Live stream Updates/ see 2nd post for rest
They love the idea that high health = hard content.
Its kinda ridiculous that they could not think of anything better than nerfing a stat.Well, its more like its the fastes thing that they can do at the moment also its much better than buffing everything else cus it would creat more balance issue.
From how i see it, changeing mobs and their stats would be more problematic and would require much more work.
We do not know all the changes. The “Features” Patch will change a lot of the games mechanics and stuff. All we got were a few samples of some of the changes that are coming. Expect a lot more stuff.
Now can I use a sigil of fire & air together? The 2x silgil of blood still work?
fire and air sigils are of the same type “on crit” so they wont work together.
Not quite sure, will have to be tested. Sigil of Energy and Sigil of Battle are both On Swap sigils, but they will now work together, so I expect the crit ones to be the same way. They also planning on removing the “30% on crit chance” for a 100% on Crit. So expect the damages to be reduced but may work together! Also, a lot of On Crit stuff may change to On Hit as well. All we can do is wait and see.
Tbh, that would just makes them the “valid” sigil combo for zerker builds or something, and it wouldnt make much sense, being able to combo aoe whit single target sigil, why not just combine it in to 1 sigil.
but whatever if i can use hydromancy and geomancy sigils together then im fine with it, or even better hydromancy and ice combo<3
(edited by Cold Hearted Person.6154)
Now can I use a sigil of fire & air together? The 2x silgil of blood still work?
fire and air sigils are of the same type “on crit” so they wont work together.
Not quite sure, will have to be tested. Sigil of Energy and Sigil of Battle are both On Swap sigils, but they will now work together, so I expect the crit ones to be the same way. They also planning on removing the “30% on crit chance” for a 100% on Crit. So expect the damages to be reduced but may work together! Also, a lot of On Crit stuff may change to On Hit as well. All we can do is wait and see.
Tbh, that would just makes them the “valid” sigil combo for zerker builds or something, and it wouldnt make much sense, being able to combine aoe whit single target sigil, why not just combine it in to 1 sigil.
but whatever if i can use hydromanyc and geomancy sigill together than im fine with it
Lol yes, I would love to see this option > Combine sigil using mystic forge 2 Sigl of Fire + 2 Sigil of Air > Sigil of Firestorm, 30% Chance on Crit, Cause a Firestorm in 300 Radius around your target, targets are stunned 1 second and damaged (AoE Fire dmg, lightning stun). ICD 20 seconds
But seriously, all we can do is wait and see all the changes.
And that makes other builds better when you drop one thing another thing becomes more of a chose. They are opening up more chose by making all in zerk the end all be all.
That is not how it works. Zerker dominated the game because the other stats were bad at what they were meant to do, and they still are equally bad. So there still is no reason to spec heavily in toughness or healing.
Basically, the devs noticed zerker dominated all, so they nerfed it a little. They didn’t actually address the problem. The problem is much deeper than that. It’s more than just a matter of crits versus normal damage, or zerker versus soldiers. It’s a core issue with how effective armor and healing are at higher levels. DPS will still dominate after this minor change, and THAT has got to change.
What I would like to see:
A change that demands players to bring a decent amount of tankyness and healing in their party, along with damage. I want to see some balance, instead of full DPS teams clearing everything in record time. The problem isn’t so much with the players running it, but with the game not demanding more strategy, and not offering more depth. They basically took out the trinity, and put nothing in its place. It’s all damage, and that’s it. The game should challenge the players more.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)
Well i would rather say that being able to stack crit dmg to ridiculous amount was a bad idea to begin with.
Extremly hight crit dmg and ability to get 100% chances to crit can break any game mechanic.
And that makes other builds better when you drop one thing another thing becomes more of a chose. They are opening up more chose by making all in zerk the end all be all.
That is not how it works. Zerker dominated the game because the other stats were bad at what they were meant to do, and they still are equally bad. So there still is no reason to spec heavily in toughness or healing.
Basically, the devs noticed zerker dominated all, so they nerfed it a little. They didn’t actually address the problem. The problem is much deeper than that. It’s more than just a matter of crits versus normal damage, or zerker versus soldiers. It’s a core issue with how effective armor and healing are at higher levels. DPS will still dominate after this minor change, and THAT has got to change.
What I would like to see:
A change that demands players to bring a decent amount of tankyness and healing in their party, along with damage. I want to see some balance, instead of full DPS teams clearing everything in record time. The problem isn’t so much with the players running it, but with the game not demanding more strategy, and not offering more depth. They basically took out the trinity, and put nothing in its place. It’s all damage, and that’s it. The game should challenge the players more.
Pro tip of the day – it is more challenging to play as a full zerker 5 man team than to steamroll as a full cleric’s team. It requires more skill, coordination and strategy.
