The Bear Document

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

The Bear Balance Document
General

With AoE rebalancing – AoE target cap increased to 8 targets – the aim is to slowly decrease the power and effectiveness of AoE skills to a point of balance relative to single target skills and abilities and a hedge against AI clutter

Introduction of skill/charge shots – increase the depth of game play for some skills and classes, allows for deeper sense of counter play and more inter-combat options

Blocking priority system that has aegis as the last block to be used up and with multiple blocks up, only one used per attack – so that some traits and abilities become worthy options

Repair both conditions and boons to be first in, last out – this is to replace the condition and boon block-style priority system currently implemented, allows for increased depth of combat by being able to cover boons and condis

Immobilization Stacking eliminated

z-axis and ai/players getting stuck

Portal no longer transports repair kit

Necromancer
Skills
Putrid Mark – transfers 3 conditions from the caster to foes on trigger. Additionally, transfers 1 condition from allies (cap of 5) to enemies within 900 range.

Grasping Dead – reduced physical damage by 12%

Feast of Corruption – reduced damage per condition to 5%

Signet of Spite – reduced condition durations by 50%

Lich Form – Deathly Claws – 10% decrease in base damage

Traits
Siphoned Power – health threshold to 65% for trigger

Training of the Master – decreased damage increase to 25%

Withering Precision – moved to master tier, recharge increased to 25 seconds

Terror – moved to grandmaster tier

Gluttony – reduced to 5%

Guardian – base health increased by 1.5k at level 80 to increase build diversity
Skills
Banish – is now a chargeable skill – holding the skill for longer will increase both the distance launched and damage of the hit; can also be executed instantly for a diminished effect – max charge: launch 750 range, base damage 450; instant charge 300 range, base damage of 375; max charge time, 1 second

Scepter – auto attack orb travel speed increased by 12.5% and damage is decreased 5%

Signet of Mercy – cast time decreased to 2.5 seconds, recharge at 120 seconds

Renewed Focus – increased duration to 3 seconds

Tomes: recharge reduced to 150 seconds

Tome of Wrath: Judgment – cast time decreased to 4 seconds
Conflagrate – base damage increased to 500 damage

Traits
Kindled Zeal – moved to master tier

Zealous Blade – moved to GM tier, increase damage of GS attacks by 10%

Valorous Defense – cooldown reduced to 60 seconds

Glacial Heart – chance on critical hit increased to 100%

Warrior-tentative reduce base health at level 80 by 1k
Skills
Healing Signet – Passive tick reduced to 200hps with healing power scaling coefficient of 0.175

Berserker Stance – reduces condition duration by 95% for the duration of the stance

Combustive Shot – radius at 3 levels of adrenaline reduced to 300, 220 at 2, and 140 at 1

Traits
Adrenal Health – moved to minor master trait in strength line

Building Momentum – moved to minor master trait in defense line

Last Stand – stability and swiftness provided are reduced to 8 seconds

Defy Pain – increased to a 90 seconds recharge

(edited by DoYourBestBear.6810)

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

Mesmer
Skills
Greatsword – functionality to reflect risk – reward, reverse the distance in which damage is increased – dealing more damage the closer the player is to the target

Scepter – auto attack speed travel speed increased by 10%

Blurred Frenzy – damage evasion duration reduced to 2 seconds, engi shield stun and nightmare rune proc no longer interrupt the frenzy

Signet of the Ether – passive tick base reduced to 200/400/600 q3seconds based on number of clones; passive tick scales with healing power at a coefficient of 0.15; recharge reduced to 30 seconds

Mantra of Pain – damage increased by 5%

Arcane Thievery – cool down reduced to 40 seconds

Mimic – the first projectile absorbed does not cause damage

Traits

Prismatic Understanding – duration of protection and regeneration reduced to 2 seconds

Engineers
Skills
Bombs – all bomb radii decreased by 40 units

Poison Grenade – poison cloud duration reduced to 3 seconds, base poison duration reduced to 4 seconds

