Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
(edited by nakoda.4213)
Engineer
- Flame Turret skill: Now has the proper recharge when the Deployable Turrets trait is equipped.
- Static Shot skill: Changed the maximum targets skill fact to number of bounces to better indicate its actual effect.
- Elixir…U…skill: Now always applies quickness correctly.
- Reserve Mines trait: Updated description to be more accurate.
- Elixir S skill: Activation now locks heal, utility, and elite skills.
Incendiary Powder trait:
- Increased burning duration from 2 seconds to 4 seconds.
- Increased internal cooldown from 3 seconds to 10 seconds.
- Increased activation chance from 33% to 100%.
- Cloaking Device trait: Increased cloaking duration from 2 seconds to 5 seconds. Added internal cooldown of 25 seconds.
- Regenerating Mist skill: Reduced Healing Turret Toolbelt skill recharge from 60 seconds to 25 seconds.
Healing Turret skill:
- Reduced the deployed heal by 50%.
- Healing range is now 2520-3270.
- No longer applies 2 stacks of regeneration every time the turret fires. Now applies 3 seconds of regeneration every 3 seconds.
- No longer passively creates a water field.
- Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).
Cleansing Burst skill:
- Reduced Healing Turret overcharge skill recharge from 60 seconds to 15 seconds
- Now heals as much as deploying does.
- Healing range is now 2520-3270.
- Now applies 5 seconds of regeneration.
- Removes 2 conditions when activated.
- Now deploys a 5-second water field.
- Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).
- Glue Shot skill: Added an unblockable skill fact to this skill to represent its actual nature.
- Elixir X skill: No longer fails if the player is in midair when it activates.
- Kit Refinement trait: Now displays on the player’s buff bar when it is out of cooldown.
- Low Health Response System trait: Now has a 10-second recharge.
- Thumper Turret skill: Updated skill facts to reflect cripple while Deployable Turrets is equipped.
- Toss Elixir…U…skill: No longer destroys unblockable missiles.
- Picking up a turret no longer triggers effects from the Accelerant-Packed Turrets and Shrapnel traits.
Elixir…U…skill:
- Increased duration by 1 second.
- When gaining Haste, players now take regenerate endurance at 50% effectiveness (increased from 0%) when under the effects of this skill.
- When gaining Frenzy, players now take 25% more damage (reduced from 50%) when under the effects of this skill.
(edited by nakoda.4213)
So there has been a nerf.
A nerf not to our beloved hgh mainly but to something i haven’t seen a complaint against since release.
Cloaking device now lasts 5 seconds but it has a 25 second ICD.
Now someone has been naughty with his thief and mesmer lately.
So why this sudden nerf?
the skies didnt fall afterall.
I’m undecided about cloaking device now. 5 seconds is awesome, but 25 seconds cooldown might be too much. its cool if the stealth lasts 5 seconds even if we remove the immobilization. will it still stack with immobilize’s like rangers elite? needs testing. :<
So basically they didn’t change anything of worth. Good to know.
next month, utility skills locked while under the effects of cloaking device!
;)
the new healing turret looks wicked. 15sec condi removal? not too happy about the lack of regen stacking though.
I’m not sure if I like the change on cloaking device, but if a skill was ever complained about on forums, it will be changed. Also low health response trait now has a cd? ughh oh well.
On the bright side elixir U was buffed to better match the quickness nerf
Nothing too great of a change, IMO. Turret sounds nice but I know it will still get mauled in PvE and WvW.
Updated confusion and retaliation effects to do the same damage as they do in sPvP.
:<
the confusion nerf for wvw will hurt alot of players
the healing turrent change is interesting.. 2 condi removal and a 5s water field with a cooldown of 15s.. it could potentially mean we dont have to trait into alchemy for 409.. potentially
Updated confusion and retaliation effects to do the same damage as they do in sPvP.
:<
yeah they did go trough with that silly one…
cant say im mad. healing turret looks decent now. and now bunker builds are even worse without cloaking device or elixir s utils
There goes the only turret I ever used regularly outside of FotM. Here I come, HGH.
It’s ironic that in an attempt to “diversify builds” they didn’t address one of the main issues with why people don’t run the turrets that they keep buffing.
