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Cal Cohen.2358

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Posts posted by Cal Cohen.2358

  1. Hi everyone,

    Tomorrow’s release will include a few PvP balance changes, some of which we discussed in our post two weeks ago. We’re back again to provide some context behind these upcoming changes. We’re still evaluating the impact of the previous PvP balance update, but at the end of this post we’ll talk about a few areas we’re keeping an eye on for future updates.

    4/6 Changes to Build Items and Support Heals

    • Removed Mender Amulet from the PvP Build panel.
    • Removed Marshal Amulet from the PvP Build panel.
    • Added Sigil of Transference to the PvP Build panel. In PvP, this sigil grants a 20% increase in outgoing healing effectiveness.
    • Elemental Bastion (Tempest): Increased heal scaling from 0.4125 to 0.55 in PvP only.
    • Selfless Daring (Guardian): Increased heal scaling from 0.6 to 0.9 in PvP only.
    • Call of Valor (Warrior): Increased barrier attribute scaling from 0.5 to 0.82 in PvP only.

    As previously discussed, we removed Mender and Marshal amulets from PvP and added Sigil of Transference to compensate for the reduction of allied healing to support builds. While Marshal is currently overshadowed by Mender and not as much of a problem, we wanted Transference to be powerful, and we were concerned with how high it could push outgoing healing in combination with a 1000 healing power amulet for builds that are less reliant on the extra health that Mender provides.

    Removing Mender amulet serves 2 purposes: it forces high-sustain side node builds into more aggressive amulets, and reduces the self-sustain of support builds. Mender amulet side noders are much more prone to stalemating fights and generally slowing down the pace of the game. Similarly, by reducing the self-sustain of support builds, we hope to see an increase in kill potential in fights and a general increase to overall pace. We still want support builds to be able to support their allies well, and targeting their self-sustain lets us keep a lot of their other skills at the same power level.

    Our goal with Sigil of Transference is to keep support healing to allies around the same level that it currently is with Mender. Elemental Bastion, Selfless Daring, and Call of Valor stood out as three sources primarily used by support builds that are most heavily impacted by the removal of Mender, and so we’ve preemptively bumped up the healing coefficients to bring their allied healing with Avatar amulet and Sigil of Transference closer to where it is currently. Looking over other allied heals, some sources will heal for a bit more than they currently do with Mender and some will heal for a bit less, but overall output should be similar. We’ll keep a close eye on healing values as the meta develops without Mender and will make further adjustments as necessary.

    4/6 Changes to Scourge

    • Sand Cascade: Reduced barrier attribute scaling from 1.0488 to 0.77 in PvP only.
    • Sand Flare: Reduced barrier attribute scaling from 0.75 to 0.45 in PvP only.
    • Desert Empowerment: Reduced barrier attribute scaling from 0.77 to 0.62 in PvP only.
    • Harbinger Shroud: Reduced barrier attribute scaling on detonation from 2.0 to 1.65 in PvP only.
    • Transfusion: Reduced pulse heal scaling from 0.1 to 0.08 in PvP only, when the Scourge specialization is equipped.

    Scourge has continued to show strong results in both ranked play and automated tournaments, providing strong defense to itself and allies through barrier generation and healing while also creating a good amount of pressure through boon removal and damage. While Scourge sustain is affected by the removal of Mender amulet, given the current power level of the build we were concerned that the move to Avatar amulet alone wouldn’t be enough to bring it in line, so we’ve made additional shaves to the healing power coefficients of some of Scourge’s barrier generation and Transfusion.

    Feed from Corruption is the most notable omission from this list. It’s a very powerful trait, granting Scourge access to a wide range of boons in potentially large quantities to enhance both its defensive and offensive potential. We are considering reducing some of the stronger boon applications in a future update, but we want to see how the removal of Mender and the reductions to healing and barrier coefficients play out first.

    Looking AheadWe’ll be evaluating the impact of tomorrow’s changes in addition to the recent March update on the side node meta and support builds. We still want dedicated support builds to be a viable option, and we’ll be paying close attention to how the meta develops following the removal of Mender and the addition of Transference.

    Sigil of Transference has the potential to enable stronger healing from non-support builds that can afford to run Avatar or Sage amulet and may end up being too powerful for an individual sigil. We’re not opposed to enabling this type of build, but if they end up pushing dedicated supports completely out of the meta then we may reduce the outgoing healing granted by Transference and roll more outgoing healing into support traits or support runes to create a greater tradeoff for non-supports.

    We’ve also considered the possibility that moving support builds from Mender to Avatar amulet could end up making them too squishy due to the reduction in self-healing. This is something that we’ll evaluate on a case-by-case basis, but we’re prepared to make further adjustments as necessary to find the right balance between squishiness and support power. This could involve buffs to more selfish survivability skills, or possibly further increasing outgoing support potential to justify the level of vulnerability.

    That’s all we have for today. Thanks for reading, and we’ll see you in the mists!

    -The Systems Team

    • Sad 1
  2. Here are the worlds for EU:

    • Abaddon's Mouth (DE), Miller's Sound (DE)
    • Aurora Glade (EN), Ruins of Surmia (EN)
    • Baruch Bay (SP)
    • Desolation (EN), Whiteside Ridge (EN)
    • Drakkar Lake (DE), Kodash (DE)
    • Dzagonur (DE), Fissure of Woe (EN)
    • Elona Reach (DE)
    • Far Shiverpeaks (EN), Vizunah Square (FR)
    • Gandara (EN), Fort Ranik (FR)
    • Jade Sea (FR), Augury Rock (FR)
    • Piken Square (EN), Blacktide (EN)
    • Ring of Fire (EN), Gunnar's Hold (EN)
    • Riverside (DE), Vabbi (EN)
    • Seafarer's Rest (EN), Arborstone (FR)
    • Underworld (EN)

    Here are the worlds for NA:

    • Anvil Rock, Borlis Pass
    • Blackgate, Northern Shiverpeaks
    • Crystal Desert, Eredon Terrace
    • Darkhaven, Gate of Madness
    • Dragonbrand, Devona's Rest
    • Ferguson's Crossing, Tarnished Coast
    • Fort Aspenwood, Kaineng
    • Henge of Denravi, Stormbluff Isle
    • Jade Quarry, Sanctum of Rall
    • Maguuma, Sorrow's Furnace
    • Sea of Sorrows, Isle of Janthir
    • Yak's Bend, Ehmry Bay
  3. Hi everyone,

    Today’s update included a handful of PvP balance changes and we wanted to share some context behind the decisions we’ve made to the Guardian, Necromancer, and Revenant professions. At the very end of this post, we’ll also talk about areas we’re investigating for future updates.

    Condition Guardian Variants

    • Permeating Wrath: Reduced burning duration from 4 seconds to 2 seconds in PvP only.
    • Eternal Armory: Reduced burning duration from 4 seconds to 2 seconds in PvP only.
    • Sword of Justice: Reduced ammunition count from 3 to 2 in PvP only. Increased cooldown between skill uses from 1 second to 5 seconds in PvP only.

    Dragonhunter is the most prevalent version of condition Guardian, but Core also sees a fair amount of play with similar levels of success in the ranked environment. We’re starting with some adjustments to Permeating Wrath, Eternal Armory, and Sword of Justice to tone down the AoE burning pressure that both of these builds bring. Eternal Armory in particular is a trait that we’re evaluating for a game-wide functional change to better normalize the burning potential of all spirit weapons, but until then we’re reducing the duration to help mitigate the overperforming case with sword.

    Rune of the Trapper is notably unscathed, but it’s high on our watchlist and depending on the impact of today’s changes it may see some adjustment in the future.

    Minion Necromancer

    • Flesh of the Master: Reduced minion health bonus from 50% to 25% in PvP only.
    • Death Nova: Reduced power coefficient from 0.6 to 0.45 in PvP only.

    We made some small adjustments to minion builds last month, and we’re making a couple more today to bring it more inline. While it’s somewhat interesting how minionmancer matches up against some of the meta side-noders in higher tier play, from a balance philosophy point of view we don’t want AI-heavy builds to be a pillar of the PvP meta. Minionmancer has also been overperforming in ranked for quite a while, and as condition Guardians get brought down in power level we want to make sure that players can keep enemy minions in check - so we’re shaving down their overall health and slightly reducing the punishment of killing them in melee range.

    Support Core Guardian

    • "Stand Your Ground!": Increased cooldown from 45 seconds to 60 seconds in PvP only.
    • Pure of Heart: Reduced heal scaling from 0.3 to 0.15 in PvP only.
    • Virtue of Resolve: Reduced heal scaling from 1.4 to 1.0 in PvP only.
    • Shield of Judgment: Reduced protection duration from 4 seconds to 2 seconds in PvP only.

    Last month we shaved down support Spellbreaker a bit more, which left Core Guardian as the premier support build in the meta. We consider the current state of Core Guardian overtuned relative to where we want support builds to be, and so we’re shaving a few pieces before looking at potential buffs to Tempest and Spellbreaker supports. Part of this decision is due to the general slowness of the meta right now, and as that shifts over time we’ll continue to evaluate the sweet spot for support builds.

    Ventari Revenant

    • Energy Expulsion: Reduced knockback distance from 450 to 100 in PvP only.
    • Blinding Truths: This trait now has an internal cooldown of 10 seconds in PvP only.
    • Surge of the Mists: Increased cooldown from 20 seconds to 25 seconds in PvP only.

    Ventari Revenant is getting a similar adjustment to its knockback that we made to ranger greatsword - maintaining its crowd control while reducing the decap threat. We’re also taking this opportunity to clean up a troublesome interaction between the low cooldown Ventari heal and Blinding Truths by adding an internal cooldown. Lastly, Surge of the Mists is getting a slight cooldown increase as a general defensive shave across all revenant builds. There are some additional concerns about the overall bulk and sustain of the build even outside of its decap potential - we’ll touch a little more on our plans there near the end of the post.

    Shiro Renegade

    • Charged Mists: Reduced energy gain from 25 to 10 in PvP only.
    • Phase Traversal: Increased cooldown from 5 seconds to 12 seconds in PvP only.
    • Surge of the Mists: Increased cooldown from 20 seconds to 25 seconds in PvP only.

    Renegade has continued to perform well after the changes to its might generation, and we’re making a few follow-up adjustments. Charged Mists stands out as the trait that enables a lot of Renegade’s most powerful sequences while generally breaking the expectations of Revenant energy costs, and we want to bring it down a bit before further evaluating other key pieces of the build. We were considering whether 10 or 15 energy was the right number (or even some unusual numbers in the middle like 12), but we leaned a bit on the heavier side here while not touching too much else. It’s a number that can come back up a little as we evaluate the impact and look at other potential changes. Phase Traversal is getting a slight cooldown increase to reduce both the chase potential and overall map mobility of both Renegade and Herald.

    Power Herald

    • Infuse Light: Reduced duration of damage inversion effect from 3 seconds to 2 seconds in PvP only.
    • Phase Traversal: Increased cooldown from 5 seconds to 12 seconds in PvP only.
    • Surge of the Mists: Increased cooldown from 20 seconds to 25 seconds in PvP only.

    In addition to the other general Revenant changes, Herald is also getting a minor adjustment to Infuse Light. Infuse Light is another case that we’re evaluating for a functional change, but in the meantime, we’re taking the opportunity to slightly reduce the duration as another shave to their defensive capabilities.We’re being a bit cautious with directly reducing Revenant damage (both here and with Renegade) while looking at speeding up the general pace of the meta.

    Looking AheadThe thing most notably missing from today’s update is Scourge. When today’s changes were being finalized internally, Mender Scourge was starting to show some strong results in automated tournaments, but it wasn’t too widely played yet. There was some consideration to whether it warranted early adjustments, but we usually like to gather more data (including reviewing future win rate statistics and observing gameplay) before acting. Ultimately, we decided against rushing anything in for today. Given what we’ve seen since then, it’s something that we want to address sooner rather than later and we’re currently looking into some adjustments for the next release.

    Something else that we’ve been evaluating is the state of Mender Amulet. The general pace of the game right now is slower than we’d like to see. Mender plays a big part in this, both through the strength of the bulkier support builds that have been meta recently (both Spellbreaker and now Core Guardian, compared to previous metas with Tempest) as well as the more sustain-oriented side node builds that tend to stalemate fights. The other main component of combat pacing is the amount of damage available. Looking back at something like pre-nerf grenade Holosmith, for all of the problems it had, it was very good at pushing damage and combating bunker play. We’re wary of bringing damage back up to that level and want to start with some adjustments to sustain before re-evaluating damage.

    To that end, we’re looking at removing Mender and Marshal amulets and adding an improved version of Sigil of Transference (increased outgoing healing) to make up some of the healing loss for support builds. This would also include a few adjustments for healing sources that are most heavily impacted by this shift (notable among those are Selfless Daring and Elemental Bastion, as well as Call of Valor which does not benefit from transference). Overall, some sources would heal allies for a bit more and some would heal for a bit less than they do with Mender, but the self-healing of support builds would be lower. Side node builds that currently play Mender would also be pushed into Avatar amulet, hopefully resulting in fewer stalemates and increased kill potential. We still want dedicated support builds to be a viable choice, and we’d be keeping a close eye on the impact of these changes going forward, but we think that given the current state of the game Mender creates more problems than it solves and it's worth looking at.

    That’s all for today. Thanks for reading, and we’ll see you in-game!

