Upcoming Balance Notes — Guild Wars 2 Forums

Upcoming Balance Notes

edited July 11, 2019 in Professions

Greetings fellow Tyrians!

We've prepared a Balance Update that is slated for next week and in keeping with our push to get the Release Notes to you early so that you can theorycraft, discuss and prepare... here they are. Enjoy!

General

With the upcoming update we're continuing to create the promised tradeoffs to some elite specialization lines with changes to chronomancer shatters, an overhaul of scrapper specialization traits, and some improvements to the base necromancer Death Shroud, all in order to make the choice of an elite specialization more meaningful. We're also doing some follow-up work on the changes to berserker from the last balance update to tune up a few areas. The other main focus of this update is adjustments to core trait lines on several professions to address some pain points and power imbalances. Finally, in this update thieves are getting an entirely new skill type that replaces traps. For full details on these changes, please see the individual profession sections.

Elementalist

In addition to various tempest improvements, this update includes a major change in how core elemental specialization lines work. The weapon-cooldown traits are being merged into the grandmaster minor traits for the four primary elemental lines. Previously, the cooldown trait and other available options were mutually exclusive, and its nature of letting you use abilities more frequently tended to crowd out those alternatives. By folding this functionality into a minor trait, we are recognizing that taking an elemental specialization represents an investment in that element's skills. The traits that used to host the cooldown reductions have each been adjusted to account for these changes.

  • Overload Air: Increased damage of the Static Charge effect provided by this skill by 20%. Fixed a bug that prevented Electric Discharge from firing.
  • Earthen Blast: Increased the number of targets from 3 to 5. Fixed an incorrect damage tooltip and added a missing tooltip for Combat Only.
  • Electric Discharge: Added a missing tooltip for Combat Only.
  • Sunspot: Fixed an incorrect damage tooltip.
  • Tempest Overload Skills: Casting these skills now triggers the traits Sunspot, Healing Ripple, Electric Discharge, or Earthen Blast, depending on the element.
  • Pyromancer's Training: This trait has been moved to the grandmaster minor slot, and its functionality has changed. It now reduces recharge on fire weapon skills by 20% and causes the elementalist to deal 10% increased damage to burning foes.
  • Burning Rage: This trait has moved to the master tier as a major trait, and its functionality has changed. It now grants +180 condition damage and augments the attack from the Sunspot minor trait to have 60 additional range and apply 2 stacks of burning for 5 seconds.
  • Aquamancer's Training: This trait has been moved to the grandmaster minor slot, and its functionality has changed. It now reduces recharge on water weapon skills by 20% and increases healing to other allies by 15%.
  • Aquatic Benevolence: This trait has been removed, and its functionality has been combined with Aquamancer's Training.
  • Flow like Water: This new trait takes the slot previously occupied by Aquamancer's Training and increases damage dealt by 10% while the elementalist is above 75% health. Additionally, it heals the elementalist when they block or evade an attack. The healing effect has a 10-second cooldown.
  • Piercing Shards: This trait now grants half its 20% bonus damage to vulnerable foes when not attuned to water. The full bonus damage is still applied while attuned to water.
  • Aeromancer's Training: This trait has been moved to the grandmaster minor slot, and its functionality has changed. It now reduces recharge on air weapon skills by 20% and grants 150 ferocity. The ferocity bonus is doubled while attuned to air.
  • Raging Storm: This trait has been moved to the master tier as a major trait, and it has a new icon. The ferocity bonus granted by this trait has been reduced from 240 to 180.
  • Geomancer's Training: This trait has been moved to the grandmaster minor slot, and its functionality has changed. It now reduces recharge on earth weapon skills by 20% and reduces incoming damage by 10% from foes within a range of 360.
  • Geomancer's Defense: This trait has been removed, and its functionality has been combined with Geomancer's Training.
  • Strength of Stone: In addition to its previous effects, this trait now also causes the elementalist to inflict 3 stacks of bleeding for 10 seconds when immobilizing a foe.
  • Earthen Blessing: This new trait takes the slot previously occupied by Geomancer's Training. It reduces the duration of movement-impairing conditions by 33% and grants 10 endurance whenever the elementalist is affected by one of these conditions.
  • Burning Precision: Increased burning duration from 2 seconds to 3 seconds.
  • Primordial Stance: Reduced ammo recharge time from 25 seconds to 20 seconds.
  • Swift Revenge: Increased bonus damage from 7% to 10%.

