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Cal Cohen.2358

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Everything posted by Cal Cohen.2358

  1. Hi everyone, We’ll be moving the date of the December monthly up by one week to Saturday, December 16th. The qualification point requirement will be reduced to 50 to compensate for the shorter qualification window.
  2. Hi everyone, Just a heads up that our next round of balance adjustments will be coming on September 26. This will include changes to address some overperforming builds in PvE (on top of a few small adjustments going out in tomorrow’s build to address some outliers in competitive modes). We’ll continue to keep a close eye on things after that update and may make additional tuning adjustments as needed outside of our regular balance cycle. Thanks, Cal “cmc” Cohen Skills and Balance Lead
  3. Here are the worlds for EU: Augury Rock (FR), Gunnar's Hold (EN) Aurora Glade (EN), Blacktide (EN) Baruch Bay (SP), Arborstone (FR) Desolation (EN), Jade Sea (FR) Drakkar Lake (DE), Dzagonur (DE) Far Shiverpeaks (EN) Fissure of Woe (EN), Fort Ranik (FR) Gandara (EN), Kodash (DE) Piken Square (EN), Elona Reach (DE) Ring of Fire (EN), Abaddon's Mouth (DE) Riverside (DE), Miller's Sound (DE) Ruins of Surmia (EN), Vabbi (EN) Seafarer's Rest (EN) Underworld (EN), Vizunah Square (FR) Whiteside Ridge (EN) Here are the worlds for NA: Anvil Rock, Sanctum of Rall Blackgate, Northern Shiverpeaks Darkhaven, Yak's Bend Dragonbrand, Eredon Terrace Ferguson's Crossing, Sorrow's Furnace Fort Aspenwood, Isle of Janthir Gate of Madness, Henge of Denravi Jade Quarry, Devona's Rest Kaineng, Stormbluff Isle Maguuma, Borlis Pass Sea of Sorrows, Crystal Desert Tarnished Coast, Ehmry Bay
  4. Hi everyone, As always, thank you for all the feedback you’ve shared over the past few weeks. We’ve been keeping a close eye on the discussion and it’s clear that some of the changes in Tuesday’s update didn’t land as we’d intended. Today I’ll be sharing our current plan for the next update on July 18, much of which is intended to address the most pressing issues that have been raised. Leading up to that release we’ll be watching your feedback to this post, this week’s beta test, and the June 27 update, and may make additional changes as needed. Thanks, Cal “cmc” Cohen Skills and Balance Lead Scourge Alacrity scourge is a build that we were pretty cautious with during development; we were concerned about the potential power level that could result from giving the existing heal scourge build easy access to alacrity, and to mitigate this we reduced the strength of some of its key defensive support skills. Now that the release has been live for a few days, we agree that the changes were too heavy handed, and we’ll be pulling back the reductions to Sand Cascade’s barrier as well as the barrier component of Desert Empowerment. We’ll also be giving scourge a reliable source of group protection through Sandstorm Shroud, and increasing the base alacrity duration to make it a bit easier to maintain. Damage scourge builds were negatively impacted by some of the changes made for alacrity scourge, and the July 18 release will include some larger adjustments to bring them back up. Sand Cascade: Increased base barrier from 996 to 1188 in PvE only. Increased barrier attribute scaling from 1.25 to 2 in PvE only. Desert Empowerment: Increased alacrity duration from 1 second to 1.5 seconds in PvE only. Increased base barrier from 385 to 572 in PvE only. Increased barrier attribute scaling from 0.75 to 1.0 in PvE only. Sandstorm Shroud: This skill now grants 1.5 seconds of protection to nearby allies each pulse, and 3 seconds of protection to nearby allies on detonation. Fell Beacon: This trait no longer reduces the cooldown of torch skills, and now also increases the damage of burning you inflict by 10%. Harrowing Wave: Reduced cooldown from 20 seconds to 16 seconds in PvE only. Increased the life force per target from 3% to 5% in PvE only. Oppressive Collapse: Reduced cooldown from 25 seconds to 20 seconds in PvE only. Increased might radius from 240 to 360. Might application per condition is now capped at 7 