Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
A message from the Skills Team:
“Hey fellow Tyrians! We’d like to let you know the skills team is working on changes Coalescence of Ruin and Scorched Earth so that different players using those skills on a foe will each be able to hit. The current behavior was an unintended consequence introduced with the 1/26 build.
We’re implementing some background changes now and going to test them out as soon as our internal builds allow. It may still be some time before we’re able to get these changes to live, but they’re coming!"
Well, this is a relief.
Is the intent of the fix going to make it a per-skill basis?
So if I shoot 2x Scorched Earth I can hit the enemy twice per 0.5s?
Right now if I’m alone I can stack multiples of the same skill but only one will function.
Is the intent of the fix going to make it a per-skill basis?
So if I shoot 2x Scorched Earth I can hit the enemy twice per 0.5s?
Right now if I’m alone I can stack multiples of the same skill but only one will function.
Its gonna be per character i suppose, so that the limit only effects you
A message from the Skills Team:
“Hey fellow Tyrians! We’d like to let you know the skills team is working on changes Coalescence of Ruin and Scorched Earth so that different players using those skills on a foe will each be able to hit. The current behavior was an unintended consequence introduced with the 1/26 build.We’re implementing some background changes now and going to test them out as soon as our internal builds allow. It may still be some time before we’re able to get these changes to live, but they’re coming!"
Unintended but not really unexpected… Mesmer Focus 4 for instance does something similar on the swiftness between players, but I think that was intended. It’s good that it wasn’t the intended outcome on Coalescence and Scorched, but when you make a player immune to being rehit, that should have really been expected… Glad to hear they are going to be fixed.
Is the intent of the fix going to make it a per-skill basis?
So if I shoot 2x Scorched Earth I can hit the enemy twice per 0.5s?
Right now if I’m alone I can stack multiples of the same skill but only one will function.Its gonna be per character i suppose, so that the limit only effects you
I hope not, that would still be really awkward.
NONONONONONO! Pls not! WvW is finaly playable without 14k+ CoR´s at every corner.
Now im sad
NONONONONONO! Pls not! WvW is finaly playable without 14k+ CoR´s at every corner.
Now im sad
It shouldn’t be any different than if you were standing in multiple lava fonts.
NONONONONONO! Pls not! WvW is finaly playable without 14k+ CoR´s at every corner.
Now im sad
It shouldn’t be any different than if you were standing in multiple lava fonts.
It is ok by now. You dont that much CoR´s around after the patch. So many people praised anet for this change.
And now…. Back to One Shot everything hahahahaha….
Another reason to avoid WvW. You really really want to push wvw’ers outside of their favorite game mode, aren’t you?
It’s just another proof that you don’t care about our feedback.
Cool and all but this skill remains bugged as kitten. Hopefully we get a rework on it.
CoR skill should be removed from the game. It is a nightmare.
NONONONONONO! Pls not! WvW is finaly playable without 14k+ CoR´s at every corner.
Now im sad
It shouldn’t be any different than if you were standing in multiple lava fonts.
I keep seeing this argument from CoR lovers but it is so bad…
Lava Font:
CoR
Why do people ignore these facts when arguing why this skill is not in need of balance? This past week has been such a nice break from this horrible skill. It makes WvW nearly unplayable.
NONONONONONO! Pls not! WvW is finaly playable without 14k+ CoR´s at every corner.
Now im sad
It shouldn’t be any different than if you were standing in multiple lava fonts.
It is ok by now. You dont that much CoR´s around after the patch. So many people praised anet for this change.
And now…. Back to One Shot everything hahahahaha….
And a GLOBAL ICD is acceptable ?
What planet are we on again that punishes coordination ?
Just tone down the damage of CoR make it so each impact zone can only be triggered once per cast, per target. Then increase the cooldown of the skill from 4 second CD to a 6 second CD.
There problem solved for WvW.
Also if you get spiked out by two or more congrats, welcome to WvW it’s no different than the old RatWells nonsense.
