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Balance Changes Upcoming

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  • MrPhantasia.5924MrPhantasia.5924 Member ✭✭✭

    @saerni.2584 said:

    @hugeboss.5432 said:

    @mortrialus.3062 said:
    Repeater: Initiative cost of this skill has been reduced from 4 to 2 in all game modes.

    Someone in the balance department keeps trolling XD

    I'm going to admit it... I was running round Tyria with a single pistol on my thief getting specific numbers to calculate efficiencies for a build I was making early this year. So I had to laugh abit when I saw the Repeater buff patch notes just a few months after I had done this. (If the devs saw a sudden increase in the number of Repeater skill activations in Tyria earlier this year, it was prolly me... but I don't really use a single pistol & I dont think anybody does or should.. but perhaps I will re-run my evaluations again when this patch goes live "for fun" lol).

    FYI this is also a flip skill on the P/D set. It isn’t just for single Pistol users (of which there are none).

    Thieves before level 6 when they unlock their off hand set if they try pistol.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @Psycoprophet.8107 said:

    @Nimon.7840 said:

    @Basharic.1654 said:
    Here's my question:

    With this update, we are adding a trade-off to the profession skill that keeps the theme of a melee-oriented specialization.

    How does removing a Daredevil's ability to use steal to close a long gap help us melee in any way?

    If Anet wants us to melee they should be giving us more abilities to stick to a target not less. The range drop would be appropriate if we were getting something useful towards that end. Unblockable isn't it.

    Maybe something like:

    Physical Supremacy: This trait changes Steal to Hitched, which tethers the target to the thief and gives the thief a stolen skill and X seconds of X% base damage reduction. Toughness improves total reduction. Neither can leave 600 range of each other for X seconds. Stunbreaks used by either the thief or it's target will break the link. If either party attempts to use a skill to get out of range that is not a stun break it results in a knockdown and puts that skill on cooldown + X seconds. Stability applied after Hitched is engaged counters certain effects of Hitched but does not remove it - That means an attempted non-stunbreak maneuver to get out of range won't give the knockdown but the target still can't leave range. Stability applied before would prevent it of course.

    It would work a lot like Guardian's Ring of Warding while allowing some counterplay for the target and helping the thief to be toe to toe for the duration. Most importantly it offers significant risk/reward choices in its use. Which is all I want.

    And if you wanted to make it really sexy and give thief a GvG/WvW group perk, let it affect targets in an AOE. Would force the thief to use discretion on its use in small scale and be great for locking down targets for bombs.

    As if thief wasn't op enough in gvg setups

    Only thing thiefs OP at is running away.

    Sorry but I guess you have no idea of thiefs, especially daredevils current position in gvgs

    Cause you know, outsustaining multiple 18k hit jumps that can hit 5 people is pretty hard.

    Look at good thiefs. It's the thieves a lot of the times, that down people or that prevent people from rezzing.

    "Not every spec has to be very good in every gamemode." That's what someone told me. And that's true.

    Else: make reaper and scourge and core insane for roaming, cause they suck at it.

    Thief does at least have its place in zergfights and roaming with many different builds, necro is mostly limited to exactly one or two variations of scourge in zergs

    And in roaming any good thief will always kill a necro.

    Also thief has a very good spot in pve raids.

    So what exactly are you crying about?

  • saerni.2584saerni.2584 Member ✭✭✭✭

    @MrPhantasia.5924 said:

    @saerni.2584 said:

    @hugeboss.5432 said:

    @mortrialus.3062 said:
    Repeater: Initiative cost of this skill has been reduced from 4 to 2 in all game modes.

    Someone in the balance department keeps trolling XD

    I'm going to admit it... I was running round Tyria with a single pistol on my thief getting specific numbers to calculate efficiencies for a build I was making early this year. So I had to laugh abit when I saw the Repeater buff patch notes just a few months after I had done this. (If the devs saw a sudden increase in the number of Repeater skill activations in Tyria earlier this year, it was prolly me... but I don't really use a single pistol & I dont think anybody does or should.. but perhaps I will re-run my evaluations again when this patch goes live "for fun" lol).

