Jump to content
  • Sign Up

Upcoming Balance Notes


Recommended Posts

  • Replies 545
  • Created
  • Last Reply

Top Posters In This Topic

Please consider adding Reveal to Function Gyro. Detection Pulse was an extremely useful skill none of the other professions can substitute. It also was the only counterplay a team with Scrapper could provide vs a team with another Scrapper.

Link to comment
Share on other sites

@Ithilwen.1529 said:Yet another huge nerf to Mesmer in removing the Chronomancer as one of the clones.

Portal for thieves? There is no longer a SINGLE THING that makes the Mesmer class unique... every single unique skill and ability has been removed.

Except that scourges already have had Sand Swell-portal since PoF, though it had much more limited range, it wasn't as visible and it was also limited to valid paths. Portal for thieves is actually a rather good thing when it comes to raiding as thief will become a viable alternative to chrono for portaling in escort (and possibly other bosses where it could be useful). And though there will now be 3 classes with portal-ability, mesmer still has lots of hardly replaceable utilities that other classes would need to be special-built for, like Feedback (FB's Courage-tome has too long CD in comparison), quickness+alacrity output in same class, some of the best tanking abilities (as convenient combo of channeled evasions and blocks which require some niche builds to be even remotely achieveable by other classes), massive amounts of CC, accurate pulls with largest radius, boonstrip, aegis-share, boon extension, stealths...and there's more. Only herald and firebrand get even half of these things while mesmer/chrono gets most of them in one build if needed.And ofc mirage doesn't get any major damage nerfs and thus continues its supreme dps sovereignty at 4-5 raid bosses and since everyone still wants chronos as the supports (very few accept firebrigade even now), it's not uncommon to see 6/10 of the squad being mesmers at those bosses.

So please tell how mesmer has been nerfed a lot and how it now can be replaced by other classes since it doesn't have unique skills and abilities.

Link to comment
Share on other sites

@LadyKitty.6120 said:

@Ithilwen.1529 said:Yet another huge nerf to Mesmer in removing the Chronomancer as one of the clones.

Portal for thieves? There is no longer a
SINGLE THING
that makes the Mesmer class unique... every single unique skill and ability has been removed.

Except that scourges already have had Sand Swell-portal since PoF, though it had much more limited range, it wasn't as visible and it was also limited to valid paths. Portal for thieves is actually a rather good thing when it comes to raiding as thief will become a viable alternative to chrono for portaling in escort (and possibly other bosses where it could be useful). And though there will now be 3 classes with portal-ability, mesmer still has lots of hardly replaceable utilities that other classes would need to be special-built for, like Feedback (FB's Courage-tome has too long CD in comparison), quickness+alacrity output in same class, some of the best tanking abilities (as convenient combo of channeled evasions and blocks which require some niche builds to be even remotely achieveable by other classes), massive amounts of CC, accurate pulls with largest radius, boonstrip, aegis-share, boon extension, stealths...and there's more. Only herald and firebrand get even half of these things while mesmer/chrono gets most of them in one build if needed.And ofc mirage doesn't get any major damage nerfs and thus continues its supreme dps sovereignty at 4-5 raid bosses and since everyone still wants chronos as the supports (very few accept firebrigade even now), it's not uncommon to see 6/10 of the squad being mesmers at those bosses.

So please tell how mesmer has been nerfed a lot and how it now can be replaced by other classes since it doesn't have unique skills and abilities.

LMAO

I never thought I would see the day where someone actually hates mesmer because it pve's too goodHAHAHAHAHA

Link to comment
Share on other sites

@Dadnir.5038 said:

@Dadnir.5038 said:While I'm fine with most professions change, I think that this thief's shadow art rework is the worst thing that could happen to thief. It's litteraly promoting the toxic gameplay that generate complaints about thiefs over and over. It's beyond dumb to push stealth attack power even further when their level of power is already an issue in itself. This change is bound to create issues.

None of the meta thief builds use the Shadow Arts traitline so they’d be forced to drop a traitline to take SA, meaning they’d be forced to lose out on damage or utility

Meta is bound to change every patch, more toxicity in a reworked traitline is bound to drop toxicity in the game.

You completely 100% missed my point. The rework to shadow arts doesn’t “push stealth attack power even further,” as you stated in the first paragraph, since the buffs were mostly utility buffs. Additionally, as already stated, no one is going to drop non-shadow arts traitlines (I.e. deadly arts, trickery, etc.) for Shadow Arts since it’s generally worse at providing damage or utility for thief. Therefore “stealth attack power” hasn’t received any buffs at all through this update since Shadow Arts would have to replace a currently existing traitline which provide more damage/utility than Shadow Arts. Your fears are completely unfounded based on the information available.

