Be fair to TimeWarp!
Alternatively, keep it as-is (in terms of field size, duration, cooldown) but apply a slight “slowness” debuff to enemies within the field. Maybe 25% reduction of attack speed and cooldown rate?
Honestly, though, I’ll still be happy if they don’t touch it at all. It was a bit overpowered for PvE content but it’s still a great ability even after the Quickness change.
yeah I havnt trated into it but even with the nerf My warriors Quickness skill is one of my faverats for my build. Thats just how OP it was, even after being cut in half its still one of the most usefull skills i have.
The quickness nerf was meant to reduce those insane 4x warrior and 1 mesmer speedruns. Also it’s for pvp since when mesmer drops a timewarp, it becomes nearly impossible to survive the onslaught. It did affect rangers tho which is a great dissapointment. I have been wanting to create a ranger for a while now but it seems like they are not getting anything good for a long time.
as a mesmer i would say that quickness was not meant to nerf cof speedruns…
But for sure will made www a little better….i hope they do something about chaos storm and necro marks and then we are good.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
Please also be fair to Tome of Wrath, and increase the duration like all other quickness skills.
It was fair to nerf it in PvP because people have between 13000-19000hp, but it wasn’t so op in PvE when dungeon bosses have more than 1 000 000hp like in Arah…
Nerf the health pool of mobs, not the skills…
We all know that defeating a boss in 400 seconds due to quickness, when it should take 420 seconds, is just completely overpowered and needed to be nerfed, right?
::shakes head::
Probably the biggest impact of Quickness was that it actually got people to coordinate their alpha strikes to take advantage of the increased execution rate. I mean, all it did was allow you to occasionally execute six seconds of attacks in three seconds. In most fights, pointless, in boss fights, just makes them slightly less tedious and also provides players with a sense of accomplishment on their ability to coordinate a dramatic attack.
Add this nerf to the “come on, was that really, really necessary” list of head scratching moments since the game released. I mean, come on, I know they have a lot better things to do with their development time!
(10 seconds of quickness ever 210 seconds at the old 100% rate allowed 20 seconds worth of attacks in 10 seconds, which really just shaved 10 seconds off a normally 210 second encounter. That’s 5% more damage over time, assuming everyone makes perfectly efficient use of the time under quickness! Even if you could double the duration via traits/buffs, it would still only be a 10% increase in damage, requiring a very specific built to achieve. Being overkill on most scrub mobs and accounting for time traveling between encounters, the actually reduction in completion time for a dungeon run would be much less than the theoretical maximum benefit).
It was fair to nerf it in PvP because people have between 13000-19000hp, but it wasn’t so op in PvE when dungeon bosses have more than 1 000 000hp like in Arah…
Nerf the health pool of mobs, not the skills…
That’s a good point. The increase in burst would have a bigger impact in PvP, where players have smaller health pools than most dungeon mobs and a lot less than dungeon bosses. A PvP skill split might have made more sense in that case, but most recent nerfs are the result of an obsession over players doing dungeons “more efficiently” than intended, so it’s not surprising it was a universal change.
Closing actual exploits is one thing, but players using logic, skill and reasoning to make efficient use of the skills provided should never be punished over a 10% efficiency increase.
We all know that defeating a boss in 400 seconds due to quickness, when it should take 420 seconds, is just completely overpowered and needed to be nerfed, right?
::shakes head::
Probably the biggest impact of Quickness was that it actually got people to coordinate their alpha strikes to take advantage of the increased execution rate. I mean, all it did was allow you to occasionally execute six seconds of attacks in three seconds. In most fights, pointless, in boss fights, just makes them slightly less tedious and also provides players with a sense of accomplishment on their ability to coordinate a dramatic attack.
Add this nerf to the “come on, was that really, really necessary” list of head scratching moments since the game released. I mean, come on, I know they have a lot better things to do with their development time!
(10 seconds of quickness ever 210 seconds at the old 100% rate allowed 20 seconds worth of attacks in 10 seconds, which really just shaved 10 seconds off a normally 210 second encounter. That’s 5% more damage over time, assuming everyone makes perfectly efficient use of the time under quickness! Even if you could double the duration via traits/buffs, it would still only be a 10% increase in damage, requiring a very specific built to achieve. Being overkill on most scrub mobs and accounting for time traveling between encounters, the actually reduction in completion time for a dungeon run would be much less than the theoretical maximum benefit).
More importantly the burst is very important in critical situations like when your party is about to die and the boss also had a sliver of health left or when u need to rez teammates quickly. Now it is 50% less effective.
I kind of agree with other posters saying why argue over trivial matters like this. Clearly if anyone who didn’t like the changes can always take a break from the game, wait for a month or so or until content / mechanics changes are to their liking then come back. If they come back that is.
We all know that defeating a boss in 400 seconds due to quickness, when it should take 420 seconds, is just completely overpowered and needed to be nerfed, right?
::shakes head::
Probably the biggest impact of Quickness was that it actually got people to coordinate their alpha strikes to take advantage of the increased execution rate. I mean, all it did was allow you to occasionally execute six seconds of attacks in three seconds. In most fights, pointless, in boss fights, just makes them slightly less tedious and also provides players with a sense of accomplishment on their ability to coordinate a dramatic attack.
Add this nerf to the “come on, was that really, really necessary” list of head scratching moments since the game released. I mean, come on, I know they have a lot better things to do with their development time!
(10 seconds of quickness ever 210 seconds at the old 100% rate allowed 20 seconds worth of attacks in 10 seconds, which really just shaved 10 seconds off a normally 210 second encounter. That’s 5% more damage over time, assuming everyone makes perfectly efficient use of the time under quickness! Even if you could double the duration via traits/buffs, it would still only be a 10% increase in damage, requiring a very specific built to achieve. Being overkill on most scrub mobs and accounting for time traveling between encounters, the actually reduction in completion time for a dungeon run would be much less than the theoretical maximum benefit).
More importantly the burst is very important in critical situations like when your party is about to die and the boss also had a sliver of health left or when u need to rez teammates quickly. Now it is 50% less effective.
I kind of agree with other posters saying why argue over trivial matters like this. Clearly if anyone who didn’t like the changes can always take a break from the game, wait for a month or so or until content / mechanics changes are to their liking then come back. If they come back that is.
50% less effective and still one of the best skills to have. because thats how OP it was
50% less effective and still one of the best skills to have. because thats how OP it was
U mean for every profession or just mesmer. If you are talking about just mesmer, its because the other elites suck for combat. If u are talking about for all professions, I would say it is no longer the #1 elite in the game and that aren’t that many AOE boon elites which doesnt make TW totally useless.