If you don't like the balance changes, say why here
I disagree with the blanket nerf to pet damage for Rangers.
I still dislike that there is not enough separation between PvP balance and PvE balance.
I dislike that the idea of balance is to nerf to the lowest rung on the pole rather than picking a baseline of a working build and bringing the rest of the builds up to par.
I agree. Some of the changes they made seemed to be rooted in PvE problems. Then they nerfed some classes without compensating with a good set of buffs to make up for the nerf. However, the meta usually takes about a week to settle in so we will see. I hear about some kind of shout ranger build that is really good now. So I think Anet needs to separate the changes as he said, however with only 2 people working on this I dont know if they don’t because the amount of time it takes and the deadlines they have to meet.
I’m raging alright, but I’m not raging at the changes. I’m raging at the other ranger players. True I find the pet nerf a little saddening but the shortbow nerf is just fine with me. I mean think about it, LB has1.2k range 1.5k if traited. Doesn’t that same thing count for SB? The LB buff is amazing and the shout changes to. For the first time ever I hit a 8k crit with rapid fire thanks to the LB changes and BM builds did that to with pets. So really buff or nerf I count this update as a win for rangers.
I tried doing the new dungeon yesterday with 2 rangers.
The whole run was pathetically slow.
Today I did the dungeon again, with 3 Warriors and 2 Guardians and we completed the end boss in less than 13 minutes.
Facts speak for themselves.
I would not say that I am raging, but I have decided to no longer support GW2 financially in the wake of the Ranger nerfs.
I was already limping by with a S/D Elementalist because I liked the way it looked. Even though I could see that D/D blew it away in most applications, I just didn’t like living in Melee 100% of the time. The update made S/D a lot more attractive, and suddenly everyone I know in game is pestering me for info about it :-P
My Rangers on the other hand… well… yeah. I’m not deleting them, but I don’t think I’ll be taking them off the shelf for a few months.
I tried doing the new dungeon yesterday with 2 rangers.
The whole run was pathetically slow.
Today I did the dungeon again, with 3 Warriors and 2 Guardians and we completed the end boss in less than 13 minutes.Facts speak for themselves.
Those two dungeon runs might have gone exactly that way if yesterday’s patch had included no balance changes. I fail to see how this is relevant to the thread topic.
I have only had a chance to check out the changes to my necromancer. I absolutely love what they did with it. The class is amazing now. I just hope this isn’t a thread for the purpose of starting some kind of protest or something silly like that. People should at least try to adapt to the changes. Wait a couple weeks to see how the new meta works out. We don’t need knee-jerk reactions.
I’m raging alright, but I’m not raging at the changes. I’m raging at the other ranger players. True I find the pet nerf a little saddening but the shortbow nerf is just fine with me. I mean think about it, LB has1.2k range 1.5k if traited. Doesn’t that same thing count for SB? The LB buff is amazing and the shout changes to. For the first time ever I hit a 8k crit with rapid fire thanks to the LB changes and BM builds did that to with pets. So really buff or nerf I count this update as a win for rangers.
…….No, it doesn’t work for SB…….
(edited by killcannon.2576)
For me, overall, it was a great patch. Of my 8 level 80s:
My necro got a huge buff and access to burning.
My elementalist got buffed. And there are some promising new traits.
My thief is better. I can actually use a signet as a stun break now!
My guardian is unchanged.
My engineer is unchanged. But there are some tempting new traits.
My mesmer is different; not being forced to spend 5 points opens up other build options.
My ranger’s shortbow range is reduced, but I tend to dart around anyway so I hardly notice it. That said, I do carry a longbow now if I need longer range.
My warrior got completely resetted.
I tried doing the new dungeon yesterday with 2 rangers.
The whole run was pathetically slow.
Today I did the dungeon again, with 3 Warriors and 2 Guardians and we completed the end boss in less than 13 minutes.Facts speak for themselves.
Those two dungeon runs might have gone exactly that way if yesterday’s patch had included no balance changes. I fail to see how this is relevant to the thread topic.
Well one reason why it could be relative is that balance changes are supposed to bring balance. With the current Ranger changes we see no improvement to the class in dungeons, or in PvE in general. What we see is an actual blanket nerf to the class instead.
