Showing Posts For JonPeters.5630:

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

@Rangers/Guardians/Engineers/Necromancers

Just because Jon didn’t include any changes regarding your profession in the above post doesn’t mean we’re done making changes.

Please continue to leave feedback – we’re still listening. We’ll keep you updated as things come up.

Thanks!

Also just because good changes were suggested doesn’t mean we can safely make them in time for this build, but they will see the light of day in future releases as well.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

  • Soothing Wave redesign: Gain Regeneration(3s) on incmoing critical hits. 10s recharge.

will you keep the mist/vapor form functionality on it in addition to this? i like that part of the current trait

  • Confounding Suggestions – We will merge the old functionality with the new functionality. It will now have 50% change to stun on daze and increase daze duration by 25%.

can we assume that the daze duration will increase the stun from this trait as well?

The daze duration will not help the stun. Just all dazes.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

ELEMENTALIST

  • Arcane Resurrection is going up to master tier instead of Renewing Stamina.
  • Windborne Dagger is going to function outside of combat.
  • Soothing Disruption is moving to master tier.
  • Cantrip Mastery is moving to adept tier.

Yay! But it is not clear if Soothing Wave and Cleansing Wave will remain at their respective tiers, or if they’ll be swapped.

  • Soothing Wave redesign: Gain Regeneration(3s) on incoming critical hits. 10s recharge.

Interesting design, but it has some issues.

I assume this will be adept tier, right? Seems about right in power-level.

I misread at first and thought it would spec on our own critical hits, and that this trait would synergize well with air magic’s Soothing Winds. Apparently, that’s not what happens.

What I question about this redesign, is its synergy with the grandmaster Cleansing Water. If a player wishes to combine both for condition removal, which seems to be a very intuitive combo, the results aren’t going to be satisfying due to how unreliable it is. For example, what if I don’t have any condition on me once it triggers? Will it trigger and waste cleansing water’s cooldown? And even if it doesn’t, after getting critically hit, I would have to wait 10s until this combo could potentially do anything. It feels that both traits would combine poorly with each other, which is misleading, as their effects imply otherwise.

Perhaps a possible solution would be to reduce soothing wave’s cooldown to 5s, so that when combined with cleansing water, the combo is powerful enough to justify investing on a grandmaster trait just for it. The regen duration would need to be lower, of course, to 2s maybe. Would that make it too strong, considering it would make the trait individually stronger than what you have in mind?

Also, can the AI in pve critically hit? I honestly don’t know this, but I hope they can.

The design for soothing wave is that it won’t trigger the ICD unless it actually removes a condition.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Here is a summary of the changes we have made thus far based on feedback we have read. This is not necessarily the end of adjustments, but where we stand currently. There were a lot of good suggestions, and some of them may not be able to make it due to time constraints on testing and implementation. Please continue to give feedback over the course of the next few days. We will continue to monitor that feedback and take it into account in changes we make for this patch and for the future.

ELEMENTALIST

  • Arcane Resurrection is going up to master tier instead of Renewing Stamina.
  • Windborne Dagger is going to function outside of combat.
  • Soothing Disruption is moving to master tier.
  • Cantrip Mastery is moving to adept tier.
  • Soothing Wave redesign: Gain Regeneration(3s) on incmoing critical hits. 10s recharge.

ENGINEER

  • Power Shoes is going to function outside of combat.

MESMER

  • Confounding Suggestions – We will merge the old functionality with the new functionality. It will now have 50% change to stun on daze and increase daze duration by 25%.

THIEF

  • Vigorous Recovery: Vigor duration will be 5 seconds instead of 4.
  • Bountiful Theft will come down to a 10s Vigor instead of 8s.

WARRIOR

  • Combustive Shot. To clarify this change, the damage is normalized to about 15% less physical damage than it used to do at all adrenaline levels, but that the damage per pulse is the same regardless of adrenaline level.

Reminder, we will be locking this thread near the end of the week.

Thanks,

Jon

(edited by JonPeters.5630)

Dec 10th thief changes

in Thief

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

No, I am saying that I don’t want the balance of the thief held hostage by a 15 point minor in critical strikes so we need to take that initiative away from there and put it into the base class mechanics, which is exactly what we are doing.

Jon

Opportunist

in Thief

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

I said it in he other thread but this trait has to get hit hard because it is breaking the profession. We need to push the effectiveness of this trait into base thief functionality. If any other profession had a trait that reduced weapon cooldown by 30% for all weapons as a 15 point minor we would have to balance around that. A single trait shouldn’t be holding thief balance hostage so we will steal from this trait, no pun intended, and impart the savings on to every build via base initiative regeneration.

Jon

Dec 10th thief changes

in Thief

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Let’s break down this thief change a bit more so we can dispel any notions that this is going to ruin thieves.

We are increasing base regen by 33%. This is basically equivalent to a patch notes that says: “Warrior: Cooldown on all weapon skills has been reduced by 25%.”

It is an incredible buff to this profession and should not be treated lightly. To counter this imagine we took a few weapons and took away the cooldown portion of their trait. They would still be 5% better but other weapons would be 25% better.

Among the changes that is basically what it amounts to, with the exception of one change which I’ll talk about next.

Opportunist
This trait was wildly overpowered. I there was a 15 point minor for any other profession that basically read: "Reduce cooldown of all weapon skills by 33%, it would basically be impossible to run that profession without putting 15 points into that line. Because of this every thief build that is effective uses this line, which improves crit and crit damage. This pigeonholes this profession in a way that makes it frustrating for players and developers. This trait has to be closer to an 8% increase if we expect people to consider not taking 15 point in critical strikes.

By reducing this trait and improving base regen we are giving non-crit thieves 15-30 trait points back to spend where they want to. There are a lot of good traits that simply will never see play until we make this change.

Hopefully this explains, in more detail, what we hope to accomplish here.

TLDR; Thieves with 15+ in critical strikes and no other initiative traits will be slightly less efficient. All other thieves will be equally or more efficient.

Jon

December 10th Ranger changes

in Ranger

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Evade on swoop was just an idea to give that build a second on demand defensive skill. It would certainly help close/escape as well because not being able to be bit while closing/escaping is going to improve your chances of doing so. Also gives you a reason to use that skill outside of those situations which would help with rotations IMO. That being said you are correct that removing evade from 1 is probably too harsh so this is a change that will probably have to wait a while for proper testing if it happens at all.

Jon

December 10th Ranger changes

in Ranger

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

I just had a wacky idea that might make some aspects of MH sword less frustrating. I’ll test it out when I get in to work and report back.

Jon

[Necromancer] Putrid Mark

in Bugs: Game, Forum, Website

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

FYI, the cooldown thing is a bug. We are fixing that for nov 26th I believe.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Ok all it’s been a long 3 days of reading. We talked for a few hours today about this stuff and I won’t summarize it until tomorrow morning but at least wanted kill a few minutes on the bus here to keep you up to date. We felt like this was a good useful exercise and will continue to do it for future patches if we can. Thanks to everyone who contributed and continues to positively contribute to the discussion. Due to the time it takes to finish up, fully test and push these changes forward I am going to lock this thread at the end of the week. Keeping it open past then is disingenuous as far as what we would reasonably be able to accomplish.

Thanks all and I’ll be back with some concrete stuff tomorrow,

Jon

December 10th Balance update

in Engineer

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

By difficult, I mean time consuming from either a technical or testing standpoint.

December 10th Elementalist changes

in Elementalist

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

I do agree that the 5 point minors need looking at. I think the Earth and Water ones are in an ok place right now but Fire and Air need work.

