June 23 Specialization Changes
Wait wut, did you just nerf Necro. Was that really needed right now?
lol….yes they did (compared to all the other classes’ buffs)…..and no it wasn’t needed.
MARA (EU) Gunnar’s Hold
Sorry for the delay. Enjoy.
ELEMENTALIST
Skills
- Ride the Lightning: Movement speed adjustments no longer affect the intended travel distance.
So I’m curious, do you guys read your patch notes previous to releasing them? Ride the Lightning was never affected by movement speed. It was THE reason for the 20 hit/40 miss cooldown you introduced. It was originally the only movement skill that ignored chill, cripple, swiftness and super speed and people complained that it was impossible to stop. With the update, this will no longer be the case, all movement skills will be like this.
Please remove the hit/miss function as it is TERRIBLE and just make it a static 25 second cooldown or introduce that mechanic for all other movement skills. This double standard being introduced for movement skills on classes is ridiculous.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Is warrior still getting all those skills changes that were talked about last time?
Physical Skill improvements?
Mending made into a physical?
Healing Surge made into a shout?
Healing Signet reduction and given Resistance?
Frenzy having it’s negative effect removed to be inline with other classes?
I’m so looking forward to see condi specs everywhere i go,mesmers spamming torment and confusion while you get 100 random stacks of bleed on you cus a thief happend to roll by you…Oh kitten yeah im so looking forward to playing with these awesome changes !!! Best patch ever Anet ! You really know how to up the skill level!
I’m so looking forward to see condi specs everywhere i go,mesmers spamming torment and confusion while you get 100 random stacks of bleed on you cus a thief happend to roll by you…Oh kitten yeah im so looking forward to playing with these awesome changes !!! Best patch ever Anet ! You really know how to up the skill level!
Cant help but notice some sarcasm in your post
Wait, so if the trait isn’t listed there, it’s gone? So Hide in Plain Sight for Rangers is just gone like that? But you guys just modified it to make it more useful in March, and now you’re just taking it away like that?
Whats the f5 skill for Engineer racials?
I’m so looking forward to see condi specs everywhere i go,mesmers spamming torment and confusion while you get 100 random stacks of bleed on you cus a thief happend to roll by you…Oh kitten yeah im so looking forward to playing with these awesome changes !!! Best patch ever Anet ! You really know how to up the skill level!
Cant help but notice some sarcasm in your post
Yea i don;t see a point in making a serious reply anyways,75% won’t agree some others always play range or condi so they love these changes and i should just “adapt”. Tbh i think this patch will be the killer for me.
Whats the f5 skill for Engineer racials?
Error message appears and the game crashes =D
Considering racial utility skills didn’t have a toolbelt skill. It’ll most likely be the same thing.
- Ice Bow Frost Volley: Damage increased by 25%. Vulnerability application of this ability has been increased from 10 seconds to 15.
- Ice Bow Frost Fan: The damage of this ability has been increased by 25%.
What’s the point of buffing skill which dealt the most aoe dmg in the game? Now ele would be MANDATORY in every dungeon/fractal run… They already are quite essential.
Whats the f5 skill for Engineer racials?
Error message appears and the game crashes =D
Considering racial utility skills didn’t have a toolbelt skill. It’ll most likely be the same thing.
racial utility skills do have toolbelt skills. Radiation Field (asura racial utility skill) for example, has the Vent Radiation toolbelt skill.
Edit (cos I pressed post before I’d actually don): it wouldn’t make sense for racial elites to be the only racial skills that don’t have them.
| 61 Asura | 5 Charr | 2 Norn | 1 Human | 1 Sylvari |
Considering racial utility skills didn’t have a toolbelt skill. It’ll most likely be the same thing.
Oh they do have toolbelt skills Mr.
“Warrior’s Sprint: Move 25% faster while wielding melee weapons. Using a movement skill removes the immobilize condition.”
I think it’s the perfect moment to remove the melee weapon requirement tbh.