Balance changes should be bringing the utility of all the classes closer together, so that they are all equally valuable in any situation, but different. That’s not happening.
I have liked the balance so far, although I have only played two of my characters to see how it has affected them.
My ranger – I like the change in Pet Damage. I have noticed I can now use the dodge skills, I do not stand and chat while my pet kills things FOR me, and surprisingly, my drops are better on my ranger than they were before. It may be my imagination, but I had long suspected that my pet damage was not being counted towards my overall damage done, or my kill ratio as far as drops were concerned. I also like some of the changes made to Nature. My ranger is actually better now than before. I am not one to want to play a ranger like a warrior, however.
My Guardian: Again, the changes have benefited my guardian, who is built as support but can kick buttsky when needed. I did have to switch some traits out, and I do wish that Anet, like City of Heroes did, would give us a “free respec” when they have changes that affect so many skills. I know, I know, its a piddley sum….but would be nice to have say….two complete trait changes free for say 2 weeks after a major skill balance update.
The LB buff is amazing and the shout changes to. For the first time ever I hit a 8k crit with rapid fire thanks to the LB changes and BM builds did that to with pets. So really buff or nerf I count this update as a win for rangers.
I dont think you understand how rapid fire works, that number is cumulative for the entire volley of shots. I havent looked at the numbers post patch, but pre-patch using rapid fire was actually a drop in DPS compared to just auto attacking with #1, it probably still is.
Ranger SB was never “too good” as a weapon if you look at other classes. It was “too good” for a long time among ranger weapons, but ANet chose to nerf it repeatedly (presumably to bring it in line with other ranger weapons). At this point I dont think there is any reason to use SB over Axe + Any other offhand.
Rangers should have been Skill-Split. No ifs, ands, or buts about it.
Anet looks incredibly AMATEURISH on the heels of this, especially since there was already 2 weeks of fully detailed and very well stated Feedback available to them the instant rumor/leaks got out that this was coming. It doesn’t take them an entire week to do a skill-split here. A single guy with the spreadsheet could do it all in a single afternoon.
I like most of the changes, but the one that shocks me is ranger. They utterly destroyed the class, which wasn’t great even before this epic nerf.
LOL they increased our bow damage and nerfed pets a tiny bit, sorry but I love the patch with my Ranger.
Yeah…“A tiny bit”….
Like, 27% for an auto attack is “a tiny bit.”
Like, 50% for a 20sec cooldown skill is “a tiny bit”
You must understand, Rangers are the only profession who suffers through stat drop due to their main mechanic; a vast chunk of a Ranger’s DPS is nerfed to be replaced with our pet. Which, by the way, is often only capable of attacking one target at a time, and only if that target isn’t moving. Now that our pet’s attacks are being nerfed so greatly, the few attacks we can get with a pet in a fight have been…yuck.
The LB boost was nice, but they also made quickness on pet swapping non-existant unless traited heavily in beastmastery (which, btw, still has a trait background art mixed up with the wilderness survival line) — making it not worth the opportunity cost.
I tried doing the new dungeon yesterday with 2 rangers.
The whole run was pathetically slow.
Today I did the dungeon again, with 3 Warriors and 2 Guardians and we completed the end boss in less than 13 minutes.Facts speak for themselves.
Those two dungeon runs might have gone exactly that way if yesterday’s patch had included no balance changes. I fail to see how this is relevant to the thread topic.
Well one reason why it could be relative is that balance changes are supposed to bring balance. With the current Ranger changes we see no improvement to the class in dungeons, or in PvE in general. What we see is an actual blanket nerf to the class instead.
Balance changes should be bringing the utility of all the classes closer together, so that they are all equally valuable in any situation, but different. That’s not happening.
I agree. However, by posting what he did, Nick was implying that the balance changes to ranger were the cause of long dungeon runs, when the perception already existed that that was the case before the balance patch.
ANet made big mistakes with regard to PvE balance in GW2.
- They developed class philosophies to create class differentiation for PvP, then applied those same philosophies to PvE, even though the challenges are different.
- They created a PvE game where the non-damaging abilities of classes that allow them to succeed in PvP do not do as much for them in PvE, especially in group play.
- They created a PvE game with defense based largely on taking individual responsibility for one’s own health bar. They also limited the duration and availability of the resources for doing so. This created a meta in which ease of play depends on killing mobs before those resources run out. Only one thing kills mobs, and that’s damage — the bigger the better.
