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Posted by: Mooncow.6847

Mooncow.6847

I was bored today so I typed this up on my phone. Sorry for any typos.
I went through every trait and skill and I did almost exclusively nerfs. I would only suggest these nerfs as a whole. If any of the changes to the classes happened individually the class would be dumpstered. The goal of this was to balance things and help deal with some of the massive power creep that has occurred in this game. These changes are only for pvp/wvw not pve. It’s quite long

Universal change: confusion no longer ticks unless activating a skill
Quickness and slow apply to movement skills once again

Revenant:
• Surge of the mists no longer evades
• Precision strike 10% dmg buff, reverted back to only shooting 1 projectile at an enemy 2s chill
• Enchanted daggers no longer goes through endure pain is now activated when a skill is blocked dmg reduced by 10%
• Riposting shadows: this is far and away the most broken thing about revenant and what makes it OP I think there is more than one way to handle this skill
• 1: it now has a 25 second cool down
• 2: no cool down but it no longer grants any endurance and no longer breaks stun
• Impossible odds: I’m not entirely sure this skill needs nerfing with the other things I am proposing but increase energy cost from 10 to 20
• Jade winds: increase energy to 65
• Empowering misery: healing per condition lowered to 350
• Pain absorption: resistance per condition lowered to .5 seconds
• Banish enchantment: no longer unblockable
I think herald is fine with the proposed changes

Traits:
• Assassins annihilation: 2 second cooldown
• Retribution trait line: this trait line is in my opinion the worst trait line in this game. All 6 traits are passive. I think this trait line should be deleted from the game. That won’t happen though so I really don’t know what to do. The only suggestion I can think of is instead of stability on Dodge maybe a stack of stab on legend swap
• Equilibrium: instant cast 3-6k dmg is not ok either redesign this trait or make it unable to crit
• Radiant revival: remove 10% increased revive speed
• Soothing bastions: CD increased to 30 seconds

Necromancer:
• Deathshroud is halved upon death
• Staff: a unique symbol is placed above necros head for each different mark during cast time (like signet’s) SYMBOLS MUST LOOK DIFFERENT
• Chillblains: cool down increased to 20 seconds chill duration decreased to 3 seconds
• Scepter auto attack #3 no longer corrupts a boon
• Spinal shiver chill duration decreased to 3 second
• Signet of vamprism: no longer works through blind/Los/block/invuln
• Your soul is mine: life force per hit decreased to 1%
• Corruptboom cool down increased to 20 seconds
• Plague signet now has a ½ second cast time cooldown increased to 35 seconds if none of the other changes to necro happen this is the change I want the most
• Suffer: cooldown increased to 25 seconds
• Rise: cooldown increased to 50 seconds minions health decreased by 50%

Traits:
• siphoned power cooldown increased to 2 seconds
• Plague sending: deleted from game
• Weakening shroud: weakness application from critical hits reduced to 2.5 seconds
• Chilling nova: cooldown increased to 12 seconds
• Shivers of dread: duration decreased to 2 seconds
• Chilling victory lifeforce generation decreased to .5%
• Cold shoulder: chill duration decreased to 20%
• Deathly chill base dmg reduced by 50% (from 202 to 101) condition modifier unchanged

Guardian:
• Wings of resolve cooldown increased to 40 seconds
• True shot cooldown increased to 6 seconds
• Hunters Ward: cage can only hit a target one time. Dmg increased by 33%
• Fragments of faith and test of faith both have ½ second cast time
• Dragons maw is now much more visible on the ground (you can now see the cage)
• Piercing light now has a 5 second cooldown

Engineer:
• Hammer #2-#5 10% dmg nerf
• Electro whirl: cooldown increased to 8 seconds
• Rocket charge: now only has 2 leaps instead of 3. The 2 leaps will travel the same distance as the 3 hits but only evade for 2/3 the duration.
• Shock shield: no longer does dmg, block duration increased by 1 second, still applies vuln CD increased to 24 second
• Thunderclap: 28 second cooldown
• Healing turret: exploding the turret has a 25 sec cooldown not exploding still has 15 sec CD
• Elixir B: retal decreased to 8 seconds
• Slick shoes: my least favorite skill in the game, cooldown reduced to 30 seconds. This skill can now only hit a player once
• Elixir x rampage duration decreased to 11 seconds
• Bulwark gyro CD increased to 25 seconds
• Sneak gyro: cooldown increased to 50 seconds, ½ second cast time
• Gyro detonations now cause reveal to the engi
• Function gyro now only resses at 50% speed of a player.

