Warlord Sikari (80 Scrapper)
PvP Season 3 Amulet Changes
Warlord Sikari (80 Scrapper)
If I had to balance PvP with just amulet tweaks, I would remove those with strong healing power like Cleric, Magi and Mender.
The reason to remove dedicated healers is that some skills (or stances/statuses, like blur) can already entirely negate damage while ALSO dealing (heavy) damage. Bread and butter. But on top of that it’s ALSO possible to receive heals! Bread, butter and the dairywoman’s kitten .
Now, because of this sustain reduction, it’s possible to reduce the burst capabilities of classes with very high active defense uptime (like chronomancers and heralds). That could give a chance for their opponents to survive and possibly fight back a bit. So I would remove: Berserker, Viper, Assassin and Sinister.
If I wanted to promote higher level of play, I would drastically reduce healing while under an active defense status, like 25% max. That would open more skillful plays when there’s the “risk/reward” to receive full heals while vulnerable.
(edited by Ara.4569)
A message from the PvP Team:
Hi all,
PvP League Season 3 is just around the corner, and with that we’d like to let you know about a few upcoming PvP amulet changes.
The following changes will take effect on May 17:
- Mercenary Amulet will no longer be available for use.
- The cost for Viper’s Amulet will be eliminated. Anyone who had purchased this amulet prior to May 17 will be refunded the full purchase price via in-game mail.
On a related note, the balance team has been keeping an eye on how things have settled after the April 19 release, and you can expect some adjustments to some outlier skills with the launch of PvP League Season 3. More news on that front next week.
Glad to see some balance outside of the patches, but please nerf the overpowered classes…
Everyone knows how overpowered ele is. Ele van outheal druids, immune to crits, near infinite condition cleanses, 50% projectile denial all whIle tanking a team of 4 and out dps every class. It’s totally ridiculous. Necro was the #1 played class last season and all that happened was chill damage was remove and the cooldown on wells were lowered…Revenants are still able to smash relentless assault and do near 100% damage to any classy class while being incredibly mobile. Come on anet.
What a good change !!!!
Because all we needed was moar rev and ele.
Thank you Anet.
Ps: don’t forget the guardian nerf please
Finally this kittenty amulet is gone !!! Thank you ANET ! You rock !!
Is there any counter to power rev now?
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons
I like reading these threads. I dunno the general age group of people that tend to post on forums but if some of these are actual adults, wow. If this makes you cry like a kitten (if kittens cried) I wonder what an actual problem would do to you.
I think it’s great that Anet spends the effort on balancing and supporting PvP, even though the interest doesn’t seem to be particularly high. Balancing classes is insanely difficult since you can’t ever anticipate what builds/styles people can come up with when you have this level of diversity available in both weapons and skillpoints. Process takes time and constructive feedback helps. Kittening and kittening doesn’t help, although we all love kittens.
why don’t remove paladin also ? on different site ( condi damage, direct damage ) i find them similar … low risk high reward in term of damage
Because merc amulet was way stronger than paladin .
Merc amulet let you do high condition damage AND good power damage while being tanky .
Paladin amulet only lets you do power damage while being tanky.
“Buff my main class, nerf everything else. "
A message from the PvP Team:
Hi all,
PvP League Season 3 is just around the corner, and with that we’d like to let you know about a few upcoming PvP amulet changes.
The following changes will take effect on May 17:
- Mercenary Amulet will no longer be available for use.
- The cost for Viper’s Amulet will be eliminated. Anyone who had purchased this amulet prior to May 17 will be refunded the full purchase price via in-game mail.
On a related note, the balance team has been keeping an eye on how things have settled after the April 19 release, and you can expect some adjustments to some outlier skills with the launch of PvP League Season 3. More news on that front next week.
Glad to see some balance outside of the patches, but please nerf the overpowered classes…
Everyone knows how overpowered ele is. Ele van outheal druids, immune to crits, near infinite condition cleanses, 50% projectile denial all whIle tanking a team of 4 and out dps every class. It’s totally ridiculous. Necro was the #1 played class last season and all that happened was chill damage was remove and the cooldown on wells were lowered…Revenants are still able to smash relentless assault and do near 100% damage to any classy class while being incredibly mobile. Come on anet.
Looks like i’ve been playing elementalist all wrong
I think it’s great that Anet spends the effort on balancing and supporting PvP, even though the interest doesn’t seem to be particularly high.
the intrest gone low due to the effors you are so thankful for.
If I had to balance PvP with just amulet tweaks, I would remove those with strong healing power like Cleric, Magi and Mender.
The reason to remove dedicated healers is that some skills (or stances/statuses, like blur) can already entirely negate damage while ALSO dealing (heavy) damage. Bread and butter. But on top of that it’s ALSO possible to receive heals! Bread, butter and the dairywoman’s kitten .
Now, because of this sustain reduction, it’s possible to reduce the burst capabilities of classes with very high active defense uptime (like chronomancers and heralds). That could give a chance for their opponents to survive and possibly fight back a bit. So I would remove: Berserker, Viper, Assassin and Sinister.