- In applying their PvP class differentiation philosophy to PvE they ensured that not all classes would have the wherewithal to produce the same damage ranges given the same investment in damage stats.
As long as these fundamental design decisions are guiding their approach to balance, we will see gross imbalance in PvE. We will also never see content that the elite would consider hard. This is so because content has to be doable by groups made up of classes that are not provided with what it would take to succeed versus content that would challenge talented and skilled players using an ideal party makeup.
Raging, no. Ticked off and want someone finally fired after repeatedly failing to address the issues many of us express on here, yes! These “balancing” issues continue to build this into a game I’m less and less happy with. There’s an obvious agenda which is rooted in sPvP. Also, rooted in making things harder and more melee. If there has been any power creep, it’s actually been in the difficulty of the game.
Here’s a question, why can’t players have the feeling of “owning” in PvE. It’s PvE!!!! If you’ve put in 1k hours into the game, you should be Hulk like and smash the kitten out of everything! Oooh…. destruction… we should have environmental things to smash, yes!
Anyway, not happy at all. I like RANGED play. I love being a sniper in games and get my head pop’s in. I like being a Beast Master and have my pet’s do my bidding. The new “shout” Ranger is annoying as bleep to keep spamming guard. Thus, it won’t last long.
The only thing I’ll be happy about is my staff Ele. Which needs new skills on Staff. We should have some melee skills introduced. It’s a giant Bo Staff to beat people with too! I can’t believe no one in Anet thought of it. Earth 5 should be a whirl finisher with knock back.
(edited by DeWolfe.2174)
Removing the stunbreak from Elixir R for Engineers is pretty awful in my opinion. Stunbreakers are a must have for dungeons, CoF and AC in particular which are the most popular dungeons anyways. What the hell good is a toolbelt stunbreaker attached to a turret? If the turret is active the stunbreaker is AWOL because it’s replaced by detonate turret, meaning you have to have a useless filler skill on your bar just to have access to the stunbreak.
Elixir S and Elixir U are both just as dangerous as they are helpful. Now that you can’t perform any actions while shrunken popping Elixir S when you have a condition at low health can actually kill you cause there’s literally no way to cleanse conditions while you’re basically incapacitated for 3 seconds (before the Elixir S nerf you could at least use the medkit for healing/condition removal). Elixir U can give you frenzy which increases the damage you take by 25%, the last thing you want to happen when you’re trying to survive a knockdown by stunbreaking.
So they took the most effective stunbreaker Engineers had and replaced it with one that essentially removes a utility skill from your bar. I’d love to hear how this is more balanced or somehow an improvement?
The Rocket Boot changes would have been nice if the stunbreak had been maintained, I always thought it would be better as a forward moving skill rather than a retreat, but without the stunbreak it goes back to being less than useful outside of a world map travel skill.
I would gladly give up the stunbreak from Utility Goggles to have it returned to either Rocket Boots or Elixir R. At least it makes sense to have a stunbreaker attached to those skills which are more suited for survivablity than an offensive skill like Utility Goggles..
My Necromancer build is better for the most part, but Engineer was my favorite class, certainly won’t be anymore. I have over 1500 hours on my Engineer alone so I think my opinion on the class carries some weight.
(edited by SKATE.1394)
I was looking forward to a big balance patch to buff the massively under-powered rangers up. Wow, what a kick in the teeth for poor rangers, the weakest profession just got smiters booned!
There is no balance in this game.. There are multiple types aspects of this game that need balancing and it’s not being done..
Anet as of yesterday just pushed a few more of our Guildies to The Secret World, so if making customers leave was their intention they are doing wonderfully..
Does that answer how i feel OP.
After several patches of waiting, this was to be the most promising balance update.
I am disappointed.
My Mesmer build changed slightly, my Necromancer got a slight buff, my Thief got a massive buff, and my Warrior was completely destroyed. I can see why they made the changes.
However, none of the above is my main character. My Guardian, which I leveled to 80 within the first month of release, has had roughly the same build since the beginning. I was hoping this balance update would open new opportunities. We were promised new traits, merged traits, and revamped traits. While Guardians got some fair changes, nothing changed in my build. I want diversity. I wanted to go into combat, fight a boss for several minutes, lose from time to time, and ask myself what traits or utilities should I switch out to help the party win. Instead, we still have a dozen or more weak traits and at least a half dozen that can be merged with pre-existing traits.
