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June 27 Balance Update Preview


Rubi Bayer.8493

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25 minutes ago, GeraldBC.4927 said:

In general, a lot of these problems and solutions would probably be way more obvious to the balance team, if they simply tried out and actively played multiple different specs with the same role and compared it for themselves.

Well, I don't know what classes and roles the balance team really actively plays, but it still looks like the balance team members still have a preferred playstyle, classes, roles and game modes and tweaks are essentially happening for this. Despite the fact that after the leaks from internal chats of the balance team, after which exactly that became known, improvement was promised.

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One of the main thing in this game that made me and probably many others kind of addicted is it's unique classes and how their skills work, it's not the usual boring garbage like in every other mmo.
These classes have their unique identity which makes them really fun and cool and enjoyable to play.
But now you are trying to remove a lot of this uniqueness from the game which will probably result in it becoming more and more like those other boring garbage mmos and personally I don't want this, I'd very much like to play this game more and enjoying it through it's awesome classes.
But if you make every class interchangeable, then what will be the point in chosing a class?

Listening to your playerbase will only make your game better and enjoyable because they are the ones playing the game, if you make changes noone wants, that will only make them not want to play.

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Howdy. A guildmate recommend I log in and express my thoughts so I compete with other loud voices.

I am so incredibly excited about the scrapper change. I love heal scrap, and planning my combo fields for might generation is the funnest part of the gameplay loop. This change frees up a utility slot and I'm super excited at having an extra option.

In fact, I really want combo fields to be reworked. Condition combo fields are king, but there's no power combo field that scales with crit strike. Also, many players tend to use 3rd part data analysis tools, and Dark fields for instance don't show their damage on some of those tools, but burn and poison fields do. I'd to see lightning fields and Dark Fields scale with crit when you use a whirl or projectile, and I'd like easier data analysis to see how much damage it does.

edit: also excited for heal-alac bladesworn. But I don't have purple heavy armor so may be a while before I play it.

edit: been dabbling in deadeye. can't say I'm "too" excited about quickness because it's competing for that grandmaster slot, and deadeye is weird in the sense that the initiative generation from the other grandmaster trait is kind of build-defining. I've also been condi deadeye, and other initiative generating traits (like the weapon swap one) compete with condi damage traits.

Edited by Rishnock.6230
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This is just awful. ANet should delete this whole "balance" patch preview, post a statement and get back to the drawing board. The community feedback is clear. 

If they release it like that, I'm out.

  • How about we all change our pb's to the scourge icon to protest lmao. 

I'm not even a Scourge main but many raiders I know are and they are all just asking: Why? And I didn't even talked about the other awful unnecessary changes of other classes.

Edited by Radiancee.6537
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5 minutes ago, Radiancee.6537 said:

This is just awful. ANet should delete this whole "balance" patch preview, post a statement and get back to the drawing board. The community feedback is clear. 

If they release it like that, I'm out.

  • How about we all change our pb's to the scourge icon to protest lmao. 

I'm not even a Scourge main but many raiders I know are and they are all just asking: Why? And I didn't even talked about the other awful unnecessary changes of other classes.

but its not about scourge only. whole patch is a disaster. i wanna call it a suicide patch. suicide for the game.

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1 minute ago, Adonaj.7932 said:

but its not about scourge only. whole patch is a disaster. i wanna call it a suicide patch. suicide for the game.

Yes. The whole patch is a disaster. I just mentioned the Scourge because those are the most dreadful changes of all. But of course, as I said: "I didn't even talked about the other awful unnecessary changes of other classes."

This patch should be stopped.

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A lot has already been said regarding the specific positive and negatives of this patch. All I will add is that in general the balance team should not be posting patch notes with this much vague wording and discrepancy from the livestream.

Re-read through it again. How many changes are listed as "gives boons". Do you not know what boons it will give? A skill description should be descriptive, especially when we are talking about rotations, balancing, and uptime. The lack of descriptive language in the patch notes makes it impossible to give good feedback beyond surface level takes. We have almost an entire month until the patch goes live. We have already exhausted our capacity to provide you feedback because you give us so little to work off of.

 

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24 minutes ago, Radiancee.6537 said:

This is just awful. ANet should delete this whole "balance" patch preview, post a statement and get back to the drawing board. The community feedback is clear. 

If they release it like that, I'm out.

  • How about we all change our pb's to the scourge icon to protest lmao. 

I'm not even a Scourge main but many raiders I know are and they are all just asking: Why? And I didn't even talked about the other awful unnecessary changes of other classes.

Iffn you really want to stage a protest, best way to do that honestly is a coordinated "walk-out". No seriously. Patch goes live, people just don't log in. You might think oh it's a free to play so they won't care but one of the few metrics that can be measured is number of log ins. Talk in forums is cheap because it can be ignored (clearly the devs are masters of that), and people don't usually stick to their guns anyways. Give them something they can physically see and measure.