Scorched Earth is an even easier fix, make it one contiguous field, increase base damage and burning slightly.
NONONONONONO! Pls not! WvW is finaly playable without 14k+ CoR´s at every corner.
Now im sad
It shouldn’t be any different than if you were standing in multiple lava fonts.
I keep seeing this argument from CoR lovers but it is so bad…
Lava Font:
- channeling damage skill
- it is stationary
- it has a red ring on the ground to indicate where it is.
CoR
- All damage is instant
- It moves very quickly
- The earthquake effect animation is sometimes culled or is easily obfuscated
Why do people ignore these facts when arguing why this skill is not in need of balance? This past week has been such a nice break from this horrible skill. It makes WvW nearly unplayable.
It was balanced. Anet is just making it so that more than one person can use the skill.
You guys should really consider swapping the dmg of CoR, so that the highest hit is at close range. Would help make WVW a bit more fun, less massive ranged pressure! Would also make hammer a bit more skill oriented as you have to get close and aim right to get the most dmg
What planet are we on again that punishes coordination ?
Tell me more about coordination a on 2 sec brainless spamming skill. Oh wait, 4 sec now. Lol coordination.
NONONONONONO! Pls not! WvW is finaly playable without 14k+ CoR´s at every corner.
Now im sad
Right? This was a breath of fresh air and now we’re back to just watching ZvZ of CoR spam. 2s → 4s cd means absolutely nothing.
What planet are we on again that punishes coordination ?
Tell me more about coordination a on 2 sec brainless spamming skill. Oh wait, 4 sec now. Lol coordination.
Love out of context quotes, they make your point infinitely less valid. I never once said the skills were perfectly balanced, quite the opposite. Continue reading next time and maybe you’ll understand.
This is good to hear, and yes this needs to happen. Dmg needs to be assessed per player, as opposed to simply looking at the skill globally. It may be the same skills, but it’s not the same source.
This would be akin to adding an internal cooldown to lava font, having 2 eles cast it in close succession, and due to the icd the 2nd ele does 0 damage period because the game doesn’t recognize the skill cast from 2 different sources. Each one should get the initial damage tick then be individually subject to the icd. This way both players can contribute to the damage being done, not being locked out just because someone else used the same skill a split second before they did.
Essentially, it’s a similar issue to what we had with conditions originally.
This is a great change.
One friendly player should not be able to negate the damage of another friendly player through bad (or good) timing.
For the players who are concerned about WvW, all I have to say is there are better ways to accomplish what you’re looking for rather than a bad solution that inadvertently does the job.
This is a great change.
One friendly player should not be able to negate the damage of another friendly player through bad (or good) timing.
For the players who are concerned about WvW, all I have to say is there are better ways to accomplish what you’re looking for rather than a bad solution that inadvertently does the job.
I completely agree. Fact of the matter is it’d come down to nerfing the coefficient by like 50%, though, which obviously people would get very upset about.
A message from the Skills Team:
The current behavior was an unintended consequence introduced with the 1/26 build.
Hello Gaile,
Without being sarcastic i would like to let you know about another unintended consequence with the 1/26 patch.
Its the mesmer part of the update. Its pretty broken atm and its in a sad state in pvp.
It would be really nice if you can let us know if someone is looking into that part.
Thanks anyway!
Ps. i really loved your frog in gw1
What planet are we on again that punishes coordination ?
Tell me more about coordination a on 2 sec brainless spamming skill. Oh wait, 4 sec now. Lol coordination.
Love out of context quotes, they make your point infinitely less valid. I never once said the skills were perfectly balanced, quite the opposite. Continue reading next time and maybe you’ll understand.
In WvW. the global ICD prevents spammers for being rewarded for braindead gameplay. CoR is the absolute opposite of skillful play.
And the fact Anet will “fix” the global ICD and won’t tone down damage confort me in my opinion. They want to reward bad spamming gameplay. Not coordination.
