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PvP/WvW Skill Split Release – Part 2


Gaile Gray.6029

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  • ArenaNet Staff

A message from the Competitive and Skills & Balance Teams:

Hi folks! The Competitive and Skills & Balance Teams are back to present the second iteration of our future balance release, which will focus almost entirely on PvP and WvW skill splits.

We appreciate the feedback that you provided in the initial thread on this subject, and would like to share our current thinking on the balance changes. We invite you to give these proposed changes a review and, as always, we'll be watching for your constructive feedback!

High Level Goals

Reduce influence of passive traits. (PvP not WvW)

  • Passive skills make the game less skillful.
  • The prevalence of passives is a common competitive player complaint. (PvP only)

Increase build diversity

  • By decreasing the power of some of the more dominant builds, we hope to give increased viability to builds that previously were pushed out by these dominant specs. We're also increasing power levels in some targeted areas that previously were underperforming.

Reduce effectiveness of offensive instant cast skills/traits

  • Instant cast spells don't give players an opportunity to respond. While we don't want to remove combos utilizing instant cast abilities, we wanted to reduce the impact they have.

General

  • Rune of Surging has been removed from the PvP build panel
  • Magi Amulet has been removed from the PvP build panel}}

Warrior

Skills

  • Full Counter: Reduced damage by 14% in PvP and WvW
  • Dagger Autoattack chain: Reduced overall damage by 15% in PvP and WvW
  • Aura Slicer: Increased cooldown from 6 seconds to 8 seconds in PvP and WvW
  • Disrupting Stab: Reduced stun duration from 1.5 seconds to 1 second in PvP and WvW
  • Breaching Strike: Reduced damage by 20% in PvP and WvW
  • Break Enchantments: Reduced damage by 50%. Increased the number of boons removed from 2 to 3 in PvP and WvW
  • Featherfoot Grace: Increased the cooldown from 30 seconds to 40 seconds in PvP and WvW
  • Frenzy: Reduced the cooldown from 50 seconds to 40 seconds in PvP and WvW. Increased Might granted from 5 stacks to 10 stacks in PvP and WvW
  • Rampage Reduced the cooldown from 180 seconds to 90 seconds in PvP and WvW. Reduced transform duration from 15 seconds to 10 seconds.
    • Kick: Reduced the cooldown from 6 seconds to 4 seconds in PvP and WvW
    • Dash: Reduced the cooldown from 6 seconds to 4 seconds in PvP and WvW
    • Throw Boulder: Reduced the cooldown from 12 seconds to 8 seconds in PvP and WvW
    • Seismic Leap: Reduced the cooldown from 15 seconds to 10 seconds in PvP and WvW
  • Battle Standard: Reduced the cooldown from 240 seconds to 180 seconds in PvP and WvW
  • Crushing Blow: Increased damage by 25% in PvP and WvW. Adjusted Vulnerability applied from 10 stacks for 10 seconds to 15 stacks for 6 seconds in PvP and WvW
  • Tremor: Increased knockdown duration from 2 seconds to 3 seconds in PvP and WvW
  • Sword Autoattack chain: Increased overall damage by 22% in PvP and WvW
  • Flurry: Increased damage by 71% in PvP and WvW
  • Savage Leap: Increased damage by 33% in PvP and WvW
  • Flaming Flurry: Increased damage by 92% in PvP and WvW
  • "To the Limit!": Increased endurance granted from 50 to 100
  • Blood Reckoning: Increased damage to healing conversion from 20% to 25% in PvP and WvW. Increased Adrenaline gained from 10 to 30 in PvP and WvW
  • "On My Mark!": Adjusted Vulnerability applied from 10 stacks for 10 seconds to 15 stacks for 6 seconds in PvP and WvW. Reduced ammo recharge from 30 seconds to 25 seconds in PvP and WvW.
  • "For Great Justice!": Adjusted Might granted from 6 stacks for 25 seconds to 12 stacks for 15 seconds in PvP and WvW
  • "Shake It Off!": Increased the number of conditions cleansed from 2 to 3 in PvP and WvW

Traits

  • Defy Pain: Increased the cooldown from 60 seconds to 90 seconds in PvP only
  • Last Stand: Increased the cooldown from 40 seconds to 90 seconds in PvP only
  • Shrug it Off: Increased the cooldown from 25 seconds to 60 seconds in PvP only
  • Dead or Alive: Increased the cooldown from 30 seconds to 60 seconds in PvP only

