Crysis, Lil Damage, Ovi, Jindavikk, Guard
Causing cancer all day.
(edited by JinDaVikk.7291)
http://dulfy.net/2014/08/08/gw2-ready-up-upcoming-warrior-and-thief-class-changes/
just so people are aware.
Poor thieves they didn’t deserve this kinda of nerf bat. Some nerfs were needed but that much? Ouch.
———————————————————————————————-
Thief
s/d counter play= dodge/blind/block the blatantly obvious flanking strike and the initiative cost will add up. They will do less damage, due to no larcenous strike. This doesn’t help rangers, mesmers though due to clone/pet bait. Lol wrong way to nerf s/d.
d/p= black powder big nerf. half the pulse blind. Less duration 2. Ouch.
———————————————————————————————-
Warriors: Love the adrenaline changes. Benefits my teams bunker warrior more than other warrior builds.
Basically warriors will have to stay in combat as much as possible to keep adrenaline.
Next zerker stance gives less adrenaline, AND if they miss their f1 they lose all adrenaline.
The last part means 2 things: Longbow f1 fields will suffer slightly, before if they missed f1 then they could immediately full longbow field. Now they won’t get that opportunity.
Awaiting clarification (screenshot anyone?) if missing f1 will proc cleasing ire or not
———————————————————————————————————————-
Glad they nerfed warrior, thief but some were the wrong way to do it.
(edited by JinDaVikk.7291)
http://dulfy.net/2014/08/08/gw2-ready-up-upcoming-warrior-and-thief-class-changes/
just so people are aware.
Poor thieves they didn’t deserve this kinda of nerf bat. Some nerfs were needed but that much? Ouch.
———————————————————————————————-
Thief
s/d counter play= dodge/blind/block the blatantly obvious flanking strike and the initiative cost will add up. They will do less damage, due to no larcenous strike. This doesn’t help rangers, mesmers though due to clone/pet bait. Lol wrong way to nerf s/d.d/p= black powder big nerf. half the pulse blind. Less duration 2. Ouch.
———————————————————————————————-
Warriors: Love the adrenaline changes. Benefits my teams bunker warrior more than other warrior builds.Basically warriors will have to stay in combat as much as possible to keep adrenaline.
Next zerker stance gives less adrenaline, AND if they miss their f1 they lose all adrenaline.
The last part means 2 things: Longbow f1 fields will suffer slightly, before if they missed f1 then they could immediately full longbow field. Now they won’t get that opportunity.
BUT they get more on demand condi cleanse. no more can you blind them to screw their non longbow condi cleanse.
Glad they nerfed warrior, thief but some were the wrong way to do it.
Missed burst skills do not proc Cleansing Ire, Karl said so in the chat.
BUT they get more on demand condi cleanse. no more can you blind them to screw their non longbow condi cleanse.
https://forum-en.gw2archive.eu/forum/professions/balance/Skill-Bar-Cleansing-Ire
Just for clarification, I don’t think this is the case … unless I’m missing something.
i like pretty much all of the changes except the warrior greatsword nerfs,
just because they’re making arcing slice do something useful they didn’t need to nerf everything else.
hilariously i made a comment about how hammer was still too viable as a zerker weapon since it hits far too hard for a CC weapon,
i also said that people wanting to do damage should use dps weapons.
and hammer didn’t get touched, but the main dps weapon got nerfed.
hammer nerfs? 0
longbow nerfs? 0
greatsword? nerfs to 3/5 skills.
Thief nerfs were fine, I don’t know what you are going on about. They still didn’t really touch the traits that make them over the top, but Choking Gas, and Black Powder are long over due.
Flanking Strike – Initiative cost of Flanking Strike and Larcenous Strike have had their initiatives costs changed. Flanking cost gone up from 3 to 4 initiative while Larcenous Strike gone down from 2 to 1 initiative cost. Flanking Strike now requires a hit to turn into Larcenous Strike. This means that you can evade multiple times but it will cost you a bit more initiative.
Phaeton – 1
EU thieves – 0
EDIT : also the buff to the GS burst skill/brawlers recovery means (the bestest) GS builds will be buffed substantially by the patch.
basically; condition removal that doesn’t require longbow is great for GS warriors. I probably made a post about it a while back about aoe on arcing slice XD
that said the change to burst skills means dodging warrior attacks could adversely effect their offensive pressure/defensive sustain
crazy!
