ZEUStiger.3590 Posted Friday at 07:58 PM Share Posted Friday at 07:58 PM (edited) Someone hold me while I die from laughing at the warrior rifle changes. 6.66~% damage buff. They really don't realize how much of a dire state the rifle is in, do they? Thanks for the other changes. I feel like power and heal berserker are in a good spot (excluding Arc Divider). If you keep buffing its support capabilities because you don't see it having a high playrate, it's more because the community is currently too focused on having dps do quickness and healers do alacrity, for a multitude reasons, some of which are related not to balance, but to the ease of group organization. At this point I think you should shift your attention to: Making heal bladesworn a more capable build. Start with unlocking weapon swap, as they lack access to certain boons and utility from not being able to swap off of staff. Improving bladesworn in general, as it's been quite neglected for the past year+. Improving the playability of condi berserker, as it suffers from excessively strict timings, making the benchmark numbers not very representative of the real performance of the build(s). P.S. Fix primal bursts of sword and spear not triggering Heat the Soul reliably if their cooldown was reset through Adrenal Health. I understand you slapped an ICD on how often can these skills trigger the trait, because sword and spear F1 hit the target multiple times, and now you probably don't know how to solve this more elegantly. I have a solution for you: make the trait trigger on burst activation, not on burst hit. Like the alacrity trait on bladesworn. Why on earth are they even different in that regard?! Or remove the ICD when Adrenal Health is used. Edited Monday at 09:24 PM by ZEUStiger.3590 Quickness trait bug 1 3 3 3 Link to comment Share on other sites More sharing options...
Echostorm.9143 Posted Friday at 08:00 PM Share Posted Friday at 08:00 PM (edited) 47 minutes ago, Joie.6084 said: Transfusion: This trait no longer teleports downed allies to the user. @Joie.6084 Can you confirm that this change only affects WvW? That would be bad but it would destroy the Heal Scr spec. Edited Friday at 08:23 PM by Echostorm.9143 17 4 2 4 Link to comment Share on other sites More sharing options...
Rym.1469 Posted Friday at 08:00 PM Share Posted Friday at 08:00 PM Rip celestial Bozo. Guys, we can't mention Alliances anymore. It was a deal. 4 7 4 2 Link to comment Share on other sites More sharing options...
trulosek.7145 Posted Friday at 08:01 PM Share Posted Friday at 08:01 PM So far best patch of the year \o/ bye bye Cele 9 4 12 1 Link to comment Share on other sites More sharing options...
XioKenji.3602 Posted Friday at 08:01 PM Share Posted Friday at 08:01 PM Great changes Anet. But PLEASE Throw Bladesworn a bone come next balance patch. it's very underwhelming and weak currently! 11 1 1 Link to comment Share on other sites More sharing options...
Proklet.2857 Posted Friday at 08:02 PM Share Posted Friday at 08:02 PM I hope Anet will provide some kind of free stat reset for Celestial Ascended gear. I just crafted bunch of it for WvW, and now I do not know what to do with it... 6 5 10 1 Link to comment Share on other sites More sharing options...
Demonlordzzz.5916 Posted Friday at 08:02 PM Share Posted Friday at 08:02 PM Hello, Sorry if I am a bit aggressive here but why do you keep nerfing the thief over and over? My main is a thief and is less and less fun to play with. I am not talking here about open world. In open world it is fun but honestly for fractals and raid he isn't good or useful at anything. Having Helmet Breaker spamable at least could assign some utility to the thief class by providing defiance bar break. Now it is useless there as well. Power daredevil is dead and the class shall be soon dead as well. You keep creating monster of unbalanced classes that deal over 9999 damage but the thief is too op and it deserves a nerf as usual. 3 1 1 13 Link to comment Share on other sites More sharing options...
