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Posted by: Valarauka.2719

Valarauka.2719

I live-blogged the stream notes on reddit, figured I’d cross-post here so everyone can see.

Critical Damage

  • Crit Damage as a percentage stat will go away
  • Replaced by a numeric stat called Ferocity
  • Balanced to be about 10% less damage overall
  • PVP crit damage won’t change – they feel it’s in a good place already
  • Numeric amount same as “secondary stat” on gear (e.g. 90 power/60 prec/60 fero for berserker)
  • Opens up potential for Ferocity to be a primary stat on new stat combo

Sigils

  • Two sigil slots for two-handed weapons!
  • No more shared cooldowns!!
  • RNG reduced – percent chance on crit will probably just become 100% on-crit
  • Still only one stacking sigil type (bloodlust, perception etc.)
  • Dual swap sigils WILL both proc. (e.g. Battle + Geomancy or Air + Fire)

Runes

  • Adding strong bonuses further towards rune #4/5/6 to give more benefit of having full sets
  • Added more condi duration on early bonuses so 2/2/2 is still possible
  • Examples: Strength:
    1) +25 power,
    2) 10% might duration,
    3) 50 power,
    4) 15% might duration and 25% might proc on hit,
    5) 100 power,
    6) 20% might duration, +5% damage under might.
  • Fixing Rune #6 bonuses and other rune bugs (e.g. Ranger runes etc.)
  • They’ve done a balance pass over runes and sigils to try to improve diversity.

PVP

  • Adding new unlockable stat combos for PVP (similar to how new heal skills are being added)
  • This is more speculative / for future, probably not in next build

Balance Preview – There will be balance updates in the next build:

Elementalist

  • Signet of Restoration is restored to full power (no more pve/pvp split)
  • Armor of Earth cooldown goes from 90s to 75s (pre-cantrip mastery)
  • 3 seconds of Regen added to Water Trident (for up to 5 allies) – support+condi removal for scepter
  • Burning Speed now evades during cast! (more melee survival for d/d)
  • Frozen Burst is now a blast finisher! (can combo with Burning Speed)

Engineer

  • Net Turret immobilize reduced by 1 second
  • Poison grenades – poison applied per tick reduced from 5 to 3 seconds
  • Toolkit – Box of Nails/Piranhas cast time reduced from 1 sec to 3/4 sec
  • AED cast time reduced from 1 sec to 3/4 sec (may go to 1/2sec later)

Guardian

  • Litany of Wrath cast time reduced from 1 sec to 3/4 sec (may go to 1/2sec later)
  • Vigorous Precision cooldown increased to 10 sec (so only 50% vigor uptime)
  • Healing Breeze rescaled so 50% self-applies on cast, then 10% per tick for 5 seconds on allies

Mesmer

  • Critical Infusion cooldown increased to 10 sec (so only 50% vigor uptime)
  • Deceptive Evasion will no longer create a new clone if you already have full images (no overwrites)
    (yeesh, that’s huge. RIP clone-death builds.) :’(

Necromancer

  • Putrid Explosion is no longer unblockable
  • Training of the Master damage bonus reduced from 30% to 25%
  • Dhuumfire changed to make only Life Blast apply 3 sec burning with 10 sec cd – no longer split pve/pvp
  • Less passive — controllable application, and makes for active counter-play possibilities
  • Vampiric Master changed (didn’t catch the specifics)

Ranger

  • Spirit of Nature healing was bugged – changing to 320hp / sec
  • Considering adding combo field to all trap skills (Viper’s Nest => poison field, etc.)
  • Empathetic Bond will no longer remove conditions when pet is dead
  • Making steps towards allowing dodge during sword auto chain (server-side fixes involved)

Thief

  • Positive things coming that won’t be discussed yet (same for ranger)
  • Pistol Whip possibly split into two-part skill with separate ini cost (stun and then slashes separated)

Warrior

  • Healing Signet passive reduced by about 8% (~30hps), active may be improved / altered
  • Pin Down has new animation / tell, cast time increased from 1/4 to 3/4 sec

~This is a non-exhaustive list, full set will be in patch notes.~

FINAL: Welp, looks like that’s it for balance folks.
Let me know if I missed anything in the comments and I’ll include it!

Gate of Madness :: [LIVE] :: [OMFG]
Fiona Oberyn :: Mesmer ~ Valthaniel :: Guardian

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Posted by: clint.5681

clint.5681

Good job champ

Rangir Dangir – Ranger | Mr. Ragr- Guardian| Sneak Stab – Thief | Mr. Ragir- Warrior
[url=https://] [/url]

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Posted by: Zero Day.2594

Zero Day.2594

Pretty sure they mentioned a thief nerf for choking gas… i think reduced duration of poison.

Thief Nerf/Change Wish List. Advice List
Join the TEEFs!

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Posted by: Otaur.9268

Otaur.9268

I live-blogged the stream notes on reddit, figured I’d cross-post here so everyone can see.

Critical Damage

  • Crit Damage as a percentage stat will go away
  • Replaced by a numeric stat called Ferocity
  • Balanced to be about 10% less damage overall
  • PVP crit damage won’t change – they feel it’s in a good place already
  • Numeric amount same as “secondary stat” on gear (e.g. 90 power/60 prec/60 fero for berserker)
  • Opens up potential for Ferocity to be a primary stat on new stat combo

Sigils

  • Two sigil slots for two-handed weapons!
  • No more shared cooldowns!!
  • RNG reduced – percent chance on crit will probably just become 100% on-crit
  • Still only one stacking sigil type (bloodlust, perception etc.)
  • Dual swap sigils WILL both proc. (e.g. Battle + Geomancy or Air + Fire)

Runes

  • Adding strong bonuses further towards rune #4/5/6 to give more benefit of having full sets
  • Added more condi duration on early bonuses so 2/2/2 is still possible
  • Examples: Strength:
    1) +25 power,
    2) 10% might duration,
    3) 50 power,
    4) 15% might duration and 25% might proc on hit,
    5) 100 power,
    6) 20% might duration, +5% damage under might.
  • Fixing Rune #6 bonuses and other rune bugs (e.g. Ranger runes etc.)
  • They’ve done a balance pass over runes and sigils to try to improve diversity.

