Huge Stability Nerf???
It will be for all the classes that use the stability buff.
It is a great change. Making pve a bit harder. WvW hammer train will not be imune to ccs anymore. And for spvp stability will have more counters now.
It will be for all the classes that use the stability buff.
It is a great change. Making pve a bit harder. WvW hammer train will not be imune to ccs anymore. And for spvp stability will have more counters now.
Yeah but, CC is kinda out off hand atm and dont get me started with slick shoes.
Slick shoes is needing a nerf even before future stab changes. It will have to toned down.
I think if they want to nerf stability, they gotta nerf all the AOE CC first, especially those that can knockdown/knockback multiple times. Also players need some way of cc diminishing return if you get consecutive CC in a roll.
Resistance might ignore cc, which also means Malynx gets to copy it :o. Watch out
This doesn’t seem like a terrible change, but it does seem like a big buff to CC builds (and engineers NEEDED another buff, right? RIGHT?!?!)
We will have to see how they balance existing skills. One thing this change DOES enable is for them to add a single-stack of short stability to most stun-breaks to prevent you from being chain-cc’d even when you stunbreak it. If they do that, I would be ALL for this change.
Hammer warrior
Mesmer mesmer f3
Thief pistol#4
Engie slick shoes cz its field and maybe the stupid turet trait
Those are afaik the only ones have more than 2x CCs in whole build and are “spammable or multi hit” who could actualy get past a 2-3x stavk of stabilty.
No necro bias please,
but i am very concerned how corrupts will work. Corrupt boon is like portal to mesmer – its the only reason u bring the class. I hope the boon priorities get sorted out by then.
Slick shoes is needing a nerf even before future stab changes. It will have to toned down.
No
Slick shoes is needing a nerf even before future stab changes. It will have to toned down.
No
yes
0 counterplay
Yeah, CC builds are already OP. Not sure how that will play out but guardians and engis will probably benefit the most from this.
Everybody calm down. If you’ve seen the revenant video, he got 5 stacks of stability of a really short CD, short duration skill. I can see the current stabilities giving between 3 and 10 stacks (the latter for lich and such). So boon stripping will still be much more reliable in spvp, unless you run 5 times into a ring of warden. I don’t think this “nerf” will affect us all that much. Maybe it can give some interesting rez/stomp plays, but in 1v1 and 2v2 no way.
I’m much more interested in seeing how it will play out in WvW: no more runnint into each other with our stability up: a few fear walls and earthshakers, and the entire zerg is controled. That would be fun, wouldn’kitten If my assumptions are correct, I might like this change.
I see the new stab been a problem against slick shoes and mesmer daze. Those skills will need to be nerfed.
Or it could turn into a similar issue of general (damaging) condition application when compared to general condition removal.
I see the new stab been a problem against slick shoes and mesmer daze. Those skills will need to be nerfed.
Not really. You would have to not run in and out off it, that’s all. Slick shoes have a small AoE, and Chaos Storm can daze you 3 times at the very maximum.
I have a few questions for everyone about this topic:
- Are there any builds in particular that you are worried about besides Slick Shoes and Diversion?
- According to This video, stability will be stacking in stacks, rather than duration. This potentially means that if you put up two stabilities that last 10s each, you’ll just have 2 stacks of 10s of stability. Builds like warriors running Balanced Stance and Last Stand would possibly not get 20s of stability if gained at the same time. Do you like this system better?
- Overall, do you think any potential positives outweigh the potential negatives?
Message me any time in game.
I have a few questions for everyone about this topic:
- Are there any builds in particular that you are worried about besides Slick Shoes and Diversion?
- According to This video, stability will be stacking in stacks, rather than duration. This potentially means that if you put up two stabilities that last 10s each, you’ll just have 2 stacks of 10s of stability. Builds like warriors running Balanced Stance and Last Stand would possibly not get 20s of stability if gained at the same time. Do you like this system better?
- Overall, do you think any potential positives outweigh the potential negatives?
1. Static field, Earth wall, Thief daze spam, Fractal aetherblade.
2 Probably just 10 secs
3. Positive: my engineer will be even stronger. Used to be hard countered by stability heavy class.
Negative: generally some harder pve content and WvW maybe.
I have a few questions for everyone about this topic:
- Are there any builds in particular that you are worried about besides Slick Shoes and Diversion?
- According to This video, stability will be stacking in stacks, rather than duration. This potentially means that if you put up two stabilities that last 10s each, you’ll just have 2 stacks of 10s of stability. Builds like warriors running Balanced Stance and Last Stand would possibly not get 20s of stability if gained at the same time. Do you like this system better?