Big Ol’ Bomb – radius reduced by 40 units

Traits
Stabilized Armor – moved to master tier inventions added cc nullification on a 60 second recharge

Power Shoes – moved to adept tier inventions; might need a qualifier

Automated Response – condition durations reduced by 95%

Scope – removed from the game; replaced with Back Brace

Back Brace – remove 1 condition when using a tool belt skill, recharge 12 seconds, non-elixir skill

Thief – initiative regen reduced to 0.8/second; build diversity requires a 1.1khp base increase at level 80
Skills
Cluster Bomb – damage reduced by 12.5%

Shelk Venom – recharge reduced to 40 seconds

Traits
Improvisation – changed description from bundle to possessing a stolen skill

Sleight of Hand – Internal cool down of 30 seconds

Elementalist – base health increased by 2k at level 80 to increase build diversity
Skills
Ice Bow – Ice Storm – reduced damage by 8.5%

Meteor Shower – reduced area by 10%;

Churning Earth – is now a chargeable skill – instant cast will yield 2 bleed stacks at 2.5 second duration, 1 cripple application at 1 second, and base damage of 650; max charge will yield 8 bleed stacks at duration of 8 seconds, 4 cripple applications at a duration of 1 second, and base damage of 1,050; total charge time for max charge is 3.25 seconds

Traits
Lightning Strike – ICD increased to 5 seconds

Diamond Skin – reduced condition reduction to 95%, down from immunity

Ranger
Skills
Spirits – all non-elite spirit passive effect radii are decreased to 650; actives are decreased to 240 radii

Spirit of Nature – recharge increased to 200 seconds; passive heal tick reduced to 300hps

Sword – decrease of evasion frame durations during auto-attack by 25%

Traits
Bark Skin – damage reduction reduced to 45%

Empathetic Bond – is now activated on pet swap; 3 conditions transferred to pet; recharge time of 12 seconds

Nature’s Vengeance – spirit activated radii decreased to 100

Runes
Lyssa – ICD of 60 seconds

tl:dr – by no means comprehensive, but a decent start aside from going back about 2 to 3 patches

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

If anyone wants any of the algorithms, equations, or rationales for some of the choices made, let me know and I’ll elaborate.

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Posted by: Qaelyn.7612

Qaelyn.7612

The only two classes I know well are mesmer and thief and the suggestions on those are enough that I’m afraid I don’t really need to read the others.

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Posted by: Ryld.1340

Ryld.1340

I do have to ask why, besides the base health, all you did to ele was nerf it. These were not changes that seemed to fit what the class actually needs.

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Posted by: hooma.9642

hooma.9642


Traits
Adrenal Health – moved to minor master trait in strength line

Building Momentum – moved to minor master trait in defense line

Last Stand – stability and swiftness provided are reduced to 8 seconds

Defy Pain – increased to a 90 seconds recharge

i would reduce berzerker might and cleansing ire in traitline. opens up buildiversity without loosing condi cleanse and gives zerker wars the option to use burstskills more often. i would also remove the adrenalinpart of cleansing ire.

btw last stand activate balanced stance who already has 8 seconds on duration without increase of 25%.

I do have to ask why, besides the base health, all you did to ele was nerf it. These were not changes that seemed to fit what the class actually needs.

i guess he got killed by these 2 skills^^

I don’t see why people want warriors to be gone so much. They used to be unplayable for so long that being a Champion Legionnaire used to be a joke now they’re pretty strong and are incredible in team fights which makes them op I guess so the answer is to revert them back to day1 with all the nerfs still in place? Also some of the other ones seem pretty rediculous to say the least. Perfect example of that famous whack-a-mole balance design.

the op havent any glue of the game.. perfect example is the suggestion to last stand.. the untraited version of balance stance is already at 8s duration. another example ele suggestions.. seems he cant kill him as condition user or got killed by zerker ele.