- Ice Bow Frost Volley: Damage increased by 25%. Vulnerability application of this ability has been increased from 10 seconds to 15.
- Ice Bow Frost Fan: The damage of this ability has been increased by 25%.
What’s the point of buffing skill which dealt the most aoe dmg in the game? Now ele would be MANDATORY in every dungeon/fractal run… They already are quite essential.
Those 2 are not why the bow is used. They were buffed so that maybe someone will hold the bow instead of dropping it after the Ice Storm.
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
Rangers are competing for that spot. And I can tell you, the competition for the Guardian will be tough.
Because everyone knows gamers REALLY enjoy seeing their classes/professions turned inside-out 3 years into the game and entire games haven’t imploded because developers thought it necessary to do so…..
Really looking forward to relearning all my classes… oh wait… no I’m not.
Here is my constructive feedback on the thief changes. I realize it has gotten a long rant but I would like to encourage you to read and consider these propositions. I mainly write form a PvP point of view which is very much influenced by class balance. In order to decrease the length of this post I only commented on changes I do not agree with/think need change. Some other changes were very well done for which i want to thank Arenanets Developers
SKILLS & GENERAL
- Withdraw: This skill is one of the few things that stands between a thief imminent destruction when being snared/immob. The increase of the cd hits thief pretty hard and the only way around is traiting for it (tricks cd reduce) which only brings it back to the original?. Please restore the cd to its original so the traits actually gives us an advantage?
- Traps: Traps remain weak as they rarely trigger on more than 1 person. Some changes to the functionality are required here (many threats with ideas exist)
- Devourer Venom: Immob duration halved (chainsaw nerf) to account for extra venom charge. Currently it is 2s/strike for 2 strikes = 4sec of immob. It will be 1s/strike for 3 strikes = 3s immob. Hard nerfs for a 40 sec cd skill that will no longer see any play outside venom share now. I suggest putting it on 1.5 sec/strike.
- Chocking Gas: Got nerfed hard a few patches ago already. Will need testing with new condi system but still seems a pretty hard nerf.
TRAITS
Deadly Arts:
Adept:
- Pitty the proposed needletrap on heal was removed as it would have posed a challenging competitor for Mug in a power build. This trait would also have justified the increased Withdraw cooldown. I suggest changing it back and playing with the icd to balance it. It is more fun and skillful than a passive recharge on trap reduction (Trappers Respite)
GrandMaster:
- Improvisation: One random skill category is immediate recharged when you steal. You can use stolen items twice.
Improvisation feels a bit weak (relying on RNG) for a grandmaster and will rarely be picked over Executioner (power build) or Potent Poison (Condi build). Also some of the steal skills (e.g. Trow Gunk v engi, Healing seed v longbow ranger) are quite weak. I propose changing it to one random equipped skill category is recharged but then with and icd to balance it. This will allow for more coordinated play rather than RNG luck (sometimes it does nothing for you)
Critical Strikes:
- Farout the best/only line with creative new traits, posing challenging trait choices
- Removal of ricochet will hit niche builds quite hard tho. Consider rolling it in baseline or merging it with Ankle Shots?
Shadow Arts:
Minor:
- Merciful Ambush: Stealth yourself and your target for 3 seconds when reviving an ally. You revive allies 10% faster. (Former Adept Trickery trait)
Having a res trait as a obligatory minor is quite an annoying change, especially since thiefs in PVP are easy to go down to cleave and in PVE rally is main rezzing mechanic. I suggest swapping with Sorrow’s Embrace in the adept slot since it is a must pick for thiefs that want to play a stealth build. Having it in the adept tree makes the other traits here obsolete. - Meld with Shadows: Stealth from your abilities last 1 second longer.
Currently this does not effect stealth gained through leap/blast finishers. Can this be done to give this trait some more use? Another suggestion is replace it by the current trait Hidden Assassin (might on stealth application) since now we don’t have anyway of stacking might unless going full signet. - Resilience of Shadows: Stealth effects that you apply reduce incoming attack damage by 25%. (Former Shadow Arts Grandmaster)
This trait also got it’s effectiveness halved (Chainsaw nerf). Considering bringing it up to 33%( or even beck to 50% as stealth is an “expensive” and “short” buff) so it is at least on par with protection. Especially if you want us to be ninja nursing downed players.
