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January 30 Balance Update Preview


Rubi Bayer.8493

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  • ArenaNet Staff

Hi, everyone,

Welcome to the preview for the January 30 balance update! As always, the goal of previewing these changes is to gather your feedback before the live release. We'll be following the conversation and making further adjustments as needed.

 

Thanks,

Cal "cmc" Cohen

Skills and Balance Lead

 

This update is a smaller set of changes intended to address outliers that came out of the November balance update, plus a handful of changes to prepare for the new weapons coming in the following release. Due to the smaller nature of this update, there won't be an accompanying livestream. We'll be previewing changes to the new weapons themselves at a later date. This update will only include changes to existing skills and traits. After that we'll be working on the next regular balance update that is currently scheduled for mid-March.

General

As with the November update, this update also includes improvements for some underperforming relics.

  • Relic of Karakosa: Lowered the healing multiplier from 0.8 to 0.5 in PvE and WvW.
  • Relic of the Flock: This relic now heals instead of granting barrier. Excess healing is converted to barrier.
  • Relic of Resistance: This relic now triggers when using a healing skill instead of when using an elite skill. Reduced the resistance duration from 5 seconds to 2.5 seconds. Reduced the cooldown from 30 seconds to 10 seconds.
  • Relic of the Pack: This relic now also grants might and fury to affected allies.
  • Relic of Durability: This relic now also grants resolution.
  • Relic of the Weaver: This relic no longer has an internal cooldown.
  • Relic of Dagda: The projectile fired by this relic now dazes enemies that it strikes. Reduced the warmup duration from 1.5 seconds to 1 second.
  • Relic of the Citadel: Reduced the warmup duration from 2 seconds to 1 second.
  • Relic of the Krait: Reduced the warmup duration from 2 seconds to 1 second.
  • Relic of the Nightmare: Reduced the warmup duration from 2 seconds to 1 second.
  • Relic of the Wizard's Tower: Reduced the warmup duration from 2 seconds to 1 second.

Elementalist

The changes to hammer in November pushed condition builds for tempest and weaver a bit higher than we like to see, so we're making a few tweaks to bring those builds back in line.

  • Singeing Strike: Reduced the burning duration from 3 seconds to 1.5 seconds in PvE only.
  • Surging Flames: Reduced the burning duration from 9 seconds to 3 seconds in PvE only.
  • Ground Pound: Reduced the bleeding duration from 10 seconds to 6 seconds in PvE only.

Engineer

Condition holosmith and power scrapper are both a bit overtuned in PvE and are getting brought down in this update. We've also slightly reworked Bulwark Gyro to be more reliable for supporting allies, and Adaptive Armor has been reworked to be an effective grandmaster trait for support builds to prepare for the introduction of the short bow.

  • Blowtorch: Fixed an issue that caused this skill to inflict more burning than intended.

·         Bulwark Gyro: This skill no longer redirects damage from nearby allies to the user, and it now grants barrier to nearby allies upon activation and on each pulse.

  • Adaptive Armor: This trait has been reworked. Your function gyro has two ammunition and grants barrier to allies when cast. Function Gyro no longer has an increased recharge when creating additional gyros but has a higher base recharge.

·         Applied Force: Reduced the bonus power per might stack from 35 to 30 in PvE only.

Guardian

Support firebrand still isn't quite at the level we'd like to see in PvP, so we've made a few more improvements to it in this update. We've also reworked the Radiant Fire trait to be less dependent on always having a torch equipped to make room for condition builds to swap between off-hand torches and pistols.

  • Radiant Fire: This trait no longer grants Zealot's Flame when critically striking an enemy, and instead it grants an additional ammunition to Zealot's Flame. This trait also causes Zealot's Flame to inflict additional burning to enemies in PvE only.
  • Soaring Devastation: The movement speed granted by this trait is no longer removed when Wings of Resolve is on cooldown.
  • Mantra of Solace: Reduced the cooldown from 30 seconds to 24 seconds in PvP only.
  • Mantra of Liberation: Reduced the ammunition recharge time from 45 seconds to 35 seconds in PvP only.
  • Chapter 3: Azure Sun: This skill now also heals affected allies. Increased the cooldown from 8 seconds to 15 seconds in PvP and WvW.
  • Chapter 2: Igniting Burst: This skill is now a blast finisher. Reduced the casting time from 0.86 seconds to 0.68 seconds.
  • Chapter 4: Shining River: Reduced the casting time from 0.86 seconds to 0.68 seconds.
  • Merciful Intervention: Reduced the cooldown from 32 seconds to 25 seconds. Increased the radius from 180 to 240. Reduced the base healing from 2,344 to 2,024 in PvP and WvW. Reduced the healing coefficient from 1.1 to 0.8 in PvP and WvW.
  • Reversal of Fortune: Fixed an issue that prevented this skill from healing while in the air. Fixed an issue that prevented this skill from triggering on-heal effects.