Traits:
• Aim assisted rocket now travels at half speed
• Bunker down: bandages now heal for 400 baseline
• Protection injection: projection now lasts 1.5 seconds
• Self regulating defenses is no longer affected by elixir traits (doesn’t cure condition and doesn’t have increased activation time, and doesn’t have reduced CD)
• Perfectly weighted: 10% dmg increase on hammer. Hammer cooldown decreased by 20%
• Recovery matrix: duration decreased to 4 seconds
• Rapid regeneration: swiftness now heals for 55 base and superspeed for 300 base. They can now both overlap the heal
• Adaptive armor: max stacks 5 100 per stack duration 8 seconds. A stack is earned each time an attack is blocked (reflected does not count)

Ranger:
• Protect me: taunt duration decreased to 1 sec
• Search and rescue: the pet now has to actually walk to the down body and once it teleports to you It only resses when you are and stops if you do. Pet resses at 50% human player speed
• Bristleback f2 nerfed by 33%
• Smoke assault nerfed by 20%
• Tiger f2 nerfed by 33%

Traits:
• Protective Ward now applies 4sec of weakness
• Beastly warden now applies only 1 second of taunt
• Ancient seeds increased cool down to 20 seconds
• Natural convergence decrease dmg by 15%
• Lunar impact cooldown increased to 10 seconds
• Druidic clarity: cooldown of 15 seconds

Mesmer:
• Continuum split no longer works with elite skills
• Tides of time recharge reduction decreased from 10 seconds to 6 sec
• Blinding dissapation nowhas 5 second cool down
• Menders purity now has a 3 second cooldown
• Ineptitude: confusion caused by this skill decreased to 3sec
• Illusionary conversion and chronophantasma: clones/phantasms are only created once the previous ones are shattered (can’t have 8 clones out at once), clone/phantasm production is not granted if shatter is evaded/blocked (you don’t get clone/phantasm)

Elementalist:
• Water overload: outgoing healing to allies decreased by 35% Radius increased to 400
• Overload air: dmg decreased by 15%
• Comet: no longer able to be used through los
• Obsidian flesh CD increased to 60 seconds
• Wash the pain away: healing to allies decreased by 50% radius per pulse increased to 300, 400, 600 respectively
• Feel the burn no longer has the ridiculous skill affect
• Flash freeze chill duration lowered to two seconds
• Cleansing fire lowered to 2 burn stacks

Traits:
• Pyromancers training: cooldown reduction lowered to 20%
• Electric discharge now triggers half a second after attuning to air making it dodgeable
• Geomancers training cooldown reduction lowered to 20%
• Elemental shielding and rock solid have swapped tiers in the trait tree
• Harmonious conduit: stability decreased to 3 seconds
• Elemental bastion: healing scaling affect decreased by 20%

Thief:
• Thief now has a tooltip when steal is off cooldown (similar to larcenous strike)
• Bound: damage decreased by 20%
• Dash: can only cleanse conditions once every 10 seconds
• Vault dmg decreased by 20%
• Weakening charge: combining this with a teleport no longer locks you in place and makes all attacks land
• Basi venom no longer unblockable
• Finishing blow now goes through down state bodies initial invuln (when the body goes down and you instantly hit it with finishing strike and it doesn’t stomp)

Traits:
• Improvisation something needs to be done about this but I don’t know what
• Resilience of shadows and shadow protector are now switched
• Kleptomaniac now only gives 1 initiative
• Impacting disruption now has a 2 sec CD
• Endurance thief: gain 25 instead of 50 endurance
• Escapist Absolution now has 2 sec CD

