Nerf to Pack runes was uncalled for

Nerf to Pack runes was uncalled for

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Posted by: Warlord.9074

Warlord.9074

No one in GW2 history has ever complained about these runes. Strength Runes were still stronger before the change and much stronger after the change. Why the nerf its a nonessential change?

Yet Durability runes remain unchanged? Do you understand the argument you nerf things that no one cares about, You buff things like venoms that people HATE. Etc etc etc….

“Just press 2 to win all the dps was us cuz we’re a
warrior and we’re the best class” Eugene

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Posted by: Nuzt.7894

Nuzt.7894

Durability runes are sub par imo and need a buff.

Nerf to Pack runes was uncalled for

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Posted by: Warlord.9074

Warlord.9074

Durability runes are sub par imo and need a buff.

Thats why they were removed from PVP??? And already nerfed once.?

“Just press 2 to win all the dps was us cuz we’re a
warrior and we’re the best class” Eugene

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Posted by: Jeknar.6184

Jeknar.6184

Durability runes are sub par imo and need a buff.

Thats why they were removed from PVP??? And already nerfed once.?

Have you ever heard of our lord and savior Sarcasm?

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
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Posted by: Akkeros.1675

Akkeros.1675

sarcasm is anger’s baby brother.
You know, the one that hangs out with the cool kids.

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Posted by: Azukas.1426

Azukas.1426

What happened to pack runes?

Nerf to Pack runes was uncalled for

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Posted by: Jeknar.6184

Jeknar.6184

What happened to pack runes?

They increased the icd of the (4) bonus from 20 to 30.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
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Posted by: Cerby.1069

Cerby.1069

No one in GW2 history has ever complained about these runes. Strength Runes were still stronger before the change and much stronger after the change. Why the nerf its a nonessential change?

Yet Durability runes remain unchanged? Do you understand the argument you nerf things that no one cares about, You buff things like venoms that people HATE. Etc etc etc….

Cmon pack runes are an easy target for nerfs, we all know it. Its not cause they do too much damage. Its not cause they give too much utility. Its cause they are a nice middle ground. And we can’t have middle grounds in this game, past patches have seen to that.

Also they gave a bunch of boooooooooooooooons. And instead of tackling the absurb boon durations on all classes, its easier to nerf the rune for all classes. That’s how anet does things, I don’t think anyone is surprised at this point.

IS ANYONE SURPRISED THEY DID THIS?

I kill you in one gunflame, or I kill you in two.
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Posted by: ArchonWing.9480

ArchonWing.9480

It reminds of how so many nerfs in this game marginally hurt meta builds but kill off builds that were unfortunate enough to share some weapons or traits with the meta build as they assume that the thing being nerfed must be used in conjunction with other things. I’m sure a thief or ele has something to say about this.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

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Posted by: DeceiverX.8361

DeceiverX.8361

It reminds of how so many nerfs in this game marginally hurt meta builds but kill off builds that were unfortunate enough to share some weapons or traits with the meta build as they assume that the thing being nerfed must be used in conjunction with other things. I’m sure a thief or ele has something to say about this.

Bingo.

I’ve played D/D power thief almost exclusively for close to four years, and never moved away from signet glass outside from experimenting to know the class better.

D/D power is a dead-in-the-water build with the changes to stealth attacks; it has no good skills in stealth except backstab, which since everything runs around with passive invulns/evades/blurs/dodges/blocks/cc/cleaves, leaves the kit with literally no answers. BV change also nerfed D/D since it can no longer get a reliable CnD from the unblockable attack after burning it on a steal engage. It’s got lower damage, lower reliability, and lower mobility regardless of build, now.

And yet D/P meta is fine because Shadow Shot is faster/better burst than backstab, anyways. Hey, they even buffed Bandit’s Defense to let D/P Daredevil be even easier!

I’m sick of being marginalized playing away from the meta. The meta builds aren’t fun to a point I’d just rather not play.

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Posted by: Warlord.9074

Warlord.9074

Than why can’t didn’t anet just PVP split these runes like all the other Sigils and runes that they PVP split.

“Just press 2 to win all the dps was us cuz we’re a
warrior and we’re the best class” Eugene

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Posted by: DeceiverX.8361

DeceiverX.8361

Than why can’t didn’t anet just PVP split these runes like all the other Sigils and runes that they PVP split.

