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WvW Balance Patch May 10th


Xenesis.6389

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1 hour ago, solemn.9608 said:

 

Catalyst was never better than DPS weaver.

Not even close.

Double meteor is a gimmick, it can generate some downs - and then nothing else for awhile because weaver dps is overall way better.

It was never an issue. Absolute monkeybrained balance patch.

 

This. 100%

Here’s my question.

Anet wants melee in WvW?

How does ele survive or even compete in melee with any other class?

Why no dragonhunter nerf?

All this does is solidify more cheap gimmicky stealth DH meta.

 

Anet doesnt have a single clue how to balance.

Edited by C Cspace Cowboy.5903
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44 minutes ago, C Cspace Cowboy.5903 said:

This. 100%

Here’s my question.

Anet wants melee in WvW?

How does ele survive or even compete in melee with any other class?

Why no dragonhunter nerf?

All this does is solidify more cheap gimmicky stealth DH meta.

 

Anet doesnt have a single clue how to balance.

If they want melee, dragonhunter and ranger are next right? pew pew from afar must stop..

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4 hours ago, Threather.9354 said:

Great changes. All necro specs were running 2 wells and ranged damage was too high. Especially Phase smash. Fiery GS had no place being better than catalyst elite in blob fights.

Now just nerf concentration stat and increase sustain cooldowns (prot, aegis, regen, burst heal, cleanse) slightly. Then we got a skilled game.

GS + Mace/Sword Vindicator anyone?

ur surely a good comedian right

 

"all necro specs were running two wells"... yeah and they always will, there is no other legit way to contribute to a big range spike in a useful manner for necros

basically, they stole scourge 30% dps on the wells. the corruption well dmg nerf was super random, as it never did a lot of dmg anyways. and suffering has also not a big radius so it is still nuts to nerf damage on the ticks there

 

and range spike of rev rarely kills anything but afkers since feb20 bro, wake up lmfao

 

the balance is just showing how few they care about Wvw

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2 hours ago, kamikharzeeh.8016 said:

"all necro specs were running two wells"... yeah and they always will, there is no other legit way to contribute to a big range spike in a useful manner for necros

Necros have plenty of other good utilities to choose from, both wells just happened to be S+ tier (Must run)

Now well of suffering can be replaced with Signet of Locust (boon rip), Sand Swell (Mobility),  Signet Of Undeath (Revive), Spectral Ring (CC + boonrip with absorption sigil),  Serpent Siphon, Spectral Grasp (pull, mostly for reaper), Elixir of Ignorance/Bliss, "You are all weaklings!" etc. There are plenty of low cooldown S and A-tier skills for necromancer that other classes would dream of.

Edited by Threather.9354
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nah, those are absolutely horrible gimmicks lmfao

 

u wont trade even the nerfed well of suffering for any of this, normally

 

and... idk if u missed that but well of corruption never was a direct damage dealer. it had like 1200 per tick before, now its 1000~ dang. hard nerfed, meta d E s T r O y E d pepehands

 

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Got hit with a 7.6k spinal shivers and 7.4k life reap tonight, but hey nerf the aoes that hit for less than 3k. 🤭

Why even bother having aoes in the game anymore, they nerfing all of them so they don't touch the precious boon blobbers. 🤡

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This is awful.  It is difficult enough to produce downs and secure kills when pugs try to defend objectives from attacking boon blobs.  Most downs will be mass resurrected immediately.  Damage and mobility are the main advantages a pug cloud has over a boon blob.  You just need skilled players which can anticipate the blob's movements, free cast damage, and kite when necessary.  Nerfing the damage further gives the advantage to the side with numbers.

 

I haven't heard any damage complaints recently on the forums, discord, or in the game.  Where did these nerfs come from?

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49 minutes ago, Dagger.2035 said:

This is awful.  It is difficult enough to produce downs and secure kills when pugs try to defend objectives from attacking boon blobs.  Most downs will be mass resurrected immediately.  Damage and mobility are the main advantages a pug cloud has over a boon blob.  You just need skilled players which can anticipate the blob's movements, free cast damage, and kite when necessary.  Nerfing the damage further gives the advantage to the side with numbers.