Revenant

Skills

  • Coalescence of Ruin: Reduced damage of the second impact by -14% in WvW only. Reduced damage of the third impact by 22% in WvW only.
  • Razorclaw's Rage: Increased the Bleeding duration from 2 seconds to 4 seconds in PvP and WvW
  • Icerazor's Ire: Increased damage by 24% in PvP and WvW
  • Soothing Stone: Increased the number of conditions cleansed from 3 to 5 in PvP and WvW
  • Vengeful Hammers: Reduced the upkeep cost from 7 to 6 in PvP and WvW
  • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW
  • Embrace the Darkness: Increased the attribute bonus from 10% to 15% in PvP and WvW
  • Banish Enchantments: Increased the number of boons removed from 2 to 3 in PvP and WvW
  • Pain Absorption: Reduced the energy cost from 35 to 30 in PvP and WvW

Traits

  • Eye for an Eye: Increased the cooldown from 45 seconds to 90 seconds in PvP only
  • Versed in Stone: Increased the cooldown from 60 seconds to 90 seconds in PvP only
  • Soothing Bastion: Increased the cooldown from 25 seconds to 60 seconds in PvP only

Guardian

Skills

  • Tome of Resolve – Epilogue: Eternal Oasis: Reduced the bonus heal effectiveness from 33% to 20% in PvP and WvW
  • Tome of Resolve – Chapter 2: Radiant Recovery: Reduced the healing per condition cleansed by 35% in PvP and WvW
  • Tome of Resolve – Chapter 1: Desert Bloom: Reduced healing by 17% in PvP and WvW
  • Signet of Resolve: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
  • Leap of Faith: Increased damage by 14% in PvP and WvW
  • Signet of Mercy: Reduced the cooldown from 150 seconds to 90 seconds in PvP and WvW
  • Sword of Justice: Reduced the ammo recharge time from 25 seconds to 20 seconds in PvP and WvW
  • Bow of Truth: Reduced the ammo recharge time from 30 seconds to 25 seconds in PvP and WvW
  • Hammer of Wisdom: Reduced the ammo recharge time from 30 seconds to 25 seconds in PvP and WvW
  • Feel my Wrath: Reduced the cooldown from 45 seconds to 35 seconds in PvP and WvW

Traits

  • Virtuous Solace: Increased the cooldown from 75 seconds to 90 seconds in PvP only
  • Hunter's Determination: Increased the cooldown from 75 seconds to 90 seconds in PvP only
  • Zealous Blade: Increased the bonus damage from 5% to 10% in PvP and WvW

Thief

Skills

  • Dagger Autoattack chain: Reduced damages by 15% overall in PvP and WvW
  • Sword Autoattack chain: Reduced damages by 14% overall in PvP and WvW
  • Roll for Initiative: Increased the cooldown from 35 seconds to 40 seconds in PvP and WvW
  • Cloak and Dagger: Reduced the initiative cost from 6 to 5 in PvP and WvW
  • Signet of Shadows: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW
  • Assassin's Signet: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW
  • Smoke Screen: Reduced the cooldown from 30 seconds to 25 seconds in PvP and WvW
  • Dagger Storm: Reduced the cooldown from 90 seconds to 60 seconds in PvP and WvW
  • Hide in Shadows: Increased the base healing by 15% in PvP and WvW
  • Skelk Venom: Increased the venom heal per hit by 25% in PvP and WvW
  • Larcenous Strike: Reduced damage by 15% in PvP and WvW

Traits

  • Pulmonary Impact: Reduced damage by 29% in PvP and WvW
  • Upper Hand: Increased the cooldown from 3 seconds to 5 seconds in PvP and WvW
  • Panic Strike: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW. The WvW version of this trait will now use the PvP immobilize duration of 1.5 seconds
  • Instant Reflexes: Increased the cooldown from 40 seconds to 90 seconds in PvP only
  • Pain response: Increased the cooldown from 16 seconds to 40 seconds in PvP only
  • Hard to Catch: Increased the cooldown from 45 seconds to 90 seconds in PvP only
  • Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW

Ranger

Skills

  • Seed of Life: Increased the cooldown from 1 second to 3 seconds in PvP only
  • Rejuvenating Tides: Reduced the base healing per pulse by 15% in PvP only
  • Solar Beam: Reduced damage per strike by 17% in PvP only
  • Signet of Stone: Reduced the duration from 6 seconds to 3 seconds in PvP and WvW. Reduced the cooldown from 80 seconds to 40 in PvP and WvW
  • Celestial Avatar: Increased the cooldown from 15 seconds to 20 seconds in PvP only
  • Ricochet: Increased damage by 14% in PvP and WvW. Increased Might duration from 5 seconds to 10 seconds in PvP and WvW
  • Winter's Bite: Increased damage from 20% in PvP and WvW. Increased the Bleeding duration from 8 seconds to 12 seconds in PvP and WvW
  • Splitblade: Increased damage per axe by 33% in PvP and WvW
  • Instinctive Engage: Increased damage by67% in PvP and WvW
  • Healing Spring: Increased the number of conditions cleansed per pulse from 1 to 2 in PvP and WvW