Warrior:
• Arc divider: radius decreased to 150
• Gun flame: cast time increased by ¼ second now has a skill fact on skill bar when casting
• Skull grinder applies 3 confusion and 3 bleeding not 4
• Mending is a physical skill
• Kick: CD reduced to 10 seconds
• Stomp: cooldown reduced to 24 seconds
• Throw bolas: now travels like a normal projectile (aka actually lands)
• Rampage: cooldown reduced to 140 seconds dmg dealt by rampage reduced by 25% (also applies to elixir X)

Traits:
• Body blow: weakness reduced to 2 seconds bleeding reduced to 5 seconds
• Distracting strikes: confusion reduced to 6 seconds
• Unsuspecting foe and furious switched places
• Last stand CD increased to 60 seconds
• Dead or alive cooldown increased to 45 seconds
• Last blaze no longer clears blind before the actual skill lands (headbutt traited can now be blinded)

Wvw change only: STAB CHANGE REVERTED

(edited by Mooncow.6847)

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Posted by: StickerHappy.8052

StickerHappy.8052

Dude Pls edit your thread, and use formatting options (Bullets, etc) to make it easy to read.

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: Mooncow.6847

Mooncow.6847

Dude Pls edit your thread, and use formatting options (Bullets, etc) to make it easy to read.

Ok I will

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Posted by: echo.2053

echo.2053

kitten that is terrible to look at, Good thing I stopped at “except for warrior physical skills”.

Bender the offender – Proud violator of 17 safe spaces –

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Posted by: Mooncow.6847

Mooncow.6847

Edited as per suggestion. Sorry I was on my phone but should look better now

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Posted by: Supreme.3164

Supreme.3164

Hmmm…..dragon hunter is missing ..oh wait that’s the OP main

Nerf everybody except my main , if you die to my main it’s a L2P issue

Because ofc you won’t except normal people to believe that a 6s CD on true shot is a nerf?!!

Nothing new to see here gents, move along..just another “nerf rock, paper is fine, signed scissor” thread, the only ones who will agree are the usual trolls and those who play DH

Here true balance changes for Guardian

-True shot – dmg decreased by 33% – CD increased to 15s from 4
-Wings of Resolve CD increased to 50s from 30s- Base heal decreased by 70% and healing coefficient increased by 50%
-Spear of Justice CD increased to 35s from 20s
-Symbol of energy CD increased to 25s from 15s

Traits
-Monk Focus- Base heal decreased from 1900 to 860 – 50% healing coefficient increase
-Heavy Light – CD increased to 30s from 10s
-Hunter Fortification CD increased from 1s to 3s

These are fair changes for Guardian especially because now guards can fully spec into dmg while having above cleric healing level of skills and that’s ridiculous

(edited by Supreme.3164)

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Posted by: Sigmoid.7082

Sigmoid.7082

“Enchanted daggers no longer goes through endure pain”

Anything that steals health ignores any effect that reduces damage to 0 eg endure pain and signet of stone. This includes sigils as well.

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Posted by: Agemnon.4608

Agemnon.4608

Hmmm…..dragon hunter is missing ..oh wait that’s the OP main

Nerf everybody except my main , if you die to my main it’s a L2P issue

Because ofc you won’t except normal people to believe that a 6s CD on true shot is a nerf?!!

Nothing new to see here gents, move along..just another “nerf rock, paper is fine, signed scissor” thread, the only ones who will agree are the usual trolls and those who play DH

Dragonhunter is fine and I don’t PvP with it. It can use a sword damage buff across the board and sword 2’s teleport increased by 150 units but that’s about it.

I strongly disagree with his riposting shadows, there’s lots of chill application and CC in the game in general so it’s needed. Maybe nerf energy regeneration a tad but that’s the only real change I’d make to the skill.

Also increase cooldowns on all AoE’s by 10 seconds except for celestial avatar skills since CA form doesn’t last long anyway.

