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golemka.2157

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Posts posted by golemka.2157

  1. 3 hours ago, deathdealer.2197 said:

    Why would they make changes for the 250 good pvpers bro the rest are bad anyways right

    Why make content for 250 people?

    isnt maximum 50 the rest are the promised banned & rmt accounts with future gizmos and titles? 

    • Haha 2
  2. 23 minutes ago, Avatar.3568 said:

    So we had EoD and now we have Soto,, i looked at the Soto roadmap but there was no mention of any pvp content. https://www.guildwars2.com/en-gb/news/guild-wars-2-secrets-of-the-obscure-launches-today/

    The last "major" update for pvp was the intreduction of 2vs2/3vs3 offseason in 2020 where there was more of those mods announced but its okay those 2 are "fine".
    but my question is, is pvp now in maintance mod where we only get balance patches every 2-3 month or do we have to wait until the next Xpac?

    the population is shrinking, on EU we barely get 1500 as top 250, compared to 3 years ago it was 16XX, one major flaw was the feb 2020 patch and a long time not happening much. i am happy that this is gone (i believe ranger nerf comes in 2-3 weeks), but for real you have to change something. there was no ToL this and last year, there were no special tournament weeks like we had were every second tournament was a 2vs2/3vs3/4vs4 or even stronghold.

    so what now?

    Suggestion 1:
    can we get any diversity, you showed that special tournaments are doable, so can we maybe get them permanently?
    like every saturday 1 Special tournament? First week 1vs1, second week 2vs2, third week 3vs3 and fourth week is the monthly?
    i am not an anet dev but it looks reasonable easy to do, because we had it already.

    Suggestion 2:
    Implement 2vs2 and 3vs3 to unranked, many people, especially from other games don't know how the combat in this game works, so a simple smash your head mode for beginners is very welcome. People also like diversity, having more than 2 modes may interrest more people into pvp. Disable that you can choose a mode and let the matchmaker do it thing (you could maybe bring a variable that the players played every mode equailly when they q solo or duo.
    maybe a bit of work but i can't imagine that it would be that crazy

    Suggestion 3:
    fix King of the Hill, the orb Mechanic is totaly dumb, just diyng because you hold the orb is stupid af, make the orb carrier more vulnarbale, like 20-40% less toughness and vitality and let the players throw the orb to another player (You have now an special action key, give it a 20-30 second cooldown when you get the orb) . this could bring a dynamic protect the VIP/King of the Hill mode, and makes a contenter for another mode for unranked and special tournaments.
    this seems quite a bit of work i guess so i am not sure if you ever would do that.

    Suggestion 4:
    this looks for me, the most work to do, so its the last suggestion.
    Rework the league system, Boyce has 162 wins and 51 looses and is Rank 1 with 1765, we don't have a legend player on the leaderboard and its almost andoable (outside the first week) wihtout night silver ques or wintrading. Lower the whole system, make only Legend Rating at 1700 and let plat 1 & 2 stay, remove Legend 2&3 its pointless.

    Change Rating reset, Change that you start at gold 1 Rating, if you have done pvp lvl 20 and hopp into ranked, you get absolut demolished, yes gold players are not good, but people that have no clue can enjoy their first 10 looses and never come back to pvp, they complain that they get farmed, flamed and have no motivation every again to try it out.
    Let the gamers start at 800 bronze 3 rating, so new players will defenitly meet new or combat unaware players. You can even remove or lower the lvl 20 restriction to 10 or 5. 

    Change softreset, let just eveyrone loose 100-300 rating. every seasonstart a big pain, no one enjoys the first 3-4 weeks and it makes the games way more coinflip than they could be.

    i know nothing will change, but i also know that anet employes read this. @Cal Cohen.2358 i know you are only head of balance, but maybe you can convince @Groucho.3429 or @Grouch.4203 or @groucho.8640 to bring a little bit of ressources to pvp, you both where pvp players, you both know how the community loves this gamemode and how sad we are.

    PvP is not dead yet, you can change it PLEASE

    Edit: i even gave you a Quartaly kinda roadmap suggestion, every 3 month one of those change, to community would be tahnkfull (tho suggestion 4 is probably the most needed one)


     

    isnt pvp the gamemode of the whiny streamers only? 

    • Haha 3
  3. On 9/9/2022 at 1:30 AM, kima.3045 said:

    they did beta?   

