(Balance) Developer Livestream on Friday at 2pm PST
Personal question: Will a balance overview thread be posted in the forums?
“Critical damage changes” <- Intriguing.
Awesome! Thanks for doing this! I’m really looking forward to the rune and sigil rework details!
My question is one that has probably been asked a lot in the past: Are there any plans for large-scale changes for Rangers?
This would be good to know so that we can keep in mind what level of discussions we should have.
Thanks!
Elementalists.’ Survivability./ Staff
Also how about some movement speed for guardians or at least some reliable cripple/chill.
Passive healing, without being able to do much agaisnt it. aka healing signet
Backstab and how neither evade/block/blinds reveal the thief. Also its damage coefficient and how it can literally 1 shoot classes out of the blue….every 4 seconds.
Legendary SoloQ
(edited by Fortus.6175)
Personal question: Will a balance overview thread be posted in the forums?
They will be. We’re still fleshing out the exact changes which is why we’ll mostly be giving a high-level overview of where we’d like to take things. I don’t expect we’ll have the proposed notes posted until next week at the earliest.
Thanks for the answer, Josh.
Another Question: When can we expect the next balancing patch to be out?
Will the critical damage changes be aimed at lowering the overall damage output in the game?
[S]illy [L]ittle [U]gly [T]rolls – our little dungeon forum community
“My mind has left, my body follows”
Thanks for the answer, Josh.
Another Question: When can we expect the next balancing patch to be out?
Nice try. I don’t think we have a public date yet.
1. Will more stealth counterplay be given to the other seven classes?
2. How does the development team feel in regards to fighting targets who are invisible most of the fight?
3. What are the developers position on Guardian’s mace and shield outside of the tpvp scene? Do you guys feel that Mace is too slow and stationary and shield too niche?
4. Any plans to rework under used traits? So that they are now viable choices in a players build?
5. Any word on the ability to use two sigils on two handed weapons? There was a post long ago stating that it was in the works but no time frame was given.
Thanks Anet devs
Windows 10
Elementalist’s Melting
I can play most classes with 1 build or another in PvP but no matter what I try and believe me I have tried time and time again but I find the Elementalist completely unplayable.
The problem is you die so quickly, you literally melt and end up spending most of your time dieing, running back, dieing etc…its just unplayable.
I have tried having both Armour of Earths (1 traited, other on skill bar) plus mistform and it only delays the inevitable dieing by a few seconds.
(edited by Meglobob.8620)
On a scale of 10 to 10, how badly are you going to nerf Necromancers this patch?
- Runes and sigil rework
Sweet; please tell me all those “After 26 charges” or “On kill” sigils are getting reworked.
Sounds like an awesome time. Just one question will the balance happen after the living story finishes or sometime in between when it is ready?
I am really hoping for in between as I do believe if it wait till after March 4th a lot of people would have left already for anticipation for the new MMO’s coming out. I will still be here though.
Elementalist
#Ele
I would like to see the following topics discussed:
- Possibility of having boon duration and condition duration as gear stats.
- Possibility of new stats to make more specialized support and control builds stronger.
- Elementalist’s base survivability – why is it as it is, and the plans to address it.
- Elementalist’s focus.
- Elementalist’s auto-attacks.
A while back, I believe John said they were looking into making changes to the Mesmer scepter. What kind of changes have they considered? What is their current thinking?
Nice try. I don’t think we have a public date yet.
Sounds like an awesome time. Just one question will the balance happen after the living story finishes or sometime in between when it is ready?
That’s what I was most interested to know when I asked my second question. The “feature-only” patch seems to be so far away…
(edited by DiogoSilva.7089)
Maybe a follow up on some of the weapon changes, if that is going along as planned? Like the mesmer scepter, that was supposed to a be trickster defender weapon if I recall correctly.
Please consider that critical damage maybe doesn’t need a change? It takes the place of an entire other stat choice. Let’s not make this game into facetank everything press 111 to win. Thanks.
We don’t know what their plans are for critical damage. I don’t think anyone was expecting them to make changes to that stat.
A while back, I believe it was John who said they were looking into completely reworking the Mesmer utility, Mimic.
What progress have they made to that end?
(edited by Thedenofsin.7340)
Good News.