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On 6/8/2023 at 11:12 PM, Rubi Bayer.8493 said:

Mesmer

Mirage evasion has been a major pain point in competitive modes for a long time, and it was something we wanted to address in this update. Mirage will now have 100 endurance in PvP and WvW but will no longer be able to dodge while immobilized or under the effects of crowd control. We believe that this is a good middle ground between the current version of Mirage Cloak and a potentially larger rework, and we'll be keeping a close eye on how it plays out.

We've also made some adjustments to virtuoso dagger to improve the reliability of its damage in competitive modes.

 

Core

  • Signet of Humility: Reduced cooldown from 120 seconds to 60 seconds in PvE only.
  • Null Field: Reduced range from 1,200 to 900.
  • Temporal Curtain: Reduced range from 900 to 600.
  • Illusionary Membrane: Reduced incoming damage reduction from 10% to 5% in PvP only.
  • Chaotic Persistence: Reduced concentration and expertise from 250 to 150 in PvP only.
  • Illusionary Defense: Reduced damage reduction per stack from 2% to 1.5% in PvP only.
  • Auspicious Anguish: This trait now has an internal cooldown when you become disabled. There is no internal cooldown when you gain distortion.
  • Bountiful Disillusionment: Reduced vigor duration from 8 seconds to 5 seconds in PvP only.
  • Escape Artist: This trait has been reworked. It now applies distortion to phantasms when they are summoned.

Chronomancer

  • Stretched Time: This trait has been reworked. Flow of Time affects nearby allies. Grant alacrity to nearby allies when you summon a phantasm.
  • Seize the Moment: This trait no longer causes Tides of Time to grant quickness and instead grants quickness to nearby allies when you summon a phantasm.
  • Well of Senility: Reduced cooldown from 25 seconds to 20 seconds in PvE only. Increased pulse power coefficient from 0.7 to 1.5 in PvE only. Increased the number of boons removed from 2 to 3 in PvE only.
  • Well of Action: Reduced cooldown from 25 seconds to 20 seconds in PvE only. Increased pulse power coefficient from 0.7 to 1.5 in PvE only. The final pulse of this skill now grants alacrity instead of superspeed.

Mirage

  • Mirage can no longer dodge while immobilized or under the effects of crowd control.
  • Mirage Cloak: This trait no longer reduces the mirage's endurance in PvP and WvW.
  • Chaos Vortex: Reduced clone bleeding and torment duration from 8 seconds to 4 seconds.
  • Imaginary Axes: Reduced clone torment duration from 4 seconds to 2 seconds in PvP and WvW.
  • Split Surge: Reduced might stacks from 2 to 1 in PvP only.
  • Elusive Mind: This trait now removes conditions when gaining Mirage Cloak instead of when dodging. Reduced the number of conditions removed from 2 to 1 in PvP and WvW.

 

Virtuoso

  • Bladesong Distortion: Reduced distortion duration per blade from 1 second to 0.75 seconds in PvE only.
  • Bladeturn Requiem: This skill no longer blocks incoming attacks.
  • Bladecall: If the original target of the skill is in range, the returning blades will now lock on to that enemy. If not, the blades will return to the player as normal.
  • Unstable Bladestorm: This skill is now a ground-targeted spell instead of a projectile. The spell strikes enemies in range in addition to firing projectiles at nearby enemies.
  • Twin Blade Restoration: This skill will now always cleanse conditions when healing. The first blade will now always grant aegis, and the second blade will always grant vigor.
  • Psychic Force: Reduced cooldown to 25 seconds in all game modes.
  • Blade Renewal: Reduced channel duration from 3 seconds to 2 seconds.
  • Jagged Mind: Increased bleeding duration from 1 second to 3 seconds in PvP and WvW.
  • Psychic Riposte: This trait will now always grant one blade and the unblockable effect when dodging. Reduced the number of blades granted when evading or blocking an attack from 3 to 2.

  

Ok first of all great that we get our 2nd dodge back, because 1 dodge in competetive mode was a very lazy and toxic way for Anet to nerf Mirage to begin with. Even worse when Mirage was left that way for years to come. 

I can understand the reasoning behind taking away the ability to dodge while you're CC:ed or immob for a healthier game, even though you guys are taking away Mirages core identity by doing so. I think it's ok to do this for WvW and PvP, but why doing this for PvE aswell? We're only facing NPCs anyways so fair play doesn't really apply in PvE. You should let Mirages being able to dodge when they are CC:ed or immob in PvE atleast, since there can be lots of soft and hard CCs in PvE's different modes. Mirage is already very squishy as it is and needs this as its sustain.

