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Lets Chat: Revenant Masters of the Mist

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Mhh i guess switching legends will trigger weapon swap sigils if revenants dont have weapon swaps.

On swap sigils will trigger when you invoke your inactive legend.

Now that you’re here, let me ask you:

When you choose a Legend, said Legend unlocks you a single set of utility skills, 1 healing skill and 1 elite, correct? Are all these skills fixed on your bar (like Elementalist’s weapon skills are depending on which attunement you are)? Or do Legends just add new skills but these can be changed regardless of what legend you are using currently (within the two selected obviously)?

That wasn’t very clear to me when reading the blogpost.

The skills on the right half of your bar are tied to the legend which you are currently invoking.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Lets Chat: Revenant Masters of the Mist

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As far as resistance I read it as you’ll be immune to any condis during the duration, and if there was any remaining, they would continue as normal. Which would mean that they could still be applied during the time resistance was up, but have no effect until resistance ran out. But I could be wrong.

You are correct.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

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Mhh i guess switching legends will trigger weapon swap sigils if revenants dont have weapon swaps.

On swap sigils will trigger when you invoke your inactive legend.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Will Revenants have recharge time?

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There is a mix of recharge and energy/upkeep costs for the Revenant skills. Every skill doesn’t necessarily have recharge though.

Hey Roy, what made Anet go back to a traditional energy+cooldown system? Is it merely playing around GW1’s nostalgia, or do you recognize it as having its own merits as a balancing and high-risk/ high-reward tool?

I personally find it to be a really powerful balancing tool, and energy management also creates an interesting mini-game that remains exciting even in the easiest pve encounters, so I’m happy with it coming back.

The resource system came about after a lot of iterating, we went through tons of different versions of the profession mechanic. We felt that energy was a good tie in to legends since it creates this push and pull sense of power with the legends. You gain power over time while invoking a legend to use these powerful skills then once you use these skills, it expends that energy. Tie ins to the original Guild Wars was a bonus since the profession looks back in the past a lot via legends and lore.

We use a mix of energy cost/upkeep and recharge in order to properly balance the number of uses from the skills on your bar. Some skills which are more situation may not need a recharge while others do. It’s on a skill by skill basis. As you said it creates a energy management type system so you are managing how much you have, how much you pool up, and how you are using it depending on the situation. It adds a lot of versatility and play options in combat.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Will Revenants have recharge time?

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There is a mix of recharge and energy/upkeep costs for the Revenant skills. Every skill doesn’t necessarily have recharge though.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant's starting zone?

in Guild Wars 2: Heart of Thorns

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Professions do not have their own starting zones. A character’s starting zone is determined by the race that was selected.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Oh no, more wild Revenant speculation!

in Guild Wars 2: Heart of Thorns

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Just like on the current professions, you will start at level 1 when you create a new Revenant character. We want it to be easily accessible for anyone with Heart of Thorns which means not putting it behind unnecessary content gates.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

New weapons for heart of thorns expansion

in Guild Wars 2: Heart of Thorns

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I don’t want to kill the brainstorming….. but, there are no new weapon types being added in Heart of Thorns. Though, specializations will allow professions to use existing weapon types which they currently cannot use.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Specialization too?

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When is pax east?

March 6th through the 8th.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Specialization too?

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Unfortunately, I can’t yet. Quite a bit of info will be coming soon™ though. Sooner then you may think.

Hello, Roy. I’ve always wanted to invest in a heavy armored profession, but I dislike non-magical classes (Warrior), and Guardian is stricly too defensive for me (I’m more into professions that offer a higher diversity of damage and/ or control builds). Is the Revenant for me? :P

It sounds like you’ll enjoy the Revenant, but you’ll have to try it and let me know what you think.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Specialization too?

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Hi Roy,

Sorry to go off topic, but I am looking at going to Rezzed on the Saturday 14th, are you able to tell us who will be attending at Rezzed? Also, will Anet be doing any talks there? Really looking forward to checking out the demo

On topic, I expected the Rev to get a specialization. I think it would have felt a bit strange if it didn’t. I suspect the mechanic (F keys) will be to do with the legends they can summon, so I am guessing all 4 F keys will be used.

I don’t think we are putting out lists of who goes where. I know we’ll have the demo at Rezzed as well. But besides that can’t say much. You’ll have to let me know what you think!

Yeah, it would have been strange to be like all current professions get this thing, but not the new one. But, as I said Revenant will have one like the rest of the professions.

As far as the profession mechanic goes, I can’t talk about that yet. Info will be coming soon™ though. I can’t wait to be able to delve deeper into the details of the Revenant.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Specialization too?

in Guild Wars 2: Heart of Thorns

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Yes, the Revenant will have a specialization as well.