I have also “a” question about a specific gameplay Option for Thiefs:
Are there any plans to reward a more engage fighting without using stealth for thiefs, especially? Because it looks like, the last changes in acrobatic line didnt get that much efficient results.
Skilled Thiefs are dangerous
Will the critical damage changes be aimed at lowering the overall damage output in the game?
This is the question everybody wants to know.
critical damage changes
okay i try to see the whole Picture
in earlier Posts some devs said they try to do something against the berserk meta in PvE. Thats okay.
But now i have the fear, that this changes will also be there in PvP.
Everyone knows that the actual PvP meta is all in all Condition. With Changes in Crit Dmg that will probably a nerf we will see a push of condition builds as consequence.
So i really hope that the crit dmg changes will be pve/WvW only
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
Oh BOY! I can’t wait for the complete halving of crit damage on zerk gear!!
You know it’s coming. They’re going to nerf it into the ground, not because it needs to be nerfed, but because the other specs are so disgustingly useless.
I know this is speculation, but let’s be honest, we all know it’s coming. This kind of fix wont boost other specs, only enforce zerk further.
I’m really excited for the Rune and Sigil reworking. I’d love to see all the “5% chance to summon X on Y” skills replaced with something more consistent and reliable.
This is so exciting! I love those balance previews! Any chance a change/rework is happening to the flamethrower tho?
#mustknownow
I know this is speculation, but let’s be honest, we all know it’s coming. This kind of fix wont boost other specs, only enforce zerk further.
I think it will push even MORE people into the condition builds, If Crit damage gets a big hit it will make Condition builds even stronger :/
I see so many tears about eles when rangers are the ones who really, really need help. Eles can have absurd survivability if you spec for it. On the note you also have to be very fast, know when to swap to you water and know when to dodge. Most of the ele complaints is more likely a player skill issue.
If the critical strike damage change renders the gear I’ve been grinding towards (in a game advertised as non grindy) pointless and means I need to redo all the grinding, I will quit.
I imagine a normalized crit damage (lets say flat 200% damage) with elimination of the stat altogether like they did with magic find. This would even out the number of offensive stats (power, precision, condi) with defensive stats (healing, vitality, toughness). This would be interesting in a PvP scenario, but it would hamper pve quite a bit. Especially dungeon speed runs.
Anyway, that’s my prediction. Not sure what else they could do with it.
I imagine a normalized crit damage (lets say flat 200% damage) with elimination of the stat altogether like they did with magic find. This would even out the number of offensive stats (power, precision, condi) with defensive stats (healing, vitality, toughness). This would be interesting in a PvP scenario, but it would hamper pve quite a bit. Especially dungeon speed runs.
Anyway, that’s my prediction. Not sure what else they could do with it.
What would happen to the trait trees with Crit damage?
what would happen to all the gear with crit damage?
I dont see the stat being removed, its easy to remove Magic Find because it was basically a useless stat that have ZERO affect on a players build what so ever, Now remove Crit damage which is on Traits, traitlines, Gear, Food, Accessories, Weapons…Now that will be a very tough thing to balance out and we all know how well Anet “balances” things…
E.A.D.
Grouch if dire makes it to PvP you’re going to make me cry.
New stats on amulets in pvp sounds very interesting!
Also please spend as much time as possible talking about elementalists state in pvp and what you’re gonna do about them, and probably most importantly: Where you want them to be: Should they be glass cannons? Mid-bunkers like guardians? Etc.
I see so many tears about eles when rangers are the ones who really, really need help. Eles can have absurd survivability if you spec for it. On the note you also have to be very fast, know when to swap to you water and know when to dodge. Most of the ele complaints is more likely a player skill issue.
Yeah and the #1 and #2 ele players in the world changed class because they sucked at playing eles, not because the class was extremely overnerfed. /sarcasm
All I want is more love for stealthless Thief builds and support beyond being a rezbot. :P
I’m concerned about the Critical Damage change and overall focus on Berserker armor as I’ve burned through a very large amount of money and effort for Ascended Berserker. o.o
As for Runes/Sigils being reworked, I guess there’s a ton of sets no one ever uses~ wonder if that’s going to be a main focus?
I imagine a normalized crit damage (lets say flat 200% damage) with elimination of the stat altogether like they did with magic find. This would even out the number of offensive stats (power, precision, condi) with defensive stats (healing, vitality, toughness). This would be interesting in a PvP scenario, but it would hamper pve quite a bit. Especially dungeon speed runs.