(edited by Phaeton.9582)
S/D nerfs were fine. Flanking strike if you weren’t using it’s evade to actually evade key things or timed it right, then you weren’t using it’s full potential. With these changes it will require a bit more thought with S/D. Choking gas and BP changes were needed, we’ll adapt. It will separate the good from the bad, who actually count dodges, keep track of c/d’s, and timing. Learning not to be greedy and impatient. This goes for every class, even though everyone repeats these habits, even myself.
yes marvin
No t just completely destroyed s/d thieves ability to burst on demand making it completely useless in team fights and mostly useless in 1v1 since lacernous is probably the main reason it’s strong in a 1v1
Unlike the Hunter/Engineer changes they proposed, I think most of these are good. Hunter and Engineer are going to be kittened if they go through with those, but at least these guys will be more moderate.
The S/D thief changes seem correct: you don’t need to directly nerf something to make it less ridiculously overpowered. Those are the kind of changes they should have been making for the past two years, but I digress.
Even though there were no direct longbow/hammer changes, the adrenaline changes will be a huge nerf to warrior. Think of it: Earthshaker gets dodged, you can always recover with a weapon swap and drop your longbow burst, but no longer. This will require you to actually set up big abilities instead of just blow them with no consequence.
I was worried about this “discussion” because they’ve done nothing but wrong in the past few patches, but this is looking like a step in the right direction. I don’t entirely agree with the dagger cleave change, that seems entirely unnecessary, but you can’t win them all.
Also, we haven’t seen any discussion about overall game changes (runes and sigils specifically) so it’s hard to judge strength now.
that said the change to burst skills means dodging warrior attacks could adversely effect their offensive pressure/defensive sustain
crazy!
Holy kitten, counterplay! I forgot that existed.
Warriors: Love the adrenaline changes. Benefits my teams bunker warrior more than other warrior builds.
Basically warriors will have to stay in combat as much as possible to keep adrenaline.
Next zerker stance gives less adrenaline, AND if they miss their f1 they lose all adrenaline.
The last part means 2 things: Longbow f1 fields will suffer slightly, before if they missed f1 then they could immediately full longbow field. Now they won’t get that opportunity.Awaiting clarification (screenshot anyone?) if missing f1 will proc cleasing ire or not
———————————————————————————————————————-Glad they nerfed warrior, thief but some were the wrong way to do it.
Warrior doesn’t work in this way.
Now, every F1, except Combustive shot (F1 longbow), triggers and you consume adrenaline bars ONLY if hits. If you don’t hit, you don’t consume adrenaline bars. And when F1 hits —> cleansing ire triggers.
Combustive shot (F1 longbow) triggers ALWAYS, if you hit o don’t hit doesn’t matter, it always triggers, it consumes adrenaline bars and cleansing ire triggers always.
After the next balance patch:
every F1 (combustive shot too? who knows), triggers and you consume adrenaline bars ALWAYS (if u miss or don’t). But Cleansing Ire triggers ONLY if you hits.
In theory combustive shot should work in the same way, it doesn’t really make sense that cleansing ire triggers always
So, in few words: you need to play with brain now.
Choking gas and BP changes were needed, we’ll adapt. It will separate the good from the bad.
If they were going to change D/P, I figured they would remove the projectile finisher on black powder and maybe the unblockable effect on shadowshot. The change to shortbow is whatever, who gives a crap. Just use it before you place iHouse.
But this just seems lazy, like really lazy, because it affects sooo many other weaponsets. If they think p/p is going to be played with these changes to black powder, they are going to be sorely mistaken.
(edited by Chicago Jack.5647)
I play all classes in all formats. While some of the changes (negative) didn’t quite float my boat, I understood the reasoning and I think, overall, they were for the good of the game.
http://dulfy.net/2014/08/08/gw2-ready-up-upcoming-warrior-and-thief-class-changes/
just so people are aware.
Poor thieves they didn’t deserve this kinda of nerf bat. Some nerfs were needed but that much? Ouch.
———————————————————————————————-
Thief
s/d counter play= dodge/blind/block the blatantly obvious flanking strike and the initiative cost will add up. They will do less damage, due to no larcenous strike. This doesn’t help rangers, mesmers though due to clone/pet bait. Lol wrong way to nerf s/d.d/p= black powder big nerf. half the pulse blind. Less duration 2. Ouch.
———————————————————————————————-
Warriors: Love the adrenaline changes. Benefits my teams bunker warrior more than other warrior builds.Basically warriors will have to stay in combat as much as possible to keep adrenaline.
