Showing Posts Upvoted By Nuve.6893:
Guardian:
Tanky and supportive guardians are in a strong position in many gametypes. We do feel that damage guardians are not as powerful as they could be. While we don’t want guardians to be as strong offensively as some of the other classes (given their powerful defensive abilities) we opened up more offensive guardian builds.
- Zeal V – Shattered Aegis. Damage instead of Burning.
- Zeal VII – Zealous Blade. This trait now scales with Healing power (2%.)
- Zeal XII – Kindled Zeal. Increased conversion from 10% to 13%.
- Radiance V – Searing Flames. Reduced cooldown from 20s to 10s.
- Radiance X – Powerful blades. Increased damage from 5% to 10%.
- Valor V – Retributive Armor. Increased conversion rate from 5% to 7%.
- Honor VI – Pure of Heart. Increased scaling with Healing power from 25% to 40%.
- Virtues VIII – Supreme Justice. Number of attacks going from 4 to 3.
- Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.
Mesmer:
The bulk of the mesmer changes are focused on two things. 1) Bringing up some of the mesmer support traits and condition removal traits. 2) Reduce dependency on certain trait lines. The changes to Mender’s Purity and Shattered conditions as well as the move of Dazzling Glamours are meant to accomplish the first of these two. The changes to Shattered Strength and Illusionist’s celerity are what we feel accomplish the second one. Before this change mesmers needed to place 25 points into Illusions for many of their builds. Now they can place only 15 points in there to get the Illusion cooldown which will give them back 10 more trait points to open up some new builds. Finally, we felt that the Mantra traits were fairly difficult to collect. Moving Mantra mastery to adept tier takes some trait pressure off of the Dueling line, allowing mantra mesmers to gain a good trait with only 10 points.
- Domination XII – Confounding Suggestions. Changed to also increase daze duration by 25%.
- Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
- Dueling VII – Mantra Mastery. Moved to Adept Tier.
- Chaos 25 – Chaotic Transference. Increased conversion from 5% to 10%.
- Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.
- Chaos VII – Mirror of Anguish. Reduced cooldown from 90s to 60s.
- Inspiration IV – Mender’s Purity. Now removes 2 conditions.
- Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
- Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
- Illusions VIII – Dazzling Galmours. Moved to Adept Tier.
- Illusions 15 – Shattered Strength – Moved to Grandmaster tier.
- Illusions 25 – Illusionist’s Celerity – Moved to Master tier.
(edited by JonPeters.5630)
Elementalist:
This patch’s goal for the elementalist was to increase the power of the Earth, Air and Fire lines, while taking away some of the need to go into Arcane. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcane in order to get the old attunement cooldown %’s. In doing so, we decided put some of the most powerful Adept tier traits in Water magic and Arcane to the Master tier to avoid power creep that would have occurred by letting players gain powerful effects in Master and Grandmaster tier of Fire, Air, and Earth and still get the extremely powerful traits in Water and Arcane by only splashing in 10 points.
- Fire II – Burning Fire – Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
- Fire VIII – Conjurer – Moved to Adept tier.
- Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
- Burning Rage 25 – Increased damage dealt to burning foes: 5% to 10%.
- Air V – Soothing Winds. Increased conversion from 5% to 7%.
- Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
- Earth 5 – Stone Flesh – Increased toughness while attuned to Earth Magic to 1.5/level (120 at level 80).
- Earth VII – Strength of Stone. Gain condition damage based on your Toughness. 10%.
- Earth XI – Diamond Skin. Conditions cannot be applied to you when your health is above the threshold. 90%.
- Water I – Aquamancer’s Alacrity. Moved to Master tier.
- Water V – Cleansing Wave. Moved to Master tier.
- Water VIII – Arcane Abatement. Moved to Adept tier.
- Water X – Soothing Wave. Moved to Adept tier. redesign: Gain Regeneration(3s) on incoming critical hits. 10s recharge.
- Soothing Disruption move to master tier.
- Cantrip Mastery move to adept tier.
- Arcane III – Arcane Retribution. Moved to Master tier. Decreased cooldown 90s to kitten .
- Arcane IV – Final Shielding. Decreased cooldown from 90s to 75s.
- Arcane V – Elemental Attunement. Moved to Master tier.
- Arcane VI – Arcane Resurrection. Moved to Master tier.
- Arcane VII – Vigorous Scepter. Moved to Adept tier.
- Arcane VIII – Blasting Staff. Moved to Adept tier.
- Arcane IX – Windborne Dagger. Moved to Adept tier. This trait will now function outside of combat.
The following changes were done to reduce the necessity of putting points into the Arcane trait line.
- The base cooldown of the attunement that you just left is now reduced from 16 seconds to 13 seconds. Attunement cooldown rate now increases by 1% per point in Arcane down from 2%. The end result is that now Attunements go from 13s to 10s instead of the old range of 16s to 10s.
- Base global attunement cooldown is now 1.625 seconds. Global attunement cooldown rate now decreases by 1% per point in Arcane down from 2%. The end result is that now global attunement cooldown goes from 1.625 to 1.25 instead of the old range of 2.0 to 1.25.
Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.
- Explosives V – Incendiary Powder. Moved to Master tier.
- Explosives VI – Exploit Weakness. Increased the health threshold. 25% to 50%
- Explosives IX – Accelerant packed turrets. Moved to Adept tier.
- Firearms XI – Modified Ammunition. Now works regardless of equipped weapon.