Link to comment
Share on other sites

@Solori.6025 said:

@"Ithilwen.1529" said:Yet another huge nerf to Mesmer in removing the Chronomancer as one of the clones.

Portal for thieves? There is no longer a
SINGLE THING
that makes the Mesmer class unique... every single unique skill and ability has been removed.

Except that scourges already have had Sand Swell-portal since PoF, though it had much more limited range, it wasn't as visible and it was also limited to valid paths. Portal for thieves is actually a rather good thing when it comes to raiding as thief will become a viable alternative to chrono for portaling in escort (and possibly other bosses where it could be useful). And though there will now be 3 classes with portal-ability, mesmer still has lots of hardly replaceable utilities that other classes would need to be special-built for, like Feedback (FB's Courage-tome has too long CD in comparison), quickness+alacrity output in same class, some of the best tanking abilities (as convenient combo of channeled evasions and blocks which require some niche builds to be even remotely achieveable by other classes), massive amounts of CC, accurate pulls with largest radius, boonstrip, aegis-share, boon extension, stealths...and there's more. Only herald and firebrand get even half of these things while mesmer/chrono gets most of them in one build if needed.And ofc mirage doesn't get any major damage nerfs and thus continues its supreme dps sovereignty at 4-5 raid bosses and since everyone still wants chronos as the supports (very few accept firebrigade even now), it's not uncommon to see 6/10 of the squad being mesmers at those bosses.

So please tell how mesmer has been nerfed a lot and how it now can be replaced by other classes since it doesn't have unique skills and abilities.

LMAO

I never thought I would see the day where someone actually hates mesmer because it pve's too goodHAHAHAHAHA

Well, Kitty's actually played mesmer twice more than any other class, she started gw2 as mesmer and mesmers are still kinda her "mains".But having to always play mesmer instead of dozens of other possible options due to it having some advantage can get kinda frustrating for an altoholist, especially if Kitty can do the same thing on her alternative builds equally well or better but people insist on mesmer "because only chrono/mirage can do it!". For similar reason Kitty's also refusing to play druid atm (except staff-only wannabe-nooby version for "Can it boon?"-challenge), and probably healscourge soon at this rate.It's most annoying thing ever when you join as healer and offer to tank while at it (if you know tanking so well that you almost never eat a mech) and then commander insists on chronotank and said tank gets ported twice in VG's first phase on every try. It has happened way too many times lately in LFG-squads.

Link to comment
Share on other sites

Unyielding (Call to) Anguish is overcosted. If its purpose is to work as a "setup" skill, shouldn't it be closer to something like 20 energy instead of 35? I don't see how depleting most of your bar for an AoE pull is worth it. Unless you're doing it right before swapping legends.

Link to comment
Share on other sites

@SehferViega.8725 said:

@"Irenio CalmonHuang.2048" said:

Necromancer
  • Soul Eater: This trait no longer heals while shroud life force replaces health.

So basically it heals no more in competitive modes: Axe is not a melee weapon and Greatsword is really easy to kite and interrupt. At least restore the previous 200 healing at second wielding a greatsword. This is only a nerf.

Thief
  • 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.

1) I don't get the sense of the new "fake traps" or as you call them "Preparations skills": you continue talk about magic (controlling magic, inhibiting magic, stifling magic, shadow magic).. thief is an adventurer profession, not a mage. Thief have to use trap, not magic!
  • 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.

2) Dagger training+Deadly Ambition is a huge nerf for condi daredevil builds.. I can't understand the sense of the new Deadly Ambition trait: 3 stack of poison (thanks to Potent Poison) every 3 or 5 second? And how we can use it to kill something? With the actual Dagger training I can stack in 3 seconds 6-10 stack of poison.. with the new Deadly Ambition only 3!!

"The ambition" to kill someone will always remain only an ambition! :'( That's the reason of the trait name

I have NO idea how are you able to use two adapt traits at the same time, since this is how you phrase the second point. And frankly i had to seek for help to improve my poison condi build by looking at other builds from all modes and as far as i can tell, poison is not the only and main condition daredevils use(unfortunately). its actually a combo of bleed and poison and never have i seen them having traps from the get go. they use venoms and daredevil defense utility skills, if they suggest a trap then only if certain conditions are met. And the same goes for trappers respite. not used at all. most condi builds use uncatchable/lesser calltrops on dodge.