Oh well, I look forward to yelling “PROTECT THE TURRETS!” when in dungeons or WvW from now on, if for no other reason, for a laugh.
Cloaking device was ONLY one viable adept trait in that line. Healing turret. They said “heal slightly reduced”.. 50% is kittening slightly? Healing turret is now even more useless than before.
Seriously? a 25 second ICD on cloaking device? Totally did not see that coming….
I honestly feel the main “nerf” was elixir S, but I’ll consider that a fix, now, don’t get me wrong, I appreciate the absence of nerfs (finally, hard to make one anyway though) but static discharge goes unfixed, our turrets will vanish in half a second when a mob sneezes (while all other profession’s AI-controlled units got buffs) AND gadgets are untouched (once again).
Nothing much to complain, but do I have to wait another whole month for these changes? Provided it does take a month?
healing turrent heal is reduced, but if you overcharge it, then blow it up, it should heal for around 5k and cure 2 conditions. so its not too bad
Elixikittenll
Lol.
ya, even more troubling because the blocked word is r… u…s…k…i…
anti communist politics on your board, anet? not cool!
YESSSSSSSSSSS!!!!!! OP STATUS FINALLY PAID OFF!!!!!!! NO more negative nerfs for another 6 months!!!!
Cloaking device was ONLY one viable adept trait in that line. Healing turret. They said “heal slightly reduced”.. 50% is kittening slightly? Healing turret is now even more useless than before.
It’s not a 50% nerf if you simply double-tap the button. The Overcharge gives you the other half of the heal. AND drops a water field. AND removes conditions. AND can be fired again every 15 seconds. AND gives 50% more regen, AND gives it to a much wider area. AND more than doubled the recharge speed on the already-nice toolbelt skill. Now if we could just get them to “nerf” the rest of our powers the same way!
Updated confusion and retaliation effects to do the same damage as they do in sPvP.
:<
yeah they did go trough with that silly one…
So I’m not to familiar with spvp… How much of a difference is it now? =/ Do I need to put the ol’ prybar away?
Lol cloaking device nerf.
For healing turret, do I read correctly that it will fire every three seconds now? That would be a significant buff, since it would give the overcharge a much higher chance to succeed before the turret dies.
Yahhhhhh healing turret got an incredible buff!!
no, confusion is still nasty in spvp, but what you can expect is that 5-10 stacks of confusion will not make someone’s HP disappear in a second.
it’s a big adjustment, actually, which you’ll have to test for yourself, but the damage is reduced by half.
Updated confusion and retaliation effects to do the same damage as they do in sPvP.
:<
yeah they did go trough with that silly one…
So I’m not to familiar with spvp… How much of a difference is it now? =/ Do I need to put the ol’ prybar away?
Its half
Actually, the boon/effect – on – status/percentHP was a valid balance concern, I believe. It discourages people from relying on the trait as a full crutch to any specific situation. It also homogenizes it with the other boon/effect – on – status/percentHP traits.
What needs testing is if the heal turret updates work with deployable turrets (XD). I wish they learned their lessons from each turret change they did.
Ahh alright, thank you. I’ll go play around in wvw later today and see how I like this new update.
Cloaking device was ONLY one viable adept trait in that line. Healing turret. They said “heal slightly reduced”.. 50% is kittening slightly? Healing turret is now even more useless than before.
It’s not a 50% nerf if you simply double-tap the button. The Overcharge gives you the other half of the heal. AND drops a water field. AND removes conditions. AND can be fired again every 15 seconds. AND gives 50% more regen, AND gives it to a much wider area. AND more than doubled the recharge speed on the already-nice toolbelt skill. Now if we could just get them to “nerf” the rest of our powers the same way!
I want see that waterfield heal in action without healing gear
Updated confusion and retaliation effects to do the same damage as they do in sPvP.
:<
Yeah, I see my typical HGH p/p toolkit build taking a damage hit from this. A tone of my damage came from Retaliation. I’m thinking a ~15% overall loss in damage.
I really do think, at first glance that the new healing turret could open up new build possibilities. I spent a lot of time mulling over new builds only to scrap them due to lack of condition removal.