    FYI this is also a flip skill on the P/D set. It isn’t just for single Pistol users (of which there are none).

    Thieves before level 6 when they unlock their off hand set if they try pistol.

    The below 6 population is negligible. Yes, it exists but the point was to illuminate that by also giving the skill to p/d as a flip skill there is now an actual population that can/does use the skill.

    Northern Shiverpeaks (NSP)
    Deadeye (Thief)
    Commandant of P/D and Apex Predator

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

    @Nimon.7840 said:

    @Psycoprophet.8107 said:

    @Nimon.7840 said:

    @Basharic.1654 said:
    Here's my question:

    With this update, we are adding a trade-off to the profession skill that keeps the theme of a melee-oriented specialization.

    How does removing a Daredevil's ability to use steal to close a long gap help us melee in any way?

    If Anet wants us to melee they should be giving us more abilities to stick to a target not less. The range drop would be appropriate if we were getting something useful towards that end. Unblockable isn't it.

    Maybe something like:

    Physical Supremacy: This trait changes Steal to Hitched, which tethers the target to the thief and gives the thief a stolen skill and X seconds of X% base damage reduction. Toughness improves total reduction. Neither can leave 600 range of each other for X seconds. Stunbreaks used by either the thief or it's target will break the link. If either party attempts to use a skill to get out of range that is not a stun break it results in a knockdown and puts that skill on cooldown + X seconds. Stability applied after Hitched is engaged counters certain effects of Hitched but does not remove it - That means an attempted non-stunbreak maneuver to get out of range won't give the knockdown but the target still can't leave range. Stability applied before would prevent it of course.

    It would work a lot like Guardian's Ring of Warding while allowing some counterplay for the target and helping the thief to be toe to toe for the duration. Most importantly it offers significant risk/reward choices in its use. Which is all I want.

    And if you wanted to make it really sexy and give thief a GvG/WvW group perk, let it affect targets in an AOE. Would force the thief to use discretion on its use in small scale and be great for locking down targets for bombs.

    As if thief wasn't op enough in gvg setups

    Only thing thiefs OP at is running away.

    Sorry but I guess you have no idea of thiefs, especially daredevils current position in gvgs

    Cause you know, outsustaining multiple 18k hit jumps that can hit 5 people is pretty hard.

    Look at good thiefs. It's the thieves a lot of the times, that down people or that prevent people from rezzing.

    "Not every spec has to be very good in every gamemode." That's what someone told me. And that's true.

    Else: make reaper and scourge and core insane for roaming, cause they suck at it.

    Thief does at least have its place in zergfights and roaming with many different builds, necro is mostly limited to exactly one or two variations of scourge in zergs

    And in roaming any good thief will always kill a necro.

    Also thief has a very good spot in pve raids.

    So what exactly are you crying about?

    Lmao I've played the class 4 yrs I know how they play.ofcourse a good roaming thief will kite and beat a necro,a necro can definitely destroy a thief if it tries to take on the necro in melee range but why would it unless the thief doesnt want to play using its mobility advantage over necro.i dont even use necro much but I've ate theives I'm melee range on my reaper. Theif is among the weakest 1v1 classes and necro happens to be one of the few classes that it can kite but like I said in melee even a dd is st a disadvantage against reaper unless ur not a good reaper. Thief is so OP in a pvp mode its given job is to decap and help out ally's that are already engaged,why? Because the few it can maybe 1v1 successfully it takes to long and waste time cuz its gbage dps and is always a gamble. A class doesnt get those jobs if its OP lmao unless getting to point A to B is a thing than that's what its OP at and who wants to play a class that's OP at that?real fun. If ur dying to thieves that arnt using niche stealth backstab one trick pony buildsvthats a definite l2p issue on ur part.

  • Revolution.5409Revolution.5409 Member ✭✭✭

    It all sounds interesting, I can't wait to try Rev and Berserker with these changes and the new druid skill.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited April 23, 2019

    rev
    I think staff would really benefit from keeping weakness.
    tablet would be much better off with the radius increasing to 300 and the summon speed increasing. ventari also needs a stun break!

