Showing Posts For Karl McLain:

BWE 2 Dragonhunter feedback thread:

in Guardian

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Spear of Justice still doesn’t immobilize with Wrath of Justice traited.

An issue that has a fix, now in testing!

[BW2] Feedback Thread

in Elementalist

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hi all!
Thanks for your continued feedback on the Tempest. If possible, let’s compile all feedback into this thread.
We’re iterating in quite a few areas for this specialization, including Rebound. Here’s the description of the latest implementation we’ve been testing over the last few days:
“Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.”

Another small change we was due to the case that warhorn was missing an aura. As such (in our test iteration), Magnetic Aura now belongs to Sand Squall, in addition to its other properties. Looking forward to your constructive feedback from this BWE.

-Karl

BWE 2 Dragonhunter feedback thread:

in Guardian

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hiya!
Sorry about the confusion. The stuff I’ve been talking about up in the stickied changes post wasn’t slated for this BWE, as that opportunity had already passed. The changes in this iteration are listed in Irenio’s post, in the OP. Sorry for the confusion. We haven’t stopped working on the Dragonhunter, however, and do value your feedback on the current iteration (even if there are changes coming).
Please continue to use this thread for feedback. It’s appreciated!

Cheers,
-Karl

[Daredevil] - Feedback

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey all,
Let’s start using this thread as the place for feedback, so it’s more centralized. That being said, thanks for all of the constructive feedback! It’s been fun watching a lot of thieves bounding around today. As this is beta, there’s always some kinks to work out. Some notes on the dodging mechanic:
We made a few changes to the system in order to alter your dodge ability. While it’s behaviorally accurate, it doesn’t seem to feel as great when dealing with latency. We’re looking into this and hope to be able to resolve it so that these dodges feel as good as your normal dodge.

We’ll be keeping watch (and playing) over the weekend.
PSA: There’s an issue we’re tracking that if you attempt to use your Daredevil dodge abilities while Dazed, you won’t dodge and you’ll lose the endurance anyway. We aren’t able to fix this for the weekend, but a fix is in the works.

-Karl

Does Pulmonary Impact stack?

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Once Pulmonary is on your target, it will ignore blind, evade, block, even range. The ways to really not take the hit will be through invulnerability, damage inversion (ala Defiant Stance), or damage reduction (protection, Endure Pain).
You could technically land a Pulmonary and if you’re quick enough, activate Basilisk Venom for an unblockable/evadeable stun when it pops… Or use your dodge with Evasive Empowerment to increase the damage.

So headshot will be pretty overpowered with this trait huh?

As always, things are open to change. If this playstyle is too strong, we’ll have to adjust it. There’s a possibility that it shouldn’t stack intensity, or maybe its damage is too high, or a variety of other ways that it could be adjusted. We want it to have strong play and also feel rewarding, while not being the ‘only’ thing that you seek to do in order to deal damage. We’re looking forward to seeing how it works for you during the beta weekend.

Does Pulmonary Impact stack?

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Once Pulmonary is on your target, it will ignore blind, evade, block, even range. The ways to really not take the hit will be through invulnerability, damage inversion (ala Defiant Stance), or damage reduction (protection, Endure Pain).
You could technically land a Pulmonary and if you’re quick enough, activate Basilisk Venom for an unblockable/evadeable stun when it pops… Or use your dodge with Evasive Empowerment to increase the damage.

Thief POI

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Trying to answer questions within this thread (when possible)… Per the question thread – Yes, it does stack. If you have Impacting Disruption equipped and interrupt a foe with Palm Strike, you’ll apply two strikes of Pulmonary Impact to the target.

Does Pulmonary Impact stack?

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Pulmonary Impact currently does stack in intensity. If your palm strike interrupts, you get a double-activation of Pulmonary.

Thief POI

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey Karl, kudos to you and the devs working on this spec. However I noticed that during the stream impairing daggers cost initiative, is that intended?

i did not notice that…

Karl?!

just saw the stream again on youtube and it was Fist Flurry that used up 4 init and not the daggers, still it makes no sense that a UTILITY skill uses init…

Actually I think both imparing and fist used it. Most likely a bug though.

