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Posted by: Rednik.3809

Rednik.3809

staff eles all that much as they have a lot of blasts on their own

dafug I’m reading
And don’t even start about traits, we talking about weapon.

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Posted by: Elxdark.9702

Elxdark.9702

Add the cele nerf(- 50/80 stats) and we’re good.

I can’t believe they didn’t include this.

and the nerfing of might as a result of current inbalances of ele and engi makes zero sense. Here is an idea: Fix those classes. Make it more difficult for them to stack might. It is annoying that ANET takes the easy way out (and just creating more issues) instead of fixing the actual problem.

Yes, I don’t understand why they nerfed the sigils but they didn’t do the same for blast finishers… It doesn’t make any sense.

here is the fact, warriors blasting area mght is working as intended, because they cannot stealth, don’t have clones, etc.

get over it, deal with it.

Stop defending your own class and being biased.

First, combustive shot isn’t fine if the skill doesn’t hit you then it shouldn’t proc the trait which removes condis from you and don’t tell me it hits when it lands that’s bs.

Second, nerfing sigils does help to the might stacking problem but it isn’t enough, nerfing sigils and also blast finishers would be a good balance.

(edited by Elxdark.9702)

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Umm guys?

iMage, 3 stacks, 4 stacks, 50 stacks, 500 stacks? It doesn’t matter how many stacks if mechanically the iMage is flawed.
https://www.youtube.com/watch?v=NKHY6gJRhXM

It is kinda pointless to buff Confusion Images and iMage like this. The core problem has always been the application (channel attack / slow projectile). Same goes for Confusion damage increase by 33% in PVE. It doesn’t solve the core problem.

But i like the rest of the changes. Finally no more desperate tabbing for a target in down state.

EXACTLY, the problem with CONFUSION, is The APPLICATION.

Time to get your class forum reps into circulation, Ant.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Add the cele nerf(- 50/80 stats) and we’re good.

I can’t believe they didn’t include this.

and the nerfing of might as a result of current inbalances of ele and engi makes zero sense. Here is an idea: Fix those classes. Make it more difficult for them to stack might. It is annoying that ANET takes the easy way out (and just creating more issues) instead of fixing the actual problem.

Yes, I don’t understand why they nerfed the sigils but they didn’t do the same for blast finishers… It doesn’t make any sense.

here is the fact, warriors blasting area mght is working as intended, because they cannot stealth, don’t have clones, etc.

get over it, deal with it.

Stop defending your own class and being biased.

First, combustive shot isn’t fine if the skill doesn’t hit you then it shouldn’t proc the trai which removes condis from you and don’t tell me it hits when it lands thats bs.

Second, nerfing sigils does help to the migth stacking problem but it isn’t enough, nerfing sigils and also blast finishers would be a good balance.

yeah? well stop being bias yourself because you hate warriors.

http://wiki.guildwars2.com/wiki/Combustive_Shot

“Ignite target area, burning nearby foes. Effect increases with adrenaline level.”

read

IGNITE TARGET AREA.
it IS WORKING AS INTENDED.

also, combustive shot will not create a fire field if the first shot is BLOCKED RIGHT AT THE EPIC CENTER.

a way to stop the fire field from generating is ALREADY THERE.

SINCE MORE THAN 2 YEARS AGO

now stop complaining already.

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Posted by: hihey.1075

hihey.1075

Very happy of these changes to be honest.

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Posted by: Elxdark.9702

Elxdark.9702

Add the cele nerf(- 50/80 stats) and we’re good.

I can’t believe they didn’t include this.

and the nerfing of might as a result of current inbalances of ele and engi makes zero sense. Here is an idea: Fix those classes. Make it more difficult for them to stack might. It is annoying that ANET takes the easy way out (and just creating more issues) instead of fixing the actual problem.

Yes, I don’t understand why they nerfed the sigils but they didn’t do the same for blast finishers… It doesn’t make any sense.

here is the fact, warriors blasting area mght is working as intended, because they cannot stealth, don’t have clones, etc.

get over it, deal with it.

Stop defending your own class and being biased.

First, combustive shot isn’t fine if the skill doesn’t hit you then it shouldn’t proc the trai which removes condis from you and don’t tell me it hits when it lands thats bs.