Traits

  • Stoneform: Increased the cooldown from 70 seconds to 90 seconds in PvP only
  • Shared Anguish: Increased the cooldown from 60 seconds to 90 seconds in PvP only
  • Protective Ward: Increased the cooldown from 18 seconds to 30 seconds in PvP only
  • Refined Toxins: Increased the cooldown from 5 seconds to 15 seconds in PvP only
  • Rugged Growth: Reduced healing coefficient contribution by 50% in PvP only
  • Grace of the Land: Reduced the number of Might stacks applied from 3 to 2 in PvP only
  • Fortifying Bond: Reduced duration of shared Might stacks from 10 seconds to 5 seconds in PvP only
  • "We Heal as One!:" Reduced duration of copied Might stacks from 10 seconds to 5 seconds in PvP only
  • Fresh Reinforcement: Reduced shared Might duration 10 seconds to 5 seconds in PvP only
  • Ambidexterity: Increased the Condition Damage granted from 150 to 240 in PvP and WvW
  • Two-Handed Training: Increased the bonus damage from 5% to 10% in PvP and WvW

Engineer

Skills

  • Crystal Configuration: Eclipse: The stability portion of this trait will now be applied only upon successful hits of Corona Burst
  • Light Strike: Reduced damage by 40% in PvP only
  • Holo Leap: Reduced damage by 17% in PvP only
  • Corona Burst: Reduced the Might stacks granted per pulse from 2 to 1 in PvP only
  • Holographic Shockwave: Reduced damage by 22% in PvP only
  • Spectrum Shield: Increased the shield duration from 3 seconds to 4 seconds in PvP and WvW. Increased the cooldown from 30 seconds to 40 seconds in PvP and WvW
  • Poison Dart Volley: Reduced the cooldown from 10 seconds to 8 seconds in PvP and WvW
  • Glue Shot: Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW
  • Mortar Shot: Increased damage by 25% in PvP and WvW
  • Poison Gas Shell: Increased damage by 33% in PvP and WvW. Reduced the cooldown from 12 seconds to 10 seconds in PvP and WvW
  • Endothermic Shell: Increased damage by 33% in PvP and WvW. Reduced the cooldown from 20 seconds to 15 seconds in PvP and WvW
  • Flash Shell: Increased damage by 33% in PvP and WvW. Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW
  • Box of Nails: Reduced the cooldown from 10 seconds to 8 seconds in PvP and WvW
  • Magnet: Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW
  • Throw Mine: Increased the damage by 11% in PvP and WvW
  • Static Shock (A.E.D.): Increased the stun duration from 1 second to 2 seconds in PvP and WvW
  • Elixir X: Reduced the duration of Tornado and Rampage transforms from 15 seconds to 10 seconds in PvP and WvW. Reduced the cooldown from 105 seconds to 75 seconds in PvP and WvW
  • Detection Pulse radius increased from 600 to 1200 in PvP and WvW.

Traits

  • Aim Assisted Rocket: Reduced damage by 50% in PvP and WvW
  • Minesweeper: Reduced damage of each mine by 33% in PvP and WvW
  • Vent Exhaust: Reduced damage by 32% in PvP and WvW
  • Protection Injection: Increased the cooldown from 10 seconds to 20 seconds in PvP only
  • Self-Regulating Defenses: Increased the cooldown from 75 seconds to 90 seconds in PvP only
  • Reactive Lenses: Increased the cooldown from 40 seconds to 90 seconds in PvP only

Elementalist

Skills

  • Plasma Beam: Reduced damage by 20% in PvP and WvW
  • Glyph of Renewal: Reduced the cooldown from 165 seconds to 90 seconds in PvP and WvW
  • Stone Resonance: Increased the base Barrier granted per pulse by 10% in PvP and WvW
  • Lesser Stone Resonance: Increased the base Barrier granted per pulse by 10% in PvP and WvW
  • Shatterstone Increased damage by 66% in PvP and WvW
  • Impale: Increased damage by 28% in PvP and WvW
  • Ashen Blast: Increased damage by 43% in PvP and WvW
  • Steam Surge: Increased damage by 50% in PvP and WvW
  • Lightning Touch: Increased damage by 50% in PvP and WvW
  • Ring of Earth: Increased the number of Bleeding stacks from 1 to 3 in PvP and WvW
  • Tornado: Reduced the cooldown from 150 seconds to 90 seconds in PvP and WvW. Reduced the transform duration from 15 seconds to 10 seconds in PvP and WvW.
    • Elemental Requiem: Reduced the cooldown from 5 seconds to 3 seconds in PvP and WvW
    • Dust Charge: Reduced the cooldown from 10 seconds to 7 seconds in PvP and WvW
  • Arcane Blast: Reduced the maximum Ammo count from 3 to 2 in PvP and WvW