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Posted by: Supreme.3164

Supreme.3164

Dragon Hunter is not fine at all! Especially Monk’s Focus

I don’t think there is much space for discussion here once again, I mean every TOP player has confirmed that right now ele can’t 1vs1 anything as there is no dmg whatsoever and all that’s left is a healbot build that accomplish nothing on its own.

At this point asking for more nerfs on ele it’s not sad..it’s not laughable…it’s just pathetic and pitiful

Battering down the last line of defense of a sinking ship while bringing down the last functioning turret ( air overload ..last source of dmg on ele ), like some people want to see ele completely out of the game in any format, out of existence

(edited by Supreme.3164)

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Posted by: Mooncow.6847

Mooncow.6847

Hmmm…..dragon hunter is missing ..oh wait that’s the OP main

Nerf everybody except my main , if you die to my main it’s a L2P issue

Because ofc you won’t except normal people to believe that a 6s CD on true shot is a nerf?!!

Nothing new to see here gents, move along..just another “nerf rock, paper is fine, signed scissor” thread, the only ones who will agree are the usual trolls and those who play DH

Here true balance changes for Guardian

-True shot – dmg decreased by 33% – CD increased to 15s from 4
-Wings of Resolve CD increased to 50s from 30s- Base heal decreased by 70% and healing coefficient increased by 50%
-Spear of Justice CD increased to 35s from 20s
-Symbol of energy CD increased to 25s from 15s

Traits
-Monk Focus- Base heal decreased from 1900 to 860 – 50% healing coefficient increase
-Heavy Light – CD increased to 30s from 10s
-Hunter Fortification CD increased from 1s to 3s

These are fair changes for Guardian especially because now guards can fully spec into dmg while having above cleric healing level of skills and that’s ridiculous

I mean these changes seem fine to me. Good suggestions except for the 15 sec true shot that’s a bit ridiculous when coupled with the 33% dmg nerf. Honestly I just didn’t really know how to nerf guardian.
And no I have like 20 games on guard played

As for your comments about ele, ele is the best class atm outside of a 1v1

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Posted by: Mooncow.6847

Mooncow.6847

I strongly disagree with his riposting shadows, there’s lots of chill application and CC in the game in general so it’s needed. Maybe nerf energy regeneration a tad but that’s the only real change I’d make to the skill.

Also increase cooldowns on all AoE’s by 10 seconds except for celestial avatar skills since CA form doesn’t last long anyway.

Riposting shadows needs a nerf so badly. But I did try to nerf chill across the board

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Posted by: Supreme.3164

Supreme.3164

Hmmm…..dragon hunter is missing ..oh wait that’s the OP main

Nerf everybody except my main , if you die to my main it’s a L2P issue

Because ofc you won’t except normal people to believe that a 6s CD on true shot is a nerf?!!

Nothing new to see here gents, move along..just another “nerf rock, paper is fine, signed scissor” thread, the only ones who will agree are the usual trolls and those who play DH

Here true balance changes for Guardian

-True shot – dmg decreased by 33% – CD increased to 15s from 4
-Wings of Resolve CD increased to 50s from 30s- Base heal decreased by 70% and healing coefficient increased by 50%
-Spear of Justice CD increased to 35s from 20s
-Symbol of energy CD increased to 25s from 15s

Traits
-Monk Focus- Base heal decreased from 1900 to 860 – 50% healing coefficient increase
-Heavy Light – CD increased to 30s from 10s
-Hunter Fortification CD increased from 1s to 3s

These are fair changes for Guardian especially because now guards can fully spec into dmg while having above cleric healing level of skills and that’s ridiculous

I mean these changes seem fine to me. Good suggestions except for the 15 sec true shot that’s a bit ridiculous when coupled with the 33% dmg nerf. Honestly I just didn’t really know how to nerf guardian.
And no I have like 20 games on guard played

As for your comments about ele, ele is the best class atm outside of a 1v1

Your definition of best class does not align with the rest of the ele community including top players who used to main ele, so nobody( including the devs I presume ) would agree with you