Popular Post devilspawn.5741 Posted Friday at 08:03 PM Popular Post Share Posted Friday at 08:03 PM Transfusion: This trait no longer teleports downed allies to the user. This trait no longer increases the cooldown of Garish Pillar in WvW. This is the core identity of heal scourge. Being really good at resing by pulling people to you and improving how fast you can res is a big part of what makes heal scourge fun. It used to just be a meme build that wouldn't bring any boons and people still played it since it was fun. I would strongly reconsider this change. Nerf the strength of the barrior. make the pull have a longer cooldown, or make the downed pull a skill of its own, but don't remove the pull altogether. 32 44 1 2 Link to comment Share on other sites More sharing options...
Popular Post Chyro.1462 Posted Friday at 08:05 PM Popular Post Share Posted Friday at 08:05 PM Not a fan of the transfusion change in PvE. It's like the main identity of heal scourge, the reason it's even played. Please consider some compromise that weakens the effect without completely removing its 'rescue downed players from a bad situation' identity. Rather just pull to safety without the revive-healing. Or reduce the amount of players it can safe at once (maybe 1 or 2 at most). Or reduce the range a bit so it requires more skill to estimate the range for saving someone. Anything that doesn't completely remove its identity as a 'dead-rescue' healer. 21 42 1 Link to comment Share on other sites More sharing options...
DanAlcedo.3281 Posted Friday at 08:06 PM Share Posted Friday at 08:06 PM ARE THESE???? GOOD??? WARRIOR CHANGES????? WHAT!?!?!?!?!?! 2 2 Link to comment Share on other sites More sharing options...
Virdo.1540 Posted Friday at 08:08 PM Share Posted Friday at 08:08 PM Like the Forceful persistence changes on herald for wvw/pvp, but could you look at it for pve aswell? The damage buff is, despite numbers being big, extremely small. So small, that even with that pure dps trait, a full power dps herald is still worse in damage than a condi quickness herald Link to comment Share on other sites More sharing options...
Josiah.2967 Posted Friday at 08:08 PM Share Posted Friday at 08:08 PM Poor Necromancers Rip Scourge Nerf to the weak Spear 5 1 21 Link to comment Share on other sites More sharing options...
Chyro.1462 Posted Friday at 08:08 PM Share Posted Friday at 08:08 PM (edited) 7 minutes ago, Blackelk.3784 said: So making celestial useless again? but JUST for WvW? Either take it off all around or don't this split at a whim isnt balance its just once again a big FU to WvW players Why should it be nerfed in PvE? It's a decent stat combo there with its downside that it isn't optimal for pretty much any group-content build. Edited Friday at 08:14 PM by Chyro.1462 9 5 1 Link to comment Share on other sites More sharing options...
connor.2180 Posted Friday at 08:08 PM Share Posted Friday at 08:08 PM The change to Celestial is very welcome, it will change WvW for the better. 12 4 1 7 1 Link to comment Share on other sites More sharing options...
Lyn.7902 Posted Friday at 08:09 PM Share Posted Friday at 08:09 PM (edited) Thank you Anet team, for addressing cele after all these years. We eating good this day. ♥ Also holy fluff yes THANK YOU FOR FIXING WEAKENING CHARGE. ♥ Edited Friday at 08:09 PM by Lyn.7902 10 13 1 Link to comment Share on other sites More sharing options...
ilabsentuser.8726 Posted Friday at 08:10 PM Share Posted Friday at 08:10 PM Some good stuff here, but is it just me or neither guardian nor reaper nor harbinger needed these bufs? Especially in PvP? 7 1 Link to comment Share on other sites More sharing options...
Brujeria.7536 Posted Friday at 08:11 PM Share Posted Friday at 08:11 PM 32 minutes ago, Joie.6084 said: Transfusion: This trait no longer teleports downed allies to the user. This trait no longer increases the cooldown of Garish Pillar in WvW. If you take away the interesting /strong aspect of transfusion could you at least give it some power back? Like a better heal or some kind of boon or condition so that it boosts base shroud more? With only the heal it doenst feel worthy of a GM trait 29 4 1 2 Link to comment Share on other sites More sharing options...
Shinkio.3804 Posted Friday at 08:12 PM Share Posted Friday at 08:12 PM The scrapper need some source to give fury imo 6 Link to comment Share on other sites More sharing options...
