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Jen.6021

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Posts posted by Jen.6021

  1. On 6/29/2023 at 5:20 PM, Cal Cohen.2358 said:

    Hi everyone, 

    As always, thank you for all the feedback you’ve shared over the past few weeks. We’ve been keeping a close eye on the discussion and it’s clear that some of the changes in Tuesday’s update didn’t land as we’d intended. Today I’ll be sharing our current plan for the next update on July 18, much of which is intended to address the most pressing issues that have been raised. 

    Leading up to that release we’ll be watching your feedback to this post, this week’s beta test, and the June 27 update, and may make additional changes as needed. 

     

    Thanks, 

    Cal “cmc” Cohen 

    Skills and Balance Lead 


    Scourge 

    Alacrity scourge is a build that we were pretty cautious with during development; we were concerned about the potential power level that could result from giving the existing heal scourge build easy access to alacrity, and to mitigate this we reduced the strength of some of its key defensive support skills. Now that the release has been live for a few days, we agree that the changes were too heavy handed, and we’ll be pulling back the reductions to Sand Cascade’s barrier as well as the barrier component of Desert Empowerment. We’ll also be giving scourge a reliable source of group protection through Sandstorm Shroud, and increasing the base alacrity duration to make it a bit easier to maintain. 

    Damage scourge builds were negatively impacted by some of the changes made for alacrity scourge, and the July 18 release will include some larger adjustments to bring them back up.  

    Sand Cascade: Increased base barrier from 996 to 1188 in PvE only. Increased barrier attribute scaling from 1.25 to 2 in PvE only. 

    • Desert Empowerment: Increased alacrity duration from 1 second to 1.5 seconds in PvE only. Increased base barrier from 385 to 572 in PvE only. Increased barrier attribute scaling from 0.75 to 1.0 in PvE only. 
    • Sandstorm Shroud: This skill now grants 1.5 seconds of protection to nearby allies each pulse, and 3 seconds of protection to nearby allies on detonation. 
    • Fell Beacon: This trait no longer reduces the cooldown of torch skills, and now also increases the damage of burning you inflict by 10%. 
    • Harrowing Wave: Reduced cooldown from 20 seconds to 16 seconds in PvE only. Increased the life force per target from 3% to 5% in PvE only. 
    • Oppressive Collapse: Reduced cooldown from 25 seconds to 20 seconds in PvE only. Increased might radius from 240 to 360. Might application per condition is now capped at 7 condtions in PvE only. 
    • Sadistic Searing: This trait has been reworked, and causes Nefarious Favor to burn nearby enemy targets (2 stacks, 5 seconds in PvE, 1 stack, 4 seconds in PvP/WvW).  
    • Demonic Lore: Increased torment damage bonus from 25% to 33% in PvE only.  
    • Sand Sage: This trait has been reworked. Gain expertise and concentration while you have an active sand shade (225 in PvE, 150 in PvP/WvW). 
    • Blood as Sand: This trait has been reworked. Reduce all incoming damage while you have an active sand shade (15% in PvE, 7% in PvP/WvW). 
       

    Druid 

    Druid is in a similar situation to scourge in that we were overly conservative with its alacrity, so it is also getting an increase to its base duration. We’ve also seen feedback regarding druid’s might generation, and we’re bumping up both the stacks and duration on Spirited Arrival to address this.

    • Grace of the Land: Increased alacrity duration from 0.75 seconds to 1 second in PvE only. 
    • Spirited Arrival: Increased might stacks from 3 to 6 in PvE only. Increased might duration from 9 seconds to 12 seconds in PvE only. 
       

    Untamed 

    Quickness untamed has a few issues that we’re tackling in the July 18 release. The first being a usability improvement for Let Loose’s ambush-reset component: triggering the ambush reset while in the unleashed state will now immediately grant access to the ambush skill instead of requiring a transition out of and back into the unleashed state. We’re also making a slight increase to the quickness duration to make it easier to maintain.

    • Let Loose: Increased quickness duration from 4 seconds to 5 seconds in PvE only. This trait will now immediately grant access to unleashed ambush skills when swapping weapons while in the unleashed state. 
       