    Te lazla otstra.
    nerf list

  • Plz, move the Poisons trait (of thiefs) to another tree, where it will be used and combined!

    In Art of the Shadows it has little to do, it does not combine with more fulminating features and stealth traits, worst it means sacrificing Stealth skills for Poison skills, gained little or no benefit.

    Should be changed to another options, for example:

    • In Mortal Arts is more related, like in topics and with other traits
    • In the Acrobatics tree there is no skill trait.
  • crazyhusky.2985crazyhusky.2985 Member ✭✭✭

    For a "trade-off" for dragonhunter why don't you make give barriers instead Aegis. Or have it that when aegis breaks it gains a small barrier.
    Give it a utility that Base guardian or FireBrand doesn't have. You need to revamp the elite spec any way so give it a new toy to play with.
    Instead of Retreat giving you swiftness and aegis, it gives you swiftness and 25% barrier.

  • @Elementalist Owner.7802 said:
    Why are you trying to balance around broken PoF specs? We need nerfs across the board, not more power creep...

    I think Anet is doing an amazing job ;-), i agree though we should focus on giving this type of feedback. Please delete scrapper.

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

    @Blaeys.3102 said:
    I like the idea of making the different elite specializations feel different through trade offs. I don't like the idea of pushing any specialization too heavily toward a hard trinity role (tank, heals, dps), which I feel they are hinting at with the druid changes. This isn't a raiding game and no single game mode should dictate how professions are designed.

    The driving force should always be - "is it fun to play." Yes, make things feel different, but make them feel different based on their archetype, not on some pre-assigned slot required for a single game mode. While that may make it easier to design raid bosses, it makes things less fun for those in the rest of the game.

    I know a small group of people will have issue with this thought, but I firmly believe the path they are taking with some of these changes crosses the line - pushing the game closer to being a WoW clone - and that is something we should avoid at all costs.

    Healers should never have respectable damage and thats what a druid is, healer from top to bottom.

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

    @Blaeys.3102 said:

    @LucianDK.8615 said:

    @Blaeys.3102 said:
    I like the idea of making the different elite specializations feel different through trade offs. I don't like the idea of pushing any specialization too heavily toward a hard trinity role (tank, heals, dps), which I feel they are hinting at with the druid changes. This isn't a raiding game and no single game mode should dictate how professions are designed.

    The driving force should always be - "is it fun to play." Yes, make things feel different, but make them feel different based on their archetype, not on some pre-assigned slot required for a single game mode. While that may make it easier to design raid bosses, it makes things less fun for those in the rest of the game.

    I know a small group of people will have issue with this thought, but I firmly believe the path they are taking with some of these changes crosses the line - pushing the game closer to being a WoW clone - and that is something we should avoid at all costs.

    Healers should never have respectable damage and thats what a druid is, healer from top to bottom.

    The druid should be a ranger with a deeper connection to nature. That doesn't mean pure healer. It could just as easily mean reliance on poisons, vines, bleeds from thorns, etc.

    The idea of the druid specializing in just heals is driven by the needs of a single game mode and sets a really bad precedent. Development should center around fun, interesting specializations - not what matches the needs of a niche game mode.

    The berserker elite changes are a good example of how they can do this. Those changes are centered around compelling gameplay - not fitting into a pre-defined raid meta.

    The druid has been built and presented as a healer right from the beginning. A fundamental different way to play the ranger, so its a pure support spec. cemented further in the identify by downsizing the pet.

  • Sleight of Hand doesn't reduce the dd's new steal cd. Bad job as usual anet.

  • Nice the berserker animations are just a meagre backhand , This update MADE berserker class COMPLETELY obsolete and useless . Thanks anet

  • Urud.4925Urud.4925 Member ✭✭✭✭
    edited April 23, 2019

    Can you at least make Swipe usable only if there's a target? Why the Deadeye's mark is not wasted if there's no one targeted and for Swipe we waste the CD?

