Piercing Light change
Nah. Lets go back to beta and have trap hits bleed.
Not sure how to feel until I try it.
On paper I like it: Never really appreciated the 1/4s daze on traps. It only ever made a difference when I was interrupting a rez or a stomp. It was never any good for interrupting a heal since in most cases people will cover their bases when healing or be sure to get out of the action (aka, not in your traps) before healing. On the plus side, slow will help curb the offence of those who can actually tank trap pressure such as power revs (historically a big predator of DH). From a wvw standpoint I really like this change. The 1/4s daze did next to nothing, but now adding some slow will really hurt enemy zerg leap-ins.
Considering what they could have done instead (hey Gyros), I’m very pleased with this change. Like Arcaedus explained, it’s a buff in certain situations.
Feels like a solo DH will still get good use out of the trait, while stacked DHs will be less obnoxious. Seems like a good change to me.
And as RabbitUp points out, we could have had a “purity of purpose” patch.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
And as RabbitUp points out, we could have had a “purity of purpose” patch.
I think that’s exactly what we got.
Burn Guards will be more burny, Staff Guards will be more supportive, and Traps will still provide defense without coloring outside the lines.
Heh. That’s one way to look at it. Still a better deal than the scrappers got, though: they lost their daze gyros with nothing to compensate for it (they were told they’d get more damage to compensate, but they didn’t get more damage) and they’re now saddled with a bunch of traits that assume that they have more access to stuns and dazes than they do now.
We got actual purity of purpose: they got told they were getting purity of purpose, but what they actually got was the shaft.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
The only thing I really care about is how it affects the ability to break bars. (It’s not just a pvp change it would seem…)
Also the engineer changes have been pathetic as of late.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
The only thing I really care about is how it affects the ability to break bars. (It’s not just a pvp change it would seem…)
Might not change it all that much, actually. Slow seems to put a significant drain on break bars. They may not break quite as fast, but a second and a half of slow might do about as much damage to the bar overall.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
I agree that it doesn’t seem that bad, thats why I called it a change instead of a nerf. Slow arguably has less defenses against it and is a rare, powerful condition. Its breakbar value is the same with daze while it ignores Stability and can be more commonly boosted in its duration than daze. As far as enemy players are concerned, it may be used both defensively and offensively.
The only thing I really care about is how it affects the ability to break bars. (It’s not just a pvp change it would seem…)
Might not change it all that much, actually. Slow seems to put a significant drain on break bars. They may not break quite as fast, but a second and a half of slow might do about as much damage to the bar overall.
1,5 sec of slow is 75 damage total, the daze was 100 damage
Unfortunately this means you can’t use traps to interrupt rezes or stomps anymore. Now i need to consider whether traps aside from purification are still worth taking or whether i should take more meditations
Unfortunately this means you can’t use traps to interrupt rezes or stomps anymore. Now i need to consider whether traps aside from purification are still worth taking or whether i should take more meditations
You are right and i have the same concerns. TOF is unblockable and with daze, was used to interrupt blocks. Like revenant block healing, warrior blocks etc. At times when they expected to be safe and hav no stability.
Slow can unfortunately be negated by condi removal, resistance etc and is a lot less threatening than a daze.
https://www.youtube.com/watch?v=qsby6rYkxS8
Great, one of the very few PvE changes in the patch is a hard nerf to guard :/ going from 100 insta cc points down to 75 points over 1,5 sec…
well as we all know, all raid/fractal group only accept guards, we need that nerf to make room for atleast a few temps.. or wait.. what?
I don’t understand why this is applied everywhere and everything else is just PvP. I’d be fine with it if this change was just for PvP or the others changes were not just PvP specific.
for PVP, this makes a medi-trapper or a full trapper DH even tankier, as spike builds now have slow and can’t get the full spike off as quick, which is one of medi-trapper’s biggest issues. Prepare for “DH NERF NOT STRONG ENOUGH” crying still.
Great, one of the very few PvE changes in the patch is a hard nerf to guard :/ going from 100 insta cc points down to 75 points over 1,5 sec…
well as we all know, all raid/fractal group only accept guards, we need that nerf to make room for atleast a few temps.. or wait.. what?
Overreacting much? We can still CC really well and trap daze was never the main source of our CC.
I miss monks. The End.
Any comments on this change regarding wvw?
Great, one of the very few PvE changes in the patch is a hard nerf to guard :/ going from 100 insta cc points down to 75 points over 1,5 sec…
well as we all know, all raid/fractal group only accept guards, we need that nerf to make room for atleast a few temps.. or wait.. what?
Overreacting much? We can still CC really well and trap daze was never the main source of our CC.