    Herald 

    The new implementation for quickness herald is another case that we’re looking to improve. The current timing around its quickness application can be clunky and hard to track due to the 3 second pulse interval. To address this, we’ll be rebalancing the duration around a 1 second pulse interval to make it a bit more responsive. We’ve also seen concerns around the reduction in boon uptimes due to the loss of extra facet pulses from Draconic Echo, and are giving additional sources of concentration to help mitigate this. Our hope is that these changes will improve the overall gameplay feel of quickness herald, but if we’re still seeing issues with the general implementation after the July 18 update, we will evaluate whether a larger rework is needed. 

    • Elevated Compassion: Reduced quickness pulse interval from 3 seconds to 1 second. Reduced quickness duration from 3 seconds to 1.25 seconds. This trait now converts 13% of the herald’s power into concentration in addition to its other effects. 
    • Reinforced Potency: Increased concentration from 120 to 240 in PvE only. 
    • Shared Empowerment: Increased might duration from 8 seconds to 12 seconds in PvE only.
       

    Deadeye 

    Quickness deadeye is significantly overperforming where it should be damage-wise. This was partially due to a bug that caused Malicious Intent to be active when not equipped, but looking beyond that fix it’s clear that additional reductions will be needed. We’re still discussing exactly what changes will be made, but they will be finalized in time for the July release and will likely include a reduction to One in the Chamber’s damage bonus. 

     

    Specter 

    Alacrity specter is another build that is overperforming in terms of damage. This is partially due to the base alacrity duration being long enough to require minimal investment into concentration, but also due to the lack of a significant damage tradeoff in the grandmaster trait slot. We’ll be tuning up Strength of Shadows while bringing down some of specter’s other damage sources to bring the alacrity build more in line without negatively affecting the damage builds. 

    Lastly, we’re increasing the protection duration of Shadow Sap to ensure that healing-focused specter builds have a reliable source of group protection. 

    • Shadestep: Reduced alacrity duration from 2 seconds to 1.25 seconds in PvE only. 
    • Strength of Shadows: This trait no longer reduces incoming damage and no longer increases the duration of torment inflicted by Rot Wallow Venom, but instead increases torment damage by 25% in addition to converting vitality to expertise. 
    • Larcenous Torment: This trait no longer increases torment damage, and instead steals health from an enemy when you apply torment to them. 
    • Shadow Sap: Increased protection duration from 2.5 seconds to 4 seconds in PvE only. 
       

    Alacrity Willbender 

    A big pain point with alacrity willbender is its inability to provide alacrity during phase transitions or other times where it can’t strike an enemy. We’re hoping to mitigate this by updating Phoenix Protocol to grant some alacrity on the activation of resolve, which can also be shared via Battle Presence. We’ve also cleaned up some aftercasts and made general improvements to animations for a few key damage skills with the goal of making the overall gameplay feel a bit more fluid. 

    • Phoenix Protocol: this trait now grants alacrity to the willbender when activating Flowing Resolve (5 seconds in PvE, 3 seconds in PvP/WvW), which can be shared to allies with Battle Presence. Reduced the alacrity duration when resolve triggers from 1.5 seconds to 1 second in PvE only.  
    • Restorative Virtues: This trait now grants vigor instead of alacrity. 
    • Symbol of Resolution: This skill can now be interrupted by other skills.  
    • Ray of Judgment: Reduced aftercast  
    • Binding Blade: This skill will now use a different animation with less aftercast. 
       

    Alacrity Mirage 

    Last up is a rework to how mirage grants alacrity. We want there to be a better distinction between alacrity and non-alacrity builds, which is something that can be a bit blurry at times due to Chaos Vortex granting alacrity with no investment. This alacrity is being rolled into a rework of Mirage Mantle that improves all ambush skills in various ways, which can be seen in the patch note below. 

