So what do we think?
I’m not sure what I think at the moment as I don’t have a lot of information. I do, however, think that their sigil change is great, though they should have included that at launch if they had been smart about it.
Anyway, go forumers, go!
#LilithFan#1
not as bad as expected.
some things are weird, but the nerf on healing signet was a must anyway.
2h weps with 2 sigils, yeah!
I really fear the rune-changes though. Don’t kitten with my scholar runes.
Bad.
NemesisMMNecro [rT] – Trans-Transsylvanian RPer EU
TOOOO UNSPECIFIC, may lead to even worse reality than theory.
Not happy, but it could have been worse. That’s all I’m gonna say.
The sigils and runes change is actually really interesting in my opinion, because it will allow for a much needed diversity in the classic sigils taken (night, force, slaying, etc…).
In the end, the 10% from crit damage will pretty much be given back on the double sigils I guess :s It will encourage the use of 2H weps, but whatevs.
I believe the rest were non-interesting nerfs, like always, but the new ferocity stat should be watched out for. I mean, it may prove to be interesting after a test agaisnt some bosses.
I’ll wait and see. But for now, party teim
Probaly Banner of Discipline nerf since they have an excuse now that crit damage is ferocity
I just hope there won’t be any nerf on LH and FGS. I was disappointed as they change Burning Speed to something passive (evade instead of burst dmg). No more headbutt to the wall for me :’(
- doranduck, 2016 on Lore in Raids
I really fear the rune-changes though. Don’t kitten with my scholar runes.
To quote one of the developers in the stream: “ALL Rune sets got changed at least a little bit”. Some more than others, but each of them got some sort of modification, whether bad or good we don’t know.
Restore that which was lost. And all shall be as one.”
The changes could have been worse, I was expecting a reduction of over 30% but zerker is still going to be the main thing in dungeons and having an extra sigil on 2h weapon is going to be an interesting change for pve builds.
Zerker is still going to be the meta, PTV and condi is still bad. Rune changes may raise/lower things a bit more in the end, but this is not going to be a very large change for most people.
What’s about Assassin gear now?
- doranduck, 2016 on Lore in Raids
Probaly Banner of Discipline nerf since they have an excuse now that crit damage is ferocity
God, I hadn’t even though about that yet. Lightning Hammer will probably get the axe as well.
The patch was as usual, some good changes, some bad changes. But the crit dmg change was just ridiculous, 10% dmg decrease for no good reason, other than to appease the anti-zerk crowd. If Anet would just play their own game at a high level they would see that this change is just completely unnecessary.
I had a bad feeling. So I just crafted full ascended zerk without the assasin’s pieces, guess that was a decent call :/
Probaly Banner of Discipline nerf since they have an excuse now that crit damage is ferocity
God, I hadn’t even though about that yet. Lightning Hammer will probably get the axe as well.
The patch was as usual, some good changes, some bad changes. But the crit dmg change was just ridiculous, 10% dmg decrease for no good reason, other than to appease the anti-zerk crowd. If Anet would just play their own game at a high level they would see that this change is just completely unnecessary.
It’s not changed purely for PvE, one big part of it is the quite ridiculous burst you can achieve in WvW due to extremely high crit damage, you can’t do the same in sPvP.
Tycho Snowpaw – Guardian
Gandara – [WvW]
40:50 into the vid, when talking about Guardians then Mesmers
“Critical infusion, increase the recharge from 5 sec to 10 sec. now why is this important omitted dev name?”
“because dodging is very prevalent in the game”
-
….. no effing way!? Really? you think? Do you even GW2?
I want to call it a witch hunt, but I think Zerker hunt would fit it better.
Point 1, nerf direct damage
Point 2, nerf dodging
I thought we could play how we wanted?
Probaly Banner of Discipline nerf since they have an excuse now that crit damage is ferocity
God, I hadn’t even though about that yet. Lightning Hammer will probably get the axe as well.
The patch was as usual, some good changes, some bad changes. But the crit dmg change was just ridiculous, 10% dmg decrease for no good reason, other than to appease the anti-zerk crowd. If Anet would just play their own game at a high level they would see that this change is just completely unnecessary.
They specifically said Lightning Hammer will be changed as well
Restore that which was lost. And all shall be as one.”
Well I would of prefered them to give necro vigor than to bring other classes down closer to us. But meh. Ill say it again. GG nubs depending on vigor!
Probaly Banner of Discipline nerf since they have an excuse now that crit damage is ferocity
God, I hadn’t even though about that yet. Lightning Hammer will probably get the axe as well.
The patch was as usual, some good changes, some bad changes. But the crit dmg change was just ridiculous, 10% dmg decrease for no good reason, other than to appease the anti-zerk crowd. If Anet would just play their own game at a high level they would see that this change is just completely unnecessary.
It’s not changed purely for PvE, one big part of it is the quite ridiculous burst you can achieve in WvW due to extremely high crit damage, you can’t do the same in sPvP.