Totally a bug.

Thief POI

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

I was distracted, did they mention if Bound breaks stealth on hit when comboing? Or it will work like heartseeker? It looks great and the damage is solid, so I hope I can synergize it with my build.

It works the same as Heartseeker.

Dragonhunter Changes for Next BWE!

in Guardian

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey all. Following up on what we talked about last week. Here’s a few more things that we’re looking at doing:

Longbow update

Deflecting Shot: The last time I posted, the note I had on this was a vague ‘damage increase’ thing, which met with fair opposition. We’ve had a little more time to look into the ability and have tweaked it a fair amount so that it can retain its primary defensive functionality and still reward you for reactive play. Here’s what we’ve got -

  • Reduced missile velocity by 25% (it traveled too fast to really block much). Reduced after-cast by 300 milliseconds. Increased base damage by 13%. Destroying a projectile with this ability increases the damage it deals by 100%. Increased the blocking radius by 33%. The attack radius of this ability has not been increased.
  • Symbol of Energy: Removed the burning on impact (no other symbol has an additional effect, so this felt weird). Increased damage dealt by 10%.

Virtues:

  • Spear of Justice: Increased missile velocity by 100%. Reduced the casting speed from 3/4 second to 1/4 second.
  • Shield of Courage: The shielding effect now occurs the moment this ability starts. Lowered after-cast by 200 milliseconds. We’re also looking into a better functionality for the shield.
    Where we’re at: Currently, you block all attacks for allies within the radius, but you don’t get any feedback for it… so we’re looking to improve that. The shield also doesn’t really benefit you, other than missile blocking (which is good, but feels like it should do more, being that you’re giving up instant casts). The current idea is to block attacks from the front (within the shield you’re projecting), but be vulnerable from the back to ensure counter-play.
  • Wings of Resolve: We’re waiting to see how the current implementation plays out, being as the ability has a greatly increased healing application and has access to 3 seconds of immobilize.

Traits:
There’s been some merging and creation of new trait types for the Dragonhunter line. There are now a couple of direct defensive options, in addition to some stronger power/damage ones. The goal here was to give different clear avenues (damage, utility, virtues… with some overlap)

Adept – Piercing Light: The bleeding effect only really benefited a couple traps, where we wanted the effects of this trait to enhance each one in the same way.

  • The bleeding functionality has been removed and will now daze enemies for 1 second when traps enter their ‘activating’ state.

Adept – Dulled Senses: Moved here from the Master tier! Enemies you knock back are crippled. Enemies you cripple receive Vulnerability. Reduced the vuln from 3 stacks for 5 seconds to 1 stack for 8 seconds.

Master – Hunter’s Determination: Drop a Fragments of Faith trap at your location when you’re crowd-controlled.

Master – Zealot’s Aggression: Deal extra damage to crippled enemies. Damage bonus increased from 7% to 10%. Justice’s passive effect cripples enemies (1.5s).

Grandmaster – Hunter’s Fortification: The area effect protection was bland and, while defensive, didn’t really portray the more selfish dragonhunter nature that likes to hold an advantage over their enemies. We’ve replaced this with a bit different defensive nature that’s also more synergistic with Hunter’s Determination.

  • Remove conditions when blocking attacks (1 per block, ICD 1 second). Receive 10% less damage when you have no conditions on you.

Grandmaster – Heavy Light: Merged the aspect of Hunter’s Determination.

  • Longbow arrows knock back enemies that are within the range threshold (10s ICD). Gain stability (1 stack, 5 seconds) when you knock an enemy back in this fashion.

Please keep in mind that (as before) these things won’t be in the next BWE, but in a future update. As always, thanks for your constructive feedback!

Cheers,
-Karl

Dragonhunter Changes for Next BWE!

in Guardian

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

While the changes listed are the ones you’ll be seeing in the next beta weekend, we haven’t stopped making changes as we work to improve the Dragonhunter specialization. Here’s a few more changes we’ve been playing with for the longbow.

Puncture Shot: Arrow velocity is slow! We’re looking at increasing it so that it’s less strafe-able. What we’ve got it at is ~66% increase, putting it at around Hip Shot (engineer rifle) velocity. We’re also looking at the base and bounce functionality.