Engineer

Scrappers are seeing a comprehensive rework in this update, targeted at improving the Function Gyro to be more of a core mechanic and unifying some of the disparate themes present in the trait line. These changes aim to refocus the scrapper as a tank-like character that utilizes personal barrier applications to stay in a fight. The reworked Impact Savant trait links barrier with dealing damage, making the scrapper a durable combatant as long as they can keep dishing out damage. The refocus on barrier led us to the removal of the Rapid Regeneration trait, which was offering too much health recovery while remaining protected by barrier. Players will still want to have swiftness and superspeed, though, to help dish out that damage with one of the new traits: Object in Motion. Beyond focusing scrappers more clearly around their personal barrier application, their unique Function Gyro mechanic becomes a ground-targeted skill in the F5 slot, which can be enhanced based on trait selection and acts as a general-use ability rather than a niche option for sometimes reviving an ally or finishing a downed enemy. In addition to reworking the scrapper traits, we're also slightly increasing the penalty for holosmiths overheating, as it wasn't commensurate with the level of power granted by holoforge mode.

  • Overload: Overloading now disables all toolbelt skills for its duration.
  • Blowtorch: This skill now applies 4 stacks of burning that scales dynamically between 3 and 6 seconds based on distance from the target. This skill now scales damage dynamically based on distance rather than using distance thresholds.
  • Blunderbuss: This skill now respects line of sight.
  • Bulwark Gyro: This skill now scales the initial personal barrier it grants with the number of allies you are redirecting damage from. The base barrier granted has been reduced to account for the higher potential initial gain. Barrier amount is no longer split by game mode as a result. Fixed a bug with an incorrect skill fact for barrier amount.
  • Elixir X: The cooldown is now 105 seconds in all game modes.
  • Hip Shot: Fixed a bug that could cause this skill's projectiles to follow their target.
  • Net Shot: Fixed a bug that could allow this skill to be fired backward.
  • Invisible Analysis: This trait now applies 5 seconds of fury when it activates.
  • Laser's Edge: The bonus damage from this trait is now calculated dynamically based on the amount of heat you have rather than activating after passing a specific heat threshold. Because of this change, the effect icon will no longer be displayed. Bonus damage is now multiplicative instead of additive.
  • Enhanced Capacity Storage Unit: This trait now increases the bonus damage maximum from Laser's Edge by 50% in addition to its previous effects.
  • Scrapper—Function Gyro: While scrapper specialization is equipped, this skill now occupies the F5 slot. Recharge has been increased to 30 seconds. This skill trait is now ground targeted at a range of 600 and creates a lightning field at the target point with a radius of 180. Within this radius, it spawns up to 6 function gyros targeting up to 3 enemies and/or 3 allies. Enemies are finished while allies are revived. This skill's recharge is increased by 50% for each function gyro spawned beyond the first.
  • Scrapper traits have been reworked and repositioned. The specialization line has changed as follows:
    • Minor
      • Function Gyro: The Function Gyro skill has been reworked. See previous note for details.
      • Speed of Synergy: This new trait causes all leap finishers to give superspeed to the scrapper, and all blast finishers give superspeed in an area around you.
      • Impact Savant: This trait no longer increases damage while you have barrier. Instead it converts 15% of all outgoing strike damage into barrier and reduces vitality by 300.
    • Adept
      • Gyroscopic Acceleration: This new trait causes wells to give superspeed when they end and increases well radius. Additionally, it causes your function gyro skill to give superspeed in an area when cast.
      • System Shocker: This new trait causes your function gyro to inflict daze in an area for 0.5 seconds when cast. Improves effectiveness of all lightning field finishers by 50%.
      • Mass Momentum: This trait has been moved to the adept tier. It no longer grants power based on toughness. Instead it causes your function gyro to grant stability in an area when cast in addition to causing stability to pulse might.
    • Master
      • Damage Dampener: This new trait causes 20% of all damage dealt to you to be dealt after a 2-second delay from the initial strike. In PvE only, the damage delay is increased to 33%.
      • Expert Examination: This trait has received no changes.
      • Object in Motion: This new trait increases outgoing damage by 5% if you have swiftness, superspeed, or stability. Each boon increases the bonus damage by 5%, up to a maximum of 15% if you have all three.
    • Grandmaster
      • Adaptive Armor: This trait no longer gives barrier when struck. Instead, it increases the barrier received by 15%, in addition to reducing condition damage by 20% while you have a barrier.
      • Kinetic Stabilizers: This trait is no longer triggered by Function Gyro. Instead it increases the duration of stuns and daze effects by 25%. It also grants stability and superspeed when disabling a foe.
      • Applied Force: In addition to its previous effects, this trait now also grants +200 power while you have quickness. It now grants quickness when at or above 10 stacks of might rather than only when above 10 stacks. Fixed various bugs that could cause inconsistent trigger behavior.

