10 % damage nerf

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Posted by: Travlane.5948

Travlane.5948

The number of people going to be affected by this nerf is too miniscule for Anet to care. That’s the reality.

As for why they are doing this? They are obviously discouraging crit-builds that started back in Dec. 10 by nerfing the amount of Initiatives you get from crit-hits. Next is crit-damage and if that is not enough, we can assume that Power nerf is next in line.

They already made changes in the past that punished crit-builds by nerfing a lot of our survivability so that if you build ‘zerker, it’s a guarantee that you’ll shatter into million pieces — that was the nerfs to stealth, the only protection that ’zerkers can rely on.

However, time and time again ’zerker Thieves thumbs their nose at Anet so Anet is now putting away the nerf bat and taking out the nerf blaster cannon — boom! They might finally kill the build.

But once the crit-build is killed and every Thief are running condition damage build…they’ll start all over again. It will never end until the Thieves becomes Beggars.

this is true. this “change” (as anet likes to rename NERF lol) is a HUGE buff to guardians most of all and most other classes with great innate defenses like warrior/ele etc. defense becomes that much stronger when offense becomes that much weaker. hence thief having low defense and high offense gets hit the hardest. this is a indirect nerf affecting thief …by far…the hardest

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Posted by: Bomani Komenwati.3658

Bomani Komenwati.3658

I’m confused, they say “Put simply, if critical damage-stacked builds are more effective than other approaches, the build diversity decreases”. That is all fine, but why is the answer to nerf crit damage instead of buffing other types of damage potential? It goes over better to do an upgrade rather than downgrading. Seems less like a punishment that way. On a positive note, “Attainable critical damage currently in PvP will remain relatively untouched”, whatever “relatively untouched” means.

In answer to the celestial gear complaint someone mentioned, maybe this will help on the path to forgiveness,
“To compensate, we’re increasing the overall effectiveness of Celestial gear by improving all stats by 6% of their current values.
Celestial gear in PvP had incorrect stat distribution so we’re increasing its effectiveness to be proportional to the new PvE values. This should open up more build diversity and allow you to bring your builds from other areas in the game into PvP.”

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

I’m confused, they say “Put simply, if critical damage-stacked builds are more effective than other approaches, the build diversity decreases”. That is all fine, but why is the answer to nerf crit damage instead of buffing other types of damage potential? It goes over better to do an upgrade rather than downgrading. Seems less like a punishment that way.

They already said that they try to prevent “power creep” so at any chance any power goes higher, they get nerfed. Think about it as stealing from the rich to help the poor — ala Robin Hood. Also like in Robin Hood, Anet refused to deal with over taxing the citizens so they can get out of poverty — just like you said, improve other “poor” build rather than nerfing the “rich” ones.

On a positive note, “Attainable critical damage currently in PvP will remain relatively untouched”, whatever “relatively untouched” means.

Because in PvP there is no armor stats, they will not get affected — at least that’s what they said, you know how it goes when Anet said something.

In answer to the celestial gear complaint someone mentioned, maybe this will help on the path to forgiveness,
“To compensate, we’re increasing the overall effectiveness of Celestial gear by improving all stats by 6% of their current values.
Celestial gear in PvP had incorrect stat distribution so we’re increasing its effectiveness to be proportional to the new PvE values. This should open up more build diversity and allow you to bring your builds from other areas in the game into PvP.”

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg. However the idea of these changes encourage new build diversity is a myth.

Without improving other builds, there’s no reason to switch. The decision for a build is not about whether ‘zerker is better than vakyrie stat-wise, rather is ’zerker better than vakyrie in taking out most professions. Vakyrie and Celestials gives a lot of survivability than ’zerker thus has better stats, but you’re not going to take out a bunker Nerco or Guardian with a valkyrie set — you’ll need a ’zerker with that. As long as that remains to be true, they have to nerf ’zerker to uselessness before they see build diversity — and that is unfortunate.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Kadin.2356

Kadin.2356

I’m most likely just going to take a hiatus until they realize what a condition laden cluster-F they’ve created with this. The only way this makes any sense to me at all is if they are feverishly working on a rework of conditions so that they have to make the same damage vs survival trade offs that power builds do.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

I’m most likely just going to take a hiatus until they realize what a condition laden cluster-F they’ve created with this.

You and many others including me.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Volrath.1473

Volrath.1473

Bunker guardians, engis and warriors are already a nightmare to kill, this Nerf to crit dmg will make it impossible… This is a Nerf to thieves (the only profession that can’t bunker) and a buff to all other bunker speced professions alot there that will be even harder to kill…

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Posted by: Kadin.2356

Kadin.2356

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg.

Incorrect, they are only changing crit damage but they are reducing it enough to account for 10% overall drop in damage.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg.

Incorrect, they are only changing crit damage but they are reducing it enough to account for 10% overall drop in damage.

“All armors and weapons that currently provide a critical damage bonus will be updated to provide an equivalent amount of ferocity. As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.

“As we work to increase support and teamwork between players throughout the game, we examined how we could change critical damage to retain it as a fun and viable approach to build-making while also allowing other builds to shine.