True Shot: To make this ability more rewarding for stopping you in place, we’re looking at further increasing the damage.

Deflecting Shot: We’re looking at increasing the damage values of this ability, so that it has a bit more impact to it.

Symbol of Energy: It’s really hard to place this in a position on allies/enemies without them being gone by the time the arrow gets there. Upping the missile velocity by ~60% and allowing it to be fired behind you.

Thanks for your constructive feedback, everyone. I’ve got to head out for now. We’ll be back with more stuff, like traits, soon.

-Karl

Dragon Hunter Bow Needs Better Sound Effects

in Guardian

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey all,
I’ve passed it on to the audio team, where they’ve also been talking about making additional changes to the guardian’s longbow sounds. Thanks for the constructive feedback!
Cheers,
-Karl

Unrelenting Strikes - Typo confirmation?

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Following up from the stream: This trait activates when you strike an enemy that is below 90% health threshold, as I suspected!

-Karl

Priority Stealing Resistance?

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Bountiful Theft has its own stealing table/order. We’re looking into the possibility of changing it to function similarly to the conversions, but there’s also a chance that we move to “first-in-last-out” in the future as well. The big thing is that we always want to assure benefit, so that you don’t steal the tail-end of swiftness for 0.5 seconds (also, it’s preferable for balance that we don’t let the trait steal minutes worth of specific boons). Here’s the order, Resistance and Quickness included:

Aegis
Stability
Protection
Regeneration
Retaliation
Fury
Swiftness
Might
Resistance
Quickness
Vigor (since the trait already gives you this one)

Flanking Strikes still uses the first in last out system and won’t be random, since it’s not a conversion.

Hope this helps,
-Karl

Edit: Quickness, not Slow! :P

(edited by Karl McLain.5604)

[F2] button for Stolen Item skill usage

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Any idea on how much of a rework stolen bundles are getting?

In the 3 hour AMA when we got to thief there was mention of changes to the stolen items.

Can we expect the same items just rebalanced a bit to be more fair or are we talking almost completely different things in some cases?

Great question!

There will be a couple of changes to items stolen mainly from players (though these do exist in PvE as well). This is mostly out of necessity due to the changes with Improvisation and in how you’re able to use a stolen item multiple times. Some examples:
The necro fear skull is going from 3 seconds maximum, to 2 seconds maximum. The guardian mace daze will be reduced from 4 to 3 seconds for daze. The ranger’s Healing Seed will have a reduced duration (10s → 5s), but pulse twice as fast (2s pulse → 1s pulse).

Needless to say, it’s not the goal to remove viability of using a stolen item once. There’s just a few cases in which using the stolen bundle twice does just a little too much.

Thanks for the feedback and for keeping things civil, everyone.

-Karl

[F2] button for Stolen Item skill usage

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey all,
A heads up: we’re adding an F2 button for the items that you (thieves) steal from enemies.
With the way that stolen items exist, it’s not always the best option to use your stolen item instantly, but often you have to dump it in order to gain access to Steal again. As a quality-of-life change, you’ll now steal from an enemy and see the stolen item in the F2 slot, while F1 will show Steal and its current cooldown. If you steal again without using the stolen item, it will be replaced/overwritten by the new one.
We weren’t able to show this on the core specialization livestream, but wanted to pass the message on so that it’s not just a bomb drop when the core specialization changes happen (when they’re ready).

Cheers,
-Karl

Axe skill 1

in Necromancer

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hi all,
The animation of this ability has changed so that the attacks occur later in the skill, fixing the draw to constantly cancel the ability for an unintended increase in damage. The overall active time of the ability hasn’t moved (remains 1 second flat), so there shouldn’t be any actual loss of damage as long as you’re not cancelling the ability early. The first strike now occurs at ~0.5 seconds in (slightly past it), while the second attack occurs closer to the 1 second mark than before.
There is a bug with the attack hiding your weapon, which was unintended and will be fixed.