If for you, the idea of best class is healer then it would make sense for all other professions to completely lose the ability to sustain themselves without a healer

I mean if one profession doing just healing is fine for you…then a profession doing only dmg should be fine too

(edited by Supreme.3164)

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Posted by: Agemnon.4608

Agemnon.4608

Dragon Hunter is not fine at all! Especially Monk’s Focus

I don’t think there is much space for discussion here once again, I mean every TOP player has confirmed that right now ele can’t 1vs1 anything as there is no dmg whatsoever and all that’s left is a healbot build that accomplish nothing on its own.

At this point asking for more nerfs on ele it’s not sad..it’s not laughable…it’s just pathetic and pitiful

I agree with elementalist buffs especially to warhorn and scepter and posted some here. Phoenix speed increased, lightning ball damage increased, magnetic grasp decreased cast time and travel speed, water staff fields slightly bigger and 5 with better cleansing. In light of conditions that accompany powercreep water in general (especially staff 5 and 3 if traited) is due for a cleansing buff.

Riposting shadows needs a nerf so badly. But I did try to nerf chill across the board

If it gets nerfed then jade daggers or facet of light need to become proper heals and CC vastly reduced across the board maybe even gaining temporary resistance to it for all classes.

(edited by Agemnon.4608)

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Posted by: Supreme.3164

Supreme.3164

The priority for ele is to receive defensive skills that not rely on healing power to be effective without those any dmg buff is completely useless because ele will be still forced in running tank mode thus making the dmg buff pointless

The complete lack of evasive/block/teleports skills is what force ele to defend the current sustain method so vehemently

If we could mitigate/negate dmg somehow without being forced into facetanking everything..then no ele would care if you nerf the bunker build

(edited by Supreme.3164)

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Posted by: Link.1049

Link.1049

I disagree with a lot of your thief nerf… particularly the dash clearing clearing conditions only 1 every 10 seconds. The entire point of a thief is mobility. Besides burning those to get out of a chill/stun etc burns our dodge which then needs to recharge. If we’re burnt out of dodges, we’re dead.

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Posted by: BlackBeard.2873

BlackBeard.2873

While I agree that basically everything needs to be nerfed, I think some of your changes are too much all taken together, while others make no sense. I will use ele as an example:

Healing on ele could probably reduced overall, and a good place to start is to reduce the sharing from “wash the pain away” and healing from elemental bastion. However, if you reduce healing from everything, then ele is useless. Also, I disagree with reducing the heal on water overload…doing so makes it NEVER every worth casting.

Changes that don’t make sense:
- Nerfing cleansing fire…not even used in pvp anymore b/c shouts can easily cleanse 2 condis with half the CD and shared aoe.
- Nerfing pyromancer’s training – fire is unusable in pvp b/c all the elites are bad

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Posted by: Mooncow.6847

Mooncow.6847

While I agree that basically everything needs to be nerfed, I think some of your changes are too much all taken together, while others make no sense. I will use ele as an example:

Healing on ele could probably reduced overall, and a good place to start is to reduce the sharing from “wash the pain away” and healing from elemental bastion. However, if you reduce healing from everything, then ele is useless. Also, I disagree with reducing the heal on water overload…doing so makes it NEVER every worth casting.

Changes that don’t make sense:
- Nerfing cleansing fire…not even used in pvp anymore b/c shouts can easily cleanse 2 condis with half the CD and shared aoe.
- Nerfing pyromancer’s training – fire is unusable in pvp b/c all the elites are bad

Water overload will still heal allies for a good amount and heal yourself for the amount it currently does. As for the cleansing fire it was meta before HoT and I always thought it had too much offense. I probably should have left it off the list it’s definitely the least needed nerf out of everything I listed. And I don’t get your comment about fire

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Posted by: Mooncow.6847

Mooncow.6847

I disagree with a lot of your thief nerf… particularly the dash clearing clearing conditions only 1 every 10 seconds. The entire point of a thief is mobility. Besides burning those to get out of a chill/stun etc burns our dodge which then needs to recharge. If we’re burnt out of dodges, we’re dead.