Jon

December 10th Balance update

in Engineer

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Yes, as we start running out of easy changes we can start addressing those that are more difficult. I will say the notes we posted are balance changes and there are bug fixes coming both Nov 26th and Dec 10th that hopefully address some other concerns. We will not get to every bug but we are focusing on ones we think have the most detrimental impact to gameplay.

Jon

December 10th Balance update

in Engineer

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

A typo is entirely possible, but I also can’t help but wonder if there’s a footnote hidden somewhere; just how I work, that’s all.

Also: I’m not sure adding anything to Accelerant-Packed Turrets would be a good idea, especially if it’s being dropped from a 20-point to a 10-point; it’s one of the best traits available for Turrets as it is, in my opinion.
Autotool Installation, though, even after it’s been improved…well, let’s just wait and see how effective it really is, but if it’s not good enough even after the change, then it’d certainly be a good place to cram some secondary Turret improvement effects, I think.

It was a typo.

December 10th Elementalist changes

in Elementalist

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

I think this trait needs better wording. I hope you all understand why that trait would be wildly overpowered if it carried over everything particularly all 10% damage bonuses. You could simply slam through all attunements and then get 50% bonus damage. Similarly making other things work with this would requires those traits get lowered in the base case as well. I think this is a fine 15 point minor trait on its own and we can reword it and then discuss the merits of the other traits on their own.

To me, that is a better starting point for discussion than attempting to balance all of these effects with how they might work with a minor trait in Arcana. That would predicate the entire profession around that trait which is not what we want out of our minor traits.

Jon

December 10th Elementalist changes

in Elementalist

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Lingering Elements
All passive bonuses for that attunement should linger. This means Flame Barrier, Stone Flesh, Soothing Mist, and Zephyr’s Speed.

These are not all passive bonuses.

But thank you for taking the time to reply.

Edit: and thank you for making a trait that could be the highlight of the class be so pathetic.

Give me a list of what else you think might be considered a passive benefit of these attunements, and I am happy to discuss the merits of this stuff working with this trait. However, posts that say things like “this isn’t everything” are just not constructive.

December 10th Warrior Changes

in Warrior

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Hammer
We are taking damage away from the hammer skills that do CC, because we don’t think it is ok for skills to do both of these things. I see a lot of comparison with Greatsword damage, but the Greatsword has no interrupts and a single cripple on the Bladetrail. We left the skills that do not do hard control alone such as Fierce Blow and Hammer Shock, as we are ok with those skills hitting hard because they do not actually disable. We also left Backbreaker alone because it has a long cast time and a long cooldown. The standard hammer build is still going to be very strong after this change, but it will open up options for mace to make a comeback as the control weapon.

What about us pve hammer warriors. It is not like groups appriciate us while playing since our damage is lower than greatsword and most of the time knockdown is not needed or on bosses is useless. When lowering damage now, this will make groups even more wary of hammer warriors.

For this I would refer you to what I said about Defiant in the Mace section.

December 10th Elementalist changes

in Elementalist

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Lingering Elements
All passive bonuses for that attunement should linger. This means Flame Barrier, Stone Flesh, Soothing Mist, and Zephyr’s Speed.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Phew,

Ok, I made it through all of my notes on the 8 professions. Today will be a busy day here on the balance team talking through those notes and continuing to comb through this and other threads. I am certain there will be some adjustments that come out of today and as we compile those we will get back to you (in this thread) to update what has come from our discussions.

Thanks so much for all of your time and effort providing us with this feedback.

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Here are my comments on what we have seen discussed so far with the warrior changes.

Unsuspecting Foe
I’ve seen some concerns about moving this to master tier. This comes down to the core philosophy that drove the warrior changes for this build. Warriors by nature have a lot of survivability, and we need them to make a choice between heavy control and heavy damage. This trait is a way for them to circumvent that and is therefore build defining. In many ways it exemplifies what a grandmaster trait is all about, however we felt that moving it all the way to grandmaster was overkill, but that placing it at the master tier allowed warriors to still run this with other traits, but have to make some sacrifices to do so.

Thrill of the Kill
I’ve heard some concerns about this being permanent max adrenaline in WvW zerg fights. We understand that, but given the fact that this trait competes with Warrior’s Sprint, Vigorous Focus, Signet Mastery, and Inspiring Shouts, we feel like players that take Thirll of the Kill we be giving up a sufficient amount of effectiveness to counter this. There are so many other reliable ways to gain adrenaline as is that I can’t imagine this tipping the scales as much as one of the other adept traits in this line.

Hammer
We are taking damage away from the hammer skills that do CC, because we don’t think it is ok for skills to do both of these things. I see a lot of comparison with Greatsword damage, but the Greatsword has no interrupts and a single cripple on the Bladetrail. We left the skills that do not do hard control alone such as Fierce Blow and Hammer Shock, as we are ok with those skills hitting hard because they do not actually disable. We also left Backbreaker alone because it has a long cast time and a long cooldown. The standard hammer build is still going to be very strong after this change, but it will open up options for mace to make a comeback as the control weapon.

Longbow
A lot of thought went into the change to combustive shot. This skill was simply too effective at renewing itself. One of the drawbacks of the burst skills needs to be losing your adrenaline, but this skill was easily able to restore all of the adrenaline it lost. Rather than reduce the burn duration we reduced the # of attacks this skill creates because we felt it made it more counterable in PvP and less reliable in PvE as an adrenaline builder.

Mace
I highly suggest being patient with this change. I understand this skill did not need an increased cast time in PvE, but this change just makes this skill feel a lot more impactful, and a change of 200 milliseconds of cast increase is not going to impact its use against creatures, but will greatly make this skill more counterable in PvP and WvW. Some discussion here revolved around defiant, which is causing a lot of control builds to be neutered in PvE. We agree and we will start making strides towards solving that in the future.

Sorry I got to you guys last, I truly did just go through these in alphabetical order.

Thanks,

Jon

Link to warrior sub-forum
https://forum-en.gw2archive.eu/forum/professions/warrior/December-10th-Warrior-Changes/first#post3149139

December 10th Warrior Changes

in Warrior

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Here are my comments on what we have seen discussed so far with the warrior changes.

Unsuspecting Foe
I’ve seen some concerns about moving this to master tier. This comes down to the core philosophy that drove the warrior changes for this build. Warriors by nature have a lot of survivability, and we need them to make a choice between heavy control and heavy damage. This trait is a way for them to circumvent that and is therefore build defining. In many ways it exemplifies what a grandmaster trait is all about, however we felt that moving it all the way to grandmaster was overkill, but that placing it at the master tier allowed warriors to still run this with other traits, but have to make some sacrifices to do so.

Thrill of the Kill
I’ve heard some concerns about this being permanent max adrenaline in WvW zerg fights. We understand that, but given the fact that this trait competes with Warrior’s Sprint, Vigorous Focus, Signet Mastery, and Inspiring Shouts, we feel like players that take Thirll of the Kill we be giving up a sufficient amount of effectiveness to counter this. There are so many other reliable ways to gain adrenaline as is that I can’t imagine this tipping the scales as much as one of the other adept traits in this line.

Hammer
We are taking damage away from the hammer skills that do CC, because we don’t think it is ok for skills to do both of these things. I see a lot of comparison with Greatsword damage, but the Greatsword has no interrupts and a single cripple on the Bladetrail. We left the skills that do not do hard control alone such as Fierce Blow and Hammer Shock, as we are ok with those skills hitting hard because they do not actually disable. We also left Backbreaker alone because it has a long cast time and a long cooldown. The standard hammer build is still going to be very strong after this change, but it will open up options for mace to make a comeback as the control weapon.

