post patch explanations
i dun see any problem here, there is a lot of info on the web previewing the upcoming changes, especially about necro… last “state of the game” too gave us info. the reason is simply put, “profession balance,” and “a varied meta,” avoiding any pigeon holes to the way we trait or equip. i don’t think there is any contradiction with the previous vision of how the company views class roles/way to play, just, the traits needed revamping, and devs r advancing that priority in our most recent patch.
if your wondering, it will lead to A. players who learn and adapt and help the meta to plateau and B. the player base that will leave a meta they see that wont plateau. kind of a catch 22
(edited by Lunar Corporation.5720)
i dun see any problem here, there is a lot of info on the web previewing the upcoming changes, especially about necro… last “state of the game” too gave us info. the reason is simply put, “profession balance,” and “a varied meta,” avoiding any pigeon holes to the way we trait or equip. i don’t think there is any contradiction with the previous vision of how the company views class roles/way to play, just, the traits needed revamping, and devs r advancing that priority in our most recent patch.
if your wondering, it will lead to A. players who learn and adapt and help the meta to plateau and B. the player base that will leave a meta they see that wont plateau. kind of a catch 22
http://www.guildwars.com/gameplay/developer_updates/september_2012_skill_balances.php
this is what an update is supposed to look like.
^ thanks dude for the link. I mentioned it in the original post that anet used to be fairly meticulous about explaining the WHY behind the HOW, and forth coming on the WHEN’s and the WHO’s.
State of the game?..awesome I can go fish for them?..why not just publish them, you know…like they use to.
State of the game?..awesome I can go fish for them?..why not just publish them, you know…like they use to.
No devs on this month’s SotG man.
because gratitude is a burden and revenge a pleasure.”
I’m playing two classes, and have another on 80 lvl, so I start to understand them. But there’s huge “but”. I don’t get, how can they make more viable builds, why nerfing the existing one to the ground.
I look at my necro, with almost standard condition / half-bunker / corrupt boon + signet of undeath + epidemic + plague. With recent changes it’s not viable anymore, since I can take mesmer to strip of every boon with shatters and rez people with no cast time.
I’m know, that we have another condition, but without ability to customize, which boon I want to corrupt I’m getting closer to engineer state before buffs – totally random skill, which is less viable than well of corruption now (since it convert same amount of boons, but on AoE).
3 second cast time is ridiculous, because it’s cast time was the reason it was useful on pvp (pve too). Cast time is one of the reasons why elementalist doesn’t use rez skill.
I would love to hear reasons why break stun was changed, and how they see new builds on pvp. What they wanted to nerf, and why. On engi I don’t have anymore break stun on elixir R, which makes sense only for hgh engi. In the meantime I’ve got useless break stuns on weird skills, like gadget or turret. I don’t want to mention (possibly unintended) healing mist break stun, which doesn’t trigger elixir traits.
And so on, and so on.
http://www.guildwars.com/gameplay/developer_updates/september_2012_skill_balances.php
this is what an update is supposed to look like.
Thanks for adding this, I never played GW1 to see a patch note there and didn’t check. But, content wise there is much less than what we find for example in our most recent patch. Its hard to compare but I see a little more what the op expects.
So when can we expect the rationale behind these changes to be released to us so we understand why the changes have been made?
I guess my real advice is this: It’s just about profession balancing. The meta is evolving and we can learn with it or leave it. For example, I watched some tournys the other day, but, now we should expect to find new builds that begin to plateau. simple as that in my mind
(edited by Lunar Corporation.5720)
I look at my necro, with almost standard condition / half-bunker / corrupt boon + signet of undeath + epidemic + plague. With recent changes it’s not viable anymore
Well, I don’t think anet had nerfing your particular build in mind… If you find some way to benefit from some of the changes I think that would be best. Although how you did things before may have worked, perhaps going full condition will benefit u, blood is power after all.
I would love to hear reasons why break stun was changed, and how they see new builds on pvp. What they wanted to nerf, and why.
This is an awesome question, i want to know too ! Warrior found some awesome stun breakrs now. plus there are some stun breakers that r adding stability for 1 second as well. Seems like Movement from class to class has taken a big change. Disengaging fights is a little different in the mists now… Eles casting seems way faster now X(
(edited by Lunar Corporation.5720)