    Edit: I didn't understand that havoc Specialist and Staff Master are now on the same tier. We had a +17% dmg modifier if our endurance wasn't full before, quite easy. Now it's just +5%, playing at the same way. Minus the 6,5% on 2 AA. Wow, massive nerf. I didn't realize it from the patch notes.
    On the other hand I have the same HP of my ranger now. Pity that I wasted money on that marauder set.

  • Wiler.9873Wiler.9873 Member ✭✭

    @Asum.4960 said:

    @Wiler.9873 said:
    I have to let your know that...

    "Fatal Frenzy: This trait no longer gives boons. Instead, while in berserk mode, this trait reduces toughness by 300, increases power by 300, and increases condition damage by 300."

    This one in particular is kitten... like wow... really bad, there are signets in other classes that almost double this with no draw back, like assasins signed that gives you 540 power period.

    In this game you usually go power build or condition, hybrids never work well (unless you are one of those degenerates that likes to play for fun) at least not inside the current meta, to lose 300 thoughness to get the benefits of either power or condi according to my "current build" isn't attractive at all.

    It's a Minor Trait, so you will always have it, no matter if you are running a Power or Condi build.
    Giving it both is probably less to encourage hybrid builds rather than making sure to facilitate both Power and Condi builds, and not making the Trait essentially just be a negative if it just gave let's say Condition Damage and you were running a Power build.

    Sacrificing 300 Toughness, especially as Heavy Armor class, for 300 Power and Condition damage is a pretty decent deal, even if you are only fully utilizing one of them. Especially on Warrior, which has the highest base health as well. It essentially makes you a Light Armor Class with the highest base health, comparable to a Necromancer, while gaining extra Power and Condition Damage.

    Assassins Signet gives you 540 power for 5 seconds on a 20 second Cool Down, and has a much greater opportunity cost of being an Utility skill compared to a minor Trait, which makes them hardly comparable.

    And who knows, maybe a Grieving Berserker with something like Flame Legion Runes will actually work well, but regardless, I'm not sure it helps to say Hybrids never work well while criticising trait additions that may be incredible potent for hybrid builds, potentially facilitating them, as useless.

    I'm certainly excited to see how this performs first once it's live, and it's been a long time since anything on Warrior excited me to try it out.

    This is one of those situations were I hope people like you is right and I'm totally wrong, I just love my warrior.

  • @Cragga the Eighty Third.6015 said:
    Wondering if solo druid will still be playable in PvE with the pet nerf.

    RIP my Power Druid niche build with Shouts. 😩 Gonna miss Glyph of Empowerment for sure too; I used it all the time in both solo & group. Guess this means I might be switching back to vanilla Ranger or Soulbeast for PvE. (I can’t in good faith play my ranger without running Beastmastery <3 )

  • @SilvanaVerdant.1679 said:

    @Cragga the Eighty Third.6015 said:
    Wondering if solo druid will still be playable in PvE with the pet nerf.

    RIP my Power Druid niche build with Shouts. 😩 Gonna miss Glyph of Empowerment for sure too; I used it all the time in both solo & group. Guess this means I might be switching back to vanilla Ranger or Soulbeast for PvE. (I can’t in good faith play my ranger without running Beastmastery <3 )

    Sad to hear your troubles. :(
    I thought I might have to go back to core Ranger on my main, but went to Auric Basin today for a little while and found I could still solo a veteran Mordrem Vinetooth without noticeable extra effort, so I guess I will wait for a tough story boss before I panic any more. My axes weren't nerfed, happily.

  • Anet devs, y'all have to fix berserker... Removing berserk and F1 abilities (when not in berserk) mode is probably the worst design choice you've made in a while to a class

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

    @mordefelix.5826 said:
    Anet devs, y'all have to fix berserker... Removing berserk and F1 abilities (when not in berserk) mode is probably the worst design choice you've made in a while to a class

    [email protected] they ruined DD as well.