Players shouldn’t be FORCED into being more tanky or healy than they NEED to. In GW2 you bring as much toughness/ healing as you need to stay alive. The only factor should be your skill level.
You’re a good player? Run full zerker.
You’re a bad player? Start adding in toughness and healing until the gear balances out your badness. Penalty : your content finishing time will be slower.
Seems fair to me.
#mad because some people clear faster.
And that makes other builds better when you drop one thing another thing becomes more of a chose. They are opening up more chose by making all in zerk the end all be all.
That is not how it works. Zerker dominated the game because the other stats were bad at what they were meant to do, and they still are equally bad. So there still is no reason to spec heavily in toughness or healing.
Basically, the devs noticed zerker dominated all, so they nerfed it a little. They didn’t actually address the problem. The problem is much deeper than that. It’s more than just a matter of crits versus normal damage, or zerker versus soldiers. It’s a core issue with how effective armor and healing are at higher levels. DPS will still dominate after this minor change, and THAT has got to change.
What I would like to see:
A change that demands players to bring a decent amount of tankyness and healing in their party, along with damage. I want to see some balance, instead of full DPS teams clearing everything in record time. The problem isn’t so much with the players running it, but with the game not demanding more strategy, and not offering more depth. They basically took out the trinity, and put nothing in its place. It’s all damage, and that’s it. The game should challenge the players more.
Pro tip of the day – it is more challenging to play as a full zerker 5 man team than to steamroll as a full cleric’s team. It requires more skill, coordination and strategy.
Players shouldn’t be FORCED into being more tanky or healy than they NEED to. In GW2 you bring as much toughness/ healing as you need to stay alive. The only factor should be your skill level.
You’re a good player? Run full zerker.
You’re a bad player? Start adding in toughness and healing until the gear balances out your badness. Penalty : your content finishing time will be slower.
Seems fair to me.#mad because some people clear faster.
Challenging? not really cus you kill the mobs before they can even pose any danger to you or your team, your dmg practicaly break game mechanics.
Thanks for the post.
Pro tip of the day – it is more challenging to play as a full zerker 5 man team than to steamroll as a full cleric’s team. It requires more skill, coordination and strategy.
But it doesn’t promote any build variety.
Players shouldn’t be FORCED into being more tanky or healy than they NEED to. In GW2 you bring as much toughness/ healing as you need to stay alive. The only factor should be your skill level.
But they should be challenged. Going full damage is not very challenging from a game mechanics point of view. Sure, I recognize that you have to master your dodges. But apart from that, the PVE is in a pretty sad state if that is the answer to everything.
#mad because some people clear faster.
Which is entirely not the case. I realize its easy to dismiss anyone’s criticism of the game’s combat by simply yelling that they’re mad because other people can clear dungeons faster. But I’m afraid you’re just not understanding the arguments being brought forward then, or not interested in them.
Currently, the best defense is maximum offense in the game in every situation. EVERY situation. That is a fundamental flaw with the game’s combat system. I couldn’t care a flying Dolyak about how fast other people clear dungeons, but I want better combat. I want to be challenged, and not have every enemy be a mindless damage sponge that doesn’t really promote any strategy.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)
That, zerker=pro and pvt(or any other tanky stats)=bad, mentality should already tell you that ther is no point in hopeing that ther is place for discussion.
Honestly, among all of the needed changes to mobs just increasing armor while decrising the hp of some of the mobs/boss’es would be enough to makes condition equal power dps.
(edited by Cold Hearted Person.6154)
In GW1 we had dungeons where you needed to depend on your team mates. It actually mattered what everyone was doing. You needed monks, not just for healing, but for bonding, and keeping you alive against insane damage. You had to be aware of which enemies could shatter enchantments, and you needed a necromancer to time her Spiteful Spirit together with the warriors, in order to maximize damage. You needed someone to group up the enemies, without drawing them into your back line, where they would surely go after the softer casters. You needed people with interrupts to take care of annoying enemies with healing skills. You needed rangers with specific spirits, in order to make certain team strategies work. There were dungeons where you needed cold damage, or knockdowns, or needed to have extra energy regeneration. It mattered what build every class brought depending on the area of the game.
Where is this inter-class dependence? And why doesn’t this game demand more different builds for different parts of the game? Why can you waltz through every dungeon, and just mash every boss to bits by stacking on top of him and doing the maximum amount of damage?
Is that it? Is that the big MMO revolution that we were promised? It’s impossible that the devs aren’t aware of their shallow combat. And I really was hoping we’d see the first of several improvements with this upcoming patch. No such luck.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)
Well, i wont be going in to discussion on gw2 shallow and simple gameplay as i already took part in too many of them, i will just say that current Anet dosent think too highly about players so they made gw2 to be easier than gw gameplay wise.