-Karl

Chill DMG scales with....?

in Necromancer

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hi all!
Just to clear up the confusion: This trait currently scales off of condition damage. The amount it scales with is in-flux, but what you saw in the P.O.I. episode was roughly 25-33% of Terror’s values.

-Karl

Stability Change Clarification

in Guild Wars 2 Discussion

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

You may ask: “But what about my boon removal skills? Will they only corrupt one instance of stability now?” To which we say: Your corruptions and boon removals will clear the boon completely, unless otherwise noted.

Does corrupting Stability still result in a fear effect, and if so, for how long?

Nothing has changed with the effect of corruption or removal. Whether 1 stack or 25, the fear duration of corruption will be the same. All stacks are removed.

Stability Change Clarification

in Guild Wars 2 Discussion

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey Karl, what about skills like Line of Warding in PvP. If you cross it multiple times in a row, will you lose a Stability stack each time or will you be immune to the effect for a few seconds?

Good question! Each time you cross the threshold, an instance of Stability would be removed.

Stability Change Clarification

in Guild Wars 2 Discussion

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hello all!

A few days ago, we showed a few of the abilities and traits for our new profession, the Revenant. Along with the new profession, we were able to show a change to stability, and we mentioned that you’ll be seeing this change sooner rather than later. That ”sooner” will be upon us very shortly!

Here’s the lowdown:

Stability is moving from being a binary duration-stacking type that blocks all crowd-controls for its duration to an intensity-stacking boon that removes one stack per incoming crowd-control. The goal of this change is to make the boon non-binary and to increase the benefit of using stability-granting abilities at the most opportune time in order to absorb the most control skills possible.

Almost all profession skills and traits that previously granted stability have been looked at and will be modified to apply an appropriate number of stacks according to their purpose. For example: Dolyak Signet (whose primary function is self-stability) will gain 10 stacks of stability for 8 seconds, while Toss Elixir B (which is an area of effect ability for the engineer) will grant 3 stacks to 5 allies for 5 seconds.

You may ask: “But what about my boon removal skills? Will they only corrupt one instance of stability now?” To which we say: Your corruptions and boon removals will clear the boon completely, unless otherwise noted.

I hope that’s cleared things up a bit. Thanks for reading!

-Karl

[Bug] Arcing Slice [Warrior]

in Bugs: Game, Forum, Website

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Upon investigation, the damage increase has occurred, but the skill facts weren’t fully updated. We’ll incorporate a fix for these facts in the near future. Thanks for the report

-Karl

Axe + Longbow Ranger = New God Tier?

in Ranger

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Read the Wind was a bit truncated, it seems.
In the video: In addition to the arrow velocity, the trait now increases attack speed with a longbow by 10%.

-Karl
(edited for clarity)

(edited by Karl McLain.5604)

Discussion: Mind Stab [Rework]

in Mesmer

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey all!
As an update, we’ve had some meetings and this did come up as one of the skills we’d like to test changes with. To start, we’re looking at the overall radius and damage output. We did discuss some of the other ‘crazy’ stuff (that involves functionality change), but for now we’re going to test it out with some number changes and see how it feels. This probably won’t be in for quite some time, but I just wanted to update the thread and let you know that we didn’t forget.
Also, thanks for the civil conversation and feedback!
Cheers,
-Karl

(edited by Karl McLain.5604)

Discussion: Mind Stab [Rework]

in Mesmer

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Some great ideas here guys! This skill is something we’ve been looking at, as it’s a little underwhelming at times.

Here’s a bunch of potential things we could do (we would do one or maybe two of these, not all:

  1. Look at making it usable on the move. Currently, the animation is ONLY able to be used while standing still.
  2. Increase the number of boons removed.
  3. Increase the radius.
  4. Make this a channeled skill that pulses AOE damage and boon removal while you hold the sword in the ground.
  5. Multi-stab! You choose multiple ground targets and stab all of them simultaneously (or one-after the other). We don’t have tech for this yet… but it’s a possibility!
  6. ???
  7. Profit!

Tagging this thread for later.