Guardian

For guardians, some power from various trait lines is being shifted around in order to create better tiered trait options. The Retribution trait in the Radiance line had a lot of power and was crowding out other options. We're transferring this power over to the Zeal line, along with a few other trait reworks to make that type of damage bonus more reliable. While most symbols will become more powerful as a result of these changes, we're taking special care with Symbol of Punishment due to its low recharge. For this symbol, we have reduced the damage of the extra strikes rather than the symbol itself, as they cause the skill to have unpredictable damage based on the size of the target. Overall, these two changes net a small enhancement to the skill. Additionally, we are tuning up a few dragonhunter skills and traits to both improve their use cases and clarify their descriptions.

  • Spear of Light: This skill now scales damage dynamically based on distance rather than using distance thresholds.
  • Leap of Faith: This skill now heals you for each foe hit in addition to its previous effects.
  • Deflecting Shot: This skill no longer deals bonus damage if a missile is reflected. Increased base damage by 80%.
  • Symbol of Energy: Increased projectile speed by 25%.
  • Symbolic Avenger: This trait has been reworked. It now increases the guardian's damage by 2% stacking (max 5 stacks) for 15 seconds whenever a symbol hits a foe.
  • Symbolic Power: Increased the symbol damage from 10% to 30%. This trait no longer has a chance to inflict burning. Instead it causes symbols to charge your Justice passive effect twice as fast.
  • Symbol of Punishment: Lowered the damage of extra strikes by 25% in PvE.
  • Symbolic Exposure: This trait now increases damage to vulnerable foes by 5% in addition to its previous effects.
  • Protective Reviver: Fixed a bug that caused this trait to not increase revive speed.
  • Zealous Blade: This trait no longer heals when combined with a light field or grants 10% bonus damage when wielding a greatsword. Instead it grants +120 power plus an additional +120 power while wielding a greatsword in addition to reducing greatsword skill recharge by 20%.
  • Eternal Armory: Increased burning stacks from 1 to 2.
  • Retribution: This trait no longer grants bonus ferocity.
  • Radiant Power: This trait now grants +150 ferocity.
  • Pure of Sight: This trait now scales dynamically based on distance from the target. Scaling has been adjusted from 5% to 15%.
  • Spear of Justice: This skill has been updated so the tether aspect doesn't fail against world bosses as frequently.

Mesmer

In this update, we are revisiting the chronomancer specialization and adding a tradeoff in the form of new chronomancer shatters. These shatters behave differently than core mesmer shatters and gain extra properties in exchange for requiring more planning to use properly. Furthermore, we are reducing the number of shatters from 5 back down to 4 in order to match the other mesmer specializations. Dune Cloak for the mirage specialization is also undergoing a minor rework to make it more utility focused in order to differentiate it from the more offense-focused Infinite Horizon and the defense-focused Elusive Mind.

  • Illusions: The illusion counter that tracks clones now decrements immediately when a shatter is cast rather than waiting for the clones to be destroyed.
  • Speed of Sand: Instead of granting superspeed when dodging, this trait instead causes Mirage Cloak to grant +66% movement speed.
  • Spatial Surge: This skill now scales damage dynamically based on distance rather than using distance thresholds.
  • Shatter Skills: Mesmers who are using the chronomancer specialization now receive new shatters that replace the four core shatters. Chronomancer shatters require at least 1 clone to activate, and unlike core shatters they do not replicate the shatter effect on the mesmer.

    • Split Second: This skill replaces and inherits traits from Mind Wrack. This skill deals damage for each clone shattered with additional bonus damage when striking slowed foes.
    • Rewinder: This skill replaces and inherits traits from Cry of Frustration. This skill deals damage and inflicts confusion for each clone shattered. Additionally, it recharges itself by 5 seconds for each clone shattered.
    • Time Sink: This skill replaces and inherits traits from Diversion. This skill dazes foes and applies 2 seconds of slow for each clone shattered.
    • Continuum Shift: This skill now replaces distortion in the F4 slot instead of taking the F5 slot. Additionally, it applies 1 second of distortion when cast. Duration has been rescaled based on the number of clones to 3/4.5/6 seconds. This skill now specifies that it cannot be reset by other mesmer skills.
  • Signet of Illusions: The description for this skill has been updated.

  • Mimic: The boon that allows faster skill recharge is now removed prematurely if the caster enters or exits a transformation or uses a mount.
  • Veil: Fixed a bug that could cause this skill's effects to not line up with its visual elements in some situations.
  • Temporal Curtain: Fixed a bug that could cause this skill's effects to not line up with its visual elements in some situations.
  • Dune Cloak: This trait has been reworked and new visual effects have been added. It now attacks at the end of Mirage Cloak rather than the beginning. Additionally, its damage has been increased by 100%, and instead of inflicting bleeding it now removes a boon from up to 5 foes on hit. The mirage gains a copy of any boon removed.
  • Auspicious Anguish: This trait has been reworked. It now causes up to 2 damaging conditions on the mesmer to be converted into boons whenever the mesmer gains distortion or becomes disabled.
  • Flow of Time: The alacrity per clone shattered has been increased from 1 second to 1.5 seconds.
  • Seize the Moment: The quickness per clone shattered has been increased from 1.5 seconds to 2 seconds.
  • Master of Fragmentation: Due to changes to chronomancer shatter skills, this trait no longer inflicts slow when Continuum Shift is activated. Instead it adds projectile reflection to distortion in the same way it does for core mesmer.