Angel.5491 Posted Friday at 08:13 PM Share Posted Friday at 08:13 PM Celestial Nerfs ♥ ♥ Weakening Charge and Shadow Sap changes make me very happy Best patch since forever, Thank you so much! ^^ 5 10 Link to comment Share on other sites More sharing options...
Erdbeerchen.2674 Posted Friday at 08:15 PM Share Posted Friday at 08:15 PM 11 minutes ago, Proklet.2857 said: I hope Anet will provide some kind of free stat reset for Celestial Ascended gear. I just crafted bunch of it for WvW, and now I do not know what to do with it... You can stat-change it in the Mystic Forge if needed ^^ (costs some ecto, spirit shards and an exotic insignia/inscription) 1 Link to comment Share on other sites More sharing options...
sirjarros.4107 Posted Friday at 08:15 PM Share Posted Friday at 08:15 PM I REALLY wish you would preface each skill or trait mention with the weapon or trait line name. The level of clarity and comprehension of any changes that would provide is beyond measure. I've wanted that for years. Always wondered why it's never been done! lol Thanks 🙂 1 6 Link to comment Share on other sites More sharing options...
GamerToad.9248 Posted Friday at 08:15 PM Share Posted Friday at 08:15 PM 40 minutes ago, Joie.6084 said: Hi, everyone, Welcome to the preview for the October 8 balance update! We're only a few weeks past the release of Janthir Wilds, so this update will be a bit smaller as we continue to watch and evaluate the impact of the new spears and relics. 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 General The Celestial attribute combination has been exceptionally powerful in WvW since the addition of concentration and expertise, and it's something that we've been monitoring for some time. With this update, we're introducing the tech to adjust equipment's attribute distribution and the amount of attributes it provides on a per game–mode basis. The first use of this will be to remove both concentration and expertise from equipment with Celestial attributes in WvW only, to bring it back in line with other attributes. We'll be keeping an eye on how the tech performs and whether it needs any final touches, but, assuming everything goes well, it's something that we may use going forward to tune other attribute combinations in WvW specifically. Celestial equipment will no longer grant concentration or expertise while in a WvW map. Revealed: Increased the duration in WvW to match PvP. Elementalist The June balance update included a few tune-ups to the elementalist's dagger skills in competitive modes with the goal of making them more viable picks. These changes didn't quite have the impact that we were hoping for, so we've made additional improvements to the dagger skills for this update. We've also bumped up the damage on a handful of spear skills in WvW and made a few smaller improvements for support-focused tempest and quickness-based catalyst builds. Burning Speed: Reduced the cooldown from 15 seconds to 12 seconds in PvP and WvW. Convergence: Increased the power coefficient from 1.2 to 1.35 in PvP and WvW. Updraft: Reduced the cooldown from 30 seconds to 25 seconds in PvP and WvW. Ring of Earth: Increased the secondary-strike power coefficient from 1.1 to 1.25 in PvP and WvW. Churning Earth: Increased the power coefficient from 1.5 to 1.6 in PvP and WvW. Frozen Burst: Reduced the cooldown from 15 seconds to 12 seconds in PvP and WvW. Cleansing Wave: Reduced the cooldown from 25 to 20 in PvP and WvW. Increased the base healing to 2,222 in all game modes. Blazing Barrage: Increased the power coefficient from 0.9 to 1.05 in WvW only. Meteor: Increased the power coefficient from 1.2 to 1.35 in WvW only. Fissure: Increased the power coefficient from 1.0 to 1.15 in WvW only. Haboob: Increased the power coefficient from1.33 to 1.5 in WvW only. Tempest "Wash the Pain Away!": This skill now removes a condition from allies on every pulse. Rebound: This skill now grants stability instead of fury. Weaver Elemental Refreshment: This trait no longer applies barrier to allies. Increased the barrier from 523 to 1,003 in PvE only. Bolstered Elements: This trait now triggers Lesser Stone Resonance when you use an elite skill instead of at a health threshold. Reduced the internal cooldown from 70 seconds to 30 seconds. Increased the protection duration from 2.5 seconds to 3 seconds. Woven Stride: Reduced the internal cooldown from 5 seconds