I would just like to post my opinion. Please do NOT bring back desert borderland EVER. it’s so nice having Alpine back
Since the inception of the current condition Mesmer I’ve thought that the #1 way to nerf, or just change it for the better, (besides the obvious moa nerf whatever it is) is to change illusionary reversion and chronophantasma. Make these traits trigger ONLY when the clones actually blow up from the shatter and ONLY if they hit, so if they’re dodged or blocked you get no clones back. I think this would be an extremely good change to the trait and would greatly promote skillful play and counterplay
Why is edream invited over ezpz?
I really think this patch was some kind of Mesmer condi nerf away from being an excellent patch. The buff to flow of time seems huge, 33% increase to alacrity up time (more than that actually because of the nature of alacrity) seems a bit absurd to a class that was already probably the most important class on a team.
Other than that SO FAR I enjoy this patch the point where I like playing this game again and the changes to wvw are great
The balance was better than season 1, not by much, but the match making was so unbearable, to the point where I no longer play the game
This is such an obvious change to make and quite frankly won’t change much if there’s no other buffs to the Lord
See as ANet has no clue how to balance properly, I expect the reaction to be:
- “WTF are they thinking?”
- Laughter at the sheer stupidity of it all
- Hanging head in disappointment at what used to be a great and fun game
They’ll probably:
- Buff warriors and thieves unnecessarily
- Nerf the wrong thing on ele and necro which end up not affecting them
- Leave scrappers OP
- Buff druids
- Try to buff unused revenant legends
- Make some elaborate nerf to chronomancer Moa that either does nothing or ends up making the skill completely useless
- Remove an amulet or two because that’s the problem…
What they really should do:
- Nerf all HoT specs. All need nerfed, just some more than others.
I’m not sure I’ve ever read a more accurate post on these forums. I would not at all be surprised if this was the patch literally exactly (I personally expect moa to be made useless)
All pretty solid changes. The dragon hunter and elixir b changes might be a little much as that would then give that engi build 3 stun breaks on very low cooldown with stab to boot. I don’t think this would be a problem if Bonn duration didn’t affect stab (honestly boon duration is a huge problem for this game as a whole IMO)
Someone responded a very excellent response to Grouch. He said “PvP and wvw balance is not actually done by the PvP, wvw team but by the separate balance team”
Someone quoted this and very accurately said “this may be the solution to the biggest problem guild wars 2 is facing right now”
Had grouch said anything else besides the fact that the PvP and wvw team has nothing to do with balance? Or was that his latest post?
RE: Balance -> Contrary to popular belief, the PvP team (or wvw, fractals, raids, etc) doesn’t actually handle profession balance. There’s an entirely separate team dedicated to handling balance for all core areas of the game (appropriately named the Balance team). The PvP team (and the other aforementioned teams and more) gives regular feedback on balance issues, but the balance team is ultimately in charge of maintaining the design vision across the game.
This might be the key to the biggest problem this game is facing.
This 100% this.
It happens when the downed person lagged. Although, once you hit Ruby and Diamond, pretty much everyone in that bracket has a stable connection and you never see this happen.
Also, the “stuck bug” everyone refers to only happens when you jump and get stunned mid air typically. As soon as you stop spamming jumps like a mad man, the glitch never happens.
i’m in legend and this happens ALL the time
The only “MMR Hell” I suffered was near the beginning of the season when I was in the last tier of diamond and most proleague players were somewhere close to that (probably like half way through legend 1) and every other game I was in 3-4 players on enemy team were in pro league players and my team had none. That was pretty obnoxious matchmaking but it only lasted like less than a week
I have this happen so much each game. It really is game breaking
For me this is the first mmo I actually felt part of a little community. At launch I started on Kaineng and joined BMS guild. It was so kitten ed fun to raid nearly every night and I still have fun memories of the BMS and CNB tag team guilds going up against insane blobs together. I remember commander Sano from CNB on Kaineng, the great 47 from BMS, Guardian Angle, and Ajax Blue being a jerk in map chat. Little did I know, the fun times would only last a few months till the transfer rave started. That’s when I left with BMS to Fort Asp. where I have tons of fun memories on that server.
This. This time on Kaineng was so kittening fun. I miss these days so much.
