Might nerf, but better (static) communication
I like the changes, but have some doubts about two of them:
- With might nerfed, does sigil of battle still needs nerfing? Anet’s balance history usually tells us that when they double nerf something, it gets overnerfed, so I wonder if one change still requires the other.
- Elementalist’s scepter changes are too small to make a difference. Perhaps they will help in PvP, but the weak AAs will still hurt its PvE viability. Also, Shatterstone is a weak skill under a high casting time. Fixing the cast time won’t make it the effect any less weak.
I love the guardian’s and mesmer’s changes.
“Rush: Adjusted the animation and attack radius of this skill to hit much more consistently.” is this true ? is this even guild wars anymore?
Overall I like the change.
The lightning whip change to stop the exploit is really nice. Overall, these little change to engineer and elementalist will tone down just a little their dmg in sPvP, which is a good step. Not overnerf them because of ppl complening about the cele ele and engineer.
The big controversy will be the Might nerf. In PvE, this will change about nothing. Everybody will do a bit less dmg in organized group, but most pugs group will never see any different. But it won’t change a thing is how we play.
In sPvP this will mostly hurt Elementalist, Engineer and Warrior because they are the one that profit the most of the might and sigil of battle. For the first two, this won’t be much of a problem since they were just a little op recently. We’ll see what are the final result in-game, but I think this will help balancing PvP a bit.
For the warrior, its gonna hurt the profession a lot. This ways their main thing is PvP and one of the reason they were still competitive. They were able to pump a lot of might, more than ele or engineer and nerf will hurt them a lot since Warrior were not in such a good place in sPvP these days. Warrior will have some bad time ahead of them in sPvP I believe. Maybe a small buff to the Longbow would have been nice to not overnerf the warrior in sPvP.
The big controversy will be the Might nerf. In PvE, this will change about nothing. Everybody will do a bit less dmg in organized group, but most pugs group will never see any different. But it won’t change a thing is how we play.
Won’t change how you play. Will change how I play and change who I play with. Maybe you aren’t good enough to notice the lack of DPS in parties that aren’t full zerk (which makes you bad), but plenty of us are. It will make PuG runs last that much longer. If you think it won’t you’re being purposefully ignorant.
It’s these nerfing DPS changes that make me really really really want the ability to gear check other players.
I like the changes, but have some doubts about two of them:
- With might nerfed, does sigil of battle still needs nerfing? Anet’s balance history usually tells us that when they double nerf something, it gets overnerfed, so I wonder if one change still requires the other.
This. They always double nerf and it’s always too much. Perhaps it’s because they have so few balance patches they feel like they must “do it right” the first time.
I sure hope they didn’t decide to nerf might because of PvE (dungeons in particular) because the reason people breeze through them is not because of might but rather because they are so old people have learned all the tricks.
The big controversy will be the Might nerf. In PvE, this will change about nothing. Everybody will do a bit less dmg in organized group, but most pugs group will never see any different. But it won’t change a thing is how we play.
Won’t change how you play. Will change how I play and change who I play with. Maybe you aren’t good enough to notice the lack of DPS in parties that aren’t full zerk (which makes you bad), but plenty of us are. It will make PuG runs last that much longer. If you think it won’t you’re being purposefully ignorant.
It’s these nerfing DPS changes that make me really really really want the ability to gear check other players.
Glad to know I won’t be playing with condescending cat-holes like you
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Good.
/15chars
I am a little worried about how these changes will affect Warrior in PvP (and I don’t play Warrior…ever, really). I think Warriors are due for some small buffs in compensation, but I’m willing to wait to see how these changes alter the balance. It may turn out that with Celemenatlists and celestial Engies being brought down, they may not be in as bad of a position.
The big controversy will be the Might nerf. In PvE, this will change about nothing. Everybody will do a bit less dmg in organized group, but most pugs group will never see any different. But it won’t change a thing is how we play.