Adept:
- Last Refuge: Use Blinding Powder when you are struck while below 25% health.
Broken since launch, still not fixed, even after promises made by Devs. All that happened was a switch form a minor to adept to not make it obligatory. This shows a lack of creativity in the thief balancing team. Please remove this trait and change it for something more viable (many threats with creative suggestions are out there) - Shadow’s Embrace: Remove 1 condition every 3 seconds while in stealth.
This trait is the only viable one in the line thus removing the element of choice in the adept tree. I suggest replacing this one with Merciful Ambush in the minor slot.
Master:
- Shadow Protector: When you grant stealth to an ally, they gain 3 seconds of regeneration. This effect no longer has an internal cooldown.
This one also got hit hard (down from 10 sec). There was never and IDC as stated, there was only no application of regen if it was already present. - Hidden Thief: Gain stealth for 2 seconds when stealing from an enemy (automatically affected by Meld with Shadows).
Did you fix the issues of this trait with Mug?
(edited by Prince.7198)
Acrobatics:
Minor:
- Feline Grace: Gain 2 seconds of vigor upon successfully evading an attack. This effect has a 1 second internal cooldown.
This trait has become very weak compared to its predecessor. I suggest removing the ICD (maybe cull duration a small bit). This will make it much more rewarding when you see the multiple evades of for example a grenade barrage fly out., 2 sec of vigor (100%) for an evade does not restore the same amount as it used to (making it a nerf). Especially since now it does not stack with vigor from other sources.
Endless Stamina: The effects of vigor on you are enhanced by 50%.
There is a nice idea here to give thief the original vigor when other classes only get half. However, two classes are granted unconditional endurance regen. (Engi GM: 50% in Adrenal Implant, Ranger Minor: 20% in Natural Vigor) Making those “passive” 100% uptime traits a lot stronger than thief. Knocking thief of the “King” of dodge throne"
GrandMaster:
- Assassin’s Reward: Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
If the healing modifiers remained unchanged this is the same broken/unused trait as it was before. I suggest removing it entirely for something that triggers an effect on evade (like warrior’s reckless dodge, but with the strength of a GM) - Upper Hand: Gain one initiative when you evade an attack. This effect has a 3 second internal cooldown.
This skill is also too weak in comparison with Don’t Stop, removing the element of decission here. I suggest upping ini gain to 2 or reducing icd to 1.
Trickery:
- Not many changes but no hard nerfs, Yay!
THIEF COUNTERS
Engineer:
Tools: Master:
- Lock On: Striking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20 second internal cooldown.
This “passive” master trait counters the entire shadow arts trait line and an entire set of utility skills. Shadow refuge (60 sec cd) is rendered completely useless as engineers with plenty of aoe will always be able to hit and reveal you on a 20 s ICD!!!!
This considering engineers were already very strong over Thiefs (in PvP) and the fact that the steal skill from engineers, trow gunk, (which supposedly should counter them) is the most useless skill in the game. Please Bring this skill in line by drastically increasing the ICD (60 sec). Another option is to change the functionality so that it encourages active play to kill a thief.
(edited by Prince.7198)
Well Lock On competes with “speedy kits” for the adept slot
so don’t expect too many engineers running it 24/7
>> 1) Mortar Shot: Launch an explosive round from your mo*kitten*amaging foes in the target area. <<
I guess they replaced “kitten” (speak: “kitten”) with “kitten”, which is surely much more pleasant.
EDIT: Never mind..
Elementalist on Gandara
Still see allot of very niche fall damage traits.
The necro changes both make me happy and cringe depending on which ones I look at.
Some of the guardian traits also seem lack luster.
