June 23 Specialization Changes
I’m bad with english, but nowhere saw “Cloaking Device”. if it was already eliminated will not be able to escape when I’m being chased.
Does Parasitic Contagion finally heals in DS? My neutral mind is confused right now it’s late night.
The Dhuumfire thread
I was looking over the condition equations and noticed that fear damage does NOT have an equation. Does it have one (an equation), and if so, what is it? I’m thinking specifically of the Necromancer trait that gives fear the ability to do damage.
Desperate Decoy: Cast Decoy when you are struck while below 50% health. This trait benefits from the recharge bonus provided by Master of Manipulation.
Is this correct? Decoy is a clone skill, not a manipulation. If so awesome!
Haha, man lot of angry people on here. Mainly play necro and overall, I’m ok with what we got. Wasn’t EXACTLY waht i wanted. ( i mean comon, do we really need 10 vul from Consume Conditions and make it 30 second cooldown, and what’s with plague?) But overall, staff traits got compressed, necros can finally have some form of unique support (gonna love teh ressing i can do with reaper, and the siphons should be fun to play with….if you all buffed them) so eh, not a bad day.
Well… there goes my necro build. Time to make a whole second set of ascended gear for another build since Anet failed at making condition necro even remotely better.
If the omission of Ricochet is not an accident and is actually intended, can we sacrifice Ankle Shot to get Ricochet back? Please?
I was going to whine a bit about my P/P thief having to take Deadly Arts for Executioner (along with a mostly useless adept trait), and I didn’t even notice the demise of Ricochet.
Guess I’m no longer playing a P/P thief.
Whoa whoa whoa! Ricochet is GONE?! C’mon, really?! P/P has been needing some solid support, and instead it gets shafted completely?!
I don’t even…
Well, my only hope is that the elite specialization is a gunslinger type that has all kinds of buffs for firearms… or maybe the trait is baseline now. Regardless, my main P/P thief depends on it.
(edited by Seabreeze.8437)
Warrior changes are pretty terrible. Only buffs to shoutbow/hambow, the one singular effective PvP build that everyone hates to play.
Rifle got shafted hard, so did axes. Might as well take all of our weapons away but GS, warhorn, sword, and longbow. Warrior diversity just went into the the pit.
Only the specialization can save this class now.
There are alot of good ideas here… for everything else but warrior. I like what you did with Engineer, it was badly needed.
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
Your missing the changes to Consume Plasma. You can’t leave that as it is?
Nerf phantasmal mage ? now inflict 1 burning and 1 fury on allies? or continues to inflict retaliation and confusion with burn and rage? please clarify doubts ¡¡ although I prefer 1 x confusion and 1 x burn, or 4x confusion. I would like to try with 4x confusion after upgrade
Mesmer question: Given that Feedback now requires a target, and that Feedback can be cast when reviving an ally, where will it appear during revival? I may just misunderstand, but I thought it was only useful when placed over a foe firing missiles. If it appears over your ally, is it any use at all if no mobs are standing there firing point blank?
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
I’m actually more or less okay with Guardian changes. But that will always be an unpopular opinion, because I run Hammer and people look down on it because of its reliance on auto chain.
But I guess I will lose Glacial Heart now that it’s been moved to Virtues. Pity.
Did fire aura on signet use for ele really have to go away? I’m sure it’s a niche use, but it was a fun use =(
This. Putting fire aura on Conjurer trait makes no sense and adds absolutely nothing to the class. No synergy with any other aura traits and ruins builds that used signets actively to proc the fire aura on cast. Please put it back to signet activation.
This changes will be in game in one week, this include the ability of having 3 full trait lines? what about the stats giving the trait lines, removed?
Nice. These new traits and the like for Guardian are going to be a real power up.
At least for my build that is.
- Diversion recharge reduced from kitten to 38s
Mesmer confirmed kitten (Engi too after checking for more kittens)
Using a burst skill for your equipped weapon will now set the recharge of all adrenaline tiers of that burst skill. Can a dev please explain what that means?
Soothing Mists – Is it 300 or 600????
Soul Comprehension – Please… Just change it or add an additional combat effect to it… It’s literally garbage…
Ruined Consume condition and gave absolutely no serious buffs to any of our other terrible heals… Come on now. This is like the opposite of what needed to happen. :/
Warlord Sikari (80 Scrapper)
Thief Improvisation combined with Consume plasma seems to be too strong.
Consume plasma gives 10s of all the boons in game while steal has close to 20s cooldown.
This means, as long as thief enters a fight where an enemy mesmer is present, the thief can get close to 100% uptime of all boons in the game. That sounds a bit too scary to me.
Okay ANet, what you just did is inexcusably disgraceful.