Second, nerfing sigils does help to the migth stacking problem but it isn’t enough, nerfing sigils and also blast finishers would be a good balance.

yeah? well stop being bias yourself because you hate warriors.

http://wiki.guildwars2.com/wiki/Combustive_Shot

“Ignite target area, burning nearby foes. Effect increases with adrenaline level.”

read

IGNITE TARGET AREA.
it IS WORKING AS INTENDED.

also, combustive shot will not create a fire field if the first shot is BLOCKED RIGHT AT THE EPIC CENTER.

a way to stop the fire field from generating is ALREADY THERE.

SINCE MORE THAN 2 YEARS AGO

now stop complaining already.

Ok if you still can’t see the problem then there’s nothing to do.

I don’t hate warriors, I was just responding your phrase which I thought it was quite funny.

I don’t mind the f1 from warriors right now but blast finishers need to be toned down( at least for might).

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Good minor buffs for rangers , a little dps increase for warhorn users and 30secs (24secs traited is much better with nature magic at max you can keep a 80% up keep of fury+1 might stack and swiftness capping at 22odd secs)

this change is amazing for warhorn support. and quicker cast on hunters call + sigil = more prots and dps. (though the warhorn 4 still needs a Blind effect added for that 1sec channel applying 5secs of blind 1 every 0.25secs untill the channel is over)

that is what the warhorn needs a Damage migration skill so some weapons sets can get some form of migration like Axe/Wh would work a little better or Sword+horn (untraited) ect.

a good start though .

ps Amazing changes to bon fire with traits it can just about cover a cap point rather than only the little part in the middle.

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Posted by: Terrahero.9358

Terrahero.9358

Ow look, more unwarranted nerfs in pve and wvw based on pvp QQ. Boy I do sure enjoy having the moaning from a gimmick gamemode with a tiny active playerbase be the sole basis for profession balance in this game.
And make sure to absolutely not distinguish between gamemode’s.

Also a good thing you didn’t get fooled arenanet and nerfed the stuff that has been around for a long time and was just fine, instead of all the new things that happen to be involved in all the complained about builds.
Wouldn’t want to push out a nerf without kittening over everyone that can’t just hobble over to a vendor and completely change their gear, runes and sigils for absolutely free.

Bravo, bravo once again.

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Posted by: OIIIIIO.7825

OIIIIIO.7825

Glad to see these changing coming.
Hoping to see more changes.

Thanks for the Preview!

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and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.

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Posted by: Khenzy.9348

Khenzy.9348

Almost half a year for this? Might stacking nerf to everyone and some ele changes. Battle sigil needed some adjustment though.

Nothing on Engineer’s Gear Shield absurdly and ridiculously low CD, incendiary powder, overcharged shot 0 animation tell.

Thieves unparalleled mobility and disengage/engage potential which pushes out entire professions (how many specs again?) from any potential meta.

Warrior’s Rifle is still absolute cr4ap.
If you’re buffing Warrior’s GS, make 100b movable and nerf his damage away, a channeled highly counterable skill with ridiculous set up is not fun.

You really want to give condi shatter/confusion mesmers viability, I don’t know why. :O

Buffing Guardian’s Shield and Ranger’s Warhorn and Torch was definetly a good move though.

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Posted by: SobeSoul.6910

SobeSoul.6910

Ow look, more unwarranted nerfs in pve and wvw based on pvp QQ. Boy I do sure enjoy having the moaning from a gimmick gamemode with a tiny active playerbase be the sole basis for profession balance in this game.
And make sure to absolutely not distinguish between gamemode’s.

Also a good thing you didn’t get fooled arenanet and nerfed the stuff that has been around for a long time and was just fine, instead of all the new things that happen to be involved in all the complained about builds.
Wouldn’t want to push out a nerf without kittening over everyone that can’t just hobble over to a vendor and completely change their gear, runes and sigils for absolutely free.

Bravo, bravo once again.

Is PVE really that hard? You having to spend 1 more minute in CoF really make you that bothered?

WvW is so full of power creep anyways…

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Posted by: SoLeciTO.3490

SoLeciTO.3490

What the KITEEN

Will not even say how bad is this since there is a lot of people that already said it . . .

HALF YEAR FOR HOTFIXES!?