condtions in PvE only. Sadistic Searing: This trait has been reworked, and causes Nefarious Favor to burn nearby enemy targets (2 stacks, 5 seconds in PvE, 1 stack, 4 seconds in PvP/WvW). Demonic Lore: Increased torment damage bonus from 25% to 33% in PvE only. Sand Sage: This trait has been reworked. Gain expertise and concentration while you have an active sand shade (225 in PvE, 150 in PvP/WvW). Blood as Sand: This trait has been reworked. Reduce all incoming damage while you have an active sand shade (15% in PvE, 7% in PvP/WvW). Druid Druid is in a similar situation to scourge in that we were overly conservative with its alacrity, so it is also getting an increase to its base duration. We’ve also seen feedback regarding druid’s might generation, and we’re bumping up both the stacks and duration on Spirited Arrival to address this. Grace of the Land: Increased alacrity duration from 0.75 seconds to 1 second in PvE only. Spirited Arrival: Increased might stacks from 3 to 6 in PvE only. Increased might duration from 9 seconds to 12 seconds in PvE only. Untamed Quickness untamed has a few issues that we’re tackling in the July 18 release. The first being a usability improvement for Let Loose’s ambush-reset component: triggering the ambush reset while in the unleashed state will now immediately grant access to the ambush skill instead of requiring a transition out of and back into the unleashed state. We’re also making a slight increase to the quickness duration to make it easier to maintain. Let Loose: Increased quickness duration from 4 seconds to 5 seconds in PvE only. This trait will now immediately grant access to unleashed ambush skills when swapping weapons while in the unleashed state. Herald The new implementation for quickness herald is another case that we’re looking to improve. The current timing around its quickness application can be clunky and hard to track due to the 3 second pulse interval. To address this, we’ll be rebalancing the duration around a 1 second pulse interval to make it a bit more responsive. We’ve also seen concerns around the reduction in boon uptimes due to the loss of extra facet pulses from Draconic Echo, and are giving additional sources of concentration to help mitigate this. Our hope is that these changes will improve the overall gameplay feel of quickness herald, but if we’re still seeing issues with the general implementation after the July 18 update, we will evaluate whether a larger rework is needed. Elevated Compassion: Reduced quickness pulse interval from 3 seconds to 1 second. Reduced quickness duration from 3 seconds to 1.25 seconds. This trait now converts 13% of the herald’s power into concentration in addition to its other effects. Reinforced Potency: Increased concentration from 120 to 240 in PvE only. Shared Empowerment: Increased might duration from 8 seconds to 12 seconds in PvE only. Deadeye Quickness deadeye is significantly overperforming where it should be damage-wise. This was partially due to a bug that caused Malicious Intent to be active when not equipped, but looking beyond that fix it’s clear that additional reductions will be needed. We’re still discussing exactly what changes will be made, but they will be finalized in time for the July release and will likely include a reduction to One in the Chamber’s damage bonus. Specter Alacrity specter is another build that is overperforming in terms of damage. This is partially due to the base alacrity duration being long enough to require minimal investment into concentration, but also due to the lack of a significant damage tradeoff in the grandmaster trait slot. We’ll be tuning up Strength of Shadows while bringing down some of specter’s other damage sources to bring the alacrity build more in line without negatively affecting the damage builds. Lastly, we’re increasing the protection duration of Shadow Sap to ensure that healing-focused specter builds have a reliable source of group protection. Shadestep: Reduced alacrity duration from 2 seconds to 1.25 seconds in PvE only. Strength of Shadows: This trait no longer reduces incoming damage and no longer increases the duration of torment inflicted by Rot Wallow Venom, but