(edited by hooma.9642)

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Posted by: Rolyate.6753

Rolyate.6753

I’d say quite a few make sense, bar the mesmer. I understand the idea, but flipping the greatsword would destroy PvE use – as they wish to keep them working the same. Also regarding the signet, I believe it probably one of the better designed heals in the game.

Also the thief suggestions… I don’t understand.

I’d rather just see the dodge spam fixed, larcenous strike no longer unblockable and then just adjusted accordingly.

Rolyate
How do you pronounce your name?

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Posted by: DanyK.3842

DanyK.3842

I don’t see why people want warriors to be gone so much. They used to be unplayable for so long that being a Champion Legionnaire used to be a joke now they’re pretty strong and are incredible in team fights which makes them op I guess so the answer is to revert them back to day1 with all the nerfs still in place? Also some of the other ones seem pretty rediculous to say the least. Perfect example of that famous whack-a-mole balance design.

Sir Dany | Twitch
110k WvW kills | Champion Legionnaire, Paragon |

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

pve and pvp need to be separate so I don’t quantify that in the reasons why i suggest one thing over another;

for the ele changes – nothing should be immune and if you haven’t seen the new ele bunker build, ill leave that for you; otherwise, the ice bow on a full glass ele is extremely powerful

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

Perfect example of that famous whack-a-mole balance design.

You think this is whack-a-mole, LOL. You like power creep? You like seeing a class on the line up and realizing that something you are running is not a viable option?

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Posted by: DanyK.3842

DanyK.3842

Perfect example of that famous whack-a-mole balance design.

You think this is whack-a-mole, LOL. You like power creep? You like seeing a class on the line up and realizing that something you are running is not a viable option?

No but your list doesn’t make condi guardians any more viable than they are now for example. You just listed some of the most used traits and skills threw them against each other and flipped around which one counters which one. To promote build diversity they’d need to stop spam. Punish for careless gameplay and bring conditions in line with direct damage by allowing for more stats (like condi duration). Flipping the meta around will help little in that.

Sir Dany | Twitch
110k WvW kills | Champion Legionnaire, Paragon |

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

You know, conjecture and theorycrafting is nice, but you need to display some math and specific changes you have in mind.

It’s not enough to say “bring condi’s in line with dd” those are two different functions.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Warrior-tentative reduce base health at level 80 by 1k
Skills
Healing Signet – Passive tick reduced to 200hps with healing power scaling coefficient of 0.175

Berserker Stance – reduces condition duration by 95% for the duration of the stance

Combustive Shot – radius at 3 levels of adrenaline reduced to 300, 220 at 2, and 140 at 1

Traits
Adrenal Health – moved to minor master trait in strength line

Building Momentum – moved to minor master trait in defense line

Last Stand – stability and swiftness provided are reduced to 8 seconds

Defy Pain – increased to a 90 seconds recharge

completely ridiculous changes.
no way anet will listen to you.

Healing Signet – you just made warrior back into paper dolls again.
Combustive Shot – the radius is fine, dun fix what is not broken

adrenal health – this is a defensive trait, does not belongs in strength line

what you suggest is just absurd.
do you even play warrior at all?

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Posted by: Rolyate.6753

Rolyate.6753

They need to be seperate on certain things, yes. That however does not mean reversing the way the skill works.

Instead a correction of the values in which it can achieve. Frankly now the greatsword damage is pretty good. It promotes positioning and is severely weak if another player gets to you.

If anything it needs to be boosted in PvE before the PvP nerf bat comes out. I really don’t see anything dying to the pink beam.

Rolyate
How do you pronounce your name?