And just to clarify where I was going with this, Zerkers are but a symptom of the overall problem of shallow combat. They are an alarm bell that something is wrong. But instead of examining what’s wrong, they simply nerf Zerker a little. That is not a solution.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Sigil stats on 2handed weapons was a good call, the changes to crit well I will wait to see what actually happens but I will say as a wvw roamer I already feel like im punished for taking dps over condition( 3 stats to be effective instead of 1 plus X X ). I really really hope anet can handle this better than many previous patch updates and so called ‘balance’ changes!(destroying a meta does NOT fix your core class problems) I can only speak for myself but ascended really was the monster that you created and the time gold & laurel investment was beyond frustrating that’s before you include time spent min maxing testing build/gear .. i dont even.. You guys always nerf whats good instead of improving whats bad then have the audacity to call it build diversity! if you read any of the sub class forums players have some amazing feedback and ways to get around issues yet you always just do your own thing! I have had enough and frankly to be honest so has everyone else! Ill wait till update to decide but im done with this game.
Oh and one lat thing mob/boss toughness instead of high health pool and problem solved you dont have to rework your dungeons and condition specs are now just as effective, berserker wont melt everything they facetank thus creating the need for sustain and healers in team comp and most importantly you have made 0 impact to areas that shouldn’t be affected
Silver Onyx Dps Guardian Scrub
+39k kills +4.4k zerg dive suicides. fc roamer
(edited by Goteam.2937)
Update! Sigil stacking, Example. Sigil of Battle and On Crit sigils now work together. Cannot combine 2 same sigils like, On Crit On Crit Some On Crit sigils now are On Hit.
That is not exactly correct mate,
2 different on crit sigils will proc, as they have said each sigil will have it’s own CD.
now 2 on crit sigils of the same kind will still share the same CD, for example 2 sigils of fire won’t work but, 1 sigil of fire and 1 sigil of air will totally work.
Update Necro) Putrid Explosion, No longer UNBLOCKABLE (Bone minion skill).
Training of the Master (MM Power line) Reduced damage from minon 30% to 25%
Changing Dhuumfire so it doesn’t throw out lots and lots of burning DPS.
So basically nerfs to MM builds and condition builds and nothing else, why i am i not shocked :/
MM wasn’t even that strong in anything bar 1 Vs 1, 5% i doubt will be that huge of an issue. Dhuumfire change is REALLY dumb – considering that Going INTO DeathShroud means you can’t stack any conditions outside of it so yeah that was a great idea….
I bet even with the BIG nerf to Dhuumfire they won’t undo some of the VERY unnecessary nerfs they did to other conditions…
I bet even with the BIG nerf to Dhuumfire they won’t undo some of the VERY unnecessary nerfs they did to other conditions…
Yep, that’s a point I brought up in another thread. many nerfs were made because of Dhuumfire, but now that Dhuumfire is finally nerfed…. nothing is reverted. Leaving the condition-mancer even worse than before.
Maybe they don’t want us to play condition builds any more. Saves them the trouble of fixing condition damage I guess.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
The best defense is to not take the hit (be it dodge, block, invul, or simply being out of range). The worst defense is taking the hit (armor, toughness, healing, prot).
You can’t stat for the best defense, so stating for defense means choosing the weaker kind of defense.
Did I read it right?
Update! Sigil stacking, Example. Sigil of Battle and On Crit sigils now work together. Cannot combine 2 same sigils like, On Crit On Crit Some On Crit sigils now are On Hit.
There are finally gonna be some “on hit” mechanics other than the guard VoJ. That’s a step in the right direction for multi hit mechanics. I hope that includes “chance on hit” (like chance on crit) and “every x hits” (like guard VoJ)
The best defense is to not take the hit (be it dodge, block, invul, or simply being out of range). The worst defense is taking the hit (armor, toughness, healing, prot).
You can’t stat for the best defense, so stating for defense means choosing the weaker kind of defense.
Pretty much. Since the best defense requires no gear choices at all, the only thing to do is go full DPS.
The only way the Glass Cannon issue will be solved is with enemy/encounter revamps. Keep in mind, though, that this issue ONLY exists in PvE anyway.
what a disaster, might as well remove thief class from the game altogether.
Lul. A to-be PRO ESPORT game.
On one side, devs that are concerned with how fast npcs are killed.
On the other side, people that are concerned with how fast npcs are killed.
And chenges reflect on that perfectly.
Its no longer kitten. It a whole kittening bullcharr.
That, zerker=pro and pvt(or any other tanky stats)=bad, mentality should already tell you that ther is no point in hopeing that ther is place for discussion.
Honestly, among all of the needed changes to mobs just increasing armor while decrising the hp of some of the mobs/boss’es would be enough to makes condition equal power dps.
Condition can equal zerk DPS the day you equip something other than Dire or Rabid sets that has not a single point of Toughness, Vitality or Healing power.
May the power rangers RIP.