Traits

  • Burning Fire: Increased the cooldown from 40 seconds to 60 seconds in PvP only
  • Tempest Defense: Increased the cooldown from 25 seconds to 60 seconds in PvP only
  • Earth's Embrace: Increased the cooldown from 75 seconds to 90 seconds in PvP only
  • Soothing Ice: Increased the cooldown from 20 seconds to 30 seconds in PvP only
  • Final Shielding: Increased the cooldown from 60 seconds to 90 seconds in PvP only
  • Gale Song: Increased the cooldown from 60 seconds to 90 seconds in PvP only
  • Pyromancer's Puissance: Adjusted the Might granted from 1 stack for 15 seconds to 2 stacks for 10 seconds in PvP and WvW
  • Electric Discharge: Reduced damage by 28% in PvP and WvW

Mesmer

Skills

  • Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW
  • Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
  • Jaunt: Reduced damage by 50% in PvP and WvW
  • Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW
  • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW
  • Mirror Blade: Reduced damage by 14% in PvP and WvW
  • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW
  • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW

Traits

  • Elusive Mind: This trait now applies 3 seconds of Exhaustion when breaking a stun
  • Compounding Power: Reduced the outgoing damage buff per stack from 3% to 2% in PvP and WvW
  • Phantasmal Force: Reduced the Might granted from 3 stacks to 2 stacks in PvP and WvW
  • Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only
  • Mental Anguish: Reduced bonus damages by 15% and 30% to 10% and 20% respectively in PvP and WvW
  • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW
  • Bountiful Disillusionment: Reduced Stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased Might stacks from 5 to 3 in PvP and WvW

Necromancer

Skills

  • Garish Pillar: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW
  • Desert Shroud: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW
  • Ghastly Breach: Increased the cooldown from 75 seconds to 90 seconds in PvP and WvW
  • Plague Signet: Increased the cooldown from 30 seconds to 40 seconds in PvP and WvW
  • Trail of Anguish: Increased the cooldown from 25 seconds to 35 seconds in PvP and WvW
  • Signet of Undeath: Reduced the cooldown from 150 seconds to 90 seconds in PvP and WvW
  • Life Siphon: Reduced the cooldown from 12 seconds to 10 seconds in PvP and WvW
  • Dark Pact: Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW
  • Signet of Vampirism: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW. Increased the base heal by 25% in PvP and WvW
  • Well of Blood: Increased the base heal by 15% in PvP and WvW. Increased the heal per pulse by 75% in PvP and WvW
  • Spectral Grasp: Reduced the cooldown from 50 seconds to 35 seconds in PvP and WvW
  • Blood is Power: Adjusted the Might granted from 10 stacks for 10 seconds to 15 stacks for 6 seconds in PvP and WvW
  • Well of Suffering: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW. Increased the amount of Vulnerability applied per pulse from 2 stacks to 4 stacks in PvP and WvW.
  • Signet of the Locust: Increased damage by 54% in PvP and WvW. Increased the base heal per hit by 29% in PvP and WvW

Traits

  • Reaper's Protection: Increased the cooldown from 60 seconds to 90 seconds in PvP only
  • Last Gasp: Increased the cooldown from 50 seconds to 75 seconds in PvP only
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Please do not MORE THAN DOUBLE the cool down on Soothing Bastion. The skill is not that good as it currently sits for a grand master trait. This nerf would make it complete trash.

Also consider making the renegade changes global. The changes as proposed WILL NOT make renegade playable in PvP and wvw unless you reduce cast times, make spirits non cc’able, and grant spirits toughness/vitality based on that of the caster. Please focus on making renegade more enjoyable in PvE if you aren’t willing to make those changes.

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The renegade changes are not enough and as is will be another few months of it being completely useless in pvp.

Shortbow is a weapon with no evades or blocks. Why is the damage so low? Why are two of the five skills unreliable to the point of not being worth the button press? Why is kalla as a legend given utility skills that are so weak overall? The renegade trait line provides nothing of use to pvp honestly.

The condition weapon set given to rev in HOT is the only way to make renegade worth while, and even still it is weak because the majority of the skills and the bulk of the damage (mace #2) has horrible range, extreme ramp up time and overall just hard to use. Nobody gets hit by anything condi rev does at plat and above. Completely forget it vs Mesmer or thief.

