's effectiveness.

    Also aside from the underwater skills (Where literally everyone got buffed )the only skills that were buffed or their cooldowns reduced were Signet of the Ether, Illusion of Life, and Blurred Frenzy. Blurred Frenzy in particular was a nerf that ultimate lowered it's damage and evasion up time overall.

    Aside from that it's line by line nerfs.

    The Psychomancer: Mesmer Elite Specialization Suggestion

  • I hope the nerf update will include some hotfixes to us chosen unlucky who cant see or purchase mist attunement upgrades from the npc and maybe fix the nulification sigil price inflation

  • @Bopha Debs.3290 said:
    @Gaile Gray.6029 If arenanet keeps improving as a company like this, how will I ever quit the game and get a real life? It's already been 5 years, 6 years for many others.

    PS Just in case the joke was not clear enough, I'm actually very very pleased with this along with many other changes anet has been making as a company over the past couple years, I love this game and my ONLY regret I have was the night I drank too much and traded all my gold and ecto to a skritt for junk items and sorrow. Keep it up anet! I like what I'm seeing! :+1:

    Bopha -- I'm afraid you're going to have to bear up to the team being that awesome. :)

    And yep, I got the humor, no worries there. Thanks for being with us so long!

    Gaile Gray
    Communications Manager: ArenaNet
    Fansite & Guild Relations; In-Game Events; Community Showcase Live

  • otto.5684otto.5684 Member ✭✭✭✭

    @mortrialus.3062 Mesmer is the best class in PvE. It is the only class with all weapons being meta with at least one build (except GS and staff which are extremely powerful solo).

    Mirage few month back was way over the top on PvP and did deserve the PvP nerfs it received. Chrono on the other hand was destroyed in PvP.

    All what Mesmer currently need is slight buff to domination (PvE only) and buff to chrono in PvP.

  • Reducing all quickness duration's in the game by 50% would be a nice start to balancing it. ;)

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭

    @Curunen.8729 said:
    Just had a thought - are underwater weapon traits likely to be removed/merged in with the weapons?

    Reasoning - because unlike land weapons you have a fixed choice for underwater and it doesn't make sense to have traits then locked behind certain specialisations where not everyone can build to have access to them but they still have to take these weapons (on land there is more flexibility). It may have made sense in vanilla, but since specialisations I think underwater weapons should be balanced separately to the trait system - or having a unique underwater line to manage them.

    Personally, I think Traits and Weapons should be fully separated, or at least only distinguished between Ranged and Melee.

    How many times we gotta tell you GRIND IS NOT CONTENT there ANet?

    Leader of Tyrian Adventure Corp [TACO], [RaW][TACO] Alliance, Kaineng.

  • cobbah.3102cobbah.3102 Member ✭✭✭

    @Gaile Gray.6029 said:
    ‘Allo Fellow Tyrians,

    We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes.

    Cheers,

    The ArenaNet Systems Team

    Actually seeing is believing I am scared to hold my breath in case I pass out , but I will wait to pass judgement ,and then I will pass judgement believe you me .

  • cobbah.3102cobbah.3102 Member ✭✭✭

    So the small balance will be the total deletion of Deadeye yay way to go Anet I am up for that !!

  • Gehenna.3625Gehenna.3625 Member ✭✭✭✭
    edited September 30, 2018

    @Gaile Gray.6029 said:
    ‘Allo Fellow Tyrians,

    We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes.

    Cheers,

    The ArenaNet Systems Team

    Making weapon traits more broadly usable seems like not tying them to just one weapon type anymore and splitting skills between game modes sounds like there will be pvp and pve versions of certain skills.

    I'm not really sure why this triggers so much negativity because it sounds very positive to me, but I guess Gail used the world "balance" and that's all some people need to go into a black rage (yes, this is a Warhammer 40k reference).

    "In my experience, if you can't say what you mean, you can never mean what you say. The details are everything." ~ Minister Durano

  • Leo Schrodingers Cat.2497Leo Schrodingers Cat.2497 Member ✭✭✭✭
    edited September 30, 2018

    @Gehenna.3625 said:

    @Gaile Gray.6029 said:
    ‘Allo Fellow Tyrians,

    We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes.

