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Game Update Notes Preview: Profession Skills


Rubi Bayer.8493

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Its funny, this patch would have been the big Boons for every support build, but kitten, Necro got completely left out. 
HealScourge is already the best at ensuring survival for the team with immense barriers, decent over time heals and fast revives for ALOT of players. 
They lost all their boons back in the day and that was only Might.. 
Now they got NOTHING but a small bonus to heal with Warhorn which mostly would be used in PvP.. 
kitten just give the Necro some kitten healing/boon potential already.

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I think than more than cjanges being bad, wich yeah, there are bad changes, the main problem is different.

We have been from the 4th beta till now without relevant changes, yeah we had a patch with some changes, some of those had to be reset because cata and other things, but this is suposed to be THE BIG patch, i can understand if they said, were gonna ful focus on suports and healing, not gonna touch anything else, and make all clases and all unused eites get something good.

the problems are.

1 they are adressing things that have nothing to do with suports/healing and doing it in a bad way, tell me how is soulbeast broken right now in pve that it needs one wolf pack nerfed only in pve and left almost dead... if it was in wvw because of pew pew well but in pve with condi meta and virtuoso? its a joke guys, the same happens with other classes too, and untamed?  0.2 and 0.5 coeficients in 2 skills... if youre doing just that do nothing, or at least dont put it in the preview because its completely irrelevant.

2 issue, i think its great that they give all classes quick and alac, yeah sone classes loose unique buffs like spotter, AP etc but i think its worth because those buffs made classes unable to compete, and in cases like revenant even full dps builds were using AP because it was a huge group buff, something that made no sense in a selfish dps traitline like Devastation, hope that with this change AP finaly goes to the invocation line where it belongs. Now once unique buffs covered and changet to boons lets talk about implementation... i dont see it working that well, druid has to use active spirits to give alac wich isnt that bad because it will still bring at least 3 spirits or so most of the time, but in wvw meh, herald needs to consume upkeeps, hope it also works consuming non dragon upkeeps because otherwise it'll be almost impossible to maintain the boon, and being herald the eternal booner it has allwais been it feels rare not being able to maintain a boon, as for warriors... i feel conflicted, i like being able to take banners and boon while running, but at the same time i think that its not worth a change, i mean i suppose you can only take one banner with you, so you just give one boon running, not having any skill while having a banner sounds strange, maybe i read wrong there? but in the end is a similar bs with a strange mecanic in my opinion, as for its quickness uptime... dunno, sounds strange, we cant have classes like firebrand that spam quickness like madmans while still having tons of other utilities, and no drawback and then have herald and warrior strugling with boon uptimes because its boon mecanic is strange and probably needs a good rotation, while again hfb is just spamming.

 

We have been waiting a long time for good changes, and again the idea behind the boon changes is good but the implementation sounds troublesome, makes you fear if itll work and so on, a simpler implementation of boons, more changes like the ones made to ventary and salvation(wich i realy like a lot btw) and not adressing things half assedly to the elites/roles that dont fit the suport/healer would have felt better in my opinion.

I also think its incredibly bad that we have been since 4th beta saying there are problems in untamed and vindi mainly, spectre being too strong with mech and virtuoso, etc etc, and we have had no relevant feedback from anet there, no mention to how theyre adressing those things, and this patch mentions to new elites is... not what id expect from the big patch after the launch of eod.

That much time to work on things and not just a patch preview that feels strange and unnerving but also no mention to other things, its a new exp, new elites, new suport balance, and just now we get this change that doesnt feel enought, maybe more comunication from anet would be good, maybe on streams even, a stream about the changes, where we can see them in action from a beta tester view.

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my main is a ranger

completly catastrophe

 druid - offers absolutely nothing but poor boofs - everyone will choose mech- has baeriers and does everything with one clock

 

 soulbeast - he got such nerfs that even as dps it will not work

 

untamed - it's a pity to talk. You've had so much time to change and you haven't done anything

 

 about it conclusion - I had no need to change the ranger. now I have a whole lot of reasons. great sorrow and grief.