Also rev is still extremely weak to condi, but it has no reason for this weakness as it does not excel at anything anymore. From the perspective of being a damage dealer in pvp it's nowhere near the top.

I think I was the only rev NA to make top 100 this season on rev. I think that's telling enough. It's been like this for seasons now. Rev is the least represented class in the top 250 because the strongest build is barely comparable to the subpar options of other classes. Outside of that build is not even worth trying, seriously.

Scourge kills rev by accident, along with a lot of the other POF specs.

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SBI Still believe that the changes on spellbreaker are too harsh.

spellbreaker is very effective in lower tiers but significantly less effective in higher tiers. By nerfing legit every spellbreaker skill, utility and burst skill i can see spellbreaker drop out of the meta for higher tiers pvp....

Mesmers/Thiefthey received some more nerfs with the updated version but honestly mirage will still dominate like crazy. especially after holo sb and druid are being nerfed. u may want to nerf mirage a bit more.

Revleave revs damage the way it is and please do something about condi cleanse. its not much of a big deal adding 1 or 2 more condis cleansed to staff 4 or legend swap and increase casting time on staff 4. this is something legit every rev wants.

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Buffing ranger overall in WvW when a decent or better bunker druid is already unkillable while roaming 1v1.Well, I guess there goes the health of roaming entirely in WvW. Anet, do any of you at all play anything besides ranger in WvW? Like, this is just ridiculous favoritism at this point.

As for Reaper, buffing the other sustain doesn't fix the problem with shroud duration. It is a step in the right direction to making it so it isn't their only sustain, but that's because Shroud has no sustain in WvW. You get bursted out of it in no time flat and then die because you're slower than every other class. The shroud allowed you to at least stick and semi-survive before the gutting of its duration and "buffing" it's damage. I can't consider it a real buff when you don't get more than a couple seconds in shroud at best in WvW now when fighting. Even un-gutting the duration doesn't fix the problem they have with mobility outside of it. I don't think the buff to spectral grasp by reducing its cooldown will be enough to give them sticking power by itself. And chill doesn't count because everyone has tons of condi cleanse everywhere now to counter the condi meta.

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Would it be possible if you could look at the interaction between the master of manipulation trait in the chaos specialization and Mass Invisibility? In it's current state, when you finish casting mass invisibility and are running that trait then it "buffs" you with projectile reflection and if you do in fact reflect a projectile, then it reveals you, rendering the entire skill useless.

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@"sweetrules.8359" said:

Buffing ranger overall in WvW when a decent or better bunker druid is already unkillable while roaming 1v1.Well, I guess there goes the health of roaming entirely in WvW. Anet, do any of you at all play anything besides ranger in WvW? Like, this is just ridiculous favoritism at this point.

Oh fuck, they buffed axe! That will DESTROY roaming in wvw!... In all seriousness, I'm not sure you appreciate how much they just hurt Druid in pvp. Rangers weren't "buffed overall". The changes to axe are unlikely to make them more prevalent in pvp and the weapon will certainly (still) not be touched in wvw. Its poorly designed with no mobility or evades. Heck, mainhand axe is supposed to be a hybrid weapon but rangers have the lowest coefficients in the game and their ability to rotate might just got destroyed -- so you won't be seeing too many hybrids roaming around wvw.

~ Kovu

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@"Honor.1982" said:to me it looks like you havent even attempted to read the communities posts and went ahead with with what you already had planned.

btw thanks for the dagger buffs on necro while ruining power/support scourge

Oh they did read the communities post.

All the" nerf this/ Its OP " threads are well represented in this list

--Feedback--

Your goal to increase the viability of other builds falls so short it's appalling.

You can not do a blanket nerf to one build without effecting others.You are not making more builds viable by nerfing one powerful build and then doing nothing to make other builds desirable.All you do is shift classes out of the meta entirely, while promoting the next best classes.

You pattern for years has been as far as what has been OP or over represented in competative environments goes something like this.

Too much damage--Your response is to nerf damage

Too much support-You nerf support and leave damage in subpar levels

Too much condi-You nerf condi and then buff power damage and support

Repeat:

Over and over and over again.

Remember the first year of this game.too much damage-

damage was nerfed-

Cele bunkers become dominant-

you nerf cele bunkers

Condi mesmers become dominant-you nerf mes

warr does too much damage now-you nerf war

guardian does too much support-

nerf guard-

thief does too much condi-

you nerf theif.

repeat with different classes.

At some point. Someone needs to break this cycle,When you nerf things, you need to look closer at the interactions of the class and make sure you are not simultaneously killing the class and ALL builds it could have.You need to not listen to every nerf me thread and instead try getting in the game, playing with the change.Even opening up a beta weekend and letting players play with the changes is much much better then totally leaving us with a broken meta for 6 more months.