- Overall, do you think any potential positives outweigh the potential negatives?
1. Static field, Earth wall, Thief daze spam, Fractal aetherblade.
2 Probably just 10 secs
3. Positive: my engineer will be even stronger. Used to be hard countered by stability heavy class.
Negative: generally some harder pve content and WvW maybe.
Don’t run in and out of AoE stuns! But yeah, maybe thief daze spam could be annoying, but he would waste at least 5s and all his initiative to do zero damage, so it wouldn’t be worth it.
I think you’re right. That’s a good example of a fine pve/wvw balance change that won’t affect us too much.
more buffs to engis…. what a surprise~
[Teef] guild :>
Slick shoes is needing a nerf even before future stab changes. It will have to toned down.
No
yes
Not to shout Guardians with SYG. Like every other aspect of this game, it’s OP of you let it be OP. Slick shoes isn’t OP, just annoying.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
(edited by Saiyan.1704)
http://dulfy.net/2015/02/20/gw2-revenant-weapon-skills-legendary-skills-and-traits/
Ignore all the lame stuff and skip to section 5.
“Stability changes
It will no longer stack in duration and prevent all CC. It will now have stacks with each CC taking off 1 stack."
!!!!!
Is this for all classes or just Revenant? Because if it is the former that is a huge chance for PvP.
Everyone from Guardians, to Stance warriors, to Cantrip eles, and Stone Rangers even Lich Necros all of them and everyone else is highly effected.
Now i’m not saying that is a bad thing. Without everyone having access to boon rip stability is a very strong strong buff. But that is a huge change that I don’t see many post about yet.
What do you guys think? Is there something i’m missing or is the entire meta changing?
Well, we can only hope they know what they are doing because people are already saying “RIP WvW”, and if in PvP it conquest becomes a ping-pong match it’s going to be RIP PvP…
more buffs to engis…. what a surprise~
It’s not, they are really good in PvP but suck everywhere else…
I see the new stab been a problem against slick shoes and mesmer daze. Those skills will need to be nerfed.
Not really. You would have to not run in and out off it, that’s all. Slick shoes have a small AoE, and Chaos Storm can daze you 3 times at the very maximum.
Mesmer F3 will apply daze 3 times. If it removes 3 stab stacks it will be op.
I have a few questions for everyone about this topic:
- Are there any builds in particular that you are worried about besides Slick Shoes and Diversion?
- According to This video, stability will be stacking in stacks, rather than duration. This potentially means that if you put up two stabilities that last 10s each, you’ll just have 2 stacks of 10s of stability. Builds like warriors running Balanced Stance and Last Stand would possibly not get 20s of stability if gained at the same time. Do you like this system better?
- Overall, do you think any potential positives outweigh the potential negatives?
1) Thief offhand pisltol might be an issue.
2)Overall positive change for spvp, wvw and pve. In spvp it creates more counters to stab. In pve it may make some content a bit more dificult. For wvw the zerg will go from imune to cc with perma stab to heavy resistance to cc but not 100% imune.
Mesmer F3 will apply daze 3 times. If it removes 3 stab stacks it will be op.
Hardly, considering that in meta shatter builds it strips boons! You already lose your stability when eating a full shatter. Similarly, if the thief runs bountiful theft (so if he chooses not to specialize), he can rip the stability off! So the only problematic professions already have ways to remove stab (same goes for perma fear necro).
Slick shoes is needing a nerf even before future stab changes. It will have to toned down.
No
yes
Not to shout Guardians with SYG. Like every other aspect of this game, it’s OP of you let it be OP. Slick shoes isn’t OP, just annoying.
^this guy gets it
I have a few questions for everyone about this topic:
- Are there any builds in particular that you are worried about besides Slick Shoes and Diversion?
- According to This video, stability will be stacking in stacks, rather than duration. This potentially means that if you put up two stabilities that last 10s each, you’ll just have 2 stacks of 10s of stability. Builds like warriors running Balanced Stance and Last Stand would possibly not get 20s of stability if gained at the same time. Do you like this system better?
- Overall, do you think any potential positives outweigh the potential negatives?