    • Mirage Mantle: This trait has been reworked. Ambush skills are improved. 
    • Axes of Symmetry: Also inflicts cripple 
    • Mirage Thrust: Removes a boon from struck foes 
    • Ether Barrage:  Grants quickness to self (1.5 seconds)  
    • Split Surge: Deals increased damage (25% in PvE, 10 in PvP/WvW) 
    • Chaos Vortex: AoE Alacrity (2.5 seconds for the player, 0.5 seconds for clones) 
    • Ambush Assault: Grants might to self 
    • Wave of Panic : Also inflicts torment 

    I didn't want to come to forums but here I am, so I hope you seriously consider reverting back Improvisation, you killed a REALLY FUN playstyle and as the name itself of the trait means it was intended to adapt on the fly by the random recharge, that WAS FUN, it wasn't broken, nor meta (Shadow Arts is still more busted) so I don't understand. Isn't the new idea of balance turning into FUN TO PLAY???

    From the preview I had doubts because you didn't specify the amount, but 15% (wvw/pvp) 25% (pve) that's just super bad, and to be honest even with 50% won't have the same impact and FUN that the previous effect had.

    With the new trait values you won't make Deadly Arts competitive anyway unless you nerf SA and we know that won't happen. So there's legit no point on doing this, just revert it, leave the random recharge WAS FUN, way more fun than playing perma stealth. There are other controversial changes in this big patch that I think can be related to the upcoming muti weapon system but this is not one of them for sure.

    • Like 4
    • Thanks 5
    • Haha 1
  2. @"Super Hayes.6890" said:Or you can just keep re-bumping the Alliances Update threads like the rest of us ?

    Isnt better to give it even more visibility? i mean unless you dont want to get them at all, all visibility and more people talking about it its welcome, hopefully anet reconsider it and communicate something to us about the "development"

  3. @Burnfall.9573 said:

    @"Mechanix.9315" said:

    @"ArlAlt.1630" said:Can be kited. Move along.

    Most builds cant, also imagine kiting while u have perma 10 torment stacks, good luck running away.

    Anyway the problem is mostly when fights are 3v3 or 5v5, that kind of small scale roaming. And of course if you have pugs around they will just melt and rally bot, because they will keep moving.

    If people cant realize how broken is, and instead complain about thief, then im done no reason to keep reading forums.

    it is broken and an insult to Necromancer Profession

    That guy is even skill clicking :facepalm:

  4. @ArlAlt.1630 said:Can be kited. Move along.

    Most builds cant, also imagine kiting while u have perma 10 torment stacks, good luck running away.

    Anyway the problem is mostly when fights are 3v3 or 5v5, that kind of small scale roaming. And of course if you have pugs around they will just melt and rally bot, because they will keep moving.

    If people cant realize how broken is, and instead complain about thief, then im done no reason to keep reading forums.

  5. @Dawdler.8521 said:

    @"Mechanix.9315" said:The -33% healing is fine imo, the problem i see is the damage plus the reduced healing, some builds can easily stack tons of poison, so its a lot of dmg while reducing healing, im not asking to revert poison like it was before, long ago, when you could apply just 1 stack, but def need to reduce the damage of the condition itself.The damage? 1 stack of poison does about a quarter of the damage of 1 stack of burning and is marginally better than bleeding (~10% better? And far less available than bleeding on pretty much all builds). At 2000 condition damage it ticks for less than 150 damage per stack.

    Poison is around 30% better than bleeding and even have lower breakpoint, and builds like for example, poison soulbeast, poison thief can put you around 15 or more stacks poison very easily, so at that point is doing almost the dmg of burning, while you still have -33% healing, get it?

    if you need math read here please:

    https://wiki.guildwars2.com/wiki/Condition_Damage

  6. The -33% healing is fine imo, the problem i see is the damage plus the reduced healing, some builds can easily stack tons of poison, so its a lot of dmg while reducing healing, im not asking to revert poison like it was before, long ago, when you could apply just 1 stack, but def need to reduce the damage of the condition itself.

  7. "Regardless of if that succeeds or not, we understand the importance of balancing our efforts between accessible content with broad appeal, and content that appeals to the more hard core audience, and recognize that we need to do a better job of supporting the latter."

    WOW, nice ANET!!!!!

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