Then there is also the fact that the guardian 1 handed sword will be doing about 30% less damage then the mace & hammer (greatsword & scepter will be about 20% less then mace/hammer) with the current traits.
Well Lock On competes with “speedy kits” for the adept slot
so don’t expect too many engineers running it 24/7
Speedykit was nerfed and the engineer now also has Mecha Legs which is like Dogged March with a 25% speed buff. Leaving lock on with its low idc for a good choice if the enemy team has a thief or mesmer in it.
“Spectral Walk: This skill can no longer be activated while in mid-air.”
Rip out my heart, make me cry and kill my favorite skill why don’t you. If there’s a way to petition against this I’m all for it. All other changes I’m sure I can adjust to but not this.
Unfortunately it’s not like they’ll listen but still…
Ye what about Shelter as Mora asked? Is it going to be under the meditations category or consecrations category?
Shelter will not be getting a skill category. It would probably need to be adjusted in someway if we did do it – and it’s fine where it is right now.
Please do this to consume conditions…
I think I should remove this quote given the recent developement.
- Mortar has been converted into a kit and now has the following skills:
- 1) Mortar Shot: Launch an explosive round from your mokittenamaging foes in the target area.
I always wanted a KITTEN MORTAR!!!
Ye what about Shelter as Mora asked? Is it going to be under the meditations category or consecrations category?
Shelter will not be getting a skill category. It would probably need to be adjusted in someway if we did do it – and it’s fine where it is right now.
Please do this to consume conditions…
+1
Sadly the stream ended just as we got to the beastmaster stuff, so this pet-related question didn’t get brought up.
Player stats are now divorced from the trait lines. Are the pets? Currently, if you go up beastmastery, the pet gets stat boosts. Are the added pet stats mentioned in the changelogs additional, or replacing the ‘lost’ stats from the current Beastmaster trait line?
Any idea what happens to the Engineer Pistol, Rifle and Elixirgun range increase Traits?
Baseline or removed?
As far as I know from when they last talked, the range increase traits were taken out and their range decreased. I could be wrong or it could have changed since last time through.
Here’s my feedback on some of the professions.
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…
Actually, it got no buffs for sustained damage outside of PvE whatsoever and was obliterated in PvP.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
After reading this thread to date I can make the following summary of 97% of the posts so far (paraphrasing for simplicity):
“I play a XXXXX and it has been nerfed, but the other classes haven’t” (insert every class for XXXXX).
“You have ignored the YYY players and favoured the ZZZ players with these changes” (YYY can be either PvE or PvP, but whichever you insert for YYY, ZZZ is the other option).
The main issue is that instead of being content with a system that mostly works a vocal minority keeps complaining about the current system (and this applies to all aspects of the game, not just traits) while the content majority being happy with the status quo have been mostly silent. Because of this Anet introduce changes which end up screwing over everyone and then over a period of several months have to readjust all of the changes to make them work properly.
Please remember the following with regard to changes:
1) Your theory on how the changes will affect you will probably not match the actual physical gameplay. (Based upon historical changes where roughly 75% of them did not work as people predicted).
2) Based upon past changes Anet will be readjusting all of this stuff for months after implementation to sort out the stuff that isn’t working properly (but most of the vocal people will claim that they missed all of the stuff that is really over and under powered).
3) The vocal minority does not represent the entire player base – please stop making changes to the game based upon their opinions.
Aww… It seems that my Guardian build is nerfed to oblivion. But I am still happy becouse I am sure these changes will throw around every meta there is now and hopefully this will result in more varied playstyles! It looks like it atleast!
My Engi is nerfed too but I think I have thought of new builds for her This is so awesome!
Guild Leader of Alpha Sgc [ASGC]
After reading this thread to date I can make the following summary of 97% of the posts so far (paraphrasing for simplicity):
“I play a XXXXX and it has been nerfed, but the other classes haven’t” (insert every class for XXXXX).