 

I haven't heard any damage complaints recently on the forums, discord, or in the game.  Where did these nerfs come from?

The complaints were more about build diversity and a stale meta. 

The idea here is to nerf pirate ship so freaking hard that Melee ball becomes the new meta. 

Forcing meta shift. 

While simulating a higher build diversity making melee build "viable" now. 

 

In a way, Anet is going what we wanted but in good old Anet Fashion, not in the way we all hoped for. 

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14 hours ago, Xenesis.6389 said:

 

 

Competitive Balance

Necromancer

"Rise!" is a skill that we've seen a lot of feedback around following the last set of balance changes. One of the primary issues with the skill is the number of minions that it's capable of summoning, as these minions can potentially soak up a lot of damage while also creating damage threats via Death Nova. To address this, we've reduced the target cap of the skill, which will both reduce the number of minions summoned and increase the cooldown of the skill by granting fewer hits of cooldown reduction from Augury of Death.

  • "Rise!": Reduced maximum number of targets struck from 5 to 2 in WvW only.
  • Death Nova: Reduced power coefficient from 0.75 to 0.6 in WvW only.

Another World vs. World goal for this update is to bring down some of the primary sources of ranged area-of-effect damage to create more opportunities for melee pushes. Ranged versus melee is always going to be a delicate balance as we do want both options to be viable, but we currently feel that ranged pressure is too high, and we're making some adjustments. For necromancer, this involves bringing down the damage of Well of Suffering and Well of Corruption. Unholy Feast is also being brought back down to its previous damage value, as the increase from the previous update pushed it a bit higher than it needed to be.

  • Well of Suffering: Reduced power coefficient per hit from 0.9 to 0.65 in WvW only.
  • Well of Corruption: Reduced power coefficient per hit from 0.35 to 0.28 in WvW only.
  • Unholy Feast: Reduced power coefficient from 1.3 to 1.0 in WvW only.

Revenant

The revenant's hammer is another source of ranged pressure that we looked at for this update, with both Coalescence of Ruin and Phase Smash receiving damage reductions.

  • Coalescence of Ruin: Reduced power coefficient from 1.15 to 0.91 in WvW only.
  • Phase Smash: Reduced power coefficient from 1.2 to 1.0 in WvW only.

Vindicator has continued to overperform in PvP, largely due to the defensive strength of the Kurzick side of Legendary Alliance Stance. We want to keep the energy costs on the lower side to maintain the flow when switching between the two sides, but the cooldowns of Tree Song and Battle Dance make them too easy to use repeatedly while staying on the Kurzick side. Saint's Shield is also getting an adjustment to its attribute scaling to bring down the sustainability of Avatar Amulet builds. We're continuing to keep an eye on the strength of Saint's Shield for nonhealing builds, but we want to gauge the impact of the adjustments to Tree Song and Battle Dance before making any further changes there.

  • Tree Song: Reduced the number of conditions removed from 5 to 3 in PvP only. Increased cooldown from 3 seconds to 8 seconds in PvP only.
  • Battle Dance: Increased cooldown from 3 seconds to 10 seconds in PvP only.
  • Saint's Shield: Reduced healing and barrier attribute scaling from 1.0 to 0.7 in PvP only.

While the defensive side of the vindicator has been strong, its offensive capability has been a bit less impressive since the adjustment to Eternity's Requiem. We've bumped up the damage on some of its weaker skills on the greatsword and the Luxon side of Legendary Alliance Stance to make damage-focused vindicators a bit more threatening.

  • Phantom's Onslaught: Increased power coefficient from 1.18 to 1.33 in PvP and WvW.
  • Scavenger Burst: Increased power coefficient from 1.25 to 1.55 in PvP only.
  • Nomad's Advance: Increased power coefficient from 2.0 to 2.3 in PvP and WvW.
  • Spear of Archemorus: Increased power coefficient from 2.33 to 2.67 in PvP and WvW. Reduced energy cost from 20 to 15 in PvP and WvW.