Necromancer

While reapers were designed to be durable frontline fighters, the Soul Eater trait is providing a little too much survivability, so we're removing the ability for this trait to heal while in a shroud. We are also making some changes to core necromancer death shroud skills. These changes are aimed at improving the uptime of shroud skills to put them more in line with their elite specialization counterparts.

  • Death Shroud: Fixed an issue in which the UI icon displayed while in shroud incorrectly used the icon for Dark Path.
  • Dark Path: Updated the icon for this skill. Reduced the recharge from 15 seconds to 8 seconds. Reduced chill duration from 5 seconds to 3 seconds. This skill now damages, chills, and inflicts bleeding on all foes in the area, rather than only damaging and inflicting bleeding on the first foe hit. The projectile fired by this skill now travels in a straight line rather than following the slope of the ground. This skill no longer shadowsteps to the target by default. Instead it flips over to Dark Pursuit when the projectile hits.
  • Dark Pursuit: This follow-up skill to Dark Path shadowsteps the necromancer to the first foe stuck by Dark Path and increases the recharge of Dark Path by 8 seconds. Dark Pursuit can be cast for 3 seconds after the Dark Path projectile hits a target.
  • Life Transfer: Reduced recharge from 40 seconds to 25 seconds.
  • Tainted Shackles: Reduced recharge from 40 seconds to 30 seconds.
  • Dark Water: Reduced recharge from 15 seconds to 8 seconds. Reduced pulses from 7 to 4. Reduced duration from 6 seconds to 3 seconds.
  • Wave of Fear: Reduced recharge from 25 seconds to 20 seconds.
  • Gathering Plague: Reduced recharge from 30 seconds to 25 seconds.
  • Unholy Martyr: Fixed a bug that could cause this trait to prevent cleanup of Death Shroud boons.
  • Soul Eater: This trait no longer heals while shroud life force replaces health.

Ranger

In this update we've made some reductions to tone down the strength of some soulbeast PvP and WvW builds. While we believe the builds and playstyles have a solid place in the game and don't want to take them out of play, certain elements are a bit too far over the edge. The skill "Sic 'Em!" is providing a damage modifier that is significantly higher than any other single persistent bonus damage increase, so we're reducing the bonus to match other similar skills in a competitive setting. This reduction only occurs while merged with your pet. We're also reducing access to the unblockable effect provided by some skills and traits in order to create more opportunities for others.

  • Long Range Shot: This skill now scales damage dynamically based on distance rather than using distance thresholds.
  • Point Blank Shot: This skill now scales knockback distance dynamically between a range of 100 and 600 based on distance from the target.
  • Barrage: Reduced recharge from 30 second to 20 seconds. Lowered cripple duration from 1.5 seconds to 1 second. Increased damage by 25%. Damage floaters for this skill now show total damage instead of damage per hit.
  • Sublime Conversion: This skill now grants 5 seconds of regeneration to allies who pass through the wall.
  • Ancestral Grace: This skill no longer evades attacks. Increased recharge from 18 seconds to 20 seconds. If at least 1 ally other than yourself is healed, the recharge is reduced by 5 seconds.
  • Call of the Wild: The unblockable boon provided by this skill now lasts for the next 3 attacks within 5 seconds instead of all attacks within the next 4 seconds.
  • Clarion Bond: The unblockable boon provided by this skill now lasts for the next 2 attacks within 5 seconds instead of all attacks within the next 3 seconds.
  • Frost Trap: Increased the number of pulses from 4 to 5. Decreased chill duration from 3 seconds to 2 seconds. Increased damage by 100% in PvE only. Fixed a bug that prevented this skill's ice field from lasting the full duration.
  • "Sic 'Em!": Reduced the bonus damage applied to a merged soulbeast from 40% to 25% in PvP and WvW only. Damage bonus for pets remains unchanged. Fixed a bug that caused this skill to not grant the listed movement-speed bonus.
  • One Wolf Pack: Fixed a bug that could cause the second strike from this skill to fail if the player jumps.
  • Verdant Etching: Fixed a bug that caused this trait to not function with Glyph of the Stars.
  • Light on Your Feet: This trait now also grants its damage bonus when dodging using Quick Shot.
  • Twice as Vicious: Increased the duration of the damage effect granted by this trait from 4 seconds to 10 seconds.
  • Second Skin: Reduced condition damage protection from 33% to 20% in PvP only.
  • Unstoppable Union: This trait no longer grants an unblockable boon. Instead, it removes movement-impairing conditions in addition to its previous effect of stunbreaking when activating beastmode.