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Posted by: Coulter.2315

Coulter.2315

If you were fiddling with Mesmer GS (a weapon which i think needs work) I would also reduce the strength of Mirror Blade and increase the usefulness of Mind Stab (i’d love a blast finisher or increase in damage or more boon removals – something along those lines)

I take issue with your thoughts on Boon/Condi removal though, I think there needs to be a removal importance list not first on last off. Large bleed stacks need to be targetted not buried – I wouldn’t normally want to go against the play increase of cover condis BUT condis do soooo much damage in this game you cannot allow them to tick for even a few seconds never mind being burried. As for Boons, Lyssa and Stability already upset me as i can shatter 3-4 boons off and still not hit stab I’d like a personal removal priority if possible.

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

completely ridiculous changes.
no way anet will listen to you.

Healing Signet – you just made warrior back into paper dolls again.
Combustive Shot – the radius is fine, dun fix what is not broken
adrenal health – this is a defensive trait, does not belongs in strength line
what you suggest is just absurd.
do you even play warrior at all?

I like having passive regen better than anything else in the game, a burst skill that covers 75% of graveyard, and more passive heal.

And yea, I do, and it’s outrageous.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

completely ridiculous changes.
no way anet will listen to you.

Healing Signet – you just made warrior back into paper dolls again.
Combustive Shot – the radius is fine, dun fix what is not broken
adrenal health – this is a defensive trait, does not belongs in strength line
what you suggest is just absurd.
do you even play warrior at all?

I like having passive regen better than anything else in the game, a burst skill that covers 75% of graveyard, and more passive heal.

And yea, I do, and it’s outrageous.

its fine. warriors were like paper dolls before the required changes to healing signet.
long bow combustion shot always had this large range since release. why complain now?

it is working nicely, not broken.
you do not fix what is not broken.

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Posted by: Qaelyn.7612

Qaelyn.7612

You know, conjecture and theorycrafting is nice, but you need to display some math and specific changes you have in mind.

These are your proposals and you didn’t provide much of anything in the way of justification for your changes, so it seems odd that you’d demand such of critics.

I mean, look at thief. In the most recent update the pretty much universal consensus is that thieves got massively nerfed. Several weapon skills and abilities were rather severely hampered, in return for an increase in initiative regeneration that most don’t think compensates enough.

And your suggestion? Basically return initiative regen to the old rate, but without undoing any of the nerfs or introducing any meaningful buffs. “The worst of both worlds” as it were.

Sorry, but it’s simply dismissible on its face. It shows a total lack of understanding of the class and its current position in the meta.

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

Because when you look at the relative power and effectiveness of AoE skills versus direct damage skills IN COMBINATION with elements of risk vs. reward, Combustion Shot is an outlier in terms of effectiveness and low risk/high reward – especially with Cleansing Ire in combination with it.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Combustion Shot is an outlier in terms of effectiveness and low risk/high reward – especially with Cleansing Ire in combination with it.

combustion shot is doing exactly what’s its supposed to do.
cover large area at level 3 adrenaline.
remove conditions via cleansing ire.
its all good.

don’t touch it.
just, don’t.

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Posted by: Heapheaus.5238

Heapheaus.5238

Nicely put bear. All these changes need to happen together, and at one time. People who disagree have no idea what high level play is like.

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

I mean, look at thief. In the most recent update the pretty much universal consensus is that thieves got massively nerfed. Several weapon skills and abilities were rather severely hampered, in return for an increase in initiative regeneration that most don’t think compensates enough.

And your suggestion? Basically return initiative regen to the old rate, but without undoing any of the nerfs or introducing any meaningful buffs. “The worst of both worlds” as it were.

Sorry, but it’s simply dismissible on its face. It shows a total lack of understanding of the class and its current position in the meta.

Initiative regen as a class mechanic is inherently broken in a number of ways, increase the base regen to 1/second was too much at once, a 33% increase. Those thief builds that didn’t utilize traits and skills for additional regen benefited greatly. Looking at shortbow number 3, you now have almost infinite dodges/evades.

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Posted by: Qaelyn.7612

Qaelyn.7612

Looking at shortbow number 3, you now have almost infinite dodges/evades.