     

     

    robot should be a pet / bring utilities to the game, like extra skills

    not be 200% dps and high hp, while engineer have all defenses

    - hide, send robot hide, you die

    - send robot, invulnerability you are death

    - you down the engineer robot can kill you in 2 or 3 shots.  

     

    more fun  a pvp game with 2 robots, like 5v7.

     

     

     

     

    ncsoft had to compensate the poor who are playing with 2 buttons

    • Thanks 1
  4. On 8/11/2022 at 4:59 PM, Rubi Bayer.8493 said:

    A message from the Skills and Balance Team:


    Hi, all,

    In our August 2 balance update preview, we mentioned that we added yet another balance update to our schedule for August 23 to address some lingering feedback from the June 28 release. Below you'll find the comprehensive preview of that update. While there are a handful of updates that impact all game modes, our focus for August 23 is largely on PvE gameplay.

     We'd like to hear your feedback on this. Please take today and the weekend to read through it, think it over, and share your thoughts. We'll be keeping an eye on the conversation and listening to what you have to say.
     

    Core Weapon Tuning

    In this update, we focused on improving the number of viable core weapon choices across many professions in PvE. This included increasing base damage on many ranged weapon autoattacks to a higher baseline damage per second. These changes should help reduce the performance gap between players using suboptimal and optimal weapons.

    Guild Wars 2 is designed to encourage social gameplay–you should be stronger playing together than alone. With that in mind, we took another look at how boons are given out. Several weapon skills have been updated to grant might to nearby allies as well as the user in PvE, further contributing to boon availability in group events.

    Damage Build Improvements

    Our player community develops builds that are considered the gold standard for effective play, so we review them regularly. We made changes to some elite specialization weapons and traits to make various builds more competitive. Our goal is for every profession to have viable power- and condition-based damage builds.

    • Power Tempest
    • Condition Tempest
    • Power Weaver
    • Power Scrapper
    • Power Holosmith
    • Power Dragonhunter
    • Power Reaper
    • Power Herald
    • Power Vindicator
    • Power Daredevil
    • Power Deadeye
    • Power Berserker
    • Condition Berserker
    • Power Spellbreaker

    Improving Support Diversity

    Firebrand and healing Mechanist are currently dominating group compositions. In this update, we're improving support-role diversity by adding stability and aegis to Tempest's shouts and giving Druids increased access to those boons as well.

    We're also making targeted reductions to stability and might uptime on Firebrand and Mechanist builds to make room for other professions. Firebrand's high on-demand stability from Mantra of Liberation is too essential in Fractals of the Mists and other group content, while Mechanist's barrier and might upkeep are cementing it as a build that pairs together too well with a Quickbrand to meet a group's support needs.

    In the immediate future, we want to make sure more builds can be used successfully. In future updates, we'll expand this further by shoring up more support and healing build options.
     

    Elementalist

    We've firmed up the role of Fire Attunement skills in condition builds and improved Air Attunement skills' direct strike damage. Tempest's Transcendent Tempest trait has more than doubled in power to set it apart as the keystone choice for damage builds.

    Staff
    Fire

    • Fireball: (PvE only) Damage multiplier increased from 1.0 to 1.4. Now also inflicts 1 stack of burning with a 1-second duration.
    • Lava Font: (PvE only) Now inflicts 1 stack of burning with a 1-second duration on each strike.
    • Flame Burst: (PvE only) Damage multiplier increased from 0.01 to 1.0. Burning stacks applied increased from 2 to 3.

    Air

    • Chain Lightning: (PvE only) Damage multiplier increased from 0.66 to 0.8.
    • Lightning Surge: (PvE only) Damage multiplier increased from 1.44 to 1.8.

    Earth

    • Stoning: (PvE only) Damage multiplier increased from 0.5 to 1.2.
    • Shock Wave: (PvE only) Damage multiplier increased from 0.5 to 2.5.

    Scepter
    Fire

    • Phoenix: (PvE only) Recharge reduced from 20 seconds to 10 seconds. Burning stack count increased from 1 to 2.

    Water

    • Water Trident: (PvE only) Recharge reduced from 20 seconds to 10 seconds.

    Earth

    • Rock Barrier: (PvE only) Recharge reduced from 15 seconds to 8 seconds.

    Dagger (Main Hand)
    Water

    • Vapor Blade: (All game modes) The aftercast animation duration before another skill can be used has been decreased by 0.5 seconds.