NONONONONONO! Pls not! WvW is finaly playable without 14k+ CoR´s at every corner.
Now im sad
It shouldn’t be any different than if you were standing in multiple lava fonts.
It is ok by now. You dont that much CoR´s around after the patch. So many people praised anet for this change.
And now…. Back to One Shot everything hahahahaha….
And a GLOBAL ICD is acceptable ?
What planet are we on again that punishes coordination ?
Just tone down the damage of CoR make it so each impact zone can only be triggered once per cast, per target. Then increase the cooldown of the skill from 4 second CD to a 6 second CD.
There problem solved for WvW.
Also if you get spiked out by two or more congrats, welcome to WvW it’s no different than the old RatWells nonsense.
Scorched Earth is an even easier fix, make it one contiguous field, increase base damage and burning slightly.
To be honest …
I would LOVE to just nerf the dmg and not have this stupid 0.5sek thing.
I
What planet are we on again that punishes coordination ?
Tell me more about coordination a on 2 sec brainless spamming skill. Oh wait, 4 sec now. Lol coordination.
Love out of context quotes, they make your point infinitely less valid. I never once said the skills were perfectly balanced, quite the opposite. Continue reading next time and maybe you’ll understand.
In WvW. the global ICD prevents spammers for being rewarded for braindead gameplay. CoR is the absolute opposite of skillful play.
And the fact Anet will “fix” the global ICD and won’t tone down damage confort me in my opinion. They want to reward bad spamming gameplay. Not coordination.
WvW is not the only gamemode, you do know that? You wont hear pvp-ers or pve-ers complaining. And what is next? nerf all ranged powerfull attacks?
in my opinion certain skills should be seperated for pve/pvp/wvw (just like gw 1 did long ago). It stops team A advocating for nerfs for skills which team B and C will not be happy about.
(edited by particlepinata.9865)
A message from the Skills Team:
The current behavior was an unintended consequence introduced with the 1/26 build.Hello Gaile,
Without being sarcastic i would like to let you know about another unintended consequence with the 1/26 patch.
Its the mesmer part of the update. Its pretty broken atm and its in a sad state in pvp.
It would be really nice if you can let us know if someone is looking into that part.Thanks anyway!
Ps. i really loved your frog in gw1
There’s a lot of feedback to read, so please don’t mind if I ask this: Do you have specific areas of concern? Also, did you post in the major feedback thread? I don’t mind asking about this, if I’m able to do so. But a general “it’s broken” isn’t as good as solid evidence.
(And thanks. Froggie is doing well in Old Tyria, but I hope someday to travel with him in the Tyria of today.)
(edited by Gaile Gray.6029)
A message from the Skills Team:
The current behavior was an unintended consequence introduced with the 1/26 build.Hello Gaile,
Without being sarcastic i would like to let you know about another unintended consequence with the 1/26 patch.
Its the mesmer part of the update. Its pretty broken atm and its in a sad state in pvp.
It would be really nice if you can let us know if someone is looking into that part.Thanks anyway!
Ps. i really loved your frog in gw1
There’s a lot of feedback to read, so please don’t mind if I ask this: Do you have specific areas of concern? Also, did you post in the major feedback thread? I don’t mind asking, but a general “it’s broken” isn’t as good as solid evidence.
(And thanks. Froggie is doing well in Old Tyria, but I hope someday to travel with him in the Tyria of today.)
Confirmed: Gaile requires a giant, semi-sentient, bull frog pet for her ranger! (I wonder if that would upset the Hylek? Then again, if Gaile gives good treats, one of them might just volunteer….)
Who’s gonna tell the Devs to get on that?
What planet are we on again that punishes coordination ?
Tell me more about coordination a on 2 sec brainless spamming skill. Oh wait, 4 sec now. Lol coordination.
Love out of context quotes, they make your point infinitely less valid. I never once said the skills were perfectly balanced, quite the opposite. Continue reading next time and maybe you’ll understand.