But my all time favorite times in WvW was on Kaineng at launch with the guild [NUKE]. I’ve never had more fun in any video game
The title. Can we please replace foefire Lord room with stronghold’s Lord room? You would actually have to earn the 150 points in that case
ele has no damage negation skill, none
I couldn’t be rolling my eyes harder at what you just said. No damage negation skills? What about perma protection? Insane projectile reflection/destruction, an aura that stuns people when they hit you, an aura that decreases damage by 10%, a skill that grants complete immunity for 4 sec on a 36 sec CD , evades, and blinds. Am I forgetting something?
First you want to overnerf obsidian flesh so remove the “complete immunity” from your list
Second go take your “perma protection and shocking aura” and go PvP
-To simulate your nerfs I want a video of you playing dagger/warhorn and sage amulet at 500 healing, ( no mistform ) then go with your perma protection and shocking aura and show us how well you survive against focus fire or other professions 1vs1!Spare me further discussion and just come here with a freaking video, do it!
P.S I can! 1vs1 others with a d/w and win because I played ele for years under all conditions ( including overnerfed states) just go and come with a video that show me how well you know ele and general balance ideology respect to me!
P.S.S I would have not bothered with your thread if you would have left out the ridiculous 60s CD on obsidian flesh that clearly shows that you never played ele in your competitive life not at a level worth considering because obsidian flesh is anything but the god of war form as you make it appear, decent players ( including people like me who know ele inside out) will just time//predict it and CC/burst you down the sec it’s off! so..gl with your video..I’ll be waiting
I think you’re arguing against yourself saying you can win on such a kittenty set up lol
the crowd, the ensuing chaos, and the competitiveness
So like population balance? Personally that’s never really been an issue of mine but yeah lots of people feel the same way
ele has no damage negation skill, none
I couldn’t be rolling my eyes harder at what you just said. No damage negation skills? What about perma protection? Insane projectile reflection/destruction, an aura that stuns people when they hit you, an aura that decreases damage by 10%, a skill that grants complete immunity for 4 sec on a 36 sec CD , evades, and blinds. Am I forgetting something?
Edited: oh condi clear too!
What the topic says
For me wvw is just a place I like to go to kill people, so as long as people are there it’s fun for me, but people aren’t there now.
What would make it fun for you?
I don’t think there is much space for discussion here once again, I mean every TOP player has confirmed that right now ele can’t 1vs1 anything as there is no dmg whatsoever and all that’s left is a healbot build that accomplish nothing on its own.
At this point asking for more nerfs on ele it’s not sad..it’s not laughable…it’s just pathetic and pitiful
that what i thought… i mean, elementalists do fine as support only nowadays, and only as long as they don’t get heavy cced+burst. So this guy wants to remove the support capability. Good. Eles are still good for pve, luckily.
You have to look at the patch as a whole. Can you imagine if everything’s damage was nerfed and eles healing untouched?
Yea, good luck to anyone who thinks they know how to fix balance. Balancing stuff in this game is such a crap shoot. I mean, sometimes a meta seems obvious as soon as you see the patch notes and sometimes it just ends up completely different.
I think we all saw that warriors were going to still be weak, even after the buffs, but I don’t think many realized just how strong and viable mesmers would be, even after all the nerfs (anyone else remember all the Helseth QQ about how mesmers were dead?).
Still, I wish there was a bit more tweaking to bring warriors up before the season started.
I agree, but still it’s undeniable that this patch would certainly lower power levels.
I would be shocked if almost every team didn’t run: Rev, Ele, Engi, Necro, Mesmer with a possible ranger subbed for Mesmer/engi.
@Exedore
I like what you wrote up and agree with most of it. But I think we have varying opinions. You seem to want minor nerfs, I want huge nerfs that can help strongly with power creep (be that sustain or damage)
First off I was confused about the name of necro scepter auto attack #3, that’s my bad.
As for your thoughts on surge of the mists I probably needed to nerf it more but I think the damage is good, I’d lean towards nerfing the CD or maybe knock back.
Most of the other things we disagreed on goes back to the severity of a nerf I want vs what you want. However engineer heal turret you’d never not overcharge it, so it’s effectively a 15 second cooldown till you blow it up and currently there’s almost never a reason to not blow it up, the change you proposed means it’s literally never good to not blow it up no matter what. My change nerfs the abundance of long lasting waterfields which is a huge issue right now.
On a side note I really like your change to heavy light, that’s an excellent change I didn’t think of
@ryu kaisus
Thank you for your reply and your understanding. As for the 20% condition dmg reduction, nah too passive
Completely obliterated Revenant from being viable, nice! Bravo
Not biased at all
I’m not, I play more revenant than any other class. It needs to be toned down
I was bored today so I typed this up on my phone. Sorry for any typos.