Revenant

When we reworked sword skill 5 from Grasping Shadow to Deathstrike, we also carried over the slow and chill conditions it inflicted. However, since Deathstrike is a damage skill rather than a control skill like Grasping Shadow, we are removing this component because it muddies the new purpose of the skill. Similarly, we are reworking both Embrace the Darkness and Unyielding Anguish in the Mallyx stance that both act as pulsing areas of effects, with the intent of better differentiating when they should be used. Embrace the Darkness is being focused on inflicting torment. Unyielding Anguish is being revamped, becoming a setup skill that gathers up enemies, and it has been renamed Call to Anguish. Beyond these changes, we are also scaling up skills and traits that looked like they were just marginally out of play and reducing some might generation in PvP.

  • Impossible Odds: Instead of pulsing superspeed, this skill now increases your movement speed by 50%. Reduced damage of the secondary strike by 19% in PvP only.
  • Hardening Persistence: Increased the damage reduction per pip of energy from 1% to 1.5%.
  • Focused Siphoning: Increased power scaling by 400% in PvE only. Increased healing scaling by 400% in PvE only.
  • Spear of Anguish: This skill now scales torment duration dynamically based on distance rather than using distance thresholds.
  • Notoriety: Reduced might duration from 10 seconds to 5 seconds, and reduced the number of stacks applied by 1 in PvP only.
  • Icerazor's Ire: Increased damage by 30%.
  • Elemental Blast: Reduced recharge in PvE from 12 seconds to 10 seconds. Fixed an incorrect radius tooltip.
  • Shining Aspects: Removed the internal cooldown from this trait.
  • Rapid Flow: Increased base healing by 50%.
  • Shackling Wave: Reduced the damage of secondary strikes by 20% in PvP and WvW.
  • Deathstrike: This skill no longer chills or slows.
  • Burst of Strength: Reduced the damage of this skill in WvW to match the PvP version. Increased the bonus damage boon from 15% to 25% in PvE only.
  • Unyielding Anguish: This skill has been reworked and renamed Call to Anguish. It is now a leap finisher skill that pulls foes to the center of your landing point and chills them. This skill has an energy cost of 35 and a 5-second recharge.
  • Embrace the Darkness: This skill is now a mobile dark field. Increased recharge to 10 seconds. This skill no longer grants a stat increase and is no longer unblockable and unblindable. The amount of torment applied per pulse is unchanged, but using a skill that costs energy now increases the stacks of torment applied on the next pulse by 2. This skill now deals a small amount of damage each pulse.

Thief

In this update, we are reworking the Shadow Arts trait line for thieves. As a support- and survivalist-focused line, we wanted to refocus it around stronger themes as well as improve the potency of its minor traits. Many of the more passive traits have been adjusted or rebuilt to have more active effects, while some of the more niche traits like Merciful Ambush have been adjusted to have more general-use applications. Meanwhile, new traits like Shadow Savior and reworked traits like Rending Shade will help to provide new ways to approach combat. Thief trap skills are being retired for now and replaced by a new type of ability: Preparations. See below for their more information on those skills.

  • Dagger Storm: Reduced the casting time by 30%. Increased damage by 33% in PvE only.
  • Smoke Screen: This skill now creates a ring instead of a line.
  • Infiltrator's Signet: Increased range from 900 to 1,200.
  • The following skills have been removed: Needle Trap, Tripwire, Shadow Trap, Ambush.
  • Traps (Skill Category): This category has been replaced by a new skill category: Preparations.

    • Preparations will function in a similar fashion to trap abilities, but they will not fire unless the thief chooses to trigger them. Each preparation will have a radius of 240 and will produce a variety of results, including the introduction of a portal-type utility that can ferry allies to a location.
  • Prepare Pitfall: This new skill will mark your current area with controlling magic, readying the location to crush enemies when released.

  • Pitfall: This new skill will unleash your pitfall on an area, knocking down foes and delivering constant damage over time.
  • Prepare Thousand Needles: This new skill will mark your current area with inhibiting magic, readying the location to poison enemies.
  • Thousand Needles: This new skill will unleash a hail of needles that immobilizes enemies on impact and repeatedly strikes foes over a short period of time.
  • Prepare Seal Area: This new skill will mark your current area with stifling magic, readying the location to seal enemies in.
  • Seal Area: This new skill will seal your marked area, blocking projectiles and preventing enemies from entering or leaving.
  • Prepare Shadow Portal: This new skill will mark your current location with shadow magic.
  • Shadow Portal: This new skill will unleash the shadow magic at your prepared location, creating a one-way portal that you and your allies can take. Allies traveling through the portal will be granted stealth, and foes around the portal's exit will be weakened. This skill is split between game modes, allowing 5 allies through in PvE and WvW, while only allowing one ally through in PvP.
  • Uncatchable: This skill now also casts Lesser Caltrops when you take falling damage in addition to when dodge rolling, and it also reduces falling damage by 50%.
  • Deadly Arts: This line has had some traits reworked due to the removal of Traps as a skill category. Preparations will not be receiving a trait at this time and will instead be balanced as though they are traited already.