I used as my main cc, it was nice and accesible and it allowed me to not waste my signet..
in PvP it was a great way to interrupt burst combos, reses and stomps
Ill miss my dazes. I understand that this will make WvW encounters more bearable in the case you encounter a large group of guardians (otherwise it was daze for days) but im mostly saddend about this change.
This change have made traps worthless in PVE as we lost one of our best abilities to effect break bars.
This change have made traps worthless in PVE as we lost one of our best abilities to effect break bars.
Procession of blades was the only one worth taking in Pve to be honest. The only change I made to my build was dropping the trait in favour either Soaring Devastation or Dulled Senses.
So it loses some situational effectiveness, a small amount of CC break bar punch, and DEFANGS 50,000 slavering haters who lose their minds every time they get dazed by a DH trap?
This change is still at least 80% made of win. And honestly, taking away the incentive to drop traps on immobile enemies to interrupt them makes them more like “traps” and less like PBAoE fart-bombs.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
So it loses some situational effectiveness, a small amount of CC break bar punch, and DEFANGS 50,000 slavering haters who lose their minds every time they get dazed by a DH trap?
This change is still at least 80% made of win. And honestly, taking away the incentive to drop traps on immobile enemies to interrupt them makes them more like “traps” and less like PBAoE fart-bombs.
Ahahaha “PBAoE fart-bombs”, you, sir, have made my day.
After playing some time under this change, I don’t mind it as much as i thought i would, but id like an extra half second of slow for PvE to match the old break bar points. Sometimes you gotta fight an immobile boss, and having that cc really makes a difference.
So it loses some situational effectiveness, a small amount of CC break bar punch, and DEFANGS 50,000 slavering haters who lose their minds every time they get dazed by a DH trap?
This change is still at least 80% made of win. And honestly, taking away the incentive to drop traps on immobile enemies to interrupt them makes them more like “traps” and less like PBAoE fart-bombs.
The thing I see though is, Daze didn’t stack, so the 1/2 second or 1/4 second daze, whatever it was, didn’t do much, most players ran a stunbreak easy. Changing it to Slow allows it to stack and those that are saving condi cleanse for condi builds in pvp are now at a larger disadvantage. If anything I honestly call the change a buff not a nerf. This coming from a guardian main!
I’ve been out of the loop for a while, but I happened to pick up on this change.
Have they reduced the number of blocks from other classes to coincide with this change?
Previous that’s what I really loved having the daze on Test of Faith to be able to stop some of that junk (like Revenants)
(edited by Starbreaker.6507)
So it loses some situational effectiveness, a small amount of CC break bar punch, and DEFANGS 50,000 slavering haters who lose their minds every time they get dazed by a DH trap?
This change is still at least 80% made of win. And honestly, taking away the incentive to drop traps on immobile enemies to interrupt them makes them more like “traps” and less like PBAoE fart-bombs.
The thing I see though is, Daze didn’t stack, so the 1/2 second or 1/4 second daze, whatever it was, didn’t do much, most players ran a stunbreak easy. Changing it to Slow allows it to stack and those that are saving condi cleanse for condi builds in pvp are now at a larger disadvantage. If anything I honestly call the change a buff not a nerf. This coming from a guardian main!
If you were trying to stack the daze you were doing it wrong anyways. It was about using the daze as an interrupt. The daze could be .00000000000000000000001 seconds as long as it interrupts whatever skill you’re trying to interrupt (rez!) and slow does poop for that.
So it loses some situational effectiveness, a small amount of CC break bar punch, and DEFANGS 50,000 slavering haters who lose their minds every time they get dazed by a DH trap?
This change is still at least 80% made of win. And honestly, taking away the incentive to drop traps on immobile enemies to interrupt them makes them more like “traps” and less like PBAoE fart-bombs.
The thing I see though is, Daze didn’t stack, so the 1/2 second or 1/4 second daze, whatever it was, didn’t do much, most players ran a stunbreak easy. Changing it to Slow allows it to stack and those that are saving condi cleanse for condi builds in pvp are now at a larger disadvantage. If anything I honestly call the change a buff not a nerf. This coming from a guardian main!
If you were trying to stack the daze you were doing it wrong anyways. It was about using the daze as an interrupt. The daze could be .00000000000000000000001 seconds as long as it interrupts whatever skill you’re trying to interrupt (rez!) and slow does poop for that.
XD You misunderstand, I didn’t TRY to stack daze. I’m saying it DOESN’T stack. However, slow can stack duration, so spike builds, one of the things that was able to kill DH, finishes their spike a lot slower. This gives time for the DH to counterplay it. Good DH’s counterplayed spikes at the normal speed, now they have more time to do it. All you lose is the interrupt. Which yeah sucks, but the DH has many pulls/launches, so I don’t see it too much as an issue.