PVP

  • Adding new unlockable stat combos for PVP (similar to how new heal skills are being added)
  • This is more speculative / for future, probably not in next build

Balance Preview – There will be balance updates in the next build:

Elementalist

  • Signet of Restoration is restored to full power (no more pve/pvp split)
  • Armor of Earth cooldown goes from 90s to 75s (pre-cantrip mastery)
  • 3 seconds of Regen added to Water Trident (for up to 5 allies) – support+condi removal for scepter
  • Burning Speed now evades during cast! (more melee survival for d/d)
  • Frozen Burst is now a blast finisher! (can combo with Burning Speed)

Engineer

  • Net Turret immobilize reduced by 1 second
  • Poison grenades – poison applied per tick reduced from 5 to 3 seconds
  • Toolkit – Box of Nails/Piranhas cast time reduced from 1 sec to 3/4 sec
  • AED cast time reduced from 1 sec to 3/4 sec (may go to 1/2sec later)

Guardian

  • Litany of Wrath cast time reduced from 1 sec to 3/4 sec (may go to 1/2sec later)
  • Vigorous Precision cooldown increased to 10 sec (so only 50% vigor uptime)
  • Healing Breeze rescaled so 50% self-applies on cast, then 10% per tick for 5 seconds on allies

Mesmer

  • Critical Infusion cooldown increased to 10 sec (so only 50% vigor uptime)
  • Deceptive Evasion will no longer create a new clone if you already have full images (no overwrites)
    (yeesh, that’s huge. RIP clone-death builds.) :’(

Necromancer

  • Putrid Explosion is no longer unblockable
  • Training of the Master damage bonus reduced from 30% to 25%
  • Dhuumfire changed to make only Life Blast apply 3 sec burning with 10 sec cd – no longer split pve/pvp
  • Less passive — controllable application, and makes for active counter-play possibilities
  • Vampiric Master changed (didn’t catch the specifics)

Ranger

  • Spirit of Nature healing was bugged – changing to 320hp / sec
  • Considering adding combo field to all trap skills (Viper’s Nest => poison field, etc.)
  • Empathetic Bond will no longer remove conditions when pet is dead
  • Making steps towards allowing dodge during sword auto chain (server-side fixes involved)

Thief

  • Positive things coming that won’t be discussed yet (same for ranger)
  • Pistol Whip possibly split into two-part skill with separate ini cost (stun and then slashes separated)

Warrior

  • Healing Signet passive reduced by about 8% (~30hps), active may be improved / altered
  • Pin Down has new animation / tell, cast time increased from 1/4 to 3/4 sec

~This is a non-exhaustive list, full set will be in patch notes.~

FINAL: Welp, looks like that’s it for balance folks.
Let me know if I missed anything in the comments and I’ll include it!

Could of sworn they said Balance updates wouldn’t be till the Feature patch. But I could be wrong, we will see this Tuesday I guess!

^_^ Yours looks much nicer than mine.
I ran out of room, and kept hitting the Edit button to release the info as it was explained lol.
https://forum-en.gw2archive.eu/forum/professions/balance/Live-stream-Updates-see-2nd-post-for-rest/first#post3510432

Blackfang’s Demon Alliance [BfDA]

(edited by Otaur.9268)

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Posted by: Hekmatyar.8725

Hekmatyar.8725

Pretty sure they mentioned a thief nerf for choking gas… i think reduced duration of poison.

Yep, from 5sec a tick to 3sec.

Nellmar/Arezzem

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Posted by: Zero Day.2594

Zero Day.2594

Pretty sure they mentioned a thief nerf for choking gas… i think reduced duration of poison.

Yep, from 5sec a tick to 3sec.

Hellya!

Thief Nerf/Change Wish List. Advice List
Join the TEEFs!

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Posted by: Otaur.9268

Otaur.9268

Pretty sure they mentioned a thief nerf for choking gas… i think reduced duration of poison.

This is correct, I covered poison stacking cut on my post as well. And I believe they said balance changes would be later on, near Features patch, but I could of misheard.

Blackfang’s Demon Alliance [BfDA]

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Posted by: Dardamaniac.1295

Dardamaniac.1295

Are these changes gonna introduced in the next patch?
In 21 Jan or later?

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Posted by: Conncept.7638

Conncept.7638

Did they explain at all how ferocity is going to work? It sounds like it’s still just an RNG percentage chance except now hidden behind a numerical stat.

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Posted by: Hekmatyar.8725

Hekmatyar.8725

Did they explain at all how ferocity is going to work? It sounds like it’s still just an RNG percentage chance except now hidden behind a numerical stat.

New stat. New formula. Probably a linear progression? Who knows. The didn’t unveil more.

Nellmar/Arezzem

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Posted by: Valarauka.2719

Valarauka.2719

It’ll basically be just like Precision is now — 21 precision gives 1% crit chance, similarly X amount of Ferocity will give 1% crit damage. The specific number X wasn’t mentioned, but I’m guessing it’ll be 11.

Gate of Madness :: [LIVE] :: [OMFG]
Fiona Oberyn :: Mesmer ~ Valthaniel :: Guardian