In WvW. the global ICD prevents spammers for being rewarded for braindead gameplay. CoR is the absolute opposite of skillful play.
And the fact Anet will “fix” the global ICD and won’t tone down damage confort me in my opinion. They want to reward bad spamming gameplay. Not coordination.
Spamming Necro wells is also brain dead game play but it seems to be the Meta.
Idea: revert alacrity to 66%, half duration of all sources of alacrity. Same overall effect, but more multiple mesmer friendly.
A message from the Skills Team:
The current behavior was an unintended consequence introduced with the 1/26 build.Hello Gaile,
Without being sarcastic i would like to let you know about another unintended consequence with the 1/26 patch.
Its the mesmer part of the update. Its pretty broken atm and its in a sad state in pvp.
It would be really nice if you can let us know if someone is looking into that part.Thanks anyway!
Ps. i really loved your frog in gw1
There’s a lot of feedback to read, so please don’t mind if I ask this: Do you have specific areas of concern? Also, did you post in the major feedback thread? I don’t mind asking about this, if I’m able to do so. But a general “it’s broken” isn’t as good as solid evidence.
(And thanks. Froggie is doing well in Old Tyria, but I hope someday to travel with him in the Tyria of today.)
I can only talk for WvW but basically having a profession that can do AoE attacks from 1200 range that do as much if not more damage than a thief’s backstab is insane. Being able to do such high damage should come with risk, being able to do it from range lowers the risk immensely. Another issue is cooldown, which is still ridiculously low.
Basically this skill is all benefit. You don’t have to manage energy (low cost), don’t have to time it properly (low cooldown), don’t have to get in melee range and it does huge damage.
I don’t see how it’s remotely comparable to necro wells (lower range, ten times longer cd, pulses damage not instant burst) which actually require coordination or lava font (not sure if the poster was serious about that one).
There’s a lot of feedback to read, so please don’t mind if I ask this: Do you have specific areas of concern? Also, did you post in the major feedback thread? I don’t mind asking about this, if I’m able to do so. But a general “it’s broken” isn’t as good as solid evidence.
I am not Oeps, but the general consensus on the mesmer side was that the “bunker” build was the only viable way to play pre patch. That was rightfully toned down, but mesmers were essentially given nothing in return. With the release of HoT the previously viable builds have fallen far behind the Elite Specialisations and what remains of the Chronomancer post-26th simply can’t keep up.
There is no real “specific area” of concern, it’s just that each individual change adds up to a horrifying total, essentially like you’re trying to kill the disease, the patient and the next of kin all in one go: You halve the effectiveness of Alacrity (which one must reasonably assume all Chronomancer cooldowns were balanced around, ignoring the group buff aspect), you remove Quickness affecting stomps/rezzing, you effectively remove Well of Precognition, you buff classes/builds which were previously known for hard-countering mesmers and you fail to provide any reasonable compensation to more offense-oriented mesmer builds which happened to rely on any of these aspects all at the same time!
Not even debating the validity of any of these changes individually it is clear most of them were focused on eliminating the chrono-bunker, so one has to question why they were not implemented one after another and only after the previous change had clearly failed to achieve its intended goal.
Then there is also the emotional aspect of being told there were many more changes than those outlined in the “preview”, then getting nothing any of the experienced players would consider a substantial improvement (this one explicitly is about emotions and personal opinions and actual hard data might state the opposite, but the players don’t have access to those)
For a more on-topic example relevant to WvW, look at the changes made to Confusion application via Glamours: this achieved much the same effect as CoR (killing huge numbers of players at long range with little to no warning), but it a) could still be counteracted to some extent, b) cost the mesmer almost their entire build to pull off and c) was more or less REMOVED FROM THE GAME as soon as it was “noted to be problematic”. Again mesmers were given nothing to play a similar role (albeit weaker) in WvW even until now. Revenants meanwhile can still use their ONE skill much like before, and less than a week after the patch some aspects of the change are being looked into as “unintended”. How long did it take for Temporal Curtain to get looked at again?