    Cheers,

    The ArenaNet Systems Team

    Making weapon traits more broadly usable seems like not tying them to just one weapon type anymore and splitting skills between game modes sounds like there will be pvp and pve versions of certain skills.

    I'm not really sure why this triggers so much negativity because it sounds very positive to me, but I guess Gail used the world "balance" and that's all some people need to go into a black rage (yes, this is a Warhammer 40k reference).

    Yeah I am curious to see where this goes. I'd like to have more options with thief... rather than using the weapon that hasn't been nerfed to hell. Or use the nerfed to hell weapon because it's the only one that deals with the spontanious BS from other specs.

    The dagger auto nerf was absolutely horrendous. If it was a 16% total damage reduction via an even spread... that would have been perfectly fine by me, and I wouldn't have cared... instead it's like the first two auto attacks have a massive 20+ reduction and the third one if you're luck to hit it deals the most damage. And there's not a lot to offset it like what acrobatics does for the Sword

  • Liewec.2896Liewec.2896 Member ✭✭✭

    balance patch?
    fire staff ele not bad enough?

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Liewec.2896 said:
    balance patch?
    fire staff ele not bad enough?

    Ele's still complaining after being on top for how many years ?
    Now you guys can be average like every other DPS.

  • Dante.1763Dante.1763 Member ✭✭✭✭
    edited September 30, 2018

    @TexZero.7910 said:

    @Liewec.2896 said:
    balance patch?
    fire staff ele not bad enough?

    Ele's still complaining after being on top for how many years ?
    Now you guys can be average like every other DPS.

    Problem is as has been widely discussed elsewhere, ele has none of the sustain that other dps classes have, and to even have a similiar level they have to sacrifice all their DPS to obtain the sustain levels that another DPS class can have while still performing their DPS. The Eles rotations are much more complex and have to be near perfect(one mistake can tank all your DPS), to obtain even average damage, and an average ele wont do the DPS i can do with my condi SB by literally sitting there letting myself AA with proper positioning. Much fair isnt it? And to further that insult to injury " What they lack in physical toughness, they make up in versatility and the ability to inflict massive damage in a single attack. " <-- that last part is now no longer true, and thats ANETS class description for an ELE. So while you can be happy that ele is "average dps" it should never have been brought down to that level.

    Ember Wandertooth(SB), Lucina Fallenflame(Weaver), Kianda Redpaw(Guardian), Kingslayer, Light in the Dark.
    Why Guild Wars is called Guild Wars

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Dante.1763 said:

    @TexZero.7910 said:

    @Liewec.2896 said:
    balance patch?
    fire staff ele not bad enough?

    Ele's still complaining after being on top for how many years ?
    Now you guys can be average like every other DPS.

    Problem is as has been widely discussed elsewhere, ele has none of the sustain that other dps classes have, and to even have a similiar level they have to sacrifice all their DPS to obtain the sustain levels that another DPS class can have while still performing their DPS. The Eles rotations are much more complex and have to be near perfect(one mistake can tank all your DPS), to obtain even average damage, and an average ele wont do the DPS i can do with my condi SB by literally sitting there letting myself AA with proper positioning. Much fair isnt it? And to further that insult to injury " What they lack in physical toughness, they make up in versatility and the ability to inflict massive damage in a single attack. " <-- that last part is now no longer true, and thats ANETS class description for an ELE. So while you can be happy that ele is "average dps" it should never have been brought down to that level.

    Very fair. Nice chat, Ele is on par with everyone else.
    Other professions have the exact same issues you claim are problems with ele's current state so deal with it like they do. Get good.

  • LucianDK.8615LucianDK.8615 Member ✭✭✭✭

    Revenants deals too low damage to need nerfs.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @LucianDK.8615 said:
    Revenants deals too low damage to need nerfs.

    Well Herald is a support set up elite spec. but most ppl are running it as a dps your never going to see a reverent over a herald because of this. So yes revenants dmg is low but Herald dmg is too high.

    See ELE forms and you will get my views.

  • godofcows.2451godofcows.2451 Member ✭✭
    edited October 1, 2018

    Are you guys actually expecting something effective to happen in the balance side of things? Lowered expectations guys. It'll spare you alot of grief. Call it a salty post or whatever, that's what half a decade of expecting something does to you. Just wait for tomorrow, then you'll have an idea if the new team finally has a direction or if it's still a mess. Pity, it's really a good game and had so much potential in the competitive department.

