Hey all,
As promised, here is the balance preview for the first feature build that will launch after the first Living World season ends. When reading through these changes please keep in mind the overall scope of the update – rune/sigil and critical damage changes included. The changes listed below are similar to what was mentioned on Ready Up on January 17th.
Edit:
Most of these notes are simply a summary of what was discussed in the previous Ready Up stream, with a few tweaks based on feedback. This list of changes does not encompass all changes that will occur in the next feature build. We’ve got quite a few more things coming, but are unable to talk about them at this time. Soon.
When posting feedback, please try to abide by the following guidelines:
Be constructive. Discuss, don’t argue. If you think a change may cause issues, say why and give examples. Try not to argue with others – make your point and then accept that other people may have different points of view.
Give examples: I had 2000 toughness but still got hit by X target for roughly Y damage.
Be concise. Our time is limited and we can’t read walls of text because it will prevent us from having the time to read as many posts as possible. Bullet points or numbered lists are very easy for us to read!
Be specific. “I expect this change to accomplish A, but I think it will actually accomplish B”. The more specific you are, the better we are able to understand where you’re coming from, what type of content you play, and it helps us to understand the context for your feedback.
Be objective. Keep in mind that just because you may not like something, that doesn’t make it bad. Others may have differing opinions. They may play a different type of content, or they may play a different profession, so be objective and keep in mind – we have to balance the game for EVERYONE, not just you.
Be respectful. This goes for your fellow community members as well as for devs. Respect the ideas and opinions of others.
Be mindful of scope. It takes design, development and testing time in order to make a new feature or revise an old one. Keep scope/work/time/resources in mind when you make your suggestions.
Be mindful of context. Power creep is something we’re trying to avoid. Sometimes a profession may not receive as many increases as other classes. A lot of times, this is because that class is already performing very well in the current state of the game. So keep the overall context/state of the game in mind when giving feedback.
Critical Damage:
- We’re adding a new stat to the game called ferocity which affects your critical damage multiplier, similarly to how precision affects critical chance.
- All existing percentage critical damage stats on gear and items will be converted into the appropriate amount of ferocity, which will then factor into your critical damage multiplier.
- We expect that in the most extreme power DPS focused builds this change will account for a maximum reduction of about 10% damage.
- This change will not affect PvP, as critical damage is already at a much lower value and item attributes will be adjusted in order to compensate for the changes.
Sigils:
- All sigils now have independent cooldowns, meaning you can use two on-swap sigils, or an on-swap and an on-crit sigil at the same time. You will not, however, be able to use two sigils of the same name at the same time. On-kill sigils that provide attributes, such as Sigil of Corruption, will not be able to be used simultaneously with other attribute modifying on-kill sigils.
- Two-handed weapons can now be slotted with two sigils.
- Sigils will receive a general balance pass to bring them more in line with each other.
Runes:
- Rune sets will receive a general balance pass to bring them in line with each other. This will increase the amount of viable rune options.
- The bulk of rune set bonuses will be pushed towards the 4th, 5th, and 6th piece bonuses to incentivize using a complete set.
(edited by Karl McLain.5604)