1. Hammer on Warrior, Spirit Guard (knockdown and push back from Spirits every few seconds), Terrormancer, p/s Engineer, Staff Ele, Mace/shield warrior, d/d ele air 3,…. Can go on really
2. I do not like that system because simply it’s a huge nerf to builds/skills needed in this meta, let me show:
- This way of Stability: immune to any CC for 8seconds with cd of 40s
- New way of Stability: immune to any CC ONCE for 8 seconds with cd of 40s
Do you see the very big problem? It’s a really huge nerf and have no clue why they would make it so.
There are more CC’s in the game (and its meta) than actual stability sources..
Instead of nerfing stability like this, they should give MORE stability sources to every class
3. Yes, WvW might be more organized now and PvE a little harder
I have a few questions for everyone about this topic:
- Are there any builds in particular that you are worried about besides Slick Shoes and Diversion?
- According to This video, stability will be stacking in stacks, rather than duration. This potentially means that if you put up two stabilities that last 10s each, you’ll just have 2 stacks of 10s of stability. Builds like warriors running Balanced Stance and Last Stand would possibly not get 20s of stability if gained at the same time. Do you like this system better?
- Overall, do you think any potential positives outweigh the potential negatives?
1. Hammer on Warrior, Spirit Guard (knockdown and push back from Spirits every few seconds), Terrormancer, p/s Engineer, Staff Ele, Mace/shield warrior, d/d ele air 3,…. Can go on really
2. I do not like that system because simply it’s a huge nerf to builds/skills needed in this meta, let me show:- This way of Stability: immune to any CC for 8seconds with cd of 40s
- New way of Stability: immune to any CC ONCE for 8 seconds with cd of 40sDo you see the very big problem? It’s a really huge nerf and have no clue why they would make it so.
There are more CC’s in the game (and its meta) than actual stability sources..
Instead of nerfing stability like this, they should give MORE stability sources to every class
3. Yes, WvW might be more organized now and PvE a little harder
Here i thought the new stability stacked in intensity like the following for example :
- This way of Stability: Gain stability for 8s
- New way of Stability: Gain 8 Stacks of stability for 8s.
Not really a nerf per say.
I have a few questions for everyone about this topic:
- Are there any builds in particular that you are worried about besides Slick Shoes and Diversion?
- According to This video, stability will be stacking in stacks, rather than duration. This potentially means that if you put up two stabilities that last 10s each, you’ll just have 2 stacks of 10s of stability. Builds like warriors running Balanced Stance and Last Stand would possibly not get 20s of stability if gained at the same time. Do you like this system better?
- Overall, do you think any potential positives outweigh the potential negatives?
1. Hammer on Warrior, Spirit Guard (knockdown and push back from Spirits every few seconds), Terrormancer, p/s Engineer, Staff Ele, Mace/shield warrior, d/d ele air 3,…. Can go on really
2. I do not like that system because simply it’s a huge nerf to builds/skills needed in this meta, let me show:- This way of Stability: immune to any CC for 8seconds with cd of 40s
- New way of Stability: immune to any CC ONCE for 8 seconds with cd of 40sDo you see the very big problem? It’s a really huge nerf and have no clue why they would make it so.
There are more CC’s in the game (and its meta) than actual stability sources..
Instead of nerfing stability like this, they should give MORE stability sources to every class
3. Yes, WvW might be more organized now and PvE a little harder
Watch PoI. I know we’re not used to do that as pvp players, but you’re ill informed. A 8s stability will likely convert into 5 to 8 stacks, so it won’t change anything for us really (again this is speculation, we don’t know everything yet). I’m excited to see how it will play out in WvW. I might get back into blobvblob, who knows?
they said in the poi that appropriate changes would be coming to current stability skills.
dont worry about anything with stab until you know more.
head here to discuss wvw without fear of infractions
Are people really this naive to think that the current stability abilities are going to stay as is? Talk about shouting doom and gloom…
Another quick question:
- How often do you think you’ll utilize the new system? For example, lets say a warrior gains 3 stacks of stability for 12s. Are their any builds were you as a solo player would attempt to remove all 3 stacks to get a CC off?
To me, this nerf seems like it balances out team play while only minorly touching small engagements. I mean, lets say you use 3 skills to remove that stability. You might be saving yourself about 1-9 seconds that the enemy would have stability, but you also have to waste 3 CCs to do this. Even on a headshot thief, that’s 12 initiative (4/5 of your total initiative on a standard DP thief!). Is there any time where you see removing stability stacks as useful in small engagements?
Message me any time in game.
Another quick question:
- How often do you think you’ll utilize the new system? For example, lets say a warrior gains 3 stacks of stability for 12s. Are their any builds were you as a solo player would attempt to remove all 3 stacks to get a CC off?
