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Posted by: Otaur.9268

Otaur.9268

Edit) 10% overall nerf to zerk damage. No more Crit damage stat… New Stat combos.
Crit Damage is gone new stat Ferocity not % based.

EDIT / UPDATE! 2 Handed weapons now have 2 sigil slots

Update! Sigil stacking, Example. Sigil of Battle and On Crit sigils now work together. Cannot combine 2 same sigils like, On Crit On Crit. Some On Crit sigils now are On Hit. 2 On Swap will work, Battle/Energy on opposite weapons will work! No more 2 Stacking sigils like 2 Bloodlust on 1 weapon, so 2 point per kill, but 1 Bloodlust 1 Perception does not mean both stacks, 1 stack period.

Update Runes: Re-Balancing on ALL ruins to make them more consistent, % of when things proc, stat weights like 2/2/2 of runes for max runes, adding condi duration / boon duration to specific sets. Exampole, Superior rune of str: 1) 25 power, 2) 10 % might duration 3) power 4) 10% might duration 5) 100 power 6) Might duration , you wont be able to mix and match as well now. Numbers are subject to change only examples from devs.

Update) Rune of Ranger, 6th slot benefit will no longer be Useless!

Update Stat Combos for sPvP) New stat combos, open to feedback (post on forums) depending on all combinations you see in PvE high chance all things will not make it (Devs laughed and coughed DIRE).

Update PvP) Also sigils and runes, re-balancing, want all to be viable in sPvP as well.
Stat combos will be Unlockable* Like the new skills were.

Update Balance Preview) High level balance changes, next feature build includes balance pass. Above and beyond all the other changes and not close to everything, (ELEMENTALIST dev shouted) Signet of Restoration same healing potency in sPvP as PvE (already known).

Update Balance) Elementalist, Armor of Earth reduced cooldown to 75seconds to try and bring them back in line with other professions, cantrip mastery will make Armor of Earth more viable. Bug fixes, new rune combo’s may help also, (Do Not buy runes expecting them to be high price in TP, as almost ALL runes will be changed and balanced) Elementalist, 3 seconds Regen on Water Trident up to 5 allies (scepter) more condition removal from Remove condition on regen trait…

Update) Ele lacking sustain, since hit in past in bunch of areas, wanted add regen to other weapon sets besides staff, water trident fit this need for more support for more builds. Supporty scepter type builds to increase support.. (devs words)

Burning speed changes, you will be EVADING DURING USING !!! WOOT No more hammer in the face! Survivability for D/D. Hundred blades coming? Burning speed into it and evade (like whirlwind) to increase melee!

Frozen burst is now a blast finisher!

Update) Dev quote “Ele so OP” changes are not a full list of changes, some may go away, but they are trying to make sure they tell us things that “may” get in. All is subject to change. But what they explained most likely be in.

Update Engineer) Turret that needs a nerf… Reduce immobilize on net turret by 1 second. (Due to supply drop + net turret combos) Reduced for counter play. Josh explains the Nerfs.

Update Engi) Poison grenade, (shotgun effect stand on them and throw all poison stacks on them 60 seconds poison instantly) Reducing poison from 5 stacks from each tick to 3 stacks.

Continuing Updates) Toolkit, Box of Nails cast time to long and sluggish, cast time reduced to 3/4 seconds, and underwater version too. Make it more fluid.

A.E.D. From player feedback, Reduced cast time to 3/4 second (may change to 1/2 second depending on testing).

Update Guardian) Litany of Wrath reduced cast time to 3/4, maybe change to 1/2 second, depending on test.

Vigorous Precision, from 5s cooldown to 10s cd. to follow along with other class changes from last balance.

Healing Breeze, Re-scaled so guardian receives 50% from start and 10% per tick for next 5 ticks. For a more supporty heal. Doubled ally heal and scales really well with healing power.

Shelter is very strong skill, wanted to buff other heal to try to open more builds.

Update Mesmer) Critical Infusion recharge increase from 5s to 10s. Want you to use boon duration to get that longer vigor up-time, on par with other changes to other classes. Was OP with clone on dodge.

Update Necro) Putrid Explosion, No longer UNBLOCKABLE (Bone minion skill).
Training of the Master (MM Power line) Reduced damage from minon 30% to 25%
Changing Dhuumfire so it doesn’t throw out lots and lots of burning DPS.

/RanOutOfSpace/

Blackfang’s Demon Alliance [BfDA]

(edited by Otaur.9268)

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Posted by: Brutal Arts.6307

Brutal Arts.6307

How truly awful.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

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Posted by: Jski.6180

Jski.6180

How truly awful.

Why?

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Harper.4173

Harper.4173

“So – berserker will still be the best set in game for dps " – pretty much direct quote from the devs – LIVE.

Take that zerker haters!