Will it have weapon swap? How many class machanic skills (F1, F2…)?

Or… may be just the name of a single weapon skill?

Throw us a bone man!

Unfortunately, I can’t yet. Quite a bit of info will be coming soon™ though. Sooner then you may think.

Also, if any of you are at PAX East or Rezzed make sure to come check out the demo of the expansion where you can try the profession for the first time. I’ll personally be at PAX East and I’m really excited to show everything off.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Specialization too?

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Yes, the Revenant will have a specialization as well.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Which race will your Revenant be?

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Probably Sylvari for me because the glow looks really cool on the Revenant.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

So how many Revenants...

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Just spoil us some info about revenant already! rawr

Soon™

I’ll be one of those people running around on a Revenant.

Yay that means warrior finally is no longer the stepchild of gw2 and now Revenant will be.

On a more serious note, hope you’ll enjoy it, and manage to both make the class exciting, viable, all-round feel (like ele, ranger – personal opinion), and not overpowered at the same time. Please make revenant enough different from guard/warrior. I dislike both after a while of playing them cause boredom kicks in.

The Revenant is quite different from both the guardian and the warrior professions. Think a darker heavy armor class that imbues magic and power of the mists into it’s attacks, along with drawing power from past legends.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

So how many Revenants...

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I’ll be one of those people running around on a Revenant.

I will be too, so hyped for this profession, I’ll be the first repentant to do a 1v2 (im a WvW player)

Glad you are hype! I’ll race ya.

I’ll be one of those people running around on a Revenant.

Revs confirmed to be OP

Hater. I’ll make sure it’s not too crazy.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

So how many Revenants...

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I’ll be one of those people running around on a Revenant.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Is critical damage reduced in PvP??

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There were areas adjusted such as the trait lines which now provide 300 ferocity from maxing a trait line. At level 80, 300 ferocity is 20% critical damage instead of the old 30%. These obviously affect PvP reducing critical damage along with some adjustments on skills and traits.

To counter-act this we increased the ferocity that is provided on the PvP stat combinations more so then just converting it over to the new stat. You should generally end up with around the same amount of critical damage as before. There will be some slight variance though.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Perplexity Runes in PvP, PLEASE NO

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I wanted to come in here and clear a few things up. We wanted to add this runeset because it will open up a lot of builds increasing build diversity. Keep in mind we will be adding more options over time to PvP, which currently are not available. We know perplexity is a touchy subject but it has been substantially nerfed. I’ll run through the changes with you guys so you can better understand what is different.

Currently Live: Superior Rune of Perplexity
(1) +28 Condition Damage
(2) 15% Confusion Duration
(3) +55 Condition Damage
(4) 20% chance to cause 3 stacks of confusions for 5s on hit. 15 ICD
(5) +100 Condition Damage
(6) +15% Confusion duration; Causes 5 stacks of confusion for 10 seconds on interrupt. 8s ICD

New Version: Superior Rune of Perplexity
(1) +25 Condition Damage
(2) 10% Confusion Duration
(3) +50 Condition Damage
(4)) 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. 25s ICD
(5) +100 Condition Damage
(6) +20% confusion duration; when you interrupt a foe, cause 5 stacks of confusion for 8 seconds. 15s ICD.

Now here are the changes bonus by bonus
(1) -3 Condition Damage
(2) -5% Confusion Duration
(3) -5 Condition Damage
(4) +5% trigger chance, +10s ICD, changed the trigger from on hit to when you are struck
(5) no change
(6) +5% Confusion Duration, -2s confusion duration, +7s ICD

Granted a few of these changes were done for consistency to align with the entire rune balance pass such as pushing larger boosts towards the later bonuses, but the 4-piece and the 6-piece bonuses are the main areas to look at.

The 4-piece bonus which is changing from an offensive on hit trigger to a when struck trigger will make it much less offensive and controllable in many situations, especially larger team fights. This means it will be harder to ‘spike’ all of the confusion on one target. The ICD of the 4-piece also had 10 seconds added to it which is about a 66% increase in ICD.

The 6-piece bonus is going to have it’s confusion duration decreased by 20%. It also had around a 90% increase in ICD for the trigger as well.

While we do think this runeset is still good, we feel it is in a much better spot after a lot of internal playtesting and when comparing what other sets will now offer.There is a lot that is changing in this build and a lot of different pieces that intertwine together. I want to reiterate that every single runeset in the game has been changed and brought more in line with each other.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Dev livestream: Ready Up: Mar 21 @ 12pm – New Traits & Map

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I think we should pressure him to larp the new traits.