    • Adept

      • Dagger Training: This trait no longer inflicts poison on dagger attacks.
      • Trapper's Respite: This trait has been reworked and renamed Deadly Ambition.
      • Deadly Ambition: Inflict 2 stacks of poison for 3 seconds when striking a foe, with an internal cooldown of 3 seconds in PvE, 5 seconds in PvP. Gain +120 condition damage when this trait is equipped.
    • Master

      • Deadly Trapper: This trait has been reworked and renamed Even the Odds.
      • Even the Odds: Inflict 5 stacks of vulnerability for 10 seconds on targets you steal from. Gain 5 stacks of might for 10 seconds when you hit an enemy with a stealth attack.
  • Shadow Arts: Shadow Arts traits have been reworked and moved. The new traits are as follows.

    • Minor

      • Concealing Restoration: With this new trait, casting your heal skill grants 2 seconds of stealth.
      • Meld with Shadows: In addition to extending the duration of stealth, this trait now also increases movement speed while in stealth by 50%.
      • Shadow Siphoning : This new trait causes all stealth attacks to siphon health if they hit. Cannot occur more than once per second per target hit.
    • Adept

      • Merciful Ambush: This trait has been moved to the adept tier. It no longer increases revive speed and instead causes applying stealth to an ally to heal and revive them over 3 seconds.
      • Shadow's Embrace: This trait has been moved to a different slot in the same tier. Its functionality is unchanged.
      • Hidden Thief: This trait has been moved to the adept tier. It no longer increases movement speed while in stealth. Instead it grants 20% recharge reduction to deceptions.
    • Master

      • Shadow Savior: This new trait causes you to heal yourself after shadowstepping. Nearby allies are healed for double the amount you are.
      • Leeching Venoms: This trait has been moved to new slot in the same tier. It no longer reduces recharge of venoms. Instead it causes the thief to stack spider venom automatically while in stealth.
      • Flickering Shadows : This new trait grants 33% damage reduction while revealed.
    • Grandmaster

      • Cloaked in Shadow: This trait no longer grants immunity to critical hits. Instead it causes blinding a foe to siphon health.
      • Shadow's Rejuvenation: This trait has not changed.
      • Rending Shade: This trait no longer reduces damage from boonless foes. Instead it inflicts fear in a small area if it hits a boonless foe.

Warrior

We like how the gameplay changes in the last balance update have turned out for berserker, but we've also heard your feedback and recognize that the damage has been lower than expected for the amount of investment involved. In this update, we're tuning up some berserker skills and traits to give these builds a little more power and longer windows to stay in berserk mode. The Bloody Roar trait changing its stacking method will result in a net increase in damage, so we are also lowering its values in competitive modes, since berserker burst in those modes is already difficult to deal with. Similarly we are also making adjustments to Rampage to rein in some of its excess power in PvP.

  • Wild Blow: Increased berserk extension from 3 seconds to 4 seconds.
  • Shattering Blow: Increase berserk extension from 2 seconds to 3 seconds.
  • Mariner's Shot: This skill now scales damage dynamically based on distance rather than using distance thresholds.
  • Headbutt: This skill now removes all stacks of stability when casting and does 50% more damage if stability was removed.
  • Fear Me: The duration of fear applied by this skill now scales dynamically based on distance.
  • Rampage: Changed recharge to 120 seconds in all game modes. This skill no longer grants bonus toughness. Damage reduction has been increased from 25% to 50%. Damage reduction is now calculated multiplicatively instead of additively.
  • Last Blaze: Burning duration has been increased from 3 seconds to 4 seconds.
  • Sight beyond Sight: Increased duration of reveal applied by this skill from 3 seconds to 5 seconds.
  • Bloody Roar: This trait now stacks damage multiplicatively instead of additively. Reduced damage bonus from 20% to 15% in PvP and WvW.
  • King of Fires: Detonating a fire aura now deals damage in addition to burning.
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Comments

  • Curunen.8729Curunen.8729 Member ✭✭✭✭
    edited July 11, 2019

    OMG! YES! Fantastic to see differentiated Shatters for Chrono.

    Hopefully in the future Mirage will get a similar treatment to differentiate it further from Core (as well as fixing things like Elusive Mind - Anet you can't seriously believe this trait is good in its current form...)