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: Fenrir.3609

Fenrir.3609

10% nerf? kitten

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Posted by: Paponzi.1637

Paponzi.1637

10% overall nerf to zerk damage. No more Crit damage stat… New Stat combos.

Not overall, to crit damage.

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Posted by: Errant Venture.9371

Errant Venture.9371

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

The Battle Bakery [vPie]

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Posted by: Jski.6180

Jski.6180

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: fadeaway.2807

fadeaway.2807

I created my ascended gear on the basis of the old tradeoff.
With this new, lower damage, I don’t feel the tradeoff is worth it and regret my gearing decision.

Now what, anet?

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Posted by: Fenrir.3609

Fenrir.3609

So everything just got a bit slower. Awesome, spending more time running the same tedious content is a vast improvement.

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Posted by: Harper.4173

Harper.4173

So everything just got a bit slower. Awesome, spending more time running the same tedious content is a vast improvement.

At least they didn’t ruin the game. I was expecting that.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: Fenrir.3609

Fenrir.3609

So everything just got a bit slower. Awesome, spending more time running the same tedious content is a vast improvement.

At least they didn’t ruin the game. I was expecting that.

Give it a bit more time.

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Posted by: Errant Venture.9371

Errant Venture.9371

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

It doesn’t make bad builds better. It makes the most effective build 10% less effective. The best build will still be lightyears ahead of everything else.

The Battle Bakery [vPie]

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Posted by: Big Tower.5423

Big Tower.5423

Thieves are now nerfed into oblivon for roaming too, we cant play the game anyoMORE! pull you self together anet. or start selling waffles on the street instead of making games.

7800 hours ingame, and counting.

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Posted by: alanis.6094

alanis.6094

Battle/Energy on everything…wow.

Drusilla Ina Alanis
<The Undead Lords>
Since 1994 – undeadlords.net

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Posted by: Jski.6180

Jski.6180

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

It doesn’t make bad builds better. It makes the most effective build 10% less effective. The best build will still be lightyears ahead of everything else.

And that makes other builds better when you drop one thing another thing becomes more of a chose. They are opening up more chose by making all in zerk the end all be all.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Manuhell.2759

Manuhell.2759

When sigils were implemented to work with kits, all kit damage was nerfed to compensate.
I expect them to do the same with two-handed weapons, due to the additional sigil.

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Posted by: Painbow.6059

Painbow.6059

its funny because DPS is still the best, ZERKER DOMINANCE

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Posted by: Errant Venture.9371

Errant Venture.9371

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

It doesn’t make bad builds better. It makes the most effective build 10% less effective. The best build will still be lightyears ahead of everything else.

And that makes other builds better when you drop one thing another thing becomes more of a chose. They are opening up more chose by making all in zerk the end all be all.

Score builds on a scale from 1-100. Right now Zerk is at a 99. Everything else is at a 4. Reducing zerk from 99 to 95 doesn’t make any other spec more viable.

Stop being a troll, everyone knows that nerfing in a vacuum doesn’t change a meta unless you nerf the meta into the ground. You must pair nerfs with buffs to other areas to effect real change.

The Battle Bakery [vPie]

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Posted by: Brutal Arts.6307

Brutal Arts.6307

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

Doing this won’t make other builds better. People will still run pure zerker and exclude people wearing other kittenty stat spreads. It’s just 10% more boring.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

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Posted by: Big Tower.5423

Big Tower.5423

Pull you self together arenanet

7800 hours ingame, and counting.

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Posted by: Tenor Madness.6784

Tenor Madness.6784

Changing stats will do nothing about the encounters that encourage the dps focus in pve. So silly.

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

As they stated in the twitch feed this is just the first of many changes. They said they needed to bring zerker down before they could make the other more significant changes. So this nerf is just stage one, the other builds will be changing in the future.

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Posted by: Errant Venture.9371

Errant Venture.9371

As they stated in the twitch feed this is just the first of many changes. They said they needed to bring zerker down before they could make the other more significant changes. So this nerf is just stage one, the other builds will be changing in the future.

Then make the ferocity change but keep it on par with current levels of crit damage. Look at a reduction in the crit damage available when they’re ready to make more fundamental changes to toughness/vitality/healing power and NPC AI + Boss mechanics

The Battle Bakery [vPie]

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Posted by: Karolis.4261

Karolis.4261

So if i have build my thiefs ascended gear around backstab with hidden killer, max crit damage i can scratch and low crit chance out of stealth… what the hell should i do know? grind ascended gear once more ? what the hell that Ferocity will do ?

PvP hero Valentin in action!
https://www.youtube.com/watch?v=-HiYUlhsO_M
cough*keyboardturningclicker*cough

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Posted by: Jski.6180

Jski.6180

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

Doing this won’t make other builds better. People will still run pure zerker and exclude people wearing other kittenty stat spreads. It’s just 10% more boring.

