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What is your opinion on the nerf to Alacrity and Quickness support in WvW?


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1 hour ago, XenesisII.1540 said:

Mantras suck. 🤷‍♂️

Yup, give the same Auto-Recharge to PvE Mesmers, identity be damned, slap a CD on them as needed, IDFC if its homogenization if it FEELS better to play.
In WvW both Mantra types still need to be done manually, so if Anet want to nerf Q/A, Id say they do that and some extra, but give the Auto-Recharge too.

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Without reading all:

i am pro „reducing boons“ and honestly across the board. All boon duration should be reduced. Generally. At least for sharing. A reaper pulsing out quickness only for himself isn’t as much of a problem i think. (For example)

now deleting alac / quick on all but anets favourites surely is silly but honestly we saw it coming.

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Posted (edited)
22 hours ago, Riba.3271 said:

Following still needs to be done:

1% boon duration per 15 concentration -> 1% boon duration per 25 concentration in all game modes

What should be is runes not giving 25% BD but instead 225 concentration, which would only be 15% BD.

Also, the issue is not boon duration, it's boon sharing.

Edited by Kulvar.1239
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49 minutes ago, Kulvar.1239 said:

What should be is runes not giving 25% BD but instead 225 concentration, which would only be 15% BD.

Also, the issue is not boon duration, it's boon sharing.

Concentration = Stat that benefits 5 people (your whole party). Only healing power is comparable. So 80% of concentration effectiveness is "boon sharing".

2-3 out of 5 people in an organised blob run mintrel

around half or more roamers run cele

So yes, touching concentration will reduce the uptime of boons in the game significantly. Removing sharing boons is a terrible idea. It is fine for you to press a button to help your teammates survive betetr for short period of time. Not when you are applying stability durations over 10 seconds. If a blob is vulnerable to CC for 5 seconds every 25 seconds, that is already a big deal.

But yes, you are right, boon duration runes probably need reduction in boon duration as well. Where are wrong is that you think concentration isn't mostly about boon sharing.

Edited by Riba.3271
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40 minutes ago, Riba.3271 said:

Concentration = Stat that benefits 5 people (your whole party). Only healing power is comparable. So 80% of concentration effectiveness is "boon sharing".

2-3 out of 5 people in an organised blob run mintrel

around half or more roamers run cele

So yes, touching concentration will reduce the uptime of boons in the game significantly. Removing sharing boons is a terrible idea. It is fine for you to press a button to help your teammates survive betetr for short period of time. Not when you are applying stability durations over 10 seconds. If a blob is vulnerable to CC for 5 seconds every 25 seconds, that is already a big deal.

But yes, you are right, boon duration runes probably need reduction in boon duration as well. Where are wrong is that you think concentration isn't mostly about boon sharing.

Wrong! Your proposition would destroy the concentration attribute without addressing the issue properly. I merely ask for normalization by replacing BD/CD with concentration/expertise.
There are plenty of abilities and traits that only give boons to yourself only that synergize well with celestial builds that would become dead.
Just like healing power is not merely about healing 5 targets, it's also about healing yourself.
The solution is not in nerfing boon duration into oblivion, it's in nerfing the base duration of shared boons. Similarly to how healing abilities have coefficients.
And in improving boon strip/corruption. Arrow Cart skills should be able to negate healing and boons on boon balls.

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On 8/24/2024 at 2:32 PM, Aeolus.3615 said:

those 2 should not be boon should work like superspeed, and then all boons should suffer what alac and quickness suffered 

Pretty much the only "fix":

All boons are non-stackable, concentration deleted.

They would work similar to how AoE buffs work (superspeed, stances etc). 1-25 might stacks -> single might buff and so on. 

A guard pops 5 man AoE of 5s stability? Great you granted 5 people that didnt have stability 5s of stability. If another guard pops it 3s later, none of them can get more stability, they still have 2s left.

As a bonus the skill queue would probably process things 10x faster.

Edited by Dawdler.8521
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I am gona troll a bit cause I can no longer take seriously Anet and their low skill, or high quality tunel vision  on balance capabilities.

Dawdler.8521 wait till anet read what I am gonna write, regen  gets 60% nerfed, but now stacks in intensity and the output is capped at 2k heal ticks, to carry better the blobs, soon perma minstrels with perma 2k heal ticks, when they starting to complain spears do to much damage, soon.

Also Anet could make the book skill from firebrand that increases heal  output for everyone  stack with other firebrands  🙂 zergs would love it .

@Lyralia.2945 that relic would make good gameplay on this meta of regen mega stack on roll for massive healing, I think if any dev reads it it would in his/her mind aprove it lets overpower zergs even more.

 

Anet wants to enforce boon mega duration cause that's how they carry players who follow their meta, and groups they put more care on into it.

 

 

 

 

Edited by Aeolus.3615
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