    Air

    • Convergence: (PvE only) Damage multiplier increased from 1.5 to 1.8.
    • Shocking Aura: (PvE only) Recharge reduced from 25 seconds to 10 seconds. Duration increased from 4 seconds to 10 seconds.
    • Transmute Lightning: (PvE only) Damage multiplier increased from 1 to 1.5.

    Earth

    • Ring of Earth: (PvE only) Final impact damage multiplier increased from 1.2 to 1.5.
    • Earthen Rush: (PvE only) Recharge reduced from 18 seconds to 12 seconds. Damage multiplier increased from 1 to 1.8.

    Dagger (Off Hand)
    Fire

    • Fire Grab: (PvE only) Recharge reduced from 25 seconds to 20 seconds, matching PvP and WvW.

    Water

    • Frost Aura: (PvE only) Recharge reduced from 30 seconds to 10 seconds. Duration increased from 4 seconds to 10 seconds.
    • Cleansing Wave: (PvE only) Recharge reduced from 30 seconds to 20 seconds.

    Air

    • Ride the Lightning: (PvE only) Recharge reduced from 30 seconds to 20 seconds.
    • Updraft: (PvE only) Recharge reduced from 40 seconds to 20 seconds.

    Earth

    • Earthquake: (PvE only) Recharge reduced from 30 seconds to 16 seconds. Damage multiplier increased from 1 to 3.
    • Churning Earth: (PvE only) Recharge reduced from 30 seconds to 20 seconds.

    Trident
    Fire

    • Magma Orb: Now also applies 1 second of burning on explosion.
    • Boil: Now also applies 1 second of burning on hit.
    • Steam: (PvE only) Recharge reduced from 15 seconds to 10 seconds.
    • Lava Chains: (PvE only) Recharge reduced from 20 seconds to 16 seconds.

    Water

    • Ice Globe: (PvE only) Recharge reduced from 10 seconds to 8 seconds.
    • Ice Wall: (PvE only) Recharge reduced from 15 seconds to 12 seconds.

    Air

    • Electrocute: (PvE only) Damage multiplier increased from 1.2 to 2.4.
    • Air Bubble: (PvE only) Recharge reduced from 25 seconds to 20 seconds.

    Earth

    • Rock Anchor: (PvE only) Recharge reduced from 30 seconds to 20 seconds.
    • Murky Water: (PvE only) Recharge reduced from 30 seconds to 25 seconds.

    Weaver

    Sword

    Fire

    • Fire Strike: (PvE only) Damage multiplier increased from 0.66 to 0.8.
    • Fire Swipe: (PvE only) Damage multiplier increased from 0.77 to 0.9.
    • Searing Slash: (PvE only) Damage multiplier increased from 1.25 to 1.6.

    Water

    • Seiche: (PvE only) Damage multiplier increased from 0.33 to 0.5.
    • Clapotis: (PvE only) Damage multiplier increased from 0.45 to 0.6.
    • Breaking Wave: (PvE only) Damage multiplier increased from 0.66 to 1.0.

    Air

    • Charged Strike: (PvE only) Damage multiplier increased from 0.77 to 0.8.
    • Polaric Slash: (PvE only) Damage multiplier increased from 0.88 to 0.9.
    • Call Lightning: (PvE only) Damage multiplier increased from 1.0 to 1.2.

    Earth

    • Crystal Slash: (PvE only) Damage multiplier increased from 0.66 to 0.8.
    • Crystalline Strike: (PvE only) Damage multiplier increased from 0.66 to 0.9.
    • Crystalline Sunder: (PvE only) Damage multiplier increased from 1.0 to 1.4.
    • Earthen Vortex: (PvE only) Damage multiplier increased from 1.25 to 1.8.

    Tempest

    Traits

    • Transcendent Tempest: (PvE only) Damage modifier increased from +7% to all damage dealt to +15% to all damage dealt.

    Shouts

    • "Feel the Burn!": (PvE only) Damage multiplier increased from 1.0 to 2.5. Might stacks applied increased from 3 to 5.
    • "Eye of the Storm!": (PvE only) Cooldown reduced from 40 seconds to 30 seconds. Now also applies 1 stack of stability to allies for 5 seconds.
    • "Aftershock!": (PvE only) Cooldown reduced from 35 seconds to 30 seconds. Now also applies aegis to allies for 5 seconds.