instead increases torment damage by 25% in addition to converting vitality to expertise. Larcenous Torment: This trait no longer increases torment damage, and instead steals health from an enemy when you apply torment to them. Shadow Sap: Increased protection duration from 2.5 seconds to 4 seconds in PvE only. Alacrity Willbender A big pain point with alacrity willbender is its inability to provide alacrity during phase transitions or other times where it can’t strike an enemy. We’re hoping to mitigate this by updating Phoenix Protocol to grant some alacrity on the activation of resolve, which can also be shared via Battle Presence. We’ve also cleaned up some aftercasts and made general improvements to animations for a few key damage skills with the goal of making the overall gameplay feel a bit more fluid. Phoenix Protocol: this trait now grants alacrity to the willbender when activating Flowing Resolve (5 seconds in PvE, 3 seconds in PvP/WvW), which can be shared to allies with Battle Presence. Reduced the alacrity duration when resolve triggers from 1.5 seconds to 1 second in PvE only. Restorative Virtues: This trait now grants vigor instead of alacrity. Symbol of Resolution: This skill can now be interrupted by other skills.  Ray of Judgment: Reduced aftercast  Binding Blade: This skill will now use a different animation with less aftercast. Alacrity Mirage Last up is a rework to how mirage grants alacrity. We want there to be a better distinction between alacrity and non-alacrity builds, which is something that can be a bit blurry at times due to Chaos Vortex granting alacrity with no investment. This alacrity is being rolled into a rework of Mirage Mantle that improves all ambush skills in various ways, which can be seen in the patch note below. Mirage Mantle: This trait has been reworked. Ambush skills are improved. Axes of Symmetry: Also inflicts cripple Mirage Thrust: Removes a boon from struck foes Ether Barrage: Grants quickness to self (1.5 seconds) Split Surge: Deals increased damage (25% in PvE, 10 in PvP/WvW) Chaos Vortex: AoE Alacrity (2.5 seconds for the player, 0.5 seconds for clones) Ambush Assault: Grants might to self Wave of Panic : Also inflicts torment
  5. Here are the worlds for EU: Augury Rock (FR), Fort Ranik (FR) Aurora Glade (EN), Kodash (DE) Baruch Bay (SP) Desolation (EN) Drakkar Lake (DE) Elona Reach (DE), Dzagonur (DE) Far Shiverpeaks (EN), Miller's Sound (DE) Fissure of Woe (EN), Ruins of Surmia (EN) Gandara (EN), Abaddon's Mouth (DE) Piken Square (EN), Jade Sea (FR) Ring of Fire (EN), Gunnar's Hold (EN) Riverside (DE), Blacktide (EN) Underworld (EN), Vabbi (EN) Vizunah Square (FR), Seafarer's Rest (EN) Whiteside Ridge (EN), Arborstone (FR) Here are the worlds for NA: Blackgate, Kaineng Darkhaven, Sorrow's Furnace Dragonbrand, Borlis Pass Fort Aspenwood, Ferguson's Crossing Gate of Madness, Isle of Janthir Henge of Denravi, Crystal Desert Jade Quarry, Yak's Bend Maguuma, Devona's Rest Northern Shiverpeaks, Eredon Terrace Sanctum of Rall, Sea of Sorrows Stormbluff Isle, Ehmry Bay Tarnished Coast, Anvil Rock
  6. Here are the worlds for EU: Augury Rock (FR), Arborstone (FR) Aurora Glade (EN), Vizunah Square (FR) Baruch Bay (SP) Desolation (EN) Drakkar Lake (DE), Miller's Sound (DE) Elona Reach (DE), Abaddon's Mouth (DE) Far Shiverpeaks (EN), Fort Ranik (FR) Fissure of Woe (EN), Blacktide (EN) Gandara (EN), Jade Sea (FR) Gunnar's Hold (EN), Ring of Fire (EN) Piken Square (EN), Dzagonur (DE) Riverside (DE), Ruins of Surmia (EN) Seafarer's Rest (EN) Underworld (EN), Kodash (DE) Whiteside Ridge (EN), Vabbi (EN) Here are the worlds for NA: Blackgate, Devona's Rest Dragonbrand, Darkhaven Fort Aspenwood, Eredon Terrace Gate of Madness, Sea of Sorrows Henge of Denravi, Crystal Desert Isle of Janthir, Ferguson's Crossing Jade Quarry, Sorrow's Furnace Maguuma, Kaineng Northern Shiverpeaks, Borlis Pass Sanctum of Rall, Yak's Bend Stormbluff Isle, Ehmry Bay Tarnished Coast, Anvil Rock
  7. Hi everyone, We’ll be moving the date of the December monthly up by one week to Saturday, December 17th. The qualification point requirement will be reduced to 50 to compensate for the shorter qualification window.