They don’t need to split. They need to merge to make balancing a reasonable thing to do. ANet can’t manage balance as it is. You really think they could do it multiplying the amount of balancing work that would need to be done by 2 or 3 times?

PvE stat allocation would be the best thing sPvP ever got. It’d nerf boon builds and buff scaling-based builds that currently suck.

Overpowered gear combinations/runes being removed from the entire game would be the best thing PvE and WvW ever got.

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Posted by: morrolan.9608

morrolan.9608

No one in GW2 history has ever complained about these runes. Strength Runes were still stronger before the change and much stronger after the change. Why the nerf its a nonessential change?

Yet Durability runes remain unchanged? Do you understand the argument you nerf things that no one cares about, You buff things like venoms that people HATE. Etc etc etc….

Cmon pack runes are an easy target for nerfs, we all know it. Its not cause they do too much damage. Its not cause they give too much utility. Its cause they are a nice middle ground. And we can’t have middle grounds in this game, past patches have seen to that.

Also they gave a bunch of boooooooooooooooons. And instead of tackling the absurb boon durations on all classes, its easier to nerf the rune for all classes. That’s how anet does things, I don’t think anyone is surprised at this point.

IS ANYONE SURPRISED THEY DID THIS?

Yeah usually changes like this are at least a result of whinging. Like the OP said no-one has said anything unlike durability and perplexity tunes. So why the change? There should be an explanation.

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Posted by: alain.1659

alain.1659

They are my favourite runes. I used them when they were cheap, I used them when they were expensive, and I still use even now, when I have already perma swiftness. Nerf was not “that” brutal but I want to say:

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Posted by: Warlord.9074

Warlord.9074

I’d love to have an official response on the thinking process behind this change and why these runes were considered OP by Anet. They have been like this for years no one has ever said a word about them.

“Just press 2 to win all the dps was us cuz we’re a
warrior and we’re the best class” Eugene

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Posted by: UmbraNoctis.1907

UmbraNoctis.1907

I guess, they just roll the dice to decide about what and how things get changed. At least that’s the only explanation i can think of, if i look at many changes since HoT.

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Posted by: Tommyknocker.6089

Tommyknocker.6089

I wear them on my well bomb necro for the extra swiftness they add to me. I most likely won’t even notice the 10 second difference, but honestly if you were using these runes for that buff there are much better options. I use Blighters Boon though so my only question to ANet is that if the AOE was too much why not just reduce the time to say 15 seconds and make in personal use only so I can actually get it to proc once in a while?

Necro’s are already the most selfish of the classes anyways so why not? As it sits now though this was a /facepalm of a move IMO.

Edit: clarity

(edited by Tommyknocker.6089)

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Posted by: Warlord.9074

Warlord.9074

It’s a pretty big shave off of a rune that doesn’t give boons that you wouldn’t otherwise have. Fury, 1 stack of might and switfness are boons that every group already has in permanent.

So to change it form 50% uptime to 33% up time only hurts soloers. This was a non sense change to a rune that wasn’t OP.

ANET keeps buffing condis while they make changes like this making condis more and more stronger all the time.

“Just press 2 to win all the dps was us cuz we’re a
warrior and we’re the best class” Eugene

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Posted by: Xillllix.3485

Xillllix.3485

It’s a pretty big shave off of a rune that doesn’t give boons that you wouldn’t otherwise have. Fury, 1 stack of might and switfness are boons that every group already has in permanent.

So to change it form 50% uptime to 33% up time only hurts soloers. This was a non sense change to a rune that wasn’t OP.

ANET keeps buffing condis while they make changes like this making condis more and more stronger all the time.

Well if they don’t realize it at this point with hundreds of people saying the same thing on the forums then they never will.

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Posted by: apharma.3741

apharma.3741

Than why can’t didn’t anet just PVP split these runes like all the other Sigils and runes that they PVP split.

They don’t need to split. They need to merge to make balancing a reasonable thing to do. ANet can’t manage balance as it is. You really think they could do it multiplying the amount of balancing work that would need to be done by 2 or 3 times?

PvE stat allocation would be the best thing sPvP ever got. It’d nerf boon builds and buff scaling-based builds that currently suck.

Overpowered gear combinations/runes being removed from the entire game would be the best thing PvE and WvW ever got.