    -The Systems Team

  4. Here are the worlds for EU:

    • Abaddon's Mouth (DE), Miller's Sound (DE)
    • Baruch Bay (SP)
    • Desolation (EN), Arborstone (FR)
    • Drakkar Lake (DE), Kodash (DE)
    • Dzagonur (DE), Blacktide (EN)
    • Elona Reach (DE), Fort Ranik (FR)
    • Far Shiverpeaks (EN), Vizunah Square (FR)
    • Gandara (EN)
    • Jade Sea (FR), Augury Rock (FR)
    • Piken Square (EN), Whiteside Ridge (EN)
    • Ring of Fire (EN), Gunnar's Hold (EN)
    • Riverside (DE), Vabbi (EN)
    • Ruins of Surmia (EN), Aurora Glade (EN)
    • Seafarer's Rest (EN)
    • Underworld (EN), Fissure of Woe (EN)

    Here are the worlds for NA:

    • Anvil Rock, Ehmry Bay
    • Blackgate, Crystal Desert
    • Dragonbrand, Kaineng
    • Eredon Terrace, Darkhaven
    • Ferguson's Crossing, Sorrow's Furnace
    • Fort Aspenwood, Devona's Rest
    • Henge of Denravi, Borlis Pass
    • Jade Quarry, Gate of Madness
    • Maguuma, Northern Shiverpeaks
    • Sanctum of Rall, Tarnished Coast
    • Sea of Sorrows, Yak's Bend
    • Stormbluff Isle, Isle of Janthir
  5. Here are the worlds for EU:

    • Augury Rock (FR), Dzagonur (DE)
    • Aurora Glade (EN), Vabbi (EN)
    • Baruch Bay (SP)
    • Desolation (EN), Arborstone (FR)
    • Drakkar Lake (DE), Vizunah Square (FR)
    • Elona Reach (DE), Miller's Sound (DE)
    • Far Shiverpeaks (EN), Ring of Fire (EN)
    • Gandara (EN), Fort Ranik (FR)
    • Gunnar's Hold (EN), Abaddon's Mouth (DE)
    • Jade Sea (FR)
    • Piken Square (EN), Underworld (EN)
    • Riverside (DE), Fissure of Woe (EN)
    • Ruins of Surmia (EN), Kodash (DE)
    • Seafarer's Rest (EN), Blacktide (EN)
    • Whiteside Ridge (EN)

    Here are the worlds for NA:

    • Anvil Rock, Ferguson's Crossing
    • Blackgate, Eredon Terrace
    • Crystal Desert, Northern Shiverpeaks
    • Darkhaven, Borlis Pass
    • Dragonbrand, Yak's Bend
    • Fort Aspenwood, Isle of Janthir
    • Henge of Denravi, Sorrow's Furnace
    • Jade Quarry, Kaineng
    • Maguuma, Devona's Rest
    • Sea of Sorrows, Ehmry Bay
    • Stormbluff Isle, Sanctum of Rall
    • Tarnished Coast, Gate of Madness
    • Like 1
  6. Here are the worlds for EU:

    • Aurora Glade (EN), Ruins of Surmia (EN)
    • Baruch Bay (SP)
    • Desolation (EN)
    • Drakkar Lake (DE), Fissure of Woe (EN)
    • Elona Reach (DE), Underworld (EN)
    • Far Shiverpeaks (EN), Vabbi (EN)
    • Fort Ranik (FR), Ring of Fire (EN)
    • Gandara (EN)
    • Gunnar's Hold (EN), Kodash (DE)
    • Jade Sea (FR), Arborstone (FR)
    • Miller's Sound (DE), Abaddon's Mouth (DE)
    • Piken Square (EN), Blacktide (EN)
    • Riverside (DE), Dzagonur (DE)
    • Seafarer's Rest (EN), Whiteside Ridge (EN)
    • Vizunah Square (FR), Augury Rock (FR)

    Here are the worlds for NA:

    • Anvil Rock, Gate of Madness
    • Blackgate, Devona's Rest
    • Borlis Pass, Eredon Terrace
    • Dragonbrand, Ferguson's Crossing
    • Fort Aspenwood, Sanctum of Rall
    • Henge of Denravi, Ehmry Bay
    • Jade Quarry, Sorrow's Furnace
    • Maguuma, Northern Shiverpeaks
    • Sea of Sorrows, Isle of Janthir
    • Stormbluff Isle, Crystal Desert
    • Tarnished Coast, Darkhaven
    • Yak's Bend, Kaineng
  7. Here are the worlds for EU:

    • Augury Rock (FR), Ruins of Surmia (EN)
    • Aurora Glade (EN), Fort Ranik (FR)
    • Baruch Bay (SP)
    • Desolation (EN), Arborstone (FR)
    • Dzagonur (DE)
    • Elona Reach (DE), Miller's Sound (DE)
    • Far Shiverpeaks (EN), Ring of Fire (EN)
    • Gandara (EN), Blacktide (EN)
    • Gunnar's Hold (EN), Fissure of Woe (EN)
    • Jade Sea (FR), Vizunah Square (FR)
    • Piken Square (EN), Vabbi (EN)
    • Riverside (DE), Kodash (DE)
    • Seafarer's Rest (EN), Abaddon's Mouth (DE)
    • Underworld (EN), Drakkar Lake (DE)
    • Whiteside Ridge (EN)

    Here are the worlds for NA:

    • Anvil Rock, Gate of Madness
    • Blackgate, Kaineng
    • Borlis Pass, Sanctum of Rall
    • Dragonbrand, Darkhaven
    • Fort Aspenwood, Eredon Terrace
    • Henge of Denravi, Yak's Bend
    • Jade Quarry, Ehmry Bay
    • Maguuma, Isle of Janthir
    • Northern Shiverpeaks, Sorrow's Furnace
    • Sea of Sorrows, Devona's Rest
    • Stormbluff Isle, Ferguson's Crossing
    • Tarnished Coast, Crystal Desert
  8. Hi Everyone,

    We know skill lag is an issue in WvW. We’re actively investigating performance improvements and optimizations, but this is not a quick process and is going to take some time. While these investigations are ongoing, we want to see if there are other opportunities for some short-term improvements.

    We’re planning to run some tests to see what performance gains we can get by reducing the total number of players on the map. The current target for the initial test is with EU reset on this Friday, July 10, where we’ll be temporarily reducing the map caps in WvW for both NA and EU by 21 (7 per team) and monitoring the impact on performance over the next week. The key feedback that we’ll need from all of you is to get a sense of how the maps feel with fewer players. We still want WvW to feel like WvW, and we realize that any reduction to player counts will have a negative impact on the overall gameplay experience. We will be weighing that negative impact against the positives of any performance improvements to determine if it makes sense to move forward with lower map caps beyond this initial test. If we do move forward with lower map caps, we will also be keeping a close eye on queue times and will increase the number of tiers as needed.

    This is not a long-term solution. Even if we find that reducing map caps leads to big performance improvements and the impact on gameplay is minimal, we will be continuing our investigations into performance with the plan of incrementally restoring map caps as improvements are made.

    • Sad 1
    • Augury Rock (FR), Vizunah Square (FR)
    • Aurora Glade (EN), Ruins of Surmia (EN)
    • Baruch Bay (SP)
    • Desolation (EN), Fort Ranik (FR)
    • Drakkar Lake (DE), Ring of Fire (EN)
    • Dzagonur (DE), Miller's Sound (DE)
    • Elona Reach (DE), Kodash (DE)
    • Far Shiverpeaks (EN), Underworld (EN)
    • Gandara (EN)
    • Gunnar's Hold (EN), Fissure of Woe (EN)
    • Jade Sea (FR)
    • Piken Square (EN), Blacktide (EN)
    • Riverside (DE), Abaddon's Mouth (DE)
    • Seafarer's Rest (EN), Vabbi (EN)
    • Whiteside Ridge (EN), Arborstone (FR)

    Here are the worlds for NA:

    • Anvil Rock, Darkhaven
    • Blackgate, Isle of Janthir
    • Dragonbrand, Kaineng
    • Fort Aspenwood, Sorrow's Furnace
    • Henge of Denravi, Crystal Desert
    • Jade Quarry, Borlis Pass
    • Maguuma, Sanctum of Rall
    • Northern Shiverpeaks, Ferguson's Crossing
    • Sea of Sorrows, Devona's Rest
    • Stormbluff Isle, Ehmry Bay
    • Tarnished Coast, Gate of Madness
    • Yak's Bend, Eredon Terrace
  9. Hi folks,

    First off, apologies as this post is running a few days late. As many of you have noticed, we haven't activated the next mini-season yet. We're trying some different things as we look for the right balance of conquest season to mini-season to true off-season. The general feedback that we got with the 2v2 season is that it ran a bit long given the meta and the lack of direct balance considerations for the the game mode, and that the immediate transition from season to mini-season didn't give much time to relax and reset. This time around, we're having a week (this week) with no active season, followed by a two-week mini-season of 3v3 TDM. The 3v3 season will start around the usual time next Tuesday. We'll see how the two-week season feels and will continue to evaluate mini-season length moving forward.

  10. Here are the worlds for EU:

    • Augury Rock (FR), Arborstone (FR)
    • Baruch Bay (SP)
    • Desolation (EN)
    • Drakkar Lake (DE), Abaddon's Mouth (DE)
    • Dzagonur (DE), Blacktide (EN)
    • Elona Reach (DE), Miller's Sound (DE)
    • Far Shiverpeaks (EN), Kodash (DE)
    • Gandara (EN), Vabbi (EN)
    • Gunnar's Hold (EN), Fissure of Woe (EN)
    • Jade Sea (FR), Fort Ranik (FR)
    • Piken Square (EN)
    • Riverside (DE), Aurora Glade (EN)
    • Seafarer's Rest (EN), Ruins of Surmia (EN)
    • Underworld (EN), Vizunah Square (FR)
    • Whiteside Ridge (EN), Ring of Fire (EN)

    Here are the worlds for NA:

    • Anvil Rock, Eredon Terrace
    • Blackgate, Isle of Janthir
    • Borlis Pass, Crystal Desert
    • Dragonbrand, Darkhaven
    • Fort Aspenwood, Ehmry Bay
    • Henge of Denravi, Yak's Bend
    • Jade Quarry, Devona's Rest
    • Maguuma, Kaineng
    • Northern Shiverpeaks, Gate of Madness
    • Sea of Sorrows, Sorrow's Furnace
    • Stormbluff Isle, Ferguson's Crossing
    • Tarnished Coast, Sanctum of Rall
  11. Hi Everyone,

    Outside of various bugfixes, the main balance tweaks we have in today’s build are some adjustments to Soulbeast damage, most notably the single-hit potential of both Maul and Worldly Impact, but also reducing Soulbeast damage output in general. We’ve seen a lot of discussion on the topic and a lot of discussion on what adjustments make sense to bring the damage down, so we wanted to provide some details around what we did and why.

    There were a handful of things that were considered:

    • Marksmanship traits (Moment of Clarity+Remorseless)
    • Sic’Em
    • Beastmastery attribute bonuses while merged
    • Merged attribute bonuses from ferocious pets
    • Power coefficients of Maul and Worldly Impact

    Marksmanship adjustments were dismissed pretty early due to the impact they would have on other ranger builds, notably core ranger builds that rely more heavily on marksmanship due to the absence of Sic’Em, other multipliers from the soulbeast traitline, and the stat bonuses from merging. In addition, we’re currently less concerned with the build of soulbeast, beastmastery, marksmanship. This is the glassiest iteration of soulbeast and while it hits the largest numbers, it's also extremely vulnerable to enemy pressure. We’ll definitely be keeping an eye on the build moving forward as it will still be able to have massive single hits under ideal conditions, but in general we expect it to be held in check by more balanced builds in the meta.

    Moving on, we essentially had two choices. Shaving coefficients of Maul and Worldly impact was definitely warranted, so the remaining question was whether we hit Sic’Em or the soulbeast merge bonuses to make up the remaining damage reduction. We went with the attribute adjustments due to how free they are, or rather the lack of opportunity cost. Beastmastery is full of valuable traits and is a strong choice even in the absence of the soulbeast specialization, so the bonus attributes while merged are just bonus value on top. Similarly, many of the ferocious pets like gazelle and smokescale are already competitive options before considering the extra 200 power and 100 ferocity while merged. Sic’Em, while a powerful utility skill (and probably still a bit overtuned relative to where we want offensive utilities to be), does require a slot on the skill bar, and we’d rather see players continue to slot Sic’Em to maximize damage than simply replace it with something else had we nerfed it and left the merge buffs alone. For some frame of reference, the combination of changes we made is a slightly heavier nerf than if we reduced the Sic’Em multiplier from 25% to 15%, plus the shaves to power coefficients on top of that.

    These changes may be a bit light overall, but as we talked about previously our plan is to make smaller, more controlled adjustments more often and re-evaluate as needed with the goal of improving balance in the long run.

    That's all for today's update. There's definitely more to discuss balance-wise than just soulbeast, and we'll have more to talk about in a future post.

    -The Systems Team

    Here are the relevant soulbeast changes for anyone who doesn't want to cross-check with the update notes, but definitely go check out the notes for the full list of bugfixes.

    • Pack Alpha: Reduced stats granted to merged soulbeasts from 150 to 75 in PvP and WvW.
    • Pet's Prowess: Reduced ferocity granted to merged soulbeasts from 300 to 150 in PvP and WvW.
    • Ferocious (Soulbeast Pet Archetype Effect): Reduced power granted from 200 to 100 in PvP and WvW.
    • Maul: Reduced power coefficient from 1.5 to 1.36 in PvP and WvW.
    • Worldly Impact: Reduced power coefficient from 1.512 to 1.36 in PvP and WvW.
  12. Hi Everyone,

    We’ve seen a lot of feedback around the length of daily ATs caused by the swiss tournament system. The current number of rounds was chosen to ensure that any team with 1 loss or better will make it into the single-elimination rounds, in order to mitigate the case of top teams getting paired early in the swiss rounds causing one of them to miss the cut.

    For the sake of tournament length we’re going to relax this rule for daily tournaments. We still want daily tournaments to be a place for teams to get practice, and there will be a minimum of 3 swiss rounds before cutting to the elimination bracket. With the new numbers, swiss daily tournaments will be one round longer than single-elimination tournaments of the same size, but some number of 1-loss teams will potentially miss the elimination bracket. We’ll be monitoring how this plays out, but we feel that it’s a good middle ground of using the swiss system to give teams more opportunity to play without blowing out the tournament length too far.

    Monthly tournaments will still use the original round counts to ensure that 1-loss or better makes the elimination bracket.

    These adjustments are live as of a few minutes ago, affecting all daily tournaments.

  13. Hi Everyone,

    We wanted to swing by with an update on the balance patch and respond to some of the main feedback points that we’ve seen. At this point we’re mostly locked down for the release, but we’re still gathering feedback and continuing some investigation for future work.

    For reference, the initial post can be found here: https://en-forum.guildwars2.com/discussion/96744/balance-patch-preview-pvp

    0.01There’s been a lot of discussion around CC skills and if all of them should deal minimal damage. We agree that it shouldn’t be a hard rule and there’s room for exceptions. We won’t be making any adjustments to these for the initial update, but expect some changes as we continue to evaluate things moving forward. Even for the exceptions, hard CC skills still won’t be near the top of the damage range, but there’s room to work with above 0.01. In some cases it may make sense for a skill to not have any CC and instead be a higher damage skill, but these would need to be game-wide changes and something that we’ll be discussing with the skills team.

    General balance concernsWe’ve read all the feedback and seen the concerns about future metas and the viability of certain professions and specializations after the update. After the patch goes out, we’ll be continuing to iterate as we gather more data and feedback based on actual gameplay. We’re prepared to act quickly in response to anything egregious that pops up, whether it’s an individual build greatly overperforming or a heavy skew of the meta in any particular fashion (unkillable tanks, dominant condition builds pushing out any power builds, etc). Once any major wrinkles are ironed out, we’ll settle back into the faster cadence that we mentioned previously as we work toward improving balance across the board.

    Additional changes

    • Concealing Restoration: Reduced stealth duration from 2 seconds to 1 second.
    • Rending Shade: Reduced number of boons stolen from 2 to 1.
    • Assassin's Signet: Increased cooldown from 20 seconds to 30 seconds.
    • Leeching Venoms: Reduced maximum stacks of spider venom provided by this trait from 6 to 2.
    • Malicious Backstab: Reduced power coefficients from 1.2/2.4 to 0.9/1.8
    • Smokescreen: Increased cooldown from 35 seconds to 45 seconds
    • Lightning Rod: Reduced power coefficient from 1.5 to 1.2

    There’s still a lot of work to do, but this update should give us a good starting point to build from and we’re excited to see where things go.-The Systems Team

  14. Hi Everyone,

    We wanted to swing by with an update on the balance patch and respond to some of the main feedback points that we’ve seen. At this point we’re mostly locked down for the release, but we’re still gathering feedback and continuing some investigation for future work.

    For reference, the initial post can be found here: https://en-forum.guildwars2.com/discussion/96750/balance-patch-preview-wvw

    StabilityThe biggest point of feedback that we’ve seen on the WvW side of things is the concern about longer cooldowns on stability skills and the effect it will have on large scale engagements. Based on that feedback, we won’t be applying most of these changes in WvW for the initial update. Stability is still something that we want to keep an eye on, but we want to see how everything adjusts before making larger changes to these skills.