    Engineer

    The previous update's Mechanist-only damage reduction to Aim-Assisted Rocket left us with room to add damage to the core trait Big Boomer, bringing up the damage output of Holosmiths and Scrappers. That's not enough to close the gap on its own, so we're also making specialization-specific damage increases to Scrapper and Holosmith on sword, hammer, and Blast Gyro–which, in addition to more damage, will now stun enemies rather than knocking them away.

    We're reducing the output of dominant Mechanist healing builds to give other support options more breathing room. We're also slightly reducing the output of condition damage builds with reductions to the Mech Command skills Rolling Smash and Discharge Array.
     

    Harpoon Gun

    • Homing Torpedo: Animation time reduced from 1.5 seconds to 1 second. Damage multiplier increased from 0.84 to 1.0. Applies 1 second of burning. This is now an explosion.
    • Scatter Mines: (PvE only) Recharge reduced from 10 seconds to 6 seconds.
    • Timed Charge: (PvE only) Damage multiplier increased from 1.75 to 3.5.
    • Net Wall: (PvE only) Immobilize duration increased from 3 seconds to 6 seconds.

    Utility Skills

    • Throw Mine: (All game modes) The animation aftercast before another skill may be used has been reduced by 0.5 seconds. The mine will now detonate immediately if there is an enemy target in proximity when the mine lands. Now causes knockdown instead of knockback, with a duration of 2 seconds in PvE and 1 second in PvP and WvW. (PvE only) Damage multiplier increased from 2 to 3. Boons removed from targets increased from 1 to 3.

    Med Kit

    • Med Blaster: (PvE only) Healing power multiplier reduced from 0.2 to 0.1, matching PvP and WvW.

    Elixir Gun

    • Super Elixir: (PvE only) Duration reduced from 10 seconds to 5 seconds.

    Explosives

    • Big Boomer: (PvE only) Damage increase changed from 10% to 15%.

    Holosmith

    Sword

    • Refraction Cutter: (PvE only) Damage multiplier increased from 1 to 1.4.
    • Radiant Arc: (PvE only) Damage multiplier increased from 1.5 to 1.8.

    Photon Forge

    • Corona Burst: (PvE only) Might stacks per pulse reduced from 2 to 1, but they are now applied to up to 5 nearby allied targets.

    Scrapper

    Hammer

    • Electro-whirl: (PvE only) Damage multiplier increased from 2.4 to 3.
    • Rocket Charge: The aftercast animation duration before another skill can be used has been decreased by 0.35 seconds. Damage multiplier increased from 3.3 to 3.6 in PvE only.

    Gyros

    • Blast Gyro: (PvE only) Now stuns enemies for 3 seconds instead of knocking them back. Damage multiplier increased from 2.65 to 3.5.

    Mechanist

    Mech Commands

    • Rolling Smash: (PvE only) Bleeding stacks applied reduced from 8 to 4.
    • Discharge Array: (PvE only) Confusion duration per hit reduced from 5 seconds to 3 seconds.
    • Crisis Zone: (PvE only) Stability duration reduced from 15 seconds to 6 seconds.
    • Barrier Burst: (PvE only) Base barrier value per pulse reduced from 434 to 260. Might stacks per pulse reduced from 3 to 2.

    Mace

    • Barrier Blast: (PvE only) Base barrier value reduced from 434 to 260.

    Signets

    • Barrier Signet: (PvE only) Base barrier value per pulse reduced from 434 to 260.

    Traits

    • Barrier Engine (Passive): (PvE only) Base barrier value reduced from 434 to 260.

    Guardian

    Multiple stored uses of on-demand stun break and stability have made Firebrand mandatory in Fractals, Strike Missions, raids, and even WvW. In this update, Firebrand's Mantra of Liberation is reduced from 3 to 2 ammunition, with an increased cooldown. Together with an added source of stability for both Tempest and Druid, this will provide better parity across different professions' support builds in PvE. Firebrand's multiple sources will be countered by higher recharge.

    The greatsword damage increases benefit Dragonhunter builds, and hammer improvements will help close the gap between it and other damaging weapons while living up to that weighty feel a hammer should have.
     