Longbow
A lot of thought went into the change to combustive shot. This skill was simply too effective at renewing itself. One of the drawbacks of the burst skills needs to be losing your adrenaline, but this skill was easily able to restore all of the adrenaline it lost. Rather than reduce the burn duration we reduced the # of attacks this skill creates because we felt it made it more counterable in PvP and less reliable in PvE as an adrenaline builder.

Mace
I highly suggest being patient with this change. I understand this skill did not need an increased cast time in PvE, but this change just makes this skill feel a lot more impactful, and a change of 200 milliseconds of cast increase is not going to impact its use against creatures, but will greatly make this skill more counterable in PvP and WvW. Some discussion here revolved around defiant, which is causing a lot of control builds to be neutered in PvE. We agree and we will start making strides towards solving that in the future.

Sorry I got to you guys last, I truly did just go through these in alphabetical order.

Thanks,

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Here is a summary of what I have seen discussed on the thief changes and some more clarity into what our initial thoughts were and where we stand currently.

Initiative changes
We believe this is one of the most controversial but important changes this patch. The important thing to understand is that we have been and will playtest this a lot more before we push this change. The default rate of initiative regeneration was simply to low and was causing players to either take traits to suppliment it, or to have their effectiveness suffer. This is something that has to change. What these changes intend to do is to increase the power of every single thief build that is not running these traits, and to ever so slightly reduce the maximum amount of initiative you can have per second if you min/max those traits. I know its easy to theorycraft what is going to happen here and there is a lot of danger in that. It is hard to get a sense of this change without playing it, and believe me if I could I would let everyone test a change of this magnitude and gather some more empirical and data driven feedback, but currently our resources are limited, but we still believe that this is a change whose time has come. We will monitor it very carefully when we do release it to make sure it is working as intended.

Infiltrator’s Return
The thing I have heard the second most discussion regarding. This is a big change to this skill, but we beleive it is a necessary one. In many cases this is not going to matter. There are only 2 situations where this is a truly impactful change.
1) It stops you from using this skill while stunned, which puts more burden on Sword/Dagger thieves saving their stun breakers. This is the kind of gameplay we want to encourage because it puts more risk in using a rewarding skill like Infiltrator’s Strike.
2) Mostly in PvP, this skill can no longer be used by S/D thieves to teleport stomp someone. This is actually the more impactful moment as it occurs more often, but I think it puts the burden on these players to run a second weapon set that can help them in these situations (OH pistol for instance.)

Infusion of Shadow
For basic use this trait’s functionality is not going to change. By many players it was being used to grant some initiative when going into stealth. However there were some abusive builds that were using this to maintain very long stealth uptime without having to use their utility skills. The problem with this is that it lets them recharge those skills while in stealth, which takes away the risk associated with using them. We are ok with thieves blowing their cooldowns to have longer stealth, and we are ok with theives bouncing in and out of stealth, but we were not ok with thieves maintaining long duration stealth through abusing a single trait.

Flanking Strikes
I agree that this move may be overkill on the thief. We are currently discussing undoing it. The main motivation was that we really wanted to move Trickster to adept tier to encourge use of those utilities, and the most obvious candidate to move up was Flanking Strikes. This isn’t how we should be making that decision, so we will discuss this and get back to you.

Vigorous Recovery & Bountiful Theft
I’ve seen a lot of talk about this as well, and discussing this already this morning the current vigor is a bit too high, but we may have overdone the reduction. I was thinking about going back to 5s or 6s on Vigorous Recovery, and going back to 10s or 12s on Bountiful Theft.

Thanks,

Jon

Link to thief sub-forum
https://forum-en.gw2archive.eu/forum/professions/thief/Dec-10th-thief-changes/first#post3149311

Dec 10th thief changes

in Thief

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

I couldn’t find a thread to place this in. Here is a summary of what I have seen discussed on the thief changes and some more clarity into what our initial thoughts were and where we stand currently.

Initiative changes
We believe this is one of the most controversial but important changes this patch. The important thing to understand is that we have been and will playtest this a lot more before we push this change. The default rate of initiative regeneration was simply to low and was causing players to either take traits to suppliment it, or to have their effectiveness suffer. This is something that has to change. What these changes intend to do is to increase the power of every single thief build that is not running these traits, and to ever so slightly reduce the maximum amount of initiative you can have per second if you min/max those traits. I know its easy to theorycraft what is going to happen here and there is a lot of danger in that. It is hard to get a sense of this change without playing it, and believe me if I could I would let everyone test a change of this magnitude and gather some more empirical and data driven feedback, but currently our resources are limited, but we still believe that this is a change whose time has come. We will monitor it very carefully when we do release it to make sure it is working as intended.

Infiltrator’s Return
The thing I have heard the second most discussion regarding. This is a big change to this skill, but we beleive it is a necessary one. In many cases this is not going to matter. There are only 2 situations where this is a truly impactful change.
1) It stops you from using this skill while stunned, which puts more burden on Sword/Dagger thieves saving their stun breakers. This is the kind of gameplay we want to encourage because it puts more risk in using a rewarding skill like Infiltrator’s Strike.
2) Mostly in PvP, this skill can no longer be used by S/D thieves to teleport stomp someone. This is actually the more impactful moment as it occurs more often, but I think it puts the burden on these players to run a second weapon set that can help them in these situations (OH pistol for instance.)

Infusion of Shadow
For basic use this trait’s functionality is not going to change. By many players it was being used to grant some initiative when going into stealth. However there were some abusive builds that were using this to maintain very long stealth uptime without having to use their utility skills. The problem with this is that it lets them recharge those skills while in stealth, which takes away the risk associated with using them. We are ok with thieves blowing their cooldowns to have longer stealth, and we are ok with theives bouncing in and out of stealth, but we were not ok with thieves maintaining long duration stealth through abusing a single trait.

Flanking Strikes
I agree that this move may be overkill on the thief. We are currently discussing undoing it. The main motivation was that we really wanted to move Trickster to adept tier to encourge use of those utilities, and the most obvious candidate to move up was Flanking Strikes. This isn’t how we should be making that decision, so we will discuss this and get back to you.

Vigorous Recovery & Bountiful Theft
I’ve seen a lot of talk about this as well, and discussing this already this morning the current vigor is a bit too high, but we may have overdone the reduction. I was thinking about going back to 5s or 6s on Vigorous Recovery, and going back to 10s or 12s on Bountiful Theft.

Thanks,

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Some ranger discussion.

Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.

Spirits Unbound and Nature’s Voice
I think the biggest change of moving spirits unbound is it allows you to take this trait along with Nature’s Voice. Internally we have done some testing where you bring stone spirit, guard, and then still have a open third utility slot to make some truly good support ranger builds. Spirits have always had that feel and I think this brings that to the forefront.

Power Rangers
No pun intended. As many have said these guys are in an interesting position. In some ways they can be very strong, but everytime I play my ranger this way it feel like it comes up a little bit short. I think this is because they are lacking a few things as either additional tools for greatsword or as utilities. Signets are the somewhat obvious utility choice but their effect is too varied to run a strong full signet build here. Conversely all traits associated with signets tend to increase in power the more you bring. What signets need is a good trait that synergizes with bringing a single signet, like Nature’s Voice does for shouts. This would let you bring maybe one or two signets and suppliment them with something else. One idea we talked about for Greatsword would be to take the evade off of the 3rd attack of the auto-chain and put it on swoop. This would give you a second on-demand defensive skill and instead we put something less timing based (for example a whirl finisher) on that third attack to empower it.

Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.

Thanks,

Jon

Link to ranger sub-forum
https://forum-en.gw2archive.eu/forum/professions/ranger/December-10th-Ranger-changes/page/5#post3149107

December 10th Ranger changes

in Ranger

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Some ranger discussion.

Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.

Spirits Unbound and Nature’s Voice
I think the biggest change of moving spirits unbound is it allows you to take this trait along with Nature’s Voice. Internally we have done some testing where you bring stone spirit, guard, and then still have a open third utility slot to make some truly good support ranger builds. Spirits have always had that feel and I think this brings that to the forefront.

Power Rangers
No pun intended. As many have said these guys are in an interesting position. In some ways they can be very strong, but everytime I play my ranger this way it feel like it comes up a little bit short. I think this is because they are lacking a few things as either additional tools for greatsword or as utilities. Signets are the somewhat obvious utility choice but their effect is too varied to run a strong full signet build here. Conversely all traits associated with signets tend to increase in power the more you bring. What signets need is a good trait that synergizes with bringing a single signet, like Nature’s Voice does for shouts. This would let you bring maybe one or two signets and suppliment them with something else. One idea we talked about for Greatsword would be to take the evade off of the 3rd attack of the auto-chain and put it on swoop. This would give you a second on-demand defensive skill and instead we put something less timing based (for example a whirl finisher) on that third attack to empower it.

Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.

Thanks,

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

For mesmer’s, if illusionary Invigoration recharge is being reduced from 90s to 60s and is moved to the master tier. Are you going to reduce the recharge on Signet of Illusions also?

I think the thing to do is make this trait actually fire off signet of illusions thus giving it some synergy with other traits.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

So I’m taking most of these with a grain of salt. Ele (staff) is my main, we’ll see how some of it works out. Essentially I’m reserving judgement on a lot of it (still need to digest much of what I’ve read) until I can play with it.

However, this one bothers me a little:
Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time.

Shadow step and shadow return are something both my husband and I utilize a lot when playing thief in pve. We like having the ease of mobility, and don’t mind sacrificing the initiative to be able to pop in and out of battle. (We’re squishy, it makes sense). I think the additional 1/4 cast time to get out of dodge could very easily mean life or death for our chars, which I don’t particularly like. I don’t see why this one is being changed. If it’s an issue in pvp, then separate the skill versions please.

To be clear, this is not impacting the utility skill, just the sword #2 toggle. The reason is because of risk vs reward. This is a very rewarding skill with currently little risk associated.

Phew made it to page 26. I’ll be at work in about 20 minutes at whih point I’ll address some of the bigger Ranger, Thief, and Warrior discussions.

Let me reiterate 2 thing before I do that.

1) This is not a token exercise. I spent all weekend reading this stuff so that we could gather the feedback, compile it, and take actions where necessary.

2) please reread the OP. It talks a lot about how to give feedback, and if you follow it you help yourselves by helping us.

Jon

(edited by JonPeters.5630)

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Some internal thoughts on the necro

Mark of Blood
At 3 stacks of bleeding and a good amount of condition damage (without even taking into account condition or bleed duration modifiers) this skill was dealing well over 2000 damage, and could be used every 6 seconds. It is a 1200 range attack that can hit 5 targets, and on top of that can place regeneration on 5 allies that can heal each of those allies for up over 1000 health every 5 seconds, and can basically maintain 100% regeneration uptime. The only drawback is also somewhat of a benefit which is that it requires an enemy to trigger it, which also allows you to precast it and then basically almost double it up as it gets triggered. This is one of the most versatile and powerful skills in the game. A huge amount of the condition damage from necromancers comes from their bleeds and while they are removable in theory, the ease with which necromancers can apply conditions makes it is virtually impossible to ever get to the bleeding at the bottom of the stack.

Weakening Shroud
This trait as it currently stands on live is a borderline grandmaster trait. It is near 100% AoE weakness uptime for a small investment. The new version is still probably worthy of master tier with almost 50% AoE weakness uptime. This line has a lot of powerful traits, but suffers from having only 1 choice at grandmaster tier.

Terror
I can’t tell you how long we debated moving this trait to grandmaster tier last time around, and this time again. The problem is a huge % of Necromancer builds are hinged on this trait. There is a gaping hole at grandmaster here with Withering Precision (barely worthy of adept tier in our opinion), however we were really hesitant to either move terror and didn’t have a good alternative for redesigning Withering Precision

Curses
This line just has a lot of good traits.
Toxic Landing – would be good if the effect was good and we will look into making that better.
Hemophilia – Just a good trait considering how much necromancer damage comes from bleeding.
Chilling Darkness – So good it should probably be master tier.
Weakening Shroud – see above
Reaper’s Precision – another good choice for high life force necros which gets overshadowed in this stacked line.
Focused Rituals – Really strong adept trait.
Banshee’s Wail – Already pretty good and got a buff this time around.
Terror – see above
Spectral Attunement – Another good trait for spectral necros.
Master of Corruption – A great trait for corruption necros. Epidemic/Corrupt.

I feel like Spectral Attunement and Master of Corruption could be adept tier, but they would be really strong there and we would have to move 2 traits up to accommodate them. If we did that the first candidates are Chilling Darkness and Weakening Shroud (closer the old version). This is totally worth a discussion, but at the end of the day all master tier traits in this line are overshadowed by Terror which is the real problem.

Dhuumfire
We know there are problems here, but again this condition helps those conditionmancers get over the top and is really what brought them into play in a lot of parts of the game. I think the real problems with this trait are:
1) Having to put 30 points into the power line as a condition necro.
2) Requiring crit on a 30 point trait in a line that does nothing to improve crit chance.

We talk about a lot of different versions of this trait including moving to master tier, making it on hit instead of on crit, and reworking the numbers to making it more reliable to use and to counter.

All of this back and forth could upset a lot of balance, but if this moved down to master tier Terror would almost certainly be moving up to grandmaster to accommodate. At least then condition necromancers would be 20/30/x/x/x, which just makes so much more sense. The biggest thing holding that back is the lack of a replacement grandmaster in Spite. We aren’t huge fans of weapon or utility type specific traits at this tier otherwise an improved Axe Training might have a shot. This is the crux of the damage necromancer problem right now, and we will talk about it more next week so any discussion on it here will aid us in those talks.

Death Magic
On the defensive side, the Blood and Soul Reaping necros are starting to feel pretty good. The Death line on the other hand is too focused on minions. From Reanimator, which we have heard over and over feels bad as a minor trait, to the fact that 1/3 of the remaining traits are minion traits, to finally the fact that both grandmaster traits are minion traits.

This line receives a lot of discussion as well, but any proposal we talk about always ends up with more work than we have time to build, much less test.

I hope this helps direct discussion a bit,

Jon

Link to necro sub-forum
https://forum-en.gw2archive.eu/forum/professions/necromancer/Dec-10th-Balance-Preview-Necromancer/page/3#post3143043

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Some internal thoughts on the discussion about Necromancers.

Mark of Blood
At 3 stacks of bleeding and a good amount of condition damage (without even taking into account condition or bleed duration modifiers) this skill was dealing well over 2000 damage, and could be used every 6 seconds. It is a 1200 range attack that can hit 5 targets, and on top of that can place regeneration on 5 allies that can heal each of those allies for up over 1000 health every 5 seconds, and can basically maintain 100% regeneration uptime. The only drawback is also somewhat of a benefit which is that it requires an enemy to trigger it, which also allows you to precast it and then basically almost double it up as it gets triggered. This is one of the most versatile and powerful skills in the game. A huge amount of the condition damage from necromancers comes from their bleeds and while they are removable in theory, the ease with which necromancers can apply conditions makes it is virtually impossible to ever get to the bleeding at the bottom of the stack.