    Notably this includes

    • Stand Your Ground
    • Mantra of Liberation, Portent of Freedom, and Unhindered Delivery
    • Mantra of Concentration and Power Break
    • Defense Field
    • Dolyak Stance
    • Balanced Stance
    • Dolyak Signet

    Note that Stand Your Ground will still be 5 targets. Bringing 10-target skills back down to 5 is something we want to do across the game outside of PvE, though for this update we weren’t able to address target cap increases granted by traits. The change that was made to Sand Savant was an exceptional case and not a true split, but we felt it was a necessary change to address the impact that Scourge was having on WvW. Our plan moving forward is that target cap increases granted by traits will be rolled in baseline for PvE, which will then allow us to split the number of targets on an individual skill-level instead of removing trait functionality.

    General balance concernsWe’ve read all the feedback and seen the concerns about future metas and the viability of certain professions and specializations after the update. After the patch goes out, we’ll be continuing to iterate as we gather more data and feedback based on actual gameplay. We’re prepared to act quickly in response to anything egregious that pops up, whether it’s an individual build greatly overperforming or a heavy skew of the meta in any particular fashion (unkillable tanks, dominant condition builds pushing out any power builds, etc). Once any major wrinkles are ironed out, we’ll settle back into the faster cadence that we mentioned previously as we work toward improving balance across the board.

    Additional changes (minus the previously mentioned stability skills)

    • Concealing Restoration: Reduced stealth duration from 2 seconds to 1 second.
    • Rending Shade: Reduced number of boons stolen from 2 to 1.
    • Assassin's Signet: Increased cooldown from 20 seconds to 30 seconds.
    • Leeching Venoms: Reduced maximum stacks of spider venom provided by this trait from 6 to 2.
    • Malicious Backstab: Reduced power coefficients from 1.2/2.4 to 0.9/1.8
    • Smokescreen: Increased cooldown from 35 seconds to 45 seconds
    • Lightning Rod: Reduced power coefficient from 1.5 to 1.2

    We’ve also seen the feedback around Dragon Banner and we’re looking into some slight tweaks on the damage there. We’ll be keeping a close eye on siege damage and banner effectiveness relative to player skills and will make further adjustments as necessary.

    There’s still a lot of work to do, but this update should give us a good starting point to build from and we’re excited to see where things go.-The Systems Team

  15. Elementalist

    Profession Mechanics

    Overloads

    • Overload Fire: Reduced might duration from 12 seconds to 6 seconds
    • Overload Water: Reduced pulse heal coefficient from 0.2 to 0.1. Reduced target cap from 10 to 5
    • Overload Air: Reduced power coefficient per strike from 0.765 to 0.612
    • Overload Earth: Reduced target cap from 10 to 5

    Weapons

    Staff

    Fire

    • Fireball: Reduced power coefficient from 1.0 to 0.666
    • Lava Font: Reduced power coefficient per strike from 0.525 to 0.454
    • Meteor Shower: Reduced power coefficient from 1.6 to 1.1

    Water

    • Water Blast: Reduced base heal from 372 to 223. Reduced heal coefficient from 0.25 to 0.15. Reduced power coefficient from 0.3 to 0.2
    • Ice Spike: Reduced power coefficient from 1.5 to 0.91. Adjusted vulnerability duration from 5 stacks for 10 seconds to 12 stacks for 6 seconds. Increased cooldown from 6 seconds to 8 seconds
    • Geyser: Reduced pulse heal coefficient from 0.4 to 0.2. Reduced pulse base heal from 552 to 276

    Air

    • Chain Lightning: Reduced power coefficient from 0.66 to 0.44
    • Lightning Surge: Reduced power coefficient from 1.44 to 1.15
    • Static Field: Reduced power coefficient from 0.5 to 0.01

    Earth

    • Stoning: Reduced power coefficient from 0.5 to 0.333
    • Eruption: Reduced power coefficient from 1.5 to 1.25
    • Transmute Earth (Magnetic Aura): Reduced power coefficient from 1.0 to 0.1

    Scepter

    Fire

    • Dragon's Tooth: Reduced power coefficient from 2.25 to 2.0
    • Phoenix: Reduced passthrough power coefficient from 0.75 to 0.4. Reduced explosion power coefficient from 1.7 to 1.5

    Water

    • Ice Shards: Reduced power coefficient per strike from 0.24 to 0.16
    • Shatterstone: Reduced power coefficient from 1.66 to 1.5. Adjusted vulnerability from 5 stacks for 15 seconds to 10 stacks for 6 seconds
    • Water Trident: Reduced heal coefficient from 1.0 to 0.7. Reduced base heal from 1832 to 1099

    Air

    • Arc Lightning: Reduced power coefficients per strike from 0.15/0.3/0.449 to 0.1/0.2/0.3
    • Lightning Strike: Reduced power coefficient from 1.2 to 0.6

    Earth

    • Stone Shards: Reduced power coefficient per strike from 0.15 to 0.1
    • Dust Devil: Reduced power coefficient from 0.4 to 0.2

    DaggerFire

    • Dragon's Claw: Reduced power coefficient per strike from 0.375 to 0.25
    • Drake's Breath: Reduced power coefficient per strike from 0.7 to 0.4. Increased cooldown from 5 seconds to 6 seconds
    • Burning Speed: Increased cooldown from 12 seconds to 15 seconds
    • Ring of Fire: Reduced power coefficient from 1.2 to 0.6
    • Fire Grab: Reduced base power coefficient from 1.75 to 1.0. Reduced power coefficient against burning enemies from 2.8 to 2.0

    Water

    • Cone of Cold: Reduced power coefficient per hit from 0.6 to 0.3
    • Frozen Burst: Increased cooldown from 12 seconds to 15 seconds
    • Transmute Frost (Frost Aura): Reduced power coefficient from 0.5 to 0.1
    • Cleansing Wave: Reduced base heal from 1558 to 1302. Reduced heal coefficient from 1.0 to 0.6

    Air

    • Lightning Whip: Reduced power coefficient per strike from 0.63 to 0.42
    • Convergence: Reduced power coefficient from 1.5 to 1.0
    • Transmute Lightning (Shocking Aura ): Reduced power coefficient from 1.0 to 0.01
    • Ride the Lightning: Reduced power coefficient from 1.0 to 0.6

    Earth

    • Impale: Reduced power coefficient from 0.77 to 0.513
    • Ring of Earth: Reduced initial strike power coefficient from 0.33 to 0.1. Reduced final strike power coefficient from 1.2 to 0.9. Reduced bleeding stacks per strike from 3 to 2
    • Earthen Rush: Reduced power coefficient from 1.0 to 0.4
    • Earthquake: Reduced power coefficient from 1.0 to 0.01
    • Churning Earth: Reduced power coefficient from 3.5 to 2.25

    FocusEarth

    • Magnetic Wave: Reduced power coefficient from 1.0 to 0.25

    WarhornFire

    • Heat Sync: Adjusted might from 3 stacks for 10 seconds to 6 stacks for 6 seconds. Reduced target cap from 10 to 5
    • Wildfire: Reduced power coefficient per hit from 0.66 to 0.5

    Water

    • Tidal Surge: Reduced power coefficient from 1.0 to 0.01
    • Water Globe: Reduced pulse heal coefficient from 0.24 to 0.125

    Air

    • Cyclone: Reduced power coefficient from 0.9 to 0.01
    • Lightning Orb: Reduced power coefficient per strike from 0.45 to 0.36. Reduced vulnerability duration from 10 seconds to 6 seconds

    Earth

    • Sand Squall: Reduced base protection duration from 2 seconds to 0.5 seconds. Reduced target cap from 10 to 5

    SwordFire

    • Autoattack Chain: Reduced power coefficients from 0.66/0.77/1.25 to 0.44/0.513/0.833
    • Flame Uprising: Reduced initial strike power coefficient from 1.5 to 1.25. Reduced field power coefficient from 0.5 to 0.4
    • Cauterizing Strike: Reduced base power coefficient from 1.75 to 1.0. Reduced power coefficient against burning foes from 2.33 to 1.6

    Water

    • Autoattack Chain: Reduced power coefficients from 0.33/0.45/0.66 to 0.22/0.3/0.44
    • Riptide: Reduced power coefficient per strike from 0.33 to 0.1. Reduced pulse heal coefficient from 0.1 to 0.05. Reduced pulse base heal from 165 to 120. Increased cooldown from 12 seconds to 18 seconds
    • Aqua Siphon: Reduced base heal from 1770 to 1150

    Air

    • Autoattack Chain:
      • Charged Strike: Reduced power coefficient from 0.77 to 0.513
      • Polaric Slash: Reduced power coefficient from 0.88 to 0.587
      • Call Lightning: Reduced initial strike power coefficient from 1.0 to 0.8. Reduced lightning strike power coefficient from 0.425 to 0.2
    • Quantum Strike: Reduced intitial strike damage from 0.5 to 0.1. Reduced lightning strike damage per hit from 0.425 to 0.25. Reduced vulnerability duration from 8 seconds to 6 seconds. Increased cooldown from 16 seconds to 18 seconds

    Earth

    • Autoattack Chain: Reduced power coefficients from 0.66/0.77/1.0 to 0.44/0.513/0.666
    • Earthen Vortex: Increased cooldown from 12 seconds to 18 seconds
    • Rust Frenzy: Reduced power coefficient per strike from 0.33 to 0.25

    Dual Skills (Weaver)Staff

    • Plasma Blast: Increased cooldown from 12 seconds to 15 seconds
    • Pile Driver: Reduced power coefficient from 2.1 to 1.6

    Dagger

    • Steam Surge: Reduced power coefficient from 1.5 to 1.0. Reduced field base heal from 427 to 213
    • Mud Slide: Reduced power coefficient from 0.15 to 0.01

    Sword

    • Pyro Vortex: Increased cooldown from 12 seconds to 15 seconds
    • Twin Strike: Reduced second strike power coefficient from 1.5 to 1.0. Increased cooldown from 10 seconds to 12 seconds
    • Lava Skin: Reduced pulse base barrier from 379 to 227
    • Shearing Edge: Reduced power coefficient from 1.5 to 1.0. Increased chill duration from 2.5 seconds to 3.5 seconds
    • Gale Strike: Reduced power coefficient per strike from 0.275 to 0.01. Reduced bleeding duration from 5 seconds to 1 second
    • Natural Frenzy: Reduced power coefficient per strike from 0.44 to 0.295. Increased cooldown from 10 seconds to 15 seconds

    Heal

    • Glyph of Elemental Harmony: Reduced heal coefficient from 1.2 to 1.0. Increased cooldown from 20 seconds to 25 seconds
    • Signet of Restoration: Reduced base heal per skill use from 202 to 171. Reduced heal coefficient per skill use from 0.1 to 0.07
    • Wash the Pain Away: Reduced first pulse heal coefficient from 0.75 to 0.5. Reduced second pulse heal coefficient from 0.5 to 0.25. WvW will now use the PvP cooldown of 25 seconds (up from 20)
    • Aquatic Stance: Increased ammo recharge from 20 seconds to 25 seconds

    Utility

    • Arcane Blast: Reduced power coefficient from 1.4 to 0.6
    • Arcane Wave: Reduced power coefficient from 1.4 to 0.6
    • Arcane Shield: Increased cooldown from 40 seconds to 45 seconds
    • Cleansing Fire: Reduced number of conditions cleansed from 5 to 3. Reduced burning stacks from 2 to 1. Reduced cooldown from 40 seconds to 30 seconds
    • Lightning Flash: Reduced power coefficient from 1.5 to 0.3. Reduced cooldown from 40 seconds to 35 seconds
    • Armor of Earth: Increased cooldown from 50 seconds to 60 seconds
    • Glyph of Elemental Power: Increased cooldown from 25 seconds to 30 seconds. Reduced burning duration from 3 seconds to 1.5 seconds
    • Feel the Burn: Reduced power coefficient from 1.0 to 0.1. Reduced might duration from 10 seconds to 6 seconds. Increased number of might stacks from 3 to 6
    • Flash Freeze: Reduced power coefficient from 0.7 to 0.1. Increased chill duration from 3 seconds to 4 seconds
    • Eye of the Storm: Reduced superspeed duration from 5 seconds to 3 seconds. Reduced cooldown from 40 seconds to 35 seconds
    • Aftershock: Reduced total power coefficient from 1.5 to 0.1. Increased immobilize duration from 2 seconds to 3 seconds. Reduced protection duration from 5 seconds to 3 seconds. Reduced cooldown from 35 seconds to 30 seconds
    • Primordial Stance: Increased ammo recharge from 20 seconds to 25 seconds. Reduced burning duration from 3 seconds to 1.5 seconds
    • Twist of Fate: Increased ammo recharge from 40 seconds to 75 seconds
    • Unravel: Reduced protection duration from 5 seconds to 3 seconds

    Elite

    • Tornado: Reduced power coefficient of the base launch attack from 1.1 to 0.01. Reduced cooldown from 90 seconds to 60 seconds
      • Debris Tornado: Reduced power coefficient from 0.5 to 0.01
      • Dust Charge: Reduced power coefficient from 0.33 to 0.01
    • Whirlpool: Reduced power coefficient from 2.2 to 0.01
    • Tailored Victory (Weave Self): Reduced power coefficient from 0.75 to 0.01

    Traits

    Fire Magic

    • Sunspot: Reduced power coefficient from 0.6 to 0.1
    • Burning Precision: Reduced bonus burning duration from 20% to 15%. Reduced burning duration from 3 seconds to 1 second
    • Burning Rage: Reduced number of burning stacks from 2 to 1
    • Pyromancer's Puissance: Reduced might duration from 10 seconds to 6 seconds

    Water Magic

    • Soothing Mist: Reduced pulse heal coefficient from 0.1 to 0.05
    • Healing Ripple: Reduced base heal from 1302 to 1042. Reduced heal coefficient from 1.0 to 0.75
    • Soothing Ice: Increased cooldown from 30 seconds to 60 seconds
    • Piercing Shards: Reduced bonus damage from 10% to 5%
    • Flow Like Water: Reduced bonus damage from 10% to 5%. Reduced base heal from 714 to 478

    Air Magic

    • Electric Discharge: Reduced power coefficient from 0.25 to 0.05. Reduced vulnerability duration from 8 seconds to 6 seconds. Increased vulnerability stacks from 1 to 8
    • Inscription: Reduced might duration from 10 seconds to 6 seconds. Increased might stacks from 1 to 3. Reduced regeneration duration from 10 seconds to 5 seconds
    • Lightning Rod: Reduced weakness duration from 4 seconds to 3 seconds

    Earth Magic

    • Earthen Blast: Reduced power coefficient from 0.36 to 0.1
    • Earth's Embrace: Increased cooldown from 90 seconds to 300 seconds
    • Strength of Stone: Reduced bleeding stacks from 3 to 1
    • Earthen Blessing: Reduced endurance gain from 10 to 5