Because tournaments are being dominated by thieves spamming SB 3, gotcha.

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

Looking at shortbow number 3, you now have almost infinite dodges/evades.

Because tournaments are being dominated by thieves spamming SB 3, gotcha.

That’s not particularly grounded – but you also said there were no meaningful buffs. By extension, I assume you can’t read since you glossed over the Improvisation change which changes a broken/nonfunctional damage modifier into something that works.

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Posted by: Mike.4830

Mike.4830

THis is a troll dont listen, all these changes are ridiculous

Backpack God
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Posted by: Heapheaus.5238

Heapheaus.5238

THis is a troll dont listen, all these changes are ridiculous

coming from a r71 hotjoin hero, this is hilarious.
edit: Evidently, you don’t know who Do your best bear is do you?

(edited by Heapheaus.5238)

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Posted by: NevirSayDie.6235

NevirSayDie.6235

its fine. warriors were like paper dolls before the required changes to healing signet.
long bow combustion shot always had this large range since release. why complain now?

it is working nicely, not broken.
you do not fix what is not broken.

Defending a specific profession is never useful. There are a lot of great suggestions here, and literally everyone in the game knows that healing signet needs to be different. Not necessarily less powerful, just different. When using a skill to max effectiveness means doing nothing with it, there’s a problem.

I’m glad you like warriors. They have nice animations, exciting weaponskill combinations, intuitive playstyle (maybe too intuitive). I like engineers. But if these forums just become everyone lobbying for their favorite profession to be really strong, they cease to become useful balance feedback.

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Posted by: Qaelyn.7612

Qaelyn.7612

That’s not particularly grounded – but you also said there were no meaningful buffs. By extension, I assume you can’t read since you glossed over the Improvisation change which changes a broken/nonfunctional damage modifier into something that works.

I made that comment in the context of initiative. The last update weakened initiative regen traits in favor of an increase in base regen; you removed 80% of that increase and did nothing about the traits that were nerfed. A buff to one unrelated trait is, well, unrelated. Your suggestions overall would weaken what’s hardly an OP class right now.

edit: Evidently, you don’t know who Do your best bear is do you?

Appeals to authority… how impressive!

I’m only interested in what’s written in the thread, sorry. The suggestion to destroy the mesmer GS actually made me laugh.

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

I made that comment in the context of initiative. The last update weakened initiative regen traits in favor of an increase in base regen; you removed 80% of that increase and did nothing about the traits that were nerfed. A buff to one unrelated trait is, well, unrelated. Your suggestions overall would weaken what’s hardly an OP class right now.

Kewl, now we’re getting somewhere.

Now that you’re looking at initiative, keep in mind there are zero cooldowns on the thief weapon sets aside from after-cast timers. Being able to spam abilities because of a resource mechanic should be addressed. You can say this is whack-a-mole, but you’d be incorrect. Whack-a-mole is rebalancing the initiative traits, which was needed, and then overwhelmingly buffing native regen by such a huge margin.

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Posted by: Qaelyn.7612

Qaelyn.7612

Now that you’re looking at initiative, keep in mind there are zero cooldowns on the thief weapon sets aside from after-cast timers. Being able to spam abilities because of a resource mechanic should be addressed.

LOL. The initiative system is a fundamental characteristic of the thief profession. This comment alone shows that this discussion is pointless.

You can say this is whack-a-mole, but you’d be incorrect.

No, more like trying to fix a grandfather clock with a sledgehammer.

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

I never said it wasn’t a fundamental class characteristic…lol….do you even lift…

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Posted by: Sarrs.4831

Sarrs.4831

I’m only interested in what’s written in the thread, sorry. The suggestion to destroy the mesmer GS actually made me laugh.

I was really confused about that suggestion too.