  8. Here are the worlds for EU: Augury Rock (FR), Arborstone (FR) Aurora Glade (EN), Riverside (DE) Baruch Bay (SP) Desolation (EN), Fissure of Woe (EN) Drakkar Lake (DE), Vizunah Square (FR) Elona Reach (DE) Far Shiverpeaks (EN), Kodash (DE) Gandara (EN) Gunnar's Hold (EN), Ruins of Surmia (EN) Miller's Sound (DE), Fort Ranik (FR) Piken Square (EN), Abaddon's Mouth (DE) Ring of Fire (EN), Vabbi (EN) Seafarer's Rest (EN), Dzagonur (DE) Underworld (EN), Blacktide (EN) Whiteside Ridge (EN), Jade Sea (FR) Here are the worlds for NA: Blackgate, Kaineng Darkhaven, Anvil Rock Fort Aspenwood, Ferguson's Crossing Gate of Madness, Borlis Pass Isle of Janthir, Devona's Rest Jade Quarry, Ehmry Bay Maguuma, Yak's Bend Northern Shiverpeaks, Crystal Desert Sanctum of Rall, Dragonbrand Sea of Sorrows, Henge of Denravi Stormbluff Isle, Sorrow's Furnace Tarnished Coast, Eredon Terrace
  9. Hi, everyone, In addition to fixing bugs in today’s hotfix, we made some adjustments to vindicator’s endurance generation in WvW: Reaver's Curse: Reduced endurance gain from 4 to 1 in WvW only. Tree Song: Reduced endurance gain from 2 to 1 in WvW only. Due to the timing around hotfix builds, we were unable to prepare a larger set of changes for today’s update. We’ll be following up with another hotfix tomorrow with additional changes for all game modes: Invigorating Dismissal: Reduced endurance granted from 3 to 2 in WvW only. Song of Arboreum: Reduced bonus vigor effectiveness from 50% to 25% in PvE and WvW, and from 50% to 15% in PvP. Energy Meld: Reduced endurance gain from 25 to 15 in PvP only. Tree Song: Reduced endurance gain from 2 to 1 in PvP only. Scavenger Burst: Reduced endurance gain from 5 to 2 in PvP only. Reaver's Curse: Reduced endurance gain from 5 to 2 in PvE and PvP. After tomorrow’s hotfix we’ll continue to keep a close eye on the effectiveness of vindicator and will make further adjustments as needed in future updates. Thanks, Cal “cmc” Cohen Skills and Balance Lead
  10. Here are the worlds for EU: Augury Rock (FR), Fort Ranik (FR) Aurora Glade (EN), Dzagonur (DE) Baruch Bay (SP) Desolation (EN), Arborstone (FR) Drakkar Lake (DE), Kodash (DE) Elona Reach (DE), Vabbi (EN) Far Shiverpeaks (EN), Jade Sea (FR) Gandara (EN) Gunnar's Hold (EN), Miller's Sound (DE) Piken Square (EN), Blacktide (EN) Ring of Fire (EN), Fissure of Woe (EN) Riverside (DE) Seafarer's Rest (EN), Vizunah Square (FR) Underworld (EN), Abaddon's Mouth (DE) Whiteside Ridge (EN), Ruins of Surmia (EN) Here are the worlds for NA: Blackgate, Devona's Rest Borlis Pass, Henge of Denravi Darkhaven, Stormbluff Isle Ehmry Bay, Ferguson's Crossing Eredon Terrace, Isle of Janthir Fort Aspenwood, Kaineng Gate of Madness, Crystal Desert Jade Quarry, Sorrow's Furnace Maguuma, Anvil Rock Sanctum of Rall, Dragonbrand Sea of Sorrows, Northern Shiverpeaks Tarnished Coast, Yak's Bend
  11. Hi everyone, back with a quick update: Since the preview we've seen a lot of feedback around the proposed change to convert Scrapper gyros into ground-targeted stationary spells. The main concern we've seen is that this change would remove the unique feeling of the skills without replacing it with something new. We agree – we'll be reverting the proposed changes and will be making a different set of adjustments to Purge and Sneak Gyro for WvW: Sneak Gyro: Reduced stealth duration from 1.5 seconds to 1 second in WvW only. Reduced number of pulses from 6 to 3 in WvW only. This skill is no longer a smoke field in WvW only. This skill now plays a visual indicator to enemies on activation. Purge Gyro: Increased cooldown from 20 seconds to 30 seconds in WvW only. For clarification, we'll still be changing Defense Field into a ground-targeted skill in the October 4 update. We'd still like to take a pass on updating the design of Scrapper gyros in the future, but not until we work out a replacement mechanic that feels both unique and fun to use. As always, thanks to everyone who gave feedback on the upcoming changes; we really appreciate it. Cal "cmc" Cohen Skills and Balance Lead
  12. Hi everyone, here's a quick update: Last week’s preview included a significant change to the firebrand skill Manta of Liberation in World vs World – a decrease in ammunition count and an increase to recharge time. Since then, we’ve seen a lot of concern that the reduced access to AoE stability and group stun breaks will negatively impact WvW gameplay due to the sheer amount of crowd control in large-scale fights. We agree with the feedback and have reverted these changes in WvW for this release. We do believe that firebrand brings too much to the table in WvW and plan to tone it down in a future update, but we recognize that this will need to come with changes that improve access to AoE stability and group stun breaks for other professions. We want to spread these tools around to other professions to improve team composition and support role diversity, without reducing the overall availability of these tools. Thanks, Cal “cmc” Cohen Game Designer – Skills and Balance