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Soothing bastion. Lol please stop trolling Rev, it was funny for the first 6 months, now its getting old.

This is supposed to be a grandmaster trait. That used to mean something

@Solori.6025 said:

@"Honor.1982" said:to me it looks like you havent even attempted to read the communities posts and went ahead with with what you already had planned.

btw thanks for the dagger buffs on necro while ruining power/support scourge

Oh they did read the communities post.

All the" nerf this/ Its OP " threads are well represented in this list

--Feedback--

Your goal to increase the viability of other builds falls so short it's appalling.

You can not do a blanket nerf to one build without effecting others.You are not making more builds viable by nerfing one powerful build and then doing nothing to make other builds desirable.All you do is shift classes out of the meta entirely, while promoting the next best classes.

You pattern for years has been as far as what has been OP or over represented in competative environments goes something like this.

Too much damage--Your response is to nerf damage

Too much support-You nerf support and leave damage in subpar levels

Too much condi-You nerf condi and then buff power damage and support

Repeat:

Over and over and over again.

Remember the first year of this game.too much damage-

damage was nerfed-

Cele bunkers become dominant-

you nerf cele bunkers

Condi mesmers become dominant-you nerf mes

warr does too much damage now-you nerf war

guardian does too much support-

nerf guard-

thief does too much condi-

you nerf theif.

repeat with different classes.

At some point. Someone needs to break this cycle,When you nerf things, you need to look closer at the interactions of the class and make sure you are not simultaneously killing the class and ALL builds it could have.You need to not listen to every nerf me thread and instead try getting in the game, playing with the change.Even opening up a beta weekend and letting players play with the changes is much much better then totally leaving us with a broken meta for 6 more months.

I'm sorry but this makes no sense. Its almost like this is the first multiplayer game you've played. This is how balancing works. Something becomes oppressive, it gets nerfed to give players more gameplay options. Any multiplayer game you can think of does this.

The entire point of this Nerf campaign is so we dont all have to live and die by the meta. Dont know what you mean by "leaving us with a broken meta" We dont know what the meta is going to be after all the changes. If they do this right, you can still be viable if you arent using the most optimal build. Yet you are talking about a meta that doesnt exist yet.

This is what happens when you get all your builds from Google.

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Elusive Mind completely destroyedThis design conflicts with the overall design of mirage dodge currently functions ,mirage can't dodge means losing everything. It's like holo cant use f5, this talent is completely destroyed!You plan to prevent a continuous breaking stun,isn't it?please use my design!..........................................................................................................................................................................Elusive Mindremove 1 conditionendurance over than 80 --->breaking a stunendurance less than 80 --->return 10 endurance after dodge..........................................................................................................................................................................

Mes can't successive remove stun unless dodge is not used for a while and it has the meaning of existenceedit:Please don't mention Daredevils,Daredevils has many alternative way of direct endurance regain without dependent on natural recovery,no comparability!

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None of this changes the dominance of spellbreaker or scourge.

  1. Still have all these aspects of classes converting condition to boons which is just an all you can eat buffet for spellbreaker and scourge.
  2. With renegade the charr summons are so crappy an auto attack from anyone regardless of stats can kill them plus most of them require you and allies to be standing in them but offer nothing of real counter play when it just invites scourges and anything else with spamming things like marks and shades to drop them on that area making them still very useless.
  3. All these melee things being nerfed like yeah that is good offer more reduction in damage to scourges while they spam their crap at melee range so they can still be dominant.
  4. Lets just change this game to Necro Wars 2.
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@ZeteCommander.4937 said:Elusive Mind completely destroyedThis design conflicts with the overall design of mirage dodge currently functions ,mirage can't dodge means losing everything. It's like holo cant use f5, this talent is completely destroyed!You plan to prevent a continuous breaking stun,isn't it?please use my design!..........................................................................................................................................................................Elusive Mindremove 1 conditionendurance over than 80 --->breaking a stunendurance less than 80 --->return 10 endurance after dodge..........................................................................................................................................................................

Mes can't successive remove stun unless dodge is not used for a while and it has the meaning of existenceDaredevils have to deal with Exhaustion, too, for a trait, which provides much less advantages than the Mirages’ version. So, stop all the whining.

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Can we consider reverting the changes made to Ranger's Search and Rescue radius nerf due to explotations in sPVP, now that we're making formal splits between sPvP and WvW? Revert the 1200 radius for SnR and make it some what viable for group play in WvW, since druid got pretty hard.