(edited by Karl McLain.5604)

Thief Matchups

in PvP

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Thanks for the well-composed feedback and civil conversation everyone. The effectiveness of stolen items is something we’ve talked about internally as well. With the lower recharge on Steal, we’re monitoring the effectiveness of a few of these abilities and continuing to collect your thoughts on the topic.
Cheers,
-Karl

Communal Defenses

in Profession Balance

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Does this new Valor grandmaster trait apply to the Guardian blocking as well?

Short answer: Communal Defenses will not grant aegis to the guardian that is blocking.

PW 6In not 5, Pvp only?

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Here’s what was announced on stream today:
Pistol Whip: This ability has been split between PvP and PvE. The ability will now cost 6 initiative in PvP, while maintaining a 5 initiative cost in PvE/WvW.

Dev livestream: Ready Up: March 28 @ 12pm – PvP Rewards: Next phase

in PvP

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Lingering Elements will continue to only affect adept minor traits from the elemental trait lines.

Dev livestream: Ready Up: March 28 @ 12pm – PvP Rewards: Next phase

in PvP

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey Allie! If it was possible, I would wish to get some clarification for the new elementalist’s traits too.

  • Blinding Ashes – Is the ICD global, or per target?
  • Elemental Contigency – Is the ICD global, or per attunement?
  • Lightning Rod – 1) Is there any ICD? 2) What is lightning bolt’s damage value?

Thank you for your attention.

EDIT: Seems like I wasn’t the only one to have the same idea. x)

Thanks for the questions. Here are some answers:

  • Blinding Ashes ICD (Internal Cooldown) is ‘global’, where it activates once and goes on recharge. The trait works much better in small engagements.
  • Elemental Contingency’s Internal Cooldown is currently once every 10 seconds.
  • Lightning Rod has no ICD. It will activate as often as a target allows you to interrupt them. The damage value of this trait is similar to that of Halting Strike.
    Weakness duration is 4 seconds base.

Edit: Fixed a hilarious blunder.

(edited by Karl McLain.5604)

Aquatic Benevolence - new grandmaster trait

in Elementalist

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Yup! If your evasive arcana heals you for 1000 health, it will heal allies for 1250.

Aquatic Benevolence - new grandmaster trait

in Elementalist

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

To attempt to clear up some confusion: all outgoing heals from the elementalist will be increased by 25% for all receiving allies. Your outgoing regeneration is increased, your healing skills, your evasive arcana, your water blast finishers, etc. The trait will be offering an option to directly support your allies in this fashion.
This is not a pulse or aura like Battle Presence that increases everyone’s healing power, this trait directly affects the elementalist’s healing effectiveness based on their current healing ability.
I hope this helps clarify a bit.

(edited by Karl McLain.5604)

Aquatic Benevolence - new grandmaster trait

in Elementalist

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

This is just the first of many traits that we’ll be revealing. Tune into Ready Up tomorrow (http://www.twitch.tv/guildwars2) for more information on what’s coming!
We’ll be talking about all of the new elementalist traits, one of them in particular being ‘Stone Heart’.
See you there,
-Karl

Collaborative Development: Ranger Profession

in CDI

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Wilderness experts should be masters of poisons. Therefore, Rangers should have the most potent poisons available.

Great point here and I agree. I would be awesome to see a way to increase poison potency for the Ranger and it’s something we’ve been talking about internally as well. We’ll keep looking into it and see if there’s something that can happen here.

Feature Build Balance Preview

in Profession Balance

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hi again!
As Allie promised, I’m here to update the thread one more time before it returns to the depths. Thanks everyone for participating and having a civil conversation, relevant to the topic. Here’s a few more changes we’ll be including for the next feature build:

Elementalist:
Cleansing Water: This trait no longer has an internal cooldown while in PvP.
Meteor Shower: Updated the skill fact to display the increased endurance regeneration while the player has the Zephyr’s Focus trait. Added a red ring to indicate area of effect for enemy players. Added a white ring for allied players.

Engineer:
We’ve fixed a lot of turret issues that were causing them to behave poorly or inconsistently (many of these issues have been reported via the bug forums, thanks guys!) In the coming patch, you’ll see quite a few improvements in this area. For example:
• Fixed the bug that was causing all turrets to have a lower rate of fire than intended.
• Fixed the bug that was preventing the overcharge for the Rifle Turret from increasing its rate of fire.