- Inventions V – Energized Armor. Increased conversion: 5% to 7%.
- Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. Decreased interval from 10s to 3s.
- Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
- Power Shoes. Will now function outside of combat.
- Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
- Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
- Tools VI – Speedy Kits. Increased Swiftness duration to 10s. 10s recharge.
- Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25s to 15s.
- Blunderbuss. Updated the ranges on this skill so that it is at 100% effectivness with anyone in melee range. Increased range 200 units when using the trait.
(edited by JonPeters.5630)
General
These are the proposed balance changes for the Dec. 10th build. These changes are not final and are subject to change. We are posting them early so the community can discuss them with us. We wanted to be more transparent with the community about these changes to help expose problems that riskier changes might create.
Our goal for many of the classes was to increase build diversity while still maintaining class roles and identities. Some of the things we increased were abilities/skills that people don’t run very often. Our goal was to increase these abilities to make them viable alternate builds.
How to give good feedback and what to expect.
- Be constructive. If you think a change may cause issues, say why and give examples. Try not to argue with others – make your point and then accept that other people may have different points of view.
- Be concise. Our time is limited and we can’t read walls of text because it will prevent us from having the time to read as many posts as possible. Bullet points or numbered lists are very easy for us to read!
- Be specific. “I expect this change to accomplish A, but I think it will actually accomplish B”. The more specific you are, the better we are able to understand where you’re coming from, what type of content you play, and it helps us to understand the context for your feedback.
- Be objective. Keep in mind that just because you may not like something, that doesn’t make it bad. Others may have differing opinions. They may play a different type of content, or they may play a different profession, so be objective and keep in mind – we have to balance the game for EVERYONE, not just you.
- Be respectful. This goes for your fellow community members as well as for devs. Respect the ideas and opinions of others.
- Be mindful of scope. These are the changes we are trying to get in for the Dec. 10th balance patch. That doesn’t leave us with time to rework entire classes, or redesign entire weapon sets with this update. Keep scope/work/time/resources in mind when you make your suggestions.
- Be mindful of context. Power creep is something we’re trying to avoid. Sometimes a profession may not receive as many increases as other classes. A lot of times, this is because that class is already performing very well in the current state of the game. So keep the overall context/state of the game in mind when giving feedback.
Oh StarScream you will never learn will you . . . LOL
Let me put it another way – trying to get back to my guild and help them with a tower defence or open field battle is more important than spending five minutes trying to stay alive against players primarily built to kill me.
If I die fast I respawn fast so I get to my guild fast…….unless I meet roamers again ofc ;P
I know its hard to believe but fighting against roamers comes pretty down on my list of priorities.
I never said it was supposed to be your priority. It’s just really silly when you want to get back to a PPT objective, but we kill you and gain PPT for our server, and you didn’t even try to stop us. We still get PPT for stomps after all, its much lower than it was (sadly), but the free kills we get really add up… and those kills really shouldn’t be free.
A lot of the time, we end up camping a spawn just so people like that will fight us (because they have a group).
The other flip side of that coin (seeing as you brought PPT into the discussion) is while we are taking a tower, keep or even a camp, doesnt it seem a bit silly to just spawn camp or whatever it is you are doing to find your battles when you could be helping your server mates defend a objective?
Its silly that you want to fight but wont go to where we are fighting, you would rather wander in hope of finding some one instead of going to where you know definite action is. If your server mates are losing that defense, you are helping us gain those free kills you hate so much.
This was an argument we use to face against our fellow guilds back in the day, but this proves that many don’t understand the roaming philosophy.
Spawn camping does help because the following happens:
1) We kill you so there is less of you in your zerg for our zerg to fight.
2) It will demoralize people trying to get back to their zerg, especially pugs.
3) Usually most get fed up and group up trying to push out and actually give us what we want which is a good fight.
4) In some cases, we jump a commander trying to get back and we see the entire zerg go back to their WP to group up taking you off the battlefield for a couple of minutes.They are small contributions compared to what we can do for holding bloodlust, but it is effective.
As for joining the zerg fight, sorry not going to happen. I have better uses of my time than joining a lagfest spamming 1 1 1 1 1 1 all day. If you guys like doing that go for it, just not the roamer’s mentality. Zergs have an importance, but so do roamer’s especially with the new bloodlust meta.
We just wish there were more T-1 roaming guilds on the other servers who like to fight so we can have our fun too. Zergs have all the fun. lol
Let’s put it this way.
A good zerger can be a good roamer.
Someone that just roams usually is a rally bot in zerg fights.
Methinks that you’ve never been part of a proper guild raid if you think that the majority of large-scale battles are “11111 lagfests”. That’s a huge discredit to you right there.
Oh I’v run with some of the best WvW guilds, such as HB watching them farm IRON. The lag the past two weeks have been terrible during NA Primetime. Nothing wrong with zergs, if that’s what you want to do. Just not my style, just saying . . .
You have either been smoking something or just woke up dreaming to spout so much rubbish .At least have the balls to speak the truth .
This is what I see when I dream.
what being in a constant downed state and fighting a few iron and others?
please come and meet us guild to guild put an end to it
ps I wasn’t there nor was the majority of iron .
LOL, guild to guild? we are like 10 active players at any given time, you have 40+ on any given map every day. I guess that proves how you like to win, big bully when you have numbers, otherwise when you lose, your excuse was, “i wasn’t there.” Okay, I guess you would have made the difference, pfff, the ego is strong in this one. LOL