So, ArenaNet, can we get another look at balance again soon? I’m not talking about another 3 month wait. There are plenty of traits and skills that need looked at. I’m actually curious how many people actually use new traits this patch because it doesn’t seem like enough will change their builds.
I like most of the changes, but the one that shocks me is ranger. They utterly destroyed the class, which wasn’t great even before this epic nerf.
LOL they increased our bow damage and nerfed pets a tiny bit, sorry but I love the patch with my Ranger.
Yeah…“A tiny bit”….
Like, 27% for an auto attack is “a tiny bit.”
Like, 50% for a 20sec cooldown skill is “a tiny bit”You must understand, Rangers are the only profession who suffers through stat drop due to their main mechanic; a vast chunk of a Ranger’s DPS is nerfed to be replaced with our pet. Which, by the way, is often only capable of attacking one target at a time, and only if that target isn’t moving. Now that our pet’s attacks are being nerfed so greatly, the few attacks we can get with a pet in a fight have been…yuck.
The LB boost was nice, but they also made quickness on pet swapping non-existant unless traited heavily in beastmastery (which, btw, still has a trait background art mixed up with the wilderness survival line) — making it not worth the opportunity cost.
Another way the elephant in the room has a better system, they gave pets AOEs across the board so they could hit more than one enemy at a time especially with pets that generally were used for tanking, they had a 180 degree attack that swept everything up and gave pets the traits to heal and mitigate enemies damage.
This patch is just amazing how can they tout that they understand balance and then do something so incredibly awful to a single class. I am so glad I decided to delete mine because this is just as bad as the grenades nerf and the condition nerf on engineers months ago. wow.
IMO, their Esport vision is one of the things hurting this game the most. I wonder how many players actually care about the Esport aspect, compared to PVE?
I’ve seen that name here a few times. I thought people were talking about the company that makes the Madden games and left out the “A”.
IMO, their Esport vision is one of the things hurting this game the most. I wonder how many players actually care about the Esport aspect, compared to PVE?
I’ve seen that name here a few times. I thought people were talking about the company that makes the Madden games and left out the “A”.
LOL, I wish that were the case.
I like most of the changes, but the one that shocks me is ranger. They utterly destroyed the class, which wasn’t great even before this epic nerf.
LOL they increased our bow damage and nerfed pets a tiny bit, sorry but I love the patch with my Ranger.
50% is TINY in your world?
/shakeshead
After several patches of waiting, this was to be the most promising balance update.
I am disappointed.
You’re disappointed about your class getting BUFFED? Your class is one of thew few not to suffer any nerf damage and you’re still complaining?
/shakeshead
The “New” Warrior 1h Sword has officially become my favorite weapon in the game.
It’s a lot like pre-nerf axe in that the autoattack deals very consistent damage, but the leap and immobilize are incredibly useful, and Final Thrust is a multi-target Eviscerate!
IMO, their Esport vision is one of the things hurting this game the most. I wonder how many players actually care about the Esport aspect, compared to PVE?
I feel like GW1 was more suited to be E-sport material. More game modes and more skills made for a more interesting metagame…Until anet started slacking on the monthly skill updates.
-BnooMaGoo.5690
When that the cost of “balancing” (again they made pve balance worst) is making the game less fun, they should stop and find another way…
they are messing up a great game probably developed by more capable people.
Because i refuse to believe that who ru(i)ns this game is the same team that developed it.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
Wait…Rangers consistently claimed how great they were before this patch, how much “damage” they did, how great pets were, the list goes on, how tanky they could be etc…
Now patch hits “Oh spare my ranger, he was so lowly and humble and now look”
Sounds more like they decided to acknowledge the truth because if they were that good why would a small SB nerf cause such uproar?
As bad as they did nerf Warriors, they are still needed for high end runs in PvE and got buffed in wvw style pvp lightly. A far cry (Although more significant) from what Ranger’s are used for.
Wait…Rangers consistently claimed how great they were before this patch, how much “damage” they did, how great pets were, the list goes on, how tanky they could be etc…
Yeah….. no, just no.