Guardian:
This one is more of a bug fix, but will help out nonetheless:
Searing Flames: This trait now activates only if the target has a boon on them.

Necromancer:
Fixed the bug which caused your heal/utility skills to be locked out when you exit deathshroud.

Ranger:
Ranger pets are receiving a responsiveness pass and will be much easier to command. For example: Activating your F2 skill will now break your pet out of its current action in order to execute that ability.

Once again, this is not the end of the notes and there’s a lot of stuff we’ll be talking about soon! We’re looking forward to it.
-Karl

Feature Build Balance Preview

in Profession Balance

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

For reference, in regard to Cleansing Water, there’s no internal cooldown for either PvE or WvW, as WvW uses the rules for PvE. The trait was previously split for elementalists in PvP as their healing and condition cleansing, coupled with their damage, posed greater potential than most other professions had means to deal with.

Feature Build Balance Preview

in Profession Balance

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hi all!
Once again, thanks for the feedback!
We’ve been discussing elementalists quite a bit recently in PvP and one of the things that’s brought up constantly from feedback is the internal cooldown from Cleansing Water. This is something we feel is out-dated and we’ve been playing around with removing the ICD totally from PvP. We’ve got some concerns, but would love to hear some feedback on this.

In general, we’ve got quite a bit more stuff coming. As before, we can’t say what these things are just yet… But there’s a bit of stuff that will shake up the meta. We’re really looking forward to it!

-Karl

(edited by Karl McLain.5604)

Feature Build Balance Preview

in Profession Balance

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

I would like to know if Sigils that have ‘on crit % apply effect’ of two different types can be used together.

As for the thief, do people really use the with off hand empty it gets overwritten when you slot anything in the off hand slot when you use the main and secondary weapon slot. It would be nice if with off hand empty would get a skill for the 4th and 5th slot on the skill bar instead of a blank spots

For the first question: Sigils that have different effects can indeed be used together. Sigil of Fire can be used in conjunction with Sigil of Air.

As far as the ‘Offhand Empty’ skills go, these abilities were designed for new characters that have yet to gain an off-hand weapon and I wouldn’t count on these sets being changed anytime soon. Thanks for the suggestion though!

I added an edit in the original post explaining why the notes are being posted currently. I’ll post it here too:
“Most of these notes are simply a summary of what was discussed in the previous Ready Up stream, with a few tweaks based on feedback. This list of changes does not encompass all changes that will occur in the next feature build. We’ve got quite a few more things coming, but are unable to talk about them at this time. Soon.

Thanks for the feedback all!

Also, another change that wasn’t in ready up but is new to the list:
Ranger:

  • Keen Edge: This trait is now classified as a Survival Skill.

Feature Build Balance Preview

in Profession Balance

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Profession Changes

Elementalist:
Our changes for the elementalist focus on increasing sustain while maintaining the delicate balance between damage and durability. We achieved this by adding more defensive effects to a few main-hand weapon sets.

  • Signet of Restoration: Removed the split on this skill so that the signet passive heal amount will be increased in PvP to match the current PvE amount.
  • Armor of Earth: Reduced recharge from 90 seconds to 75 seconds.
  • Water Trident: Added 3 seconds of regeneration to up to 5 allies in the radius.
  • Burning Speed: This ability now evades attacks.
  • Frozen Burst: This ability is now a blast finisher.

Engineer:
We feel that the engineer is in a decent place right now, but we did take this opportunity to scale down a few outlier skills in terms of potency. Net Turret’s immobilize duration has been lowered to reduce the amount of lockdown after a Supply Crate drop, and Poison Grenade’s poison duration has been lowered to account for poison field stacking.

  • Net Turret: Decreased the immobilize duration from 3 seconds to 2 seconds on the basic attack.
  • Poison Grenade: Reduced the poison duration per pulse from 5 seconds to 3 seconds.
  • Box of Nails: Reduced the cast time from 1 second to 3/4 second.
  • Box of Piranhas: Reduced the cast time from 1 second to 3/4 second.
  • A.E.D.: Reduced the cast time from 1 second to 3/4 second.

