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How to Nerf Spear/Spb Without Killing it. (Pvp/wvw)


Yerlock.4678

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Spear is particularly dominant in pvp/wvw at the moment. While some skills will get some reduced damage, Wild Throw actually will get a damage increase to help power Berserkers feel more adequate with spear while in Berserk mode.

  • Spearmarshall's Support- Reduce damage. (7%)
  • Disrupting Throw- Slightly reduce damage. (3-4%)
  • Mighty Throw- Very slightly reduce damage. (2-3%)
  • Wild Throw (Berzerker)- Damage increase. (7%)

Spellbreaker: Full Counter is an extremely useful skill to have in pvp and wvw. While the theme of Spellbreaker removing boons with an interrupt is an intended thing, it can be frustrating to encounter frequent longer lasting interrupts during fights. Therefore the daze duration is getting a decrease. Additionally, No Escape is getting a slight decrease to it's duration to match this change.  A bug fix to the cooldown of Full Counter will also help keep it in check.

Dispelling Force will now have a 1 second internal cooldown to make sure rapid cc successions don't become too oppressive when it comes to boon removal. Along with some other buffs to Spb skills, this will allow Spb's to need to invest more in boon removal without it feeling too free, while still feeling that boon removal is a strong part of being a Spb.

  • Full Counter- Daze duration reduced from 1 1/2 seconds to 3/4  a second.
  • Fixed a bug that caused the cooldown of Full Counter to be shorter than intended.
  • No Escape- Decreased duration from 1 second to 3/4 a second.
  • Dispelling Force- Now has an internal cooldown of 1 second.

Other underutilized Spb skills are also getting some love to keep Spb relevant and a viable option for pvp/wvw.

  • Winds of Disenchantment- This skill now follows the player upon being activated. 
  • Break Enchantments- Now does 499 damage in pvp only.
  • Featherfoot Grace- Additionally grants Resolution for 4 seconds.
  • Imminent Threat- Increased radius to 350. Decreased cooldown to 30 seconds.
  • Sight Beyond Sight- Now allows the next 5 hits to be critical hits. Grants the user Resistance for 4 seconds.
  • Natural Healing- Removed aftercast. Now heals for an additional small amount for every boon and conditioned removed.
  • Bladestorm- Increased damage (7%). Increased barrier gained from 289 to 330.
  • Revenge Counter- Provides Resolution  in addition to Resistance for 4 seconds.
  • Slow Counter- Additionally grants Torment for 3 seconds.
  • Enchantment Collapse- Increased radius from 240 to 350 in pvp only.
Edited by Yerlock.4678
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For the love of all that is holy, can we NOT ask for nerfs to be thrust upon us?

If they feel we are over performing, they will smash us down, that has been their way. No sense giving them ideas, even if it is an attempt to suggest moderate changes.

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I doubt this nerfs the staff/spear/defense builds significantly. All it does is lower the dmg somewhat. IMO it already does only moderate dmg, the sustain is the problem. FC going to ~10 sec CD is the only real change and its minimal.

Most of the listed changes are for traits not even used by the broken builds.

As suggested elsewhere, staff sustain should depend on heal power, adjust coefficients and raw values.

Reduce the cleanses on cleansing ire for t1 bursts, only 1 condi removed if at t1. SPB has FC as an extra burst and it also resets bursts. Cleansing ire scales too well with it, opening up the heal slot for defiant stance (and with staff even shake it off is getting replaced).

I've never liked fighting defiant stance + endure pain builds, but at least condi builds melted them... there was a trade-off. Not so with staff defense SPB.

Adrenal health also becomes burst tier dependent, instead of only adrenaline bar dependent. For t2+ bursts you gain adrenaline bars cost + 1, for t1 burst you gain only 1 stack. That should also help bring the raw heal sustain of staff defense SPB down.

Do whatever to pure strikes, that has been a dead trait in competitive for as long as I've played SPB. Only the current broken sustain can make use of it.

Then see how it goes.

Edited by Hotride.2187
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10 hours ago, Lan Deathrider.5910 said:

You can accomplish most of those damage nerfs via nerfing Attacker's Insight and Pure Strike instead.

Shhh, your making too much sense.

Just nerf spear for the entire warrior profession in PvP/WvW instead, much better solution, everyone on the PvP side of the forum agrees dont you know. :classic_wink:

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These changes are random tbh, all we need is this:

Spearmarshals reduced to 2.0 coefficient. Unblockable removed from spear swipe. Harrier’s Toss reduced to 1/2 second evade. Defiant Stance getting reduced to 3 seconds (or 2 seconds with a cast time removal). Full Counter cooldown increased to 16 base (13.5 seconds with versatile power) and daze reduced to 1 second.

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5 hours ago, Jobber.6348 said:

Dude Spear is fine. It's Spellbreaker. Nerf Spellbreaker already, buff poor Bladesworn. Goddamit. 

Sure, nerf the only competitive spec. Buff the one that is even more disliked than SPB. Then it gets nerfed (again) and war (again) has nothing to use in competitive. We can go in circles with this for as long as is necessary.

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46 minutes ago, Hotride.2187 said:

Sure, nerf the only competitive spec. Buff the one that is even more disliked than SPB. Then it gets nerfed (again) and war (again) has nothing to use in competitive. We can go in circles with this for as long as is necessary.

In a perfect world we'd like to redistribute the power budged of SPB into the core aspects of warrior.

Knowing Anet, they are going to take a chainsaw to a problem that requires a scalpel.

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2 hours ago, WingSwipe.3084 said:

In a perfect world we'd like to redistribute the power budged of SPB into the core aspects of warrior.

Knowing Anet, they are going to take a chainsaw to a problem that requires a scalpel.

I'll go with my experience so far here, and give max doubt to ANET actually trying to let war play another power build.

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13 minutes ago, Fat Disgrace.4275 said:

I'd rather much have a free 25% crit chance from radiance tbh

Im pretty sure we'd all like to shadowstep into a knockdown as a basic engagement tool, but we are using what we got.

Edited by WingSwipe.3084
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Warriors are throwing 18k harrier toss, contesting nodes 1v3 and moving from node to node as fast as a dedicated roamer, and this guy is talking about 5% damage reduction. And throwing in there a bunch of resolution\resistance too, because why not.

The landscape of a warrior's mind is truly one of the wonders of nature, if claustrophobic.

Edited by Terrorhuz.4695
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2 hours ago, Terrorhuz.4695 said:

Warriors are throwing 18k harrier toss, contesting nodes 1v3 and moving from node to node as fast as a dedicated roamer, and this guy is talking about 5% damage reduction. And throwing in there a bunch of resolution\resistance too, because why not.

The landscape of a warrior's mind is truly one of the wonders of nature, if claustrophobic.

Oh, so now it's 18k. Please post screenshot showing this damage, I would like to see it.

Spear is fine, you just got skill checked, that's all.

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