So it’s broken because it isn’t meta?
There is a HUGE difference between meta and broken. e.g. last season the “meta” consisted of 2 bunker mesmer, two revenants and either a druid or a scrapper.
Still, the tempest and the druid were not broken. The warrior and thief were.
Have you played mesmer lately? Ask any pvp player you trust. Go to the mesmer forum and read a random thread of your choice.
As a mesmer, you just can’t compete anymore. That’s what I consider broken.
So it’s broken because it isn’t meta?
There is a HUGE difference between meta and broken. e.g. last season the “meta” consisted of 2 bunker mesmer, two revenants and either a druid or a scrapper.
Still, the tempest and the druid were not broken. The warrior and thief were.Have you played mesmer lately? Ask any pvp player you trust. Go to the mesmer forum and read a random thread of your choice.
As a mesmer, you just can’t compete anymore. That’s what I consider broken.
I read photoloss’ post and the issue makes more sense.
I read photoloss’ post and the issue makes more sense.
You are right, photoloss approach to explain the issue again, might have been the better approach.
I just didn’t want to explain the issue again and again (e.g. I have done it in the feedback thread).
Gaile should know what moves the community and me it made me really sick when she seems to have no clue what’s going on. That just trigger me
Mesmer is now where thief was basically the entire time since the specialization update last summer until the update last week, so sorry if I don’t give a kitten about you being “broken” for a whopping 6 days, I’m sure you’ll find a way to get over it as all the thief mains did
There’s a lot of feedback to read, so please don’t mind if I ask this: Do you have specific areas of concern? Also, did you post in the major feedback thread? I don’t mind asking about this, if I’m able to do so. But a general “it’s broken” isn’t as good as solid evidence.
I am not Oeps, but the general consensus on the mesmer side was that the “bunker” build was the only viable way to play pre patch. That was rightfully toned down, but mesmers were essentially given nothing in return. With the release of HoT the previously viable builds have fallen far behind the Elite Specialisations and what remains of the Chronomancer post-26th simply can’t keep up.
There is no real “specific area” of concern, it’s just that each individual change adds up to a horrifying total, essentially like you’re trying to kill the disease, the patient and the next of kin all in one go: You halve the effectiveness of Alacrity (which one must reasonably assume all Chronomancer cooldowns were balanced around, ignoring the group buff aspect), you remove Quickness affecting stomps/rezzing, you effectively remove Well of Precognition, you buff classes/builds which were previously known for hard-countering mesmers and you fail to provide any reasonable compensation to more offense-oriented mesmer builds which happened to rely on any of these aspects all at the same time!
Not even debating the validity of any of these changes individually it is clear most of them were focused on eliminating the chrono-bunker, so one has to question why they were not implemented one after another and only after the previous change had clearly failed to achieve its intended goal.
Then there is also the emotional aspect of being told there were many more changes than those outlined in the “preview”, then getting nothing any of the experienced players would consider a substantial improvement (this one explicitly is about emotions and personal opinions and actual hard data might state the opposite, but the players don’t have access to those)
For a more on-topic example relevant to WvW, look at the changes made to Confusion application via Glamours: this achieved much the same effect as CoR (killing huge numbers of players at long range with little to no warning), but it a) could still be counteracted to some extent, b) cost the mesmer almost their entire build to pull off and c) was more or less REMOVED FROM THE GAME as soon as it was “noted to be problematic”. Again mesmers were given nothing to play a similar role (albeit weaker) in WvW even until now. Revenants meanwhile can still use their ONE skill much like before, and less than a week after the patch some aspects of the change are being looked into as “unintended”. How long did it take for Temporal Curtain to get looked at again?
Thank you, this is very helpful.
Mesmer is now where thief was basically the entire time since the specialization update last summer until the update last week, so sorry if I don’t give a kitten about you being “broken” for a whopping 6 days, I’m sure you’ll find a way to get over it as all the thief mains did
Not exactly.
