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October 8 Balance Update Preview


Joie.6084

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18 minutes ago, ShadowbaneX.6273 said:

Guardian is the most busted class in the game along with Necro. I highly doubt they'd nerf their golden child, but they're not blind either to buff Guardians further (hopefully).

hfb is worst healer in the game (htemp doesnt exist in my build of the game), cfb is clunkiest condi dps in the game with rotation made in hell, dh is one of the worst dps classes in the game. wb is only spec which is kinda okish.  golden child indeed. pls boon-strip after decade.

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Just now, daw.4923 said:

hfb is worst healer in the game (htemp doesnt exist in my build of the game), cfb is clunkiest condi dps in the game with rotation made in hell, dh is one of the worst dps classes in the game. wb is only spec which is kinda okish.  golden child indeed. pls boon-strip after decade.

Yeah, HB has fallen off allot in recent times but it once was incredibly OP. Now herald has replaced it as the golden child healer.

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1 hour ago, Poobah.6254 said:

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.

As one of the aforementioned players who have loved heal scourge for 7+ years... this is a much needed nerf. It's super OP.

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2 hours 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.

nerfs to thieves and willbenders in wvw when???

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19 minutes ago, ALPHA.4867 said:

Man, the transfusion nerf is so bad that I don't even know if I want to keep playing this game. 

5 ppl failed mechanics and died - let me press the button and fix that small issue. every other healer in the game can ress ONE person without teleporting them anywhere and usually on 90 sec cd. how necro got away with vaccum ress for so long is real question.

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3 minutes ago, Caitmonster.9036 said:

It was also a very useful spec for training / teaching runs, because if Little Jimmy who's learning an encounter for the first time falls over after getting stuck in a bad spot, you can at least have yanked him out of the no-no zone and scraped him off the floor once or twice so he could keep learning instead of just being a decoration until the next pull. Yes, it was a carry spec, but people had fun with it and enjoyed carrying people.

[...]

Ah, yes, Signet of Undeath, that costs half the necromancer's hp to use and is only single target and doesn't pull. That's a good tradeoff.

Come oooooooon! Do you guys even play scourge? I cannot believe you do. I play scourge and I can still carry my sub through 95% of the content by just rolling my head over the F keys. Scourge gives so kittening much barrier, you could remove his prot and regen and it would still be a viable option.

Can you at the very least agree that 5 tele every 15s was outragously stupid?

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1 hour ago, daw.4923 said:

5 ppl failed mechanics and died - let me press the button and fix that small issue. every other healer in the game can ress ONE person without teleporting them anywhere and usually on 90 sec cd. how necro got away with vaccum ress for so long is real question.

Because its been like that in game for just over 9 years now and it makes scourge a viable healer (it didn't as FB literally shot to the top quickly) but it was still an option and core necro actually got a neat little buff out of it. Its only recently become a problem because Alac healers are far more common than quickness healers and that is qdps Herald's fault (and qhfb nerf as well)

https://wiki.guildwars2.com/wiki/Transfusion

Edited by Chazara.9075
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I don't even play Necro and I'm hurt by these changes. 

Transfusion is a great class defining trait, why not lengthen the cooldown, reduce the target count?

Why do we always go from one side of the metronome to the other?

Necro Spear got a unique feature, only to have to it killed off entirely a month later. 

Honestly, rip necro players, I'd say we'd res you, but....transfusion's gone.

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1 minute ago, VaegaVic.6394 said:

I don't even play Necro and I'm hurt by these changes. 

Transfusion is a great class defining trait, why not lengthen the cooldown, reduce the target count?

Why do we always go from one side of the metronome to the other?

Necro Spear got a unique feature, only to have to it killed off entirely a month later. 

Honestly, rip necro players, I'd say we'd res you, but....transfusion's gone.

I feel like keeping the teleport and reducing the pull count down from 5 to 2 or 3 would be an acceptable compromise. 

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2 minutes ago, daw.4923 said:

every other healer in the game can ress ONE person without teleporting them anywhere and usually on 90 sec cd.

https://wiki.guildwars2.com/wiki/Glyph_of_the_Stars
https://wiki.guildwars2.com/wiki/Spirit_of_Nature
 

That's a total of 2 5 target rezzes on Ranger/Druid, but no vacuums, though both occupy the elite slot so you can't take both. Search and Rescue is their only pull, and it's a single target.

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As a power DD main in PvE with way too many hours on it, I strongly disagree with the change to Helmet Breaker.  Its current implementation is already very  good in PvE and does not need to be touched.  If I were to change anything, I would make dust strike feel more useful somehow.

 

Helmet breaker currently provides access to incredibly potent CC if you are able to get yourself in a position to abuse it.  With the current power DD build, you get to chose between safe and easy CC burst from pistol 4 or brutal potential CC from a risky and slow to deploy staff 3 helmet breaker chain.  The proposed change will remove any decision making for how I CC a boss while offering nothing meaningful in return.

