(edited by Invictus.1503)
Bug or new design trend?
from the looks of how they’ve responded to all the topics about this which is they haven’t it was more than likely a on purpose part of the nerf, bad part is it was only because it hit back line glass cannons to hard and they didn’t like it
So, the debate going on right now in the profession forums is whether or not this is a bug. I can’t help but think it is a bug as it goes against everything Anet has always said about their game…namely that you should always be happy to see another player come to help. As things are now, I’m not happy to see another hammer wielding Revenant or a Longbow wielding Warrior because that means that one of my skills may be negated, not by an enemy skill, but by an ally’s. This is especially noticeable in zerg type content where it is very likely to happen.
Conditions suffered from the same thing for multiple years and that affected more than one skill on one class.
Posted over on reddit, here’s a condensed version: It is a nerf not a bug.
Why? Both skills have high damage coefficients, at range, on low cool downs, that hit 5 targets. Both skills are loaded. Many other similar skills such as metor shower are balanced around a long cooldown, and/or having an interruptible cast animation.
Rather than nerfing the cooldowns, the damage or the number of targets they decided the nerf the amount of application allowed in a time frame.
Frankly it would be easier to nerf the damage or cooldowns, and let players hit together like other skills is better route. They could also go other routes like adding a cast time to these powerful skills.
I Play WvW to have fun. I don’t find it fun anymore. Therefore I don’t play.
Interesting.
I would think that their code should take the initial source of the skill dmg into consideration, thus each rev should get that first hit, and then each would then be individually subject to that .5 sec delay. However, based on what that video is showing, it in fact does not. It’s simply looking at the incoming damage as “one skill”, not that it’s being applied from 2 distinct players using the same skill. (Am I making sense?)
They need to make this distinction.
I understand why they stuck the .5 sec delay between the cascading hits in there, but they way they did it is detrimental to group play. I might even go a step further and say this is a larger issue than it was with conditions being overwritten originally. At least with conditions you got the physical impact damage (as minimal as that sometimes was, it was still damage inflicted), and potentially a tick or two of the condition’s dmg. Here, we aren’t even getting the impact dmg.