“This stat will still be incredibly valuable to a player looking to increase their damage output, but it will be more in line with other stats.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: supermesra.2740

supermesra.2740

I dont understand at all why they nerf 10% damage…plus the new trait steal health on crits? Do they pushed thieves to play like a warior? With that trait and healing signet on thief just hit black powder and auto-attack + spam heart seeker? And see who’ stronger?….at the first place ppl choose to play thief bc they want the assasin kinda playstyle and a fast fight not a sustained one? The way I see in the next patch is anet pushed thievea to play either condi based (which i think is’ nt very assasin playstyle and more kiting and sustained fight) or power based warior style….I think rather than change the traits anet should just add new jobs or races or animation! So in that way more ppl will interesting to play gw2 and the retired gw2 player will get interesting again and starting to play again…not just change skills and traits after all these time we spent to get use to it

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Posted by: Doggie.3184

Doggie.3184

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg.

Incorrect, they are only changing crit damage but they are reducing it enough to account for 10% overall drop in damage.

10% drop from zerker armor, but anything else using crit dmg also has a reduction~ like rune sets.

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

10 % damage nerf

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Posted by: Kadin.2356

Kadin.2356

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg.

Incorrect, they are only changing crit damage but they are reducing it enough to account for 10% overall drop in damage.

“All armors and weapons that currently provide a critical damage bonus will be updated to provide an equivalent amount of ferocity. As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.

“As we work to increase support and teamwork between players throughout the game, we examined how we could change critical damage to retain it as a fun and viable approach to build-making while also allowing other builds to shine.

“This stat will still be incredibly valuable to a player looking to increase their damage output, but it will be more in line with other stats.

Aaaaaaaand everything you just highlighted is referring to crit damage changes be it from spec to weps to armor. There have already been quite a few threads where they do the crit dam → ferocity damage calculations and it does account for the aforementioned 10% so I don’t know what “tweaks” you are referring to other than ferocity.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg.

Incorrect, they are only changing crit damage but they are reducing it enough to account for 10% overall drop in damage.

“All armors and weapons that currently provide a critical damage bonus will be updated to provide an equivalent amount of ferocity. As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.

“As we work to increase support and teamwork between players throughout the game, we examined how we could change critical damage to retain it as a fun and viable approach to build-making while also allowing other builds to shine.

“This stat will still be incredibly valuable to a player looking to increase their damage output, but it will be more in line with other stats.

Aaaaaaaand everything you just highlighted is referring to crit damage changes be it from spec to weps to armor. There have already been quite a few threads where they do the crit dam -> ferocity damage calculations and it does account for the aforementioned 10% so I don’t know what “tweaks” you are referring to other than ferocity.

Which part of “also allowing other builds to shine” did you not understand?

They did (going to) tweaked Celestial didn’t they?

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Kadin.2356

Kadin.2356

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg.

Incorrect, they are only changing crit damage but they are reducing it enough to account for 10% overall drop in damage.

“All armors and weapons that currently provide a critical damage bonus will be updated to provide an equivalent amount of ferocity. As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.

“As we work to increase support and teamwork between players throughout the game, we examined how we could change critical damage to retain it as a fun and viable approach to build-making while also allowing other builds to shine.

“This stat will still be incredibly valuable to a player looking to increase their damage output, but it will be more in line with other stats.

Aaaaaaaand everything you just highlighted is referring to crit damage changes be it from spec to weps to armor. There have already been quite a few threads where they do the crit dam -> ferocity damage calculations and it does account for the aforementioned 10% so I don’t know what “tweaks” you are referring to other than ferocity.

Which part of “also allowing other builds to shine” did you not understand?

They did (going to) tweaked Celestial didn’t they?

They allow “other builds to shine” by nerfing viable builds and somehow expect this to create diversity. All they are going to get is a swarm of d/p condi thieves.

Also celestial? Seriously? This is the thief forum right?

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg.

Incorrect, they are only changing crit damage but they are reducing it enough to account for 10% overall drop in damage.

“All armors and weapons that currently provide a critical damage bonus will be updated to provide an equivalent amount of ferocity. As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.

“As we work to increase support and teamwork between players throughout the game, we examined how we could change critical damage to retain it as a fun and viable approach to build-making while also allowing other builds to shine.

“This stat will still be incredibly valuable to a player looking to increase their damage output, but it will be more in line with other stats.

Aaaaaaaand everything you just highlighted is referring to crit damage changes be it from spec to weps to armor. There have already been quite a few threads where they do the crit dam -> ferocity damage calculations and it does account for the aforementioned 10% so I don’t know what “tweaks” you are referring to other than ferocity.

Which part of “also allowing other builds to shine” did you not understand?

They did (going to) tweaked Celestial didn’t they?

They allow “other builds to shine” by nerfing viable builds and somehow expect this to create diversity. All they are going to get is a swarm of d/p condi thieves.

Also celestial? Seriously? This is the thief forum right?

The point is, they are tweaking not only Crit Damage, but also other stats — starting with the Celestial pieces. They also mentioned that nothing is set in stone which implies that they may tweak other stats as they see fit.