I think being immune to immobilize should have a cooldown

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Posted by: Simonoly.4352

Simonoly.4352

Some sensible suggestions alongside some unnecessary ones. Seems a missed opportunity to not include Dragonhunter though. Longbow, traps, virtues and traits (Hunter’s Determination especially) all need to be addressed.

Gandara

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Posted by: Exedore.6320

Exedore.6320

I got through the first three professions and stopped. OP doesn’t understand how any of these builds work.

Kirrena Rosenkreutz

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Posted by: Mooncow.6847

Mooncow.6847

I got through the first three professions and stopped. OP doesn’t understand how any of these builds work.

What about what I said makes you think that?

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Posted by: Asrat.2645

Asrat.2645

I disagree with a lot of your thief nerf… particularly the dash clearing clearing conditions only 1 every 10 seconds. The entire point of a thief is mobility. Besides burning those to get out of a chill/stun etc burns our dodge which then needs to recharge. If we’re burnt out of dodges, we’re dead.

I think being immune to immobilize should have a cooldown

Dash is pretty strong. especially with bound also nerfed. it would become a must-have.
But make the cd 4-5 sec instead of 10. we really need it, and we will still need it if changes are made. the power is in the game now and will not be removed entirely.
Im not sure about the damage nerfs, would probably depend on how much overall sustainability across all classes goes down. If bunkers are still somehow possible on their current level, nerfs to thief damage would be out of place.

Edit: actually, how about this: for every disabling condition removed, add/increase cd by 2-3 sec?
I agree with the op’s method btw. Right now we need the nerf hammer and we need it bad. On everything. After that we can start looking into fine-tuning and applying buffs to things that need it.

(edited by Asrat.2645)

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Posted by: Fivedawgs.4267

Fivedawgs.4267

So DH are not on his list, but warriors are??? Rigged anyone?

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Posted by: SlayerSixx.5763

SlayerSixx.5763

Dragon Hunter is not fine at all! Especially Monk’s Focus

Monks focus is the only thing that keeps DPS guard relevant. A heavy armored class with the lowest base HP relying on small bursts of healing and the cycling of defenses for survival vs being the ball of stats that is warrior (not calling warrior OP, keep your panties on).

I get it man, you don’t like how ele was gutted, but do we have to bring every class down to that level?

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

I love how he wants to completely gut the only good pets ranger has. Because of course he does.

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Posted by: DuoMaxwell.8019

DuoMaxwell.8019

I know engis need to be looked at by holy kitten his changes seem so ridiculous lmao

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Posted by: XxsdgxX.8109

XxsdgxX.8109

Lol OP is serious?

Stella Truth Seeker

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Posted by: BlackBeard.2873

BlackBeard.2873

Water overload will still heal allies for a good amount and heal yourself for the amount it currently does. As for the cleansing fire it was meta before HoT and I always thought it had too much offense. I probably should have left it off the list it’s definitely the least needed nerf out of everything I listed. And I don’t get your comment about fire

Yes, water overload heals a lot. It is also a FOUR SECOND CAST (basically forever) that also locks you out of water for another 20s (even if interrupted). It is the definition of high-risk, high reward (but only when used properly). Even traited for 1 stack of stab, in a teamfight (where an ele should be), 2 interrupts from a team in 5s isn’t much (esp. with all the random interrupts flying around).

The comment about fire is that fire traitline is TERRIBLE for pvp. All the GM’s aren’t very good (blasting fire for fury isn’t that great, a few might from a couple fire skills isn’t that strong, and 1 blind randomly every 8s on-burn is weak in meta today), and ele can’t afford to trait offensively. While 33% CD reduction in fire is strong in a bruiser spec, prior to HoT eles had already swapped away from fire because it just doesn’t offer enough. Pyromancer’s alacrity IS the strongest trait in that line, however.

