҉ۢReduced quickness from 100% attack speed to 50%.
As we push to improve balance in both PvE and PvP, a few mechanics in the game will be receiving updates to promote fun and balanced play. In the past, quickness has granted double the action speed normally available to players. In PvP, this speed gives most players almost no chance to react to incoming abilities and allows for massive spike damage in extremely short periods of time. In PvE, the increased attack speed can trivialize a lot of content that would otherwise provide a good challenge. Therefore, we are reducing the speed that quickness allows by half of its current potential while slightly increasing the duration on player-activated skills.”
This nerf just feels like a lazy way out. Not all Quickness-granting skills are balanced. Frenzy, Haste, Quickening Zephyr are all pretty balanced because of the vulnerability drawbacks they have. Passive Quickness skills like “Critical Haste” or “Sigil of Rage” are already kind of lackluster due to lenghthy internal cooldown.
When you make the Quickness mechanic only half as fast as before, it doesn’t justify those skills drawbacks anymore. It destroys the skill in its very nature.
For PvP: Should never balance something because certain players “can’t react on time”, because most good players could deal with it.
For PvE: What contents are you referring to that is ‘trivialized’ due to Quickness (not read as Time Warp). CoF Path 1? A 4s duration skill on a 60s cool down, even if people utilized the full 4s for that 2x DPS, should not “trivialize” anything that isn’t already “trivial”. In most cases of challenging encounters, very rarely is a player able to use the entire 4s of their skill to DPS.
I think Time Warp was the only thing that “may” be the only skill that make Quickness look overpowered. It provides “AOE” quickness with no drawbacks. Cooldown is irrelevant as bosses are usually spaced 4 minutes apart.
Note that: When 1 player uses Frenzy/Haste/QZ, that’s only double damage for 4 seconds for that 1 player. Time Warp is 10 seconds of double damage for ALL players, effectively doubling total damage output as a party. That can take down half a trivial boss’s HP (Sear Effigy for example in CoF1) within first 10 seconds of the fight! I’ve seen players, over time, crumble to Searing Effigy’s pressure because they never learned how to dodge its simple telegraphed attacks, because they think “Oh the fight is so short I already did my job DPSing in Time Warp doesn’t matter now its almost over”
The culprit is not Quickness, it’s Time Warp…
I know it’s probably too much to ask to change specific encounters to make it harder for players to just abuse Time Warp(sure did a great job in that area for some of the Fractal Bosses though ^^) , but please reconsider with this flat 50% nerf with nothing to compensate (1s extra of swinging 50% faster is not even worth that 1s extra of drawback).
My suggestion here is to make Quickness come in 25% or 50% stacks. Then adjust individual Skills, Traits, and Sigil accordingly to grant different # of stacks. If that’s too much work, just revert the change and simply nerf Time Warp.