Obviously you need to learn how to read. A couple of minutes reading the notes for comprehension’s sake would have saved your face.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Kadin.2356

Kadin.2356

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg.

Incorrect, they are only changing crit damage but they are reducing it enough to account for 10% overall drop in damage.

“All armors and weapons that currently provide a critical damage bonus will be updated to provide an equivalent amount of ferocity. As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.

“As we work to increase support and teamwork between players throughout the game, we examined how we could change critical damage to retain it as a fun and viable approach to build-making while also allowing other builds to shine.

“This stat will still be incredibly valuable to a player looking to increase their damage output, but it will be more in line with other stats.

Aaaaaaaand everything you just highlighted is referring to crit damage changes be it from spec to weps to armor. There have already been quite a few threads where they do the crit dam -> ferocity damage calculations and it does account for the aforementioned 10% so I don’t know what “tweaks” you are referring to other than ferocity.

Which part of “also allowing other builds to shine” did you not understand?

They did (going to) tweaked Celestial didn’t they?

They allow “other builds to shine” by nerfing viable builds and somehow expect this to create diversity. All they are going to get is a swarm of d/p condi thieves.

Also celestial? Seriously? This is the thief forum right?

The point is, they are tweaking not only Crit Damage, but also other stats — starting with the Celestial pieces. They also mentioned that nothing is set in stone which implies that they may tweak other stats as they see fit.

Obviously you need to learn how to read. A couple of minutes reading the notes for comprehension’s sake would have saved your face.

They only made changes to celestial because of how hard of a hit it was going to take. If they change any other stat on any other gear then it will be completely unannounced which I find unlikely. So instead of making vague asinine inferences why don’t we just wait till tomorrow and see who’s right huh?

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Anet talks about the total damage output of any particular build so the changes will tweak many things, not just Crit Dmg.

Incorrect, they are only changing crit damage but they are reducing it enough to account for 10% overall drop in damage.

“All armors and weapons that currently provide a critical damage bonus will be updated to provide an equivalent amount of ferocity. As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.

“As we work to increase support and teamwork between players throughout the game, we examined how we could change critical damage to retain it as a fun and viable approach to build-making while also allowing other builds to shine.

“This stat will still be incredibly valuable to a player looking to increase their damage output, but it will be more in line with other stats.

Aaaaaaaand everything you just highlighted is referring to crit damage changes be it from spec to weps to armor. There have already been quite a few threads where they do the crit dam -> ferocity damage calculations and it does account for the aforementioned 10% so I don’t know what “tweaks” you are referring to other than ferocity.

Which part of “also allowing other builds to shine” did you not understand?

They did (going to) tweaked Celestial didn’t they?

They allow “other builds to shine” by nerfing viable builds and somehow expect this to create diversity. All they are going to get is a swarm of d/p condi thieves.

Also celestial? Seriously? This is the thief forum right?

The point is, they are tweaking not only Crit Damage, but also other stats — starting with the Celestial pieces. They also mentioned that nothing is set in stone which implies that they may tweak other stats as they see fit.

Obviously you need to learn how to read. A couple of minutes reading the notes for comprehension’s sake would have saved your face.

They only made changes to celestial because of how hard of a hit it was going to take. If they change any other stat on any other gear then it will be completely unannounced which I find unlikely. So instead of making vague asinine inferences why don’t we just wait till tomorrow and see who’s right huh?

I don’t really care who’s right and who’s wrong, that’s your issue. If they choose not to change anything, the information I relayed was still not incorrect since they’re based on what they have announced. If you think “nothing is set on stone” means something else, then that’s your choice. I won’t be nagging you about it. Take it however as you will.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Mice.8921

Mice.8921

You have not mentioned that duel sigils can now be used and won’t have the same internal cooldown. If a duel dagger thief took superior fire and air the resulting additional damage that will proc because they now both don’t force internal cooldowns on each other results in thief’s and greatsword warriors or duel axe’s now producing more damage potentially if the sigils aren’t balanced nicely. To balance these sigils they will have their damage reduced or proc percentage reduced. This could create situations of where players outside of playing spike/burst damage builds now gets reduced effects from the sigils they use on their non crit based builds. The prime example of this is 30% group healing on crit on a non crit based healway guardian. The notion of taking guardian skills/traits that increase crit chance even though it is not doing any viable damage and only there to provide the AoE 30% group heal will potentially struggle. The result is to increase the proc chance on this sigil now..which in turn favors high crit chance builds to use it as one of the sigils as they are almost now guaranteed additional healing without the sigils internal cooldown being reset by any other sigils they using on their main/offhand weapons. On the guardian the proc heal will appear balanced..on a thief/warrior running healing signet or the heals on attack it will appear strong as they will be generating a lot of proc heals off their already existing continuous healing skill selection..not too much what a mediation based guadrian with lith healing could achieve with this. I think mst ppl are so focused on what will happen to dmg they’re not looking far enough down the line to see aspects outside of dmg changing potentially quite dramatically.

Support based on-crit sigils are becoming on-hit – solved I guess