to 3 seconds. Catalyst Invigorating Air: This skill now also grants 25 endurance when used. Spectacular Sphere: Increased the quickness duration from 2 seconds to 2.5 seconds in PvE only. Increased the might stacks from 5 to 8 in PvE only. Sphere Specialist: Increased the boon duration increase from 100% to 150% in PvE only. This trait now also allows the catalyst to gain energy while a jade sphere is deployed. Engineer Quickness-based scrapper is another boon-providing support build that we felt could use a bit more might generation, so we've added it to the trigger on Kinetic Accelerators. Flamethrower also gets a big upgrade with Smoke Vent becoming a stun break, which gives the kit a much-needed defensive tool. Blunderbuss: Increased the minimum power coefficient from 0.87 to 1.1 in PvP only. Energizing Slam: Increased the base barrier from 196 to 516 and the barrier scaling from 0.2 to 0.5 in PvP and WvW. Healing Mist: Reduced the cooldown from 28 seconds to 25 seconds. Utility Goggles: This skill now applies protection in addition to its previous effects. Regenerating Mist: Reduced the cooldown from 21 seconds to 18 seconds. Smoke Vent: This skill now breaks stun. Increased the cooldown from 15 seconds to 25 seconds in PvP and WvW. Elixir X: Reduced the cooldown from 85 seconds to 75 seconds in PvP and WvW. Energy Amplifier: This trait now grants power in addition to its previous effects. Scrapper Kinetic Accelerators: This trait now applies might in addition to quickness in PvE only. Holosmith Crystal Configuration: Eclipse: This trait now only applies barrier on Corona Burst's first hit. Increased the barrier on hit from 991 to 2,256 in PvE and from 748 to 1,804 in PvP and WvW. The barrier on hit is reduced for each hit beyond the first. Guardian In this update, we've made improvements to a number of underutilized guardian skills and traits to make them more viable options, including additional healing on Symbol of Faith, an update to Honorable Staff that makes Empower also grant endurance to affected allies, and additional ammunition for "Hold the Line!" Symbol of Vengeance: Reduced the cooldown from 12 seconds to 8 seconds in PvP only. Blazing Edge: Reduced the cooldown from 18 seconds to 15 seconds in PvP only. Symbol of Faith: This skill now heals allies on impact. Reduced the casting time. Shield of Wrath: Reduced the cooldown from 35 seconds to 30 seconds. Cleansing Flame: This skill now removes 2 conditions from the player when activated. "Hold the Line!": Increased the ammunition from 1 to 2. Signet of Judgment: This skill now applies protection in addition to its previous effects. Signet of Courage: This skill now breaks stun for the user and nearby allies when activated. Protector's Restoration: Reduced the internal cooldown from 30 seconds to 20 seconds in PvP only. Honorable Staff: This skill no longer grants additional concentration while wielding a staff and now causes Empower to grant endurance to allies. Writ of Persistence: Increased the healing from 64 to 107 in PvP and WvW. Dragonhunter Hunter's Fortification: This trait no longer grants damage reduction and now heals when you block an attack in addition to removing a condition. Willbender Heel Crack: Increased the ammunition from 1 to 2 in PvE only. Mesmer Ether Barrage is a skill that can vary significantly in effectiveness depending on which randomly chosen condition it applies with each strike. We wanted the skill to be more consistent, and going forward it will always inflict the same amount of torment and confusion every time the skill is used. We've also made some improvements to off-hand sword and axe in competitive modes and tuned up some other underperforming skills and traits. Axes of Symmetry: Reduced the cooldown from 12 seconds to 10 seconds in PvP and WvW. Lingering Thoughts: Increased the torment duration from 4 seconds to 6 seconds in PvP and WvW Phantasmal Swordsman: Reduced the cooldown from 20 seconds to 18 seconds in PvP and WvW. Increased the initial phantasm hit damage from 0.35 to 0.5 and the flurry damage coefficient per hit from 0.1 to 0.12 in PvP and WvW. Mirror: Increased the base healing from 4,299 to 5,195. Phantasmal Disenchanter: Reduced the cooldown from 30 seconds to 25 seconds in PvP only. Mass Invisibility: Reduced the cooldown from 60 seconds to 50 seconds in PvP only. Furious Interruption: Reduced the internal