I went through every trait and skill and I did almost exclusively nerfs. I would only suggest these nerfs as a whole. If any of the changes to the classes happened individually the class would be dumpstered. The goal of this was to balance things and help deal with some of the massive power creep that has occurred in this game. These changes are only for pvp/wvw not pve. It’s quite longEngineer:
• Hammer #2-#5 10% dmg nerf
• Electro whirl: cooldown increased to 8 seconds
• Rocket charge: now only has 2 leaps instead of 3. The 2 leaps will travel the same distance as the 3 hits but only evade for 2/3 the duration.
• Shock shield: no longer does dmg, block duration increased by 1 second, still applies vuln CD increased to 24 second
• Thunderclap: 28 second cooldown
• Healing turret: exploding the turret has a 25 sec cooldown not exploding still has 15 sec CDdelete the last remaining heal for engi seems fair without seeing the consequences for it.
• Elixir B: retal decreased to 8 seconds
• Slick shoes: my least favorite skill in the game, cooldown reduced to 30 seconds. This skill can now only hit a player once
• Elixir x rampage duration decreased to 11 seconds
• Bulwark gyro CD increased to 25 seconds
• Sneak gyro: cooldown increased to 50 seconds, ½ second cast time
• Gyro detonations now cause reveal to the engi
• Function gyro now only resses at 50% speed of a player.here comes the funny part!
Traits:
• Aim assisted rocket now travels at half speed
• Bunker down: bandages now heal for 400 baseline
• Protection injection: projection now lasts 1.5 seconds
• Self regulating defenses is no longer affected by elixir traits (doesn’t cure condition and doesn’t have increased activation time, and doesn’t have reduced CD)
• Perfectly weighted: 10% dmg increase on hammer. Hammer cooldown decreased by 20%
• Recovery matrix: duration decreased to 4 seconds
• Rapid regeneration: swiftness now heals for 55 base and superspeed for 300 base. They can now both overlap the heal
• Adaptive armor: max stacks 5 100 per stack duration 8 seconds. A stack is earned each time an attack is blocked (reflected does not count)I’m only going to highlight this hilarious “dream patch”
Glad you made some of the engineer changes first because the rest of the list seems bad, and like any other player, the problem with engineer stems from the bunker down trait which is more passive than scrapper. You.. .tried?
Yeah nerfing best heal in game by 5 seconds =deleting it! Let me guess you scrolled down read engi and whined with out realizing every class has been guessed (except guardian, didn’t really know how to balance that honestly)
So many unwarranted necro nerf suggestions. Do us a favor buddy let the reaper community decide on what to do. Id say 9/10 of your nerfs for necro are absolutely kittened
this was a very dumb response. “Let the people that want it to stay strong to be in charge of nerfing it” ResidentSleeper
I wanted to put removed on death completely to match other in game mechanics such as astral force and adrenaline but it seemed too extreme so I said halved. When they die they should be fully deleted. When they win a fought they’re rewarded with destroying the next. I don’t think they should be able to have roughly full shroud upon respawn.
As for feast of corruption, yes it’s scepter auto attack 3 not anything on axe lol. And sorry I said corrupt a condition I meant boon.
As for you comment about Chillblains…. Are you kittening kidding me? Your argument is LITERALLY “don’t nerf it because then I’d actually have to think when I use it” that is such kittening backwards thinking. Thoughts like that are why this garbage game is in the state that it is
And :
Spvp: remove berserker/marauder/valkyrie amuletsPowercreep lowered
Amulets are not the cause of powecreep
Problem is people are just skipping through your thread, reading the changes of their favourite class and think ‘wahwahwah’
You have to see this as a whole.
And whilst it is far from being perfect, it really provides a much better base to start fine-tuning balance from.
yes this is definitely happening a lot lol. But I can’t blame them it’s really long
@fivedawgs I reduced the cooldown from 180 sec to 140 sec…
@alekt those are certainly reasonable changes and probably good ones, I just didn’t buff anything I was focused on nerfs
@stiofan they’re already a pile of ashes. If this patch were to go through they’d be 10 times more viable
Ok let’s talk about warrior:
I disagree with two changes, first rampage you have reduced the cd by 4% and you nerf the dmg by 25%. You see the problem???
And second the last blaze trait doesn’t have to be revamp, dude you are being petty over a blind…
I reduced the cooldown by 22%
So DH are not on his list, but warriors are??? Rigged anyone?