This heavy nerfing of Mirages ambushes isn't fair at all. You have to remember that Anet already nerfed Mirage alot before we got the final big nerf in form of 1 dodge. Our skills and traits got nerfed big time in competetive modes, together with core Mesmer getting nerfed aswell. Yes we get our 2nd dodge back now, but not being able to dodge while CC:ed or immob leaves us in a even more vulnerable state since our dodge doesnt make our toon roll over and move quickly away from AoEs for example.

You rather need to boost Mirages ambushes, skills and traits to actually give Mirage a chance to be viable and effective during gameplay. The changes you're doing now heavily nerfs Mirage in every single way and doesn't really give people incentive to actually want to play Mirage, and it leaves Mirage mainers like myself to just feel neglected yet again. 

You need to start balancing Mirage more seriously and give it the attention it really needs. Stop being so afraid of balancing this eSpec and try to learn how it works so you can better understand what kind of attention it needs. And listen to the feedback from your Mesmer/Mirage playerbase, there's tons of valuable feedback that you can read through in the Mesmer sub forum.

I dont really understand why we need to take a trait just for our phantasms to have distortion on themselves when they are summoned. Just let this be a core mechanic for phantasms and revert Escape Artist to it's original state.

And I dont understand why you feel like Mesmer needs even more nerfs to core and Chrono. As I said before you need to sit down and actually learn Mesmer as a whole, for as it is right now I get the impression that you as a balance team dont really know what you want to do with Mesmer besides nerfing it in very unfair ways.

Treat all your classes with equal love Anet, that should be the main rule and philosophy for your balance team.

UPDATE: Give Mirage back superspeed again when gaining Mirage Cloak (Speed of Sand trait). This will atleast give us a chance to run away from AoEs, since we can't dodge roll away from them like a normal dodge.

Edited by AshkyLicious.4729
Forgot to mention "Superspeed on Mirage Cloak" in my original post.
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I can't say I am a giant fan of this.

It feels like some identifying elements that make specialisations who the are, are being removed. Please don't remove ancient seeds in PvE, it's a fabulous trait that is a lot of fun to play with and makes the class what it is. I do like that Avatar will have some offensive opportunities though. I wish conditions had also been added to staff skills.

Also, why can't the inability to dodge when immobilised not just be removed from Mirage in competitive formats and left as is in PvE? 

Overall it feels like this will suck a lot of the fun out of the game. Taking away the unique flavours of some of the specialisations. Not looking forward to the release of this of this patch. 

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As an Elemain i have mixed feelings about this.I like the tempest dps buff. thats it. lots of traits loosing cd reduction not many skills gaining them. That Arcane Shield and Lesser Arcane Shield dont get any reduction messes with my builds, pls give them the cd reduction.

The toughness change on signet of earth feels kinda pointless. If aggro management in raids was the idea consider applying this change to sceptre, earth 2. That is more of a reason for aggro problems. Also strenghth of stone converts toughness into condidmg. you might also want to add a convert strikedmg reduction to condidmg.

About some older and more general stuff:

Still not able to hit octovine and certain other stuff with ceptre since a few balance patches by now.

Conjurer is probably the worst trait in the ele fire line since the cd removal. But conjured weapons arent in a good spot anyway. Most builds use 1 skill of the conjured weapon and throw that weapon away. General rework welcome. Going the engi way of stowing conured weapons or make it viable to camp in them or ANYTHING: Then make that trait better.

Also Ele has a lot of skills "balanced" to 1dmg. Not only does that feel unsatisfying to see those numbers but also that messes with a lot of skills that dont work time limited but rather on a hit count base. glyph of elemental power, arcane power and relentless fire.

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2 hours ago, Joxer.6024 said:

why would this be a bad thing? In many of the posts around here people are saying get rid of boons, and yet right here you say that a "pure' dps is bad? Whats wrong with a class being built,spec'd, made to play as the PLAYER chooses? Not everyone has to have support.

Well normally I'd agree but they also built the class to have a weird half heal / half dps identity so, maybe that's why.

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Virtuoso loseing channeled block on "Bladesong Requiem" is almost as stupid as removeing Block from "Shieald Stance" or removeing stealth from "Shadow Refugee" would be.

"Heat the Soul" giving Quickness on Burst hit is also completely insane, as "Decapitate" exists, and at least someone at anet should know what is it's signature effect.

Also if necro mains burn something this june i won't be suprised. Removeing both Scourges revive power, AND boon corrupt is a targetted harrasment if i ever seen one.
There was nothing wrong with Scourge and noone asked for Alacrity. You killed the bild so hard even Joko can't rise it.
Furthermore, only problem with boon corrupt is that stability turned into fear.
just makeing stability turn into different condition, would fix the problem... but no, we had to be mean to Necro...

Anet please, give your balance team couple days of payed leave so they can play the bloody game and see how it loperates, it'll be best for all of us.

 

Sincerely, me.

