0 counterplay
Revenant balance changes are a joke.
0 counterplay
“Grabs popcorn”
Where is the link? The link on the news page seems to be broken.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
Guardians worst class now officially
congrats Anet, we’re finally “in a good place”
0 counterplay
Those revenant nerfs rather look like skill fix that could have come over night lmao
This place is as toxic as ever, so good job ANET on being more active in reddit instead of here.
(edited by XxsdgxX.8109)
Guard:
True Shot: The damage of this skill has been reduced by 20%.
Hunter’s Ward: This skill now creates barriers on enemies only if they are struck by the final attack. Barriers created by this skill now only stop enemies who have been marked (struck) by the final attack. The final attack damage has been increased by 33%. The ring duration has been reduced from 6 seconds to 5 seconds. This skill’s cooldown has been reduced from 45 seconds to 40 seconds. Added a red ring for enemies so they can be identified as hostile.
Test of Faith: The number of times this skill can be used to attempt to strike an enemy has been capped at 10, after which the trap will disappear. The damage of this skill has been reduced by 7%.
tl;dr
TS nerf, HWard can be dodged, ToF minor nerf
Rev:
Riposting Shadows: The endurance gain of this ability has been reduced from 50 to 25.
Precision Strike: Increased the recharge time of this skill from 4 seconds to 5 seconds. The range of this skill has been reduced from 600 to 450.
Enchanted Daggers: The healing from these daggers has been reduced by 5%.
So basically revenant’s sword 2 got nerfed about as much as trueshot. In the end its about 20% reduction if you used skills off cd… BUT HOLY kitten would I trade putting trueshot on kitten cd for higher damage. I’d even put it at 900 range if precision strike could get nerfed.
Anyway, then they did a tiny tiny tiny nerf to enchanting daggers, similar to the damage nerf on test of faith.
THEN they DESTROYED the one good skill guardian has…. Like the only thing that was kittening good about dragon hunter.
and the trade off for rev?
25% less endurance on a skill that already:
1. Broke stun
2. Evades
3. Removes soft cc
4. Gave endurance
5. Movement skill
Wow. Revenant not meta for sure guys.
BTW in case you guys didn’t know, revenant is considered top 2 classes; guardian is considered 7th.
Yes I’m freaking mad. Yes I want my class to be usable. Why the kitten would I not want a class to be USABLE. Not best. kittenING USABLE.
0 counterplay
And you really felt the necessity to double post essentially the same thing? Complaints purely against Revenant. You are just being unreasonable at this point.
what? you weren’t happy about the fact that if you run a base guardian shout build, you get to have 5 secs cooldown reduction across the board?
what? you weren’t happy about the fact that if you run a base guardian shout build, you get to have 5 secs cooldown reduction across the board?
oh yeah. because there’s gonna be SO MANY shout builds that will be viable.
i get ur sarcastic ok
0 counterplay
90% of pvp players die more to DH than to revs. Anet has to cater to the 90%.
Kind of like how in the past, rangers kept getting nerfed because people couldn’t dodge rapid fire or LOS even though there was only 1 ranger playing competitively.
I was expecting True Shot nerf by at least 10%, though 20% is really overboard, I think they made it weaker than Beta DH TS. It really wasn’t TS that was the problem if anything they should of nerfed the traps damage because that’s where the main complaint of spikes were coming from. Now I get to enjoy watching TS hit for pennies against Protection/Percent Damage Mitigation, and projectile hate with a gd Zerker Amulet no less.
Redgen Furyblaze – Charr Guardian – [SHD]Shade Warband – Tarnished Coast
Lerious Warhowl – Charr Warrior – [SHD] Shade Warband – Tarnished Coast
look on the bright side, we actually got BUFFED if you consider that our reflected true shots will be doing way less damage to our lowest base health pool now.
90% of pvp players die more to DH than to revs. Anet has to cater to the 90%.
Kind of like how in the past, rangers kept getting nerfed because people couldn’t dodge rapid fire or LOS even though there was only 1 ranger playing competitively.
And that’s why Infuse Light and Coalescence of Ruin got nerfed too. Great skills vs bad players, trash against good ones. So yeah those kind of nerfs happen all the time.
I’m just glad I was able to get the ascension achievements done before this.