I tried to employ traps, but the issue i face is that the thief has a weird placement of them, since they are horizontal bars a thief has to either turn 90° to hit a mob or stand right in the middle of a mob group which costs way to much health and can end up quickly in death. As far as i can tell the new preparations are ranged skills, WHICH WAS a mechanic traps once used to have with a trait if I am not mistaken. And it also sounds as if the preparations are also not a bar any longer but a circle area which is a positive in my book.but i agree with the dagger training nerf, wholly unnecessary

Link to comment
Share on other sites

@LucianTheAngelic.7054 said:

@Dadnir.5038 said:While I'm fine with most professions change, I think that this thief's shadow art rework is the worst thing that could happen to thief. It's litteraly promoting the toxic gameplay that generate complaints about thiefs over and over. It's beyond dumb to push stealth attack power even further when their level of power is already an issue in itself. This change is bound to create issues.

None of the meta thief builds use the Shadow Arts traitline so they’d be forced to drop a traitline to take SA, meaning they’d be forced to lose out on damage or utility

Meta is bound to change every patch, more toxicity in a reworked traitline is bound to drop toxicity in the game.

You completely 100% missed my point. The rework to shadow arts doesn’t “push stealth attack power even further,” as you stated in the first paragraph, since the buffs were mostly utility buffs. Additionally, as already stated, no one is going to drop non-shadow arts traitlines (I.e. deadly arts, trickery, etc.) for Shadow Arts since it’s generally worse at providing damage or utility for thief. Therefore “stealth attack power” hasn’t received any buffs at all through this update since Shadow Arts would have to replace a currently existing traitline which provide more damage/utility than Shadow Arts. Your fears are completely unfounded based on the information available.

Well let's just say that you're so biased by the meta thingy that you don't see what I see in this "rework". This definitely promote a toxic gameplay that drive most of the complaints about thiefs. And, one additionnal thing, "more power" don't always mean "more raw damage" which is probably what you didn't understand in my post and why you are arguing with me.

With or without crippling ICD on most traits change they showcased for the thiefs, these will promote and make easier short burst of damage by exploiting heavily stealth attack. And whether you believe it or not this is this kind of gameplay that make thief unfun to fight against and thus toxic enough to generate plea for nerfs.

Link to comment
Share on other sites

Removing reaper heal while in shroud is kind of redundant when its all melee based and the same way you avoid melee attacks also denies the reaper healing. So there isn't any justification that this makes reaper too OP when it is balanced already.

Try outs will begin for the WHACK A MOLE wvw event next reset combining the mesmer, scourge, and shadow portal for the ULTIMATE WHACK A MOLE CHALLENGE!!!! Rest assured there will be pro minstrel thieves available to spam #5 with double shortbows to keep you healed in your time of need entering and exiting these portals. Also shades to protect from all that nasty UV melee light. Let the trolling begin my friends.

Link to comment
Share on other sites

@Karl McLain.5604 said:

@Karl McLain.5604 said:Being that the notes have gone out early and the theorycraft is in full swing, I want to add one additional note on Preparations.This ability type still carries similar functionality to other abilities that have arm-times. For preparations, the arm time is set at 3 seconds, with the activation being instant for non-damaging ones and 1/4 second for the damaging ones.These abilities have a few unique aspects to them. We're looking forward to seeing the builds and gameplay that you come up with!

-Karl

Just to make sure I understand; Would it take me 3 seconds to place the preparation (as in, be rooted in place) and it's ready to be activated after that
or
do I place it instantly but can move away and I just can't activate it until 3 seconds have passed?

It's a fairly quick 1/2 second cast. I'll look to edit the post and incorporate this info.

Have you considered looking at renegade short bow functioning and the skills 2 and 3 not hitting players? Also having a bit faster cast time on f3 citadel bombardment would improve the skill a lot in pvp, now you can rarely use it cause of too long cast and high energy requirement. Also, adding unblockable to bow 5 would be pretty nice to have. I am playing short bow renegade on plat 2 and 3 mostly on EU and got it to legend a few seasons ago.

Link to comment
Share on other sites

@Methuselah.4376 said:

@CerealNumber.9348 said:It seems like strong damage specs were nerfed like halo reaper and condi rev. Dragon hunter GS and LB got a buff :thinking: Chronos gotta relearn their characters againThey want to even out the damage potential for specs that are made for damage. Which doesn't really make sense. If a Spec made for damage have no group utility I expect them to have higher damage potential than other specs made for damage that has some group utility.