Weakening Shroud
This trait as it currently stands on live is a borderline grandmaster trait. It is near 100% AoE weakness uptime for a small investment. The new version is still probably worthy of master tier with almost 50% AoE weakness uptime. This line has a lot of powerful traits, but suffers from having only 1 choice at grandmaster tier.

Terror
I can’t tell you how long we debated moving this trait to grandmaster tier last time around, and this time again. The problem is a huge % of Necromancer builds are hinged on this trait. There is a gaping hole at grandmaster here with Withering Precision (barely worthy of adept tier in our opinion), however we were really hesitant to either move terror and didn’t have a good alternative for redesigning Withering Precision

Curses
This line just has a lot of good traits.
Toxic Landing – would be good if the effect was good and we will look into making that better.
Hemophilia – Just a good trait considering how much necromancer damage comes from bleeding.
Chilling Darkness – So good it should probably be master tier.
Weakening Shroud – see above
Reaper’s Precision – another good choice for high life force necros which gets overshadowed in this stacked line.
Focused Rituals – Really strong adept trait.
Banshee’s Wail – Already pretty good and got a buff this time around.
Terror – see above
Spectral Attunement – Another good trait for spectral necros.
Master of Corruption – A great trait for corruption necros. Epidemic/Corrupt.

I feel like Spectral Attunement and Master of Corruption could be adept tier, but they would be really strong there and we would have to move 2 traits up to accommodate them. If we did that the first candidates are Chilling Darkness and Weakening Shroud (closer the old version). This is totally worth a discussion, but at the end of the day all master tier traits in this line are overshadowed by Terror which is the real problem.

Dhuumfire
We know there are problems here, but again this condition helps those conditionmancers get over the top and is really what brought them into play in a lot of parts of the game. I think the real problems with this trait are:
1) Having to put 30 points into the power line as a condition necro.
2) Requiring crit on a 30 point trait in a line that does nothing to improve crit chance.

We talk about a lot of different versions of this trait including moving to master tier, making it on hit instead of on crit, and reworking the numbers to making it more reliable to use and to counter.

All of this back and forth could upset a lot of balance, but if this moved down to master tier Terror would almost certainly be moving up to grandmaster to accommodate. At least then condition necromancers would be 20/30/x/x/x, which just makes so much more sense. The biggest thing holding that back is the lack of a replacement grandmaster in Spite. We aren’t huge fans of weapon or utility type specific traits at this tier otherwise an improved Axe Training might have a shot. This is the crux of the damage necromancer problem right now, and we will talk about it more next week so any discussion on it here will aid us in those talks.

Death Magic
On the defensive side, the Blood and Soul Reaping necros are starting to feel pretty good. The Death line on the other hand is too focused on minions. From Reanimator, which we have heard over and over feels bad as a minor trait, to the fact that 1/3 of the remaining traits are minion traits, to finally the fact that both grandmaster traits are minion traits.

This line receives a lot of discussion as well, but any proposal we talk about always ends up with more work than we have time to build, much less test.

I hope this helps direct discussion a bit, and thanks for your patience,

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Well.. Since there’s gonna be a rework to Elementalist to access to windborne dagger. Can this be buffed that it work in and out-of combat?

I added this idea to my list of stuff to discuss Monday as I think it would be a fine buff to this trait.

Mesmer December balance updates-OP edit 11/5

in Mesmer

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

I think we have a pretty good understanding of the mesmer scepter auto attack problem. I would really like to design a chain of auto attacks here that end with something good, and then allow the clones generated from scepter to also do that thing. That being said, we are trying to avoid just condition spam overload with that weapon because that would be greatly compounded by clones spamming as well.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Symbol of Swiftness
To clarify the new Symbol of Swiftness will give you 4 seconds of Swiftness every single pulse regardless of if you have swiftness or not. This is a improvement in many situations and a slight loss in the situation where you were using the Symbol as just a one time buff. I think this makes it feel more like a Symbol, which is good. We are still discussing the idea of it being 5 seconds, but there is some danger of that going pretty high with boon duration.

Jon,

I like a lot of where you’re going with the Guardian here, but I am a little concerned about the Symbol of Swiftness change. Not as a matter of balance but just as a quality of life issue. 4 seconds of swiftness on a 15 second cooldown is pretty much useless as a means of traveling for a solo Guardian, and the symbol is one of the better ways for Guardians to get around. Having to stop and stand in the symbol to get the full ticks of swiftness while traveling long distance is just going to be counter productive and annoying. And I don’t like the idea that this skill is being balanced around the zerg rather than solo players who probably are only running one source of swiftness to begin with.

Math wise you can now sit in the symbol for 3 seconds with boon duration and end up with 9 seconds of swiftness which is more than you would have had before. I do still think it may need to be 5 seconds to account for the fact that you only get it every second so by the time you get the second one you have lost 1s of the first one.

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

I think the mesmer discussion has been pretty positive overall and productive but I wanted to bring up some points that I am seeing and some new ones as well.

Scepter
Scepter is still missing something but we don’t want to overload the autoattack as we think that promotes more mindless play and are trying to move away from builds that focus so much on the “1” skill. I feel like that scepter should be the tricksy defender that can stop enemies from attacking and defend allies, but maybe it’s single target nature is keeping that from working.

Confounding Suggestions
We were hoping this change would improve this. I’m mostly seeing people saying they liked the old one. That will certainly be a topic of discussion early next week so I would love to hear some opinions either way in case there is a split.

Mimic
Last thought. This skill is for almost all intents and purposes just not working, but is causing some broken behavior with certain bosses. I would like to replace it with a complete redesign and am open to discussion on that as well.

Overall I think this a good small step for a profession that has a lot of roles it can fill fairly uniquely. I think this might give us 3 strong mesmer build archetypes.

1) Shatter
2) Phantasm
3) Mantra

I think right behind those are the interrupt shutdown mesmer and the signet mesmer, so future suggestions towards those are appreciated as well.

Thanks,

Jon

Link to mesmer sub-forum
https://forum-en.gw2archive.eu/forum/professions/mesmer/Mesmer-December-balance-updates/page/2#post3140253

Mesmer December balance updates-OP edit 11/5

in Mesmer

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

I think the mesmer discussion has been pretty positive overall and productive but I wanted to bring up some points that I am seeing and some new ones as well.

Scepter
Scepter is still missing something but we don’t want to overload the autoattack as we think that promotes more mindless play and are trying to move away from builds that focus so much on the “1” skill. I feel like that scepter should be the tricksy defender that can stop enemies from attacking and defend allies, but maybe it’s single target nature is keeping that from working.

Confounding Suggestions
We were hoping this change would improve this. I’m mostly seeing people saying they liked the old one. That will certainly be a topic of discussion early next week so I would love to hear some opinions either way in case there is a split.

Mimic
Last thought. This skill is for almost all intents and purposes just not working, but is causing some broken behavior with certain bosses. I would like to replace it with a complete redesign and am open to discussion on that as well.

Overall I think this a good small step for a profession that has a lot of roles it can fill fairly uniquely. I think this might give us 3 strong mesmer build archetypes.

1) Shatter
2) Phantasm
3) Mantra

I think right behind those are the interrupt shutdown mesmer and the signet mesmer, so future suggestions towards those are appreciated as well.