Won’t change how you play. Will change how I play and change who I play with. Maybe you aren’t good enough to notice the lack of DPS in parties that aren’t full zerk (which makes you bad), but plenty of us are. It will make PuG runs last that much longer. If you think it won’t you’re being purposefully ignorant.
It’s these nerfing DPS changes that make me really really really want the ability to gear check other players.
Oh, no! A PUG will take 12 minutes to clear CoF instead of 8! The horror.
-Mike O’Brien
Because we can’t be angry about both?
Oh, no! A PUG will take 12 minutes to clear CoF instead of 8! The horror.
More like 9minutes instead of 8.
Might’s only a portion of your damage, and it’s getting about a 15%~ nerf. As others have pointed out, this won’t be a game changer in PvE. It’ll slightly increase clear times of organized groups, and will bring Might’s value more in-line with other boons.
this … will bring Might’s value more in-line with other boons.
Explain please? I’m curious how you make comparison between boons.
A PuG carried by a mightstacker PS warrior/elementalist might wipe attempting a SEp1 triple golem stack. Aside from that the overall change in speed is unlikely to exceed 10% given that much of the time is spent running, not really fighting.
This will affect raids and WvW zergs far more when people actually make a point to mightstack much of the time, and may cause close calls in Triple Wurm/Tequatl to turn into full fails.
A PuG carried by a mightstacker PS warrior/elementalist might wipe attempting a SEp1 triple golem stack. Aside from that the overall change in speed is unlikely to exceed 10% given that much of the time is spent running, not really fighting.
This will affect raids and WvW zergs far more when people actually make a point to mightstack much of the time, and may cause close calls in Triple Wurm/Tequatl to turn into full fails.
What causes wipes there is pugs not knowing what on earth the golem’s attacks do and how to deal with it, not a slight DPS drop from a might nerf.
https://www.guildwars2.com/en/news/preview-of-upcoming-balance-changes/
I’m not a fan of the nerf to might, but do appreciate the addition of explanations for why specific changes have been made.
Cookies to the dev team
Now give me back my might, pls :P
Same thought ran through my head, meh to the Might nerf, but happy to see communication, and the explanations to why.
Superior Sigil of Strength was already borderline the same as sigil of battle now it should be better over all. The changes to the sigil realty not going to changes much but the -5 power from might to a point will but only at high stacks. I think ppl are making this a lot about nothing like always. The first day of info is the worst day of reason.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
It took Anet 2 years to learn why other devs for just about any other game explain the reasons for upcoming patches…
Was it really that hard???
The majority of the “dev notes” for this upcoming patch are completely useless (relative to other games) but it is a step in the right direction.
2 years…….
The big controversy will be the Might nerf. In PvE, this will change about nothing. Everybody will do a bit less dmg in organized group, but most pugs group will never see any different. But it won’t change a thing is how we play.
Won’t change how you play. Will change how I play and change who I play with. Maybe you aren’t good enough to notice the lack of DPS in parties that aren’t full zerk (which makes you bad), but plenty of us are. It will make PuG runs last that much longer. If you think it won’t you’re being purposefully ignorant.
It’s these nerfing DPS changes that make me really really really want the ability to gear check other players.
Oh, no! A PUG will take 12 minutes to clear CoF instead of 8! The horror.
I guarantee they’ll spend more time bawling about it then it will add to anything.
I’m thinking more like 8m30s at most instead of 8m.
Probably not even that.
I don’t have any strong opinions on the actual changes, but I do agree with the OP that the communication was excellent here.
Nice job.
Might might get a 15% nerf, yes
But actual power for a pug carried party drops about 3.5-5% …. the fact is this is but an illusion. It will add 3-5 seconds to some bosses, MAYBE.
I’d suggest you all just make sure you buy another exotic zerk weapon and add a sigil of night and force , or make some dedicated weapons, and buy some powerfullpotions of X-slaying, you will add quite some damage.