I’d be very careful about what you wish for. Burst builds in WvW do a lot more than in PvP as ferocity is much lower in PvP. You would likely see nerfs to backstab as well as most “burst” skills or combos.

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Posted by: Rink.6108

Rink.6108

I am using the rune since the beginning for wvw (when it falsly said “healing power” instead of power). I understand the nerf, because it was a very good rune for classes that don’t have access to fury, for me it is just weird, that they had to wait so long before they saw that it has to be nerfed. If it was actually nerfed because of boon-share, then there might be other and better ways to do that without hitting solo-roamers.

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Posted by: babazhook.6805

babazhook.6805

The issue is this. With fury and swiftness from a rune , there less a need to use a trait to garner the same. If one has some amount of boon duration and or is running in a group where these benefits shared than the runes themselves can provide enough of that Fury and swiftness.

This leads to a person being able to than trait another skill out of their traitlines. Added to that we have things like Remorseless, deep strike, Ferocious strikes, Roling mists , Rapid regeneration ,and Invigorating speed that all trigger or are improved when one gains fury or swiftness. This means that an engineer as example can have permanent rapid health regen and vigor without traiting for swiftness at all if it applied by others in the group.

I really think that they should do with these types of runes is turn off the applications of the boons to others nearby. They should make them apply only to the person wearing them and only allow the sharing of boons via traits like Thrill of the crime or bountiful theft. We can see in another topic the concerns over boon share and entire groups running with all boons up. These types of runes are part of that problem.

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Posted by: DeceiverX.8361

DeceiverX.8361

Than why can’t didn’t anet just PVP split these runes like all the other Sigils and runes that they PVP split.

They don’t need to split. They need to merge to make balancing a reasonable thing to do. ANet can’t manage balance as it is. You really think they could do it multiplying the amount of balancing work that would need to be done by 2 or 3 times?

PvE stat allocation would be the best thing sPvP ever got. It’d nerf boon builds and buff scaling-based builds that currently suck.

Overpowered gear combinations/runes being removed from the entire game would be the best thing PvE and WvW ever got.

I’d be very careful about what you wish for. Burst builds in WvW do a lot more than in PvP as ferocity is much lower in PvP. You would likely see nerfs to backstab as well as most “burst” skills or combos.

The entire point is to justify boonless builds. Boons account for way larger of a percentage of stats in sPvP. By cutting skill coefficients, you end up with the same results as right now: a boring meta with slow gameplay that’s based pretty much on sustain and boon uptime.

If you think the format would be too fast, then why are more players interested in the speed of WvW combat than sPvP, and why is ANet continuously nerfing sustain builds? Why, historically, have people complained about bunkers but not full glass builds, even before the advent of the boon-based metas? Why not complain of glass, which could still one-shot-kill people in sPvP at the time? And especially in the case of the thief, the skills aren’t over-scaled for PvE and WvW (except AA chains, but blame PvE and HoT powercreep for that); scalar-based builds that don’t get carried by boons need to invest heavily in trait lines (like three full-offense ones) to be able to deal the damage so many people freak out about when they get hit by them. I can run a warrior on a defensive trait line and a utility one and still burst just as hard as a thief with two or even three offensive-oriented traitline configurations. Being able to react quickly and in a proper fashion is what defines and separates good players from decent players, and frankly, people dying quickly makes more sense from a viewership POV than infinite sustain builds that never seem to die, constantly spewing a rainbow of colors and effects, blast fields/finishers, etc. It makes more sense to see that the lone light armor caster-class got ganked by the assassin and died (or vice versa) than the two hitting eachother with the equivalent of wet noodles while boons, blocks, passive mitigation, and the likes while rotating a million skills carry the players into having an unbelievable amount of time to react. sPvP is Build Wars 2, and only consists of a very few select ones based on the imbalanced nature of the stat spread versus boon performance/uptimes, at that.

There’s very little sense of combat punishment in sPvP. The competitive builds due to the lack of raw stats available to scaling-based offensive ones are often very forgiving and quite frankly, uninteresting to watch. Remember the issue with the infamous 1v4 in the championship game with the Abjured in which for a portion of the game a member was literally unkillable and the point couldn’t be decapped? That’s no fun to watch, and for most, no fun to play, and strictly speaking, is why sPvP isn’t as popular as it could have been.