Thanks,

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Hello Guardians,

So I wanted to talk about the bigger discussion topics for the Dec changes for you as well.

Shattered Aegis
As soon as I get in on Monday, I’ll post the damage #s on this and the power scaling. I think a meaning ful discussion about this change is going to require that. One danger here is that big WvW zergs using this could be really powerful, but I will say that the numbers are decent.

Supreme Justice and Kindled Zeal
I feel like there is a build here, but TBH I haven’t gotten it to work in our internal testing yet. This is as good a place as any to talk about stat conversion traits.

Currently they do not convert 100% of a stat because certain stat bonuses such as those from signets do not get converted. For that reason we are being conservative but normalizing all of our conversions to the follow #s for now.
Minor: 5%,7%, and 10% respectively for adept, master and grandmaster.
Major: 7%,10%, and 13% respectively for adept, master, and grandmaster.

I’m not sure this will be enough, but I do not want these traits to be overpowered as I feel they are fairly passive. That being said, I think they are good simple traits and with 12 traits per line it is absolutely fine to have some passive simple to understand traits.

Another thing about this build is that you do not have all of the information you need about this power guardian right now, but I can’t reveal more without spoilers. /tease

Symbol of Swiftness
To clarify the new Symbol of Swiftness will give you 4 seconds of Swiftness every single pulse regardless of if you have swiftness or not. This is a improvement in many situations and a slight loss in the situation where you were using the Symbol as just a one time buff. I think this makes it feel more like a Symbol, which is good. We are still discussing the idea of it being 5 seconds, but there is some danger of that going pretty high with boon duration.

Power guardian vs Condition guardian
I think Dec 10th will see the emergence of the power guardian, but I think that the condition based guardian still has a ways to go. Ultimately this is because it is hard to cover the burning and frankly you need a good reliable second or even third condition that guardians simply do not have right now. I think for those professions lacking that 3rd damage condition we are looking at supplementing them via runes and sigils rather than skills/traits right now but that won’t be something we attempt until the build that follows the Dec 10th build.

I think that is everything for guardian and hopefully you enjoyed a few half spoiler/half teases.

Thanks,

Jon

Link the the guardian sub-forum
https://forum-en.gw2archive.eu/forum/professions/guardian/Guardian-December-Patch-Preview/page/2#post3140287

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Diamond Skin
We really love this trait as it opens up some very powerful potential in the earth line to run a defensive elementalist without relying on healing power. The strength of this build is going to be the ability to quickly string small heals together to maintain that condition resistance. I think it could see use in both high damage builds looking to avoid weakness and blind, as well as in defensive builds looking to tank condition heavy classes and condition heavy mobs. I think the big question here is the base health/armor of the elementalist. Of course if you are just an elementalist you just want us to raise these, but balance must work around some fixed things and profession health and armor are an important part of defining what a profession is so that we can create powerful tools that players can actively use to circumvent these weaknesses. In this case if this trait is not powerful enough to be a grandmaster, I believe the right answer is going to be to lower the threshold, not to increase elementalist base health.

I feel like, at the very least, Diamond Skin should give some sort of visual cue to avoid being detrimental to the builds other condi classes run. Similar to how when a warrior pops Endure Pain, you can see it on their buff bar. This allows classes to respond (i.e: don’t dump your entire burst on a warr who is just going to negate all the damage). Without this small change, Diamond Skin would forever be unpredictable and basically considered OP by the community at large.

I’m loving most of the Ele changes though. I’m also very thankful you guys at Anet are sharing this with the community. Good luck with the fine-tuning!

Great suggestion, I will look into that but can’t promise anything. We have talked about displaying buffs for all Grandmaster traits as a starting point but that has met with some resistance because its a lot of pressure on the UI.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

good change to symbol of swiftness but can we have pure of voice removes 2 condi back?

I wouldn’t hold your breath waiting for that one.

  • How is the change to symbol of Swiftness any good? So many classes move much faster then Guardians. If you want to nerf this, give us an Adept trait, that gives us flat 25% movement spead, like Warriors have it.

In many cases the symbol of swiftness change is actually a buff and not a nerf. Currently it will only apply the initial large portion of swiftness if the target does not currently have any swiftness on them. If they have swiftness on them or after that first pulse it will then add 1 second of swiftness per pulse. This is very awkward and clunky.

The change makes the spell apply a consistent 4 seconds of swiftness per pulse without the strange hidden mechanic. Basically. if you already have swiftness on the people which you using the symbol on or if you take the time to stand in the spell for the full duration then it will just be a buff. =)

Any chance of getting a similar treatment for Mesmer focus 4? Temporal Curtain currently gives a LOT of swiftness if you have none (same as symbol) and zero if you have any swiftness at all.

More than once I’ve ran through a curtain and had less than one or two seconds of swiftness and gotten nothing for it.

We talked about how to make this work on Temporal Curtain, but its a more complex problem that we haven’t solved yet.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Don’t limit this thought process to Elementalists. All classes have worthless traits.

Agreed.

Seconded. I know its terrible for me to admit this but I’d rather do that then pretend. You all are smart you know there are bad traits. This hurts build diversity and is just bad for new players who wont understand the mistakes they are making. It is high on the balance priority list. Just remember that we have limited time and so will make what we think are the most impactful changes first.

Jon

Honest question. How is Confounding Suggestions a “most impactful change?”

It’s not and I should have been more clear. Out focus is on 2 types of changes.

1) High impact.
2) Very low hanging fruit.

Better?

Jon

Guardian December Patch Preview

in Guardian

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Hello Guardians,

So I wanted to talk about the bigger discussion topics for the Dec changes for you as well.

Shattered Aegis
As soon as I get in on Monday, I’ll post the damage #s on this and the power scaling. I think a meaning ful discussion about this change is going to require that. One danger here is that big WvW zergs using this could be really powerful, but I will say that the numbers are decent.

Supreme Justice and Kindled Zeal
I feel like there is a build here, but TBH I haven’t gotten it to work in our internal testing yet. This is as good a place as any to talk about stat conversion traits.

Currently they do not convert 100% of a stat because certain stat bonuses such as those from signets do not get converted. For that reason we are being conservative but normalizing all of our conversions to the follow #s for now.
Minor: 5%,7%, and 10% respectively for adept, master and grandmaster.
Major: 7%,10%, and 13% respectively for adept, master, and grandmaster.

I’m not sure this will be enough, but I do not want these traits to be overpowered as I feel they are fairly passive. That being said, I think they are good simple traits and with 12 traits per line it is absolutely fine to have some passive simple to understand traits.

Another thing about this build is that you do not have all of the information you need about this power guardian right now, but I can’t reveal more without spoilers. /tease

Symbol of Swiftness
To clarify the new Symbol of Swiftness will give you 4 seconds of Swiftness every single pulse regardless of if you have swiftness or not. This is a improvement in many situations and a slight loss in the situation where you were using the Symbol as just a one time buff. I think this makes it feel more like a Symbol, which is good. We are still discussing the idea of it being 5 seconds, but there is some danger of that going pretty high with boon duration.

Power guardian vs Condition guardian
I think Dec 10th will see the emergence of the power guardian, but I think that the condition based guardian still has a ways to go. Ultimately this is because it is hard to cover the burning and frankly you need a good reliable second or even third condition that guardians simply do not have right now. I think for those professions lacking that 3rd damage condition we are looking at supplementing them via runes and sigils rather than skills/traits right now but that won’t be something we attempt until the build that follows the Dec 10th build.