cooldown from 3 seconds to 1 second. Increased the quickness duration from 3 seconds to 4 seconds in PvE and from 2 seconds to 4 seconds in PvP and WvW. Mirage Ether Barrage: The conditions inflicted by this skill are no longer random. This skill will apply 3 stacks of torment and 2 stacks of confusion per use. Increased the torment and confusion durations from 2 seconds to 3 seconds. Mirage Advance: This skill now dazes enemies that it strikes. Necromancer Transfusion has been a longtime pain point in WvW, but it has also been an exceptionally powerful tool for scourge in all game modes. Its ability to easily revive allies who are downed while out of position is something that we've been keeping an eye on for a while, and we see it as being too powerful. We still like Transfusion's ability to help revive allies, but we're removing the teleportation component to make it less of a guarantee. We've also tuned up the damage on axe in PvE and made some improvements to the core death shroud in all game modes. Reaper and harbinger both get some defensive updates that are primarily focused on slightly improving their survivability in PvP. Isolate: Reduced the cooldown from 18 seconds to 15 seconds in PvP only. Extirpate: This skill no longer inflicts Extirpation and instead inflicts weakness. Rending Claws: Increased the damage coefficient per hit from 0.6 to 0.7 in PvE only. Ghastly Claws: Increased the power coefficient per hit from 0.5 to 0.575 in PvE only. Unholy Feast: Increased the power coefficient from 2.0 to 2.5 in PvE only. Unholy Burst: Increased the power coefficient from 1.0 to 1.5 in PvE only. Consume Conditions: Reduced the cooldown from 30 seconds to 25 seconds. Signet of the Locust: Reduced the cooldown from 25 seconds to 20 seconds in PvP only. Plague Signet: Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW. Dark Pursuit: This skill no longer increases the cooldown of Dark Path. Life Transfer: Reduced the cooldown from 25 seconds to 20 seconds. Increased the bleeding duration from 2 seconds to 3 seconds. Tainted Shackles: Reduced the cooldown from 30 seconds to 25 seconds. Overflowing Thirst: Increased the life force per strike from 1% to 1.5%. Unholy Martyr: Increased the life force per condition removed from 3% to 7% in PvP only. Transfusion: This trait no longer teleports downed allies to the user. This trait no longer increases the cooldown of Garish Pillar in WvW. Reaper Soul Eater: The healing from this trait can now heal the player while they are using Reaper Shroud. Healing while in shroud has reduced effectiveness in PvE. Blighter's Boon: Increased the base healing from 103 to 133. Harbinger Blight: Reduced the health percentage decrease from 1.5% to 1% in PvP only. Ranger Ranger is currently in a good spot in all game modes, so this update includes a few smaller changes to underused skills and traits to make them more competitive options. Guard: Reduced the cooldown from 30 seconds to 24 seconds. Increased the might duration from 5 seconds to 10 seconds. Soulbeast Moa Stance: Reduced the cooldown from 30 seconds to 25 seconds in PvP only. Maul (Feline): Increased the power coefficient per hit from 0.2 to 0.7. Spiritual Reprieve: This skill now cleanses 2 damaging conditions in addition to its previous effects. Second Skin: Increased the damage reduction from 20% to 25% in PvP only. Untamed Nature's Binding: This skill now inflicts defiance damage on defiant enemies when used. Reduced the cooldown from 35 seconds to 25 seconds in PvE only. Revenant We've focused on improving the viability of some underperforming revenant builds in competitive modes with damage improvements to herald and main-hand sword, defensive improvements to Legendary Renegade Stance, and an increase to the outgoing healing bonuses in the Salvation trait line for potential support builds in PvP. Chilling Isolation: Increased the power coefficient from 0.5 to 0.7 in PvP and WvW. Notoriety: Increased the might stacks from 1 to 2 in PvP and WvW. Resolute Evasion: Increased the resolution duration from 2 seconds to 2.5 seconds. This trait now also grants a small strike damage reduction for 2.5 seconds after dodging. Invoking Harmony: Increased the outgoing healing bonus from 10% to 15% in PvP only. Serene Rejuvenation: Increased the outgoing healing bonus from 15% to 20% in PvP only. Herald Shining Aspects: Increased the healing from 533 to 