Technically speaking, Reaper's damage output hasn't been touched.if its survavibility goes down, then they
should
have touched damage output.

@LadyKitty.6120 said:And that 1.039 means that Kitty got more heals from her damage than the damage she took and as long as she didn't take enough burst damage to get downed (and Kitty never did), Kitty could've fully sustained herself entirely through Soul Eater's heals.And? It's not the pressure that kills you at Slothasor anyway. It's always the bursts that are a problem. All the other stuff is being taken care of by the squad's healer. In other words, most of your soul eater healing probably got wasted as overheal - which is something you didn't calculate for.

Link to comment
Share on other sites

@"ShroomOneUp.6913" said:

I have NO idea how are you able to use two adapt traits at the same time, since this is how you phrase the second point. And frankly i had to seek for help to improve my poison condi build by looking at other builds from all modes and as far as i can tell, poison is not the only and main condition daredevils use(unfortunately). its actually a combo of bleed and poison and never have i seen them having traps from the get go. they use venoms and daredevil defense utility skills, if they suggest a trap then only if certain conditions are met. And the same goes for trappers respite. not used at all. most condi builds use uncatchable/lesser calltrops on dodge.

I tried to employ traps, but the issue i face is that the thief has a weird placement of them, since they are horizontal bars a thief has to either turn 90° to hit a mob or stand right in the middle of a mob group which costs way to much health and can end up quickly in death. As far as i can tell the new preparations are ranged skills, WHICH WAS a mechanic traps once used to have with a trait if I am not mistaken. And it also sounds as if the preparations are also not a bar any longer but a circle area which is a positive in my book.but i agree with the dagger training nerf, wholly unnecessary

No, you have not understand what I have written (may be my fault):

1) about "Dagger training+Deadly Ambition" I mean those two changes, not to use both at the same time cause of course that is impossible: they are both Major Adept traits. I only play thieves (and I only play PvP/WvW), usually power thieves, but I also have a condi one: in my build poison is the main condition I use and that thanks to the actual Dagger training + Potent Poison + Superior Rune of Thorns (I use dash dodge instead of Impaling Lotus and I don't use venoms). Of course with poison I can stack Confusion, Bleeding and Torment.

2) Traps are useless now, no way. But I prefer a rework of them istead of new skills based on "magic".. this is only a "conceptual thing": If you play a Warrior you expect to fight with weapons in brawl, not to cast spells with a scepter, right? Same for thief.. that is an adventurer profession.So they could rework traps and make them usefull, instead of invent a new set of utilities based on magic

Link to comment
Share on other sites

@"Karl McLain.5604" said:Being that the notes have gone out early and the theorycraft is in full swing, I want to add one additional note on Preparations.This ability type still carries similar functionality to other abilities that have arm-times. For preparations, the cast time is 1/2 second and the arm time is set at 3 seconds, with the activation being instant for non-damaging ones and 1/4 second for the damaging ones.These abilities have a few unique aspects to them. We're looking forward to seeing the builds and gameplay that you come up with!

I can't get the point.. they work as traps? So I "place them" at my location? Or Pitfall and Thousand Needles fire at target location after 3 sec arm time? And in this case, how can someone dodge/avoid them? (with 1/4 second casting time will be impossible).

Talking about casting time:

Dagger Storm: Reduced the casting time by 30%.

Do you mean Dagger Storm Duration?Why talking about casting time? We still have 4¼s evade and 4s of Duration? Or we'll have 2,8 sec of spinning? Or we simply activate Dagger Storm faster (but right now it's nearly instant)?

Link to comment
Share on other sites

I like the Ele and Engi changes, feels like we're moving somewhere here, other classes seem fine to me except for the Revenant changes...Mallyx has already been not very impressive and now both Unyielding Anguish and Embrace the Darkness get nerfed? Unyielding Anguish is now basically useless, it just gathers enemies together with a higher CD and higher Energy cost while adding basically no condi pressure at all and Embrace the Darkness might do more total torment stacks in a shorter duration but since Mallyx was run primarily in hybrid Builds I feel lossing 15% stats pretty much negates all damage gained by a few extra stacks of torment...Please consider keeping Unyielding Anguish as it has been - the proposed chance seems like a pretty big nerf to me which I don't see any reason for.