So look at it this way if a mob has a set hp and def etc.. this dose not changes so ppl have a set dps both from crit dmg and condition dmg player also have a set hp / def too. If you find that dps from crit dmg is so much stronger then say condition dmg then all the dps will be from one type. If you drop the crit dmg your in effect making condition dmg stronger.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Fenrir.3609

Fenrir.3609

What a complete and utter farce.

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Posted by: Lord Kuru.3685

Lord Kuru.3685

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

Actually 10% damage reduction means what took 10 seconds before now takes 11.111111… seconds, so you’re 11.1111…% slower.

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Posted by: Nyspar.6103

Nyspar.6103

I don’t quite understand the change.

Can some clarify, is my full zerker/assassin ascended set still the best I can get for dps?

[DnT] TargNyspar
Targaryen / Nymaria / Dwagonfire / Dwagonhunter

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Posted by: Forzani.2584

Forzani.2584

The information is interesting. Hate that I can’t find it anywhere so I can read it.

When someone uses the word ‘Meta’, a kitten dies. Don’t do it.

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Posted by: Einlanzer.1627

Einlanzer.1627

I do think that the stats on zerker before had too much synergy creating too much of a hyperbolic growth curve, so something needed to be done about it, so this may be a decent change overall, but we’ll see.

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Posted by: Brutal Arts.6307

Brutal Arts.6307

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

Doing this won’t make other builds better. People will still run pure zerker and exclude people wearing other kittenty stat spreads. It’s just 10% more boring.

So look at it this way if a mob has a set hp and def etc.. this dose not changes so ppl have a set dps both from crit dmg and condition dmg player also have a set hp / def too. If you find that dps from crit dmg is so much stronger then say condition dmg then all the dps will be from one type. If you drop the crit dmg your in effect making condition dmg stronger.

Are you talking words?

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

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Posted by: stof.9341

stof.9341

I do think that the stats on zerker before had too much synergy creating too much of a hyperbolic growth curve, so something needed to be done about it, so this may be a decent change overall, but we’ll see.

Wait until ANet adds the Toughness, Vitality, Healing Power stat set and we’ll talk about polynomial growth (not hyperbolic)

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Posted by: Mirror Owl.7204

Mirror Owl.7204

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

This does NOT make other builds better! It makes critical builds worse. That is all! What about reducing crit damage by 10% will make inefficient stat combo’s BETTER? Do people not get this? Does the dev team not get this?

Ehmry
[SM] Storm Machine guild leader

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Posted by: Fungalfoot.7213

Fungalfoot.7213

Are they seriously planning on nerfing necromancers again? I don’t even…

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Posted by: RyuDragnier.9476

RyuDragnier.9476

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

This does NOT make other builds better! It makes critical builds worse. That is all! What about reducing crit damage by 10% will make inefficient stat combo’s BETTER? Do people not get this? Does the dev team not get this?

They did it to slow down the zerker sets so it’s harder on the zerkers, so they don’t burn through enemies fast enough to avoid most of their mechanics, and most likely as a way to bring the other classes up while dropping the zerker a bit at the same time. Zerker will still be king…just not by as much.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Otaur.9268

Otaur.9268

(Sorry had a lot typed but ran out of space and it didn’t save in original post)
Necro) Dhuumfire now controllable, will go off when using Life Blast in Death Shroud. Promotes more skillful gameplay, and players can have a chance to dodge the Dhuumfire (Life Blast).

Ranger nerfs / fixes. Buffs working on Ranger Main hand sword AA chain.

Thief changes) Poison stacks down from 5 to 3, Pistol Whip changes,

Warrior) Controversal thing (healing signet), passive is EXTREMELY High, don’t want to Overnerf it, reduced passive by 8% (-30 health per second) still playing with the numbers, but working on Improving the Active to make it viable to push. They want more skillful play, and to be active. Trying to figure exactly what to do to make it serve a purpose when activated, not just a heal, but active getting a new mechanic to promote skillful gameplay.
Want to bring offense down a little bit, but are not sure what to do yet. They do not want to make them to frail…
Pin Down longbow #5, added new “Warm Up” effect, white swirly arrow before it shoots, so it is easier to see / dodge. Cast time Increased to 3/4 second.

Reiterate, a lot more changes to everything, and still can be changed depending on testings. Future blog explaining why they decided to do what they are doing.

Reminders, today is WvW reset, next Tuesday is origin of Madness release, some PvP Events, every Thursday, open signups and gem prizes. Today and Tomorrow, ESL and Bloody Tech GvG Tourny 6v6. They saw a support staff Elementalist being played in one of these Tournies.

A couple more tournies coming in near future check out the PvP Events Forums, and a dev mentions the Superbowl.