640. Forceful Persistence: Increased the damage bonus from 13% to 15% in PvP and WvW. Increased the facet damage bonus from 3% to 4% in PvP and WvW. Renegade Breakrazor's Bastion: Increased the base barrier when enhanced from 1,480 to 1,960. Soulcleave's Summit: Increased the healing when using a Legendary Renegade skill from 929 to 1,199. Increased the life siphon healing from 392 to 489 in PvP only. Thief This update includes a couple of significant quality-of-life improvements for the thief's staff and scepter weapons. First, Weakening Charge will no longer have a movement component, meaning that players are free to move during its casting time. We've also changed Shadow Sap into a ground-targeted skill to give scepter-wielding thieves a way to support their team without needing to target allies. Our goal with these changes is to improve the fluidity of the weapons and make them more enjoyable to play. We've also updated Helmet Breaker to only be usable a single time before flipping back to Debilitating Arc, giving more access to the defensive evade. This is part of a set of changes targeted at improving staff's usability in competitive modes. Shadow Sap: This skill is now ground targeted and will fire a projectile at the target location. When the missile lands, it will strike enemies and grant barrier, might, and protection to allies. The strike no longer inflicts weakness on enemies. Orchestrated Assault: Reduced the damage increase from 33% to 7% in WvW and PvP. Harrowing Storm: Reduced the torment duration from 6 seconds to 4 seconds in WvW and PvP. Debilitating Arc: Reduced the initiative cost from 5 to 4 in PvP and WvW. Helmet Breaker: This skill can no longer be used multiple times in a row. Increased the power coefficient from 0.6 to 1.1 in PvP and WvW only. Reduced the initiative cost from 3 to 2 in PvP and WvW. Dust Strike: Increased the power coefficient per hit from 0.2 to 0.35 in PvP and WvW. Weakening Charge: This skill is now named Weakening Whirl. This skill no longer moves the player. Cluster Bomb: Increased the power coefficient from 1.45 to 2.25 in PvE only. Shadow Refuge: Reduced the cooldown from 48 seconds to 40 in PvP and WvW. Reduced the stealth duration per pulse from 3 to 2.5 seconds in PvP and WvW. Increased the healing from 1,775 to 2,851. Even the Odds: Increased the vulnerability stacks from 5 to 10. Sundering Shade: Increased the vulnerability stacks from 5 to 10. Hidden Killer: Increased the duration from 2 seconds to 4 seconds. Specter Well of Sorrow: This skill now pulses conditions in a specific order. It will pulse torment, bleeding, torment, poison, and then torment. Warrior Similar to the upcoming change to Kinetic Accelerators for quickness-based scrappers, Heat the Soul will now also grant might to allies to give quickness-based berserkers better might coverage. We've also made some improvements to off-hand dagger and rifle and tuned up a number of underperforming skills and traits. Volley: Increased the power coefficient per strike from 0.75 to 0.8 in PvE only. Explosive Shell: Increased the power coefficient from 1.5 to 1.6 in PvE only. Rifle Butt: Reduced the cooldown from 20 seconds to 15 seconds in PvE only. Tremor: This skill now recharges Crushing Blow if it strikes an enemy. Wastrel's Ruin: This skill now always inflicts its bonuses against defiant enemies. Increased the maximum number of targets from 1 to 2. Bladestorm: Increased the barrier per hit from 289 to 445. Kick: This skill now deals bonus defiance-bar damage. Dolyak Signet: The passive effect of this skill now grants reduced incoming damage instead of toughness. Signet of Stamina: Reduced the cooldown from 30 seconds to 20 seconds in PvE only. "To the Limit!": Increased the endurance gain from 50 to 100 in PvE and from 65 to 100 in PvP. Rampage: Reduced the cooldown from 90 seconds to 60 seconds in PvE only. Burst Precision: Increased the bonus ferocity from 150 to 250. Martial Cadence: Increased the number of conditions removed from 1 to 2 in PvE and PvP. Berserker Heat the Soul: This trait now applies might to allies in addition to its previous effects. Spellbreaker Sun and Moon Style: This trait now heals for a percentage of all strike damage instead of only critical hit damage. Not a single mention of bladesworn.. Incredible that spec does not exist. 4 1 2 Link to comment Share on other sites More sharing options...