A far cry (Although more significant) from what Ranger’s are used for.
And what exactly are rangers used for? There isn;t a single function that you can get a ranger to do that isn’t done far more capably by another class, and just as importantly, more fun.
A far cry (Although more significant) from what Ranger’s are used for.
And what exactly are rangers used for? There isn;t a single function that you can get a ranger to do that isn’t done far more capably by another class, and just as importantly, more fun.
In your opinion maybe. The many thousands of people I see playing Rangers must be having some fun with them otherwise why would they bother? Beyond level 10, I wouldn’t play any class that wasn’t fun for me.
I disagree with the blanket nerf to pet damage for Rangers.
I still dislike that there is not enough separation between PvP balance and PvE balance.
I dislike that the idea of balance is to nerf to the lowest rung on the pole rather than picking a baseline of a working build and bringing the rest of the builds up to par.
In the blog post that talks about the balance changes, Jonathan Sharp articulates why boosting all the other classes would be a bad idea. I recommend reading through it: https://www.guildwars2.com/en/news/upcoming-skill-and-trait-changes/
Pass. Typical dev doubletalk because it’s too hard. Been seeing that excuse for over ten years….and that approach didn’t work then, and doesn’t work now. They remind me of Sisyphus.
I’m not saying buff the already stable builds, I’m saying bring up the other builds to be on par with the stable ones. In other words, LOGIC.
Have to agree with killcannon on this one. You can even consider the issue on an intra-class basis. Generally, build diversity is the goal but all too often a successful build is broken (nerfed) to move people to other build options. I would much prefer that other build options be buffed to actually make different builds viable. I’m not talking about raising the power level of a class, simply promoting real build diversity.
Similarly, when you look at balance across classes it is better to recognize, and celebrate, success. And, rather than removing success, it is far better to analyze the factors that create success and then work to make all classes equally successful. It’s not usually an issue of raw power but rather interesting build synergies and the like. What I’m suggesting would not raise the power level of the game. It would simply establish success as the goal for all classes and work to create it across all classes.
(edited by Raine.1394)
i’d rather they focused on giving classes fun abilities rather than nerfing them. line of warding and portal nerfs, good example.
i’d rather they focused on giving classes fun abilities rather than nerfing them. line of warding and portal nerfs, good example.
Max Schaefer of Diablo fame said it best: fun always trumps balance.
I really don’t like how my warrior can use a longbow to fire an 8k arcing shot on the move, along with a 3.5s immobilize, a massive aoe adrenaline skill, and an auto attack that has two 100% projectile finishers.
My Ranger on the other hand has one low damage aoe that locks me down, a crappy knockback, and an auto attack that is a single 20% projectile finisher that gets worse depending upon range.
Why is my warrior better at longbow than my Ranger?
Removing the stunbreak from Elixir R for Engineers is pretty awful in my opinion. Stunbreakers are a must have for dungeons, CoF and AC in particular which are the most popular dungeons anyways. What the hell good is a toolbelt stunbreaker attached to a turret? If the turret is active the stunbreaker is AWOL because it’s replaced by detonate turret, meaning you have to have a useless filler skill on your bar just to have access to the stunbreak.
Elixir S and Elixir U are both just as dangerous as they are helpful. Now that you can’t perform any actions while shrunken popping Elixir S when you have a condition at low health can actually kill you cause there’s literally no way to cleanse conditions while you’re basically incapacitated for 3 seconds (before the Elixir S nerf you could at least use the medkit for healing/condition removal). Elixir U can give you frenzy which increases the damage you take by 25%, the last thing you want to happen when you’re trying to survive a knockdown by stunbreaking.
So they took the most effective stunbreaker Engineers had and replaced it with one that essentially removes a utility skill from your bar. I’d love to hear how this is more balanced or somehow an improvement?
The Rocket Boot changes would have been nice if the stunbreak had been maintained, I always thought it would be better as a forward moving skill rather than a retreat, but without the stunbreak it goes back to being less than useful outside of a world map travel skill.
I would gladly give up the stunbreak from Utility Goggles to have it returned to either Rocket Boots or Elixir R. At least it makes sense to have a stunbreaker attached to those skills which are more suited for survivablity than an offensive skill like Utility Goggles..