(edited by BlackBeard.2873)

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Posted by: Kranis.7591

Kranis.7591

Hmmm…..dragon hunter is missing ..oh wait that’s the OP main

Nerf everybody except my main , if you die to my main it’s a L2P issue

Because ofc you won’t except normal people to believe that a 6s CD on true shot is a nerf?!!

Nothing new to see here gents, move along..just another “nerf rock, paper is fine, signed scissor” thread, the only ones who will agree are the usual trolls and those who play DH

Here true balance changes for Guardian

-True shot – dmg decreased by 33% – CD increased to 15s from 4
-Wings of Resolve CD increased to 50s from 30s- Base heal decreased by 70% and healing coefficient increased by 50%
-Spear of Justice CD increased to 35s from 20s
-Symbol of energy CD increased to 25s from 15s

Traits
-Monk Focus- Base heal decreased from 1900 to 860 – 50% healing coefficient increase
-Heavy Light – CD increased to 30s from 10s
-Hunter Fortification CD increased from 1s to 3s

These are fair changes for Guardian especially because now guards can fully spec into dmg while having above cleric healing level of skills and that’s ridiculous

33% decrease and 15 sec cooldown? No… that sounds terrible considering how easily other classes can avoid true shot with passive and caster reflects. Most others can block and evade easily too. Only time it’s very strong is when you don’t notice the dh sniping you due to you being in middle of combat, or you get interrupted/dazed.

Wings of resolve is already clunky and easily interrupted, so decreasing anything there would be unnecessary.

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Posted by: Mooncow.6847

Mooncow.6847

So DH are not on his list, but warriors are??? Rigged anyone?

Dh is on this list. Read again

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Posted by: Mooncow.6847

Mooncow.6847

I know engis need to be looked at by holy kitten his changes seem so ridiculous lmao

Did you only read the engi changes?

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Posted by: Ryu Kaisus.1293

Ryu Kaisus.1293

As an engineer player i approve of these nerfs to my class of choice, if, the rest of the classes get updated with these nerfs as well. These nerfs are actually in line with each classes balance if done as a whole.

Good job my friend.

(edited by Ryu Kaisus.1293)

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Posted by: ibkillin.9610

ibkillin.9610

Spvp

Removed Spvp as an option until we as developers can actually figure out how to make it work properly cause we clearly have been sipping on the drink too much to understand how to.

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Posted by: DoogySnowStalker.2069

DoogySnowStalker.2069

Only if there was a -1 button for posts, lol

Is a Warrior just a pet without a Ranger?

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Posted by: Fivedawgs.4267

Fivedawgs.4267

So DH are not on his list, but warriors are??? Rigged anyone?

Dh is on this list. Read again

Maybe he added them afterwards?

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Posted by: Mooncow.6847

Mooncow.6847

As an engineer player i approve of these nerfs to my class of choice, if, the rest of the classes get updated with these nerfs as well. These nerfs are actually in line with each classes balance if done as a whole.

Good job my friend.

Yes I would absolutely only suggest these nerfs as a whole. I should add that to my post

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Posted by: Mooncow.6847

Mooncow.6847

So DH are not on his list, but warriors are??? Rigged anyone?

Dh is on this list. Read again

Maybe he added them afterwards?

Nah they were always there

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Posted by: Fivedawgs.4267

Fivedawgs.4267

Ok let’s talk about warrior:

I disagree with two changes, first rampage you have reduced the cd by 4% and you nerf the dmg by 25%. You see the problem???

And second the last blaze trait doesn’t have to be revamp, dude you are being petty over a blind…

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Posted by: Mooncow.6847

Mooncow.6847

Ok let’s talk about warrior:

I disagree with two changes, first rampage you have reduced the cd by 4% and you nerf the dmg by 25%. You see the problem???

And second the last blaze trait doesn’t have to be revamp, dude you are being petty over a blind…

I reduced the cooldown by 22%

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Posted by: Fivedawgs.4267

Fivedawgs.4267

Sorry forgot I had a trait which reduce physical skill cds by 20%..