Dh is on this list. Read again
Maybe he added them afterwards?
Nah they were always there
As an engineer player i approve of these nerfs to my class of choice, if, the rest of the classes get updated with these nerfs as well. These nerfs are actually in line with each classes balance if done as a whole.
Good job my friend.
Yes I would absolutely only suggest these nerfs as a whole. I should add that to my post
I know engis need to be looked at by holy kitten his changes seem so ridiculous lmao
Did you only read the engi changes?
So DH are not on his list, but warriors are??? Rigged anyone?
Dh is on this list. Read again
I got through the first three professions and stopped. OP doesn’t understand how any of these builds work.
What about what I said makes you think that?
I disagree with a lot of your thief nerf… particularly the dash clearing clearing conditions only 1 every 10 seconds. The entire point of a thief is mobility. Besides burning those to get out of a chill/stun etc burns our dodge which then needs to recharge. If we’re burnt out of dodges, we’re dead.
I think being immune to immobilize should have a cooldown
While I agree that basically everything needs to be nerfed, I think some of your changes are too much all taken together, while others make no sense. I will use ele as an example:
Healing on ele could probably reduced overall, and a good place to start is to reduce the sharing from “wash the pain away” and healing from elemental bastion. However, if you reduce healing from everything, then ele is useless. Also, I disagree with reducing the heal on water overload…doing so makes it NEVER every worth casting.
Changes that don’t make sense:
- Nerfing cleansing fire…not even used in pvp anymore b/c shouts can easily cleanse 2 condis with half the CD and shared aoe.
- Nerfing pyromancer’s training – fire is unusable in pvp b/c all the elites are bad
Water overload will still heal allies for a good amount and heal yourself for the amount it currently does. As for the cleansing fire it was meta before HoT and I always thought it had too much offense. I probably should have left it off the list it’s definitely the least needed nerf out of everything I listed. And I don’t get your comment about fire
I assign stow weapon to caps lock since it’s right next to my autoattack button (A).
You missed the point of his post lmao
I strongly disagree with his riposting shadows, there’s lots of chill application and CC in the game in general so it’s needed. Maybe nerf energy regeneration a tad but that’s the only real change I’d make to the skill.
Also increase cooldowns on all AoE’s by 10 seconds except for celestial avatar skills since CA form doesn’t last long anyway.
Riposting shadows needs a nerf so badly. But I did try to nerf chill across the board
Hmmm…..dragon hunter is missing ..oh wait that’s the OP main
Nerf everybody except my main , if you die to my main it’s a L2P issue
Because ofc you won’t except normal people to believe that a 6s CD on true shot is a nerf?!!
Nothing new to see here gents, move along..just another “nerf rock, paper is fine, signed scissor” thread, the only ones who will agree are the usual trolls and those who play DH
Here true balance changes for Guardian
-True shot – dmg decreased by 33% – CD increased to 15s from 4
-Wings of Resolve CD increased to 50s from 30s- Base heal decreased by 70% and healing coefficient increased by 50%
-Spear of Justice CD increased to 35s from 20s
-Symbol of energy CD increased to 25s from 15sTraits
-Monk Focus- Base heal decreased from 1900 to 860 – 50% healing coefficient increase
-Heavy Light – CD increased to 30s from 10s
-Hunter Fortification CD increased from 1s to 3sThese are fair changes for Guardian especially because now guards can fully spec into dmg while having above cleric healing level of skills and that’s ridiculous
I mean these changes seem fine to me. Good suggestions except for the 15 sec true shot that’s a bit ridiculous when coupled with the 33% dmg nerf. Honestly I just didn’t really know how to nerf guardian.
And no I have like 20 games on guard played
As for your comments about ele, ele is the best class atm outside of a 1v1
Edited as per suggestion. Sorry I was on my phone but should look better now
Dude Pls edit your thread, and use formatting options (Bullets, etc) to make it easy to read.
Ok I will
I was bored today so I typed this up on my phone. Sorry for any typos.