  • mordefelix.5826mordefelix.5826 Member ✭✭
    edited April 24, 2019

    Anet. When I'm playing Zerker now, it's like I'm watching someone run the treadmill as long as possible then take a break for water. It's so incredibly boring. Don't do this guys just revert back the F1 F2 changes at least. It's not about damage and although thematically I love how creative you guys were, in terms of gameplay Berserker feels AWFUL. Certain abilities that you additionally tweaked or changes are really nice. I love that, but you did not need to change so much. This kind of shake up was unnecessary. Just had to give less toughness just to USE berserk honestly and we would've been fine. Or nerf damage. That would have been thematically sound AND would've allowed us to keep our dynamic gameplay.

  • lare.5129lare.5129 Member ✭✭✭

    bers - very very good direction, but very light .. may be do it more ?

  • Talking about thief, with this wonderful balance patch you achiev a great result: in all competitive modes (PvP and WvW) core thief overcomes by far elite spec (Daredevil and Deadeye).

  • Urud.4925Urud.4925 Member ✭✭✭✭

    @SehferViega.8725 said:
    Talking about thief, with this wonderful balance patch you achiev a great result: in all competitive modes (PvP and WvW) core thief overcomes by far elite spec (Daredevil and Deadeye).

    Eh, don't be so exaggerated! Deadeyes are still strong. Anyway, I indeed met more core thieves in sPvP in the last 2 days, and only few DD (who mainly spammed Vault on no one, so probably first timers on the spec). So the purpose of this patch seems partially reached, for now.

    I can cope with the nerf, considering the ambitious aim that Irenio had at the opening of this thread: to make the core specs more appealing. It's fair. And if you look closer at the skill tree, you won't find sooo many nerfs (in addition to the AA). For example the new +240 pow of Staff Master is very similar to the old +10%, for decently geared ppl. A small nerf if you went full berserk. It might be even a boost for undergeared thieves. The +7% of Havoc Mastery on the other hand (that was a boost for playing in melee range, that in theory had more sense with the current spec, since we became more tanky now) must be compensated by constantly keeping the enemy weak. Which basically means that our rotation became even duller and more boring: 22222111222. Just spamming Staff #2. Joy. Until they nerf also this one.

    But it's fine, I guess: DD lose some steal, stealth and shadowstep to gain a bit higher and steady damage (if you can keep weakness). We became mini-warriors, rather than thieves. So ppl can decide if it's worth.

    Like for the Berserkers: they gain +300 power, +300 condi and +20% dmg while in berserk mode which is ALOT if you know when activate it (yesterday a berserker destroyed us all in PvP) but it's more risky because if you are knockeddown, stunned or disabled in general, you lose your boost. So for people like me, that only play warrior as alt, it's better to keep using a core spec: lower damage, but steady, and I don't have to worry to time my best skills during my rage time. Both have a meaning.

    Also the nerf to the Druid makes sense from this point of view. The problem is that they nerfed/reworked only these 3 elite specs. Why should I play core elementalist if I bought HoT? The Tempest is a plain improvement: it doesn't lose any core mechanic. Overloads are simply the version 2.0 (I'm not saying to nerf the Tempest, beware, it's not OP atm, but just that I don't see any trade-off compared to the core profession). Or Dragonhunters? The DH's virtues are improvements of the core ones: if you don't know how to use them, you can leave the passive effect and it's exactly the same. But you have the traps in addition (plus a +37% dmg modifier for using well the spec). Why play core?
    Why play core Mesmer if you unlocked the elite spec either? You can say that crono is more difficult to play than core, and this is true, so this is the trade-off. But the elites are just improved versions, not alternative.

    It's fine to nerf DD, Druid and change the Berserker, since I also agree that it's a good idea to keep some diversity, and give more incentives to play core classes. But it's not boosting the mace that I start to play core Guardian, or boosting the dagger that I start to play core Elementalist. Every spec can use core weapons.
    Put 1 fixed damage modifier (for example +5% or +7%) to each core skill tree (for example for just using a weapon) and a slightly higher dmg modifier (+7% or +10%) in the elite tree IF you meet some condition (like keeping the foe burned/weakened/vulnerable, play in range etc). So ppl can chose depending on how they want to play/change their rotations.