First off, even I didn’t main thief, I cared about his position and I posted feedback there too, where they could buff him.
Second, thief was not as bad as warrior. Now, mesmer is at the same level as warrior.
I completely agree. Fact of the matter is it’d come down to nerfing the coefficient by like 50%, though, which obviously people would get very upset about.
People would be upset because that’s not balancing, it’s simply an axe job.
In actual balance everything is worth a value. So lets say, theoretically, a weapon is supposed to have X amount of value. Things like DPS/CC/Heals/etc all have their own values as well that make up that total weapon value. If you reduce the damage on an ability by 50% that value number dramatically shifts downward and thus, balance wise, you have to give that number elsewhere on the weapon.
Coalescence of ruin isn’t going back to it’s original state. The cooldown of the skill will still be doubled and you still won’t be able to be double-hit in the sweetspot. Keep this in mind, they are only fixing an unintended change (which made having more than one hammer revenant or burnzerker next to useless).
(edited by Charr Aznable.7648)
I completely agree. Fact of the matter is it’d come down to nerfing the coefficient by like 50%, though, which obviously people would get very upset about.
People would be upset because that’s not balancing, it’s simply an axe job.
In actual balance everything is worth a value. So lets say, theoretically, a weapon is supposed to have X amount of value. Things like DPS/CC/Heals/etc all have their own values as well that make up that total weapon value. If you reduce the damage on an ability by 50% that value number dramatically shifts downward and thus, balance wise, you have to give that number elsewhere on the weapon.
Flip the damage coefficients on long and close range, then (50% reduction at end, double damage point-blank). As-is the Rev Hammer even without CoR is one of the best ranged options in the game.
I completely agree. Fact of the matter is it’d come down to nerfing the coefficient by like 50%, though, which obviously people would get very upset about.
People would be upset because that’s not balancing, it’s simply an axe job.
In actual balance everything is worth a value. So lets say, theoretically, a weapon is supposed to have X amount of value. Things like DPS/CC/Heals/etc all have their own values as well that make up that total weapon value. If you reduce the damage on an ability by 50% that value number dramatically shifts downward and thus, balance wise, you have to give that number elsewhere on the weapon.
Flip the damage coefficients on long and close range, then (50% reduction at end, double damage point-blank). As-is the Rev Hammer even without CoR is one of the best ranged options in the game.
Oh, so that’s why Hammer is only really used in WvW (to spam with) and open world PvE?
I’d take Ranger Longbow over Rev hammer. Far more utility, actual kiting, keeps targets at range, and can still do good damage.
Before you respond: Hammer #3 is nothing more than a stalling tool. It doesn’t actually help very much. It’s slow, has a long animation, and doesn’t help keep targets away. Hammer #4 is just a bit too slow. Hammer #5 is complete trash.
So really, the only true reason to pick Hammer is CoR spam or because you’re fighting something that demands range.
I can only talk for WvW but basically having a profession that can do AoE attacks from 1200 range that do as much if not more damage than a thief’s backstab is insane. Being able to do such high damage should come with risk, being able to do it from range lowers the risk immensely. Another issue is cooldown, which is still ridiculously low.
Basically this skill is all benefit. You don’t have to manage energy (low cost), don’t have to time it properly (low cooldown), don’t have to get in melee range and it does huge damage.
Gaile,
This is your answer to what’s still wrong with CoR.
Really? I mean do you guys even realize what this does in wvw? One example. Last week, me playing ele, running in to a big zerg. In that zerg of 50 people, there are 3 revetments targeting me and are doing so each time we run in to this group. How i know? In my combat log i always find 3 coalesence hitting after each other, all of them doing 10-14 k each. Which is a total of over 30 k damage. My hp is 15 k.
Now you could always argue, my god learn to dodge. And yeah i could if i knew they were throwing it at me, but since they can hide in a zerg i have no possibility to dodge this. It will hit me and i will go down and instant die without any down state.