My Necromancer build is better for the most part, but Engineer was my favorite class, certainly won’t be anymore. I have over 1500 hours on my Engineer alone so I think my opinion on the class carries some weight.
I wholly agree. Been playing my engi last two weeks or so. Perhaps biggest disappointment was that not a whole lot changed (cf. the necro buffs). The stun break shuffle though was a major disappointment. Now I have less utility. How’s that for a prof that shouldn’t be seeing nerfs in a balance patch. Ranger is permanently on the shelf right now.
I still am in just utter shock as to why they don’t balance the game separately for pvp and pve/wvw. Everyone knows the builds and balance of the game modes is completely different. Its so kitten frustrating. Also what they did to rangers is beyond me. After a stunt like this every profession should be scared as hell that they’re going to be next. Hell i would be. I’m extremely close to literally blowing all my gold on zytaffy, eating it all, then uninstalling the game.
Wu Táng Financial [Táng] – YB
(edited by UrMom.4205)
I’m also still not seeing them push the envelope here to help players have more choices. Where are the global choices for 25% faster ooc run speeds or the fix for cone attacks once and for all, or the fixes for certain elite skills that are still to this day just as weak as the racials?
What they did the ranger pets was unforgiveable imo, it’s one thing to not follow the crowd when you are designing a game but contrary to popular belief the behind the scenes mechanisms are still the same rulesets for combat. There are always dots, direct, burst, healing, cures, pets, immunities, stuns and stunbreakers, superpowerful attacks, and superpowerful heals in ever single game out there. The problem is when there’s no one on your team who’s had a long history of playing multiple mmo’s who’s basically seen it all and can help you avoid the danger zones, you know those poor decisions often made when someone doesn’t know that it’s already history.
What they did to rangers happened already in countless games. smh. Why it happened is another story entirely, it’s one of those ADHD decisions we’ve seen like the engineers kit refinement redo that wasn’t needed at all but they did it anyway instead of making gadgets more viable in the first place by simple means like giving them boons or making some of them stun breakers like they finally did.
I can live with the ele cantrip nerf, but not the ranger pet nerf. Absolutely unnecessary. The burst I had before weren’t good enough to keep up with other classes already. Now I have absolutely no chance.
The ranger nerfs. That’s my main class and they nerfed it across the board. If there was a problem with BM bunker builds they should have split the pve and pvp skills. Instead you took an already very weak class and butchered them. I haven’t been this disappointed in Anet since they introduced the abomination that is Ascended gear.
Wait…Rangers consistently claimed how great they were before this patch, how much “damage” they did, how great pets were, the list goes on, how tanky they could be etc…
Are you smoking something? Or listening to rangers who were smoking something? Because most rangers were NOT saying how “great” they were. Most rangers have been unhappy. For months and months. Anet promised to fix us and show us some love and we got barely anything and now we get a nerf. We have every right to be angry with Anet at this point.
(edited by xarallei.4279)
They need to stop with the blanket nerfs across all aspects of the game….period.
I disagree with thief (Edit: build breaking nerfs to all the thief builds i actually use) nerf.
I disagree passionately with Elixer R nerf.
I disagree with changes to warrior. (I won’t state how)
Edit: I’m beyond caring for my ranger, it has been dead for six months.My remaining goodwill is gone. I’m heading to Rift.
Edit: I am thoroughly insulted that they gave a hp buff to mesmers’ clones and phantasms (which i don’t agree with, despite leveling mesmer to 80 twice and putting many hours of WvW and a bit of sPvP on it), and not touching Engineer’s Turrets.
Been playing ranger since the start got over 1k hours on it. Balance devs really didn’t put that much thought on this one. I would have been happy with the ranger nerf if they improved the horribly designed Pet AI but instead we get minor buffs to underused builds to sugarcoat the class breaking nerf that affects ALL ranger builds….btw way ahead of you on the rift part
Also whats up with most of these changes not being split from spvp..Man I feel sorry for you pve players I would be twice as enraged.
Jade quarry, MoG
Weakness duration nerf in PvE, where mobs almost never crit. No notable duration nerf to those mobs that use weakness against players.
Eh… not much else I particularly dislike. None of my characters were running builds that were hit hard by nerfs, and I don’t PvP enough to complain about other builds getting buffs.