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

    They did say they planned to shuffle up more especs in future updates. this was just the beginning.

  • @Cragga the Eighty Third.6015 said:

    @SilvanaVerdant.1679 said:

    @Cragga the Eighty Third.6015 said:
    Wondering if solo druid will still be playable in PvE with the pet nerf.

    RIP my Power Druid niche build with Shouts. 😩 Gonna miss Glyph of Empowerment for sure too; I used it all the time in both solo & group. Guess this means I might be switching back to vanilla Ranger or Soulbeast for PvE. (I can’t in good faith play my ranger without running Beastmastery <3 )

    Sad to hear your troubles. :(
    I thought I might have to go back to core Ranger on my main, but went to Auric Basin today for a little while and found I could still solo a veteran Mordrem Vinetooth without noticeable extra effort, so I guess I will wait for a tough story boss before I panic any more. My axes weren't nerfed, happily.

    It’s not that troublesome after all is said and done, since I enjoy this game so much. 🙂 I’ll have to try it out like you did and see if I notice a difference.

  • lare.5129lare.5129 Member ✭✭✭

    This was very nice balance patch.
    Ofc will be more logic decrase pet atrrib 90% on avatar mode, and leave as is in non avatar mode. But it is ok too.
    f2 on revenant looks strange .. strange, but not bad, or good.

    @Urud.4925 said:
    Why should I play core elementalist if I bought HoT?

    You should not. This is like if I will ask why should I play chrno sup mesmer if I bought POF ?

  • SehferViega.8725SehferViega.8725 Member ✭✭
    edited April 25, 2019

    @Urud.4925 said:
    Eh, don't be so exaggerated! Deadeyes are still strong. Anyway, I indeed met more core thieves in sPvP in the last 2 days, and only few DD (who mainly spammed Vault on no one, so probably first timers on the spec). So the purpose of this patch seems partially reached, for now.

    "Few DD (who mainly spammed Vault on no one)" "Deadeyes are still strong.".. man, what's your PvP rank? we can talk about a class if you reason about people that know how to use it/counter it.
    Deadeye in WvW is basically dead (with mounts, sentinel marks and stealth nerf).

    I can cope with the nerf, considering the ambitious aim that Irenio had at the opening of this thread: to make the core specs more appealing. It's fair. And if you look closer at the skill tree, you won't find sooo many nerfs (in addition to the AA). For example the new +240 pow of Staff Master is very similar to the old +10%, for decently geared ppl. A small nerf if you went full berserk. It might be even a boost for undergeared thieves. The +7% of Havoc Mastery on the other hand (that was a boost for playing in melee range, that in theory had more sense with the current spec, since we became more tanky now) must be compensated by constantly keeping the enemy weak. Which basically means that our rotation became even duller and more boring: 22222111222. Just spamming Staff #2. Joy. Until they nerf also this one.

    "Make the core specs more appealing".. talking about thief, core S/D is by far the best build, so basically they did't need to nerf daredevil.
    You consider daredevil only thinking about staff build, but there are also D/D (power and condi), D/P, S/D..

    But it's fine, I guess: DD lose some steal, stealth and shadowstep to gain a bit higher and steady damage (if you can keep weakness). We became mini-warriors, rather than thieves. So ppl can decide if it's worth.

    Become mini warrior? They did't give us +600 toughness, +5k life, endure pain and stability.

    Daredevil loses damage (specially in PvE) and 600 range on Steal.
    Daredevil gains a little damage reduction or a good condi clean, but with 600 range steal you must stay in short range, so basically Daredevil loses survability.
    Nothing has changed in stealth mechanics.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @SehferViega.8725 said:

    @Urud.4925 said:
    Eh, don't be so exaggerated! Deadeyes are still strong. Anyway, I indeed met more core thieves in sPvP in the last 2 days, and only few DD (who mainly spammed Vault on no one, so probably first timers on the spec). So the purpose of this patch seems partially reached, for now.