Next zerker stance gives less adrenaline, AND if they miss their f1 they lose all adrenaline.
The last part means 2 things: Longbow f1 fields will suffer slightly, before if they missed f1 then they could immediately full longbow field. Now they won’t get that opportunity.Awaiting clarification (screenshot anyone?) if missing f1 will proc cleasing ire or not
———————————————————————————————————————-Glad they nerfed warrior, thief but some were the wrong way to do it.
Just stick to longbow and your good.
I am glad they added more counterplay! The fact that S/D now can’t burst on-demand will probably push them more back to critical strikes again. I don’t think it will disappear, but it will be harder to play.
The black powder nerf is just something I can’t understand… Wouldn’t it be enough to just decrease the blind time? I mean, who in their right minds stay inside the field for its full duration?!
Warriors: Love the adrenaline changes. Benefits my teams bunker warrior more than other warrior builds.
Basically warriors will have to stay in combat as much as possible to keep adrenaline.
Next zerker stance gives less adrenaline, AND if they miss their f1 they lose all adrenaline.
The last part means 2 things: Longbow f1 fields will suffer slightly, before if they missed f1 then they could immediately full longbow field. Now they won’t get that opportunity.Awaiting clarification (screenshot anyone?) if missing f1 will proc cleasing ire or not
———————————————————————————————————————-Glad they nerfed warrior, thief but some were the wrong way to do it.
Warrior doesn’t work in this way.
Now, every F1, except Combustive shot (F1 longbow), triggers and you consume adrenaline bars ONLY if hits. If you don’t hit, you don’t consume adrenaline bars. And when F1 hits —> cleansing ire triggers.
Combustive shot (F1 longbow) triggers ALWAYS, if you hit o don’t hit doesn’t matter, it always triggers, it consumes adrenaline bars and cleansing ire triggers always.
After the next balance patch:
every F1 (combustive shot too? who knows), triggers and you consume adrenaline bars ALWAYS (if u miss or don’t). But Cleansing Ire triggers ONLY if you hits.
In theory combustive shot should work in the same way, it doesn’t really make sense that cleansing ire triggers always
So, in few words: you need to play with brain now.
cleansing ire= Remove conditions for each bar of adrenaline used. The description still implies for each bar used a condition is cleansed. If they now make it, “condition cleared for each adrenaline bar used while a target is hit.” Makes little sense. Arcing slice now targets 5 players. If i use to hit you, and you dodge, I still have up to 4 other ppl I can rely upon it hitting if you’re ina group. It is the same with hammer and long bow and rifle with piecring mod. I can miss you all day long, but as long as your near a person or target object the warrior is gonna cleanse. Think about engi turrets, mesmer clones, necro minions, ranger pets…
We aren’t including the changes of ferocity to Pvp. We feel dmg in pvp is fine. We will nerf greatsword though, it’s damage is too high.
So what is it a-net?..dmg in pvp is fine or some dmg is too much, some is subpar? some needs tweaking?
You can’t say the weather is fine one day and then say it’s all dark clouds the next.
some rly intelligent changes – nice one
(to balance team – plz dont forget hammer damage vs stunned targets – its insane)
I dont think Warrior is going to change much at all, it will still be hambow cheese. Hambow is least affected by the overall adrenaline nerf due to wide-aoe on both weapons, odds of hitting anything is still better then other weapons.
And there are no nerfs to Hammer and no nerfs to Longbow. No nerfs to health, armour, regen, double endure pain or stability. In other words, its the same old stuff.
Hambow will be always very strong on node, but he will suffer more against long range classes (condi classes more).
We aren’t including the changes of ferocity to Pvp. We feel dmg in pvp is fine. We will nerf greatsword though, it’s damage is too high.
So what is it a-net?..dmg in pvp is fine or some dmg is too much, some is subpar? some needs tweaking?
You can’t say the weather is fine one day and then say it’s all dark clouds the next.
It works like this: Greatsword is already pretty balanced in terms of its damage+utility, but has a burst skill that is pretty bad and never used. They are making that burst skill 1000% times better in that is is WAY easier to hit and does way more damage now. For targets below 50%, Karl did about 5.8K damage in the video (aoe) compared to ~7K for eviscerate on the heavy golems (this is a TON of damage and will 1-shot squishies below 50%). To make it so that greatsword doesn’t become OP they had to remove some of the damage from the other skills to compensate.