Alrun.2537 Posted Friday at 08:16 PM Share Posted Friday at 08:16 PM 17 minutes ago, skirtsan.6372 said: Transfusion: This trait no longer teleports downed allies to the user. The ability to teleport players who are in a potentially hazardous zone via Transfusion was really, REALLY useful in instanced PvE and boss encounters. If it passes through then allied healers wouldn't have much chance reviving fallen squadmates. Signed, healer. This ability is so appreciated in PvE! Why breaking my HSc Anet?! 😰 37 2 2 1 Link to comment Share on other sites More sharing options...
Popular Post Poobah.6254 Posted Friday at 08:17 PM Popular Post Share Posted Friday at 08:17 PM You're basically taking Heal Scourge, a spec people have played and loved for over 7 years and deleting it from the game by removing its entire class identity. That's beyond outrageous. and it's profoundly out of touch. You might as well remove stealth from thieves or portals and distortion from mesmers. It's literally the big cool thing that people click on that class to do. I'm sure it's a pain to design around. I get it I do. But that genie is out of the bottle. You added it, and the equally problematic Barrier to the game 7 years ago, you can't just take it away again. I don't even play heal scourge and I know there's gonna be riots. Saving people from death is something heal scourge player love and live for. 16 42 2 3 Link to comment Share on other sites More sharing options...
eldrevo.1746 Posted Friday at 08:18 PM Share Posted Friday at 08:18 PM A lot of good changes overall! Happy to see forced movement from Weakening Charge gone, maybe something can be done about Dagger/Dagger 2 and 3 next? Also a bit surprised to see so little spear changes. I feel like Necro and Ranger could use at least a little nudge, and Thief spear has still some bugged stealth / ambush cancels. 38 minutes ago, Joie.6084 said: Symbol of Faith: This skill now heals allies on impact. Reduced the casting time. Shield of Wrath: Reduced the cooldown from 35 seconds to 30 seconds. Cleansing Flame: This skill now removes 2 conditions from the player when activated. These are all awesome, being unable to condi cleanse myself with the torch has always been weird. It'd be great to see more love for weapons like Scepter, Longbow and other old skills like Mace 3 (does it still charge up F1 burning? What purpose does it serve on a heal weapon?) 28 minutes ago, Joie.6084 said: "Hold the Line!": Increased the ammunition from 1 to 2. I don't really get this. This skill's function is just boon uptime, and it doesn't serve any rare boons such as Aegis with "Retreat" "Advance!" I would really like to use "Hold the Line!" more, I love the voiceover for it, but with how many sources of Prot and Regen the guardian has, I believe this skill needs something else added to it. Maybe Resolution or some offensive boons (though it won't make much logical sense, I guess). Maybe it could give healing or barrier? That'd be cool. 34 minutes ago, Joie.6084 said: Signet of Courage: This skill now breaks stun for the user and nearby allies when activated. This is amazing, very powerful stuff to make the signet a competitive option for support builds. The only thing I want to notice is "Hunter's Determination" trait on DH kinda does not make sense with it, as it makes elite skills stunbreak, and this one already stunbreaks. I'd honestly like you to touch Dragonhunter's traits some more. They didn't age too well. 23 minutes ago, Joie.6084 said: Heel Crack: Increased the ammunition from 1 to 2 in PvE only. Good to see some movement here, but it still needs more to become valuable. In PVE, Roiling Light serves the same CC function but with a free Stunbreak evade at 15 second cooldown. In PVP/WVW there's a dozen other utilities that do a lot more than just a plain stun. Maybe attaching some cool boon or condition to the skill's use would actually be great. 2 2 Link to comment Share on other sites More sharing options...
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