 

It's time to say goodbye to the game for a while until you do something about it

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My healtempest was in the trash can , now ... it's on is way to the container park , in the useless bin ofc. what does that patch remind me off ? 

 

Sorry if i may sound "trashy". But i like the game thats why i am complaining.

Edited by zeyeti.8347
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Some things will be very confusing: 

- Fury split at PvE and other game modes

- Engineer rifle with a might support skill

- Mechanist mech rocket punch only do defiance bar damage 

- Firebrand mantra of solace split at PvE and other game modes 

- Weaver with 1 (!) group support trait

- Catalyst change for quickness

 

Chronomancer grandmaster traits are too focused on shield (no shield, no support). 

 

Many important things stay untouched: 

- Spellbreaker dagger and meditation skills

- Guardian hammer

- Firebrand traits

- Dragonhunter traits

- Ranger pets

- Untamed

- Druid glyphs

- Engineer gadget and elixir skills

- Engineer inventions and tools traitline

- Thief venom skills

- Thief acrobatics traitline

- Deadeye traits

- Necromancer death magic traitline

- Harbinger shroud skills that don't work with some traits

- Scourge punishment skills

- Elementalist arcane skills

- Mesmer chaos traitline

- Mirage shatter skilks

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This takes back the game's progress a few years. Wasn't picking up and carrying a banner a bad mechanic that the previous updates was supposed to fix. Now you add this back to the game.... Did you at least fix that the warrior could only carry one banner at a time? Are you going to add the ability to carry 2 or 3 or 4 banners this time? Might as well add the ability to carry everyone else's bags while they actually play the game...

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20 minutes ago, jcgreece.6870 said:

This takes back the game's progress a few years. Wasn't picking up and carrying a banner a bad mechanic that the previous updates was supposed to fix. Now you add this back to the game.... Did you at least fix that the warrior could only carry one banner at a time? Are you going to add the ability to carry 2 or 3 or 4 banners this time? Might as well add the ability to carry everyone else's bags while they actually play the game...

I can't stop laughing XD.

 

Now im on hommer simpson mode. My mind cant stop running the warrior with all banners on one hand so they let him use his megabuffed warhorn on 20 sec cd while carrying all people s loot on his back...

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16 hours ago, VexOQ.2836 said:

Really??? They nerfed the fire aoe longbow power coefficient slightly, which is condition anyway, when you play it. They buffed therefore 3 other abilities, making it all in all a damage buff for the bow. Same goes for anything you mentioned. Warrior got buffed hugely

Thank you for correcting my longbow comment, I see the buffs for it. That said I can’t say that it’s ever felt like a useful composition for instanced content (to me, I know people use condi longbow). For end game content this, as many others have expressed seems like a huge rejection of a class that is about smashing things harder than others can smash them.  

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They really need to take a closer look at what they're actually doing when they make these massive core changes to the game.  I don't come here to post often, but I'm getting pretty tired of what the balance team accomplishes these days.  I started the game in beta playing an ele main.  Bought all of the extra bag slots and goodies when they came out because that's the class I played most.  Cut to today, you get the stinkeye for bringing an ele when there are so many better options that are easier to master.  I swapped mains to a warrior, bought all of those extra bag slots as well.  And now this.  I guess what I've learned is that I'm not going to be buying anymore character specific stuff from the gem store.

Edited by BigShow.8460
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1 minute ago, BigShow.8460 said:

They really need to take a closer look at what they're actually doing when they make these massive core changes to the game.  I started the game in beta playing an ele main.  Bought all of the extra bag slots and goodies when they came out because that's the class I played most.  Cut to today, you get the stinkeye for bringing an ele when there are so many better options that are easier to master.  I swapped mains to a warrior, bought all of those extra bag slots as well.  And now this.  I guess what I've learned is that I'm not going to be buying anymore character specific stuff from the gem store.

Nonoon, please, switch to a firebrand! I'll even sponsor some of the bag slots.