    Greatsword

    • Strike: (PvE only) Damage multiplier increased from 0.8 to 0.9.
    • Vengeful Strike: (PvE only) Damage multiplier increased from 0.8 to 1.0.
    • Wrathful Strike: (PvE only) Damage multiplier increased from 1.25 to 1.4. Might is now applied to up to 5 allies in a radius of 360.
    • Leap of Faith: (PvE only) Recharge reduced from 12 seconds to 10 seconds, and damage multiplier increased from 1.25 to 2. Healing per foe hit increased from 235 to 1,053 in PvE, matching PvP and WvW.
    • Binding Blade: (PvE only) Damage multiplier on initial hit increased from 1.0 to 1.5.

    Hammer

    • Symbol of Protection: The aftercast animation duration before another skill can be used has been decreased by 0.65 seconds.
    • Mighty Blow: (PvE only) Damage multiplier increased from 2.1 to 2.4.
    • Glacial Blow: (PvE only) Recharge reduced from 6 seconds to 4 seconds. Damage multiplier increased from 2.4 to 2.5.
    • Zealot's Embrace: (PvE only) Damage multiplier increased from 0.8 to 1.5.
    • Banish: (PvE only) Damage multiplier increased from 1 to 3.

    Staff

    • Bolt of Wrath: (PvE only) Damage multiplier increased from 0.55 to 0.65.
    • Searing Light: (PvE only) Damage multiplier increased from 0.65 to 0.75.
    • Seeking Judgment: (PvE only) Damage multiplier increased from 0.75 to 0.9.
    • Holy Strike: (PvE only) Damage multiplier increased from 1.25 to 1.8.
    • Empower: (PvE only) Might stacks per pulse reduced from 4 to 3. Might duration reduced from 12 seconds to 10 seconds.

    Firebrand

    • Mantra of Liberation: Ammunition reduced from 3 to 2 in PvE and WvW. Recharge increased from 25 seconds to 45 seconds.

    Dragonhunter

    Longbow

    • Puncture Shot: (PvE only) Damage multiplier increased from 0.85 to 1.0.

    Mesmer

    In the August 2 update, we reviewed and updated the greatsword and sword core weapons. In this update we're increasing Chronomancer's alacrity duration from Stretched Time and increasing the damage of Tides of Time, the fifth shield skill. This will give a slight bump to boon-focused Chronomancer builds.

    We also wanted to reduce some of the longer cooldowns on staff, but Mirage's high-performing condition damage builds made that tricky. We're making very small cuts to condition damage on Mirage's axe and staff ambush to maintain parity with other professions' builds. The reduced cooldown on the Phantasmal Warlock and Chaos Armor weapon skills will improve the Mesmer's leveling experience when using a staff.
     

    Staff

    • Phantasmal Warlock: (PvE only) Recharge reduced from 18 seconds to 15 seconds.
    • Chaos Armor: (PvE only) Recharge reduced from 25 seconds to 20 seconds.

    Utility Skills

    • Blink: (PvE only) Recharge reduced from 30 seconds to 20 seconds.

    Chronomancer

    • Stretched Time: Alacrity on well cast increased from 4 seconds to 5 seconds.
    • Tides of Time: (PvE only) Damage multiplier increased from 1.2 to 1.5.

    Mirage

    Axe

    • Lingering Thoughts: (PvE only) Torment duration decreased from 4 seconds to 3 seconds.
    • Imaginary Axes: (PvE only) Torment duration decreased from 4 seconds to 3 seconds.

    Staff

    • Chaos Vortex (Staff Ambush): (PvE only) Might stack count reduced from 8 to 5, and might duration reduced from 15 seconds to 10 seconds. Torment, bleeding, and confusion duration reduced from 8 seconds to 7 seconds.

    Necromancer

    Necromancer changes are focused on improving damage and skill-recharge timers for several weapons and abilities.

    Staff

    • Necrotic Grasp: (PvE only) Damage multiplier increased from 0.666 to 1.
    • Mark of Blood: (PvE only) Damage multiplier increased from 0.33 to 1.5
    • Chillblains: (PvE only) Recharge reduced from 16 seconds to 12 seconds. Damage multiplier increased from 0.55 to 1.8.
    • Putrid Mark: (PvE only) Recharge reduced from 20 seconds to 15 seconds.
    • Reaper's Mark: (PvE only) Recharge reduced from 32 seconds to 18 seconds. Damage multiplier increased from 0.275 to 3.