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Anet, once again you Intentionally chose to continue to Disrespect the Community by not addressing and resolving Thief Profession and Stealth Mechanic in June Patch.

And once again, you Intentionally chose to continue attack against Profession Identity and tis Roles like Necromancer Profession.

One again, you continue to take advantage  of the players, the Community  Trust, Loyalty and Devotion to you,

Once again, you continue to abuse the players, the Community by playing Partial treatments, Favoritism and Bias

Once again, you Intentionally chose to continue to chose Profit instead of caring for the players experiences

Anet, you Intentionally chose to refuse to address 11 years of Stealth Mechanic and Thief Profession Toxicity.

Anet, I believe the time has come for the Community to prove to you that, they will no longer Tolerate your abuse of Authority over their Commitment, Trust and Loyalty to you

GAME OVER!!

"PREPARE FOR COLD HARSH REALITY; YOUR ACTIONS, DETERMINES YOUR RESULTS"

Edited by Burnfall.9573
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On 6/8/2023 at 2:12 PM, Rubi Bayer.8493 said:

 

Engineer

Core

  • Power Wrench: This trait no longer reduces the cooldown of tool-kit skills. Increased the elite skill recharge from 1 second to 3 seconds in PvP and WvW.
  • Pry Bar: Reduced cooldown from 15 seconds to 10 seconds in PvE only.
  • Gear Shield: Reduced cooldown from 20 seconds to 15 seconds in PvE only.
  • Magnet: Reduced cooldown from 20 seconds to 15 seconds in PvE only.
  • Gadgeteer: This trait no longer reduces the cooldown of gadget skills.
  • A.E.D.: Reduced cooldown from 30 seconds to 24 seconds.
  • Personal Battering Ram: Reduced ammunition recharge from 25 seconds to 20 seconds in PvE only.
  • Rocket Boots: Reduced ammunition recharge from 20 seconds to 16 seconds.
  • Slick Shoes: Reduced cooldown from 40 seconds to 30 seconds in PvE only.
  • Throw Mine: Reduced cooldown from 30 seconds to 24 seconds in PvP and WvW.
  • Utility Goggles: Reduced cooldown from 30 seconds to 24 seconds.

 

I get where this is coming from, but it's flawed

  • It's an effective nerf to Tool Kit skills in WvW/PvP since they can no longer be traited and don't get the CDRs. Why? This is unnecessary. Tool Kit already doesn't see much play. If anything, it could use buffs in competitive game modes.
  • Likewise with some effective nerfs to Slick Shoes, PBR. Why are these in PvE only? I hardly ever see anyone use these skills in competitive, and now they definitely won't see play.
  • This gives more power to elite specs at the expense of core specs. There's now less reason to run Tools as a third traitline.
  • Is Gadgeteer really worth a GM trait slot now without the cooldown reduction?
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Honestly, these changes are horrible, if you were planning on killing the game and class fantasies go for it, then it's a perfect patch. 

NOT ALL CLASSES NEED TO PROVIDE THE SAME BOON, OR FILL THE SAME ROLE! 

Uniqueness, you have 9 specs in the game, the differences should be embraced, it makes the game beautiful! 

+If mirage is hard to hit then good, that's what makes it a mirage! 

+Who the hell asked for alac on scourge? 

As things are going, gw2 is going to lose it's soul and its player base. Listen to the players, embrace differences in classes and gameplay. Enable players to have fun. 

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Just putting it there, i do not understand the decision to select Untamed as the Quickness spec since Soulbeast has quickness things in it (through the essence of speed and live fast).
It would absolutely make more sense to grant it to soulbeast, would synergize quite well with Moa stance and could be applied on stances in lieu or in addition to stanceshare or as a pulsing boon while at least one stance is active to favorise smart gameplay.

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4 minutes ago, Atomnium.1532 said:

Just putting it there, i do not understand the decision to select Untamed as the Quickness spec since Soulbeast has quickness things in it (through the essence of speed and live fast).
It would absolutely make more sense to grant it to soulbeast, would synergize quite well with Moa stance and could be applied on stances in lieu or in addition to stanceshare or as a pulsing boon while at least one stance is active to favorise smart gameplay.

Short answer, because with these changes if they didn't provide something nobody would play it. It doesn't outperform soulbeast in any way.

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Blood magic scourage is what i've spent the last year leveling up, it helped me find a main that could do something no other class could, if this update goes through I might not play anymore as a year of time feels wasted, feels like i made a huge mistake switching mains, and this was the one that got me back into the game 

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I'm reading a lot of other professions' complaints about their class shoehorned into the boon fiesta. Well...that's the game-wide reality, everybody. gw2 is DETERMINED to go down this rabbit hole. I get a boon, you get a boon, everybody gets a boon! Except for warriors, of course, we have to earn our boons (landing the burst hit to give out alac and quickness) which then are...given out to allies...

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