Guardian:
We’re continuing to lower the amount of vigor available to all professions, especially from sources with low trait point investments. We’ve also made a few minor adjustments to healing skills to make them more reliable.

  • Litany of Wrath: Reduced the cast time from 1 second to 3/4 second.
  • Vigorous Precision: Increased the recharge from 5 seconds to 10 seconds.
  • Healing Breeze: This ability has been re-scaled so that the guardian receives 50% of the heal near the start of the heal and then heals for 10% for 5 ticks to the caster and up to 5 allies in the cone.

Mesmer:
We’re continuing to lower the amount of vigor available to all professions, especially from sources with low trait point investments. Based on your feedback, we decided to revert our proposed change to Deceptive Evasion.

  • Critical Infusion: Increased the recharge from 5 seconds to 10 seconds.
  • Illusion of Drowning: Changed skill from a multi-hit to a single-hit, increasing damage to compensate.

Necromancer:
One of our goals with the past few balance updates has been to add counterplay to various skills that lacked telegraphs. With necromancer, we’re changing the way that Dhuumfire is activated – allowing players the opportunity to react. This will also allow the necromancer to carefully plan their burning application. We’ve also adjusted some values for Minion Master builds based on player feedback.

  • Putrid Explosion: This ability is no longer unblockable.
  • Training of the Master: Reduced the damage increase to minions from 30% to 25%.
  • Dhuumfire: This trait has been changed so that it will make Life Blast inflict 3 seconds of burning with a 10 second recharge.
  • Vampiric Master: Reduced the effectiveness of this trait by 10%. The healing portion of this trait will now scale with the necromancer’s healing power stat.

Ranger:
We’re going to be fixing a bug with Spirit of Nature that caused it to have an incorrect healing power value. We’re also looking at adding combo fields to existing abilities to allow for more play through different combo finishers.

  • Spirit of Nature: Reduced the healing per second while summoned from 480 to 320.
  • Viper’s Nest: This ability is now a poison combo field.
  • (Added) Keen Edge: This trait is now classified as a Survival Skill.

Thief:
Much like the engineer, we wanted to take this opportunity to tone-down excessive poison stacking through poison fields.

  • Choking Gas: Reduced the poison per pulse from 5 seconds to 3 seconds.

Warrior:
Our changes for warrior focus on providing telegraphs to stronger skills and to reduce the passive benefit gained from Healing Signet.

  • Healing Signet: Reduced the passive heal by 8%.
    • We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.
  • Pin Down: Added a telegraph animation to the skill. Increased the cast time from 1/4 second to 3/4 second.

(edited by Karl McLain.5604)

Feature Build Balance Preview

in Profession Balance

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey all,

As promised, here is the balance preview for the first feature build that will launch after the first Living World season ends. When reading through these changes please keep in mind the overall scope of the update – rune/sigil and critical damage changes included. The changes listed below are similar to what was mentioned on Ready Up on January 17th.

Edit:
Most of these notes are simply a summary of what was discussed in the previous Ready Up stream, with a few tweaks based on feedback. This list of changes does not encompass all changes that will occur in the next feature build. We’ve got quite a few more things coming, but are unable to talk about them at this time. Soon.

When posting feedback, please try to abide by the following guidelines:

Be constructive. Discuss, don’t argue. 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.
Give examples: I had 2000 toughness but still got hit by X target for roughly Y damage.
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. It takes design, development and testing time in order to make a new feature or revise an old one. 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.

Critical Damage:

  • We’re adding a new stat to the game called ferocity which affects your critical damage multiplier, similarly to how precision affects critical chance.
  • All existing percentage critical damage stats on gear and items will be converted into the appropriate amount of ferocity, which will then factor into your critical damage multiplier.
  • We expect that in the most extreme power DPS focused builds this change will account for a maximum reduction of about 10% damage.
  • This change will not affect PvP, as critical damage is already at a much lower value and item attributes will be adjusted in order to compensate for the changes.