I like the changes to Elixir “Kitten” U, I’d feel more confident at least trying it out in a rifle build or something similar now.
The cloaking device change almost seems better that it was. I think it lasted 3 seconds before and I was often able to stealth away sneakily. Now at 5 seconds it seems like a lot of time to reposition.
Elixir S changes are going to hurt a lot more than I originally thought. I’m very used to popping S, healing, crating, kit-ing and so on. Having endurance to dodge once it wears off will be even more important now.
A nice little gem regarding Kit Refinement, it now displays an icon! So now when we use it we know when its up or down. Could help out with some of the multi-kit builds that still want to use KR, if there are any.
Overall I like the changes to the class specifically. The overall changes, namely confusion/ret, is a bit disappointing. Not game breaking, just disappointing.
EDIT:
Cloaking device was ONLY one viable adept trait in that line. Healing turret. They said “heal slightly reduced”.. 50% is kittening slightly? Healing turret is now even more useless than before.
It’s not a 50% nerf if you simply double-tap the button. The Overcharge gives you the other half of the heal. AND drops a water field. AND removes conditions. AND can be fired again every 15 seconds. AND gives 50% more regen, AND gives it to a much wider area. AND more than doubled the recharge speed on the already-nice toolbelt skill. Now if we could just get them to “nerf” the rest of our powers the same way!
Just saw this and… lol. If only.
(edited by MentalPause.9183)
ALL HAIL ELIXIKITTEN
- Cloaking Device trait: Increased cloaking duration from 2 seconds to 5 seconds. Added internal cooldown of 25 seconds.
This was one of our best tools for surviving intense focus fire. If this cleared the immobilize as well, it would warrant the 25 second cooldown, but as it is this is very much diminished in usefulness.
- Regenerating Mist skill: Reduced Healing Turret Toolbelt skill recharge from 60 seconds to 25 seconds.
It’s about time this got a recharge reduction. It’s too bad we couldn’t get all other toolbelt skills a reduction in recharge while they were at it. They’re all too long.
Healing Turret skill:
- Reduced the deployed heal by 50%. Straight up nerf. PVP is a game of burst and we needed this burst heal in non elixir builds. This actually makes it the worst healing option for a turret build. I have no idea what they were thinking.
- Healing range is now 2520-3270.
- No longer applies 2 stacks of regeneration every time the turret fires. Now applies 3 seconds of regeneration every 3 seconds.
- No longer passively creates a water field.
- Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).
Cleansing Burst skill: The following changes, while good, will not matter until turret overcharge skills activate immediately. This laundry list of benefits is useless without the turret able to survive long enough to trigger them.
- Reduced Healing Turret overcharge skill recharge from 60 seconds to 15 seconds
- Now heals as much as deploying does.
- Healing range is now 2520-3270.
- Now applies 5 seconds of regeneration.
- Removes 2 conditions when activated.
- Now deploys a 5-second water field.
- Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).
- Kit Refinement trait: Now displays on the player’s buff bar when it is out of cooldown. A quality of life change that has nothing to do with how weak this trait is. I can think of a dozen quality of life changes that could have been made instead—ones for traits we actually use.
- Low Health Response System trait: Now has a 10-second recharge. Nerf
- Thumper Turret skill: Updated skill facts to reflect cripple while Deployable Turrets is equipped. The skill facts didn’t need to be updated, the actual version of the turret deployed is what is broken. Again, I cannot recommend highly enough that the devs play their game.
I didn’t bother commenting on the rest because, well—they’re not really big changes or very helpful at all. I could use less of this kind of help anyway, so I’m looking forward to next month since they’re skipping an update patch in favor of a bug fix patch. I still have to wonder how many bug fixes will just create new bugs for our professions. : \
Healing Turret
- No longer passively creates a water field.
– Reduced the deployed heal by 50%.
well there goes a fair amount of utility for the healing turrets. Unless they’ve changed it so the overcharge goes off straight away then its kinda useless. turrets get blown up far too easily and in a moving fight having to wait about an area for the overcharge to go off to make use of one of the only water fields we have is asking to be killed.
will admit the toolbelt skill cooldown reduction for it is nice though, albeit long over due.
