Revert the (PvE) Dancing Daggers nerf
I don’t know why they nerfed it at all; wasn’t a large part of the heavy damage it dealt caused by that multi-hit damage multiplying bug, which they fixed in the same patch?
The same thing that was giving Blade Trail and Kill Shot such ridiculous damage, because every time they hit someone the next person would take 2 hits worth of damage, then 3 and so on with each person hit.
I don’t know why they nerfed it at all; wasn’t a large part of the heavy damage it dealt caused by that multi-hit damage multiplying bug, which they fixed in the same patch?
The same thing that was giving Blade Trail and Kill Shot such ridiculous damage, because every time they hit someone the next person would take 2 hits worth of damage, then 3 and so on with each person hit.
Yeah, it was pretty much a nerf within a nerf.
Agreed. Its damage it laughable right now.
I don’t know why they nerfed it at all; wasn’t a large part of the heavy damage it dealt caused by that multi-hit damage multiplying bug, which they fixed in the same patch?
The same thing that was giving Blade Trail and Kill Shot such ridiculous damage, because every time they hit someone the next person would take 2 hits worth of damage, then 3 and so on with each person hit.Yeah, it was pretty much a nerf within a nerf.
Its Nerfception O.o
Don’t forget the Pistol whip nerf also.
Thiefhipster
They only needed to nerf the bounce damage. They should have made it do 20% less damage per bounce after the first bounce, the nerf was knee-jerk.
They only needed to nerf the bounce damage. They should have made it do 20% less damage per bounce after the first bounce, the nerf was knee-jerk.
Exactly, the nerf was a typical, lazy over nerf.
4 initiative cost is totally ridiculous. It’s not even worth using to cripple/damage a single target that’s running away.
And let’s be honest, how often do you want to cripple 4 enemies when you could just focus on increasing your own mobility to instead.
What about 2-3 initiative cost, 1st hit does 100% pre-nerf damage, 2nd hit 50% 3rd hit 25%, 4th hit only cripples.
And let’s be honest, how often do you want to cripple 4 enemies when you could just focus on increasing your own mobility to instead.
Exactly. 4 Initiative for a pathetic ranged snare with inane damage.
or
3 Initiative for a 450 Leap finisher with awesome damage.
Hmm… tough choice.
[NEX]
#swaguuma
There was a LOT in the most recent patch that obviously was more or less completely untested, ill conceived, and not fully planned. This is mostly because it’s created far worse problems for many classes than it purported to solve.
For thief, nerfing dancing destroyed whole builds and toppled an already teetering balance among the weapon sets. That’s a MUCH bigger issue that’s a lot more work to solve than any problem caused by the damage dancing was doing. And, it needed to be solved BEFORE dancing was nerfed.
Same kind of thing with mesmers. Sure, tossing a phantasm through a wall was completely absurd and needed to be fixed. But, the way it was done just put another class on the “obstructed” list. It’s just worse for mesmers because one phantasm is about 75% of their DPS — assuming it’s actually possible to become unobstructed. As you all know, there are many spots (eg. AC burrows) where range is obstructed no matter where you stand.
Obviously, in that case, the obstruction issues needed to be resolved before creating a worse problem than the one you tried to solve.
Now, we’re in a state of “oh, we’re busying working on the event” and thus won’t see any fixes until late January. Not sure about y’all, but I could care less about the events when the game has bugs like these.
There was a LOT in the most recent patch that obviously was more or less completely untested, ill conceived, and not fully planned. This is mostly because it’s created far worse problems for many classes than it purported to solve.
For thief, nerfing dancing destroyed whole builds and toppled an already teetering balance among the weapon sets. That’s a MUCH bigger issue that’s a lot more work to solve than any problem caused by the damage dancing was doing. And, it needed to be solved BEFORE dancing was nerfed.
Same kind of thing with mesmers. Sure, tossing a phantasm through a wall was completely absurd and needed to be fixed. But, the way it was done just put another class on the “obstructed” list. It’s just worse for mesmers because one phantasm is about 75% of their DPS — assuming it’s actually possible to become unobstructed. As you all know, there are many spots (eg. AC burrows) where range is obstructed no matter where you stand.
Obviously, in that case, the obstruction issues needed to be resolved before creating a worse problem than the one you tried to solve.