    Arcane

    • Arcane Prowess: Reduced might duration from 8 seconds to 6 seconds
    • Elemental Attunement: Reduced might duration from 15 seconds to 6 seconds. Reduced protection duration from 5 seconds to 4 seconds
    • Elemental Enchantment; Reduced concentration from 180 to 120
    • Arcane Precision: Reduced burning duration from 1.5 seconds to 1 second. Reduced vulnerability duration from 10 seconds to 6 seconds. Reduced bleeding duration from 5 seconds to 2 seconds
    • Arcane Restoration: Reduced base heal from 330 to 220
    • Arcane Resurrection: Reduced revive pulse of Geyser from 7% to 1%
    • Final Shielding: Increased cooldown from 90 seconds to 300 seconds
    • Elemental Surge: Reduced immobilize duration from 2 seconds to 1 second

    Tempest

    • Gathered Focus: Reduced concentration from 120 to 60. Reduced bonus concentration while above the health threshold from 120 to 60
    • Gale Song: Increased cooldown from 90 seconds to 300 seconds
    • Invigorating Torrents: Reduced regeneration and vigor durations from 5 seconds to 3 seconds
    • Tempestuous Aria: Reduced might duration from 10 seconds to 6 seconds. Increased might stacks from 2 to 3
    • Elemental Bastion: Increased internal cooldown from 30 seconds to 40 seconds. Reduced base heal from 522 to 391. Reduced healing coefficient from 0.55 to 0.4125

    Weaver

    • Elemental Refreshment: Reduced base barrier from 434 to 260
    • Superior Elements: Reduced weakness duration from 3 seconds to 2 seconds
    • Elemental Pursuit: Reduced superspeed duration from 2.5 seconds to 1.5 seconds
    • Weaver's Prowess: Reduced bonus condition duration from 20% to 7%
    • Woven Stride: Increased internal cooldown from 3 seconds to 5 seconds
    • Invigorating Strikes: Reduced base barrier from 894 to 670
  16. Necromancer

    Profession Mechanics

    Death Shroud

    • Life Blast: Reduced power coefficient from 1.4 to 1.15
    • Life Transfer: Reduced power coefficient from 0.425 to 0.3

    Reaper Shroud

    • Autoattack Chain: Reduced power coefficients from 0.875/0.92/1.7 to 0.583/0.613/1.13
    • Death's Charge: Reduced power coefficient of initial strikes from 0.125 to 0.06. Reduced power coefficient of final strike from 1.625 to 1.3
    • Infusing Terror: Reduced stability duration from 6 seconds to 3 seconds
    • Soul Spiral: Reduced power coefficient per strike from 0.4 to 0.225
    • Executioner's Scythe: Reduced power coefficients from 2.0/2.6/3.2 to 0.01/0.015/0.02 (Above 50%/Below 50%/Below 25%). Increased stun duration from 1.5 seconds to 2.5 seconds

    Shade Skills

    • Manifest Sand Shade: Reduced power coefficient from 0.666 to 0.1. Reduced torment duration from 2 seconds to 1 second. This skill now uses the PvE ammo recharge of 8 seconds in all game modes
    • Nefarious Fervor: Increased number of conditions converted to boons from 1 to 2. Increased cooldown from 10 seconds to 12 seconds
    • Sand Cascade: Increased cooldown from 10 seconds to 12 seconds
    • Desert Shroud: Reduced power coefficient per strike from 0.45 to 0.3

    Weapons

    Staff

    • Necrotic Grasp: Reduced power coefficient from 0.666 to 0.444
    • Reaper's Mark: Reduced power coefficient from 0.275 to 0.01

    Axe

    • Rending Claws: Reduced power coefficient per hit from 0.5 to 0.333. Reduced vulnerability duration from 7 seconds to 6 seconds
    • Ghastly Claws: Reduced power coefficient per strike from 0.5 to 0.333. Increased cooldown from 8 seconds to 10 seconds
    • Unholy Feast: Increased power coefficient from 0.88 to 1.0. Increased bonus damage health threshold from 25% to 50%. Reduced number of boons corrupted from 2 to 1

    Scepter

    • Autoattack Chain: Reduced power coefficients from 0.35/0.35/0.5 to 0.233/0.233/0.333
    • Grasping Dead: Adjusted bleeding from 3 stacks for 10 seconds to 2 stacks for 12 seconds. Reduced cripple duration from 7 seconds to 5 seconds. Reduced power coefficient from 0.8 to 0.6
    • Feast of Corruption: Reduced power coefficient from 1.0 to 0.75. Reduced number of boons corrupted from 2 to 1

    Dagger MH

    • AA: Reduced power coefficients from 0.9/0.7/1.2 to 0.6/0.466/0.8
    • Life Siphon: Reduced power coefficient per strike from 0.3 to 0.25. Reduced pulse base heal from 450 to 300
    • Dark Pact: Reduced number of boons corrupted from 2 to 1

    Dagger OH

    • Deathly Swarm: Reduced power coefficient from 0.6 to 0.1
    • Enfeebling Blood: Reduced weakness duration from 6 seconds to 4 seconds

    Focus

    • Soul Grasp: Increased number of vulnerability stacks from 5 to 8

    Greatsword

    • Autoattack Chain: Reduced power coefficients from 1.0/1.3/1.7 to 0.666/0.866/1.133
    • Gravedigger: Reduced power coefficient from 3.0 to 1.82
    • Death Spiral: Reduced power coefficient per strike from 0.35 to 0.3. Reduced vulnerability duration from 10 seconds to 6 seconds
    • Nightfall: Reduced power coefficient per strike from 0.7 to 0.364
    • Grasping Darkness: Reduced power coefficient from 1.3 to 0.01

    Torch

    • Oppressive Collapse: Reduced power coefficient from 1.2 to 0.01. Reduced might duration from 8 seconds to 6 seconds

    Heal

    • Well of Blood: Reduced initial base heal from 6026 to 5122. Reduced pulse heal coefficient from 0.4 to 0.2
    • Sand Flare: Reduced barrier coefficient from 1.5125 to 0.75. Reduced heal coefficient from 1.1 to 0.75. Increased cooldown from 25 seconds to 30 seconds

    Utility

    • Corrupt Boon: Reduced number of boons corrupted from 3 to 2. Increased ammo recharge from 18 seconds to 24 seconds
    • Plague Signet: Increased cooldown from 40 seconds to 45 seconds
    • Signet of Spite: Reduced vulnerability duration from 10 seconds to 6 seconds
    • Spectral Armor: Increased cooldown from 40 seconds to 45 seconds
    • Spectral Walk: Increased cooldown from 40 seconds to 50 seconds
    • Well of Corruption: Reduced pulse power coefficient from 0.5 to 0.45
    • Well of Power: Reduced might duration from 8 seconds to 6 seconds
    • Well of Suffering: Reduced pulse power coefficient from 1.0 to 0.9
    • Nothing Can Save You: Reduced vulnerability duration from 10 seconds to 6 seconds
    • Rise: Reduced power coefficient from 0.8 to 0.4. Reduced cooldown from 60 seconds to 50 seconds
    • Suffer: Reduced power coefficient from 0.7 to 0.3
    • You Are All Weaklings: Reduced power coefficient from 0.7 to 0.4. Reduced might duration from 10 seconds to 6 seconds. Reduced weakness duration from 8 seconds to 3 seconds
    • Trail of Anguish: Increased cooldown from 35 seconds to 50 seconds
    • Desiccate: Reduced might duration from 8 seconds to 6 seconds. Increased number of might stacks from 5 to 8

    Elite

    • Charge (Summon Flesh Golem): Reduced power coefficient to 0.01. Reduced cooldown from 40 seconds to 30 seconds
    • Chilled to the Bone: Reduced stability duration from 10 seconds to 6 seconds. Reduced power coefficient from 2.0 to 0.01. Increased stun duration from 2 seconds to 3 seconds. Reduced cooldown from 90 seconds to 75 seconds
    • Ghastly Breach: Reduced slow duration from 2 seconds to 1 second

    Traits

    Spite

    • Reaper's Might: Reduced might duration from 15 seconds to 6 seconds
    • Death's Embrace: Reduced bonus damage while downed from 25% to 5%. Reduced vulnerability duration from 8 seconds to 6 seconds
    • Siphoned Power: Reduced might duration from 8 seconds to 6 seconds. Reduced number of might stacks from 3 to 2
    • Bitter Chill: Reduced vulnerability duration from 8 seconds to 6 seconds
    • Chill of Death: Reduced power coefficients as follows
      • No boons: 0.35 to 0.03
      • 1 boon: 0.525 to 0.045
      • 2 boons: 0.875 to 0.075
      • 3 boons: 1.225 to 0.105
    • Dread: Reduced bonus damage from 33% to 15%
    • Spiteful Spirit: Reduced power coefficient from 0.4 to 0.1. Reduced number of boons corrupted from 2 to 1. Reduced additional boons corrupted against foes under 50% health from 2 to 1

    Curses

    • Barbed Precision: Reduced bleeding duration from 2 seconds to 1 second
    • Weakening Shroud: Reduced weakness duration from 5 seconds to 2.5 seconds
    • Devouring Darkness (from Lingering Curse): PvP will now use the WvW version of the skill (1 boon corrupt)

    Death Magic

    • Dark Defiance: Increased cooldown from 20 seconds to 35 seconds

    Blood Magic

    • Lesser Mark of Blood (from Mark of Evasion): Reduced power coefficient from 0.33 to 0.1. Reduced number of bleeding stacks from 2 to 1
    • Life From Death: Reduced revive pulse from 10% to 5%
    • Transfusion (with the Scourge specialization equipped only): Reduced pulse base heal from 292 to 204. Reduced pulse healing coefficient from 0.3 to 0.1. Reduced revive pulse from 2% to 1%

    Soul Reaping

    • Fear of Death: Reduced bonus fear duration from 100% to 50%
    • Unyielding Blast: Reduced vulnerability duration from 10 seconds to 6 seconds
    • Dhuumfire (with the Scourge specialization equipped only): Reduced burning duration from 3 seconds to 1 second

    Reaper

    • Chilling Nova: Reduced power coefficient from 0.6 to 0.1. Increased chill duration from 1.5 seconds to 2 seconds. Increased internal cooldown from 8 seconds to 10 seconds
    • Chilling Victory: Reduced might duration from 8 seconds to 6 seconds

    Scourge

    • Sand Sage: Reduced concentration and expertise per shade from 75 to 45
    • Fell Beacon: Reduced condition damage to expertise conversion from 7% to 4%
    • Nourishing Ashes: Reduced life force gain from 5% to 3%
    • Sadistic Searing: Reduced burning duration from 4 seconds to 2 seconds
    • Demonic Lore: Reduced burning duration from 3 seconds to 1 second
  17. Mesmer

    Profession Mechanics

    Shatters

    • Mind Wrack: Adjusted as follows.
      • One Clone Shattered: Reduced power coefficient from 1.15 to 1.0
      • Two Clones Shattered: Reduced power coefficient per strike from 0.92 to 0.7
      • Three Clones Shattered: Reduced power coefficient per strike from 0.805 to 0.613

    Chrono Shatters

    • Split Second: Adjusted as follows.
      • One Clone Shattered: Reduced power coefficient from 1.15 to 1.0
      • Two Clones Shattered: Reduced power coefficient per strike from 0.92 to 0.7
      • Three Clones Shattered: Reduced power coefficient per strike from 0.805 to 0.613

    Weapons

    Greatsword

    • Spatial Surge: Reduced minimum power coefficient per strike from 0.23 to 0.15. Reduced maximum power coefficient from 0.335 to 0.223
    • Mirror Blade: Increased cooldown from 5 seconds to 8 seconds
    • Mind Stab: Reduced power coefficient from 1.0 to 0.7
    • Phantasmal Berserker: Reduced phantasm power coefficient per strike from 0.23 to 0.15
    • Illusionary Wave: Reduced power coefficient from 0.3 to 0.01. Reduced cooldown from 30 seconds to 25 seconds

    Staff

    • Winds of Chaos: Reduced power coefficient from 0.3 to 0.2
    • Phase Retreat: Increased cooldown from 10 seconds to 12 seconds
    • Phantasmal Warlock: WvW will now use the PvP version of the skill (1 warlock summoned)

    Scepter

    • Autoattack Chain: Reduced power coefficients from 0.5/0.5/0.75 to 0.333/0.333/0.5
    • Illusionary Counter: Increased cooldown from 8 seconds to 12 seconds. WvW will now use the PvP version of the skill (1 clone summoned)
    • Confusing Images: Reduced power coefficient per strike from 0.38 to 0.255

    Sword

    • Autoattack Chain: Adjusted as follows
      • Mind Slash: Reduced power coefficient from 0.75 to 0.5
      • Mind Gash: Reduced power coefficient from 0.75 to 0.5
      • Mind Spike: Reduced base power coefficient from 1.0 to 0.666. Reduced power coefficient against foes with no boons from 2.0 to 1.333
    • Blurred Frenzy: Reduced power coefficient per strike from 0.2564 to 0.128

    Sword OH

    • Illusionary Riposte: Reduced power coefficient from 2.0 to 1.0
    • Phantasmal Swordsman: Reduced power coefficient of the phantasm leap attack from 0.5 to 0.35, Reduced power coefficient per strike of the phantasm flurry attack from 0.15 to 0.1

    Focus

    • Phantasmal Warden: Reduced power coefficient per strike of the warden attack from 0.138 to 0.1

    Pistol

    • Phantasmal Duelist: Reduced power coefficient per strike of the phantasm attack from 0.115 to 0.1
    • Magic Bullet: Reduced power coefficient from 0.2 to 0.01. Reduced stun duration from 2.5 seconds to 2 seconds

    Torch

    • The Prestige: Reduced power coefficient from 1.0 to 0.5

    Shield

    • Tides of Time: Reduced power coefficient from 0.8 to 0.01

    Axe

    • Autoattack Chain: Reduced power coefficients from 0.55/0.55/1.1 to 0.366/0.366/0.732
    • Lingering Thoughts: Increased ammo recharge from 10 seconds to 12 seconds
    • Axes of Symmetry: Increased cooldown from 10 seconds to 15 seconds

    Heal

    • Ether Feast: Increased cooldown from 20 seconds to 25 seconds
    • Mantra of Recovery: Increased cooldown from 10 seconds to 18 seconds
    • Mirror: Increased cooldown from 15 seconds to 20 seconds
    • Signet of the Ether: Reduced illusion summon base heal from 350 to 297
    • Well of Eternity: Reduced initial base heal from 3230 to 2099. Reduced ending heal coefficient from 1.2 to 0.8
    • False Oasis: Reduced pulse base heal from 1620 to 1215. Reduced pulse heal coefficient from 0.5 to 0.2

    Utility

    • Decoy: Increased cooldown from 40 seconds to 45 seconds
    • Mirror Images: Increased cooldown from 30 seconds to 35 seconds
    • Arcane Thievery: Reduced quickness and slow duration from 4 seconds to 2 seconds
    • Blink: Increased cooldown from 30 seconds to 35 seconds
    • Mantra of Concentration: Increased cooldown from 15 seconds to 60 seconds. Increased ammo recharge from 30 seconds to 45 seconds
    • Mantra of Distraction: Reduced diversion recharge from 15 seconds to 10 seconds
      • Power Lock (from Mantra of Distraction): Reduced daze duration from 1.5 seconds to 1 second
    • Power Spike (from Mantra of Pain): Reduced power coefficient from 1.33 to 0.45. Adjusted vulnerability from 5 stacks for 8 seconds to 12 stacks for 6 seconds
    • Mantra of Resolve: Increased cooldown from 12 seconds to 25 seconds
    • Signet of Midnight: Increased cooldown from 30 seconds to 35 seconds
    • Well of Action: Reduced quickness duration from 5 seconds to 3 seconds
    • Well of Precognition: Increased cooldown from 30 seconds to 45 seconds
    • Sand Through Glass: Increased cooldown from 25 seconds to 30 seconds