I went through every trait and skill and I did almost exclusively nerfs. I would only suggest these nerfs as a whole. If any of the changes to the classes happened individually the class would be dumpstered. The goal of this was to balance things and help deal with some of the massive power creep that has occurred in this game. These changes are only for pvp/wvw not pve. It’s quite long
Universal change: confusion no longer ticks unless activating a skill
Quickness and slow apply to movement skills once again
Revenant:
• Surge of the mists no longer evades
• Precision strike 10% dmg buff, reverted back to only shooting 1 projectile at an enemy 2s chill
• Enchanted daggers no longer goes through endure pain is now activated when a skill is blocked dmg reduced by 10%
• Riposting shadows: this is far and away the most broken thing about revenant and what makes it OP I think there is more than one way to handle this skill
• 1: it now has a 25 second cool down
• 2: no cool down but it no longer grants any endurance and no longer breaks stun
• Impossible odds: I’m not entirely sure this skill needs nerfing with the other things I am proposing but increase energy cost from 10 to 20
• Jade winds: increase energy to 65
• Empowering misery: healing per condition lowered to 350
• Pain absorption: resistance per condition lowered to .5 seconds
• Banish enchantment: no longer unblockable
I think herald is fine with the proposed changes
Traits:
• Assassins annihilation: 2 second cooldown
• Retribution trait line: this trait line is in my opinion the worst trait line in this game. All 6 traits are passive. I think this trait line should be deleted from the game. That won’t happen though so I really don’t know what to do. The only suggestion I can think of is instead of stability on Dodge maybe a stack of stab on legend swap
• Equilibrium: instant cast 3-6k dmg is not ok either redesign this trait or make it unable to crit
• Radiant revival: remove 10% increased revive speed
• Soothing bastions: CD increased to 30 seconds
Necromancer:
• Deathshroud is halved upon death
• Staff: a unique symbol is placed above necros head for each different mark during cast time (like signet’s) SYMBOLS MUST LOOK DIFFERENT
• Chillblains: cool down increased to 20 seconds chill duration decreased to 3 seconds
• Scepter auto attack #3 no longer corrupts a boon
• Spinal shiver chill duration decreased to 3 second
• Signet of vamprism: no longer works through blind/Los/block/invuln
• Your soul is mine: life force per hit decreased to 1%
• Corruptboom cool down increased to 20 seconds
• Plague signet now has a ½ second cast time cooldown increased to 35 seconds if none of the other changes to necro happen this is the change I want the most
• Suffer: cooldown increased to 25 seconds
• Rise: cooldown increased to 50 seconds minions health decreased by 50%
Traits:
• siphoned power cooldown increased to 2 seconds
• Plague sending: deleted from game
• Weakening shroud: weakness application from critical hits reduced to 2.5 seconds
• Chilling nova: cooldown increased to 12 seconds
• Shivers of dread: duration decreased to 2 seconds
• Chilling victory lifeforce generation decreased to .5%
• Cold shoulder: chill duration decreased to 20%
• Deathly chill base dmg reduced by 50% (from 202 to 101) condition modifier unchanged
Guardian:
• Wings of resolve cooldown increased to 40 seconds
• True shot cooldown increased to 6 seconds
• Hunters Ward: cage can only hit a target one time. Dmg increased by 33%
• Fragments of faith and test of faith both have ½ second cast time
• Dragons maw is now much more visible on the ground (you can now see the cage)
• Piercing light now has a 5 second cooldown
Engineer:
• Hammer #2-#5 10% dmg nerf
• Electro whirl: cooldown increased to 8 seconds
• Rocket charge: now only has 2 leaps instead of 3. The 2 leaps will travel the same distance as the 3 hits but only evade for 2/3 the duration.
• Shock shield: no longer does dmg, block duration increased by 1 second, still applies vuln CD increased to 24 second
• Thunderclap: 28 second cooldown
• Healing turret: exploding the turret has a 25 sec cooldown not exploding still has 15 sec CD
• Elixir B: retal decreased to 8 seconds
• Slick shoes: my least favorite skill in the game, cooldown reduced to 30 seconds. This skill can now only hit a player once
• Elixir x rampage duration decreased to 11 seconds
• Bulwark gyro CD increased to 25 seconds
• Sneak gyro: cooldown increased to 50 seconds, ½ second cast time
• Gyro detonations now cause reveal to the engi
• Function gyro now only resses at 50% speed of a player.