    "Few DD (who mainly spammed Vault on no one)" "Deadeyes are still strong.".. man, what's your PvP rank? we can talk about a class if you reason about people that know how to use it/counter it.
    Deadeye in WvW is basically dead (with mounts, sentinel marks and stealth nerf).

    I can cope with the nerf, considering the ambitious aim that Irenio had at the opening of this thread: to make the core specs more appealing. It's fair. And if you look closer at the skill tree, you won't find sooo many nerfs (in addition to the AA). For example the new +240 pow of Staff Master is very similar to the old +10%, for decently geared ppl. A small nerf if you went full berserk. It might be even a boost for undergeared thieves. The +7% of Havoc Mastery on the other hand (that was a boost for playing in melee range, that in theory had more sense with the current spec, since we became more tanky now) must be compensated by constantly keeping the enemy weak. Which basically means that our rotation became even duller and more boring: 22222111222. Just spamming Staff #2. Joy. Until they nerf also this one.

    "Make the core specs more appealing".. talking about thief, core S/D is by far the best build, so basically they did't need to nerf daredevil.
    You consider daredevil only thinking about staff build, but there are also D/D (power and condi), D/P, S/D..

    But it's fine, I guess: DD lose some steal, stealth and shadowstep to gain a bit higher and steady damage (if you can keep weakness). We became mini-warriors, rather than thieves. So ppl can decide if it's worth.

    Become mini warrior? They did't give us +600 toughness, +5k life, endure pain and stability.

    Daredevil loses damage (specially in PvE) and 600 range on Steal.
    Daredevil gains a little damage reduction or a good condi clean, but with 600 range steal you must stay in short range, so basically Daredevil loses survability.
    Nothing has changed in stealth mechanics.

    Well. That's exactly what anet wanted to do. Add trade-offs.
    As daredevil you gain an extra endurance bar, but loose 600 range on steal.
    The only thing where this steal nerf really matters is PvP (where daredevil wasn't the best choice from what I read)
    In pve and wvw that doesn't really matter that much.
    But in PvP steal lets you teleport over half the map... So I guess that's justified.

  • VDAC.2137VDAC.2137 Member ✭✭✭

    I played my Druid for the first time since the nerf and it was sad. :( There is hardly a point in even having a pet as only the toughest aren’t just immediately squished in T4 fractals. Between that and being without glyph of empowerment, I am really just a spirit shepherd now. :/ I’m not sure about the new glyph; it requires a long channel time and I would have to look at the details again to figure out when and if it is useful.

    Bottom line, I didn’t enjoy playing Druid for the first time since I started playing this spec about two years ago. I confess it makes me sad as the character has been one of my mains and part of my GW2 identity. :'( I will be taking a break from Druid and have redistributed AR, accessories, etc., to other characters for now.

    I don’t want to be all negative and I am really enjoying Necro! Power Reaper is my go to DPS and I am enjoying playing support Scourge. :)

  • Shiyo.3578Shiyo.3578 Member ✭✭✭

    @Blaeys.3102 said:
    I like the idea of making the different elite specializations feel different through trade offs. I don't like the idea of pushing any specialization too heavily toward a hard trinity role (tank, heals, dps), which I feel they are hinting at with the druid changes. This isn't a raiding game and no single game mode should dictate how professions are designed.

    The driving force should always be - "is it fun to play." Yes, make things feel different, but make them feel different based on their archetype, not on some pre-assigned slot required for a single game mode. While that may make it easier to design raid bosses, it makes things less fun for those in the rest of the game.

    I know a small group of people will have issue with this thought, but I firmly believe the path they are taking with some of these changes crosses the line - pushing the game closer to being a WoW clone - and that is something we should avoid at all costs.

    Agreed, druid is a disaster of a class and too many specs are being "balanced" around raids now. Make raids their own game mode for balancing like pvp and wvw please.