    Elite

    • Mass Invisibility: Increased cooldown from 60 seconds to 75 seconds
    • Gravity Well: Reduced pulse power coefficient from 0.6 to 0.01. Reduced final power coefficient from 2.4 to 0.01 Reduced cooldown from 90 seconds to 60 seconds

    Traits

    Domination

    • Dazzling: Reduced vulnerability duration from 8 seconds to 6 seconds
    • Rending Shatter: Reduced vulnerability duration from 8 seconds to 6 seconds
    • Furious Interruption: Reduced quickness duration from 3 seconds to 2 seconds
    • Power Block: Reduced weakness duration from 5 seconds to 3 seconds

    Dueling

    • Sharper Images: Reduced bleeding duration from 5 seconds to 2 seconds
    • Desperate Decoy: Increased cooldown from 40 seconds to 120 seconds
    • Duelist's Discipline: Reduced bleeding duration from 3 seconds to 2 seconds
    • Evasive Mirror: Reduced mirror duration from 2 seconds to 1.5 seconds

    Chaos

    • Metaphysical Rejuvenation: Reduced regeneration duration from 10 seconds to 5 seconds
    • Illusionary Membrane: Reduced protection duration from 3 seconds to 2 seconds
    • Chaotic Persistence: Reduced bonus boon and condition duration per boon from 2% to 1%
    • Method of Madness: Increased cooldown from 35 seconds to 75 seconds
    • Master of Manipulation: Reduced superspeed duration from 3 seconds to 1.5 seconds
    • Chaotic Transference: Increased toughness to condition damage conversion from 7% to 13%. Reduced concentration to expertise conversion from 13% to 5%
    • Chaotic Dampening: Reduced protection duration from 4 seconds to 2.5 seconds
    • Bountiful Disillusionment: Reduced might duration from 8 seconds to 6 seconds

    Inspiration

    • Restorative Illusions: Reduced heal coefficient from 0.77 to 0.46
    • Mental Defense; Increased internal cooldown from 50 seconds to 90 seconds

    Illusions

    • Phantasmal Haste: Reduced quickness duration from 1.5 seconds to 1 second
    • Maim the Disillusioned: Reduced torment duration from 4 seconds to 3 seconds
    • Phantasmal Force: Reduced might duration from 10 seconds to 6 seconds

    Chronomancer

    • Delayed Reactions: Reduced slow duration from 3 seconds to 1.5 seconds
    • Seize the Moment: Reduced quickness duration from 2 seconds to 1 second

    Mirage

    • Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modes
    • Renewing Oasis: Reduced regeneration duration from 4 seconds to 2.5 seconds
    • Dune Cloak: Reduced power coefficient from 1.0 to 0.5
  18. Engineer

    Profession Mechanics

    Photon Forge

    • Autoattack Chain: Reduced power coefficients from 0.6/1.0/1.6 to 0.4/.666/1.066
    • Holo Leap: Reduced power coefficient from 1.25 to 0.91
    • Corona Burst: Reduced might and vulnerability durations from 8 seconds to 6 seconds
    • Photon Blitz: Reduced power coefficient per strike from 0.3 to 0.2
    • Holographic Shockwave: Reduced power coefficient from 0.56 to 0.01

    Weapons

    Rifle

    • Hip Shot: Reduced power coefficient from 0.65 to 0.44
    • Net Shot: Reduced power coefficient from 0.5 to 0.3. Increased cooldown from 9 seconds to 10 seconds
    • Blunderbuss: Reduced minimum power coefficient from 1.1 to 0.5. Reduced maximum power coefficient from 1.76 to 1.31. Increased cooldown from 9 seconds to 12 seconds
    • Overcharged Shot: Reduced power coefficient from 1.0 to 0.01. Increased cooldown from 14 seconds to 15 seconds
    • Jump Shot: Reduced initial leap power coefficient from 0.3 to 0.1. Reduced landing power coefficient from 2.4 to 1.74. Reduced vulnerability duration from 7 seconds to 6 seconds. Increased cooldown from 18 seconds to 20 seconds

    Pistol

    • Fragmentation Shot: Reduced power coefficient from 0.4 to 0.266
    • Poison Dart Volley: Reduced power coefficient per hit from 0.4 to 0.2. Increased poison duration from 7 seconds to 10 seconds.
    • Static Shot: Reduced power coefficient per hit from 0.4 to 0.3
    • Blowtorch: Adjusted minimum burning from 4 stacks for 3 seconds to 2 stacks for 6 seconds. Adjusted maximum burning from 4 stacks for 6 seconds to 2 stacks for 12 seconds. Increased cooldown from 12 seconds to 15 seconds

    Hammer

    • Autoattack Chain:
      • Positive Bash: Reduced power coefficient from 0.7 to 0.533. Reduced might duration from 8 seconds to 6 seconds
      • Negative Bash: Reduced power coefficient from 1.0 to 0.666. Reduced vulnerability duration from 8 seconds to 6 seconds
      • Equalizing blow: Reduced power coefficient from 1.4 to 0.933. Reduced might and vulnerability durations from 8 seconds to 6 seconds
    • Electro-Whirl: Reduced power coefficient per strike from 1.2 to 0.68. Increased cooldown from 6 seconds to 8 seconds
    • Rocket Charge: Reduced power coefficient per strike from 1.1 to 0.74. Increased cooldown from 12 seconds to 18 seconds
    • Shock Shield: Reduced power coefficient per strike from 0.25 to 0.1
    • Thunderclap: Reduced power coefficient per strike from 0.8 to 0.45. Reduced vulnerability duration from 8 seconds to 6 seconds

    Sword

    • Autoattack Chain: Reduced power coefficients from 0.88/0.93/1.5 to 0.586/0.62/1.0. Reduced vulnerability duration from 10 seconds to 6 seconds
    • Refraction Cutter: Reduced strike power coefficient from 1.0 to 0.75
    • Radiant Arc: Reduced base quickness duration from 2 seconds to 1 second. Reduced bonus quickness duration per 50% heat from 2 seconds to 1 second

    Heal

    • Static Shock (AED Toolbelt): Reduced power coefficient from 1.0 to 0.01
    • Healing Turret: Increased cooldown from 20 seconds to 30 seconds
    • Med Blaster (Med Kit 1): Reduced heal coefficient from 0.2 to 0.1
    • Medic Gyro: Increased cooldown from 20 seconds to 30 seconds. Reduced pulse heal coefficient from 0.6 to 0.25. Reduced initial heal coeffcient from 0.7 to 0.2
    • Reconstruction Field (Medic Gyro Toolbelt): Reduced protection duration from 2 seconds to 1 second
    • Coolant Blast: Increased cooldown from 20 seconds to 25 seconds

    Utility

    • Big Ol' Bomb (Bomb Kit Toolbelt): Reduced power coefficient from 2.475 to 0.01. Reduced cooldown from 25 seconds to 20 seconds
    • Grenade Barrage (Grenade Kit Toolbelt): Reduced power coefficient per grenade from 0.6 to 0.5
    • Super Elixir (Elixir Gun 5): Reduced pulse base heal from 204 to 163. Reduced pulse heal coefficient from 0.1 to 0.05
    • Magnet (Tool Kit 5): Increased cooldown from 20 seconds to 25 seconds
    • Elixir B: Reduced boon durations from 10 seconds to 6 seconds. Reduced cooldown from 40 seconds to 30 seconds
    • Toss Elixir B (Elixir B Toolbelt): Reduced might duration from 10 seconds to 6 seconds
    • Toss Elixir S: Reduced stealth duration from 5 seconds to 3 seconds
    • Personal Battering Ram: Reduced power coefficient from 1.25 to 0.01. Reduced ammo recharge from 25 seconds to 20 seconds
    • Launch Personal Battering Ram (Personal Battering Ram Toolbelt): Reduced power coefficient from 1.5 to 0.5
    • Rocket Boots: Reduced power coefficient from 1.25 to 0.5
    • Super Speed (Slick Shoes Toolbelt): Reduced superspeed duration from 5 seconds to 3 seconds
    • Throw Mine: Reduced power coefficient from 2.0 to 0.01. Increased boons removed from 1 to 3
    • Mine Field (Throw Mine Toolbelt): Reduced power coefficient per mine from 0.77 to 0.5
    • Surprise Shot (Rifle Turret Toolbelt): Reduced power coefficient from 1.0 to 0.5
    • Rocket Turret: Reduced overcharge power coefficient from 2.75 to 0.01
    • Thump (Thumper Turret Toolbelt): Reduced power coefficient from 1.0 to 0.01
    • Blast Gyro: Reduced power coefficient from 2.25 to 0.01. Reduced might duration from 8 seconds to 6 seconds. Reduced cooldown from 25 seconds to 20 seconds
    • Bypass Coating (Blast Gyro Toolbelt): Increased cooldown from 30 seconds to 35 seconds
    • Defense Field (Bulwark Gyro Toolbelt): Increased cooldown from 30 seconds to 40 seconds
    • Spectrum Shield: WvW will now use the PvP version of the skill (25% reduced recharge over heat threshold)
    • Hard Light Arena: Reduced field duration from 8 seconds to 4 seconds. Reduced bonus field duration from 4 seconds to 2 seconds. Reduced cooldown from 45 seconds to 30 seconds
    • Prismatic Singularity (Hard Light Arena Toolbelt): Reduced power coefficient from 0.1 to 0.01. Reduced cooldown from 45 seconds to 35 seconds
    • Photon Wall: Reduced power coefficient per wall from 1.5 to 0.5
    • Particle Accelerator (Photon Wall Toolbelt): Reduced power coefficient from 0.7 to 0.4. Increased cooldown from 8 seconds to 10 seconds

    Elite

    • Supply Crate: Reduced power coefficient from 1.0 to 0.01. Increased stun duration from 2 seconds to 3 seconds. Reduced cooldown from 120 seconds to 90 seconds
    • Sneak Gyro: PvP will now use the WvW version of the skill (60s cd)
    • Prime Light Beam: Reduced power coefficient from 3.0 to 0.01. Reduced cooldown from 60 seconds to 40 seconds

    Traits

    Firearms

    • Sharpshooter: Reduced bleeding duration from 3 seconds to 1 second
    • Serrated Steel: Reduced bonus bleeding duration from 33% to 15%
    • Thermal Vision: Reduced expertise from 150 to 60
    • Juggernaut: Reduced might duration from 12 seconds to 6 seconds. Reduced bonus might duration from 20% to 10%
    • Incendiary Powder: Reduced bonus burning duration from 33% to 10%. Reduced burning duration from 8 seconds to 4 seconds

    Inventions

    • Experimental Turrets: Reduced might duration from 10 seconds to 6 seconds
    • Bunker Down: Increased internal cooldown from 3 seconds to 4 seconds
    • Medical Dispersion Field: Reduced heal share percentage from 50% to 25%

    Alchemy

    • Hidden Flask: Reduced boon durations from 8 seconds to 4 seconds
    • Compounding Chemicals: Reduced concentration from 240 to 75
    • Invigorating Speed: Increased internal cooldown from 5 seconds to 10 seconds
    • Protection Injection: Increased internal cooldown from 20 seconds to 30 seconds
    • Health Insurance: Reduced outgoing heal bonus from 20% to 7%
    • Comeback Cure: Reduced regeneration duration from 4 seconds to 1.5 seconds
    • Emergency Elixir: Increased internal cooldown from 40 seconds to 60 seconds
    • HGH: Adjusted might duration from 2 stacks for 15 seconds to 3 stacks for 6 seconds
    • Purity of Purpose: Boon durations have been adjusted as follows:
      • Protection, Quickness, Stability, Alacrity: Reduced from 3 seconds to 1.5 seconds
      • Resistance: Reduced from 2 seconds to 1.5 seconds
      • Fury, Aegis, Retaliation, Regeneration: Reduced from 5 seconds to 3 seconds
      • Vigor: Reduced from 10 seconds to 3 seconds
      • Might, Swiftness: Reduced from 10 seconds to 5 seconds

    Tools

    • Static Discharge: Reduced power coefficient from 0.33 to 0.2
    • Power Wrench: Reduced cooldown reduction from 33% to 20%. Reduced elite skill recharge from 3 seconds to 1 second
    • Lock On: Reduced fury duration from 5 seconds to 2.5 seconds. Adjusted vulnerability from 10 stacks for 8 seconds to 5 stacks for 6 seconds
    • Takedown Round: Reduced power coefficient from 2.0 to 0.5
    • Kinetic Battery: Reduced quickness duration from 3 seconds to 2 seconds

    Scrapper

    • Gyroscopic Acceleration: Reduced superspeed duration from 5 seconds to 3 seconds
    • Mass Momentum: Reduced stability duration from 5 seconds to 3 seconds
    • Expert Examination: Reduced weakness duration from 4 seconds to 3 seconds

    Holosmith

    • Heat Therapy: Reduced base heal per stack from 49 to 39
    • Thermal Release Valve: Reduced power coefficient from 0.75 to 0.1. Reduced burning duration from 6 seconds to 2 seconds
  19. Thief

    Weapons

    Short Bow

    • Trick Shot: Reduced power coefficient from 0.55 to 0.366
    • Detonate Cluster Bomb (Cluster Bomb): Reduced power coefficient per strike from 0.5 to 0.375
    • Disabling Shot: Increased initiative cost from 4 to 5

    Sword

    • Autoattack Chain: Reduced power coefficients from 0.6/0.6/1.3 to 0.4/0.4/0.866
    • Infiltrator's Strike: Reduced power coefficient from 0.75 to 0.5
    • Flanking Strike: Reduced power cofficient from 0.8 to 0.5
    • Pistol Whip: Reduced initial hit power coefficient from 0.37 to 0.01. Reduced stun duration from 0.75 seconds to 0.5 seconds. Reduced flurry hit power coefficients from 0.79 to 0.53. Increased initiative cost from 5 to 6.