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Posted by: theoutsider.7849

theoutsider.7849

Anyone else afraid of the new Sentinel Warrior rezbot cheese? I’m sure crysis is hyped

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Posted by: Darnis.4056

Darnis.4056

Based Devs.
Good Changes Overall.
Reduced TTK for Glass by nerfing Might.
Some passive play nerfed(Battle,Nightmare),
Some underpowered weaponsets buffed..
This meta is probably over..

But Some changes make me shake my head..
Add More passive play with new Sigil of Fire™, now available for condition classes.
Buff Duel build ranger to also be effective in team fights.
Buff Medi guard which is a mostly a faceroll class which hard counters Zerkers.

Will the Real Pink Puma Please stand up?

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Posted by: Harbinger.8637

Harbinger.8637

Overall decent changes, we’ll see how it plays out.

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Posted by: Booms.2594

Booms.2594

Based Devs.
Good Changes Overall.
Reduced TTK for Glass by nerfing Might.
Some passive play nerfed(Battle,Nightmare),
Some underpowered weaponsets buffed..
This meta is probably over..

But Some changes make me shake my head..
Add More passive play with new Sigil of Fire™, now available for condition classes.
Buff Duel build ranger to also be effective in team fights.
Buff Medi guard which is a mostly a faceroll class which hard counters Zerkers.

We did not get buffed.

gerdian

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Posted by: Melanion.4892

Melanion.4892

How is this meant to bring anything into line? Engi didn’t get touched in any way it should have been. Ele got nerfs that won’t fix anything.

Fix cele and then see what happens and what needs a nerf/buff. Not this half-thought-out nerfing of individual classes. Who even uses cele? Engis and Eles and Warriors, really. Three classes that are completely dominating the meta at the moment and they will continue to do so until cele is nerfed or at least brought into line.

GET YOUR PRIORITIES STRAIGHT, ANET

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Posted by: Zoso.8279

Zoso.8279

The new Sentinel Amulet looks very interesting. Personally I like the direction they went with might stacking. weapon swap heavy classes will feel the effect the most but won’t shake the viable builds too much which personally I like. And TY for fixing that annoying lighting whip bug; will change ele survivability a bit.

Necromancer Main

(edited by Zoso.8279)

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Posted by: Harbinger.8637

Harbinger.8637

Based Devs.
Good Changes Overall.
Reduced TTK for Glass by nerfing Might.
Some passive play nerfed(Battle,Nightmare),
Some underpowered weaponsets buffed..
This meta is probably over..

But Some changes make me shake my head..
Add More passive play with new Sigil of Fire™, now available for condition classes.
Buff Duel build ranger to also be effective in team fights.
Buff Medi guard which is a mostly a faceroll class which hard counters Zerkers.

We did not get buffed.

He’s probably talking about Litany of Wrath buff, that nobody is going to use still.

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Posted by: CruleD.7380

CruleD.7380

Was hyped for Mesmer fixes, died a bit inside.
Pls some bug fixes with new expansion.

(edited by CruleD.7380)

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Posted by: Valentin.2073

Valentin.2073

Faceroll class warrior got buffed. Engi needs more nerf than that aand why the heck would they give more cc’s to this class?

I love the changes to the ranger’s warhorn but it’s not enough to bring ranger’s supportive roles back to the meta.

Ele and engi should have been nerfed to the ground. These two classes have dominated the meta for a really long time and other classes are itching to get their positions far too long as well.

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Posted by: morrolan.9608

morrolan.9608

With might nerfed, does sigil of battle still needs further nerfing? Anet’s balance history teached me that when they double nerf something, the risk of having it getting overnerfed is high.

The risk? I’d say certainty that it will be overnerfed.

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Posted by: ArthurDent.9538

ArthurDent.9538

staff eles all that much as they have a lot of blasts on their own

dafug I’m reading
And don’t even start about traits, we talking about weapon.

Staff ele camping earth and spamming erruption technically has higher blast finishers/second then DD. Though they won’t do anything with this strategy so /shrug. Scepter focus/x still beats both of them in this regard though.

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Posted by: tronjeremy.5820

tronjeremy.5820

As a teef I approve of dees changes.

Although I think the tooltip or the actual skill for shadow trap needs some tweaking. It is a very weird skill that doesn’t work if you’re in the wrong place when casting.