    These notes do give me some belief in the direction and vision of the balance team, so great job on that note. :)

    Edit - yes there's still a ton more things to do, but at least Chrono is getting what looks on the surface a good direction. Mirage needs something much deeper along these lines rather than just a change to Dune Cloak and touch up to Speed of Sand... I sincerely hope in the Autumn patch we get a huge patch for Mirage changing the shatters and redesigning Elusive Mind among many other things.

    For the record I would still like balance to be more frequent and more quantity of changes, but appreciate there being some direction for one elite spec, even if the other has been largely ignored this patch.

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

  • Really not liking that Ancestral Grace change; it's always been such a nice way to cover ground, reach whoever needs healing, etc.. now it feels like I'm just gonna get ripped up trying to move from point A to point B. I understand wanting to tone it down in a competitive environment (for all four of us who take druid into pvp/wvw... lol), but in PvE the change is just completely unnecessary.

    Chrono shatters look interesting at least. Looking forward to trying those out.

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

    Perfect patch from my standpoint. Good job, can't wait to see it all play out.

    (Most importantly the range threshold stuff. Gimme that)

    Very passive aggressively chuckling, because I'm totally not mad on the Internet.

  • calebswag.8265calebswag.8265 Member ✭✭
    edited July 11, 2019

    Sad to see distortion was removed from chrono. Wish you guys would have kept it so quickness chrono can compete with power mirage. Also sad to not see any nerfs to lost time, chaotic interruption, and infinite horizon. Along with mantras.

  • hoLy.4906hoLy.4906 Member ✭✭

    I like that Arenanet tries to distinguish between the shatters of core/chrono and maybe mirage in the future. But, i see a problem of putting f4 and f5 together for chrono. Since F5 was most of the time used for aggressive plays. Having f4+f5 together now, i think it will be much harder to survive on chrono, even tho it is harder already, compared to Mirage.

  • @memausz.7264 said:
    Okay, ArenaNet, I'm sorry, but THIS cannot happen:
    "Overload: Overloading now disables all toolbelt skills for its duration."
    That's NOT a tweak, that's fundamental change in how holosmiths play.

    This will hurt PvE, too - overheat blast damage from Photon Blasting Module is a big part of Holo's DPS, and retaining the 10% bonus damage while your heat gauge empties from overheat is nice - but not without, for example, grenade barrage, or the ability to CC raid bosses with AED and bomb kit's toolbelt skills. At least make it so you can still retain your toolbelt while traited to PBM, or make some kind of PvE/PvP split for it. Please. As someone who loves rifle & kits holo, and has done since PoF came out, this is really discouraging to see.

  • So are all the F5 skills from elites removed while on scrapper or what?

  • I swear Anet is watching my herald play. I always had to wait 1-2 seconds on facet of elements on my rotation and now its getting a 2cd reduction LOL

    What gw2 needs is heavy bikini armors and sexy legendary hammers.

  • memausz.7264memausz.7264 Member ✭✭

    @Inverse.5817 said:

    @memausz.7264 said:
    Okay, ArenaNet, I'm sorry, but THIS cannot happen:
    "Overload: Overloading now disables all toolbelt skills for its duration."
    That's NOT a tweak, that's fundamental change in how holosmiths play.

    This will hurt PvE, too - overheat blast damage from Photon Blasting Module is a big part of Holo's DPS, and retaining the 10% bonus damage while your heat gauge empties from overheat is nice - but not without, for example, grenade barrage, or the ability to CC raid bosses with AED and bomb kit's toolbelt skills. At least make it so you can still retain your toolbelt while traited to PBM, or make some kind of PvE/PvP split for it. Please. As someone who loves rifle & kits holo, and has done since PoF came out, this is really discouraging to see.

    Yeah it's really dumb on their end. If they think toolbelt skills need to be weakened, reduce those as they are, reduce Power Wrench strength, just SOMETHING other than disabling them when Overload occurs.

    And while we are at it, ArenaNet, could you PLEASE buff Elixir R toolbelt skill to 50 second cooldown and reduce cooldown of Elixir R (with HGH) to 20 seconds? It feels weak compared to other skills because of excessively long cooldowns.

  • zealex.9410zealex.9410 Member ✭✭✭✭

    Oh boi having to summon a clone to use shatters wont feel good. isnt the fact that we dont do the shatter enough of a drawback?

  • @Psycoprophet.8107 said:
    Revamping the shadow arts and traps is all great but with no changes to any thief weapons guess its s/d for another year and rest of the weapon sets stay where they are. Great for thief players lol awesome build diversity as per the usual. Itl be interesting how useful the new skill will be.

    exactly.
    of all the things to change... they pick the things no one wants changed.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited July 11, 2019

    @Jain.7053 said:

    @Psycoprophet.8107 said:
    Revamping the shadow arts and traps is all great but with no changes to any thief weapons guess its s/d for another year and rest of the weapon sets stay where they are. Great for thief players lol awesome build diversity as per the usual. Itl be interesting how useful the new skill will be.

    exactly.
    of all the things to change... they pick the things no one wants changed.