  • @cobbah.3102 said:
    So the small balance will be the total deletion of Deadeye yay way to go Anet I am up for that !!

    Actually they are removing the Deadeye's 3s reveal whenever making an attack from stealth! More Malicious Backstabs and Deaths Judgments with a little bit of Three Round Burst just for you! And the grand finale is breaking lock on channeled skills when going into stealth! No more near instant death for Deadeyes when facing pew pew SoulBeasts or FA Weavers! Fun times ahead!

  • Jimbru.6014Jimbru.6014 Member ✭✭✭
    edited October 1, 2018

    Quoth Anet: "We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes."

    My interpretation: "There's some things which we felt were important and/or broken enough to balance sooner than later, so we're popping an early update."

    That's not a bad thing. See what the update brings before you start complaining about it; you might be pleasantly surprised.

  • Gehenna.3625Gehenna.3625 Member ✭✭✭✭

    @godofcows.2451 said:
    Are you guys actually expecting something effective to happen in the balance side of things? Lowered expectations guys. It'll spare you alot of grief. Call it a salty post or whatever, that's what half a decade of expecting something does to you. Just wait for tomorrow, then you'll have an idea if the new team finally has a direction or if it's still a mess. Pity, it's really a good game and had so much potential in the competitive department.

    If it's going to be a small balance patch with just a couple of changes, how could you tell much from that? I would not have such high expectations to be able to judge that from what looks to be a small patch.

    "In my experience, if you can't say what you mean, you can never mean what you say. The details are everything." ~ Minister Durano

  • then ... no change for ele ... since it hasn't weapon traits anymore for years now . Honestly ... I don't know how to handle that class anymore.

  • Liewec.2896Liewec.2896 Member ✭✭✭

    @TexZero.7910 said:

    @Liewec.2896 said:
    balance patch?
    fire staff ele not bad enough?

    Ele's still complaining after being on top for how many years ?
    Now you guys can be average like every other DPS.

    staff has been regarded as fairly bad in pvp, but because some people must have been doing well with it in raids, it is now utterly useless in pvp.
    what happened to skill splitting? why was my weapon turned from bad to useless because it was good in a totally different part of the game?

  • Sephylon.4938Sephylon.4938 Member ✭✭✭✭

    @Liewec.2896 said:

    @TexZero.7910 said:

    @Liewec.2896 said:
    balance patch?
    fire staff ele not bad enough?

    Ele's still complaining after being on top for how many years ?
    Now you guys can be average like every other DPS.

    staff has been regarded as fairly bad in pvp, but because some people must have been doing well with it in raids, it is now utterly useless in pvp.
    what happened to skill splitting? why was my weapon turned from bad to useless because it was good in a totally different part of the game?

    Wvw ele staff backliners and midline healers

    I am a giant tomato filled with love. I have come to sell you a house made out of pancakes.

  • I hope theres some improvements to Weaver weapons that would make a great Birthday gif haha :D

  • I'm curious to see what kind of grasp the balance team has on the game as a whole, as well as regarding each specific class's matchups.

    [Charr Noises]
    [Plays every class]
    [JUST GIT EVEN GUDDER ITS FINE]

  • Sazukikrah.5036Sazukikrah.5036 Member ✭✭✭

    We're left in the dark yet again. Im assuming this balance patch will only affect some Core specs and only POF specs. They hardly ever touch HoT Elite specs; and if they do it's not enough to make them viable out side of PvE.

  • Sazukikrah.5036Sazukikrah.5036 Member ✭✭✭

    @Gaile Gray.6029 said:
    ‘Allo Fellow Tyrians,

    We wanted to let you know that next Tuesday the Systems team will be releasing a smaller balance update. This update is coming out a bit earlier than we normally release a balance pass – consider it a little bonus! The release is focused around updating some weapon traits to make them more broadly usable and splitting some skills between game modes.

    Cheers,

    The ArenaNet Systems Team

    If you read it carefully it says "updating some weapon traits to make them usable" , they are going to Change "Silent scope" on Dead eye. That is a given.

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