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@AllNightPlayer.1286 said:

Elusive Mind completely destroyed
This design conflicts with the overall design of mirage dodge currently functions ,mirage can't dodge means losing everything. It's like holo cant use f5, this talent is completely destroyed!You plan to prevent a continuous breaking stun,isn't it?please use my design!..........................................................................................................................................................................
Elusive Mind
remove 1 condition
endurance over than 80 --->breaking a stun
endurance less than 80 --->return 10 endurance after dodge
..........................................................................................................................................................................

Mes can't successive remove stun unless dodge is not used for a while and it has the meaning of existence
Daredevils
have to deal with
Exhaustion
, too, for a trait, which provides much less advantages than the
Mirages’
version. So, stop all the whining.

Daredevils has many alternative way of direct endurance regain without dependent on natural recovery,no comparability!

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At this stage in the game you're better off reverting all the classes back to the way they were when PoF went live, then start playing each and every class yourselves in both game modes instead of listening to feedback from the community (because you're listening to the wrong feedback). Then start adjusting accordingly.

When you nerf things, you take a piece of the class away and either 1 or several builds, then add nothing in return. Buffing useless skills and traits doesn't create a build. I often wonder how many players leave the game when they spend all this time investing in a particular class or build to have it abolished in 1-2 patches.

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@Gaile Gray.6029 said:

Revenant

Skills

  • Coalescence of Ruin: Reduced damage of the second impact by -14% in WvW only. Reduced damage of the third impact by 22% in WvW only.
  • Razorclaw's Rage: Increased the Bleeding duration from 2 seconds to 4 seconds in PvP and WvW
  • Icerazor's Ire: Increased damage by 24% in PvP and WvW
  • Soothing Stone: Increased the number of conditions cleansed from 3 to 5 in PvP and WvW
  • Vengeful Hammers: Reduced the upkeep cost from 7 to 6 in PvP and WvW
  • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW
  • Embrace the Darkness: Increased the attribute bonus from 10% to 15% in PvP and WvW
  • Banish Enchantments: Increased the number of boons removed from 2 to 3 in PvP and WvW
  • Pain Absorption: Reduced the energy cost from 35 to 30 in PvP and WvW

Traits

  • Eye for an Eye: Increased the cooldown from 45 seconds to 90 seconds in PvP only
  • Versed in Stone: Increased the cooldown from 60 seconds to 90 seconds in PvP only
  • Soothing Bastion: Increased the cooldown from 25 seconds to 60 seconds in PvP only

TraitsVersed in Stone - less stunbreak and less duration of 50% condition and direct dmg reduction - dont you think rev already suffer mostly versus condi class? .solution RotGD nrg in pvp only should be 30.i do believe the skill should already give the 50% condi dmg and change the trait a bit like the next hit will be KD. so the trait maybe can give aoe 5 stacks of protection for 1 sec (to compensate eye for an eye) or 50% of all dmg taken heals for 5 sec (versus direct dmg it will force to stop attacking you and resulrt is more nrg gain meanwhile and versus condition more healing overall (25%).

Eye for an Eye - less break stun and less protection up time - again it will force the class to take invocation line for the break stun and maybe stay longer in one legend to be rdy for the stunbreak legend changes. and use less nrg to use our 30nrg utilities.so less build diversity - you will see mainly shiro and herald used. jallis break stun cost 40nrg!!!! and others utilities cost 30nrg.... so i think you should reduce nrg cost from stunbreak skill to 20 in pvp (wvw you have party mostly to help you unless you roaming looking for 1v1 or 1v2)

overall you nerf retribution trait line - consider that! and didnt give the trait line anything in return. so consider increasing retaliation and stability duration traits. more might when you hit and have retaliation

all for one - protection duration should be 6 sec baserighteous rebel - increase condition dmg recudtion from 33% to 40%

Skillskalla - you should reduce cast time to 0.5 sec in pvp and wvw. atm its seems that you make it for pve only.Razorclaw - in pvp and wvw the skill should give also 10% more direct dmg buffdarkrazor - no cast timesoulcleave - Reduced the upkeep cost from 8 to 7 in PvPF2-F4 Should cost less nrg f2-8 f3-25 f4-15 in pvp . atm they are hardly attractive to use at all

hope you reconsider

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Illusionary Riposte: Increased the cooldown from 12 seconds to 15 seconds in PvP and WvWIllusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased the number of might stacks from 8 to 4 in PvP and WvW

Lol, mes offhand sword was a problem enough to need nerfs? Maybe the might thing was a bit to synergistic but not only do most not run this in favor of like torch, but the one build that does run off hand sword decently is far from op and has a really exploitable weakness.I get nerfing the stability, but nerfing the one block and easiest to play around phant, for a historically under performing weapon doesn't say balance to me.