    Dagger (Main Hand)

    • Life Siphon: (PvE only) Recharge reduced from 10 seconds to 8 seconds.
    • Dark Pact: (PvE only) Recharge reduced from 15 seconds to 12 seconds. Damage multiplier increased from 1.2 to 2.4. Immobilize duration increased from 3 seconds to 6 seconds.

    Dagger (Off Hand)

    • Deathly Swarm: (PvE only) Recharge reduced from 18 seconds to 16 seconds. Damage multiplier increased from 0.6 to 1.2.
    • Enfeebling Blood: (PvE only) Recharge reduced from 25 seconds to 20 seconds. Damage multiplier increased from 0.5 to 1.5.

    Focus

    • Soul Grasp: (PvE only) Ammunition recharge reduced from 15 seconds to 12 seconds. Ammunition count increased from 2 to 3.
    • Spinal Shivers: (PvE only) Recharge reduced from 20 seconds to 16 seconds. Damage multiplier on targets with no boons increased from 0.5 to 1, one boon from 1.125 to 1.625, two boons from 1.875 to 2.375, and three boons from 2.625 to 3.125.

    Reaper

    Greatsword

    • Fading Twilight: (PvE only) Damage multiplier increased from 1.3 to 1.4.
    • Chilling Scythe: (PvE only) Damage multiplier increased from 1.7 to 1.8.
    • Death Spiral: (PvE only) Damage multiplier per hit increased from 0.425 to 0.5.

    Reaper Shroud

    • Life Rend: (PvE only) Damage multiplier increased from 0.875 to 0.9.

    Shouts

    • "You Are All Weaklings!": (PvE only) Damage multiplier increased from 0.7 to 2.5.
    • "Nothing Can Save You!": (PvE only) Damage multiplier increased from 0.7 to 2.
    • "Suffer!": (PvE only) Damage multiplier increased from 0.7 to 1.5.

    Ranger

    Feline pets' autoattacks aren't affected by quickness, a long-standing issue that makes them subpar in group play. Meanwhile, the iboga is the most powerful pet in any PvE boss encounter because its base attack damage scales with number of conditions on the target. A release note from 2018 indicated that this was fixed, but the change didn't make it to the live game.

    A recent fix to the calculated critical-hit-chance values in the pet stats UI caused pet critical-hit chances to appear to drop by 17.8%. This was a display issue only, and the text now reflects the real value.

    We're using this as an opportunity to improve pet balance in PvE overall by delivering that long-delayed reduction to iboga damage while bringing all Ranger pets' performance up by giving them a flat 17.8% critical-hit chance across the board.

    Ranger pets and spirits will now also have a locked defiance bar in PvE, making them immune to crowd-control effects. This quality-of-life improvement will ensure that their skills are available for use when needed and that pets will perform more consistently in all PvE content.
     

    All Ranger Pets

    • (PvE only) All ranger pets' chance to critically hit has been increased by 17.8%.
    • (PvE only) All ranger pets are now immune to crowd control when on a PvE map.

    Feline Pet Family

    • Slash (Autoattack): Now affected by quickness.

    White Tiger

    • Fixed a bug that caused a delay before this pet could act when summoned.
    • Guardian's Roar: (All game modes) Casting time reduced from 1 second to 0.4 seconds. (PvE only) Cooldown reduced from 30 seconds to 25 seconds.

    Other Pets

    Wallow

    • Fixed a bug that caused a delay before this pet could act after being summoned.

    Phoenix

    • Fixed a bug that caused a delay before this pet could act after being summoned.

    Siege Turtle

    • Fixed a bug that caused a delay before this pet could act after being summoned.

    Iboga

    • Consuming Bite (Autoattack): Reduced the base damage of this skill by 33%. Reduced the damage per condition by 40%.

    Spirits

    • (PvE only) All ranger spirits are now immune to crowd control in PvE maps.

    Druid

    • Glyph of Equality (Celestial Avatar): Range increased from 300 to 360 in all game modes. Now applies 5 seconds of stability to allies in PvE only.

    Revenant

    For core revenant, we're improving hammer as a ranged damage option. All revenant specializations will receive damage increases from Invocation trait updates.

    Hammer

    • Hammer Bolt: (PvE only) Damage multiplier increased from 0.95 to 1.1.
    • Phase Smash: (PvE only) Damage multiplier increased from 1.75 to 2.
    • Drop the Hammer: (PvE only) Damage multiplier increased from 1.5 to 2.3.