    Well to be fair the traps and shadow arts definitely needed a revamp so that's great on them but they did nothing to add build diversity in the end. Traps will be used on some niche builds to mess around now if they're at least some what effective which is cool but neither will any builds become more viable that previously wernt and the build that was the predominant build will remain that way. Nothing was done to help any of the many build possibilities that thief has to become competitive or viable, nothing altered to have a reason to choose any of them over s/d etc. Was expected tho so.....

  • My biggest concern is the nerf to PVE holosmiths. Why is it that Anet decided that 31k DPS on a high risk build should be nefed even further?

    "Self awareness is knowing when you're sitting at the throne of ignorance." --Leo G.

  • bluberblasen.9684bluberblasen.9684 Member ✭✭✭

    Pve are the reason for Bad Balance.... It makes me sad for pvp and pve players.... I hope anytime anet can Balance both

  • Chaba.5410Chaba.5410 Member ✭✭✭✭

    @Grandark.8624 said:
    So are all the F5 skills from elites removed while on scrapper or what?

    Sounds like it. Just like all F5s removed from elites on Holosmith.

  • Atros.9607Atros.9607 Member ✭✭

    So can we expect ALL unblockables will be transferred over to this new system that you have implemented to Call of the Wild?

    Signet of Might still casts 6 second of unblockables: https://wiki.guildwars2.com/wiki/Signet_of_Might
    "Nothing can save you" still casts 4 seconds of unblockables: https://wiki.guildwars2.com/wiki/"Nothing_Can_Save_You!"

    Seems like this Call of the Wild change was a "let's do something about this unblockable skill that is affecting sniper soulbeasts", rather than reduce the damage coefficient of the skills in general.

  • Chaba.5410Chaba.5410 Member ✭✭✭✭
    edited July 11, 2019

    "Impact Savant: This trait no longer increases damage while you have barrier. Instead it converts 15% of all outgoing strike damage into barrier and reduces vitality by 300."

    Reducing vitality here makes zero sense. It seems like someone's weird idea of what balance looks like . It remains to be seen exactly how much barrier one receives.

  • @memausz.7264 said:

    Why was Sic Em Soulbeast Longbow 2 cooldown not increased? It's unblockable with Choice 3 of Trait 1 options in Soulbeast line? I cannot even stealth out of it because of revealed, and once I have no dodges, I get canned because there's literally no counter to it at that point.

    I think "Unstoppable Union: This trait no longer grants an unblockable boon. Instead, it removes movement-impairing conditions in addition to its previous effect of stunbreaking when activating beastmode" is actually the trait you are speaking of, which has had unblockable removed completely.
    Additionally, Clarion bond and call of the wild's unblockable are now limited not only by time but by total attacks (2 and 3 respectively). I believe this means the first couple of strikes only of rapid fire will be unblockable under any circumstances.

  • Wolfey.3407Wolfey.3407 Member ✭✭

    Ranger TDLR:

    We Nerfed Sic Em by 15%
    We Nerfed mean old druids ancestral grace so you can hit them
    We Nerfed unblockable boons, so all you need now is to hit them faster.
    We Nerfed second skin by 13%
    We Nerfed Unstoppable Union no unblockable part of the skill

    But hey to make you feel better and to show you that OP still loves you here's a couple of buffs:

    Frost Trap: FOR PVE ONLY don't worry hardcore WvW & PvP people you can still sleep well at night.
    Who won't sleep well at night? That one NPC that steps in that trap for 5 seconds. Wooo frostbite on toes suck.

    ((really couldn't make it for wvw as well? really? PvP i get it, if you add anything for Ranger they will post mean stuff.
    But no WvW? cmon... At least give us a WvW buff with this skill as well... instead of 100% make it 50% with everything
    else attached. )) Side Notes: still can't throw traps ... would love to be able to toss them even 200 range.

    Sublime Conversion: This skill now grants 5 seconds of regeneration to allies who pass through the wall.
    I'm happy about this, as long as you didn't do a bunch of stealth nerfs to it to make up for it... seriously, Thank you
    for actually on purpose giving us a useful buff for once. ((instead of the usually admitted accident))

    I'm sure everyone is partaking in the sacrificial slaughtering of rangers pets in the streets as a sacrifice for the great nerfs
    but i think the buff and even the change of things for Ranger could have been way better.

  • Killing soulbeasts' unblockable abilities removes one of the last holdouts that could deal with some of this ridiculous bunker meta. And thus we're ushered into the era of sitting on points in pvp and just watching numbers creep up to get rewards and leave.

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