Not the changes mind you, that is your decision as the games developers. But the outright lie to the community that came with those changes, asking for feedback as if you actually had any intention to consider said feeback, when you clearly had no such intention.
“Please get on the forums and let us know if you see any playstyles that you don’t feel are represented in the new trait system.” That was what you said on stream, nearly word for word.
What a sham.
Players did exactly as you asked, half a dozen playstyles were extensively outlined and discussed in multiple thread, and you can still find those threads in the class subforums. And then you completely, unabashedly, ignored every single one of them. There is one single change based on player feedback, AE becoming baseline, that’s it. Was it all a giant shell game just to keep the playerbase distracted while you did whatever you pleased?
And to take it further, you eliminated yet more playstyles in this update!
Fire’s embrace is gone, out and out killing a playstyle, the ONLY playstyle that ever got any elementalist to use signets, the only one that ever felt even a little bit like an auramancer.
Elixir infused bombs is still gone, with absolutely nothing available anywhere that will ever get anyone to use bombs over grenades, I mean nobody expected to get it back exactly as it was, but getting something that will actually differentiate bombs from grenades other than one having superior range kinda’ seemed like a no brainer to most of us!
Coated Bullets is gone. This trait created amazingly fun gameplay with one of the classes most undervalued skillsets, and only needed a little love for the pistol skills or some decent synergy to make an incredibly interesting gunner build. But which now, instead, will never see the light of day.
I don’t know exactly how many other threads there were, but since almost nothing was changed from what you showed us a month ago, I think its safe to assume that pretty much any feedback was also completely ignored and those builds have also been removed without any consideration to the players.
(edited by Conncept.7638)
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
lol. have you not heard of ranger? we have just been shot in the head. ugh (It’s just as well love my ranger regardless of the crappy changes they’ve made).
lol. Guess it’s time to go back to league of legends, seeya. btw stop trying to be esports, 0 attention to pvp community and it’s a joke.
(edited by DeNdReTiC.3481)
Does Empowering Might on Guardian have an ICD?
Just one question:
What is Fiery Charge?
“Icebow and Lightning hammer won’t be doing the damage they are doing right now when this ships.” They are completely broken and cheesy. – April ama
I’m so lost! EVERYONE (LIKE EVERYONE!!!) knows it’s broken and just ridiculous … so you buffed it !?!?!?!? …. reaaaaaallllly!
With the ele, engi changes and buffing steal (which is already the most ridiculous thing ever) … just yeah … maybe the next balance patch in 2 years will be better :/
#lostallhope
Just one question:
What is Fiery Charge?
I’m gonna assume they mean Fiery Rush.
If the omission of Ricochet is not an accident and is actually intended, can we sacrifice Ankle Shot to get Ricochet back? Please?
I main a p/p ricochet / executioner using 2 ascended pistols. I think I’m shafted for now.
Maybe it’s been moved to the new elite spec.
Did acrobatic thief and d/d else just die cause of that vigor change?
I appreciate the effort taken to list all the changes, but…
This is just a complete mess at best. Very little has changed from the first preview despite a massive amount of player feedback. Weak traits which will never be used still remain. Many triplets still have obvious choices. Traits which should be competing against each other aren’t, specifically ones which boost damage. A lot of traits are still proc-based and more were added, overshadowing the active gameplay style which was originally promoted at release. Despite weaker skills receiving changes, core flaws in the skills weren’t addressed.
And now these are being forced onto us in an obviously incomplete state in a week? I guess we all get to be beta testers now for the rest of summer. Of course, it’s unlikely that our feedback will matter then, either.
(edited by Exedore.6320)
Elixir-infused bombs gone
Goodbye any reason to use bombs as a whole
Here’s my feedback on some of the professions.
Thief:
S/D and P/P Thief got hit by these changes pretty hard. No Ricochet for P/P. No dodge to gain endurance/might for S/D. I don’t see the need to buff commonly used builds like D/P or P/D. Yet they still indirectly buffed because the other 2 has less impacting traits.
Mesmer:
Pretty satisfied with the Mesmer changes overall, though too binary. The traits are now clear cut in choice between a phantasm build or a shatter build. I can foresee a raise in condition Mesmers is very likely. Ironically many of the “changes” sounds like bug fixes than actual balancing.
Ranger:
Feels like these changes still encourages the dull ‘stand on a ledge and pew pew’ plays for power Ranger. Though it’s nice to see condi Ranger got some loving. I like that there’s some potential builds using non-bow weapons too.
Necromancer:
Condition builds got buffs in sustained damage. Siphoning through shroud is interesting and should please (some) necro players. No mention about the scaling of their auto attacks/procs, meaning power Necro will still 2-3shot people with Lich Form/Shroud…
Guardian/Warrior/Elementalist:
From the trait description, they ‘feel’ similar to their current counterparts in survivability. Not much to mention besides more burns.