    Dagger MH

    • Autoattack Chain: Reduced power coefficients from 0.6/0.65/1.1 to 0.4/0.433/0.733
    • Shadow Shot: Increased intiative cost from 4 to 5
    • Death Blossom: Increased initiative cost from 4 to 5
    • Backstab: Reduced base power coefficient from 1.2 to 0.9. Reduced flanking power coefficient from 2.4 to 1.8

    Pistol MH

    • Vital Shot: Reduced power coefficient from 0.575 to 0.383
    • Unload: Reduced power coefficient per hit from 0.4 to 0.27. Reduced might duration from 8 seconds to 6 seconds
    • Sneak Attack: Reduced power coefficient per hit from 0.36 to 0.3

    Dagger OH

    • Dancing Dagger: Reduced power coefficient from 0.6 to 0.45

    Staff

    • Autoattack Chain: Reduced power coefficients from 0.666/0.666/1.672 to 0.444/0.444/1.114
    • Weakening Charge: Reduced power coefficient per hit from 0.7 to 0.45. Reduced weakness duration per hit from 2 seconds to 1 second
    • Debilitating Arc: Reduced power coefficient from 1.0 to 0.5. WvW will now use the PvP initiative cost of 5
    • Dust Strike: Increased vulnerability stacks from 5 to 8
    • Vault: Reduced power coefficient from 2.25 to 1.82. WvW will now use the PvP initiative cost of 6
    • Hook Strike: Reduced power coefficient from 0.65 to 0.01

    Rifle

    • Brutal Aim: Reduced power coefficient from 0.6 to 0.4
    • Deadly Aim: Reduced power coefficient from 0.8 to 0.533
    • Spotter's Shot: Reduced power coefficient from 0.8 to 0.4. Increased immobilize duration from 1 second to 1.5 seconds
    • Double Tap: Reduced might stacks per hit from 3 to 1. Reduced power coefficient per hit from 0.65 to 0.5
    • Three Round Burst: Reduced power coefficient per hit from 0.55 to 0.5. Reduced might stacks per hit from 3 to 1
    • Death's Retreat: Increased initiative cost from 5 to 6
    • Death's Judgment: Reduced power coefficient from 1.65 to 1.11

    Heal

    • Skelk Venom: Reduced initial heal coefficient from 0.75 to 0.4. Reduced initial base heal from 4210 to 3578
    • Withdraw: Increased cooldown from 18 seconds to 25 seconds. Increased base heal from 4778 to 5243
    • Channeled Vigor: Increased cooldown from 20 seconds to 30 seconds
    • Malicious Restoration: Increased cooldown from 25 seconds to 30 seconds

    Utility

    • Smoke Screen: Increased cooldown from 25 seconds to 35 seconds
    • Pitfall: Reduced power coefficient of the knockdown strike from 1.25 to 0.01. Reduced power coefficient of the pulsing strikes from 0.5 to 0.3
    • Infiltrator's Signet: Increased cooldown from 30 seconds to 35 seconds
    • Haste: Reduced quickness duration from 6 seconds to 4 seconds. Increased cooldown from 30 seconds to 45 seconds
    • Roll for Initiative: Increased cooldown from 40 seconds to 50 seconds
    • Scorpion Wire: Reduced power coefficient from 0.5 to 0.01
    • Skale Venom: Reduced vulnerability duration from 10 seconds to 6 seconds
    • Bandit's Defense: Increased cooldown from 20 seconds to 30 seconds
    • Reflexive Strike (from Bandit's Defense): Reduced power coefficient from 0.75 to 0.01
    • Distracting Daggers: Reduced power coefficient from 0.55 to 0.25
    • Impairing Daggers: Reduced slow duration from 5 seconds to 2 seconds
    • Fist Flurry: Reduced overall power coefficient from 3.75 to 2.5
    • Palm Strike (from Fist Flurry): Reduced initial power coefficient from 1.75 to 0.01
    • Binding Shadow: Reduced power coefficient from 1.0 to 0.01. Reduced vulnerability duration from 10 seconds to 6 seconds
    • Shadow Gust: Reduced power coefficient from 0.4 to 0.01

    Elite

    • Dagger Storm: Reduced power coefficient from 1.0 to 0.4
    • Uppercut (from Impact Strike): Reduced power coefficient from 2.25 to 0.01
    • Finishing Blow (from Impact Strike): Increased power coefficient from 2.0 to 2.5
    • Shadow Meld: Reduced stealth duration from 3 seconds to 2 seconds

    Traits

    Deadly Arts

    • Lotus Poison: Reduced weakness duration from 4 seconds to 3 seconds
    • Mug: Reduced power coefficient from 1.5 to 0.75
    • Even the Odds: Reduced might and vulnerability durations from 10 seconds to 6 seconds
    • Panic Strike: Reduced poison duration from 2 seconds to 1 second
    • Potent Poison: Reduced bonus poison duration from 20% to 5%

    Critical Strikes

    • Assassin's Fury: Reduced might duration from 8 seconds to 6 seconds. Reduced might stacks from 3 to 2
    • Ankle Shots: Reduced cripple duration from 3 seconds to 2 seconds

    Shadow Arts

    • Merciful Ambush: Reduced revive percentage from 3% to 1%
    • Shadow's Rejuvenation: Reduced base heal from 293 to 219

    Acrobatics

    • Feline Grace: Reduced vigor duration from 5 seconds to 3 seconds
    • Endless Stamina: Reduced concentration from 240 to 60
    • Pain Response: Increased cooldown from 40 seconds to 60 seconds
    • Hard to Catch: Increased cooldown from 90 seconds to 300 seconds
    • Instant Reflexes: Increased cooldown from 90 seconds to 300 seconds

    Trickery

    • Uncatchable: Reduced bleeding duration from 3 seconds to 1 second
    • Lesser Haste (from Burst of Agility): Reduced quickness duration from 6 seconds to 3 seconds
    • Bountiful Theft: Reduced number of boons removed from 3 to 2
    • Thrill of the Crime: Reduced might duration from 10 seconds to 6 seconds

    Daredevil

    • Weakening Strikes: Reduced weakness duration from 3 seconds to 2 seconds
    • Escapist's Fortitude: Reduced base heal from 456 to 150
    • Pulmonary Impact (from Impacting Disruption): Reduced power coefficient from 2.0 to 0.75
    • Lotus Training: Reduced power coefficient from 0.1875 to 0.0625. Reduced bleeding duration from 4 seconds to 1.5 seconds. Reduced torment duration from 4 seconds to 1.5 seconds. Increased bonus condition damage from 10% to 15%
    • Bounding Dodger: Reduced power coefficient from 1.33 to 0.5. Increased bonus damage from 10% to 15%

    Deadeye

    • Payback: This has been unsplit and will use the lower (20%) recharge value in all modes
    • Premeditation: Reduced concentration from 180 to 60
    • Be Quick or Be Killed: Reduced quickness duration from 4 seconds to 2.5 seconds
    • Maleficent Seven: Reduced might duration from 10 seconds to 6 seconds
    • Fire for Effect: Reduced might duration from 12 seconds to 6 seconds
  20. Ranger

    Profession Mechanics

    Celestial Avatar

    • Cosmic Ray: Reduced heal coefficient from 0.469 to 0.25
    • Seed of Life: Reduced heal coefficient from 0.4745 to 0.2. Increased number of conditions cleansed from 1 to 2. Increased cooldown from 3 seconds to 4 seconds
    • Lunar Impact: Reduced base heal from 1620 to 1215. Reduced heal coefficient from 1.44 to 0.72. Increased daze duration from 1.5 seconds to 2 seconds
    • Rejuvenating Tides: Reduced pulse heal coefficient from 0.3 to 0.15

    Soulbeast Merge Skills

    • Swoop (Bird): Increased cooldown from 10 seconds to 18 seconds
    • Brutal Charge (Canine): Reduced power coefficient from 0.64 to 0.01
    • Tail Lash (Devourer): Reduced power coefficient from 0.5 to 0.01
    • Call Lightning (Jacaranda): Reduced power coefficient per hit from 0.5 to 0.4
    • Maul (Porcine): Increased cooldown from 12 seconds to 15 seconds
    • Brutal Charge (Porcine): Reduced power coefficient from 0.67 to 0.01
    • Takedown (Smokescale): Reduced power coefficient from 0.7 to 0.01
    • Smoke Assault (Smokescale): Reduced might duration from 8 seconds to 6 seconds. Reduced power coefficient per hit from 0.5 to 0.35
    • Wing Buffet (Wyvern): Reduced power coefficient from 0.3 to 0.01

    Beast Skills

    • Unflinching Fortitude: Increased cooldown from 35 seconds to 50 seconds
    • Worldly Impact: Reduced power coefficient from 1.89 to 1.512

    Pet Skills

    Pig Family

    • Brutal Charge: Reduced power coefficient from 0.67 to 0.01

    Canine Family

    • Brutal Charge: Reduced power coefficient from 0.67 to 0.01

    Wolf

    • Terrifying Howl (F2): Reduced power coefficient from 0.2 to 0.01

    Devourer

    • Tail Lash: Reduced power coefficient from 0.5 to 0.01

    Iboga

    • Fang Grapple (F2): Reduced power coefficient from 0.2 to 0.01

    Bristleback

    • Spike Barrage: Reduced power coefficient per strike from 0.22 to 0.165

    Rock Gazelle

    • Head Toss (F2): Reduced power coefficient from 1.11 to 0.01
    • Charge: Reduced power coefficient from 1.1 to 0.825

    Smokescale

    • Takedown: Reduced power coefficient from 0.5 to 0.01
    • Smoke Assault: Reduced power coefficient per strike from 0.25 to 0.2

    Wyvern Family

    • Wing Buffet: Reduced power coefficient from 0.3 to 0.01

    Lightning Wyvern

    • Lightning Assault (F2): Reduced power coefficient from 0.6 to 0.01

    Weapons

    Greatsword

    • Autoattack Chain: Reduced power coefficients from 0.64/0.8/1.3 to 0.45/0.6/0.866
    • Maul: Reduced power coefficient from 1.75 to 1.5. Reduced vulnerability duration from 8 seconds to 6 seconds. Increased cooldown from 4 seconds to 6 seconds
    • Swoop: Reduced power coefficient from 1.0 to 0.91. Increased cooldown from 12 seconds to 15 seconds
    • Counterattack: Increased cooldown from 15 seconds to 25 seconds.
      • Counterattack Kick (from Counterattack): Reduced power coefficient from 1.3 to 0.01
    • Hilt Bash: Reduced power coefficient from 0.72 to 0.01. Reduced cooldown from 25 seconds to 20 seconds

    Longbow

    • Long Range Shot: Reduced maximum power coefficient from 0.9 to 0.6. Reduced minimum power coefficient from 0.7 to 0.466
    • Rapid Fire: Reduced power coefficient per strike from 0.375 to 0.275. Reduced vulnerability duration from 10 seconds to 6 seconds
    • Point Blank Shot: Reduced power coefficient from 0.8 to 0.01
    • Barrage: Reduced power coefficient per strike from 0.5 to 0.381

    Short Bow

    • Crossfire: Reduced power coefficient from 0.4 to 0.266
    • Quick Shot: Increased cooldown from 8 seconds to 12 seconds
    • Concussion Shot: Reduced power coefficient from 0.4 to 0.01

    Sword

    • Autoattack Chain: Reduced power coefficients from 0.7/0.7/0.96 to 0.466/0.466/0.64
    • Monarch's Leap: Reduced power coefficient from 1.25 to 0.75

    Axe MH

    • Ricochet: Reduced power coefficient from 0.8 to 0.533. Reduced might duration from 10 seconds to 5 seconds
    • Splitblade: Reduced power coefficient per axe from 0.4 to 0.1. Increased bleeding duration from 6 seconds to 12 seconds. Increased cooldown from 6 seconds to 8 seconds
    • Winter's Bite: Reduced power coefficient from 1.5 to 1.0. Increased bleeding stacks from 2 to 3.

    Axe OH

    • Path of Scars: Reduced power coefficient from 1.2 to 0.01
    • Whirling Defense: reduced power coefficient per strike from 0.66 to 0.44. Reduced vulnerability duration from 10 seconds to 6 seconds

    Dagger OH

    • Stalker's Strike: Increased cooldown from 10 seconds to 15 seconds
    • Crippling Talon: Reduced power coefficient from 0.75 to 0.5

    Warhorn

    • Hunter's Call: Reduced power coefficient per strike from 0.15 to 0.1
    • Call of the Wild: Reduced might duration from 10 seconds to 6 seconds

    Staff

    • Solar Beam: Reduced base heal per pulse from 66 to 30
    • Ancestral Grace: Reduced healing coefficient from 1.0 to 0.5

    Dagger MH

    • Autoattack Chain: Reduced power coefficients from 0.4/0.42/0.44/0.88 to 0.32/0.336/0.352/0.704
    • Double Arc: Adjusted bleeding per hit from 3 stacks for 6 seconds to 2 stacks for 9 seconds
    • Instinctive Engage: Reduced quickness duration from 3 seconds to 1.5 seconds

    Heal

    • We Heal As One: Increased cooldown from 25 seconds to 30 seconds
    • Troll Unguent: Increased cooldown from 25 seconds to 30 seconds
    • Glyph of Rejuvenation:
    • Non-Celestial: Reduced self heal coefficient from 1.708 to 1.25. Reduced ally heal coefficient from 1.4 to 1.0
    • Celestial: Reduced self heal coefficient from 1.4 to 1.0. Reduced ally heal coefficient from 1.708 to 1.25
    • Bear Stance: Increased cooldown from 25 seconds to 30 seconds

    Utility

    • Lightning Reflexes: Reduced power coefficient from 1.0 to 0.1
    • Quickening Zephyr: Reduced quickness and superspeed duration from 6 seconds to 4 seconds. Reduced cooldown from 45 seconds to 40 seconds
    • Glyph of Alignment: Increased cooldown from 20 seconds to 25 seconds
    • Glyph of the Tides: Reduced power coefficient from 1.5 to 0.01. Reduced cooldown from 25 seconds to 20 seconds
    • Dolyak Stance: Increased cooldown from 40 seconds to 60 seconds
    • Griffon Stance: Reduced might duration from 8 seconds to 6 seconds
    • Moa Stance: Reduced bonus boon duration from 66% to 20%
    • Glyph of Equality (non-celestial): Reduced power coefficient from 1.5 to 0.01
    • Spike Trap: Reduced power coefficient from 0.2 to 0.01. Adjusted bleeding from 6 stacks from 6.25 seconds to 1 stack for 1 second. Reduced cooldown from 30 seconds to 20 seconds

    Elite

    • Strength of the Pack: Reduced might duration from 10 seconds to 6 seconds. Reduced stability duration from 8 seconds to 6 seconds

    Traits

    Marksmanship

    • Stoneform: Increased cooldown from 90 seconds to 300 seconds
    • Lesser Call of the Wild (from Clarion Bond): Reduced boon durations from 15 seconds to 6 seconds

    Skirmishing

    • Sharpened Edges: Reduced bleeding duration from 3 seconds to 1 second
    • Primal Reflexes: Reduced vigor duration from 8 seconds to 4 seconds
    • Strider's Defense: Reduced quickness duration from 3 seconds to 1.5 seconds

    Wilderness Survival

    • Rugged Growth: Reduced base heal from 259 to 155
    • Lesser Muddy Terrain (from Child of Earth): Reduced duration from 10 seconds to 4 seconds
    • Taste for Danger: Reduced vitality to expertise conversion from 7% to 4%
    • Refined Toxins: Reduced poison duration from 6 seconds to 4 seconds
    • Shared Anguish: Increased cooldown from 90 seconds to 300 seconds

    Nature Magic

    • Rejuvenation: Reduced regeneration duration from 5 seconds to 3 seconds
    • Lingering Magic: Reduced concentration from 240 to 120
    • Instinctive Reaction: Reduced quickness duration from 3 seconds to 2 seconds
    • Windborne Notes: Reduced regeneration duration from 6 seconds to 4 seconds
    • Protective Ward: Reduced weakness duration from 6 seconds to 4 seconds

    Beastmastery

    • Wilting Strike: Reduced weakness duration from 4 seconds to 3 seconds
    • Lesser Quickening Zephyr (from Zephyr's Speed): Reduced quickness and superspeed durations from 3 seconds to 2 seconds

    Druid

    • Live Vicariously: Reduced base healing from 207 to 144
    • Natural Mender: Reduced bonus outgoing healing per stack from 2% to 1%
    • Celestial Shadow: Reduced stealth duration from 3 seconds to 2 seconds
    • Grace of the Land: Reduced might duration from 12 seconds to 6 seconds. Reduced target cap from 10 to 5