    Invocation

    • Rising Tide: (PvE only) Damage increase changed from 7% to 10%.
    • Ferocious Aggression: (PvE only) Damage increase changed from 7% to 10%.

    Herald

    • Reinforced Potency: (PvE only) Bonus damage per boon increased from 1% to 1.5%.

    Vindicator

    Greatsword

    • Mist Swing: (PvE only) Damage multiplier increased from 0.9 to 1.0.
    • Mist Slash: (PvE only) Damage multiplier increased from 1.0 to 1.1.
    • Arcing Mists: (PvE only) Damage multiplier increased from 1.25 to 1.3.
    • Mist Unleashed: (PvE only) Damage multiplier increased from 1.9 to 2.0.
    • Phantom's Onslaught: (PvE only) Damage multiplier increased from 1.5 to 1.6.
    • True Strike: (PvE only) Base damage multiplier increased from 1.0 to 1.5. Damage multiplier added per blocked attack increased from 0.4 to 0.5.

    Thief

    In group content, venoms can account for as much as 25% of a thief condition damage build's total damage. Their solo damage is lacking in comparison. We're shifting some of that damage from venoms to direct attacks with increased condition duration on Death Blossom, Specter's scepter, and Shadow Shroud autoattacks, as well as a 50% increase to the condition damage attribute granted by the trait Deadly Ambition. The net effect of this change is to increase condition damage dealt in solo and open-world play.

    Deadeye and Daredevil both get power damage increases as well, giving those builds stronger top-end damage potential.

    Dagger (Main Hand)

    • Backstab: (PvE only) Front damage multiplier increased from 1.2 to 1.5. Back damage multiplier increased from 2.4 to 3.
    • Death Blossom: (PvE only) Bleed duration increased from 10 seconds to 15 seconds.

    Dagger (Off Hand)

    • Dancing Dagger: (PvE only) Damage multiplier increased from 0.6 to 0.9.

    Pistol (Off Hand)

    • Head Shot: (PvE only) Damage multiplier increased from 0.25 to 1.

    Sword

    • Slice: (PvE only) Damage multiplier increased from 0.8 to 0.85.
    • Slash: (PvE only) Damage multiplier increased from 0.8 to 0.85.
    • Crippling Strike: (PvE only) Damage multiplier increased from 1.3 to 1.4.
    • Infiltrator's Strike: (PvE only) Damage multiplier increased from 0.75 to 1.8.

    Venoms

    • Skale Venom: (PvE only) Torment duration decreased from 5 seconds to 3 seconds.
    • Spider Venom: (PvE only) Poison duration decreased from 4 seconds to 3 seconds.

    Deadly Arts

    • Deadly Ambition: (PvE only) Condition damage attribute bonus increased from 120 to 180.

    Specter

    • Shadow Bolt: (PvE only) Torment duration increased from 3 seconds to 4 seconds.
    • Haunt Shot: (PvE only) Torment duration increased from 5 seconds to 6 seconds.

    Traits

    • Traversing Dusk: Alacrity radius on well cast and healing radius on shadowstep increased from 240 to 360.

    Deadeye

    • Premeditation: (PvE only) Bonus damage per boon increased from 1% to 1.5%.
    • Iron Sight: (PvE only) Bonus damage dealt to and damage reduction taken from your marked target increased from 10% to 15%.

    Daredevil

    Staff

    • Staff Strike: (PvE only) Damage multiplier increased from 0.66 to 0.75.
    • Staff Bash: (PvE only) Damage multiplier increased from 0.66 to 0.80.
    • Punishing Strikes: (PvE only) Damage multiplier increased from 1.672 to 1.8.
    • Hook Strike (Stealth Attack): (PvE only) Knockdown duration increased from 2 seconds to 4 seconds.

    Traits

    • Weakening Strikes: (PvE only) Damage dealt to weakened foes increased from 7% to 10%.
    • Bounding Dodger: (PvE only) Damage bonus increased from 10% to 15% in PvE, matching PvP and WvW.

    Warrior

    Warrior's longbow updates will make Arcing Arrow relevant in PvE and turn Smoldering Arrow into a useful defiance-bar breaker. We've also increased damage for several core weapons, elite specialization weapons, and traits.