“You have ignored the YYY players and favoured the ZZZ players with these changes” (YYY can be either PvE or PvP, but whichever you insert for YYY, ZZZ is the other option).The main issue is that instead of being content with a system that mostly works a vocal minority keeps complaining about the current system (and this applies to all aspects of the game, not just traits) while the content majority being happy with the status quo have been mostly silent. Because of this Anet introduce changes which end up screwing over everyone and then over a period of several months have to readjust all of the changes to make them work properly.
Please remember the following with regard to changes:
1) Your theory on how the changes will affect you will probably not match the actual physical gameplay. (Based upon historical changes where roughly 75% of them did not work as people predicted).
2) Based upon past changes Anet will be readjusting all of this stuff for months after implementation to sort out the stuff that isn’t working properly (but most of the vocal people will claim that they missed all of the stuff that is really over and under powered).
3) The vocal minority does not represent the entire player base – please stop making changes to the game based upon their opinions.
Don’t go off topic please. The aim of them sharing the changes before release is so that people can give feedback, each from their own point of view. You are purely speculating over Arenanets code of conduct.
I’m indecisive on my opinion for this change. I like neither the necromancer or ranger changes because I use both in WvW with power builds. Yay stuff my plague and nerf my lich, so why even give us elites if your just going to make them infective for what we use them for. Axe, bye bye, didn’t need the nerf, now we no ranged damage weapon considering staff isn’t massively single target. Trait line nerfs aren’t horrible but more towards power necro would be great, if your going to change the traits to favour blood magic for reaper and condi, please do this when you actually release reaper.
Power ranger is even worse than it originally was, it’s liked in no content and now you make it worse, it can’t even do its job anymore. What place will it have in WvW, and even PvP?
Guardian is nerfed to hell, you have confused half our guardian population, thanks guardian dev, please read the god kitten forums next time.
Ele, thief, warrior all of these I see no issue for me, but some complaints have been made, eg. PP thief, and signet ele. Lots of unneccisary nerfs and making builds restricted and have no variation.
Engi has had a great buff for my play style, original i ran zerker nades but it’s ineffective in WvW, and in was searching for something new at HoT. I deleted my engi in place for thief sadly after reading this I regret it. To people who are nades by heart I feel for you, and what the hell happened to elixir bombs.
Mesmer has gained my favour in these changes because I like using phantoms and condi it seems to favour this.
Almost everybody in the forum is complaining, this should say something to you guys up in anet. At the moment it seems you guys can’t read, don’t WvW, PvP and just casual pve, you have no idea what the players want and am currently thinking you had already designed the patch and just said you would make what we want so we thought you were good devs. If this is the case, look at the outcome.
On note, Anet almost everybody is unhappy, you obviously didn’t read our posts and make it to how we would of liked it. Of all things I think everybody reading this would prefer you to re design your patch to what we want and release it at a later date.
(edited by Jai.3058)
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
Rangers are competing for that spot. And I can tell you, the competition for the Guardian will be tough.
“The devs proving once again that they hate Guardians.” What do you mean? They have been in a great place as first bunker now dps in pvp since the beginning of the game.
^ Usually only characer that i play on
racial utility skills do have toolbelt skills. Radiation Field (asura racial utility skill) for example, has the Vent Radiation toolbelt skill.
Edit (cos I pressed post before I’d actually don): it wouldn’t make sense for racial elites to be the only racial skills that don’t have them.
Considering racial utility skills didn’t have a toolbelt skill. It’ll most likely be the same thing.
Oh they do have toolbelt skills Mr.
My bad, I have too many human chars, their racial toolbelt equivalent does pretty much the same thing as the utility version. Thus I treat them as non existent.
so.. as an engineer I’m supposed to just use my gun to shoot things on the wall in wvw?
The default grenade range at 1200 was useless already for attacking keeps. Now that the default is 900 that will make the trait’d version useless also.
Every class should have some sort of ranged aoe barrage for wvw and this just makes engi not able to defend keeps as well as all the others.
+1 for:
Juggernaut: Gain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower.