To me, this nerf seems like it balances out team play while only minorly touching small engagements. I mean, lets say you use 3 skills to remove that stability. You might be saving yourself about 1-9 seconds that the enemy would have stability, but you also have to waste 3 CCs to do this. Even on a headshot thief, that’s 12 initiative (4/5 of your total initiative on a standard DP thief!). Is there any time where you see removing stability stacks as useful in small engagements?
No. Lockdown mesmer would strip it, without using cc. The rest couldn’t. It’s a WvW and PvE change imo.
It will be for all the classes that use the stability buff.
It is a great change. Making pve a bit harder. WvW hammer train will not be imune to ccs anymore. And for spvp stability will have more counters now.
loll no dude. Already one of the most annoyingly OP specs with zero counter play is d/p thief (and s/d thief actually). Those 15k out of stealth instant spikes and then getting immobed for ages on the next attack is already out of hand.
Add the fact that headshot is a spammable and ranged instant interrupt…..and you have issues. 100% this change will just buff the existingly powerful kitten in the game.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
I can’t remember the last time players asked for the CC to be increased or made even more crippling. With CC so spammable Stability made the game somewhat playable.
The change makes no sense.
I’ve given up on this current Dev team.
Anet lied (where’s the Manifesto now?)
I can’t remember the last time players asked for the CC to be increased or made even more crippling. With CC so spammable Stability made the game somewhat playable.
The change makes no sense.
I’ve given up on this current Dev team.
Please read the thread before complaining. There are good reasons to think that this change will not affect spvp. Furthermore, I’m pretty sure I’ve seen this exact comment somewhere, so the laziness of this reply is beyond words.
It will be for all the classes that use the stability buff.
It is a great change. Making pve a bit harder. WvW hammer train will not be imune to ccs anymore. And for spvp stability will have more counters now.
loll no dude. Already one of the most annoyingly OP specs with zero counter play is d/p thief (and s/d thief actually). Those 15k out of stealth instant spikes and then getting immobed for ages on the next attack is already out of hand.
Add the fact that headshot is a spammable and ranged instant interrupt…..and you have issues. 100% this change will just buff the existingly powerful kitten in the game.
I believe that education comes from repetition, so please allow me to be vain and quote myself:
Mesmer F3 will apply daze 3 times. If it removes 3 stab stacks it will be op.
Hardly, considering that in meta shatter builds it strips boons! You already lose your stability when eating a full shatter. Similarly, if the thief runs bountiful theft (so if he chooses not to specialize), he can rip the stability off! So the only problematic professions already have ways to remove stab (same goes for perma fear necro).
The thing is d/p thief already strips stability on steal! And he doesn’t need to waste his entire initiative on five stacks of stab while being exposed for 5s doing so (which is a death sentence for a thief). So I’m not sure I understand your concern. Can you elaborate?
Well i can understand wanting toe nerf stability. Especially on warriors (Jeez between stances and elites that can get so very out of hand) but stability as a whole. Down to stacks. It really depends on how they go about it. Will stance now grant 1 stack of stability? Will earth armor only grant 1 stack or will it grant 5 for 10 seconds. Because if you think about it. So many builds rely on a lot of CC to really flesh it out.
The biggest one that comes to mind. Is freakin Engis Between rifle and slick shoes having stability is so integral for being able to apply pressure before getting burned down.
I just hope if they are truly nerfing the power of stability they also adjust how strong CC is accordingly.
It will be for all the classes that use the stability buff.
It is a great change. Making pve a bit harder. WvW hammer train will not be imune to ccs anymore. And for spvp stability will have more counters now.
loll no dude. Already one of the most annoyingly OP specs with zero counter play is d/p thief (and s/d thief actually). Those 15k out of stealth instant spikes and then getting immobed for ages on the next attack is already out of hand.
Add the fact that headshot is a spammable and ranged instant interrupt…..and you have issues. 100% this change will just buff the existingly powerful kitten in the game.
I believe that education comes from repetition, so please allow me to be vain and quote myself:
Mesmer F3 will apply daze 3 times. If it removes 3 stab stacks it will be op.
Hardly, considering that in meta shatter builds it strips boons! You already lose your stability when eating a full shatter. Similarly, if the thief runs bountiful theft (so if he chooses not to specialize), he can rip the stability off! So the only problematic professions already have ways to remove stab (same goes for perma fear necro).
The thing is d/p thief already strips stability on steal! And he doesn’t need to waste his entire initiative on five stacks of stab while being exposed for 5s doing so (which is a death sentence for a thief). So I’m not sure I understand your concern. Can you elaborate?