Link to comment
Share on other sites

@Caedmon.6798 said:

@Caedmon.6798 said:The rampage nerf on toughness doesnt make sense in the slightests bit. Warris dont use it for the armor gain,they dont use it as a defensive tool. They use it as a hard cc lock whereafter ul get hit with 10k auto's. Ramp needs a nerf in damage,not on toughness. It wont change a kitten thing. When a warri pops rampage the other guy is most likely taking distance or just applying imob/condi's ( If he has any ). Where a power guy would simply stay out of range untill ramp is done. Completely meaningless change.

Also 50% added damage on Headbutt if stabi gets removed ? Do you even play this game Anet ? Im already able to do 10 - 12k with headbutt with hardly any might and not yet even being in berserk mode. Thats gonna be minimum 15k now wherafter you still can land your 3x 20k gs burst.. Just lmao anet. LMAO.

Balancing was always a joke in this game though,but kitten some changes made me think youre just completely disconnected with how things work in this game.I’m pretty certain it was a typo as Rampage hasn’t provided toughness in years. We will most likely see their massive health gain decrease when in Rampage form.

Ramp actually does increase your armor by around 900.Unless I’m blind at my age but when I go into Rampage I don’t see any stat increase?
Link to comment
Share on other sites

@phokus.8934 said:

@Caedmon.6798 said:The rampage nerf on toughness doesnt make sense in the slightests bit. Warris dont use it for the armor gain,they dont use it as a defensive tool. They use it as a hard cc lock whereafter ul get hit with 10k auto's. Ramp needs a nerf in damage,not on toughness. It wont change a kitten thing. When a warri pops rampage the other guy is most likely taking distance or just applying imob/condi's ( If he has any ). Where a power guy would simply stay out of range untill ramp is done. Completely meaningless change.

Also 50% added damage on Headbutt if stabi gets removed ? Do you even play this game Anet ? Im already able to do 10 - 12k with headbutt with hardly any might and not yet even being in berserk mode. Thats gonna be minimum 15k now wherafter you still can land your 3x 20k gs burst.. Just lmao anet. LMAO.

Balancing was always a joke in this game though,but kitten some changes made me think youre just completely disconnected with how things work in this game.I’m pretty certain it was a typo as Rampage hasn’t provided toughness in years. We will most likely see their massive health gain decrease when in Rampage form.

Ramp actually does increase your armor by around 900.Unless I’m blind at my age but when I go into Rampage I don’t see any stat increase?

It doesn't. It used to. They reworked it way back.

September 09, 2014

This transform no longer increases power levels exponentially. The damage of skills in this transform has been adjusted to compensate.This transformation now gives 25% damage reduction.This transformation now reduces the duration of immobilized, crippled, and chilled by 33%.

Link to comment
Share on other sites

From a sPvP point of view (I couldn't care less for PvE or WvW balance tbh):

Burn and Fire buffs to ele were absolutely unnecessary, now we will only see sidenoding Fireweavers in every (other) match.DH and Reaper changes were also pretty much unnecessary, Reaper needs a slight damage output redcution on shroud4 spin to win but other than that.. DH.. I don't really know what DH needs, it is already pretty good, it just completely gets overshadowed by Firebrand.

None of the broken stuff from Mirage got adressed (mainly CI perma daze/immob spam). Holo didn't get adressed at all (like.. Overheat was imo already punishing enough and since noone actually overheats.. could as well not be there at all - the tradeoff for Holo is basically non-existing). Firebrand+Scourge didn't get any nerfs at all too.Rampage nerf was too little. I'd like to see a damage reduction on autoattack and CC-duration tune down.

I like the changes to soulbeast and Revs, although I think Rev got a tad too much of a tune down, hope Herald won't be a +1 class only anymore. Like.. might uptime got a massive nerf and on top of that also 2 of the main burst components (Shackling Wave and Impossible Odds). Let's see how this works out.The scrapper changes are pretty ok overall, I just hope the function gyro change won't be too op.

Thief changes were.. idk I'll take it, won't complain unless they are as garbage as traps. Guess thief mains can consider no additional nerfs a positive (other than dagger storm - which is.. okay.. it's not as necessary or important to thief gameplay as those think who constantly cry for "nErF dAt GoDmOdE sKiLl" on forums). But I'd rather like to see some buffs to d/p daredevil again since it's pretty much the most enjoyable thief build/spec combo for thief but unfortunately garbage since lead attack nerf and swipe change/nerf (can we pls get its ranged increased to 900? :< ) and some other nerf I have already forgotten.