I think that is everything for guardian and hopefully you enjoyed a few half spoiler/half teases.

Thanks,

Jon

December 10th Balance update

in Engineer

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

One more thing I forgot to mention. The nice thing about Incendiary Powder was that it was a nice build neutral go to for adept tier. Right now the new build neutral traits there are Exploit Weakness and Empowering Adrenaline. I think a good discussion might be why these are not up to par as build neutral adept tier explosives traits.

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Don’t limit this thought process to Elementalists. All classes have worthless traits.

Agreed.

Seconded. I know its terrible for me to admit this but I’d rather do that then pretend. You all are smart you know there are bad traits. This hurts build diversity and is just bad for new players who wont understand the mistakes they are making. It is high on the balance priority list. Just remember that we have limited time and so will make what we think are the most impactful changes first.

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

I’m back!

Ok I had some time to talk through some of the engineer discussion. Overall Engineer is in a difficult place because they have a ton of good adept traits, not a lot of good master traits, and again a good # of grandmasters so you end up spreading points fairly diversly to get all the good adept traits but lose out on a lot of power by failing to get as many grandmaster traits. Here is what I see a lot of talk about:

Incendiary Powder
Moving this was just something that was a long time coming. It was simply forcing almost every engineer into 10 points in Explosives which was really hurting build diversity. We have tried to counter this by improving other triats that might now be reachable by dropping those 10 points. For example Modified Ammunition, Elixir Infuxed Bombs, and Armor Mods. Now all three of these lines, some more than others, have a strong reason to invest 30 points to match the strong grandmasters already in the other lines.Grenadier, Autodefense Bomb Dispenser, HGH, and Automated Response.

Firearms
We still feel this line is lackluster and in the future some merging and redesigning will take place, but we took the lowest hanging fruit for now. We talked about this line more than any other trait line, but at the end of the day the work and testing required got out of scope for this release. The other spot this line could get a quick pick-me-up is by making at least 2 or 3 of the adept traits in this line good choices.

Invogorating Speed
The indirect nerf to this through speedy kits will reduce some surviveability in the alchemy line, but we felt like it was important given how much other strong stuff that line has.

Master tier traits
Some good suggestions on builds that might open up if we improve some of the master tier traits would be good to see. Here is a pretty decent list of master tier traits that I still find underwhelming.

Explosive Powder, Enhance Performance, Power Showes, Elite Supplies, Deadly Mixture, Potent Elixirs, Packaged Stimulents, Power Wrench, Leg Mods.

Keep the discussion going and let’s see if we can find some room in those traits to bring those trait lines some more into play.

Thanks,

Jon

Link to the engineer sub-forum
https://forum-en.gw2archive.eu/forum/professions/engineer/December-10th-Balance-update/page/2#post3139496

December 10th Balance update

in Engineer

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Ok I had some time to talk through some of the engineer discussion. Overall Engineer is in a difficult place because they have a ton of good adept traits, not a lot of good master traits, and again a good # of grandmasters so you end up spreading points fairly diversly to get all the good adept traits but lose out on a lot of power by failing to get as many grandmaster traits. Here is what I see a lot of talk about:

Incendiary Powder
Moving this was just something that was a long time coming. It was simply forcing almost every engineer into 10 points in Explosives which was really hurting build diversity. We have tried to counter this by improving other triats that might now be reachable by dropping those 10 points. For example Modified Ammunition, Elixir Infuxed Bombs, and Armor Mods. Now all three of these lines, some more than others, have a strong reason to invest 30 points to match the strong grandmasters already in the other lines.Grenadier, Autodefense Bomb Dispenser, HGH, and Automated Response.

Firearms
We still feel this line is lackluster and in the future some merging and redesigning will take place, but we took the lowest hanging fruit for now. We talked about this line more than any other trait line, but at the end of the day the work and testing required got out of scope for this release. The other spot this line could get a quick pick-me-up is by making at least 2 or 3 of the adept traits in this line good choices.

Invogorating Speed
The indirect nerf to this through speedy kits will reduce some surviveability in the alchemy line, but we felt like it was important given how much other strong stuff that line has.

Master tier traits
Some good suggestions on builds that might open up if we improve some of the master tier traits would be good to see. Here is a pretty decent list of master tier traits that I still find underwhelming.

Explosive Powder, Enhance Performance, Power Showes, Elite Supplies, Deadly Mixture, Potent Elixirs, Packaged Stimulents, Power Wrench, Leg Mods.

Keep the discussion going and let’s see if we can find some room in those traits to bring those trait lines some more into play.

We won’t be able to address all of the concerns, but we will address the most pressing if we can.

Thanks,

Jon

December 10th Elementalist changes

in Elementalist

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

“Only Air and Water have good grandmaster traits right now”

While I don’t disagree, have you overlooked Evasive Arcana in Arcana tree?
Even with the moving of traits most people will still go 30 into this tree just for this trait, because its that good.

Let me clarify that I meant those are the two lines where when you put in 30 points you actually have a hard choice.

December 10th Elementalist changes

in Elementalist

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Summation of high risk concerns for elementalist.

………..

I still believe there is work to be done at the grandmaster tier in Fire at the very minimum and that Air and Water are the only truly good grandmaster choice right now. There are also still a handful of just terrible traits that will still get looked at, but we felt like we were already bordering on changing too much.

Thanks,

Jon

P.S. bug fix for Lingering Elements is coming on Nov. 26th as well.

Thanks for participating in the thread, let’s get a good and meaningful discussion that will help you guys enact positive and balanced changes. Don’t be afraid of changing too much when a lot needs changing.

First of all, try Diamond Skin at 80% and see if anyone takes it. 90% is kind of pointless, esp for a grandmaster trait. I don’t even know if it’ll see much play at 80%.

Cooldown reduction traits don’t mean the same for elementalist as for other classes, we’re not weaponswappers who use 2 weaponsets (and some classes use 1 for 80% of the time), we swap attunements constantly. No one is going to take 20% in all lines, that would make for a horrible spec. Make them stronger in the 30% region for specialisation at the master trait level, or more accessible to open up some 2/2 options.

Cantrip mastery is one of those things that needs to be accessible. Elementalists need survivability options since glass cannons are as glass as they get, and they don’t do the damage of other class specs. The reliance on cantrips is a symptom of a different survivability problem with eles, not the problem itself. Speaking of which, LF stunbreaker, needed, come on it’s obvious that it needs it, it’s blink.

Also I think you need to have at least one attunement per weapon giving some decent single target damage. Looking at staff personally but those autos are just wack.

Also revisit some of that D/D stuff. I don’t know if you play D/D but it’s just not up to par right now, it needs roamer capability or what is it for.

Right now I am thinking 85% on diamond skin as high health eles could break this at 80% imo.

Also thinking 25% cooldown on the alacrity traits so we can move slowly. If we go 30% and have to nerf after that I would not be happy. The diamond skin thing is possible for dec 10th. The cooldown thing on alacrity traits is more likely to be the following patch because it has a lot of testing requirements that concern me.

Jon

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Almost 500 replies already so obviously you will excuse us for not addressing them all. Also keep in mind it’s now the weekend. I’ll try and get on for enough time sometime this weekend to address the bigger points of discussion but until then please keep the responses as civil as they have generally been thus far. We appreciate all of your assign for this stuff and are working hard to make the right decisions. I can say that many of the concerns brought up were at the heart of discussions when making these changes already so we are aware of a lot of the implications. This is an aggressive list of changes but we wanted to share them so that we could confirm what the highest risk changes were and try to discuss some reasoning. I don’t expect everyone to appreciate or understand the nuances of all of that reasoning, but I do have faith that you will be passionate about it so try and remember to look at all sides of the issues. It is called balance after all.