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Posted by: Roe.3679

Roe.3679

A little disappointed that a better animation wasn’t given to overcharged shot, and that there was no mention of addressing the power scaling of certain attacks so cele builds couldn’t still be getting 4k+ crits on them. I think they should get the same treatment as lich form did in that the scaling is improved and base damage is reduced.

As a necro player I think those changes are not nerfs but they don’t address much that is needed. A half second off warhorn 5 doesn’t improve mobility. Sig of undeath from 1% to 2% is still not good enough to make a utility bar for any build. If you want utility skills that aren’t taken to get more use, you need to take steps to make them useful, and even the ones that are addressed here have a long way to go before they can overtake meta necro utilities.

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Posted by: alvarez.3159

alvarez.3159

Dem Ranger Torch buffs <3
Nothing for my Mes (except for maybe Time Warp)
Engi maybe gets a new Sigil instead of Battle.
Also Sigil of Torment is great for my Ranger and Necro.

But. Why that stupid Sentinels Amulet and not something useful like Sinister or Zealot!

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Posted by: Xillllix.3485

Xillllix.3485

If you want to prevent might stacking on ele just make it possible to survive without 4-6 points in water and 4-6 points in arcana. Right now the class is a 1-shot to kill class, so we have no choice to go bunker and stack might for power.

Make elemental attunement automatic (requiring no trait points), increase attunement recharge by 20% at base, increase our base hp or armor, and then we will be able to spend points in damage and wont rely on might staking. THEN nerf might stacking.

Another ele nerf to add to the super long list.

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Posted by: cymerdown.4103

cymerdown.4103

#SHIELDBUFFHYPE

that is all

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Posted by: Sube Dai.8496

Sube Dai.8496

I don’t understand why shave all Might, instead of shaving certain classes ability to stack it so high. A nerf to Might in general hits all classes, which in a way makes it sort of a wash (though it does hit might stacking classes slighty more, the more you gain the more you lose), it also hurts my ranger because now my pet with 15 might stacks will do significantly less damage, and my axe just took a small nerf as well. Did ranger need such a nerf?

My thoughts exactly. This was the wrong way to go. I wanted to see either an amulet nerf or blast finisher/fire field nerf.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Quadox.7834

Quadox.7834

Good only if you can make these kinds of changes every month. Otherwise it sux. Sorry. =)

Yaniam [Mesmer]

^ Usually only characer that i play on

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Posted by: Sube Dai.8496

Sube Dai.8496

It is going to remain a cele meta as well. Without nerfs to the amulet cleric/settler support builds are still not viable.

John Snowman [GLTY]
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Posted by: cymerdown.4103

cymerdown.4103

@Sube Dai Yeah, I was surprised to not see some significant changes to Engi. Still, a step in the right direction at least.

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Posted by: L Step.8659

L Step.8659

I thought the celestial amulet and might sigils/runes needed a nerf before the actual stat, ah well.

The leaked reddit patch notes that Anet said were fake seemed much more balanced than this list does to me :x

I don’t see much changing from a pvp perspective.

ReRolled [Re] GvG Hero/Wannabe

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Posted by: Sube Dai.8496

Sube Dai.8496

I thought the celestial amulet and might sigils/runes needed a nerf before the actual stat, ah well.

The leaked reddit patch notes that Anet said were fake seemed much more balanced than this list does to me :x

I don’t see much changing from a pvp perspective.

Neither do I. Might is weaker but still just as necessary, and will be provided in exactly the same way.

It hurts ele, engi, war from a 1v1 perspective but not at the team level.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Warlord of Chaos.7845

Warlord of Chaos.7845

Warrior got buffed. I am completely baffled on how they got no nerfs.

i am absolutely furious that there are people who still believes warriors need more nerfs.

Lets see, warrior has been in the meta for….almost 1 and a 1/2 years, right? They have influenced the meta hugely, whether it being hambow or the absolutely ridiculous shoutbow. Theres a reason why teams stack double war right now, and im willing to bet you 100 gold it’s because they aren’t balanced.

-Rylock [vE]
Retired.

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Posted by: Shockwave.1230

Shockwave.1230

IMPORTANT: PLZ READ!

Please tell me I’m not the only one who realizes that the nightmare rune changes are a buff overall.