Some of these are alright, some of these are kinda blerr. Since necro’s probably my least unqualified class to speak for;

Necromancer
Skills
Putrid Mark – transfers 3 conditions from the caster to foes on trigger. Additionally, transfers 1 condition from allies (cap of 5) to enemies within 900 range.
Grasping Dead – reduced physical damage by 12%
Unholy Feast – reduced damage per condition to 5%
Signet of Spite – reduced condition durations by 50%
Lich Form – Deathly Claws – 10% decrease in base damage

Good change. Fetid Consumption flipping conditions before I send them is a pain in the kitten .
Not sure what this change is trying to address. Physical damage with grasping claws- So what? It comes out very much in credit if you’re raising the AOE cap.
Unholy Feast does not do damage based on the target’s conditions. You are probably thinking of Feast of Corruption.
Reduce the CD to 40 or 45 seconds to go along with it.
Don’t declaw Lich Form. It’s already a giant Kick Me sign, it’s already avoidable.

Traits
Siphoned Power – health threshold to 65% for trigger
Training of the Master – decreased damage increase to 25%
Withering Precision – moved to master tier, recharge increased to 25 seconds
Terror – moved to grandmaster tier
Gluttony – reduced to 5%

whee, might out the kitten
Why are you changing Training of the Master instead of the minions themselves? This change would imply that you’re trying to make MM building more varied. Is that what you’re trying to do?
I remember them saying that Withering Precision was basically worthless. I’d personally rather its duration and CD were knocked down really low, so high precision with it is actually desirable.
Aren’t they already planning on moving Terror to Grandmaster? At any rate, it’d be a good idea, but with no changes to Dhuumfire this would severely upset condi necro balancing.
Gluttony used to be 5%. It was rubbish. Barely noticable. If you’re gonna change anything here, change Last Gasp.

Nalhadia – Kaineng

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Posted by: Qaelyn.7612

Qaelyn.7612

I never said it wasn’t a fundamental class characteristic…

You said “being able to spam abilities because of a resource mechanic should be addressed.” The entire point of the initiative system is to allow exactly that — but in bursts.

Unreal.

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Posted by: Mike.4830

Mike.4830

THis is a troll dont listen, all these changes are ridiculous

coming from a r71 hotjoin hero, this is hilarious.
edit: Evidently, you don’t know who Do your best bear is do you?

Seeing as i was on a team with him, I DO

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Posted by: evilapprentice.6379

evilapprentice.6379

Thief – initiative regen reduced to 0.8/second; build diversity requires a 1.1khp base increase at level 80

It’s been less than a month since regen was changed, seems odd to already suggest nerfing it. Also, do you envision the traits that were modified being changed back? If not, an extremely awful suggestion. 1.1k hp bump isn’t much without more survivability options, which you haven’t offered.

Skills
Cluster Bomb – damage reduced by 12.5%

I’m interested in the logic behind this – the travel speed prevents this skill from doing much in the way of damage unless your shotgunning point blank.

Shelk Venom – recharge reduced to 40 seconds

Still provably worse than Withdraw or HiS for anything not venom share.

Traits
Improvisation – changed description from bundle to possessing a stolen skill

The only good suggestion in the lot, but it would probably have an impact on WvW (asfik, not exactly a WvW expert)

Sleight of Hand – Internal cool down of 30 seconds

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

You didn’t mention any of the Acro changes in the Dec 10th patch which aren’t doing anything to improve thief survivability (which was their specific intention). From your suggestions here, its my opinion that you’re not really qualified to better balance thief.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

(edited by evilapprentice.6379)

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

Yea, Feast of Corruption was the one I meant. For Last Gasp, it requires looking at Spectral Armor and the amount of Life Force you gain from it (which is why it’s so strong). For that particular skill, I did not yet run the numbers. For Lich auto attack, the cleave also needs to be considered for it’s damage potential and how positioning can change those numbers.