    Greatsword

    • Greatsword Swing: (PvE only) Damage multiplier increased from 0.7 to 0.8.
    • Greatsword Slice: (PvE only) Damage multiplier increased from 0.95 to 1.05.
    • Brutal Strike: (PvE only) Damage multiplier increased from 1.25 to 1.5.
    • Arcing Slice: (PvE only) Damage multiplier increased from 1.32 to 2. Damage multiplier against foes with less than 50% health increased from 1.98 to 3.
    • Bladetrail: (PvE only) Damage multiplier increased from 0.75 to 1.5.
    • Rush: (PvE only) Damage multiplier increased from 1.7 to 2.5.

    Sword (Main Hand)

    • Sever Artery: (PvE only) Damage multiplier increased from 0.6 to 0.8.
    • Gash: (PvE only) Damage multiplier increased from 0.6 to 0.8.
    • Hamstring: (PvE only) Damage multiplier increased from 1 to 1.2.
    • Savage Leap: (PvE only) Damage multiplier increased from 1.66 to 2.

    Sword (Off Hand)

    • Impale: (PvE only) Damage multiplier increased from 0.5 to 1.5.
    • Rip: (PvE only) Might is now applied to up to 5 allied targets within a range of 360.

    Longbow

    • Dual Shot: (PvE only) Damage multiplier increased from 0.44 to 0.525.
    • Arcing Arrow: (All game modes) The aftercast animation duration before another skill may be used has been reduced by 0.5 seconds. (PvE only) Increased ammunition count to 2. Now applies 5 seconds of burning on hit.
    • Smoldering Arrow: (PvE only) Now applies 1 second of dazed on hit.

    Rifle

    • Fierce Shot: (PvE only) Damage multiplier increased from 0.605 to 1. Might is now applied to up to 5 allied targets within a range of 360.
    • Explosive Shell: (PvE only) Damage multiplier increased from 1.25 to 1.5.

    Hammer

    • Earthshaker: (PvE only) Damage multiplier increased from 1 to 2.
    • Hammer Shock: (PvE only) Damage multiplier increased from 1 to 1.8.

    Arms

    • Furious: (PvE only) Condition damage per stack increased from 10 to 15.

    Berserker

    • Shattering Blow: (PvE only) Damage multiplier increased from 1 to 1.5.
    • Sundering Leap: (PvE only) Damage multiplier increased from 1.5 to 3.

    Traits

    • Bloody Roar: (PvE only) Damage bonus increased from 20% to 25%.

    Spellbreaker

    Dagger (Main Hand)

    • Breaching Strike: (PvE only) Damage multiplier increased from 1.5 to 2.5.
    • Precise Cut: (PvE only) Damage multiplier increased from 0.55 to 0.6.
    • Focused Slash: (PvE only) Damage multiplier increased from 0.6 to 0.65.
    • Keen Strike: (PvE only) Damage multiplier increased from 0.85 to 1.05. Might is now applied to up to 5 allied targets within a range of 360.
    • Aura Slicer: (PvE only) Damage multiplier increased from 1.2 to 1.8.

    Dagger (Off Hand)

    • Bladestorm: (PvE only) Damage multiplier per hit increased from 0.35 to 0.5.

    Traits

    • Pure Strike: (PvE only) Damage bonus increased from 7%/14% to 7.5%/15%.
    • Magebane Tether: (PvE only) Damage bonus to tethered target increased from 10% to 15%. Might stacks per second reduced from 3 to 1, but they are now applied to up to 5 allied targets within a range of 360.

     

    Did you know there is a gamemode called spvp too?

    • Like 2
    • Confused 1
  5. 8 hours ago, Multicolorhipster.9751 said:

    From what I gather its down to three people/groups:

     

    CmC - The nerf father, very quiet and humble.

    Likes: Hydration, world peace

    Dislikes: Buffs

     

    Solar - The one who will knowingly release controversial patches with the full intention of ignoring the blowback that comes with.

    Analysis: Based

     

    And then finally you have the secret discord conglomerate(but not actually secret) full of former wintraders, influencers, and other real lizard people that are able to provide feedback and propose minor adjustments to at least one of the two formerly mentioned developers.

    Don't worry though, i'm sure they all have our best interests in mind. 😁

     

    Wasnt the pvp promised to be cleaned up a little bit? As far I remember there was a small ban wave to somehow motivate the people but they actually failed. I wish I had the same motivation like 2 years ago to log in and play

    • Like 1
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