Q:
in every playstyle imaginable,
they’ll call it a day and release HoT.
Q:
Can someone point me out what the devs said about the reason behind the chill nerf and the nerf to Reaper chill-related traits and skills? I thing it was quoted here in the forums around a week ago, but I lost it.
A:
I gathered they would nerf chill duration on some things because the way it stands with runes, sigil, and food along with the cold shoulder trait you can hit 100% chill duration or 60% in PvP.
This was indeed a big reason for the reduction in chill. It was pretty easy to make a build with the previous version that kept an enemy chilled 90-100% of the time (even in PvP without food). The current iteration is shooting for something in the area of 50-70% in order to provide windows for counterplay.
This?
Perfect scenarios.
Exactly. That was the gist of it. But I would like to find the exact quote. I am scouring the threads and coming up short.
I would think that “windows for counterplay” would be how they relentlessly CC us, condi cleanse almost indefinitely, or upkeep resistance/immunities/blocks??? But I guess that’s too much to ask….
I would think that “windows for counterplay” would be how they relentlessly CC us, condi cleanse almost indefinitely, or upkeep resistance/immunities/blocks??? But I guess that’s too much to ask….
Perfect scenarios.
There is a bit to note. While they went overboard, the old Reaper had a 4-4.5 chill on the 3rd hit of the AA, which was enough to have around 200% chill uptime with the AA alone if you have chill duration. Once you add in whatever combo of chilling darkness+blinds (pre-nerf version), chilling nova (pre nerf), various runes/sigils, the higher chill duration increase, spectral grasp, chilllblains, chill of death/spinal shivers, executioner’s strike, ice field+soul spiral, all of our fears, and any other source of chill I might have forgotten, I don’t think it would be particularly hard to keep up an oppressive amount of chill.
While our specialization is chill themed, you shouldn’t be able to keep up 100% chill on an enemy unless you are massively outplaying them, or have made a huge amount of sacrifices in your build to pick up a large combo of chill sources.
There is a bit to note. While they went overboard, the old Reaper had a 4-4.5 chill on the 3rd hit of the AA, which was enough to have around 200% chill uptime with the AA alone if you have chill duration. Once you add in whatever combo of chilling darkness+blinds (pre-nerf version), chilling nova (pre nerf), various runes/sigils, the higher chill duration increase, spectral grasp, chilllblains, chill of death/spinal shivers, executioner’s strike, ice field+soul spiral, all of our fears, and any other source of chill I might have forgotten, I don’t think it would be particularly hard to keep up an oppressive amount of chill.
While our specialization is chill themed, you shouldn’t be able to keep up 100% chill on an enemy unless you are massively outplaying them, or have made a huge amount of sacrifices in your build to pick up a large combo of chill sources.
But then they went overboard as you said, and now it’s so inefficient that the sacrifices required to make it actual hurt is barely not worth it. At least that was so for me in my tests in the Beta weekend. I forewent most chill traits.
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