Mesmer

Condition mirage's damage output is getting toned down after it landed too high with the changes in the November update. The November update also pushed mesmer support builds a bit over the top in WvW, and we're starting with some reductions to its alacrity and quickness access. We'll be keeping a close eye on the effectiveness of these builds once the rifle is available, and we will make additional adjustments as needed to bring them in line with other support builds. Supportive mantras are also getting minor usability improvements to prepare for the release of the rifle.

  • Lingering Thoughts: Reduced the number of whirl finishers from 4 to 2.
  • Lacerating Chop: Reduced the clone condition durations from 3 seconds to 1 second in PvE only.
  • Imaginary Axes: Reduced the clone torment duration from 4 seconds to 3 seconds in PvE only.
  • Mantra of Pain: Increased the radius from 240 to 360. This mantra no longer requires a target.
  • Mantra of Recovery: Increased the radius from 240 to 360.
  • Mantra of Resolve: Increased the radius from 240 to 360.
  • Mantra of Distraction: This mantra no longer requires a target.
  • Split Second: Increased the cooldown from 12 seconds to 15 seconds in WvW only.
  • Illusionary Membrane: Reduced the condition damage bonus from 10% to 7% in PvE only.
  • Chaotic Persistence: Reduced the expertise from 250 to 150 in PvE only.
  • Restorative Mantras: This trait now triggers when using a mantra ammunition skill instead of when charging a mantra. Reduced the base healing from 1,640 to 820. Reduced the healing coefficient from 1.0 to 0.5.
  • Escape Artist: Reduced the distortion duration from 5 seconds to 1.5 seconds in WvW only.
  • Improved Alacrity: Reduced the alacrity recharge speed from 50% to 35% in WvW only.
  • Flow of Time: Reduced the alacrity per clone from 1.5 seconds to 0.75 seconds in WvW only.
  • Seize the Moment: Reduced the quickness per clone from 1 second to 0.75 seconds in WvW only.

Necromancer

Necromancer is currently in a pretty good spot in PvE. We considered some improvements for power harbinger builds, but we want to see where the build lands with the introduction of swords before making any additional changes. Transfusion is a trait that overperforms in support scourge builds in WvW, so we're making a change similar to what we did with Path of Corruption, in which the trait will increase the cooldown of its related scourge skill in WvW only.

  • Transfusion: This trait now increases the cooldown of Garish Pillar to 60 seconds in WvW only.

Ranger

Condition-based quickness untamed is another build that's overperforming in terms of damage and is getting a few adjustments to bring it more in line. Quickness untamed builds can struggle with might generation for their allies, so we've added might to the Let Loose trigger in PvE to improve this. Greatsword is also getting a handful of tune-ups with the goal of making it a more competitive option for power builds.

  • Slice: Increased the power coefficient from 0.8 to 1.0 in PvE only.
  • Enduring Swing: Increased the power coefficient from 1.4 to 1.6 in PvE only.
  • Maul: Increased the power coefficient from 1.75 to 2.0 in PvE only.
  • Swoop: Increased the power coefficient from 1.0 to 2.18 in PvE only.
  • Counterattack Kick: Increased the power coefficient from 1.3 to 2.25 in PvE only.
  • Hilt Bash: Increased the power coefficient from 0.72 to 2.25 in PvE only.
  • Barrage: Increased the ammunition count from 1 to 2 in WvW only.
  • Twin Darts (Devourer Family): Reduced the power coefficient per hit from 0.25 to 0.15 in PvE only.
  • Poisonous Cloud (Carrion Devourer): Increased the cooldown from 20 seconds to 30 seconds in PvE only.
  • Sundering Volley: Reduced the bleeding stacks per hit from 3 to 2 in PvE only.
  • Let Loose: This trait now grants 5 stacks of might for 10 seconds in addition to its previous effects in PvE only.

Revenant

In addition to toning down the damage of power vindicator in PvE, we've made some minor adjustments to axe to improve its usability for condition builds.

  • Frigid Blitz: This skill no longer inflicts slow. This skill now also inflicts torment.
  • Temporal Rift: Reduced the time the rift takes to collapse from 0.9 seconds to 0.75 seconds.
  • Echoing Eruption: Reduced the number of blast finishers from 3 to 1. This skill now also grants might to the user.
  • Leviathan Strength: Reduced the damage bonus from 15% to 10% in PvE only.