Now, we’re in a state of “oh, we’re busying working on the event” and thus won’t see any fixes until late January. Not sure about y’all, but I could care less about the events when the game has bugs like these.
Seriously. They never should have done these events at all with how new and buggy and unbalanced the game is right now.
If I remember correctly, GW1 waited until the second year to implement events, and that’s really what they should have done here as well.
There are way, way more important issues. The developers have their priorities completely off.
The events only last over a weekend, then they’re totally gone. What in God’s name made them think they should be wasting so much precious time and resources on them right now? They’ve been doing another freakin’ event every single month, stopping them from accomplishing practically anything else.
Think about it, how long ago was this botched up class balance patch that we’re here complaining about right now?
(edited by Grimwolf.7163)
Didn’t want to necro this thread, but has there been any word on this or further testing done by the dev team?
Dancing Dagger’s damage in PvE is pretty measly now. Is it true that the damage was due to the bouncing bug that, most notoriously, affected Blade Trail as well?
Dancing Dagger is probably the most upsetting change to me for thief class. I haven’t been here since release tho.
However, there was no reason this needed to be nerfed 50%. Only unless you increased range to like 1200 and gave it longer/strong cripple effect.
This is skill is utterly useless in all aspects of the game now.
Is it true that the damage was due to the bouncing bug that, most notoriously, affected Blade Trail as well?
The insane damage numbers you could get on Bladetrail and sometimes Kill Shot were caused by the Warrior’s trait [Berserker’s Power] which gave its bonus damage to some skills multiple times. I’ve never heard of a Thief trait or skill that had the same flawed behavior as [Berserker’s Power].
Dancing Dagger was nerfed because it was OP in Xv2 fights where it hit both opponents twice, dealing more damage against both foes than Heartseeker or C&D plus Backstab could do against one of them.
However there might have been a more elegant ways to nerf the skill, e.g. by not allowing it to bounce back to a foe it previously hit; then it would deal as much damage against 1 and 4+ foes as it did before but the ridiculous damage against 2 foes would have been halved.
Is it true that the damage was due to the bouncing bug that, most notoriously, affected Blade Trail as well?
The insane damage numbers you could get on Bladetrail and sometimes Kill Shot were caused by the Warrior’s trait [Berserker’s Power] which gave its bonus damage to some skills multiple times. I’ve never heard of a Thief trait or skill that had the same flawed behavior as [Berserker’s Power].
Dancing Dagger was nerfed because it was OP in Xv2 fights where it hit both opponents twice, dealing more damage against both foes than Heartseeker or C&D plus Backstab could do against one of them.
However there might have been a more elegant ways to nerf the skill, e.g. by not allowing it to bounce back to a foe it previously hit; then it would deal as much damage against 1 and 4+ foes as it did before but the ridiculous damage against 2 foes would have been halved.
Coming from a moba player, bouncing projectiles that work best against 2 targets are NOT overpowered. They are simply a situational tool that punishes the opposing team for being stupid.
don’t worry guys, they are already working on january and february events
“never to be seen before” “expansion worth of new content”
Is it true that the damage was due to the bouncing bug that, most notoriously, affected Blade Trail as well?
The insane damage numbers you could get on Bladetrail and sometimes Kill Shot were caused by the Warrior’s trait [Berserker’s Power] which gave its bonus damage to some skills multiple times. I’ve never heard of a Thief trait or skill that had the same flawed behavior as [Berserker’s Power].
Dancing Dagger was nerfed because it was OP in Xv2 fights where it hit both opponents twice, dealing more damage against both foes than Heartseeker or C&D plus Backstab could do against one of them.
However there might have been a more elegant ways to nerf the skill, e.g. by not allowing it to bounce back to a foe it previously hit; then it would deal as much damage against 1 and 4+ foes as it did before but the ridiculous damage against 2 foes would have been halved.
I believe that all %damage bonuses stacked in this way. Definitely both ogre runes and the +%damage when using daggers trait did. With both, a dancing dagger that did ~1.8k on the first hit would do ~4k on the last hit.
As far as I’ve heard, there will be a balance update patch in December. So, just cross your fingers and hope some serious changes are done.
As per Dancing Dagger specifically, all they had to do was fix the damage increasing bug (which I believe they did). Therefore, the nerf was unjustified since the bug has already been addressed.
(edited by Kurow.6973)