Can’t believe they didn’t touch precision strike dmg, not fixed all the bugs that favored that spell NOR nerfed herald….
another lovely season where revs can cast PS while being stunned and way outside the range…. :|
[Teef] guild :>
90% of pvp players die more to DH than to revs. Anet has to cater to the 90%.
Kind of like how in the past, rangers kept getting nerfed because people couldn’t dodge rapid fire or LOS even though there was only 1 ranger playing competitively.
And that’s why Infuse Light and Coalescence of Ruin got nerfed too. Great skills vs bad players, trash against good ones. So yeah those kind of nerfs happen all the time.
Unfortunately. Bad players need to l2p. If Anet doesn’t balance around top level and only caters to PvErs, how the heck can they expect anyone to take their esports attempts seriously?
20% damage nerf is too high, it should be 10%. I’m sad about that.
That change in HWard is bad too, it was our best control to change game in a great team fight, people can’t dodge the ward.
This patch is a joke big surprise. Not.
I am with booms on this one, the changes to guardian were just stupid, still no movement increases, decrease too true shot was not necessary in my opinion. The shouts reductions are alright i guess but i don’t see that being useful in pvp, we still have an insanely low Health pool so bunker guardian still cant keep up with all the condi and power creep.
The biggest thing about this patch that stood out to me was this
“A large portion of the changes occurring for the guardian are aimed toward reducing the dragonhunter’s group controlling and killing capacity in WVW while toning down its ranged spike damage capability prevalent in other areas.”
This tells me that these “balances” were influenced by WVW. I dont WVW often so i dont know if guardians are crazy op in them or not however if they are why do underwhelming performing guardian in pvp have to suffer? When is ANET going to finally realize that these games modes need to be separate from each other?
Bringer of Gainz
The whole patch is pretty much awful. They only nerfed two classes signficantly Reaper and Dragon Hunter while ignoring tons of problems elsewhere. Some classes got garbage fixes. This company is tone deaf and the devs involved with pvp are idiots. If the game wasn’t free since purchase and I didn’t have some really close friends playing it I would not be playing it.
I am with booms on this one, the changes to guardian were just stupid, still no movement increases, decrease too true shot was not necessary in my opinion. The shouts reductions are alright i guess but i don’t see that being useful in pvp, we still have an insanely low Health pool so bunker guardian still cant keep up with all the condi and power creep.
The biggest thing about this patch that stood out to me was this
“A large portion of the changes occurring for the guardian are aimed toward reducing the dragonhunter’s group controlling and killing capacity in WVW while toning down its ranged spike damage capability prevalent in other areas.”
This tells me that these “balances” were influenced by WVW. I dont WVW often so i dont know if guardians are crazy op in them or not however if they are why do underwhelming performing guardian in pvp have to suffer? When is ANET going to finally realize that these games modes need to be separate from each other?
In regards to the effects on wvw, it has just dumbed down CCs further. You might have heard of the drama with the stability change (being made into stacks) which meant that melee trains get butchered by brainless spamming of CC. I quote “stability is now countered by the one thing it was supposed to counter”. No timing required etc, just spam everything you have.
Now there was a step in the right direction in giving the stripping of stab stacks an internal cooldown, however giving a limit on the amount of CC’s possible by line or ring skills just dumbs down the CC game further. If you allow me to extrapolate, in order to counter intelligently placed lines and rings as area denial, you get your zerg to slam their heads into them until they magically stop working. One thing is for sure, the pvers running around eotm in a circle are happy they wont have their entire train feared off the bridges.
Im not going to bother making a fuss over it in the wvw forums, its already over for the game mode anyway.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
“Oneshot every 5s instead of 4.”
Imo the Cooldown should be kitten , would help the buyhotenant proffesion against certain matchups.
Guardians worst class now officially
congrats Anet, we’re finally “in a good place”
Guardians have been karlified…no cure exist as far as we know…
look on the bright side, we actually got BUFFED if you consider that our reflected true shots will be doing way less damage to our lowest base health pool now.
ROFL…..
“Buff my main class, nerf everything else. "
look on the bright side, we actually got BUFFED if you consider that our reflected true shots will be doing way less damage to our lowest base health pool now.
Lol, made my day :)