  • Revolution.5409Revolution.5409 Member ✭✭✭

    I have played a lot with berserker since it was modified and partly I liked the changes made to the profession, the new mode is strong, but it is not very practical, having 15 seconds of CD and not being able to use burst abilities, you hear a little limited.
    I would prefer a version of berserker more like spellbreaker, with two adrenaline bars allowing it to use burst abilities and berserker mode with an activation cd of 8-10 seconds, reducing the duration and damage of berserker mode, in this way, it will be able to using the mechanic without waiting 15 seconds each time, but it would not be OP because it would not have absurd damages like now, in this way berserker and spellbreaker would be two opposite specializations and the warrior would not lose his identity remaining halfway between the two

  • @Nimon.7840 said:

    Well. That's exactly what anet wanted to do. Add trade-offs.
    As daredevil you gain an extra endurance bar, but loose 600 range on steal.
    The only thing where this steal nerf really matters is PvP (where daredevil wasn't the best choice from what I read)
    In pve and wvw that doesn't really matter that much.
    But in PvP steal lets you teleport over half the map... So I guess that's justified.

    Have you ever played a Thief in WvW and PvP to talk about trade-off, justified, "in wvw that doesn't really matter that much" ?

    1. "As daredevil you gain an extra endurance bar, but loose 600 range on steal." We just have an extra endurance bar, now, 3y later, we only lose 600 range on Steal.
    2. Have you ever tried to close the distance gap against a Soulbeast with a daredevil? And what if the Soulbeast are two? Try to do it in WvW with Steal, then change to Daredevil and try it with Swipe. Also try to fight against Rifle Holosmith and again tell me if daredevil is better then core.
    3. PvE is the only game mode where Swipe change is insignificant, but with new traits layout we have lost DPS.. so new patch ruins daredevil basically in everything.
  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @SehferViega.8725 said:

    @Nimon.7840 said:

    Well. That's exactly what anet wanted to do. Add trade-offs.
    As daredevil you gain an extra endurance bar, but loose 600 range on steal.
    The only thing where this steal nerf really matters is PvP (where daredevil wasn't the best choice from what I read)
    In pve and wvw that doesn't really matter that much.
    But in PvP steal lets you teleport over half the map... So I guess that's justified.

    Have you ever played a Thief in WvW and PvP to talk about trade-off, justified, "in wvw that doesn't really matter that much" ?

    1. "As daredevil you gain an extra endurance bar, but loose 600 range on steal." We just have an extra endurance bar, now, 3y later, we only lose 600 range on Steal.
    2. Have you ever tried to close the distance gap against a Soulbeast with a daredevil? And what if the Soulbeast are two? Try to do it in WvW with Steal, then change to Daredevil and try it with Swipe. Also try to fight against Rifle Holosmith and again tell me if daredevil is better then core.

    Wanna talk about necro? At least you do have mobility to run away and you can choose your fights. Yes soulbeast is super op right now. Well maybe berserker is fighting that position.

    1. PvE is the only game mode where Swipe change is insignificant, but with new traits layout we have lost DPS.. so new patch ruins daredevil basically in everything.

    Yes. I played thief. But not so much.
    But I know a daredevil player, that trolls large groups, almost never dies and manages to kill others even if it's a 5v1.
    And he's still able to do that after the change

  • SehferViega.8725SehferViega.8725 Member ✭✭
    edited April 30, 2019

    @Nimon.7840 said:

    Yes. I played thief. But not so much.
    But I know a daredevil player, that trolls large groups, almost never dies and manages to kill others even if it's a 5v1.
    And he's still able to do that after the change

    Nobody kills others in 5vs1 if the 5 players are at least decent players.
    You are talking about staff daredevil, I suppose.
    If you look at Vault skill, you'll see that animation time is 3/4 second and evade time is 1/2 second. Before Vault hits you can hit thief, stun him and interrupt the skill.
    Dagger storm also can be counteracted by some classes (anyway Dagger Storm alone kills no one).

    The problem remains the perma stealth mechanic that allows to hit with 17-19k Vault from stealth. Here we have low risk and high gain and it's something that, as main thief, I have always hated. This patch does not solve the problem, only nerf Daredevil IN THE WRONG WAY (cause encourages perma stealth oneshot builds and kills the builds that require skills).

This discussion has been closed.
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