Okay, ArenaNet, I'm sorry, but THIS cannot happen:"Overload: Overloading now disables all toolbelt skills for its duration."That's NOT a tweak, that's fundamental change in how holosmiths play. If you actually play the game at a high level or even at the casual level, you'd know this is an asinine change. I HAVE to use Toss Elixir S after a forced Overload due to scourge's CONSTANT fear spamming. I HAVE to use Toss Elixir S to run away from chill when Overloaded. I have to use Regenerating Mist to prevent myself from dying after having an Overload. The burn damage and disabling of Photon Forge are already a crippling enough punishment for overheating, do NOT make it worse. If you want to nerf rifle-wielding holosmiths (Gadget Holo and Elixir Rifle builds) you NEED to nerf the Power Wrench trait to 10% boost from 33%, not screw over all the sword shield holosmiths like myself who absolutely do not have a broken build. And while you're at it, why do you not buff double-pistol holosmith in PvP? It's unusable beyond low Gold I because it has very little utility. Why do you not buff Coolant Blast to add regeneration for 7 seconds and buff it's healing power by 1000? It's not at all competitive vs. A.E.D., Healing Turret, or Elixir H because they all have superior healing and/or protection and/or condition removal BUILT RIGHT IN! I'm not happy about this change at all. If you want to nerf rifle-bearing holosmiths, nerf the Tools line or nerf the utility of the rifle, but do NOT touch the sword shield build: https://tinyurl.com/y6akazpx - It's fine as is, and even running Rune of Resistance, you still cannot beat Soulbeasts, Spellbreakers, Scourges, and some burst Mirages/Chronomancers. Why was Sic Em Soulbeast Longbow 2 cooldown not increased? It's unblockable with Choice 3 of Trait 1 options in Soulbeast line? I cannot even stealth out of it because of revealed, and once I have no dodges, I get canned because there's literally no counter to it at that point. Why were scourge repeating fear bombs not removed/nerfed? They force me to overheat as a holosmith, remove all stacks of stability on Soulbeasts, Guardians, Rampage Warriors, and Elementalists, and fears them (defeating the purpose of stability to begin with)? Why didn't you make it so only SOME stacks of might, stability would be corrupted? That's a much better balance change. Lastly, why the HECK did you NOT nerf Magebane Tether for Spellbreakers? That is the most egregiously broken ability in PvP at the moment - every 10 seconds, an unremovable chain that works even against evading players, works even when spellbreaker is stunned, works even when Spellbreaker is downed, works through walls and that even 5 stacks of stability cannot counter as Spellbreakers remove the stability boon. You know this is all true.