I mainly play Guardian and Ele and this is my view on the recent nerf.
From the wording on the patch notes, it seems like Quickness was a big problem in WvW which I can understand. It’s hard to see what’s going on in a huge zergfest.
Quickness was not a big problem in SPvP. The only complaints I ever heard about it in SPvP was about Rangers having access to quickness on pet swap with no punishment.
In order to make my point clearer I’m going to list out every way to gain Quickness in SPvP.
Utility Skills
- Frenzy – Warrior: Lasts for 5s and you take 50% more damage for the duration.
- 60s CD.
- Elixir U – Engineer: Lasts for 5s with a chance to gain Frenzy (take 50% more damage) or Haste (cannot regenerate endurance).
- 60s CD.
- Quickening Zephyr – Ranger: Lasts for 5s and you cannot be healed for the duration.
- 60s CD.
- Haste – Thief: Lasts for 5s and you cannot regenerate endurance for the duration.
- 60s CD.
Elite Skills
- Time Warp – Mesmer: Lasts for 10s.
- 210s CD.
- Zealot’s Fervor – Guardian: #4 skill on Tome of Wrath. Lasts for 3s and can be cast twice in the duration of the Elite Skill.
- 15/180s CD.
Traits
- Last Chance – Warrior: Gain quickness for 4s when you strike a foe with less than 25% hp.
- 90s ICD.
- 30 trait points required.
- Critical Haste – Thief: 10% chance to get quickness for 2s on a critical hit.
- 30s ICD.
- 20 trait points required.
- Instinctual Bond – Ranger: When you are downed, y our pet gains quickness for 5s.
- 50s ICD.
- 30 trait points required.
- Zephyr’s Speed – Ranger: You and your pet gain quickness for 2s when you swap pets.
- No ICD, however pet swap is on 20s CD.
- 5 trait points required.
Other
- PvP Superior Rune of Balthazar (4): Gain quickness for 5s when you fall below 20% hp.
- 90s ICD.
- PvP Superior Rune of the Orrian (6): Gain quickness for 5s when you fall below 20% hp.
- 90s ICD.
- PvP Superior Sigil of Rage: 10% Chance on critical to gain quickness for 3s.
- 45s ICD.
All these CDs are raw (no CD reduction traits accounted for).
As you can see, most classes that have access to quickness either have a substantial CD on the skill/traits, have to make a big tradeoff to get access to quickness (such as a large number of trait points, taking runes of Balthazar/Orrian over something more useful, or taking more damage/no endurance regeneration), or both.
This is not the case when it comes to Zephyr’s Speed. This gives Rangers quickess for 2s every 20s for only 5 trait points when other classes have to spend at least 20 trait points to get quickness for a short amount of time on a long CD.
As you can see, the problem with quickness wasn’t that it was too strong in SPvP, but that rangers had extremely easy access to it with no repercussions.
Now, I don’t WvW so I don’t know if quickness is that big of a problem in there—though I’d imagine it’s hard to avoid really telegraphed abilities when all you do is PvE all day and you follow the blue-marked commanders—but reducing ALL quickness just like that without changing anything else is a huge hit to classes which currently revolve around access to quickness such as the Warrior.
I would like to suggest that the quickness stays the way it is in WvW/PvE and is reverted back to what it was for SPvP. After all, you have to balance separate aspects of the game differently. And please, for the love of all that is holy, don’t wait a full month to do this. There are certain game-breaking things that you cannot wait a full month to change.
Thanks for reading,
Acandis
(edited by Acandis.3250)