Then you go and:Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW??? A-net plz... Can't wait for a 5 sec block spam I guess?

Also Exhaust on Elusive Mind is still terrible. It's literally a hindrance and a downgrade for just selecting it. If you want to gut it at least make it useless instead of a burden.But would be way better to Move the stun break to Jaunt, and give EM solid endurance regen on successful doge. <-- If you have to THEN add exhaust on the jaunt when stun breaking so that there is still a way to actually play instead of just being locked out of doging.

It's poor design to make a class that relies on doges for both offense and defense, let them linger with less defensive resources/cool-downs than most medium classes, less strait up health regen than most mediums as well, then slap them with exhaust.

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can you pleas dont give warrior any more dmg buff he can play full zerk sand have 19k health . it like he have maruder amlut . but with zerk dmg !!

abd why he have 2 skills that remove boon and ther is a sigil that remove boons if he hit me with this skill all my boons will be removed ! you shold nerf this not buuf it .

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First off:

Removing rune of surging is a huge mistake. It's one of the very few and possibly the only tool available to all professions that:

  • is a counterplay to evade-attacks spam (hi thieves and mesmers)
  • is an anti-focus tool (hi every high level game where it's 5v1 focus fest)

Also 45s icd is pretty fair and balanced if you ask me.

@"Gaile Gray.6029" said:

Revenant

Skills

  • Coalescence of Ruin: Reduced damage of the second impact by -14% in WvW only. Reduced damage of the third impact by 22% in WvW only.

  • Razorclaw's Rage: Increased the Bleeding duration from 2 seconds to 4 seconds in PvP and WvW

  • Icerazor's Ire: Increased damage by 24% in PvP and WvW

  • Soothing Stone: Increased the number of conditions cleansed from 3 to 5 in PvP and WvW

  • Vengeful Hammers: Reduced the upkeep cost from 7 to 6 in PvP and WvW

  • Forced Engagement: Reduced the energy cost from 25 to 10. Increased the cooldown from 10 seconds to 15 seconds in PvP and WvW

  • Embrace the Darkness: Increased the attribute bonus from 10% to 15% in PvP and WvW

  • Banish Enchantments: Increased the number of boons removed from 2 to 3 in PvP and WvW

  • Pain Absorption: Reduced the energy cost from 35 to 30 in PvP and WvW

    Traits

  • Eye for an Eye: Increased the cooldown from 45 seconds to 90 seconds in PvP only

  • Versed in Stone: Increased the cooldown from 60 seconds to 90 seconds in PvP only

  • Soothing Bastion: Increased the cooldown from 25 seconds to 60 seconds in PvP only

My feedback:

Skills

Coaelecence of ruin - not gonna argue about damage values in WvW. But let's just all agree that having only one ranged weapon that works in this mode is the far bigger issue here..

Legendary Renegade skills - boosts are always nice, but what the cats could really use is more survivability and better cc defenses.

Soothing Stone & Vengeful Hammers - these are some nice boosts, thumbs up from me!

Forced Engagement - i really don't think the extra cd is justified. I get it's a boost if you swap legends often. But for those who like to "dwarf it" it means we have only 2 utility skills, with 3rd one being "once in a blue moon" (by legendary stance skill standards). This can be a serious detriment to Jalis players.

Embrace the Darkness - the problem with this skill is low torment stacks per second, and/or fact it doesn't negate blinds for revenant himself, but only the skill's own, already weak pulses. Adding 5% extra stats doesn't make it much better for condi rev, and power rev has shiro, unless it's to be less of a detriment for shiro/mallyx power builds, which are a niche.

Banish Enchantments - yes! Very good decision! We need good boonstrip, and this is one of the two skills that condi revs can rely on in competitive:)

Pain Absorption - a step in the right direction. The energy cost makes you think 20 times before pressing it, and we need our stunbreak while our party needs some resistance. Not to mention that when dealing with scourges we need more then single application of it...

Traits

Eye for an Eye - 90s is bit harsh, especially considering the protection uptime and fact it's not a stunbreaker. Shorter taunt duration in exchange for not as harsh cooldown would be acceptable to me.

Versed in Stone - I have no problems with this one.

Soothing Bastion - unnecessary change. This is not some passive defy pain, signet of stone, balanced stance etc.. cheese. This trait is a double edged sword - if we got condies on us it can kill us if we're not prepared. It's also a honest fair block - we can't move, we can't use skills with any cast times we can be damaged and interrupted with unblockables.

While I understand the desire to curb passives down, it should also be noted how powerful or lacking counterplay the given passive is. Here it's a very fair, balanced deal.

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