  13. Here are the worlds for EU: Augury Rock (FR), Vizunah Square (FR) Aurora Glade (EN), Abaddon's Mouth (DE) Baruch Bay (SP) Desolation (EN), Jade Sea (FR) Drakkar Lake (DE) Elona Reach (DE), Arborstone (FR) Far Shiverpeaks (EN), Kodash (DE) Fissure of Woe (EN), Miller's Sound (DE) Gandara (EN), Fort Ranik (FR) Gunnar's Hold (EN), Whiteside Ridge (EN) Piken Square (EN), Blacktide (EN) Ring of Fire (EN), Ruins of Surmia (EN) Riverside (DE), Dzagonur (DE) Seafarer's Rest (EN) Vabbi (EN), Underworld (EN) Here are the worlds for NA: Blackgate, Kaineng Darkhaven, Crystal Desert Dragonbrand, Borlis Pass Eredon Terrace, Anvil Rock Fort Aspenwood, Stormbluff Isle Gate of Madness, Northern Shiverpeaks Henge of Denravi, Ehmry Bay Jade Quarry, Devona's Rest Maguuma, Ferguson's Crossing Sanctum of Rall, Isle of Janthir Sea of Sorrows, Sorrow's Furnace Tarnished Coast, Yak's Bend
  14. Here are the worlds for EU: Augury Rock (FR), Jade Sea (FR) Aurora Glade (EN), Dzagonur (DE) Baruch Bay (SP) Blacktide (EN), Miller's Sound (DE) Desolation (EN), Ring of Fire (EN) Drakkar Lake (DE), Arborstone (FR) Elona Reach (DE) Far Shiverpeaks (EN), Gunnar's Hold (EN) Fissure of Woe (EN), Kodash (DE) Gandara (EN) Piken Square (EN), Ruins of Surmia (EN) Riverside (DE), Abaddon's Mouth (DE) Seafarer's Rest (EN), Underworld (EN) Vabbi (EN), Fort Ranik (FR) Whiteside Ridge (EN), Vizunah Square (FR) Here are the worlds for NA: Blackgate, Anvil Rock Crystal Desert, Yak's Bend Darkhaven, Gate of Madness Dragonbrand, Borlis Pass Ehmry Bay, Ferguson's Crossing Fort Aspenwood, Sorrow's Furnace Jade Quarry, Eredon Terrace Maguuma, Isle of Janthir Sanctum of Rall, Northern Shiverpeaks Sea of Sorrows, Devona's Rest Stormbluff Isle, Henge of Denravi Tarnished Coast, Kaineng
  15. Hi everyone, Over the weekend, the monthly qualifying point reset occurred one week earlier than expected. We’ll be removing the qualifying point requirement for the May monthly tournament to ensure that affected players are still able to enter. This means that the tournament is open for anyone to enter – gather your friends, form a team, and join the competition! We’ll be returning to the usual point requirement for monthly tournament entry in June.
  16. Here are the worlds for EU: Abaddon's Mouth (DE), Kodash (DE) Augury Rock (FR), Fort Ranik (FR) Aurora Glade (EN), Jade Sea (FR) Baruch Bay (SP) Desolation (EN) Drakkar Lake (DE), Miller's Sound (DE) Elona Reach (DE), Dzagonur (DE) Far Shiverpeaks (EN), Blacktide (EN) Fissure of Woe (EN), Arborstone (FR) Gandara (EN) Piken Square (EN), Gunnar's Hold (EN) Riverside (DE), Ruins of Surmia (EN) Seafarer's Rest (EN), Ring of Fire (EN) Underworld (EN), Vizunah Square (FR) Whiteside Ridge (EN), Vabbi (EN) Here are the worlds for NA: Blackgate, Sorrow's Furnace Crystal Desert, Darkhaven Dragonbrand, Gate of Madness Ferguson's Crossing, Anvil Rock Fort Aspenwood, Stormbluff Isle Isle of Janthir, Sanctum of Rall Jade Quarry, Eredon Terrace Kaineng, Devona's Rest Maguuma, Borlis Pass Sea of Sorrows, Henge of Denravi Tarnished Coast, Northern Shiverpeaks Yak's Bend, Ehmry Bay
  17. Hi everyone, In addition to bringing new elite specializations, the End of Dragons release will include a handful of PvP balance changes that we want to cover today. Overview Necromancer variants Core Guardian Support Tempest Shadow Arts Thief Flamethrower Scrapper Necromancer Unholy Martyr: Reduced the number of conditions removed when exiting shroud from 3 to 2 in PvP only. Vampiric: Reduced base life-stealing damage from 41 to 29 in PvP only. Reduced base life-stealing healing from 39 to 26 in PvP only. Minion life-stealing has been adjusted to match the necromancer life-stealing in PvP only. Vampiric Presence: Reduced base life-stealing damage from 65 to 49 in PvP only. Reduced base life-stealing healing from 32 to 28 in PvP only. Reduced life-stealing bonus effectiveness while in shroud from 100% to 50% in PvP only. Lesser Enfeeble: Reduced weakness duration from 6 seconds to 3 seconds in PvP only. Summon Flesh Wurm: Increased cooldown from 32 seconds to 40 seconds in PvP only. Lich Form: Reduced the amount of life force granted when exiting the transformation from 15% to 5% in PvP only. Deathly Claws (Lich Form): Reduced power coefficient from 2.34 to 1.64 in PvP