Thanks all and keep them coming. I can promise I will read every post in this thread. Have a great weekend.

Jon

So in otherwords there’s nothing we can say to sway any of these changes? May I then ask why even bother posting these notes so early? Wouldn’t it have been easier on the development team to just post this the day of the patch and then wave it off with “what’s done is done”?

It honestly feels like arenanet will not accept or hear any actual concerns and critiques and only listen to praises.

Not at all. I think some compelling arguments have already been made on the elementalists traits that we are considering. Read my post a few above yours. Same will come for other professions, just need time. I’m off for a few hours now.

Jon

December 10th Elementalist changes

in Elementalist

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Summation of high risk concerns for elementalist.

Diamond Skin
We really love this trait as it opens up some very powerful potential in the earth line to run a defensive elementalist without relying on healing power. The strength of this build is going to be the ability to quickly string small heals together to maintain that condition resistance. I think it could see use in both high damage builds looking to avoid weakness and blind, as well as in defensive builds looking to tank condition heavy classes and condition heavy mobs. I think the big question here is the base health/armor of the elementalist. Of course if you are just an elementalist you just want us to raise these, but balance must work around some fixed things and profession health and armor are an important part of defining what a profession is so that we can create powerful tools that players can actively use to circumvent these weaknesses. In this case if this trait is not powerful enough to be a grandmaster, I believe the right answer is going to be to lower the threshold, not to increase elementalist base health.

Aquamancer’s Alacrity
We moved this trait because all profession cooldown traits are in master tier, and because that is a good investment for this type of improvement. That being said, they may all not be powerful enough to warrant a master level triat right now, but I would rather increase the cooldown to 25% to get people to consider them than to have them be adept tier and allow elementalists to run all four of them.

Cleansing Wave
This is the one I am most on the fence about of all of the elementalist changes. It is a borderline master level trait and I think a better solution would be to leave it at adept tier and instead of moving Soothing Wave (which is only moving because it is better to have a 100% worthless trait at adept tier rather than master tier) we would redesign Soothing Wave into something worthy of master level.

Arcane Abatement
This is moving to adept tier because all of the fall damage traits are in that tier and in our opinion it doesn’t feel good to have to spend 20 points in a line for this kind of trait. Alacrity was the first choice to swap with it here because of the reasons stated above.

Soothing Disruption vs Cantrip Mastery
This one was debated internally for a while as well. I think swapping these traits would also help build diversity as it would let you splash 10 points in water to get Cantrip recharge, but would make you really consider going into water magic for the Regen and Vigor which is much more flavorful. I would love to hear some elementalist thoughts on that potential change.

Last but definitely not least.

Arcana
I see the logic in not wanting the two changes in this line to counter each other. Moving good adept traits to master level is contrary to reducing the need to spec into this line. That being said, Elemental Attunement is just a beast of a trait and could honestly be compared with most grandmaster traits. I think a good compromise would be to place Renewing Stamina back in the adept tier, placing is where the other professions get this type of trait, and instead move Final Shielding to the master tier where it could live alongside Arcane Retribution as two good choices in arcane builds that take Arcane Mastery in the adept tier. That could leave some interesting builds such as: 0/30/30/0/10 for fresh air, diamond skin, and renewing stamina. It also still leaves builds that put only 10 points in Arcana a chance to gain Protection by going 30 air for Tempest Defense, and 10 Earth for Elemental Shielding and still have 30 points leftover.

I still believe there is work to be done at the grandmaster tier in Fire at the very minimum and that Air and Water are the only truly good grandmaster choice right now. There are also still a handful of just terrible traits that will still get looked at, but we felt like we were already bordering on changing too much.

Thanks,

Jon

P.S. bug fix for Lingering Elements is coming on Nov. 26th as well.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Every minor 15 trait for elementalist triggers upon attunement change. Maybe it’s time to make elemental attunement similar, moving it to 15 arcana.

It’s not like lingering elements trait works correctly.

A bug fix for Lingering Elements is coming on Nov 26th.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Summation of high risk concerns for elementalist. Not ignoring other professions, I just have time for one right now.

Diamond Skin
We really love this trait as it opens up some very powerful potential in the earth line to run a defensive elementalist without relying on healing power. The strength of this build is going to be the ability to quickly string small heals together to maintain that condition resistance. I think it could see use in both high damage builds looking to avoid weakness and blind, as well as in defensive builds looking to tank condition heavy classes and condition heavy mobs. I think the big question here is the base health/armor of the elementalist. Of course if you are just an elementalist you just want us to raise these, but balance must work around some fixed things and profession health and armor are an important part of defining what a profession is so that we can create powerful tools that players can actively use to circumvent these weaknesses. In this case if this trait is not powerful enough to be a grandmaster, I believe the right answer is going to be to lower the threshold, not to increase elementalist base health.

Aquamancer’s Alacrity
We moved this trait because all profession cooldown traits are in master tier, and because that is a good investment for this type of improvement. That being said, they may all not be powerful enough to warrant a master level triat right now, but I would rather increase the cooldown to 25% to get people to consider them than to have them be adept tier and allow elementalists to run all four of them.

Cleansing Wave
This is the one I am most on the fence about of all of the elementalist changes. It is a borderline master level trait and I think a better solution would be to leave it at adept tier and instead of moving Soothing Wave (which is only moving because it is better to have a 100% worthless trait at adept tier rather than master tier) we would redesign Soothing Wave into something worthy of master level.

Arcane Abatement
This is moving to adept tier because all of the fall damage traits are in that tier and in our opinion it doesn’t feel good to have to spend 20 points in a line for this kind of trait. Alacrity was the first choice to swap with it here because of the reasons stated above.

Soothing Disruption vs Cantrip Mastery
This one was debated internally for a while as well. I think swapping these traits would also help build diversity as it would let you splash 10 points in water to get Cantrip recharge, but would make you really consider going into water magic for the Regen and Vigor which is much more flavorful. I would love to hear some elementalist thoughts on that potential change.

Last but definitely not least.

Arcana
I see the logic in not wanting the two changes in this line to counter each other. Moving good adept traits to master level is contrary to reducing the need to spec into this line. That being said, Elemental Attunement is just a beast of a trait and could honestly be compared with most grandmaster traits. I think a good compromise would be to place Renewing Stamina back in the adept tier, placing is where the other professions get this type of trait, and instead move Final Shielding to the master tier where it could live alongside Arcane Retribution as two good choices in arcane builds that take Arcane Mastery in the adept tier. That could leave some interesting builds such as: 0/30/30/0/10 for fresh air, diamond skin, and renewing stamina. It also still leaves builds that put only 10 points in Arcana a chance to gain Protection by going 30 air for Tempest Defense, and 10 Earth for Elemental Shielding and still have 30 points leftover.

I still believe there is work to be done at the grandmaster tier in Fire at the very minimum and that Air and Water are the only truly good grandmaster choice right now. There are also still a handful of just terrible traits that will still get looked at, but we felt like we were already bordering on changing too much.

I hope this helps to steer the discussion for the elementalist changes here. I’ll post this on the elementalist sub-forum as well. Hoping to get to each profession one at a time.

Thanks,

Jon

Link to the elementalist sub-forum discussion
https://forum-en.gw2archive.eu/forum/professions/elementalist/December-10th-Elementalist-changes/page/3#post3138306

(edited by JonPeters.5630)