The problem is a much smaller percent in the duration, it’s that there’s no tell and it’s nearly unavoidable.

Reducing the recharge is a huge buff, because it’s going to trigger at least two times in 2v2’s and the second time it triggers is not the same thing as initiating a fight, because you can count on having a stun break when a fight starts.

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Posted by: DrDivine.5378

DrDivine.5378

Do you think shoutbow will still be viable?

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Posted by: BlackBeard.2873

BlackBeard.2873

Doesn’t the change to nightmare rune seem like more of a buff than a nerf? There is now no value in stunbreak/cleansing it, but you get a free interrupt 50% more often.

Superior Sigil of Torment….

Based off the results things like this have in wvw, inc. condi-meta in 3…2…….

Might as well just bring perplexity in and harken back to the days of the worst meta of all time.

Also, if you haven’t implemented the code for lightning whip yet for special treatment with SoR, just change the split of damage between the first and second hit from 50-50 to 40-60 or 30-70 and cancel-casting will disappear without having to implement more difficult code and extra checks that slow down the servers.

(edited by BlackBeard.2873)

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Posted by: Amstel Steel.2058

Amstel Steel.2058

Dev note: We’ve been able to clean up Lightning Whip a bit, preventing it from being exploited while rewarding elementalists for completing the attack.

The need to have clear rules and listed advantages the cancel mechanic has over the aftercasts delay is just as important as the leagues are in bringing this pvp finally out of beta. Putting uninformed players at a disadvantage which unnecessarily increases the gap between beginner and advanced players is another variable to matchmaking.

I would personally love a compiled list of all the stow advantages to become a better player. The amount of information on the forums to play better does not reflect the wiki.

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Posted by: Dimglow.5489

Dimglow.5489

PVP wise this may be a good start for moving the meta. I am hesitant to call it enough, but too much reduction would bring the apex predators back out, and I prefer the bruiser meta to the spike meta.

PVE wise I think this will hit a few targets it wasn’t aiming at like might stacking flamethrower engineers and beastmasters with 25 might pets.

Might want to revisit some traits like juggernaut, or weapon skills like ricochet and increase them a bit. Those skills were just buffed, were hardly popular or competitive and are getting caught in the crossfire.

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Posted by: Papish.5806

Papish.5806

I find it hard to believe that ppl are going crazy about the might effectiveness shave and how it horrible for all classes(not just the ones that focus on stacking might from all sources). Honestly 125 pwr+condi(at 25 stacks mind you) does not kill your dps, that and most will be sitting at 12-15stacks(most being every class not focusing on might stacking that is supposedly also hurt) and witht hat you are only losing 60-75pwr+condi….not super gamebreaking.

What they did tocounter the cele might stacking was slightly shave might effectiveness while also shaving battle sigil to hurt their might stacking capability. Honsetly unless you always run battle sigil and have 15+ stacks of might, your not going to see much of a dmg decrease.

Just my two cents since idk how the slight might shave would cause ppl to assume classes like zerk x(mes, nec, thief, etc) to even take much of a hit to dmg, as not all classes focus on the might stacking or run battle sigil.

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Posted by: Flumek.9043

Flumek.9043

All changes are overall good.

For necro its most important set more reliabiltyy and lower MIN/MAX scenarios, so tahts its easier to balance.
I hope the new torment sigil doesnt bring upon another weird semi OP but zero sustain phase of condispam.
Also , the zero lifeforce on respawn problem could be solved soon hopefuly.

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Posted by: Cynz.9437

Cynz.9437

dat thief traps buffs tho lmao

still useless wooooo~

All is Vain~
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Posted by: SlimChance.6593

SlimChance.6593

I posted this in the Mesmer forums, and I want to post it here as well.

The change to iMage is a buff, but its not enough. The problem with iMage is the projectile speed, not the rate of fire. A dolyak can out run it. LITERALLY!!!!!!!
https://www.youtube.com/watch?v=NKHY6gJRhXM

But yet, thieves get a 33% projectile speed increase to Dancing Daggers because apparently they have a “hard time” catching their enemies.

And yet again, Consume Plasma goes untouched. This is an ELITE level skill that thieves have against Mesmer’s, that can be obtained every 20-30 seconds.