Since i mostly play support ele i am used to being a target and very aware of my surrounding, and what i have around me and on a constant move. The issue i have at this point are not the havok groups, i can deal with them and dodge them because i can see them or predict them. I can not dodge the hammer 2 so when i get targeted it is instant death for me as in bam/dead.
Hammer 2 in pve and pvp makes sense because i can see it, in wvw it is not a good idea at all, it is a plague and no you can not count necro damage as someone did above as the same thing. I can see necro damage, it is not invisible to me, hammer 2 is.
I thought the limitation was intended, now i am just sad when i realize it is coming back, especially after so man of us in wvw have complained about it in forums.
Keeping wvw in mind, at least bring changes that makes the amount of damage CoR does on low cd (4s still too low, with no changes to damage coefficients) require skill and coordination.
(edited by CrimsonNeonite.1048)
While I did enjoy the consequence of this “bug”, I will reluctantly admit that it wouldn’t have been a good way to nerf a skill. So kudos on the fix.
However, I would strongly urge you to have a thorough look at what Herald is doing to WvW in general.
edit:
To make this post just a little constructive, I’ll reiterate some of the suggestions I’ve made before regarding Herald and hammer:
1. Make the herald utilities share the facet instead of the boons, change facets to only apply boons to the target itself, and slightly reduce uptime.
Reason: stacking multiple revenants in one party allows for way too much boon uptime. By sharing the facets instead, two revs would be able to provide 2 different boons to the party but not double the amount of the same boon.
A revenant can currently pre-stack 25seconds of fury (40s with F2 active). That’s too much. They should be able to stack a bit for themselves using F2, but party-wide ticks of the facet should not overlap.
The same goes for might. Reduce the might from facet of strength so that the rev can keep up ~10 stack on himself and ~6-7 on the party.
2. Make Facet of Nature private and reduce the upkeep to -1. Once again, the potential for party-wide boon stacking is simply way too high right now.
3. Reduce Hammer Bolt damage modifier to 0.85, CoR to 1.25/1.5/1.75, Phase Smash to 1.5, and Drop the Hammer to 1.25. Reduce the casting time of Drop the Hammer to 1s to improve its utility function.
4. Rework Cruel Repercussion. It needs a completely different functionality.
5. Make barriers and lines (Line of Warding etc.) stop CoR. Given how the skill works and looks, making it reflectable would seem a bit odd. I propose a new mechanic where barrier skills simply stop its progression.
Honestly, I’m finding it really hard to come up with a good solution for the Herald utilities. Passive boon stacking is extremely difficult to balance because it will inevitably either be required or useless, depending on its strength (because skills will have to be balanced around it). The reductions I propose may seem dramatic. They are. The current ability of revenant parties to maintain full offensive boon stacks with no active effort or skill use is just beyond ridiculous.
(edited by vana.5467)
So CoR critical attacks for a lot of damage against glass cannons?
While I did enjoy the consequence of this “bug”, I will reluctantly admit that it wouldn’t have been a good way to nerf a skill. So kudos on the fix.
However, I would strongly urge you to have a thorough look at what Herald is doing to WvW in general.
edit:
To make this post just a little constructive, I’ll reiterate some of the suggestions I’ve made before regarding Herald and hammer:1. Make the herald utilities share the facet instead of the boons, change facets to only apply boons to the target itself, and slightly reduce uptime.
Reason: stacking multiple revenants in one party allows for way too much boon uptime. By sharing the facets instead, two revs would be able to provide 2 different boons to the party but not double the amount of the same boon.
A revenant can currently pre-stack 25seconds of fury (40s with F2 active). That’s too much. They should be able to stack a bit for themselves using F2, but party-wide ticks of the facet should not overlap.
The same goes for might. Reduce the might from facet of strength so that the rev can keep up ~10 stack on himself and ~6-7 on the party.2. Make Facet of Nature private and reduce the upkeep to -1. Once again, the potential for party-wide boon stacking is simply way too high right now.