I must admit I know nothing about WvW so that could be true. Still, I think there surely could have been other ways to do this besides nerfing zerker damage. To me at least, it feels like a big middle finger.
Probaly Banner of Discipline nerf since they have an excuse now that crit damage is ferocity
God, I hadn’t even though about that yet. Lightning Hammer will probably get the axe as well.
The patch was as usual, some good changes, some bad changes. But the crit dmg change was just ridiculous, 10% dmg decrease for no good reason, other than to appease the anti-zerk crowd. If Anet would just play their own game at a high level they would see that this change is just completely unnecessary.
They specifically said Lightning Hammer will be changed as well
Woohoo!
I bet that the effective nerf will be more than 10% because I’m quite confident they will nerf Banner of Discipline in the process too.
I think that the 10% dmg nerf on zerkers is the worst course of action they could have taken: there is still no reason to spec for anything than pure direct damage but stuff just takes longer to kill. Anet pls :/
Did anyone understand that stuff about sigils btw? How will sigil functionality change? Will double stacking no longer work?
I really fear the rune-changes though. Don’t kitten with my scholar runes.
To quote one of the developers in the stream: “ALL Rune sets got changed at least a little bit”. Some more than others, but each of them got some sort of modification, whether bad or good we don’t know.
I am guessing that if a rune is trading at over 1 gold now it will get nerfed, if it is trading at close to vendor price it will get buffed.
One interesting thing is the possibility of main-stat Ferocity gear. I like the current mix of Assassin’s and Berserker that is optimal for many builds. Having a combination of the three as the “new meta” would be neat.
What’s about Assassin gear now?
It’s dead, it’s buried, it’s non existant.
Time for min/maxers to already replace their Ascended LOL, it’s kitten stupid.
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)
Healing signet noooooo
Everyones still gonna use zerk nothing changed or atleast nothing changed for now it’ll just take us longer to kill.
Did anyone understand that stuff about sigils btw? How will sigil functionality change? Will double stacking no longer work?
Sigil will see the following changes:
- 2-handed weapons will gain a second sigil slot.
- Sigils with cooldowns will no longer share one global cooldown, but each sigil will have its own cooldown (so fire + air would both have different cooldowns, but fire + fire would behave like right now)
- Double stacking will still work. Their comment about it was just to point out that you still can’t stack two different kind of stacking sigils (like bloodlust + perception, only one of them will work).
Tarnished Coast
Nothing has changed except builds that rely on hybrid damage are worse. Necro getting pushed further into the gutter.
The sigil/rune changes and the replacement of crit damage by ferocity have the potential to be a good thing. The 10% nerf, however, is incredibly (or wait, this is ANet …) stupid.
There is no loyalty without betrayal. -Ann Smiley
This update will achieve nothing, change nothing, and will hopefully now jump into a big black hole and return to nothing.
how did they get a figure of “10%” with regards to the crit damage nerf? don’t they know that it may be very different across classes due to damage modifiers? perhaps they don’t and just pulled the number out of their kitten.
I bet that the effective nerf will be more than 10% because I’m quite confident they will nerf Banner of Discipline in the process too.
I think that the 10% dmg nerf on zerkers is the worst course of action they could have taken: there is still no reason to spec for anything than pure direct damage but stuff just takes longer to kill. Anet pls :/
Why don’t they just make it so that every time a sigil or rune processes, 5 dredge spawns on top of you? That’ll slow people down. =)
This is actually a decent change IMO. Since we don’t really have enough facts, let’s just assume that Anet means that nerf to crit damage = full-buffs meta loses 10% overall damage.
Dual sigils on 2H weapons is effectively a 5% DPS buff, at minimum. For pugs, it will go up to at least 10% because they’re also eliminating the shared cooldowns, meaning that stuff like Strength/Battle will also be viable. This benefits classes with strong 2H weapons: elementalist, guardian, warrior, engineer.
Also, buffing the % on crit effects to be 100% on crit will likely mean they are adjusted to be stronger solo and weaker relative to when you have 100% crit chance. This is actually good IMO because it reduces your dependency on having a high rate of fire to be able to proc things multiple times. It particularly affects the engineer (which I’ve personally always thought is a broken class) and may allow them to make better use of kits other than the grenade kit.
In general, the change acts to reduce the effects of full buffs groups slightly (which were too strong) and brings up pug groups (which were too weak). So I think it’s a step in the right direction.
Healing signet noooooo
At least they aren’t nerfing it too drastically. Around 360 hp/s base value is better than the 200-300 base that was being asked for on the forums.
Guild Master
I honestly don’t mind if things line up better with PvP. That should make balancing bit easier. Also I don’t really mind when stuff changes (game should become bit harder when time to kill increases). Only issue is the ascended gear because I’m pretty sure they won’t offer stat change for Assassin users.
Edit: Good to keep in mind that some of this is actually balancing. Some gear had way too much Critical Damage because of rounding.
(edited by Wethospu.6437)