(edited by mrme.5817)
Because everyone knows gamers REALLY enjoy seeing their classes/professions turned inside-out 3 years into the game and entire games haven’t imploded because developers thought it necessary to do so…..
Really looking forward to relearning all my classes… oh wait… no I’m not.
If the devs actually made the classes harder this is fine. Mostly, they did not.
^ Usually only characer that i play on
Here is my constructive feedback on the thief changes. I realize it has gotten a long rant but I would like to encourage you to read and consider these propositions. I mainly write form a PvP point of view which is very much influenced by class balance. In order to decrease the length of this post I only commented on changes I do not agree with/think need change. Some other changes were very well done for which i want to thank Arenanets Developers
SKILLS & GENERAL
- Withdraw: This skill is one of the few things that stands between a thief imminent destruction when being snared/immob. The increase of the cd hits thief pretty hard and the only way around is traiting for it (tricks cd reduce) which only brings it back to the original?. Please restore the cd to its original so the traits actually gives us an advantage?
- Traps: Traps remain weak as they rarely trigger on more than 1 person. Some changes to the functionality are required here (many threats with ideas exist)
- Devourer Venom: Immob duration halved (chainsaw nerf) to account for extra venom charge. Currently it is 2s/strike for 2 strikes = 4sec of immob. It will be 1s/strike for 3 strikes = 3s immob. Hard nerfs for a 40 sec cd skill that will no longer see any play outside venom share now. I suggest putting it on 1.5 sec/strike.
- Chocking Gas: Got nerfed hard a few patches ago already. Will need testing with new condi system but still seems a pretty hard nerf.
Withdraw was very very strong in pvp so the nerf was deserved. Remember though the heal is increased a bit.
“thief imminent destruction when being snared/immob”
Now a dodge will have to stand between that. Or the acrobatics trait that makes thief immune to one immob every 10 seconds.
^ Usually only characer that i play on
Every class should have some sort of ranged aoe barrage for wvw and this just makes engi not able to defend keeps as well as all the others.
Thieves? Without their pistol traits, their default on pistol or shortbow is 900 too.
Edit: Guardians are also short ranged until they can elite spec into Dragonhunter.
so.. as an engineer I’m supposed to just use my gun to shoot things on the wall in wvw?
The default grenade range at 1200 was useless already for attacking keeps. Now that the default is 900 that will make the trait’d version useless also.
Every class should have some sort of ranged aoe barrage for wvw and this just makes engi not able to defend keeps as well as all the others.
Agreed nades is rendered useless hopefully mortar kit brings us something in compensation.
Warrior Arms GM Minor:
Bloodlust: Deal 5% additional damage to bleeding foes. Bleeding you inflict lasts 33% longer.Does this really need to go down to 33%? That means with a 45% bleed duration rune set and a 20% sigil you’re stuck at 98% bleeding duration bonus.
If you absolutely must nerf it down from 50%, at least leave it at 35.
Is 98% too little?!!
^ Usually only characer that i play on
Symbolic Avenger: You deal more damage to enemies standing in your symbols.
Is it still 20%? Be precise man…
Warrior Arms GM Minor:
Bloodlust: Deal 5% additional damage to bleeding foes. Bleeding you inflict lasts 33% longer.Does this really need to go down to 33%? That means with a 45% bleed duration rune set and a 20% sigil you’re stuck at 98% bleeding duration bonus.
If you absolutely must nerf it down from 50%, at least leave it at 35.
Is 98% too little?!!
^
By Bear, all the movement nerf , like the game wasn’t slow :/
My recent thief build is taking an arrow to the knee because i either have to select deadly arts (which i don’t care about) for traps, or go balls to the wall into shadow arts (which i really just want for condi cleanse on stealth).
Will it be possible for elementalists to have a burning condi. meta? Right now it’s waaaaaaaaaaaay too weak. It seems kinda surprising how well guardians will perform, but I for one would welcome a burning meta, we’re… elementalists after all.
Blowtorch and glue shot are unchanged? Elixir C is still unuseable?