Elementalist

Elementalist is another profession getting a pair of adjustments to some of its more potent ranged damage skills, namely Meteor Shower and the Firestorm from Fiery Greatsword.

  • Meteor Shower: Reduced power coefficient from 1.1 to 0.88 in WvW only.
  • Firestorm (Conjure Fiery Greatsword): Reduced maximum number of targets struck from 10 to 5 in WvW only.
  • Fiery Eruption (Conjure Fiery Greatsword): Reduced maximum number of targets struck from 10 to 5 in WvW only.

Guardian

Finishing up the ranged damage adjustments for this update are a pair of changes for guardian, bringing down the damage of Symbol of Punishment and Sword of Justice.

  • Symbol of Punishment: Reduced power coefficient per hit from 0.33 to 0.28 in WvW only.
  • Sword of Justice: Reduced power coefficient per hit from 0.54 to 0.45 in WvW only. Reduced ammunition count from 3 to 2 in WvW only.

Engineer

Mechanist has continued to be a dominant force in PvP, and for this update we've taken a harder look at some of its defensive capabilities. Rectifier Signet in particular is an extremely potent source of healing, especially in combination with the grandmaster trait Mech Core: J-Drive, and it's something that needed to come down. We've also made another slight adjustment to Mech Frame: Channeling Conduits to further reduce the mechanist's alacrity uptime. Finally, we have an adjustment to the engineer's shield cooldowns. We've seen the strength of the shield previously with protection holosmith builds, and it's no surprise to see it again as a key piece for the mechanist. Shield skills are available a bit too often with the cooldown reduction of Over Shield, so we've bumped up the cooldowns of both Magnetic Shield and Static Shield.

  • Rectifier Signet: Reduced pulse heal from 230 to 142 in PvP only.
  • Mech Frame: Channeling Conduits: Increased internal cooldown from 3 seconds to 4 seconds in PvP only.
  • Magnetic Shield: Increased cooldown from 25 seconds to 30 seconds in PvP only.
  • Static Shield: Increased cooldown from 30 seconds to 40 seconds in PvP only.

Ranger

We've enjoyed seeing the recent performance of the untamed specialization in PvP, but it's clear that the damage of the drake's Tail Swipe is a bit too high, and we're bringing it down a notch.

  • Tail Swipe (Drake Family): Reduced power coefficient from 0.9 to 0.72 in PvP only.

Thief

Specter is another specialization that has continued to perform well following the previous adjustments to its sustainability, and we're adjusting shadow force generation with the goal of making specters a bit more susceptible to enemy pressure.

  • Specter: Reduced shadow force gained per initiative from 1% to 0.75% in PvP only.

 

------------------------------------------

Ok cool, Rise got nerfed, well deserved...

But why do another round of damage nerfs? CoR, Meteor, Wells, all got more damage nerfs? was that really necessary?

What is anet doing? they make boon ball super strong, where you're encouraged to just stack more numbers, then they want to gut ranged damage which is more needed when you're outnumbered or less organized against those blobs, do they want to turn wvw into a runaway ktrain so badly? Do they think those pull bombs will get affected? not when those blobs can just freely run over everything now because the hardest hitting aoes all hit like wet noodles....

And still have june patch coming up..... 🙄

 

 

Thanks Xen. Agree, we don't need more buffing to boon balls. There needs to be more pain in stacking. If people are rewarded to stand in the same spot they should be hit by damage landing in that same spot to account for that.

 

HATS TO THE HAT GOD!  WAAAGHH!

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Heres my theory, I think the devs maybe just consult a few boon ball guild leaders about balance and nerf skills according to their liking.

Cos hardly there are any Anet dev playing the game full time. They just login every so often to join a guess what? yes a boon ball thats just running over pugs like a steam train and these aoes that got nerfs affected them the most.

Seriously, when are we going to see nerfs to boons?

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7 hours ago, Strider Pj.2193 said:

They came from the expac toons not performing well enough for the meta.  

You will have to nerf scourge into the ground if you are going for dmg nerfs, to fit in the new specs in zergs...

You could ofc nerf support so that more dmg options are viable in a blob, but thats just me.

To be fair they are on their way with the nerf-into-the-ground with herald so... who knows?