only. Condition-based core necromancer is the most common variation, boasting a high playrate and winrate in both tournaments and ranked play. Reaper and minion builds are a bit less common in tournament play, but are still extremely effective in the ranked environment in almost every rating bracket. A common component in all these builds is the Blood Magic traitline. The life siphoning traits in particular generate a ton of value over the course of an extended fight, contributing to both outgoing pressure and self-sustain. Unholy Martyr getting a slight shave to its cleanse also reduces the amount of life force generation for the blood magic builds, which in combination with the siphon adjustments and other defensive shaves should give more chances to pressure enemy necromancers. In addition to the Blood Magic adjustments, we’re making a few changes to further reduce necromancer survivability. Weakening Shroud will still provide a strong amount of weakness between its on-critical trigger and Lesser Enfeeble, but the latter coming down to 3 seconds should provide more opportunities to go aggressive in the cases where it can’t be avoided or cleansed. Flesh Wurm also gets a slight cooldown increase to bring it more in line with other necromancer stunbreaks. Finally, Deathly Claws is getting a reduction in damage. While good counterplay options exist, it can be more difficult to capitalize on these as a team in a less coordinated environment like ranked. We feel that there’s room to tune Deathly Claws in a way that lich is still a threatening elite skill, while also giving players a bit more time to react when the counterplay isn’t immediate. Core Guardian Support Signet of Mercy: Increased cooldown from 90 seconds to 135 seconds in PvP only. Core guardian is undoubtedly the best support build in the current state of the game, and we see this in both its play rate and win rate compared to other options. We’re going to be keeping a close eye on the general pace of the meta following the changes to necromancer, but currently we see core guardian as being fairly close to what we want out of a support build in terms of power level. There are things that can be shaved if we find a broader reduction to support builds is needed, but for now we want to improve diversity of the support role by bringing other builds up to the level of core guardian. For this update we’ve started with Tempest, but for a follow-up patch we’re also investigating some buffs to support warrior. Additionally, we’ve started some investigation into what other specializations have the potential to fit into the support role, but for the short term we’re prioritizing tempest and warrior as both of those have been the premier support build in previous metas and feel the closest to competing with guardian. The one thing that we are touching in the support realm is the availability of resurrection utilities, namely Signet of Mercy and Glyph of Renewal. These skills are significantly more potent in slower metas where kills are less frequent, especially in the ranked environment where teams are less likely to coordinate cleaving or stomping while also interrupting the resurrection skill. Going forward we’ll constantly be evaluating the pace of fights and what the right availability is for these skills, but for now we believe the longer cooldown is warranted. Battle Standard is remaining slightly lower (120 seconds when picked up) as an elite skill. Tempest Elemental Shielding: Increased protection duration from 2 seconds to 2.5 seconds in PvP only. Latent Stamina: Increased endurance gain from 10 to 15 in PvP only. Elemental Bastion: Increased healing coefficient from 0.55 to 0.8 in PvP only. "Feel the Burn!": Increased ammunition count from 1 to 2 in PvP only. Glyph of Renewal: Increased cooldown from 90 seconds to 135 seconds in PvP only. For this round of Tempest buffs we primarily looked at the earth variant. While the fire variant was more commonly seen the last time that tempest was getting regular play, we see earth as the more well-rounded support build. Giving a bit more protection back to Elemental Shielding and bumping up the healing of Elemental Bastion, in addition to an additional use on Feel the Burn should give the more shout-oriented earth build more impact. Thief Hide in Shadows: Increased cooldown from 30 seconds to 40 seconds in PvP only. Blinding Powder: Increased cooldown from 40 seconds to 50 seconds in PvP only. Shadow's Rejuvenation: Reduced base heal from 219 to 158 in PvP only. Smoke Screen: Reduced field duration from 7 seconds to 4 seconds in PvP only. The Shadow Arts trait line is a common topic of discussion when it