Engineer:
The one class with most drastic changes. Nerf here and there, Buffs here and there. I guess can’t give an opinion on that until after some gameplay since I’m not as familiar with it compared to the others.
(edited by Akikaze.1307)
Did acrobatic thief and d/d else just die cause of that vigor change?
Ele got hit hard by it, but thief has a new Acrobatics minor:
Endless Stamina: The effects of vigor on you are enhanced by 50%.
So if the engineer is getting F5 toolbelt skills, what will be the toolbelt skills for racial elites?
That spectral walk change was unnecessary. Literally one of the coolest things about necromancers and now it’s gone.
I was looking over the condition equations and noticed that fear damage does NOT have an equation. Does it have one (an equation), and if so, what is it? I’m thinking specifically of the Necromancer trait that gives fear the ability to do damage.
Fear never inflicted damage. Terror is what allowed it to inflict damage, specifically. The damage acquired from the trait was a flat per second amount, so it had no formula.
Ranger:
Feels like these changes still encourages the dull ‘stand on a ledge and pew pew’ plays for power Ranger. Though it’s nice to see condi Ranger got some loving. I like that there’s some potential builds using non-bow weapons too.
Yup, pretty pleased about condition Ranger buff. I’ll probably play mine much more now… seeing how my P/P Thief will be much more of a pain.
Spectral Walk: This skill can no longer be activated while in mid-air
:( Why you gotta take away my “Oh kitten I really misjudged that jump” button?
Here’s my feedback on some of the professions.
Thief:
dont play mine often enough to comment on itMesmer:
Pretty satisfied with the Mesmer changes overall, though too binary. The traits are now clear cut in choice between a phantasm build or a shatter build. I can foresee a raise in condition Mesmers is very likely. Ironically many of the “changes” sounds like bug fixes than actual balancing.
Maybe, but I definitely love the fact they moved traits around to be in proper spots (such as malicious sorcery now being in same line as maimed the disillusioned). So yea, at first glance it seems my hybrid mesmer’s going to get a massive boost on the condition side. Jury’s out on DD so far.
Necromancer:
Condition builds got buffs in sustained damage. Siphoning through shroud is interesting and should please (some) necro players. No mention about the scaling of their auto attacks/procs, meaning power Necro will still 2-3shot people with Lich Form/Shroud…
Hybrid necros got some seriously substantial buffs. 2 stacks a might a second when whacking something below half health(probably averaging 18 stacks of might)? 2% crit rate boost per condition on target? Vampiric hits by default, and a trait that allows “vampshare?” BiP giving party might? I can definitely say I’ll be testing my necro thoroughly next week.
Guardian:
From the trait description, they ‘feel’ similar to their current counterparts in survivability. Not much to mention besides more burns.
I’d say the guardian’s getting some Pug Carrier buffs, notably the Writ trait giving a substantial buff to symbols. My guardian at least is getting some nice changes.
Engineer:
The one class with most drastic changes. Nerf here and there, Buffs here and there. I guess can’t give an opinion on that until after some gameplay since I’m not as familiar with it compared to the others.
Engi’s getting some nice changes for pure condi or hybrid builds so far.
(bolded crap is mine, couldnt be bothered to split the quote)
Overall, I’m hoping the traits that boost damage will now also boost the inflicted condition damage. Not hoping too hard however, bit of a longshot. The vuln change was already pretty big.
Fear never inflicted damage. Terror is what allowed it to inflict damage, specifically. The damage acquired from the trait was a flat per second amount, so it had no formula.
Fear with Terror at level 80 on live is 302 + 0.25*CondiDmg. Source
Will ‘receive the light’ get a new animation?
Ranger—nerf —nerf -- nerf.
Maybe one day anet will listen to their paying customers instead of giving them the 5 finger salute. But Anet knows best.
I can just imagine that you had this all planned out ahead of time. Then it turned out that ranger got a lot of buffs. So you had to decide what to do. Since you came up with something creative you decided to post it anyway. I understand.
No changes to guard shield
Anet you know it needs some love and so does everyone else!
Elixir-infused bombs gone
Goodbye any reason to use bombs as a whole
How about for being engineer’s strongest autoattack? Change to burning will make the firebomb much stronger too.
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
Burning stacks in intensity. Sounds like a huge buff to Guardians to me.
I guess its too late for this round of class updates, but I’d like to see “reduce falling damage” moved to slot skills. I think having it as a passive on healing skills or on signets would work. This would let us get the protection when we think it would be useful but not needing us to pick the trait line that has “reduce falling”.
pls explain quick breathing
Burning stacks in intensity. Sounds like a huge buff to Guardians to me.
Except that each stack does about one-third to one-half of what it does on live, depending on condition damage.