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13 hours ago, Sean Wood.8902 said:

Hi all, this is my first major balance patch minus eod release, I've been really enjoying learning Berserker warrior in the last few weeks, are the upcoming changes going to affect the warrior's viability in end-game PvE content, or is it too soon to know? If it does, can anyone help me understand how badly? I never experienced the way banners used to work and banners seem to be a major sell point for spots in a group. I really don't wanna have to abandon him to go back to my guardian 😞

Heya

Banners on release: Created a bundle that could be picked up by all players and provided 1-5 skills (think an Engineer's kit or an Elementalist's conjured weapons). 1 was auto attack, 2 was a stab, 3(?) was a charging attack, and 4/5 provided boons and buffs in addition to the Banner's current effects. The 1-5 skills weren't amazing, but it make it so that repositioning the banner still let you support your team.

Banners pre-this patch: No longer creates a bundle, and plants much like an Engineer's turret with an 80s cooldown. Warriors could pick up their banner to reduce its cooldown by 60s--so basically you could pick up and relocate it every 20s. Made repositioning much better--the stated intent by ANet of this change was because the pickup/drop mechanic was seen as counter to the GW2 combat philosophy and they wanted to ensure players couldn't troll others by "stealing" the banner away

This patch: Can't pick up the banner (to recast)--only to move it from point A to B & it acts like a non-weapon bundle (i.e. you have no skills other than Heal/utilitiy/elite until you drop it). Removed the unique buffs to provide the generic boons.

The Takeaway:

  • Warriors lose out on the unique buffs they had since launch--which is fine as a balance decision. I get it, I might not like it, but I get it
  • The boons provided sound small (3s quickness?) compared to what other professions can provide easier, faster, longer, all while being mobile
  • Repositioning Banners returns to the chore of the "Banners on Release" section, but now without even having the bundle skills so you can fight/support--you can't do anything until you drop it.
  • Other players can troll you by stealing the banner and you can't cancel it to recast until the 60s cooldown is finished (this is a horrible situation because your own skill cooldowns should never be negatively impacted by the actions of a teammate)

This update turned out ot be absolutely tone deaf to what ANet stated in their studio update

Quote

Warrior players have been telling us for years that they’d like to be something other than a banner warrior in groups! We agree, and we’re going to rework banners and spirits to fit our shared boon system and open new options for warrior and ranger players. Both professions will have access to new boon support roles using revamped banners, spirits, and related trait

All the patch did was make banners comparatively worse.

HOWEVER: this is based on the preview. It's possible that upon cast, Warrior Banners will provide 10s-20s quickness baseline to the party (which is entirely unrealistic), that picking up/dropping will recast quickness (tedious but Warriors will make it work), or that the Banners will pulse Quickness in addition to their current boon effects (which does not match the patch notes).

If banners don't have at least one of those changes (undocumented by the notes) then banners would have been made boon/support & mechanically worse than they were upon the release of the game in 2012.

Hope this answers your questions 

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"This is the end, you know

The plans we had went all wrong
We ain't nothing but fight and shout and tears
 
We got to a point I can't stand
I've had it to the limit; I can't be your man
I ain't more than a minute away from walking
 
We can't cry the pain away
We can't find a need to stay
I slowly realize there's nothing on our side
 
Out of my life, out of my mind
Out of the tears, we can't deny
We need to swallow all our pride
And leave this mess behind"
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Let's talk the changes.

 

Warrior: Removed from end game content. I myself as a warrior enjoyer will delete it because i will no longer see a request for "BS" in LFGs. I was promised that you will try to give it more meaning, anet. I don't see it.

 

Untamed: Trash as always. The only unusable spec in endgame pve. Needs a rework from the core, like the beta feedback was so bad, yet the project continued.

 

Catalyst: Weakest link of EoD (We don't take Untamed in consideration, that is not a spec, it's a LOL), a spec that not many can get big numbers out of, you nerfed. You buffed hammer months ago claiming that it is not impactful. Now you nerfed it lower than the original. Does this make sense to you?

