First the Good :
- gliding in core- amazing, just bummed so many neat places now have invisible walls we can’t get to that were not there before (not talking about jumping puzzles) but overall it brought a fresh breath of air to the game.
- Squad UI and new markers THANK YOU it was so badly needed and was spot-on!
- Lunar New Year- I know some people complained about recycling this, but this festival was always a standard in GW1 and not much ever changed in each one and ya know what, that’s OK . Not every festival needs a total rework every year. The fact we have a reliable festival is nice. I wish more were as reliable like Dragon Bash and Queens Pavilion, (which we have not seen either in a long time now #sadface ) Bazaar of the Four Winds <— this one I can understand with how the Living Story went…for now
- Brew of the Month Club- haven’t started on it yet but it seems like a good way to pass time and is a welcome addition
- Pretty much everything under the first section of “General” in the patch notes was a good change, TY.
- Fractal Changes- GOOD. Ty, especially for removing Mossman cheese spots!
- I don’t have much to say on Raids because I have never done one and won’t for a while due to gear restrictions.
- Despite what other complainers have said, I am happy those runes and amulets got removed from PvP. It forces more thought to be put into a build rather than having the stats alone carry you.
Pros and Cons on Profession Balance -
Ele -
I think changing diamond skin was the right move. It had no counterplay. Most of the scepter changes were decent, but I felt they could have used some more polish. Many, many good ideas have been presented on the ele forums for acceptable changes.
I do not understand nor like the change to Lightning Rod. It was not op as-was, and now timing the strike is less reliable. Auras, while I can understand the need to tone them down, is ele’s niche. I don’t think lowering duration on something that already has low duration and requires you to be hit for effects to proc is the way to go. Most of them already have ICD’s too. Make ICDs longer or put a cooldown time before they can be applied again but the overall duration should not have been messed with. Going to segway to Tempest just to keep my bullets fairly clean- only a few things were changed and nothing affecting overall gameplay.
Engi -
All buffs but I still feel increasing the recharge on automated medical response was a bit heavy-handed. If the health threshold were raised some, say 33%, I could see raising recharge too but it was not overpowered before. It did what it was supposed to by giving one last chance to turn the fight but once it was used up your second chance was over. I suppose this was due to the new scrapper heal, as I can see it was too powerful getting double heals from it in such short time but it could have simply been left off the list of skills affected like regenerating mist was. Most of the Scrapper changes were welcome. I can understand the nerf to sneak gyro, even I will admit it was ridiculously overpowered.
Guardian –
All changes done to guard were welcome, but I wish Spirit Weapons would have been looked at again, specifically the actives on them. Shield of the Avenger is good as-is, except I wish the summon cast was a stun breaker too. Relying on having already cast it and hoping it’s low uptime wouldn’t betray you at the key moment is very unreliable at best. Hammer of Wisdom is good, leave as-is imo. Sword of Justice auto attacks are fine, but it’s command attack is very lackluster and loses you a ton of dps because of how slow it is and the fact it lacks any other effects or incentives to use it. Bow of truth…most useless summon skill in the game. Needs a complete rework or major buff.
Dragon Hunter –
We all knew some nerfs were coming and even as a DH player I can say it wasn’t unwarranted. They are still very strong and the changes didn’t hurt them too much.
Mesmer-
I don’t play mesmer regularly so I won’t comment too deeply on this but I can say all the salt piles cried about the changes are just that- bunch of salt. Every mesmer I have encountered seems to be doing just fine. I played mine for a short while after the update to see how massive this “nerf” was, and while it was noticeable, it in no way “broke” my mesmer. Also having spoken with many mesmers much more skilled than I, I have discovered it’s not nearly as bad as everyone is saying it is. They said some builds needed changing around to compensate but overall it still is just as powerful as before but it does require a higher measure of personal skill to play than previously.