If I wanted to promote higher level of play, I would drastically reduce healing while under an active defense status, like 25% max. That would open more skillful plays when there’s the “risk/reward” to receive full heals while vulnerable.
I get you man and I completely agree with you, but theres just one problem… That would take a lot of effort and anet is not willing to put their main focus on pvp… Although in the long run changes like this would make balancing much easier.
(edited by Grimreaper.5370)
This is unacceptable. Anet removes mercenary amulet but does not restore Selfless-Potion to compensate. Shame. Shame. Repent. Repent. Now must complain/whine about other crap to compensate for lack of either of mentioned emoticons.
I had 3-5 duplicates of aetherblade weapon skins before wardrobe system was forced upon Tyria. I demand a full refund in gold at whatever the last known highest inflation price was (1000g each).
Selfless-Potion or we go to court. Kappa Keepo.
Can we have the Vigilant amulet back since it was never a problem in the first place?
So the only dedicated way to balance pvp is amulet removal.
Other than that pvp has to rely on a balance team decisions which don’t care about pvp (you know the team which nerfed guardian arguing it had an overall strong impact on all game modes)
This sounds pathetic.
Welcome to Amulet wars.
(edited by Kicast.1459)
Step in the right direction IMO. The game should be more defense = less offense and vice versa. Tired of tanky builds that also deal crazy damage and Merc Amulet combined the two main offensive stats with the two main defensive stats lol. Bye felicia.
The reason for that used to be amulets. Now its just that they merged all the traits about 12 months ago ajd so every spec can take a ton of traits to either boost damage or sustain, usually passively. Power creep basically so the game became spam
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
A message from the PvP Team:
Hi all,
PvP League Season 3 is just around the corner, and with that we’d like to let you know about a few upcoming PvP amulet changes.
The following changes will take effect on May 17:
- Mercenary Amulet will no longer be available for use.
- The cost for Viper’s Amulet will be eliminated. Anyone who had purchased this amulet prior to May 17 will be refunded the full purchase price via in-game mail.
On a related note, the balance team has been keeping an eye on how things have settled after the April 19 release, and you can expect some adjustments to some outlier skills with the launch of PvP League Season 3. More news on that front next week.
Glad to see some balance outside of the patches, but please nerf the overpowered classes…
Everyone knows how overpowered ele is. Ele van outheal druids, immune to crits, near infinite condition cleanses, 50% projectile denial all whIle tanking a team of 4 and out dps every class. It’s totally ridiculous. Necro was the #1 played class last season and all that happened was chill damage was remove and the cooldown on wells were lowered…Revenants are still able to smash relentless assault and do near 100% damage to any classy class while being incredibly mobile. Come on anet.Looks like i’ve been playing elementalist all wrong
Yeah, the out DPS killed me
Ele meta is the same as last year (at least I think so), cleric auramancer. Which means that we cannot kill a baby hamster (unless we can heal it to death somehow). And it is by far one of the most BORING builds to play. 1 vs 1 it depends who has the node. If I have it, the opponent just leaves. If the opponent has it, I leave… but the best thing is when 2 eles are fighting each other. After a couple of minutes one just /dance or /sleep…
My question is because you take away the amulets New and not the old ones that are never used , Valkyria type , Barbarian , knight , cavalier, rampager, assassin. magi . Look how many are not used
My question is because you take away the amulets New and not the old ones that are never used , Valkyria type , Barbarian , knight , cavalier, rampager, assassin. magi . Look how many are not used
it is kind of silly that they introduce new amulets and don’t buff the unused ones isn’kitten
When will anet realize, that amulets are not the (main) issue?
As mentioned in the OP, there will be a few balance changes coming next week as well, but runes/sigils/amulets are one of the things the PvP team can change on our own without impacting the rest of the game. To be clear: the PvP team, just like fractals/raids/wvw/etc, does not handle profession balance – there is a separate team for that.
And is there absolutely zero communication between the PvP team and the balance team?
Removing Mercenary is better than nothing but if it gets removed a (power/condition main stat, precision/vitality secondary stat) amulet should be implemented to make up for it.
You could try a lot more stat types, for example:
main: power/ferocity 2ndary: precision/vitality
6k+ PvP games
You can toy with amulets all you want, but they will not SOLVE anything. Nerf elite specs, balance your game.
/thread
A message from the PvP Team:
Hi all,
PvP League Season 3 is just around the corner, and with that we’d like to let you know about a few upcoming PvP amulet changes.
The following changes will take effect on May 17:
- Mercenary Amulet will no longer be available for use.
- The cost for Viper’s Amulet will be eliminated. Anyone who had purchased this amulet prior to May 17 will be refunded the full purchase price via in-game mail.
On a related note, the balance team has been keeping an eye on how things have settled after the April 19 release, and you can expect some adjustments to some outlier skills with the launch of PvP League Season 3. More news on that front next week.
Hi Gaile,
Is there an ETA on this, and will the balance patch be simultaneous with the merc ammy removal?
Thanks,
Phaatonn, London UK