We aren’t including the changes of ferocity to Pvp. We feel dmg in pvp is fine. We will nerf greatsword though, it’s damage is too high.
So what is it a-net?..dmg in pvp is fine or some dmg is too much, some is subpar? some needs tweaking?
You can’t say the weather is fine one day and then say it’s all dark clouds the next.
It works like this: Greatsword is already pretty balanced in terms of its damage+utility, but has a burst skill that is pretty bad and never used. They are making that burst skill 1000% times better in that is is WAY easier to hit and does way more damage now. For targets below 50%, Karl did about 5.8K damage in the video (aoe) compared to ~7K for eviscerate on the heavy golems (this is a TON of damage and will 1-shot squishies below 50%). To make it so that greatsword doesn’t become OP they had to remove some of the damage from the other skills to compensate.
@ The Devs
Be wary of the dps from a GS burst skill. Just allowing for improved condi removal (see my post at top of thread) will make GS Axe builds much more viable. Also, although the cast time for it is ok, the tell for it needs to be clear from the start of the cast like pin down.
Basically I don’t want to get hit by warrior burst skills when I’m focusing just because the tells aren’t clear enough!
(edited by Phaeton.9582)
D/P is already struggling in the meta so I’m really quite surprised to see this nerf. Who thinks they even considered how this will stop offhand pistol from securing a stomp since the downed player can time an auto attack and their downed skill between blind pulses?
I don’t like the s/d changes either. I was really hoping they’d go back on their dual air/fire sigil nonsense from last patch but anet seems to rarely reverse bad decisions. Nerfing 2/0/0/6/6’s damage and the damage of other overly tanky builds using air/fire was the right way to fix things. This s/d change reduces damage but leaves other profession’s builds at full strength… not balanced at all.
We aren’t including the changes of ferocity to Pvp. We feel dmg in pvp is fine. We will nerf greatsword though, it’s damage is too high.
So what is it a-net?..dmg in pvp is fine or some dmg is too much, some is subpar? some needs tweaking?
You can’t say the weather is fine one day and then say it’s all dark clouds the next.
It works like this: Greatsword is already pretty balanced in terms of its damage+utility, but has a burst skill that is pretty bad and never used. They are making that burst skill 1000% times better in that is is WAY easier to hit and does way more damage now. For targets below 50%, Karl did about 5.8K damage in the video (aoe) compared to ~7K for eviscerate on the heavy golems (this is a TON of damage and will 1-shot squishies below 50%). To make it so that greatsword doesn’t become OP they had to remove some of the damage from the other skills to compensate.
I understand the change, thank you for explaining what didn’t need to be. My question still stays the same. “We are happy with damage/crit/crit dmg.” So, if you are happy with it..why nerf, reassign and buff multiple professions damage. One month everything, “In PvP we are happy.” They next patch notes, "Engi this and that is subpar. Ranger channels too slow and subpar. Warrior GS burst increased because subpar, leveling it out by reducing 100B. Axe goes up, thief dagger gets cleave, but damage goes down. So what is next for necro, mesmer etc etc?..one can’t be happy and satisfied with damage to the point that the entire ferocity changes were not applied to PvP and then go and release notes indicating a lot of damage is poor, being reassigned, nerfed or buffed. They are two contradicting statements. Think of it this way, “We are happy with your job performance. However we are lowering your pay, changing your job title, increasing your hours and moving your desk.” The 2 statements are not compatible.
both of this noob professions deserve a nerf to death.
this kitten carryed bad players for to long now,
especially hambow warrior.
totally agree,best changes they ever made!!!
D/P is already struggling in the meta so I’m really quite surprised to see this nerf. Who thinks they even considered how this will stop offhand pistol from securing a stomp since the downed player can time an auto attack and their downed skill between blind pulses?
I don’t like the s/d changes either. I was really hoping they’d go back on their dual air/fire sigil nonsense from last patch but anet seems to rarely reverse bad decisions. Nerfing 2/0/0/6/6’s damage and the damage of other overly tanky builds using air/fire was the right way to fix things. This s/d change reduces damage but leaves other profession’s builds at full strength… not balanced at all.
As mentioned before…..anet have no clue how to balance what they created.
Welp….since this balance patch will not change the meta at all for the better and since the pve content and pvp content won’t keep many of the current players from leaving gw2. I guess gg to gw2 or better yet…..to anet?
We shall see……
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