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Posted by: Alekt.5803

Alekt.5803

I like the elementalist nerfs. Though, if damage from air overload is reduced, one has to give buffs to fire overload. 15% is also extremely direct when air overload itself is known to carry the whole specialization when it comes to damage. But, about those cooldown reduction on skill, lets be honest, it used to be like that, and those traits were garbage since those traits affect only 1/4 of the cooldowns of the class opposed to 1/2 of the cooldowns when it’s linked to a weapon.

If overload air is nerfed, and earth line too, it’s good to;
1. Reduce cooldown on overload recharge to 15 seconds, down from 20.
2. Increase protection gained from Hardy Conduit to 4 (even 5) seconds, up from 3, to at least cover the whole overload.
3. Increase damage of Fire Overload by 10%. Additionnally, completing the overload will leave a tornado behind, increasing the radius to 300.
4. Increase Earth Overload damage by 10%.

Alerie Despins

(edited by Alekt.5803)

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Posted by: Daishi.6027

Daishi.6027

I think this would be better balance than we have now, at least it would be easier to balance from this position.

I’d say include: Judges intervention, Infiltrator’s Strike, Illusionary Leap (debatable since it has a tell), and all other skills like it require line of sight.

Also Blinding dissipation’s base restriction being shatters does not warrant the cooldown and even after the suggestions makes the imbalance in the thief/mes match up farther.

“I control time and space; you can’t break free.~”
“Maybe I was the illusion all along!”

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Posted by: Furajir.3815

Furajir.3815

This list. Lol.

Tupro-Ranger- “The Great White Hype”
Yak’s Bend(TWIN) Racist against Sylvari
RRR Ranger and Warrior videos: http://www.youtube.com/user/ElmoezHerra?feature=watch

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Posted by: Stiofan.6720

Stiofan.6720

If they nerf Warrior again, There won’t be anything left but a pile of ashes.

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Posted by: Mooncow.6847

Mooncow.6847

@fivedawgs I reduced the cooldown from 180 sec to 140 sec…
@alekt those are certainly reasonable changes and probably good ones, I just didn’t buff anything I was focused on nerfs
@stiofan they’re already a pile of ashes. If this patch were to go through they’d be 10 times more viable

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Posted by: Asrat.2645

Asrat.2645

Problem is people are just skipping through your thread, reading the changes of their favourite class and think ‘wahwahwah’
You have to see this as a whole.
And whilst it is far from being perfect, it really provides a much better base to start fine-tuning balance from.

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Posted by: Agemnon.4608

Agemnon.4608

1.Chill can be converted to alacrity and/or superspeed (effects and not boons that can be ripped or corrupted) on allies with druid staff 3. Duration would be the same as the chill would have been.

2.AoE’s give priority to players instead of any random friendly with higher tier AI’s going down the chain of command so if you have six friendlies and use druid CA 4 you’d heal three teammates, the lord (“legendary” AI), and an elite AI cleric but not a necro minion or druid pet.

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Posted by: Mooncow.6847

Mooncow.6847

Problem is people are just skipping through your thread, reading the changes of their favourite class and think ‘wahwahwah’
You have to see this as a whole.
And whilst it is far from being perfect, it really provides a much better base to start fine-tuning balance from.

yes this is definitely happening a lot lol. But I can’t blame them it’s really long

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Posted by: Hansen.3264

Hansen.3264

And :
Spvp: remove berserker/marauder/valkyrie amulets

Powercreep lowered

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Posted by: Asrat.2645

Asrat.2645

And :
Spvp: remove berserker/marauder/valkyrie amulets

Powercreep lowered

Lol what? cause we are totally out of the bunker meta and should start working on those op damage dealers of ours? Especially with several high damage sources receiving nerfes.
And of course those bad boys on power builds are the main source of damage, some of them might actually kill a necro before they die from conditions.
Sarcasm aside. I dont try to be mean or anything, hope I dont sound insulting, but the idea is just plain ridiculous. If you think you can make a good point there, go ahead and try to open my eyes, but i doubt it…