Necromancer-
All good things here, nothing to complain about but I am still anxiously awaiting the inevitable nerf to everything necro has due to how powerful scepter is now. Please do not do that….. Original Dhuumfire was not our fault, let’s not repeat those same past mistakes here….
Ranger-
Oh boy where do I start…
Shouts overall were ok. They have needed a rework but Guard was the absolute wrong direction for that skill. Old guard was much more about tactical positioning. It was much better at increasing pet survivability and has many creative synergy with many traits and skills. Now it’s- “hey guys watch me nuke my pet in a few seconds!” on a 30 second cd…. And it’s even worse off than the old Protect Me. The meager damage reduction you get for those split seconds before your pet goes thermonuclear and dissolves are not worth it. I absolutely HATE the new Guard. It should have been put in as a spirit skill. I like the direction the other shouts went in however. Search and Rescue is spot-on. It now works as it should have all along. Protect Me is much better and is a skill I use quite often now even untraited. Not sure why Sic Em is still suffering from bugs and getting canceled by something as simple as ordering your pet to attack a target. No changes to Druid, and not sure why. There was lots of stuff that needed looking at (see ranger forums for a more complete list)
Revenant-
Overall the changes that were made are ok by me. I didn’t use sword as much as other people but I have tried it since the patch and I like how it works now. Hammer needed a nerf. We all know it, but no one wants to admit it. Just not sure why PvE got the nerf treatment too where rev is arguably the weakest. However it is the needed changes that were ignored that concerns me the most. Jalis, Ventari, and Mallyx all need looking at in depth. Ventari needs a lot of help. Even as a full support spec, it falls flat on its face. Jalis needs much more sustain and healing than he has now especially considering the fact he has almost no extra damage output. Vengeful Hammers is not that much extra damage plus they bug out on terrain and just about anything still. I do not think the Herald changes were warranted at all. Those healing skills were only powerful against spammy players that didn’t watch combat. Skilled players would make this heal absolutely benign.
Thief and Daredevil-
…What needs to be said? Buffs across the board. They are now meta. Teefs everywhere! lol.
Warrior- Oh boy here we go….
We’re back to Hammerstun invuln warrior meta just like 2013 all over again. Healing signet passive did not need to be upped, Base Healing did. Hammer skills did not need more of a cooldown reduction. Now we’re right back to the spam rotation and skill-less play of – “Pop immunities- dispense massive CC-repeat” . The whole day I watched warriors not even swap weapons or heal once, just pop immunes, swing dat meat masher. Warrior needed more sustain beyond more autopilot-immunes and they needed less spam. This update went the exact opposite direction. They also needed better burst skills in some areas like Eviscerate. It’s still a shadow of its former self. Yet Rifle changes were sorely needed TY! Also adrenaline decay change was amazing, again TY! I think overall warrior needs more damage reduction not immunities . That usually means much more access to things like weakness which is a sorely underrated condition in this meta. Now, just to clarify, I did notice Berserker got some massive sustain improvements, and it was much needed. The lack of positive sustain beyond cheese I was talking about was core warrior. I think overall Berserker is pretty good now.
PvP and WvW
Only going to touch on this right now but removal of those amulets and sigils was sorely needed in PvP. Yes it broke many builds, including some of my own, but it brought new opportunities as well and removed many crutches that people used for low skill playstyles. As for WvW, I know these changes were meant to help smaller groups make an impact but overall it seems to have the opposite effect. Blobs are still heavily rewarded for being…well…blobs. So biggest server with most coverage will still always win and there’s no amount of hard work will change that.
Shatterer
ending on a good note here, Shatterer is amazing. The fight is much more involved now yet as promised doesn’t have the high difficulty of some of the other reworked world bosses so that lower level players can still enjoy it. TY TY TY! I saw a few devs there the first day playing alongside us, including Rubi and that was a pleasant surprise too. I hope I conveyed my appreciation for the event then but if not I am doing it now. I hope to continue to see these kinds of changes in the future as well. Thanks for reading my wall-otext!
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
(edited by Nay of the Ether.8913)