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Won’t this might nerf effect Celestial as well though? I was under the impression that the easy access to (and power of) might was the main issue with Celestial, but I might be incorrect.

Your impression is formed from celestial players spreading this rumour.

Celestial has 25% more stats. It is that simply. If you can use all those stats then you are just 25% better.

Its “math”. There is nothing else to it. There is no debate. Celestial amulet provides too many stats. Nothing will change. Their sustain is the main problem. They will still out last everything.

The reason its hard in a 2vs 2 vs an ele/engi is because of the sustain. They simply tank everything and outlast you. The longer the fight goes on the more their additional stats (from celestial) take effect. The result is that they just win the fights.

But it is irrelevant at this point. Everyone knows Grouch and other devs main engi. Everyone knows they are friendly with NA players who abuse engi/ele (so listen to them on balance). Everyone knows there is real money up for grabs. So the result is that engi/ele/celestial will continue to be protected. If you dont play these classes then good luck carrying kitten.

Character: Henry rank million/Duke Henry
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(edited by Lordrosicky.5813)

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Posted by: Doomdesire.9365

Doomdesire.9365

This should bring cele ele in line, but now Engineers will rein supreme. Sad to see engineer class not getting nerfed.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Kinda disappointed.

  • Superior Sigil of Battle.
    I still have no problems getting 25 stacks of might on my Elementalist, it just slightly slows down before I hit max stats. So this basically only nerf engineers.
  • Elementalists.
    Nerfed Drakes Breath and Lightning Whip, good. But… We still got a billion condi-removal.
  • Engineer.
    … So you know all that knocking spam. How about tone that down? Then again, Sigil of Battle would make a major difference so we’ll see. Does Sigil of Battle really affect the damage from Engineer or is the lack of nerfing just ArenaNet sucking Engineer !@#$?
  • Guardian.
    No significant changes, not sure what people will do with the new buffs.
  • Mesmer
    … So, torment on critical hit, more confusion and Sigil of Doom still running amok.
    /facepalm this is NOT GOOD ArenaNet, this only encourages more condition removal. This isn’t buffing Mesmers, it’s only buffing PU Mesmers.There is now 0 reasons to run something else on a Mesmer.
    Fail. Just fail.
  • Ranger
    Condi-ranger is already good, just that zerker longbow is easier and more fun. Unless you really want bunker rangers to go toe-to-toe with bunker warriors.
  • Thief
    Invigorating Precision is a nice change.
  • Warrior:
    Zerker rifle is more viable! Too bad swordhorn is superior in every single aspect, then again, lets hope that the Sigil of Battle really was the problem with swordhorn.

Conclusion:
_________________________________________________________
Good Elementalists won’t be affected by much with Superior Sigil of Battle but Warriors and Engineers is something to keep an eye on as one of their most powerful builds is apparently still untouched.
The inclusion of a Sentential Amulet will be interesting and possibly open up some more builds and play styles. As of right now I don’t see the amulet being a problem balance wise.

Speaking of problems balance wise:

  • Sigil of Doom.
    Seriously? Why not nerf this? The constant poison application is just bad. You nerf Rune of the Nightmare but not this? I’d rather Rune of the Nightmare last 3 seconds vs. having this Sigil untouched.

I miss Mind Wreck Mesmers, now it looks like ArenaNet only wants them to run PU condi-spam. As for the other classes, this is riding a lot on nerfing builds that use Superior Sigil of Battle.
Mesmers will be out of bottom tier which is great but a PU Mesmer will be impossible to 1v1 against and making defending a point even more difficult, with even more torment and confusion spamming I think this would be a terrible change.

I’m very skeptical about these changes :\
Lets hope ArenaNet knows what they unfold.


Oh right, 6 months for hot fixes, some where, a Riot employee is laughing their kitten off. Hopefully the possible new expansion coming out will have a much needed QoL update on combat and play style customization.

(edited by Nova Stiker.8396)

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Posted by: Israel.7056

Israel.7056

Cele build damage output will be lower but overall disappointingly minimal changes particularly considering the time it’s taken to implement them.

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Posted by: Simon.3794

Simon.3794

Awesome, now hambow is officially dead.

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Posted by: Brigg.6189

Brigg.6189

mercy rune hambow still cheesin. not dead yet