    Soulbeast

    • Live Fast: Reduced quickness duration from 3 seconds to 2 seconds
    • Eternal Bond: Increased cooldown from 90 seconds to 300 seconds
  21. Revenant

    Profession Mechanics

    • Facet of Nature
      • Facet of Nature (Ventari): Reduced pulse base heal from 471 to 306. Reduced pulse heal scaling from 0.4 to 0.1
      • True Nature (Ventari): Reduced base heal per condition cleansed from 970 to 323
      • True Nature (Mallyx): Reduced might duration from 10 seconds to 6 seconds
    • Heroic Command: Reduced might duration from 8 seconds to 6 seconds
    • Healing Orb (created by various skills and traits): Reduced heal coefficient from 0.15 to 0.075

    Weapons

    Hammer

    • Hammer Bolt: Reduced power coefficient from 0.95 to 0.633
    • Coalescence of Ruin: Increased cooldown from 4 seconds to 10 seconds
    • Phase Smash: Reduced power coefficient from 1.75 to 1.36. Increased cooldown from 8 seconds to 12 seconds
    • Drop the Hammer: Reduced power coefficient from 1.5 to 0.01

    Staff

    • Autoattack Chain: Reduced power coefficients from 0.65/0.75/1.0 to 0.433/0.5/0.666
    • Mender's Rebuke: Reduced power coefficient from 1.5 to 0.91. Increased cooldown from 5 seconds to 8 seconds
    • Warding Rift: Reduced power coefficient from 0.2 to 0.1. Increased cooldown from 15 seconds to 20 seconds
    • Surge of the Mists: Reduced power coefficient per strike from 0.18 to 0.001

    Sword

    • Autoattack Chain: Adjusted as follows
      • Preparation Thrust: Reduced power coefficient from 0.6 to 0.4
      • Brutal Blade: Reduced power coefficient from 0.7 to 0.466
      • Rift Slash: Reduced initial strike power coefficient from 0.9 to 0.6. Reduced explosion power coefficient from 0.2175 to 0.145
    • Unrelenting Assault: Reduced power coefficient per strike from 0.57 to 0.38. Reduced might duration per strike from 5 seconds to 3 seconds. Increased cooldown from 12 seconds to 15 seconds

    Mace

    • Autoattack Chain: Adjusted as follows
    • Misery Swipe: Reduced power coefficient from 0.35 to 0.233
    • Anguish Swipe: Reduced power coefficient from 0.4 to 0.266
    • Manifest Toxin: Reduced initial strike power coefficient from 0.6 to 0.4. Reduced projectile power coefficient from 0.3 to 0.2
    • Searing Fissure: Adjusted initial burning from 3 stacks for 3 seconds to 1 stack for 10 seconds. Increased additional burning duration from 1 second to 4 seconds

    Sword OH

    • Shackling Wave: Reduced initial strike power coefficient from 1.0 to 0.1. Increased vulnerability stacks from 8 to 12
    • Deathstrike: Reduced initial strike power coefficient from 0.33 to 0.1. Reduced second strike power coefficient from 2.0 to 1.7. Increased cooldown from 15 seconds to 18 seconds

    Axe OH

    • Frigid Blitz: Increased cooldown from 10 seconds to 15 seconds
    • Temporal Rift: Reduced power coefficient from 0.75 to 0.01. Adjusted torment from 2 stacks for 12 seconds to 1 stack for 1 second

    Shield

    • Envoy of Exuberance: Reduced pulse base heal from 1620 to 1215. Increased protection duration from 2 seconds to 3 seconds
    • Crystal Hibernation: Reduced pulse heal coefficient from 0.5 to 0.125

    Shortbow

    • Shattershot: Reduced power coefficient from 0.65 to 0.44. Increased bleeding duration from 3 seconds to 4 seconds
    • Bloodbane Path: Increased cooldown from 3 seconds to 5 seconds
    • Scorchrazor: Reduced power coefficient from 1.0 to 0.01. Reduced burning duration from 4 seconds to 1 second

    Legend Skills

    Shiro

    • Riposting Shadows: Increased energy cost from 30 to 40. Reduced endurance gain from 25 to 15
    • Phase Traversal: WvW will now use the PvP version of the skill (35 energy cost)
    • Jade Winds: Reduced power coefficient from 1.5 to 0.01. Increased number of vulnerability stacks from 6 to 10

    Jalis

    • Forced Engagement: Reduced power coefficient from 0.5 to 0.01

    Ventari

    • Ventari's Will (Project Tranquility): Reduced heal coefficient from 0.33 to 0.1. Reduced base heal from 613 to 306
    • Natural Harmony: Reduced heal coefficient from 2.25 to 1.25
    • Energy Expulsion: Reduced base heal per fragment from 985 to 739. Reduced fragment heal coefficient from 0.5 to 0.25

    Glint

    • Facet of Darkness: Increased cooldown from 20 seconds to 25 seconds
    • Elemental Blast (Facet of Elements) Reduced power coefficient per strike from 1.15 to 0.89. Reduced weakness duration from 4 seconds to 2 seconds
    • Facet of Strength: Reduced might duration from 12 seconds to 6 seconds
    • Burst of Strength (Facet of Strength): Reduced damage bonus from 15% to 7%
    • Chaotic Release (Facet of Chaos): Reduced power coefficient from 2.0 to 0.01. Reduced cooldown from 45 seconds to 35 seconds

    Kalla

    • Breakrazor's Bastion: Reduced pulse heal coefficient from 0.7 to 0.3. Reduced initial heal coefficient from 1.3 to 0.8

    Traits

    Retribution

    • Eye for an Eye: Reduced might duration from 10 seconds to 6 seconds. Reduced protection duration from 5 seconds to 3 seconds
    • Dwarven Battle Training: Reduced weakness duration from 5 seconds to 3 seconds
    • Vicious Reprisal: Reduced might duration from 8 seconds to 6 seconds
    • Steadfast Rejuvenation: Reduced base heal per point of upkeep from 67 to 40

    Salvation

    • Life Attunement: Reduced healing power to concentration conversion from 7% to 4%
    • Serene Rejuvenation: Reduced outgoing heal bonus from 15% to 10%
    • Tranquil Balance: Reduced outgoing heal bonus from 20% to 7%
    • Resilient Spirit: Reduced base barrier per boon from 229 to 170
    • Invoking Harmony: Reduced outgoing heal bonus from 20% to 10%

    Invocation

    • Spirit Boon: Reduced might duration from 10 seconds to 6 seconds
    • Rapid Flow: Reduced base heal from 500 to 333
    • Song of the Mists: Legend swap skills have been adjusted as follows
      • Shiro: Reduced power coefficient from 0.93 to 0.1
      • Jalis: Reduced power coefficient from 0.75 to 0.1. Reduced weakness duration from 5 seconds to 3 seconds. Increased base barrier per strike from 586 to 879
      • Mallyx: Reduced power coefficient from 0.9 to 0.3
      • Glint: Reduced power coefficient from 0.75 to 0.3. Reduced burning stacks from 2 to 1
      • Kalla: Reduced power coefficient from 0.5 to 0.3

    Herald

    • Reinforced Potency: Reduced concentration from 120 to 60

    • Elder's Respite: Reduced regeneration duration from 8 seconds to 3 seconds

    • Elevated Compassion: Reduced base heal from 389 to 292

    • Shared Empowerment: WvW will now use the PvP version of the trait (4s might duration). Reduced target cap from 10 to 5

    • Renegade

    • All for One: Reduced protection duration from 4 seconds to 3 seconds

    • Lasting Legacy: Reduced bonus might duration from 12 seconds to 6 seconds

  22. Guardian

    Profession Mechanics

    • Spear of Justice: Reduced damage from 0.6 to 0.01. Reduced cripple duration from 1.5 seconds to 1 second

    • Tome of Justice

      • Searing Spell: Reduced power coefficient from 1.1 to 0.6
      • Igniting Burst: Reduced weakness duration from 4 seconds to 2 seconds
      • Heated Rebuke: Reduced power coefficient from 0.45 to 0.01. Increased cooldown from 8 seconds to 10 seconds
      • Scorched Aftermath: Reduced power coefficient per strike from from 0.64 to 0.4
    • Tome of Resolve

      • Desert Bloom: Reduced heal coefficient from 0.7272 to 0.3
      • Radiant Recovery: Reduced number of conditions cleansed from 2 to 1
      • Shining River: Reduced pulse heal coefficient from 0.26 to 0.1
      • Eternal Oasis: Reduced number of conditions converted to boons from 5 to 2
    • Tome of Courage

      • Unflinching Charge: Reduced stability duration from 2 seconds to 1 second.
      • Daring Challenge: Reduced power coefficient from 1.4 to 0.01

    Weapons

    Greatsword

    • Autoattack Chain: Reduced power coefficients from 0.8/0.8/1.2 to 0.533/0.533/0.8
    • Whirling Wrath: Reduced power coefficient per strike from 0.45 to 0.3. Reduced projectile power coefficient from 0.375 to 0.25. Fixed a bug where the projectiles fired by this skill did less damage than expected.
    • Leap of Faith: Increased cooldown from 12 seconds to 15 seconds
    • Symbol of Wrath: Reduced power coefficient per strike from 0.67 to 0.4
    • Binding Blade: Reduced initial strike power coefficient from 1.0 to 0.01. Reduced pulse damage power coefficient from 0.2 to 0.1

    Hammer

    • Autoattack Chain: Reduced power coefficients from 0.8/0.8/1.0 to 0.533/0.533/0.666
    • Symbol of Protection: Reduced power coefficient per strike from 0.5 to 0.4
    • Mighty Blow: Increased power coefficient from 1.75 to 1.82. Increased cooldown from 4 seconds to 10 seconds
    • Zealot's Embrace: Increased cooldown from 12 seconds to 15 seconds
    • Banish: Reduced power coefficient from 1.0 to 0.01

    Staff

    • Autoattack Chain: Reduced power coefficients from 0.55/0.65/0.75 to 0.366/0.433/0.5
    • Holy Strike: Reduced pulse base heal from 221 to 177. Reduced pulse heal coefficient from 0.25 to 0.1
    • Symbol of Swiftness: Reduced power coefficient per strike from 0.5 to 0.4
    • Empower: Reduced might duration from 12 seconds to 6 seconds

    Mace

    • Autoattack Chain: Reduced power coefficients from 0.8/1.0/1.55 to 0.533/0.666/1.033
    • Symbol of Faith: Reduced power coefficient per strike from 0.65 to 0.45
    • Protector's Strike: Reduced power coefficient from 2.0 to 1.5

    Scepter

    • Orb of Wrath: Reduced power coefficient from 0.666 to 0.444
    • Symbol of Punishment: Reduced power coefficient per strike from 0.5 to 0.45. Increased cooldown from 6 seconds to 8 seconds

    Sword

    • Autoattack Chain: Reduced power coefficients from 0.666/0.725/1.5 to 0.444/0.483/1.0
    • Symbol of Blades: Reduced power coefficient per strike from 0.6 to 0.45
    • Zealot's Defense: Reduced power coefficient per strike from 0.33 to 0.22

    Focus

    • Ray of Judgment: Reduced power coefficient per strike from 0.33 to 0.21
    • Shield of Wrath: Reduced power coefficient from 2.5 to 1.66

    Shield

    • Shield of Judgment: Reduced power coefficient from 1.0 to 0.67

    Torch

    • Zealot's Flame: Reduced pulsing burn duration from 3 seconds to 2 seconds
    • Zealot's Fire (from Zealot's Flame): Reduced power coefficient from 2.25 to 1.75
    • Cleansing Flame: Reduced power coefficient per strike from 0.4 to 0.28

    Longbow

    • Puncture Shot: Reduced power coefficient from 0.85 to 0.566
    • True Shot: Reduced power coefficient from 2.0 to 1.91. Increased cooldown from 6 seconds to 8 seconds
    • Symbol of Energy: Reduced power coefficient per strike from 0.69 to 0.43
    • Hunters Ward: Reduced pulsing strike power coefficient from 0.25 to 0.1. Reduced final impact power coefficient from 2.0 to 1.666

    Axe

    • Autoattack Chain: Reduced power coefficients from 0.72/0.72/2.4 to 0.48/0.48/1.6.
    • Symbol of Vengeance: Reduced power coefficient per strike from 0.6 to 0.45
    • Blazing Edge: Reduced power coefficient from 0.8 to 0.01. Reduced burning duration from 3 seconds to 1 second. Increased cooldown from 12 seconds to 15 seconds

    Heal

    • Receive the Light: Reduced initial self-heal coefficient from 0.8 to 0.4. Reduced allied pulse heal coefficient from 0.6 to 0.2
    • Litany of Wrath: Increased cooldown from 25 seconds to 30 seconds
    • Signet of Resolve: Increased cooldown from 30 seconds to 35 seconds
    • Purification: Reduced trap heal coefficient from 1.0 to 0.667. Reduced trap base heal from 5475 to 4380
    • Mantra of Solace:
      • Restoring Reprieve: Reduced heal coefficient from 0.54 to 0.25. Reduced base heal from 1330 to 998
      • Rejuvenating Respite: Reduced heal coefficient from 0.81 to 0.5

    Utility

    • Hallowed Ground: Increased cooldown from 45 seconds to 60 seconds
    • Judge's Intervention: Reduced power coefficient from 0.5 to 0.1. Reduced burning duration from 8 seconds to 3 seconds
    • Merciful Intervention: WvW will now use the PvP version of the skill (5% revive pulse)
    • Smite Condition: Reduced base power coefficient from 0.85 to 0.2. Reduced power coefficient when cleansing a condition from 1.5 to 0.3. Increased the number of conditions cleansed from 2 to 3
    • Hold the Line: Reduced protection duration from 6 seconds to 4 seconds
    • Stand Your Ground: Increased cooldown from 30 seconds to 45 seconds. Reduced target cap from 10 to 5.
    • Bane Signet: Reduced power coefficient from 1.0 to 0.01
    • Bow of Truth: Reduced pulse healing coefficient from 0.15 to 0.05
    • Hammer of Wisdom: Reduced power coefficient from 1.2 to 0.01. Increased ammo recharge from 25 seconds to 30 seconds
    • Sword of Justice: Reduced vulnerability duration from 8 seconds to 6 seconds
    • Fragments of Faith: Increased cooldown from 45 seconds to 60 seconds. Reduced power coefficient from 1.5 to 1.0
    • Test of Faith: Increased power coefficient of passthrough attack from 2.52 to 2.8. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds
    • Mantra of Flame:
      • Flame Rush: Reduced power coefficient from 0.7 to 0.3. Reduced burning duration from 4 seconds to 2 seconds
      • Flame Surge: Reduced power coefficient from 0.7 to 0.3. Reduced burning duration from 4 seconds to 2 seconds
    • Mantra of Truth:
      • Echo of Truth: Reduced condition durations from 4 seconds to 2 seconds. Reduced power coefficient from 0.7 to 0.3
      • Voice of Truth: Reduced vulnerability, blind, and weakness durations from 8 seconds to 6 seconds. Reduced immobilize duration from 2 seconds to 1 second. Reduced power coefficient from 0.7 to 0.3
    • Mantra of Potence:
      • Potent Haste: Reduced quickness duration from 2.5 seconds to 1 second
      • Overwhelming Celerity: Reduced quickness duration from 5 seconds to 4 seconds. Reduced might duration from 10 seconds to 6 seconds