Meta is passive of changes over time. If eventually people stop running those said traits mesmer/thief will still be imune to stab. The stab nerf will give any mesmer with any build the ability to ignore stability with F3. Same for thief.
We’ll see. I’m not saying you’re wrong: many things are yet unknown, for example the thief’s specialization that will not get access to bountiful theft. But bountiful theft will still be an amazing choice, since its synergy with sleight of hands is awesome. Do you play thief? I main thief, and I can’t see myself spamming a useless p#4 into a enemy who has stability: that looks like a good way to get killed.
On a mesmer however, I’d still go for the boom strip, because it will still be string against stab, but also might, etc. So you won’t be more annoyed by mesmer than you are now. Should you decide to not run the trait, I can see a good stability strip in combination with an engineer for a decap. But let’s face it, avoiding a 4-clone F3 shatter is not very difficult.
In most cases short duration stabilities won’t be affected, you are better off waiting a few seconds for the stability to run out than you will be burning all your cc to remove it and then have no cc left. What it will do is give classes with no boon removal a chance to remove long lasting stabilities.
It will be for all the classes that use the stability buff.
It is a great change. Making pve a bit harder. WvW hammer train will not be imune to ccs anymore. And for spvp stability will have more counters now.
I agree same.
Ankur
Applying the current mechanics to the stability change tells us that any boon removal/strip/steal will remove ALL stacks of stability, not a certain amount of stacks.
Just like might works now – it’s all or nothing. It’s one boon no matter how many stacks it is.
So stability stripping will be no different than it currently is, however for skills that give very few stacks of stability, players will now be able to cc chain/burst through the stability stacks.
WvW is going to feel this change 100x harder than PvP does.
I do think the # of sources of stability should be increased. I also think it would be nice if there was an easier way of reading stability. Like a visual effect I can easily see rather than having to check their buffs.
In most cases short duration stabilities won’t be affected, you are better off waiting a few seconds for the stability to run out than you will be burning all your cc to remove it and then have no cc left. What it will do is give classes with no boon removal a chance to remove long lasting stabilities.
This guy knows what’s up.
I have a few questions for everyone about this topic:
- Are there any builds in particular that you are worried about besides Slick Shoes and Diversion?
- According to This video, stability will be stacking in stacks, rather than duration. This potentially means that if you put up two stabilities that last 10s each, you’ll just have 2 stacks of 10s of stability. Builds like warriors running Balanced Stance and Last Stand would possibly not get 20s of stability if gained at the same time. Do you like this system better?
- Overall, do you think any potential positives outweigh the potential negatives?
1. Hammer on Warrior, Spirit Guard (knockdown and push back from Spirits every few seconds), Terrormancer, p/s Engineer, Staff Ele, Mace/shield warrior, d/d ele air 3,…. Can go on really
2. I do not like that system because simply it’s a huge nerf to builds/skills needed in this meta, let me show:- This way of Stability: immune to any CC for 8seconds with cd of 40s
- New way of Stability: immune to any CC ONCE for 8 seconds with cd of 40sDo you see the very big problem? It’s a really huge nerf and have no clue why they would make it so.
There are more CC’s in the game (and its meta) than actual stability sources..
Instead of nerfing stability like this, they should give MORE stability sources to every class
3. Yes, WvW might be more organized now and PvE a little harderWatch PoI. I know we’re not used to do that as pvp players, but you’re ill informed. A 8s stability will likely convert into 5 to 8 stacks, so it won’t change anything for us really (again this is speculation, we don’t know everything yet). I’m excited to see how it will play out in WvW. I might get back into blobvblob, who knows?
Did they literally said it stability utilities will have atleast 3-5 stacks? All I could udnerstand on the livestream was one stack, many viewers thought the same (judging from the chat) so i’m confused now.. That’s why they said RIP WvW and all.. I need to see an official post about this because the explanation on PoI was crap about this subject
Did they literally said it stability utilities will have atleast 3-5 stacks? All I could udnerstand on the livestream was one stack, many viewers thought the same (judging from the chat) so i’m confused now.. That’s why they said RIP WvW and all.. I need to see an official post about this because the explanation on PoI was crap about this subject
They said they were gonna rework the current stab abilities to be coherent with their current strength. I understood it like that: the small on-dodge on stab of the revenant is only one stack, so there’s no way lich will get one stack only. You can see on this (low-res) screenshot that a revenant skill that costs 25% of spiritual energy (so potentially spammable) gives 5 stacks. I think Stand Your Ground will get about that amount. Lich should give something between 7 and 10. So you’ll likely need a lot of cc to rip off the lich’s stab! It will however affect zerg vs zerg imo, but I think it’s for the best there.