Incendiary Powder trait:
- Increased internal cooldown from 3 seconds to 10 seconds.
sigh….i’m suprisingly annoyed about this. it’s not really a nerf, but not a buff either imo. before with enough precision you could keep it semi up all the time. now there’s a definate downtime regardless of your condition duration. i supose it being 100% on crit means its a gaurantee now though rather than a dice roll.
and not a kitten was given about gadgets! \o/
Updated confusion and retaliation effects to do the same damage as they do in sPvP.
:<
Yeah, I see my typical HGH p/p toolkit build taking a damage hit from this. A tone of my damage came from Retaliation. I’m thinking a ~15% overall loss in damage.
I really do think, at first glance that the new healing turret could open up new build possibilities. I spent a lot of time mulling over new builds only to scrap them due to lack of condition removal.
I like the changes to Elixir “Kitten” U, I’d feel more confident at least trying it out in a rifle build or something similar now.
The cloaking device change almost seems better that it was. I think it lasted 3 seconds before and I was often able to stealth away sneakily. Now at 5 seconds it seems like a lot of time to reposition.
Elixir S changes are going to hurt a lot more than I originally thought. I’m very used to popping S, healing, crating, kit-ing and so on. Having endurance to dodge once it wears off will be even more important now.
A nice little gem regarding Kit Refinement, it now displays an icon! So now when we use it we know when its up or down. Could help out with some of the multi-kit builds that still want to use KR, if there are any.
Overall I like the changes to the class specifically. The overall changes, namely confusion/ret, is a bit disappointing. Not game breaking, just disappointing.
EDIT:
Cloaking device was ONLY one viable adept trait in that line. Healing turret. They said “heal slightly reduced”.. 50% is kittening slightly? Healing turret is now even more useless than before.
It’s not a 50% nerf if you simply double-tap the button. The Overcharge gives you the other half of the heal. AND drops a water field. AND removes conditions. AND can be fired again every 15 seconds. AND gives 50% more regen, AND gives it to a much wider area. AND more than doubled the recharge speed on the already-nice toolbelt skill. Now if we could just get them to “nerf” the rest of our powers the same way!
Just saw this and… lol. If only.
Do Elixir S, Elixir U, and the stealth trait benefit from Boon Duration? Or are they special cases since they don’t have the normal style boon icons?
incendairy powder overnerf.
Elixir S overnerfraped
retal/confusion cut in half.
cloaking device nerfed.
Boon hate and super buffs to every other prof except Ele.
And you guys are even happy with this patch.
Im tired of this game, played since beta but coupled with the KR disaster last patch they have gone to far. They actually nerfed my desire to log in. Have fun.
incendairy powder overnerf.
Elixir S overnerfraped
retal/confusion cut in half.
cloaking device nerfed.
Boon hate and super buffs to every other prof except Ele.And you guys are even happy with this patch.
Im tired of this game, played since beta but coupled with the KR disaster last patch they have gone to far. They actually nerfed my desire to log in. Have fun.
bye! send postcards! gl hf!
healing turrent heal is reduced, but if you overcharge it, then blow it up, it should heal for around 5k and cure 2 conditions. so its not too bad
It would have to survive long enough to trigger, Bomber. So it is rather bad.
Do Elixir S, Elixir U, and the stealth trait benefit from Boon Duration? Or are they special cases since they don’t have the normal style boon icons?
They aren’t effected by boon duration. The elixirs, however, are effected by potent elixirs trait.
drop -> overcharge -> detonate is still on the same timer, so, once every 20 seconds you can heal for ~6k, cleanse two conditions, and leave a 5 sec water field.
why waste energy leaving it up when regen mist is now 25 second?
this could be better than medkit, but in so doing makes the Drop Stimulant Swift/Fury that much more valuable a choice in many cases.
(edited by nakoda.4213)
ALL HAIL ELIXIKITTEN
WILL GREATLY HELP ME TO INFLICT KITTYCAL STRIKES, GG§§
drop -> overcharge -> detonate is still on the same timer, so, once every 20 seconds you can heal for ~6k, cleanse two conditions, and leave a 5 sec water field.
why waste energy leaving it up when regen mist is now 25 second?
I was actually thinking the same
@Grackleflint.4956
It doesn’t have to actually, provided they fixed the overcharge responsiveness, the water field created AND the explosion will trigger the heal.
