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Dealthy Chill functions as per PvE in WvW

in Bugs: Game, Forum, Website

Posted by: Arete.7019

Arete.7019

PvE and WvW do not get split. Only PvE (WvW is considered an extension of PvE) and sPvP do at the moment.

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-October-18-2016

Blurred Frenzy: The damage of this ability has been increased by 100% in PvE areas only.

Celestial Avatar: The recharge time of this ability has been increased from 10 seconds to 15 seconds in PvP and WvW.

Versed in Stone: The recharge time of this trait has been increased from 45 seconds to 60 seconds in WvW and PvP.

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Dealthy Chill functions as per PvE in WvW

in Bugs: Game, Forum, Website

Posted by: Arete.7019

Arete.7019

In the latest major patch Deathly Chill, the Reaper Grandmaster trait was changed to apply three bleed stacks in PvE:
“Deathly Chill: Increased bleed stacks to 3 for 5 seconds in PvE only.”

The trait applies three stacks of bleed in WvW as well, instead of the intended one stack.

Guild Hall Arena Balance

in Guild Wars 2 Discussion

Posted by: Arete.7019

Arete.7019

The guild hall arena, ostensibly intended for GvGs has suffered since the release of HoT with using PvE balance for the guild arena. Some examples: Mesmer’s Blurred Frenzy does double damage, Druid’s have 5s lower CD on Celestial Avatar, Confusion and Retaliation both deal double damage.

With the release of Head of the Snake and the addition of the new downstate skill Signet of Agony (https://wiki.guildwars2.com/wiki/Signet_of_Agony) this issue has become even worse. Even if players agree not to use the extremely broken active effect it has a game breaking passive effect attached.

Please Anet, make the long overdue change to have guild halls use WvW balancing instead of PvE as soon as possible.

Day Six Guild Hall Statistics

in Guild Wars 2: Heart of Thorns

Posted by: Arete.7019

Arete.7019

LP is cool, but would be way cooler with the updrafts all enabled after its captured.