If we’d all do so we’d as party still gain 10-15 % dmg. With a minor investment, as most speedrunners still refuse to bring food and utility.
For speedrunners, not taking dedicated food should be a reason to kick from party the fact people refuse to mitigate all incoming dmg by 10% and buff outgoing by 10% for a few silvers is stupid and a good reason to kick, especially in full runs. The food has been corrected and so there are no reasons anymore NOT to use it.
This might business is important, buta lot of wannabee zerk runs refuse to stack might. Leaving this change for wannabee Zerkers sometimes completely unimportant and thus ignored…. just using the 7 stacks from GS, and FGJ.
I like seeing the reasons why,
I might agree for power, but do not for condition damage however, certainly not in PvE. Also for PvE the might change is unwanted and unneccessary IMHO. It will not slow the melee dungeon train: If the boss in ac dies in 5 seconds now or in 6 seconds then it doesn’t matter, It hurts people who are starting, not vets.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
It took Anet 2 years to learn why other devs for just about any other game explain the reasons for upcoming patches…
Was it really that hard???
The majority of the “dev notes” for this upcoming patch are completely useless (relative to other games) but it is a step in the right direction.
2 years…….
It’s like training a dog. Give cookies for baby steps towards the desired behavior :-)
It took Anet 2 years to learn why other devs for just about any other game explain the reasons for upcoming patches…
They did the same thing with previous balance patches btw
Northern Shiverpeaks
I’m good at adapting to change. So, these changes will not affect me.
I realize that I am a minority.
It took Anet 2 years to learn why other devs for just about any other game explain the reasons for upcoming patches…
They did the same thing with previous balance patches btw
Where? All the ones I can find are just lists of changes per profession with no reasoning provided.
For example, https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-November-4-2014/first had a fair number of balance changes, but didn’t discuss them at all.
They’re mostly discussed in the patch previews, not in the updates notes.
ex: https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview-Updated-Nov-6th
Northern Shiverpeaks
The big controversy will be the Might nerf. In PvE, this will change about nothing. Everybody will do a bit less dmg in organized group, but most pugs group will never see any different. But it won’t change a thing is how we play.
Won’t change how you play. Will change how I play and change who I play with. Maybe you aren’t good enough to notice the lack of DPS in parties that aren’t full zerk (which makes you bad), but plenty of us are. It will make PuG runs last that much longer. If you think it won’t you’re being purposefully ignorant.
It’s these nerfing DPS changes that make me really really really want the ability to gear check other players.
WOW. First of all, i’m a filthy elitist that play zerker meta, try to speed run everything and have all profession ready to swap so I can always have the best composition possible when I do dungeon. I don’t know what stuff you are taking, but I think you hallucinated a LOT of words that wasn’t in my post.
Second of all, some ppl said the same about the ferocity nerf. OMG dps will be so much more important now that its nerf. Everybody will ask for gear check now because otherwise it will take SO MUCH MORE TIME, we are all doom, anet keep nerfing everything to the ground, now 100% maximum dps will be out only option if we want to complete in a reasonable amount of time. All that kitten was shout in the forum and the ferocity nerf patch was 5 times worth than this one. Guess what, nothing changed. We adapted, we evolved, it wasn’t the end of the world, everything was fine. And it will be the same with the path. Ppl will cry like babies, other will be a bit sad but will get over it and in a couple months nobody will talk about it anymore. Just like the ferocity nerf path.
Finally, what will change if how you play? I don’t mean : Oh i’ll be more strick with pugs. I mean with your perfect party, what will change? Will you don’t try to get 25stack of might? Will you get might from another source? Most pll will play about the same way, they will just all do a 3-4% less dmg.
This is a good change for exactly the reasons they stated. This alone may make the cele meta a bit more tolerable.
More like 9minutes instead of 8.
More like 8 minutes and 5 seconds instead of 8 minutes – a substantial part of every dungeon run is dialogue and running from place to place, and a 3-4% DPS hit at full might is a rounding error on your time to kill.