Drarnor Kunoram.5180 Posted Wednesday at 03:46 PM Share Posted Wednesday at 03:46 PM 19 hours ago, Mercy.3274 said: Ok i get nerfing transfusion cause of wvw but please dont kill it in pve too. Its literally the only reason to run hscg in pug groups This change will literally make the trait useless because the rez power really isnt that good in itself It will still be required for Healscourge too because it's one of two sources of notable group healing. This won't change any builds, it will just make healscourge bad. 3 2 2 Link to comment Share on other sites More sharing options...
Mercy.3274 Posted Wednesday at 06:42 PM Share Posted Wednesday at 06:42 PM 2 hours ago, Drarnor Kunoram.5180 said: It will still be required for Healscourge too because it's one of two sources of notable group healing. This won't change any builds, it will just make healscourge bad. exactly. And it was already VERY mid outside of pug groups compared to something like chrono 2 2 Link to comment Share on other sites More sharing options...
Lithril Ashwalker.6230 Posted Wednesday at 06:59 PM Share Posted Wednesday at 06:59 PM I would like to see Scorpion wire, if under effect of Basilisk Venom, make Scorpion Wire unblockable for the projectile portion HIT, but stun THEN pull. Can we make it happen Mr. @Cmc sir?! 3 Link to comment Share on other sites More sharing options...
fenrir.1346 Posted Wednesday at 09:37 PM Share Posted Wednesday at 09:37 PM I don't like this ominous quiet when it comes to communication. Dreading next week. The complete loss of transfusion in PvE will be a loss of much fun. 4 5 3 Link to comment Share on other sites More sharing options...
Heika.5403 Posted Thursday at 11:28 AM Share Posted Thursday at 11:28 AM Radio silent? When you know they're going to hate you... 😈 Welcome to the 🏵️🌻 Boonball World🌻.🏵️ Everything against it will be nerfed into the ground or removed ☠️ 😬🥴 ☣️ 2 2 Link to comment Share on other sites More sharing options...
Noc Rubu.5804 Posted Thursday at 12:32 PM Share Posted Thursday at 12:32 PM On 9/14/2024 at 3:34 AM, 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. Simply horrible update. Hey go get your boost on Anet TP, it is on sale, so they will nerf it in 5 days hahahahaha 3 1 2 1 Link to comment Share on other sites More sharing options...
MaLong.2079 Posted Thursday at 09:36 PM Share Posted Thursday at 09:36 PM @Joie.6084 Flamethrower - Smoke Vent Trading 5s of blindness on a 15 seconds cool down for a single stun break on a 25 seconds cool down is not good. Smoke Vent will sit unused most of the time. One alternative would be to make Smoke Vent into a 2 ammo skill with 25 seconds to recharge each count. Still not as good as the 15 seconds cool down blindness but at least it would allow some freedom to use the skill. A second alternative could be to change Firearms - Juggernaut to modify Smoke Vent back to what it is now but with a reduced cool down and without the stun break. Juggernaut already adds stability. So when I trait Juggernaut, Smoke Vent don't have a stun break but inflicts blindness for 5s on 10s cool down. If I don't trait Juggernaut then Smoke Vent has a stun break on 25s cool down. I still think 25 seconds is way too long, though. I think these alternatives are more reasonable than just nerfing the blindness with a 25s cool down for a stun break that will sit unused most of the time. 3 Link to comment Share on other sites More sharing options...
Andron.4382 Posted Friday at 02:08 AM Share Posted Friday at 02:08 AM If you want to increase quick dps scrapper might generation, how about moving the ferocity from No Scope into some other trait so that Pinpoint Distribution can compete with it? Link to comment Share on other sites More sharing options...
Swagg.9236 Posted Friday at 04:22 AM Share Posted Friday at 04:22 AM (edited) You'd really think that, if they were willing to give a stunbreak to Smoke Vent, they'd at least consider giving the same treatment (with maybe some superspeed on top) to Elixir R. Edited Friday at 04:23 AM by Swagg.9236 Link to comment Share on other sites More sharing options...
KiteCross.9742 Posted Friday at 07:55 PM Share Posted Friday at 07:55 PM Nerfing cele means we will get tank condi idiots, not sure that's an upgrade. More minstrel as well. 1 2 Link to comment Share on other sites More sharing options...
Routa.4136 Posted Friday at 08:20 PM Share Posted Friday at 08:20 PM Increasing the revealed duration when attacking from stealth to 4s from 3s in WvW is fine, but it just feels like acknowledging a problem with thief class without fixing the root cause. You want thieves to stealth less and not run completely degenerate builds? Remove the reward loop of entering and exiting stealth that Shadow Arts offers. Shadow's Rejuvenation especially is a problem that has no business granting +2/+1 initiative from just one application of stealth, but just about all of the enter/exit traits are detrimental to the class's design. Also don't forget that (Malicious) Death's Judgment pre-applies revealed upon cast, and that has been 3s in competitive modes forever, even in PvP. Maybe adjust that to 4 seconds too. 3 Link to comment Share on other sites More sharing options...
Gaiawolf.8261 Posted Friday at 08:23 PM Share Posted Friday at 08:23 PM I'd feel better with the celestial nerf if we had decent condi/con prefixes. Ritualist is okay, but you don't always need expertise with heavy cleanses all around. Why did they think condi/support builds used celestial in the first place? Because it's the best? No, because it's the only thing left for such builds. Other builds have other advantages or problems, I know. 1 Link to comment Share on other sites More sharing options...
GamerToad.9248 Posted Friday at 09:37 PM Share Posted Friday at 09:37 PM On 9/27/2024 at 9:04 AM, Zyreva.1078 said: Spear Warriors were completely dominating the meta in WvW and sPvP. LB ranger has never been in that position. And even after the nerf spear warrior remains stronger than LB ranger in most cases. So idk what this discussion is supposed to be about. That because most people can't dodge 1 Link to comment Share on other sites More sharing options...
Kulvar.1239 Posted yesterday at 02:41 AM Share Posted yesterday at 02:41 AM 6 hours ago, Gaiawolf.8261 said: I'd feel better with the celestial nerf if we had decent condi/con prefixes. Ritualist is okay, but you don't always need expertise with heavy cleanses all around. Why did they think condi/support builds used celestial in the first place? Because it's the best? No, because it's the only thing left for such builds. Other builds have other advantages or problems, I know. Imagine having Swashbuckler or Wizard in PvE/WvW too. 2 Link to comment Share on other sites More sharing options...
jpsssss.7530 Posted yesterday at 05:44 AM Share Posted yesterday at 05:44 AM 3 hours ago, Kulvar.1239 said: Imagine having Swashbuckler or Wizard in PvE/WvW too. could never happen. we can't have nice things in WVW. 2 1 Link to comment Share on other sites More sharing options...
recipesw.7453 Posted 4 hours ago Share Posted 4 hours ago If I write down what I think of these updates I'll get a warning 💀 2 Link to comment Share on other sites More sharing options...
Ghin.1653 Posted 3 hours ago Share Posted 3 hours ago I really like the idea of thief 2 scepter skill being ground target, and would like something similar to hybrid 3 skills on it so we can buff allies and hit enemies instead of only targeting one or the other. Link to comment Share on other sites More sharing options...
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