 

Firebrand: Condi version, you nerfed mounts ago, took away easy quickness through solance, now you thought it is a good ideea to nerf even more. DH, literally the only reason to play it in fractals, the signet share, you deleted. That is the 3rd spec you put in the grave and we are not even half way finished.

 

Mechanist: The most complete broken healer in the game, you thought it is a good ideea to buff.

 

Scrapper: A spec that didn't need more crit chance in firearms, you went ahead and gave it more crit chance and called it a balance patch.

 

Ranger: Literally the only true balance you created through this new patch. Restored druid usability by adding Alacrity (it was literally dead because only might and heals), and restored some of the the power soulbeast dps to compete with the broken dps of the EoD specs. Congrats Anet. The whole community can agree that Balance means bringing old specialisations up to the standards of new ones, or vice versa. Promoting specs by nerfing others cannot be called Balance.

 

Reaper: Dps boost, that is good. Makes it more usable in endgame dps roles.

Heal Scourge: Nice touch with the warhorn rework, the fear on warhorn feels more appropriate than the 2sec Daze.

Harbinger: Where nerfs? It's outrageous and broken and too easy to play.

 

Herland: By adding quickness on consume but increasing cooldowns i don't believe it can be used as a reliable quickness support. By taking too much concentration it wil lower its dps far under the other quickness support specs such as scrapper that sits on a high 30k dps and catalyst at about 30k too now after the tuesday patch.

 

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54 minutes ago, jcgreece.6870 said:

This takes back the game's progress a few years. Wasn't picking up and carrying a banner a bad mechanic that the previous updates was supposed to fix. Now you add this back to the game.... Did you at least fix that the warrior could only carry one banner at a time? Are you going to add the ability to carry 2 or 3 or 4 banners this time? Might as well add the ability to carry everyone else's bags while they actually play the game...

You guys should learn a thing or two from Revenants, we just move our centaur rock with a recast :3 . You know, in a way that makes sense, isn't clunky, annoying, or tedious. It just goes where it is needed. Sadly, there is no way this could be done for recasts with banners... simply impossible...

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You know who I feel sorry for?  The newer players with limited funds buying gear to finally play a class that they enjoy, only for it all to come crashing down in an unnecessary way.  I have seen many people comment about enhancing under-used skills to make them more useful instead of nerfing others into the ground.
 

 Why is this not the thought process with the balance team?  Why are you guys constantly nerfing things that are fun to play and provides a gateway to more advanced builds?  Why do you guys insist on heavy nerfs instead of minor adjustments to see if that may have been all that is needed?  
 

You might want to start thinking about the little guys instead of the top end players.   Otherwise you will be left with neither due to these unnecessary nerfs. 

Edited by Lets All Be.1596
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i wouldnt mind nerfin everything across the board. power creep is a b*. i dont care about banner and spirit unique buffs being removed. i worry however of those classess usefulness now. but thats beside the point. how they decide what should and shouldnt be nerfed is beyond me. it kinda seems that the balance team is made of 3 ppl, maining engi, necro, and guard. those classes are way to good in more ways then just pure synthetic golem dps that less then 3% of playerbase can pull off. its riduculous. they now have most utility, all the boons, all the dps. stupid survivability. and then u get something like a weaver, who has negative range, who gets deleted by a freaking skritt throwing a bottle, who gets a fkn 5% crit in air and 500 aoe barier every 5 seconds xD. this is game changing!!! NOT! this is a FKN JOKE. if this goes live i swear me and my friends are gonna take a break until it gets resolved. and whats with the ele staff changes? u remember it exists but why bother touching it if its still dead. just split stats petwen pvp/wvw vs pve and make things be useful. u said u were gonna fix utility skills, u said u were gonna fix unused weapons. u had one job and u decided to limit supp chrono into using the shield or go home. thats not a fix. oh. and thanx for finally untying crit chance on chrono from slow uptime... oh wait. that was a dream.

ah yes. and engi needed the rifle rework. mostly the might generation is good. cos engi has no might right? RIGHT?

Edited by Ascency.3580
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