Traits:
• Aim assisted rocket now travels at half speed
• Bunker down: bandages now heal for 400 baseline
• Protection injection: projection now lasts 1.5 seconds
• Self regulating defenses is no longer affected by elixir traits (doesn’t cure condition and doesn’t have increased activation time, and doesn’t have reduced CD)
• Perfectly weighted: 10% dmg increase on hammer. Hammer cooldown decreased by 20%
• Recovery matrix: duration decreased to 4 seconds
• Rapid regeneration: swiftness now heals for 55 base and superspeed for 300 base. They can now both overlap the heal
• Adaptive armor: max stacks 5 100 per stack duration 8 seconds. A stack is earned each time an attack is blocked (reflected does not count)
Ranger:
• Protect me: taunt duration decreased to 1 sec
• Search and rescue: the pet now has to actually walk to the down body and once it teleports to you It only resses when you are and stops if you do. Pet resses at 50% human player speed
• Bristleback f2 nerfed by 33%
• Smoke assault nerfed by 20%
• Tiger f2 nerfed by 33%
Traits:
• Protective Ward now applies 4sec of weakness
• Beastly warden now applies only 1 second of taunt
• Ancient seeds increased cool down to 20 seconds
• Natural convergence decrease dmg by 15%
• Lunar impact cooldown increased to 10 seconds
• Druidic clarity: cooldown of 15 seconds
Mesmer:
• Continuum split no longer works with elite skills
• Tides of time recharge reduction decreased from 10 seconds to 6 sec
• Blinding dissapation nowhas 5 second cool down
• Menders purity now has a 3 second cooldown
• Ineptitude: confusion caused by this skill decreased to 3sec
• Illusionary conversion and chronophantasma: clones/phantasms are only created once the previous ones are shattered (can’t have 8 clones out at once), clone/phantasm production is not granted if shatter is evaded/blocked (you don’t get clone/phantasm)
Elementalist:
• Water overload: outgoing healing to allies decreased by 35% Radius increased to 400
• Overload air: dmg decreased by 15%
• Comet: no longer able to be used through los
• Obsidian flesh CD increased to 60 seconds
• Wash the pain away: healing to allies decreased by 50% radius per pulse increased to 300, 400, 600 respectively
• Feel the burn no longer has the ridiculous skill affect
• Flash freeze chill duration lowered to two seconds
• Cleansing fire lowered to 2 burn stacks
Traits:
• Pyromancers training: cooldown reduction lowered to 20%
• Electric discharge now triggers half a second after attuning to air making it dodgeable
• Geomancers training cooldown reduction lowered to 20%
• Elemental shielding and rock solid have swapped tiers in the trait tree
• Harmonious conduit: stability decreased to 3 seconds
• Elemental bastion: healing scaling affect decreased by 20%
Thief:
• Thief now has a tooltip when steal is off cooldown (similar to larcenous strike)
• Bound: damage decreased by 20%
• Dash: can only cleanse conditions once every 10 seconds
• Vault dmg decreased by 20%
• Weakening charge: combining this with a teleport no longer locks you in place and makes all attacks land
• Basi venom no longer unblockable
• Finishing blow now goes through down state bodies initial invuln (when the body goes down and you instantly hit it with finishing strike and it doesn’t stomp)
Traits:
• Improvisation something needs to be done about this but I don’t know what
• Resilience of shadows and shadow protector are now switched
• Kleptomaniac now only gives 1 initiative
• Impacting disruption now has a 2 sec CD
• Endurance thief: gain 25 instead of 50 endurance
• Escapist Absolution now has 2 sec CD
Warrior:
• Arc divider: radius decreased to 150
• Gun flame: cast time increased by ¼ second now has a skill fact on skill bar when casting
• Skull grinder applies 3 confusion and 3 bleeding not 4
• Mending is a physical skill
• Kick: CD reduced to 10 seconds
• Stomp: cooldown reduced to 24 seconds
• Throw bolas: now travels like a normal projectile (aka actually lands)
• Rampage: cooldown reduced to 140 seconds dmg dealt by rampage reduced by 25% (also applies to elixir X)
Traits:
• Body blow: weakness reduced to 2 seconds bleeding reduced to 5 seconds
• Distracting strikes: confusion reduced to 6 seconds
• Unsuspecting foe and furious switched places
• Last stand CD increased to 60 seconds
• Dead or alive cooldown increased to 45 seconds
• Last blaze no longer clears blind before the actual skill lands (headbutt traited can now be blinded)
Wvw change only: STAB CHANGE REVERTED
(edited by Mooncow.6847)
With those names I don’t believe this at all. But it does seem like anet to put something that stupid into the game
3. Reduce all CC skills with unlimited target limit to 5 target limit (Hunters Ward, Static Field, Slick Shoes, Unsteady Ground etc.)
Nah keep them able to hit as many people as you want. Instead change it so that all of these act like static field and can only hit you once. This would be an AMAZING (and extremely obvious) change
Split Cleric Amulet in a four stat amulet.
no
+1 the first changes are excellent but clerics doesn’t need changing