3. Reduce Hammer Bolt damage modifier to 0.85, CoR to 1.25/1.5/1.75, Phase Smash to 1.5, and Drop the Hammer to 1.25. Reduce the casting time of Drop the Hammer to 1s to improve its utility function.
4. Rework Cruel Repercussion. It needs a completely different functionality.
5. Make barriers and lines (Line of Warding etc.) stop CoR. Given how the skill works and looks, making it reflectable would seem a bit odd. I propose a new mechanic where barrier skills simply stop its progression.
Honestly, I’m finding it really hard to come up with a good solution for the Herald utilities. Passive boon stacking is extremely difficult to balance because it will inevitably either be required or useless, depending on its strength (because skills will have to be balanced around it). The reductions I propose may seem dramatic. They are. The current ability of revenant parties to maintain full offensive boon stacks with no active effort or skill use is just beyond ridiculous.
Nice armor value. I shall start complain too about getting one shoted in full glass. Did i mentioned hammer being crap in spvp and pve thanks to wvw? Do you even understand balance and what would happen if these changes made it live?
Do you have any idea about other classes like dh or berserker which are both capable of dealing even higher damage? Or ranger lb 1 dealing just as much as hammer bolt at max range but on 3/4 cast?
Your changes would make hammer rev the weakest weapon in game. On top of that you want to nerf.. a spec that is specialized in support. The only reason anyone would take rev to raid now is f2. The hate is real.. might as well just remove hammer from revenant and leave them with no range option – were not that far away from it already.
And in case of someone want to continue complain about damage – there are wvw builds being capable of dealing good damage while also being tanky. You wont crit these for more than 4k in full berserker gear and scholar runes let it be CoR at max range or true shot.
(edited by Burtnik.5218)
Nice armor value. I shall start complain too about getting one shoted in full glass.
If you’re getting one-shot by a single skill at 1200 range then I will fully support your complaint. Regardless of armor level, any skill being able to hit a target for substantially more than their base health is absurd. How anyone could argue against that is beyond me (and yes, that extends to True Shot, Kill Shot and Gun Flame as well, although they’re substantially less problematic by virtue of being reflectable).
Do you even understand balance and what would happen if these changes made it live?
I understand that it would put revenant hammer in line with the damage-focused ranged weapons that predate HoT.
Your changes would make hammer rev the weakest weapon in game.
See above.
The only reason anyone would take rev to raid now is f2. The hate is real.. might as well just remove hammer from revenant and leave them with no range option – were not that far away from it already.
I’m glad you’re being so rational about this discussion.
If you’re getting one-shot by a single skill at 1200 range then I will fully support your complaint. Regardless of armor level, any skill being able to hit a target for substantially more than their base health is absurd. How anyone could argue against that is beyond me (and yes, that extends to True Shot, Kill Shot and Gun Flame as well, although they’re substantially less problematic by virtue of being reflectable).
I understand that it would put revenant hammer in line with the damage-focused ranged weapons that predate HoT.
So, no single skill should deal more than ~5k?
Well, assuming the balance is split between PvE and PvP, then sure. Although you would also need to drop the sustain and tanking potential considerably.
Otherwise, there are tons of skills that do way above 5k, of which, almost every class has access to.
Speaking of which, if we’re speaking about ranged damage, Revenant Hammer actually has pretty poor DPS. Not that anything even comes close to Ele Staff anyway. Although you said “damage-focused” ranged weapons, so even then, all Rev Hammer has is CoR spam. Ranger Longbow has more utility, better kiting, and still has decent damage. Considering that, why does Revenant Hammer have no kiting potential and a really bad CC? The only upside is the damage (I would gladly trade some of that damage for improvements on the other skills, but the DPS is still terrible).
Not that anything even comes close to comparing to Ele Staff anyway.
Ele staff only does high damage if the target is standing there eating it, in which case they deserve it. Damage goes down a lot vs a moving target
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