All we have to do is hope and try the overcharge’s responsiveness
@Grackleflint.4956
It doesn’t have to actually, provided they fixed the overcharge responsiveness, the water field created AND the explosion will trigger the heal.
All we have to do is hope and try the overcharge’s responsiveness
Yeah I’m really curious about the interaction here.
I’m not liking how warrior got some trait adjustments but engineer didn’t. Yeah, cloaking device change, but the icd coupled with the duration kind of makes it on par with its old self.
In fact it REALLY makes me mad. They double signet effectiveness, give warrior more options to be ‘viable’ in sPvP, talk about merging a lot of traits, when in fact the only real trait changes were applied to, as usual, their poster class.
drop -> overcharge -> detonate is still on the same timer, so, once every 20 seconds you can heal for ~6k, cleanse two conditions, and leave a 5 sec water field.
why waste energy leaving it up when regen mist is now 25 second?
this could be better than medkit, but in so doing makes the Drop Stimulant Swift/Fury that much more valuable a choice in many cases.
@Grackleflint.4956
It doesn’t have to actually, provided they fixed the overcharge responsiveness, the water field created AND the explosion will trigger the heal.
All we have to do is hope and try the overcharge’s responsiveness
I really hope so, but then if we start doing that they’ll change it again. They clearly want us to leave this thing out and protect it (ROLLING MY EYES SO HARD RIGHT NOW), but it would need massive changes to its health and all turrets would need a big reduction to incoming damage for their vision of turrets to be a reality.
I will miss you, "elixir S + kit " It was the ideal way to drop bombs.
But I saw it coming, surprised it took them so long to change it. Liking the healing turret change, I wonder if the water field will stay after the turret’s gone.
If they want other builds to have condi removal, how about this idea:
Inventions (Adept) Grounding Wire: Your turrets have X% chance to absorb incoming conditions and you receive -15% to Stun duration.
Kind of like the Grounding Totem of the Shaman in World of Warcraft, this gives players a reason to keep a turret out and try to keep it alive. I’m just brainstorming here, but there are more creative ways to promote build diversity and condition countering.
@Grackleflint.4956
It doesn’t have to actually, provided they fixed the overcharge responsiveness, the water field created AND the explosion will trigger the heal.
All we have to do is hope and try the overcharge’s responsiveness
Yeah I’m really curious about the interaction here.
I know what I will be doing on the Pertinent Path this evening. If the water field is quick and stays for 5 seconds after the turret is destroyed, this means I don’t have to be kittening on the ball with my 3 blast finishers, and get more heals in. This might be a useful change after all.
“Cleansing Burst skill:
- Reduced Healing Turret overcharge skill recharge from 60 seconds to 15 seconds
- Now heals as much as deploying does.”
Okay here’s the scenario:
You deploy healing turret and overcharge it for heal. Now to get a major heal again the turret has to survive on the field for 15 seconds. If it gets destroyed at round at 5 seconds or later you have to suffer the additional cooldown of 20 seconds before it gets deployed again.
Personally It seems that I might better be off just picking it up right away as usual, and just keep using regenerating mists instead of keeping the turret on the field
Edit: Considering regeneration stacks only in duration a one stack of regen or 3 stacks of regen aren’t really much of a difference
(edited by Penguin.5197)
Not going to leave that healing turret out, ever.
Deploy every 20 seconds, overcharge and get water field, regen and 2 cleanses… only to detonate immediately in that water field. This ‘should’ add another heal as well.
20 seconds later, rince and repeat.
The 15 seconds on the overcharge aren’t worth the risk of the turret dying a bit later and getting the full 20 second cd anyhow…
I some situations I might leave it up, but those are only when no enemy is near. Like when flamethrowing the inside of a door in WvW before any enemy actually gets in.
Very situational, usually I’ll just deploy-overcharge-detonate
Leaving it out and overcharging it each 15 seconds will provide the better healing over time… but is it worth the risk of the turret dying to aoe, one or two direct hits, a mob that looks at it nasty?
(edited by Kimbald.2697)
ahhhhh.. waterfield only last 3 seconds, can anyone confirm this ?
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