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Posted by: ryston.7640

ryston.7640

On the basis of good/bad/missing

This proposal is a really good one, with a lot of missing… but not really any bad.

oh, edit: one ‘bad’, would be weapons centered on AoE will need adjusting later, this is sort of a missing. Ele staff would be the big example since they cant weapon swap. Basically, everyone needs a way to deal with single target else you’ll be too niche, and nerfing aoe’s effect against single targets…

(edited by ryston.7640)

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Posted by: Sarrs.4831

Sarrs.4831

Yea, Feast of Corruption was the one I meant. For Last Gasp, it requires looking at Spectral Armor and the amount of Life Force you gain from it (which is why it’s so strong). For that particular skill, I did not yet run the numbers. For Lich auto attack, the cleave also needs to be considered for it’s damage potential and how positioning can change those numbers.

I personally don’t have much of a problem with how positioning can change those numbers because you can get your fat butt out of that position to reduce the numbers, unless the other team is getting you all huggy together with pulls and immobilises and whatnot in which case I’m inclined to say fair play to them. Outplayed xXMLG420Xx etc.

Nalhadia – Kaineng

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

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Posted by: Cush.4063

Cush.4063

I don’t main a thief and even I think the thief changes you request is wrong. You’re just asking for them to go back to Dec 10th and keep the nerfs and have 0 buffs. Thieves don’t need another nerf. If anything they need more complexity and if more complexity is given than I would agree with cool downs instead of initiative. Complexity would be great for a thief imo. Right now it really depends on the weapon build you’re using and its just using the same 2 attacks over and over again and if you’re a better thief its the same 2 attacks over and over again with smart choices on when and how you enter the fight and leave the fight to gain a better advantage and using you’re utilities to save yourself. With more complexity I think thieves could be more less spam my to people because obviously the reason you want to reduce initiative cool down is to reduce spamming like HS. An elementalist has great complexity for example. And tbh I wish all classes were like elementalists when it came combat.

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Posted by: Incurafy.6329

Incurafy.6329

LOL @ your Thief suggestions, talk about gutting an already dead class. It’s very hard to take you seriously when you post suggestions like that.

thiefhitfor2kbetternerf
all is vain

(edited by Incurafy.6329)

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

its fine. warriors were like paper dolls before the required changes to healing signet.
long bow combustion shot always had this large range since release. why complain now?

it is working nicely, not broken.
you do not fix what is not broken.

Defending a specific profession is never useful. There are a lot of great suggestions here, and literally everyone in the game knows that healing signet needs to be different. Not necessarily less powerful, just different. When using a skill to max effectiveness means doing nothing with it, there’s a problem.

I’m glad you like warriors. They have nice animations, exciting weaponskill combinations, intuitive playstyle (maybe too intuitive). I like engineers. But if these forums just become everyone lobbying for their favorite profession to be really strong, they cease to become useful balance feedback.

he’s suggesting for warriors to become paper dolls again, how is that useful?

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

YOU’RE ALL GETTING NERFED.

:D

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Posted by: Amir.1570

Amir.1570

Fail suggestions on healing signet (Even if your goal is to make this only available to bunker warriors, you’re not making it punishable for when bunker wars do take it Double the active, half the passive. It’s that simple), building momentum (Then where does Armored Attack go?), and adrenal health (Signet “rework” is enough to make this trait balanced).

He also asked to nerf Diamond Skin when its already a bad trait to begin with..

You lost credibility.

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Posted by: Writetyper.1985

Writetyper.1985

I do have to ask why, besides the base health, all you did to ele was nerf it. These were not changes that seemed to fit what the class actually needs.

Because:

With AoE rebalancing – AoE target cap increased to 8 targets – the aim is to slowly decrease the power and effectiveness of AoE skills to a point of balance relative to single target skills and abilities and a hedge against AI clutter

Introduction of skill/charge shots – increase the depth of game play for some skills and classes, allows for deeper sense of counter play and more inter-combat options

These are all AoE spam or encouraging broken mechanics like passive condition immunity. The health increase opens up a lot more viability.