    Elite

    • Feel My Wrath: Reduced quickness duration from 8 seconds to 5 seconds
    • Dragon's Maw: Reduced power coefficient from 2.5 to 0.01. Reduced might duration from 8 seconds to 6 seconds. Reduced slow duration from 4 seconds to 3 seconds. Reduced cooldown from 75 seconds to 50 seconds
    • Mantra of Liberation: Increased cooldown from 40 seconds to 60 seconds. Increased ammo recharge from 25 seconds to 45 seconds
      • Portent of Freedom (from Mantra of Liberation): Reduced stability duration from 5 seconds to 1 second
      • Unhindered Delivery (from Mantra of Liberation): Reduced stability duration from 5 seconds to 4 seconds

    Traits

    Zeal

    • Lesser Symbol of Wrath (from Zealot's Speed): Reduced power coefficient per pulse from 0.5 to 0.25
    • Zealous Scepter: Reduced might duration from 10 seconds to 6 seconds

    Radiance

    • Lesser Signet of Wrath (from Wrath of Justice): Reduced immobilize duration from 3 seconds to 1 second
    • Radiant Fire: Reduced bonus burning duration from 20% to 7%

    Valor

    • Might of the Protector: Reduced might duration from 15 seconds to 6 seconds
    • Smiter's Boon: Reduced base power coefficient from 0.5 to 0.2. Reduced power coefficient when cleansing a condition from 0.9 to 0.3
    • Monk's Focus: Reduced base heal from 1960 to 1470

    Honor

    • Selfless Daring: Reduced healing coefficient from 1.0 to 0.6
    • Invigorated Bulwark: Reduced bonus outgoing healing per stack from 5% to 2%
    • Honorable Staff: Reduced base concentration from 120 to 60. Reduced bonus concentration while wielding a staff from 120 to 60
    • Pure of Heart: Reduced base heal from 645 to 516. Reduced healing coefficient from 0.5 to 0.3
    • Empowering Might: Reduced might duration from 8 seconds to 6 seconds
    • Writ of Persistence: Reduced base heal from 107 to 64. Reduced healing coefficient from 0.075 to 0.04
    • Force of Will: Reduced bonus outgoing healing per 100 vitality from 1% to 0.5%

    Virtues

    • Retaliatory Subconscious: Increased cooldown from 30 seconds to 60 seconds
    • Glacial Heart: Reduced power coefficient of the skill that fires when controlling a foe from 0.5 to 0.1

    Dragonhunter

    • Defender's Dogma: Reduced Justice recharge from 3 seconds to 1 second. Reduced internal cooldown from 3 seconds to 1 second
    • Dulled Senses: Reduced vulnerability duration from 8 seconds to 6 seconds
    • Soaring Devastation: Reduced power coefficient from 1.5 to 0.5
    • Hunter's Determination: Increased cooldown from 90 seconds to 300 seconds
    • Heavy Light: Reduced stability duration from 6 seconds to 3 seconds

    Firebrand

    • Swift Scholar: Reduced quickness duration from 3 seconds to 1.5 seconds
    • Unrelenting Criticism: Reduced bleeding duration from 3 seconds to 1 second
    • Legendary Lore: Reduced bonus burning duration from 20% to 10%. Reduced regeneration duration from 3 seconds to 1.5 seconds. Reduced protection duration from 2 seconds to 1 second
    • Stoic Demeanor: Reduced slow duration from 2.5 seconds to 1.5 seconds. Reduced burning duration from 5 seconds to 2 seconds. Reduced internal cooldown from 3 seconds to 1 second.
  23. Warrior

    Profession Mechanics

    Primal Bursts

    • Arc Divider: Reduced power coefficient per strike from 1.05 to 0.704
    • Rupturing Smash: Reduced power coefficient from 1.5 to 1.14
    • Gun Flame: Reduced power coefficient from 2.2 to 1.54
    • Decapitate: Reduced power coefficient from 2.5 to 1.666. Reduced might stacks from 5 to 1
    • Skull Grinder: Reduced bleeding stacks from 4 to 3. Reduced cripple duration from 8 seconds to 5 seconds

    Spellbreaker

    • Full Counter: Reduced power coefficient from 0.5 to 0.1. Increased daze duration from 1.5 seconds to 2 seconds

    Weapons

    Greatsword

    • Autoattack Chain: Reduced power coefficients from 0.7/0.95/1.25 to 0.469/0.6365/0.8375. Reduced vulnerability duration from 8 seconds to 6 seconds
    • Hundred Blades: Reduced power coefficient of each strike from 0.525 to 0.35. Reduced final strike power coefficient from 1.1 to 0.8
    • Whirlwind Attack: Reduced power coefficient per strike from 0.665 to 0.333
    • Rush: Reduced power coefficient from 1.7 to 1.36
    • Arcing Slice: Reduced base power coefficient from 1.32 to 1.213. Reduced bonus power coefficient from 1.98 to 1.82

    Hammer

    • Autoattack Chain: Reduced power coefficients from 0.9/0.9/1.2 to 0.6/0.6/0.8
    • Fierce Blow: Reduced base power coefficient from 1.8 to 0.77. Reduced power coefficient vs controlled foes from 2.16 to 1.82. Reduced weakness duration from 4 seconds to 2 seconds. Reduced cooldown from 6 seconds to 4 seconds
    • Hammer Shock: Reduced power coefficient from 1.0 to 0.7
    • Staggering Blow: Reduced power coefficient from 1.0 to 0.01
    • Backbreaker: Reduced power coefficient from 1.5 to 0.01
    • Earthshaker: Reduced power coefficient from 1.0 to 0.01

    Longbow

    • Dual Shot: Reduced power coefficient per hit from 0.44 to 0.293
    • Fan of Fire: Reduced power coefficient per hit from 0.44 to 0.39
    • Arcing Arrow: Reduced power coefficient from 2.0 to 1.5

    Rifle

    • Fierce Shot: Reduced power coefficient from 0.605 to 0.403
    • Aimed Shot: Reduced power coefficient from 0.8 to 0.53. Adjusted vulnerability from 10 stacks for 8 seconds to 12 stacks for 6 seconds
    • Volley: Reduced power coefficient per strike from 0.75 to 0.5
    • Brutal Shot: Reduced power coefficient from 1.0 to 0.4. Adjusted vulnerability from 8 stacks for 12 seconds to 12 stacks for 6 seconds
    • Rifle Butt: Reduced power coefficient from 1.0 to 0.01
    • Kill Shot: Reduced power coefficient from 2.25/2.75/3.25 to 1.4/1.7/2.0

    Axe MH

    • Autoattack Chain: Skills have been adjusted as follows:
      • Chop: Reduced power coefficient from 0.7 to 0.47
      • Double Chop: Reduced first strike power coefficient from 0.45 to 0.3. Reduced second strike power coefficient from 1.05 to 0.7
      • Triple Chop: Reduced first two strikes power coefficients from 0.75 to 0.5. Reduced final strike power coefficient from 1.6 to 1.06
    • Cyclone Axe: Reduced power coefficient per strike from 0.88 to 0.66. Reduced fury duration per hit from 2 seconds to 1 seconds. Adjusted vulnerability per hit from 3 stacks for 8 seconds to 1 stack for 6 seconds. Increased cooldown from 6 seconds to 8 seconds
    • Throw Axe: Increase ammo recharge from 10 seconds to 15 seconds
    • Eviscerate: Reduced power coefficient from 2.0/2.5/3.0 to 1.333/1.666/2.0. Reduced number of might stacks from 5 to 1

    Sword MH

    • Autoattack Chain: Reduced power coefficients from 0.6/0.6/1.0 to 0.4/0.4/0.666
    • Savage Leap: Reduced power coefficient from 1.66 to 0.75
    • Final Thrust: Reduced base power coefficient from 1.5 to 1.0. Reduced bonus power coefficient from 3.0 to 2.0. Increased cooldown from 12 seconds to 15 seconds

    Mace MH

    • Autoattack Chain: Reduced power coefficients from 0.8/0.8/1.6 to 0.533/0.533/1.067
    • Counterblow: Reduced power coefficient from 2.0 to 1.0. Adjusted vulnerability from 10 stacks for 8 seconds to 15 stacks for 6 seconds
    • Skull Crack: Reduced power coefficient from 1.5 to 0.01

    Axe OH

    • Dual Strike: Reduced power coefficient per strike from 1.175 to 1.0. Reduced quickness per strike from 1.5 seconds to 0.5 seconds. Increased cooldown from 12 seconds to 15 seconds
    • Whirling Axe: Reduced power coefficient per strike from 0.5592 to 0.373. Increased cooldown from 15 seconds to 18 seconds

    Mace OH

    • Crushing Blow: Increased cooldown from 12 seconds to 15 seconds.
    • Tremor: Reduced power coefficient per strike from 0.8 to 0.01. Reduced cooldown from 25 seconds to 20 seconds

    Shield

    • Shield Bash: Reduced power coefficient from 1.0 to 0.01
    • Shield Stance: Increased power coefficient from 25 seconds to 30 seconds

    Warhorn

    • Charge: PvP will now use the WvW version of the skill (10% damage bonus)
    • Call of Valor: Reduced number of conditions cleansed from 3 to 2

    Dagger MH

    • Autoattack Chain: Reduced power coefficients from 0.4/0.4/0.85 to 0.32/0.32/0.68
    • Disrupting Stab: reduced power coefficient from 0.8 to 0.4
    • Breaching Strike: Reduced power coefficient from 1.2 to 0.7. Increased number of boons removed from 2 to 3

    Dagger OH

    • Wastrel's Ruin: Reduced power coefficient from 1.5 to 1.0. Increased cooldown from 12 seconds to 15 seconds
    • Bladestorm: Reduced power coefficient per hit from 0.35 to 0.235. Reduced vulnerability duration from 10 seconds to 6 seconds

    Heal

    • Healing Signet: Reduced base heal from 344 to 230
    • To the Limit: Reduced base heal from 9100 to 7735
    • Mending: Increased cooldown from 15 seconds to 20 seconds
    • Blood Reckoning: Increased cooldown from 20 seconds to 25 seconds
    • Natural Healing: Reduced base heal from 11670 to 8519

    Utility

    • Bull's Charge: Reduced power coefficient from 2.0 to 0.01
    • Kick: Reduced power coefficient from 1.0 to 0.01. Reduced ammo recharge from 30 seconds to 25 seconds
    • Stomp: Reduced power coefficient from 0.75 to 0.01. Reduced initial stability duration from 6 seconds to 1 second. Reduced on-hit stability duration from 6 seconds to 3 seconds. Reduced cooldown from 40 seconds to 30 seconds
    • For Great Justice: Reduced might duration from 15 seconds to 6 seconds
    • Shake it Off: Reduced the number of conditions cleansed from 6 to 4. Increased ammo recharge from 50 seconds to 75 seconds
    • Dolyak Signet: Reduced stability duration from 8 seconds to 6 seconds. Increased cooldown from 40 seconds to 60 seconds
    • Balanced Stance: Increased cooldown from 40 seconds to 60 seconds
    • Berserker Stance: Increased cooldown from 30 seconds to 40 seconds
    • Endure Pain: Increased cooldown from 30 seconds to 40 seconds. Increased duration from 2 seconds to 3 seconds
    • Frenzy: Reduced quickness duration from 6 seconds to 4 seconds. Increased cooldown from 40 seconds to 45 seconds
    • Outrage: Increased cooldown from 10 seconds to 25 seconds
    • Shattering Blow: Reduced power coefficient from 1.0 to 0.5. Reduced number of bleeding stacks from 4 to 2. Increased cooldown from 15 seconds to 20 seconds
    • Sundering Leap: Reduced vulnerability duration from 8 seconds to 6 seconds. Reduced cooldown from 25 seconds to 20 seconds
    • Wild Blow: Reduced power coefficient from 2.5 to 0.01
    • Featherfoot Grace: Increased cooldown from 40 seconds to 45 seconds
    • Break Enchantments: Reduced power coefficient from 0.5 to 0.1. Increased number of boons removed from 3 to 4. Increased cooldown from 15 seconds to 25 seconds

    Elite

    • Signet of Rage: Reduced fury and swiftness durations from 25 seconds to 6 seconds. Adjusted might from 5 stacks for 25 seconds to 20 stacks for 4 seconds. Reduced cooldown from 60 seconds to 40 seconds
    • Rampage: Some Rampage skills have been adjusted as follows:
      • Smash: Reduced power coefficient from 1.6 to 0.91
      • Bash: Reduced power coefficient from 1.6 to 0.91
      • Uppercut: Reduced power coefficient from 2.0 to 1.36
      • Dash: Reduced power coefficient from 2.4 to 1.82
    • Head Butt: Reduced power coefficient from 3.0 to 0.01. Reduced cooldown from 25 seconds to 18 seconds
    • Winds of Disenchantment: Reduced target cap from 10 to 5

    Traits

    Strength

    • Reckless Dodge: Reduced power coefficient from 1.5 to 0.5
    • Brave Stride: Reduced stability duration from 8 seconds to 4 seconds
    • Might Makes Right: Reduced base heal from 133 to 64

    Arms

    • Bloodlust: Reduced bleeding duration from 3 seconds to 1 second. Reduced bonus bleeding duration from 33% to 15%
    • Wounding Precision: Reduced precision to expertise conversion from 7% to 4%
    • Sundering Burst: Reduced vulnerability duration from 8 seconds to 6 seconds

    Defense

    • Adrenal Health: Reduced healing per second per stack from 133 to 100
    • Shield Master: Reduced might duration from 8 seconds to 1 second
    • Defy Pain: Increased cooldown from 90 seconds to 300 seconds
    • Last Stand: Increased cooldown from 90 seconds to 300 seconds
    • Rousing Resilience: Reduced base heal from 2113 to 1056. Reduced healing coefficient from 0.5 to 0.1

    Tactics

    • Marching Orders: Reduced might duration from 15 seconds to 6 seconds
    • Mending Might: Reduced base heal from 69 to 50
    • Leg Specialist: Increased internal cooldown from 5 seconds to 12 seconds
    • Roaring Reveille: Reduced concentration from 120 to 60.
    • Shrug it Off: Reduced base heal from 517 to 310
    • Vigorous Shouts: Reduced healing coefficient from 1.2 to 1.0

    Discipline

    • Versatile Power: Reduced might duration from 10 seconds to 6 seconds
    • Crack Shot: Reduced burning duration from 2 seconds to 1 second
    • Heightened Focus: Reduced quickness duration from 4 seconds to 2.5 seconds

    Berserker

    • Burst of Aggression: Reduced quickness duration from 3 seconds to 2 seconds.
    • King of Fires: Reduced bonus burning duration from 33% to 10%
    • Eternal Champion: Reduced might duration from 8 seconds to 6 seconds. Reduced stability duration from 3 seconds to 2 seconds

    Spellbreaker

    • Loss Aversion: Reduced power coefficient from 0.2 to 0.1
    • Slow Counter: Reduced slow duration from 3 seconds to 2 seconds.
    • Sun and Moon Style: Reduced quickness duration from 3 seconds to 2 seconds
    • Magebane Tether: Reduced the number of might stacks from 2 to 1
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