comes to thief balance. We’ve been having some conversations internally about common feedback topics like Hidden Thief and Meld with Shadows, but those discussions are still ongoing and for now we’ve bumped up the cooldown on some of the stealth-granting deception skills. Smoke Screen is also getting a duration reduction rather than a cooldown increase as 7 seconds is a bit longer than we like to see on a one-second pulse blind field. Flamethrower Scrapper Flame Jet: Reduced power coefficient per strike from 0.25 to 0.15 in PvP only. Flame Blast: Increased burning duration from 4 seconds to 6 seconds in PvP only. Finally, we have an adjustment to Flamethrower Scrapper. This is another case where we’re making a shorter-term change while discussions are happening around the underlying issue (Juggernaut pulsing stability). This build isn’t too widely played compared to some of the other meta builds, but it’s one of the most effective in lower ranks and the gameplay of primarily sitting in flamethrower kit and autoattacking isn’t something that we like to see. If the damage reduction doesn’t appear to be impactful enough, we’ll likely split the pulse interval of Juggernaut until we can find a better game-wide solution. That’s all we have for today. As we briefly touched on there are a few things that are already being looked into for post End of Dragons launch, and we’ll also be evaluating the state of the new elite specializations as we gather more real gameplay data. -The Systems Team
  18. Here are the worlds for EU: Abaddon's Mouth (DE), Whiteside Ridge (EN) Augury Rock (FR), Vizunah Square (FR) Aurora Glade (EN), Jade Sea (FR) Baruch Bay (SP) Desolation (EN) Drakkar Lake (DE), Blacktide (EN) Elona Reach (DE), Kodash (DE) Far Shiverpeaks (EN), Miller's Sound (DE) Fissure of Woe (EN), Arborstone (FR) Gandara (EN), Fort Ranik (FR) Piken Square (EN), Ring of Fire (EN) Riverside (DE), Ruins of Surmia (EN) Seafarer's Rest (EN) Underworld (EN), Dzagonur (DE) Vabbi (EN), Gunnar's Hold (EN) Here are the worlds for NA: Anvil Rock, Devona's Rest Blackgate, Kaineng Borlis Pass, Yak's Bend Crystal Desert, Henge of Denravi Dragonbrand, Northern Shiverpeaks Ehmry Bay, Stormbluff Isle Ferguson's Crossing, Darkhaven Fort Aspenwood, Sorrow's Furnace Jade Quarry, Gate of Madness Maguuma, Isle of Janthir Sea of Sorrows, Sanctum of Rall Tarnished Coast, Eredon Terrace
  19. Hi everyone, We’ll be moving the date of the December monthly up by one week to Saturday, December 18th. The qualification point requirement will be reduced to 50 to compensate for the shorter qualification window.
  20. Here are the worlds for EU: Abaddon's Mouth (DE), Kodash (DE) Augury Rock (FR), Vizunah Square (FR) Aurora Glade (EN), Whiteside Ridge (EN) Baruch Bay (SP) Desolation (EN) Drakkar Lake (DE), Dzagonur (DE) Elona Reach (DE), Miller's Sound (DE) Far Shiverpeaks (EN), Ruins of Surmia (EN) Fissure of Woe (EN), Gunnar's Hold (EN) Gandara (EN), Fort Ranik (FR) Piken Square (EN), Blacktide (EN) Riverside (DE), Ring of Fire (EN) Seafarer's Rest (EN) Underworld (EN), Arborstone (FR) Vabbi (EN), Jade Sea (FR) Here are the worlds for NA: Anvil Rock, Henge of Denravi Blackgate, Borlis Pass Crystal Desert, Ferguson's Crossing Darkhaven, Maguuma Devona's Rest, Stormbluff Isle Ehmry Bay, Kaineng Fort Aspenwood, Sorrow's Furnace Isle of Janthir, Yak's Bend Jade Quarry, Sanctum of Rall Northern Shiverpeaks, Dragonbrand Sea of Sorrows, Gate of Madness Tarnished Coast, Eredon Terrace
  21. Here are the worlds for EU: Abaddon's Mouth (DE), Blacktide (EN) Aurora Glade (EN), Whiteside Ridge (EN) Baruch Bay (SP) Desolation (EN), Fort Ranik (FR) Drakkar Lake (DE), Kodash (DE) Elona Reach (DE), Miller's Sound (DE) Far Shiverpeaks (EN), Dzagonur (DE) Fissure of Woe (EN), Arborstone (FR) Gandara (EN) Jade Sea (FR), Augury Rock (FR) Piken Square (EN), Ruins of Surmia (EN) Ring of Fire (EN), Vabbi (EN) Riverside (DE) Seafarer's Rest (EN), Vizunah Square (FR) Underworld (EN), Gunnar's Hold (EN) Here are the worlds for NA: Anvil Rock, Ehmry Bay Blackgate, Borlis Pass Crystal Desert, Darkhaven Ferguson's Crossing, Kaineng Fort Aspenwood, Stormbluff Isle Isle of Janthir, Gate of Madness Jade Quarry, Eredon Terrace Maguuma, Sorrow's Furnace Northern Shiverpeaks, Devona's Rest Sanctum of Rall, Dragonbrand Sea of Sorrows, Yak's Bend Tarnished Coast, Henge of Denravi
  22. Hi everyone, As some of you may have already noticed, the regular date of the September monthly tournament would have landed during the second elite specialization beta event. We’ll be moving the monthly back by one day to avoid this conflict, which means it will now happen on Sunday, September 26.