Mortryde/Cold/Thugmentalist Bara
really bad engineer

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

the reason you want to reduce initiative cool down is to reduce spamming like HS. An elementalist has great complexity for example. And tbh I wish all classes were like elementalists when it came combat.

HS? Please. More like Head Shot and Disabling Shot.

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Posted by: jcbroe.4329

jcbroe.4329

Not sure what all of the complaining is about. I put in most of my time on the effected classes, and I like the changes being proposed for each one.

At least it establishes a baseline to balance around, which is more than what could be said for ANet’s balancing so far, with allowing power creep to be the baseline for balance.

Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
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Posted by: Reevz.2617

Reevz.2617

completely ridiculous changes.
no way anet will listen to you.

Healing Signet – you just made warrior back into paper dolls again.
Combustive Shot – the radius is fine, dun fix what is not broken
adrenal health – this is a defensive trait, does not belongs in strength line
what you suggest is just absurd.
do you even play warrior at all?

I like having passive regen better than anything else in the game, a burst skill that covers 75% of graveyard, and more passive heal.

And yea, I do, and it’s outrageous.

its fine. warriors were like paper dolls before the required changes to healing signet.
long bow combustion shot always had this large range since release. why complain now?

it is working nicely, not broken.
you do not fix what is not broken.

just because something wasn’t glaringly broken before doesn’t mean it isn’t a problem—look at necromancer staff before they got buffed? the underlying issues remaint he same there is little to no counterplay the animations are garbage and there is no travel time making it a guessing game for all of those on the receiving end same with scepter 2 on necro or event he scepter AA which is tbh kinda powerful for not being a projectile. im not saying one class is the culprit there is somthing one could nitpick about everything. combustive shot is rather large for its duration/uptime.

Adding counterplay is >>>>>> adjusting numbers though. (it makes the game fun for all, and gives those who died a sense of what they can do better)

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Posted by: Mrbig.8019

Mrbig.8019

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

I would say that Bountiful theft is the only good way to remove stability in the game, since corrupt boon won’t touch stability if you have more than 5 boons on yourself (which, as a guardian, is very common), and won’t corrupt stability from lyssa ( again, very common).

I would not remove aegis( so if you have it you can have your boons stolen but you can block the daze) still i don’t really see the point since thief is barely viable and don’t know why you would nerf it any further, but whatever, it still makes sense ( steal is instant anyway, so blocking it via aegis is very hard if not impossible).

Cluster bomb has been already nerfed, it’s fine damage wise right now.

Right now there’s nothing i would nerf in thief kitten nal, if anything it needs to be buffed ( S/P, Support thief) while other proffs ( necro-engi-war-ranger) need to be brought down a little.

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Posted by: Reevz.2617

Reevz.2617

completely ridiculous changes.
no way anet will listen to you.

Healing Signet – you just made warrior back into paper dolls again.
Combustive Shot – the radius is fine, dun fix what is not broken
adrenal health – this is a defensive trait, does not belongs in strength line
what you suggest is just absurd.
do you even play warrior at all?

I like having passive regen better than anything else in the game, a burst skill that covers 75% of graveyard, and more passive heal.

And yea, I do, and it’s outrageous.

its fine. warriors were like paper dolls before the required changes to healing signet.
long bow combustion shot always had this large range since release. why complain now?

it is working nicely, not broken.
you do not fix what is not broken.

just because something wasn’t glaringly broken before doesn’t mean it isn’t a problem—look at necromancer staff before they got buffed? the underlying issues remain the same , and there is little to no counterplay. The animations are garbage and there is no travel time making it a guessing game for all of those on the receiving end. Same with scepter 2 on necro or even the scepter AA which is tbh kinda powerful for not being a projectile. i’m not saying one class is the culprit there is somthing one could nitpick about everything. combustive shot is rather large for its duration/uptime.

Adding counterplay is >>>>>> adjusting numbers though. (it makes the game fun for all, and gives those who died a sense of what they can do better)