Overall while there are slight positives, I'm very underwhelmed by the balance patch tbh. But since I didn't have any expecations.. Anet just lowered the bar over the years to a point where I don't really care anymore, just wanted to share my 2ct too, since I'm still actively playing.

Link to comment
Share on other sites

@Lazze.9870 said:

@Xervite.5493 said:Glad that SB got nerfed, sadly that weakness spam still in play oh well

Yes, sadly. Let's nerf that aswell. What's the next ranger defense mechanism on the chopping block? It doesn't have hard invulns or blinks/teleports, so it would have to be to chop every leap into half their range to cut some of that spicy mobility.

Oh, I forgot. They removed the evade from the druid staff too. But a person happy about guardian buffs certainly don't care about druid falling further and further behind the bloated firebrand as a support in competetive modes.

Weakness is outright busted man, too bad druid got hit I was never against druid. And how does buffing symbol 'damage' effect a 'support' firebrand? the buff was for under performing guard spec DH or the power core spec.

Link to comment
Share on other sites

@"DoomNexus.5324" said:From a sPvP point of view (I couldn't care less for PvE or WvW balance tbh):

Burn and Fire buffs to ele were absolutely unnecessary, now we will only see sidenoding Fireweavers in every (other) match.DH and Reaper changes were also pretty much unnecessary, Reaper needs a slight damage output redcution on shroud4 spin to win but other than that.. DH.. I don't really know what DH needs, it is already pretty good, it just completely gets overshadowed by Firebrand.

None of the broken stuff from Mirage got adressed (mainly CI perma daze/immob spam). Holo didn't get adressed at all (like.. Overheat was imo already punishing enough and since noone actually overheats.. could as well not be there at all - the tradeoff for Holo is basically non-existing). Firebrand+Scourge didn't get any nerfs at all too.Rampage nerf was too little. I'd like to see a damage reduction on autoattack and CC-duration tune down.

I like the changes to soulbeast and Revs, although I think Rev got a tad too much of a tune down, hope Herald won't be a +1 class only anymore. Like.. might uptime got a massive nerf and on top of that also 2 of the main burst components (Shackling Wave and Impossible Odds). Let's see how this works out.The scrapper changes are pretty ok overall, I just hope the function gyro change won't be too op.

Thief changes were.. idk I'll take it, won't complain unless they are as garbage as traps. Guess thief mains can consider no additional nerfs a positive (other than dagger storm - which is.. okay.. it's not as necessary or important to thief gameplay as those think who constantly cry for "nErF dAt GoDmOdE sKiLl" on forums). But I'd rather like to see some buffs to d/p daredevil again since it's pretty much the most enjoyable thief build/spec combo for thief but unfortunately garbage since lead attack nerf and swipe change/nerf (can we pls get its ranged increased to 900? :< ) and some other nerf I have already forgotten.

Overall while there are slight positives, I'm very underwhelmed by the balance patch tbh. But since I didn't have any expecations.. Anet just lowered the bar over the years to a point where I don't really care anymore, just wanted to share my 2ct too, since I'm still actively playing.

Yea be so shitty to see ele as a side noder lmao the class has been the least used class in general in comparison to most classes for yrs and now people start seeing them around and its oh no there OP lmao be nice to see more classes than the same meta handful over and over.

Link to comment
Share on other sites

Firebrand is like the strongest support class in the game right now. The only thing that could at least compete with it was Chrono, so what does Anet balance team do? Yeah rework Chrono again and gutt him even more. Great work everyone. And nerfing Holosmith which was already barely holding any space in DPS meta? Yeah another amazing move. Let's just sit and wait while our meta will slowly change to raid squads and Fractal groups made of Guard healers, Guard supports and Guard DPS =) Oh and one Alacrity rev, for Alacrity you know.

It seems to me, that you are just trying to delete Chronomancers from the game. Let's just think about how Chrono can benefit the group. He can give quickness BUT Firebrand does it better, He can give aegis (which is going to be pain in the ass after this balance), but Firebrand does it way better, He could give alot of other boons like stability, but not anymore, while Firebrand still can and he can do it while healing or putting out way higher dmg. Well at least chrono still has Alacrity, but revenant can still do it better. Well, mesmers have still portal, how unique is that? Oh wait.... But hey. You gave healing on the Wells, that was briliant move, such a live saver having a healing at the end of those small tiny circles. =)

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...