Anyway, that’s my prediction. Not sure what else they could do with it.
What would happen to the trait trees with Crit damage?
what would happen to all the gear with crit damage?I dont see the stat being removed, its easy to remove Magic Find because it was basically a useless stat that have ZERO affect on a players build what so ever, Now remove Crit damage which is on Traits, traitlines, Gear, Food, Accessories, Weapons…Now that will be a very tough thing to balance out and we all know how well Anet “balances” things…
True that it is on trait lines, but that is about the only place you wouldn’t find the old magic find stat. Gear would just reroll like they did last time, food too. Traits could be plus damage mod % (reduced by half?). Who knows, its just a thought.
I am gonna reserve my judgement for when I actually see the changes themselves, but so far it all looks like it’s gonna be a slaughter for berserker gear, which makes me sad, because frankly I hate the notion of defensive gear playing any larger role in this game than it already does.
[S]illy [L]ittle [U]gly [T]rolls – our little dungeon forum community
“My mind has left, my body follows”
I doubt they would remove the critical damage stat just like that, but if they did it, they would probably allow us to re-spec our pve’s gear stats, much like what happened with MF gear.
True that it is on trait lines, but that is about the only place you wouldn’t find the old magic find stat. Gear would just reroll like they did last time, food too. Traits could be plus damage mod % (reduced by half?). Who knows, its just a thought.
How though? I mean you can only have a certain number of possible combinations of stats. I just don’t see a total removal of Crit damage and making it do 200% out of the box be very good. Then you would only need Precision and Power….
Though that said for Conditions you just need Condition Damage…
Are non-stealth thief builds an intended feature of the class, and if so, will changes be made to traits like Assassin’s Reward to improve their viability against conditions and overall sustain to be on par with stealth builds?
(edited by Viking Jorun.5413)
Will the new balance patch notes be posted prior to them being implemented in the game for discussion?
Will the changes regarding sigils and runes aim to rework the system completely or is it just a rework of unpopular ones?
Will the changes regarding critical damage be aimed at reducing it? Reworking it? Will other ( non-zerker) sets receive a small portion of critical damage to balance out the high dps output of zerker?
Berserker gear Power Precision Crit Damage
Please consider it from a PvE and WvW point of view, in how many 100’s of hours and resources in gold, laurels, possibly real money via gems players have spent getting there berserker gear.
A lot will quit, rather than be forced to make new armour sets/weapons/trinkets and redo there appearance.
Its easy to change gear in PvP.
Very, very hard in PvE and WvW.
I think stealthless Thief builds just need a high initiative weapon skill to help against conditions, like Infiltrator’s Strike on its return.
A crit damage nerf would need to be tied to a mob health reduction across the board, especially on Champs/Elites/Legendaries.
Critical damage changes
Elementalist survivability
Mainly getting killed by melees in under a second of combat in WvW.
[CDS] Caedas
Sanctum of Rall
Both Ele’s themselves and other professions have raised concerns about the state of the Ele in the Meta. Certainly good Ele’s are out there, but overall the class is outpaced by other classes and the viable builds available are few in number. More and more often players groan whenever an Ele enters a dungeon or PvP match; the class is very quickly becoming dead weight or free kills for the other team. What are your plans for dealing with the challenges that the Ele faces, and how quickly can Ele players expect changes to their profession?
- Critical damage changes
All is vain.
Berserker gear Power Precision Crit Damage
Please consider it from a PvE and WvW point of view, in how many 100’s of hours and resources in gold, laurels, possibly real money via gems players have spent getting there berserker gear.
A lot will quit, rather than be forced to make new armour sets/weapons/trinkets and redo there appearance.
Its easy to change gear in PvP.
Very, very hard in PvE and WvW.
This
I wont be happy if rampager becomes the new meta for necro a few days after I got full ascended beserker.
I sincerely hope they don’t have some kind of knee jerk reaction here. Since zerk is the meta (not really a meta, because it’s been unchanged) in PvE it’s probably safe to say that a very high percentage of all armor created or worn has a critical damage modifier.
If they make changes they need to take into consideration the thousands (millions?) of collective hours of farming/crafting/grinding that’s gone into people acquiring their current gearset.