8% was too much, 2% is new "shave tempo"
You do realize that the nerf from 7% to 5% more damage is something arround a 28,5% nerf and you can’t even compare that to the 8% healing signet nerf?
Also you should prolly learn to dodge earthshaker.
^bullet punchline
You do realize that the nerf from 7% to 5% more damage is something arround a 28,5% nerf and you can’t even compare that to the 8% healing signet nerf?
Also you should prolly learn to dodge earthshaker.
ups forgot about that. so -2,85% means 4857.5 dmg now.
Thank god. I always ended up dying but with those 150 extra hp, i wont get kicked out of deathshroud
You do realize that the nerf from 7% to 5% more damage is something arround a 28,5% nerf and you can’t even compare that to the 8% healing signet nerf?
Also you should prolly learn to dodge earthshaker.
ups forgot about that. so -2,85% means 4857.5 dmg now.
Thank god. I always ended up dying but with those 150 extra hp, i wont get kicked out of deathshroud
wat?
Happy the runes got nerfed. It was just insane everyone using them
Like, getting hit by a hambot for 5000. now it is 4900. Finaly i can win
More Pew Pew less QQ.
I used to run the Academy Gaming tournaments for GW2.
You do realize that the nerf from 7% to 5% more damage is something arround a 28,5% nerf and you can’t even compare that to the 8% healing signet nerf?
Also you should prolly learn to dodge earthshaker.
ups forgot about that. so -2,85% means 4857.5 dmg now.
Thank god. I always ended up dying but with those 150 extra hp, i wont get kicked out of deathshroud
i dont think you understood him .. Do you want an – 8% less damage nerf in strength runes 6th piece flat? That would be a 6th piece that does -1% damage..LOL
The drop from 7 to 5 is much bigger of a nerf (to that piece alone) than what the nerf of healing signet.If you think it wont matter in the outcome then if you really..like really really think hard enough, you ll realise that the 6th piece wasnt your problem in the first place.If it isnt the big factor of the damage then even that big of a nerf to it wont change much.
Your whole line of thinkign is wrong.What you probably trying to say is that you think there should be nerfs to something else either on the rune or eslewhere so you can make up for your lack of dodging??! ( jk :P )
Title is bad anyway ..
You do realize that the nerf from 7% to 5% more damage is something arround a 28,5% nerf and you can’t even compare that to the 8% healing signet nerf?
Also you should prolly learn to dodge earthshaker.
ups forgot about that. so -2,85% means 4857.5 dmg now.
Thank god. I always ended up dying but with those 150 extra hp, i wont get kicked out of deathshroud
2 / 7 × 100 = 28.5714285714
that is a 28.5714285714 % shave for runes of strength, not 2%
a 5,000 damage attack would be 107 % pre patch
after patch it would be 105% so
5000 / 107 × 105
4906.54205607
by simple maths it ought to do 4907 damage.
but the damage in gw2 is calculated differently.
anyway, it is your fault entirely if you die to hambots.
Oh, that’s nice.
Did the turret engies get nerfed too? Did there turrets hp pool go down 2% or are they 2% slower or anything.
Theres more talk about turret engy being op over the hambows.
From my experience turrets are annoying to berserker amulet users or builds with reliance on line of sight, they are also problematic to deal with for condition builds as turrets are immune to conditions.
Ironically i find the best way to get rid of all those nasty turrets is a hambow warrior.
yay tooltip changes! balance is totally restored!,
that’ll do us for another 5 months, now go spend some gems on the latest finisher that they’ve been working on instead of balance.
ah now i see. i though u made typo with 28% dmg reduction, u meant 2/7% is runes geting weaker.
Idk why you would interpret that way, as it simply sounds stupid, like “the runes gets its bonus damage halved.” that tells you nothing, as in this case, the rune still gives power main stat, a great might uptime, which deals far more condi dmg, and like you said, when you get hit by a bit hit, it basicaly over already. so its better to tell what end results will look like
For all others:
I am mocking the slow/abysmall balance changes.
(edited by Flumek.9043)
This is absolutely HUGE and awesome thing for PVP!
It doesnt matter how much they nerfed it, anet adressed a balance issue in patch and we didnt have to wait 5 months till feature patch.
For me it felt amazing scrolling down patch notes checking all tooltip updates and seeing actual balance change and its good thing cause if you want balanced game then you gotta do small changes when theres an issue instead of only dropping huge changes once per 5 months.
You do realize that the nerf from 7% to 5% more damage is something arround a 28,5% nerf and you can’t even compare that to the 8% healing signet nerf?
Also you should prolly learn to dodge earthshaker.
ups forgot about that. so -2,85% means 4857.5 dmg now.
Thank god. I always ended up dying but with those 150 extra hp, i wont get kicked out of deathshroud
2 / 7 × 100 = 28.5714285714
that is a 28.5714285714 % shave for runes of strength, not 2%a 5,000 damage attack would be 107 % pre patch
after patch it would be 105% so5000 / 107 × 105
4906.54205607by simple maths it ought to do 4907 damage.
but the damage in gw2 is calculated differently.anyway, it is your fault entirely if you die to hambots.
afaik i know percentage modifiers are applied AFTER all the damage calculations, not before. They don’t give +5% power or attack or anything, they give +5% DAMAGE. It is a very minor change that actually doesn’t affect the condi damage of the rune, and since the rune’s main strength is the might uptime, not the minor damage modifier, the rune is still ridiculously powerful and a clear choice for any might stacking build, no question.
They need to nerf the might uptime, that is the only thing this needs. +45% is too much.
I would be happy with them nerfing the rune if they actually addressed the issue. One player putting 25 might stacks on your entire team is just silly. It shouldn’t be so easy to cap out on boons or conditions. You don’t see anyone getting 25 bleeds so easily. It just seems silly to me to be able to might stack your whole party while giving up nothing.
Competitive Warrior, Ele, Mesmer, Ranger, Engineer, Thief
The fix is easy. Nerf fire fields. I don’t even understand how fire fields are so highly powered vs the others.
Like, so we have as different debuffs
Blind (3s)
Chaos Armor (3s)
Frost Armor (3s)
Retaliation (3s)
Swiftness (10s)
Weakness (5s)
Stealth (3s)
Area healing (1320)HP
Might x3 (20s)
like, what? 3 stacks? for 20 seconds? 3 stacks for 5 seconds, or 1 stack for 20 seconds seems a lot more…balanced in comparison to every other field.
Speaking of fixing.
Automated Response should be at 100%, not 50%. That’s one heck of a nerf they did to engines.
They could of you know. Made it even. 50% loss of condition removal @ 66% and lower hp. But nope they just went ahead and throw that engy up. They buffed turrets instead.
They must love people playing with AI rather than playing with skill.
The shave has brought them into line. Classes that benefit actively from might stacking beyond battle sigils will still find these very powerful.
PS: the continued facade of languished tooltip changes gives much more cause for outcry IMO, but I won’t fight it.
Phaatonn, London UK
(edited by Phaeton.9582)
The fix is easy. Nerf fire fields. I don’t even understand how fire fields are so highly powered vs the others.
Like, so we have as different debuffs
Blind (3s)
Chaos Armor (3s)
Frost Armor (3s)
Retaliation (3s)
Swiftness (10s)
Weakness (5s)
Stealth (3s)
Area healing (1320)HP
Might x3 (20s)like, what? 3 stacks? for 20 seconds? 3 stacks for 5 seconds, or 1 stack for 20 seconds seems a lot more…balanced in comparison to every other field.
it is balanced, because might is a simple boon and can be very easily removed.
plus, dodges are plentiful, people can evade damage very easily.