But again, I’m not a dev, and since a lot of things are changing with HoT, it is very plausible that some skills will get too few stacks, and an others too many. We’ll see, and I hope the balance team has planned weeks of extra hours just after the release to polish all these new things we’re getting!
edit: corrected some spelling mistakes
(edited by Sorel.4870)
Did they literally said it stability utilities will have atleast 3-5 stacks? All I could udnerstand on the livestream was one stack, many viewers thought the same (judging from the chat) so i’m confused now.. That’s why they said RIP WvW and all.. I need to see an official post about this because the explanation on PoI was crap about this subject
They said they were gonna rework the current stab abilities to be coherent with their current strength. I understood it like that: the small on-dodge on stab of the revenant is only one stack, so there’s no way lich will get one stack only. You can see on this (low-res) screenshot that a revenant skill that cost 25% of spiritual energy (so potentially spammable) gives 5 stacks. I think Stand Your Ground will get about that amount. Lich should give something between 7 and 10. So you’ll likely need a lot of cc to rip off the lich’s stab! It will however affect zerg vs zerg imo, but I think it’s for the best there.
But again, I’m not a dev, and since a lot of things are changing with HoT, it is very plausible that some skill get too few stacks, and an other too many. We’ll see, and I hope the balance team has planned weeks of extra hours just after the release to polish all these new things we’re getting!
That’s a decent arguement, thank you Sorel.
Sometimes I just have 0 clue what they mean lol
Say goodbye to outplaying your opponents against unfavourable odds.
You will no longer be getting stomps in outnumbered fights unless you have invulnerability skills. (Engineer, elementalist, mesmer)
People are highly overestimating the number of stability stacks you will get from skills. You have to be insane to think 10 stacks would be granted from anything (other than elites, maybe) They are making this change so that there is counterplay against stability. If skills like balanced stance granted 10 stability stacks, nothing would change and the whole change would be pointless.
5 (FIVE) is the golden number in Guild Wars 2.
The most stacks that a skill like balanced stance, toss elixir b or any other long cooldown stability skill is going to grant you, is 5 (FIVE). At the most. Other abilities such as Foot in the Grave that allow for constant, high up-time on stability? Those will be 1 (ONE) stack of stability. 2 stacks is doubtful but no way in hell will it be higher than 2.
So, now, classes with invulnerability skills will be the only ones getting stomps in outnumbered fights. Classes with long cooldown stability skills might get stomps if they’re lucky.
(edited by Zefrost.3425)
what? you think every stomp attempt you are going to get multiple CCs on you?
why can’t you just start the stomp to bait out their cc’s and then dodge? also, doesn’t this go both ways and also make it harder to rez a downed player?
the only impact i see this having on downed state play is more often preferring to cleave over stomp (which most teams would be wise to do anyway)
Say goodbye to outplaying your opponents against unfavourable odds.
You will no longer be getting stomps in outnumbered fights unless you have invulnerability skills. (Engineer, elementalist, mesmer)
People are highly overestimating the number of stability stacks you will get from skills. You have to be insane to think 10 stacks would be granted from anything (other than elites, maybe) They are making this change so that there is counterplay against stability. If skills like balanced stance granted 10 stability stacks, nothing would change and the whole change would be pointless.
5 (FIVE) is the golden number in Guild Wars 2.
The most stacks that a skill like balanced stance, toss elixir b or any other long cooldown stability skill is going to grant you, is 5 (FIVE). At the most. Other abilities such as Foot in the Grave that allow for constant, high up-time on stability? Those will be 1 (ONE) stack of stability. 2 stacks is doubtful but no way in hell will it be higher than 2.
So, now, classes with invulnerability skills will be the only ones getting stomps in outnumbered fights. Classes with long cooldown stability skills might get stomps if they’re lucky.
So an overpowered boon should not be changed because of situations that rarely happen? Stability has been a plague for a very long time, yes it is nice that once in a while a player outplays a larger force and gets the kill but those seem to be the exception not the norm.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
I really doubt conquest is part of the reasoning for this change.
more likely it’s because in stronghold the channels will be interrupted by CC and not damage. and also because wvw hammer trains.
the effect on conquest will be determined by how many stacks and duration each skill is converted to