~Otaur out, sorry again to Rangers, I had a lot typed up but the forums didn’t take it. Same to Thieves. All information was typed as the Developers explained it during Live Stream. I hope everyone enjoys what I managed to get.

Blackfang’s Demon Alliance [BfDA]

(edited by Otaur.9268)

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Posted by: Harper.4173

Harper.4173

The deal is this – they realize Zerker and PVE will always be the meta – if they destroyed zerker they would just make players mad. So they tweaked it a bit. It will always be king.
#Zerker2014!

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: Lord Kuru.3685

Lord Kuru.3685

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

This does NOT make other builds better! It makes critical builds worse. That is all! What about reducing crit damage by 10% will make inefficient stat combo’s BETTER? Do people not get this? Does the dev team not get this?

They did it to slow down the zerker sets so it’s harder on the zerkers, so they don’t burn through enemies fast enough to avoid most of their mechanics, and most likely as a way to bring the other classes up while dropping the zerker a bit at the same time. Zerker will still be king…just not by as much.

With a change as small as 10%, it seems only the borderline zerker players (those who barely make it through a boss) will see any real change in gameplay.

Everyone else (who use zerkers) will simply have runs that are 11% more tedious than before.

They should instead be putting more work into mob mechanics, groupings, and AI — but that would be too much effort, I guess.

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Posted by: LordByron.8369

LordByron.8369

its a solid nerf to celestial btw
expecially for WWW

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: Einlanzer.1627

Einlanzer.1627

How truly awful.

Why?

A 10% reduction in the output of Zerker builds will not make people more likely to use support builds (healing power/toughness/vitality are still bad stats that promote bad play).

It’s just going to make already tedious encounter 10% slower.

So its bad to make it so other builds are better?

This does NOT make other builds better! It makes critical builds worse. That is all! What about reducing crit damage by 10% will make inefficient stat combo’s BETTER? Do people not get this? Does the dev team not get this?

They did it to slow down the zerker sets so it’s harder on the zerkers, so they don’t burn through enemies fast enough to avoid most of their mechanics, and most likely as a way to bring the other classes up while dropping the zerker a bit at the same time. Zerker will still be king…just not by as much.

With a change as small as 10%, it seems only the borderline zerker players (those who barely make it through a boss) will see any real change in gameplay.

Everyone else (who use zerkers) will simply have runs that are 11% more tedious than before.

They should instead be putting more work into mob mechanics, groupings, and AI — but that would be too much effort, I guess.

They need to do both. They need to change they hyperbolic growth caused by Zerker and only Zerker stats, and they need to adjust encounters to make conditions/boons and defense stats more useful.

Personally, I think this seems like a good first step, at least on the surface.

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Posted by: Otaur.9268

Otaur.9268

10% overall nerf to zerk damage. No more Crit damage stat… New Stat combos.

Not overall, to crit damage.

Crit Damage is being removed from game. Being replaced by Ferocity a non % based stat. So yes, 10% over all zerker nerf. Straight from the Devs mouths.

Blackfang’s Demon Alliance [BfDA]

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Posted by: selan.8354

selan.8354

Thieves are now nerfed into oblivon for roaming too, we cant play the game anyoMORE! pull you self together anet. or start selling waffles on the street instead of making games.

10 percent nerf is not that big of a deal. glamours were nerfed by almost 60 percent in wvw. that is a harsh nerf. 10 percent u can deal with. the crit on thief was simply too much. in wvw u can crit light armors for around 8-11k.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

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Posted by: Atherakhia.4086

Atherakhia.4086

I guess I went in with too high of expectations. I honestly expected the change to crit damage to level the playing field between the horrendously lopsided condi damage and what stats power classes had to collect. In effect it’s nothing but an attempt to nerf backstab and nothing will change.

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Posted by: Mikau.6920

Mikau.6920

Now can I use a sigil of fire & air together? The 2x silgil of blood still work?

Sorry for my english.

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Posted by: Mikau.6920

Mikau.6920

Yay. My heavily invested boon duration will be heavily nerfed…

—"

Sorry for my english.

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Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Honestly, you people dont even know how fercoity will work in actual gameplay and especialy how it will work in relation to stat stacking and yet you already complaning.

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Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Now can I use a sigil of fire & air together? The 2x silgil of blood still work?

fire and air sigils are of the same type “on crit” so they wont work together.

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Posted by: Kimhyuna.1035

Kimhyuna.1035

They love the idea that high health = hard content.
Its kinda ridiculous that they could not think of anything better than nerfing a stat.

Minion

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Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

They love the idea that high health = hard content.
Its kinda ridiculous that they could not think of anything better than nerfing a stat.

Well, its more like its the fastes thing that they can do at the moment also its much better than buffing everything else cus it would creat more balance issue.
From how i see it, changeing mobs and their stats would be more problematic and would require much more work.