If I want to use debilitating arc more than once, I want to be able to just spam it and not ever worry about a 450 range fixed forward leap in the first place.  This proposed change puts staff 3 in a very awkward "compromise" between the old and current staff 3 with none of the charm of either.  This will completely gut staff 3's use as a CC skill while doing nothing to make it meaningfully better as a defensive skill.

 

 

Also, much appreciated making weakening charge no longer force movement.  This change is as welcome as it is overdue.  Having the agile bruiser spec feel like one of the most rigid and immobile ones instead was just gross.  It was a continual source of frustration finding myself wanting to evade out of danger but being unable to as my character is locked scooting forward slightly for their attack.  I can see myself playing a lot more daredevil in organized PvE as a result of this.

Edited by Cat With A Gat.4539
typo
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6 minutes ago, torbal.3614 said:

Come oooooooon! Do you guys even play scourge? I cannot believe you do. I play scourge and I can still carry my sub through 95% of the content by just rolling my head over the F keys. Scourge gives so kittening much barrier, you could remove his prot and regen and it would still be a viable option.

Can you at the very least agree that 5 tele every 15s was outragously stupid?

As a heal scourge main, I agree with you. Transfusion teleport was always stupidly broken. The main positive for heal scourge was the huge amount of barrier application. Even without the teleport it will be very strong in regular runs and training runs.

But tbh it will be way less fun to play tough. Seeing all those dead people, pulling them together and rezzing them all up like a god of life and death was always fun... broken, but fun.

Turning down the range, the target cap or the icd would also have been something that could make it less broken. They could have gone that route first. But even without teleport heal scourge will be a strong barrier healer with a lot of applications.

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This is not joke. Toxic elitist can skip my post.

To make playably some pve content we need increade damage 2-5x, or rethink conception for cm strikes progression doing in on normal mode.

Also very sad see notes about "new content" what totally unplayable.

100CM fractal still not fixed. One of way make possibility stack damage to 70-150k on pro bench, to make possible for common people get 20k, or make redesign of current shame.

 

 

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2/10 balance patch. I don't care about pvp or wvw, so 90% of the patch is wasted on me. Out of the things that are left, the only changes that move the needle whatsoever in the meta are:

#1: Thief Staff 2 big QoL, that's nice, I might use staff now instead of dagger/dagger

#2: Transfusion no longer pulls downed allies, rip my most favourite healer to play. And no buffs to compensate, only a harsh nerf. Guess I have to go back to druid.

#3: Massive QoL on boon Catalyst. I am happy for the few masochists who like to play ele in pve in instanced content. I wish them all the best.

Everything else might as well not have been part of the patch notes that's how little they will affect my gameplay. Very unfortunate. I wish they would give hscg a heal weapon, currently its only weapons with cc and staff has regen and thats it. I wish they would buff heal warrior, they already promised to do that in a previous post. I wish they would finally buff heal renegade, that build can barely keep up half the boons it needs to. 2/10.

Edited by Power Eternal.7209
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So the summary is, I can no longer play WvW to grind GoB because now I'll either be killed by NPC guards, or my DPS will be non-existent, and I still can't use weapons I like because you intend to keep spear OP and don't intend to make underperforming weapons match it in performance.

With changes like these you really should remove GoB as a requirement from legendaries. Literally not a single person playing PvE enjoys grinding them, and you only add 4-6 hours of frustration for every legendary that they want to craft. And without cele gear to carry such people, they will just be "content" (even moreso than they already are) for the sadistic PvP bullies that like abusing those who are weaker than them to make themselves feel accomplished because they aren't good at anything else in their lives. If you want more people in WvW, make the game mode itself compelling instead of forcing people who hate it to grind it anyway, because the way you are doing it now is doing the opposite of what a game is supposed to be about: fun.

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2 minutes ago, Sindust.7059 said:

So the summary is, I can no longer play WvW to grind GoB because now I'll either be killed by NPC guards, or my DPS will be non-existent, and I still can't use weapons I like because you intend to keep spear OP and don't intend to make underperforming weapons match it in performance.

With changes like these you really should remove GoB as a requirement from legendaries. Literally not a single person playing PvE enjoys grinding them, and you only add 4-6 hours of frustration for every legendary that they want to craft. And without cele gear to carry such people, they will just be "content" (even moreso than they already are) for the sadistic PvP bullies that like abusing those who are weaker than them to make themselves feel accomplished because they aren't good at anything else in their lives. If you want more people in WvW, make the game mode itself compelling instead of forcing people who hate it to grind it anyway, because the way you are doing it now is doing the opposite of what a game is supposed to be about: fun.

It's just a video game.

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I like wvw, and as pro player I use celestial. On zerk biuld I can not kill npc, they hurt me too much, and on more support build it too long and another people kill me.

So I totally accept many post what celestial nerf on wvw not good.

Edited by lare.5129
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