  23. Here are the worlds for EU: Abaddon's Mouth (DE), Ruins of Surmia (EN) Aurora Glade (EN), Vizunah Square (FR) Baruch Bay (SP) Desolation (EN), Kodash (DE) Drakkar Lake (DE), Dzagonur (DE) Elona Reach (DE), Miller's Sound (DE) Far Shiverpeaks (EN), Fort Ranik (FR) Fissure of Woe (EN), Blacktide (EN) Gandara (EN) Gunnar's Hold (EN), Vabbi (EN) Jade Sea (FR), Augury Rock (FR) Piken Square (EN), Whiteside Ridge (EN) Riverside (DE) Seafarer's Rest (EN), Arborstone (FR) Underworld (EN), Ring of Fire (EN) Here are the worlds for NA: Anvil Rock, Yak's Bend Blackgate, Darkhaven Borlis Pass, Dragonbrand Crystal Desert, Stormbluff Isle Ferguson's Crossing, Isle of Janthir Fort Aspenwood, Ehmry Bay Jade Quarry, Devona's Rest Kaineng, Northern Shiverpeaks Maguuma, Eredon Terrace Sanctum of Rall, Gate of Madness Sea of Sorrows, Sorrow's Furnace Tarnished Coast, Henge of Denravi
  24. Here are the worlds for EU: * Abaddon's Mouth (DE), Blacktide (EN) * Augury Rock (FR), Jade Sea (FR) * Baruch Bay (SP) * Desolation (EN), Fort Ranik (FR) * Drakkar Lake (DE), Vizunah Square (FR) * Elona Reach (DE), Ruins of Surmia (EN) * Far Shiverpeaks (EN), Arborstone (FR) * Fissure of Woe (EN), Dzagonur (DE) * Gandara (EN) * Gunnar's Hold (EN), Vabbi (EN) * Ring of Fire (EN), Piken Square (EN) * Riverside (DE), Miller's Sound (DE) * Seafarer's Rest (EN) * Underworld (EN), Aurora Glade (EN) * Whiteside Ridge (EN), Kodash (DE) Here are the worlds for NA: * Anvil Rock, Devona's Rest * Blackgate, Dragonbrand * Crystal Desert, Yak's Bend * Darkhaven, Henge of Denravi * Ferguson's Crossing, Ehmry Bay * Fort Aspenwood, Isle of Janthir * Gate of Madness, Sorrow's Furnace * Jade Quarry, Borlis Pass * Maguuma, Stormbluff Isle * Sanctum of Rall, Northern Shiverpeaks * Sea of Sorrows, Kaineng * Tarnished Coast, Eredon Terrace
  25. Hi everyone, We’ve made a few additions to the Edge of the Mists arena that will go live with the May 25th release and we wanted to give a brief overview of what those changes look like. The Mists Arena was originally built as a more accessible space for players looking to self-organize structured fights using WvW skill balance, but the lack of team selection has always limited its usefulness. That won’t be a problem moving forward, as we’re adding the ability for players to manually select and switch between two different teams in the Mists Arena. The new flow of the Mists Arena island looks like this: Upon teleporting to the island, players are automatically switched onto a new team for spectators. This team is friendly to the two combat teams and cannot enter the arena floor. Spectators who attempt to enter the arena will simply be teleported back to the team selection area. On the edge of the arena are flags that players can interact with to freely switch between Mists Arena teams. Players on either of the combat teams will be able to enter the arena floor. Leaving the island will revert players back to their original WvW team. We’ve also added a transformation option for spectators, which removes their skills and allows them to float above the battlefield to get a better view of the action. This transformation is forced to maintain a certain height above the arena floor, and players in this transformation will be invisible to combatants inside the arena. This is available by interacting with a flag in the same area as team selection. It’s a small set of changes, but players will no longer be dependent on their Edge of the Mists team placement when looking to fight in the Mists Arena. Thanks for reading, and we’ll see you in the mists! -The Systems Team
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