Sigils:

  • All sigils now have independent cooldowns, meaning you can use two on-swap sigils, or an on-swap and an on-crit sigil at the same time. You will not, however, be able to use two sigils of the same name at the same time. On-kill sigils that provide attributes, such as Sigil of Corruption, will not be able to be used simultaneously with other attribute modifying on-kill sigils.
  • Two-handed weapons can now be slotted with two sigils.
  • Sigils will receive a general balance pass to bring them more in line with each other.

Runes:

  • Rune sets will receive a general balance pass to bring them in line with each other. This will increase the amount of viable rune options.
  • The bulk of rune set bonuses will be pushed towards the 4th, 5th, and 6th piece bonuses to incentivize using a complete set.

(edited by Karl McLain.5604)

Searing Flames

in Guardian

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey all! Just wanted to say that it’s on the list in the future to only have searing flames (and other similar effects) trigger only when your target has a boon.

-Karl

December 10th Ranger changes

in Ranger

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

For those not familiar, Nature Magic X – Hulk Out (pardon, Enlargement) will now give a Beastmaster’s Signet Ranger 8 second of +25% damage, +50% speed, and stability when your drop below 25% health (along with Fluffy going similarly super-seiyan) on a 60 second or potentially 48 second internal cooldown. And if you’re running that trait combo odds are good you’ve got the signet too, so you’ve got a 16 out of 48 second uptime in seriously pitched fights.

That’s got all kinds of clutch potential.

Keep in mind you still can’t stomp players while this is activated.

It’s in the works that this is changing as well, so that you’ll be able to interact with downed entities while under the signet’s active effects.

Edit: clarification :P

(edited by Karl McLain.5604)

December 10th Ranger changes

in Ranger

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

I’m not understanding the Enlargement change, not sure what they mean by that information.

Mighty Swap granting Might to me also is interesting.

Makes Boon Duration more interesting.

Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.

Harro Terravos! This trait is now basically the active portion of Signet of the Wild, meaning it can be reduced with Signet Mastery and will also apply to the ranger when Signet of the Beastmaster is equipped and Might if you have Beastmaster’s Might equipped.

-Karl

October 15 Patch - Our Constructive Feedback

in PvP

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey, nice post(s)! Thanks for the feedback everyone.

Basilisk venom stealth nerf?

in Thief

Posted by: Karl McLain

Karl McLain

Game Designer

Next

Hey guys! What changed with this patch is that Basilisk Venom is now being recognized fully as a stun. It looks like there’s an issue that’s shown up with this new functionality where skills apply their strike (with the basilisk venom) and then be overwritten by that skill’s daze/stun. We’ll look into this and see if we can’t get it fixed soon. An idea on the fix is that the venom would apply after the strike occurs, and have it be the higher-priority stun. Thanks for the heads up!
-Karl

Ricochet works with Pistol#2

in Thief

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

This is the expected functionality for Ricochet! Venoms themselves activate each time you strike an enemy, so the additional strike from Ricochet will activate them.

Auramancer: bug with number of targets

in Elementalist

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Actually, the best thing to do would be to put this in the Game Bugs forum section as it will be much more visible there. Thanks for the post, Byega, we’ll look into it as soon as we can!
-Karl

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Hey all!
We wanted to ‘spoiler’ a couple of patch notes early, so here they are:

Glacial Heart: This trait now delivers an area strike on the target it activates on, damaging and chilling up to 5 enemies in a 180 radius.

Transfusion: This trait now scales with healing power at a 20% rate, where it didn’t previously scale.

Unsteady Ground: This skill no longer damages or cripples enemies. It will now prevent foes from crossing the area, knocking them back a short distance. Lasts for 3 seconds.

Roy and I are scheduled to stream on October 11th where we’ll go over a few more features and adjustments that you’ll see on the mid-october update. Be sure to tune in and check it out!

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Karl McLain

Previous

Karl McLain

Game Designer

Next

Mr. Sharp, is The change to give Guardian’s Fury a typo? With typo I mean Monk’s Focus giving fury, is it supposed to be “Focused Mind” trait or is it really Monk’s Focus?

Focused Mind is the trait affected. Monks Focus remains the same (he’s got it edited now).
-Karl