Edited by Hotride.2187
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8 minutes ago, Hotride.2187 said:

You will have to nerf scourge into the ground if you are going for dmg nerfs, to fit in the new specs in zergs...

You could ofc nerf support so that more dmg options are viable in a blob, but thats just me.

To be fair they are on their way with the nerf-into-the-ground with herald so... who knows?

It’s kind of amazing actually when you look at how hard Scourge was hit quickly following its release.  And how it’s received several nerfs since.  
 

Not sure that Anet truly understands why Scourge is so heavily sought after in zergs…. 

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16 hours ago, YTKafka.4681 said:

Honestly I'm still waiting on the new Signet of Humility meta. Anet promised tons of Moas, and being the genius designers they are I can expect that meta to pop up any day now...

yep...

any day now...

soon...

I am waiting on the full Mesmer meta squad, nothing but Moa's  and Gravity Well's 

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2 hours ago, Sleepwalker.1398 said:

Heres my theory, I think the devs maybe just consult a few boon ball guild leaders about balance and nerf skills according to their liking.

Cos hardly there are any Anet dev playing the game full time. They just login every so often to join a guess what? yes a boon ball thats just running over pugs like a steam train and these aoes that got nerfs affected them the most.

Seriously, when are we going to see nerfs to boons?

I doubt we will see any nerf to the boons but one server is good at taking out the BB the all attack the ball from all directions 

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Here and good example of how anet nerfs things base off of favoritism for classes.

Necro nerf is mostly base off of utility skills (wells) and very much aimed at the elite spec that are over that are doing more then they should (shout for reaper).

Ele nerfs are base off of wepon skills and often way too generalized (staff and conja FGS) getting all of the elite spec and core class beyond the intended target of highest spike dmg of weaver (this nerf WAS aimed at weaver in wvw its the highest power creeped class of ele due to all of the free dmg effects it gets but anet nerf core ele catalyst and even tempest with this update very much unintended nerfs).

 

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4 hours ago, Strider Pj.2193 said:

It’s kind of amazing actually when you look at how hard Scourge was hit quickly following its release.  And how it’s received several nerfs since.  
 

Not sure that Anet truly understands why Scourge is so heavily sought after in zergs…. 

u know the fun part? the best dps necros are still core and then with some distance reaper, scourge is not replaceable due to its corrupt output....

 

harbinger is still a smallscale meme and bad, because it's built on having no options for largescale and zero bulk on a power build

 ____

 

sofar, anet acchieved nothing with this pointless nerf bullying, outside of that several classes basically get kicked off the meta of largescale bc they aren't worth bringing anymore, by now its only ele, reaper and warrior

 

like the dh/coreguard nerfs only impact its range abilities a bit, aint a substantial dps loss, and good dhs carry dmg ever since. unreached by anything outside of eles with less downsides

 

@Jski.6180 erm no, the nerfs hit all necros. largescale wells are "its thing", stealing 30% dmg off a wellspike is some tedious nerf. anet loves wet noodle things that dont do dmg idk

Edited by kamikharzeeh.8016
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3 hours ago, Sleepwalker.1398 said:

Heres my theory, I think the devs maybe just consult a few boon ball guild leaders about balance and nerf skills according to their liking.

I have been thinking this as well.  If they are listening to these groups it is a case of letting the fox design the hen house.

Glassy builds with ranged AOEs were the best way to fight off larger boon ball groups.  After these changes, I am no longer bothering to defend objectives while outmanned and will let the karma trains occur.

That seems like the best way for me to let the devs know the negative impact their changes have on the game.

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5 hours ago, Sleepwalker.1398 said:

Heres my theory, I think the devs maybe just consult a few boon ball guild leaders about balance and nerf skills according to their liking.

Cos hardly there are any Anet dev playing the game full time. They just login every so often to join a guess what? yes a boon ball thats just running over pugs like a steam train and these aoes that got nerfs affected them the most.

Seriously, when are we going to see nerfs to boons?

They do, which is why I've been blaming guilds for this mess, which obviously benefits them the most.

Of course we can't really talk about that without getting into trouble....

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