Thief

Deadeye has been growing in popularity in PvP over the last few months, and we've seen that it can be a bit too difficult to lock down for the damage it's capable of dealing. We're increasing the initiative cost of Death's Advance to require a larger resource investment for the survivability that it provides.

  • Skirmisher's Shot: Reduced the power coefficient from 0.8 to 0.7 in PvP only.
  • Death's Advance: Increased the initiative cost from 2 to 4 in PvP only.

Warrior

Power-based quickness berserker is the final overperforming build that we're tackling in this update, shifting a bit more of the power away from Bloody Roar and into Blood Reaction to create a larger damage tradeoff for the quickness build.

  • Blood Reaction: Increased the precision to ferocity conversion from 10% to 12% in PvE only.
  • Bloody Roar: Reduced the damage bonus from 20% to 15% in PvE only.
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Love to see some love for Ranger Greatsword! Though with how strong both Sword and Axe were made to be, I think it could be good to reduce those weapons rather than bring everything else up to match. In any case I think Maul should really hit harder than it does, it would now be equal in damage with Pounce and still less than Splitblade. But I'm certain this may replace the choice of Hammer in many cases.

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Hmm...this looks very...light.  Kind of a shame because there seem to be a lot of outstanding issues that are unaddressed here.

 

Also surprised to see Relic of the Flock buffed.  It's already a good relic and this seems to just make it more efficient at keeping allies alive. 

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18 hours ago, Rubi Bayer.8493 said:

Adaptive Armor: This trait has been reworked. Your function gyro has two ammunition and grants barrier to allies when cast. Function Gyro no longer has an increased recharge when creating additional gyros but has a higher base recharge.

I mean this is a good change. But...why is this for PvE support? 

A PvE support build is going to take the Quickness trait for scrapper. Is shortbow going to supply Quickness without the trait?

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"Interesting" to see a bunch of nerfs to a ton of PVE builds that aren't getting a ton of usage (condi mirage and condi quickness untamed stand out in particular, but the argument can be made for condi holo as well), but zero nerfs to herald still.  Glad that nonsense gets to continue.  Give herald alac sometime soon and we won't need any other classes in the game.

And still no fix for scrapper quickness.  Very disappointed, but what's new.  Not surprised that it's getting nerfs again, can't seem to let that class perform well in any capacity for longer than like a month.

Seriously, way harsh on condi mirage in particular, I still barely see the build even if it's high performing right now.

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4 minutes ago, Fade.1743 said:

I mean this is a good change. But...why is this for PvE support? 

A PvE support build is going to take the Quickness trait for scrapper. Is shortbow going to supply Quickness without the trait?

thats not for pve since quickness is mandatory, thats probably intended to be aimed at wvw/pvp where there is no quickness on scrapper for support

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Please do not reduce Mesmer Escape Artist trait this much! Minimum to 3s! This is the only trait that makes dps mesmers viable in blob groups. If you reduce this trait, mesmer will keep being only seen as a support role in WvW. It's already very difficult to play it outside of Virtuoso due to the instant deaths of clones, please do not kill also phantasm.

E.

Edited by Eventine.8024
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18 minutes ago, Excitonalt.7340 said:

Looks very harsh nerf to condi mirage. The spec is hard to play well, takes long time to ramp up and also very limited by forced movement on many encounters. I don't see why it is worth playing if you nerf it this hard.  It makes no sense to me to nerf condi mirage while everyone is actually playing condi virtuoso. The goal balance should be promoting diversity not trying to normalize benchmark number on a golem fight.

But mirage is doing more dps than ele on the golem. That can't be allowed, obviously

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3 minutes ago, UntitledDoc.3479 said:

thats not for pve since quickness is mandatory, thats probably intended to be aimed at wvw/pvp where there is no quickness on scrapper for support

Fair enough. I can also see this with a DPS scrapper tank being useful if you aren't a quickness source.

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18 hours ago, Rubi Bayer.8493 said:

We considered some improvements for power harbinger builds, but we want to see where the build lands with the introduction of swords before making any additional changes

Two things wrong with this and the first is Power Harb might never be an actual thing without making it an ungodly menace in WvW and the second is swords are pretty bad so I hope you guys have some serious changes on how to make them actually playable

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22 minutes ago, Rosey.1608 said:

"Interesting" to see a bunch of nerfs to a ton of PVE builds that aren't getting a ton of usage

 

They must be getting used somewhere for Anet to take notice and have enough data to support making adjustments.  /shrug

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