Best idea…. EVER!

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Dev Blog: Changes to Traits

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I feel quite positive about the changes, albeit with some reservations about the delay in getting to the traits. I’m at 12 80’s now, and nearly 40 on my 3rd Mesmer, because I always want to have someone I’m leveling in order to get that feeling of progress. So far I’ve managed different weapon/trait builds for each one … anyway! Question: You didn’t say pre-existing 80’s get all traits unlocked, you said pre-existing characters. So my new Mesmer, assuming he doesn’t hit 80 by Apr 15, does he get all traits, or just some? How does this work for characters created before Apr 15 but not yet 80 as of the patch?

Any character that was created before the feature pack build will be grandfathered into the system; meaning that they will have traits 1 through 12 of each line unlocked. The new 13 traits will need to be unlocked by everyone. Any character created after the build will be required to unlock all of their traits via content or purchasing trait guides.

Everyone in PvP will have access to traits 1 through 12, even on new characters. New traits will be initially locked in PvP and require an unlock similar to when we added the new healing skills. Once a trait is unlocked it is unlocked for all game modes. Hope that clears it up a bit.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Dev Blog: Changes to Traits

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Unlocking traits through content is a great idea though.

I’d even remove the option to buy them from vendors.

While we think going out into the world to unlock traits is a cool reward for completing specific content, we wanted to have an alternative option in case that wasn’t everyone’s cup of tea. There are many different kinds of players. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Dev Blog: Changes to Traits

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This is ABSOLUTELY AMAZING! ! !
I’ve wanted something like this for a long time and now that it’s finally coming, you managed to make it This kitten Good!

Such a refreshment! There are a ton of things like these that should be looked over, and it really feels like we (literally) have to wait ~2 years to see them change.
Might actually be my favorite patch of all time!

Thank you! This is the side of ANet that should never be turned away from us!

I’m glad you are excited, and we are too. This is just the first taste of stuff coming in the build. There will be many more blogs. =)

Thanks for the updates! Really excited about these changes!

Could you please also address concerns regarding early leveling difficulties for new players (especially for classes like Ele and Mesmers) since important defensive traits are now only obtainable starting at level 30 rather than at level 15?

We have done some tuning on monster stats pre-80 to account for players having less traits, and stats from traits. We wanted to push back traits to give characters more meaningful progression up to 80 and keep things simpler for a new player to learn over time.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Dev Blog: Changes to Traits

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I’m glad you are excited, and we are too. This is just the first taste of stuff coming in the build. There will be many more blogs. =)

Everything looks amazing, I’m super excited for all this stuff to go live.

Out of curiosity, would you like to say anything about the ranger GM trait? It seems very underwhelming, especially considering the traits it’s competing against.

Karl and I will be doing a Ready Up livestream tomorrow going over all of the new traits. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Dev Blog: Changes to Traits

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The one thing I want to know is if the training manuals will change from allowing access to teaching a bunch of traits of that tier.

As I read it, there are no more tier-unlock manuals, those are just unlocked automatically at certain levels. The training manuals each teach a specific trait, and newly introduced traits will have more expensive manuals (just like the newer heal skills are very expensive in SP)

Edit: Or were you asking if they will still have some use if you bought one in that past? I… wouldn’t count on that. They aren’t that expensive, so I doubt they will be given any new use.

Trait tiers will now unlock based on the level of your character. Manuals will be removed from the vendors and replaced with the purchasable trait guides as an alternative to unlocking traits via specific content.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Dev Blog: Changes to Traits

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This is ABSOLUTELY AMAZING! ! !
I’ve wanted something like this for a long time and now that it’s finally coming, you managed to make it This kitten Good!

Such a refreshment! There are a ton of things like these that should be looked over, and it really feels like we (literally) have to wait ~2 years to see them change.
Might actually be my favorite patch of all time!

Thank you! This is the side of ANet that should never be turned away from us!

I’m glad you are excited, and we are too. This is just the first taste of stuff coming in the build. There will be many more blogs. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Traits only unlocked by PvE?

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They also mentioned something like: “existing characters will have all opd traits unlocked, but the new ones will be locked. Characters created after the patch will have all traits locked”.

… Does this mean I cant create a new character to fool around wih in pvp… But have to get 8 character slots, and unlock all traits on each profession and NEVER be allowed to delete and recreate one with different race/looks, because ill lose all traits?

That better not be the case…. I have alot of lvl2 haracters that are just there for pvp, and i occasionally recreate them :/.

It probably means you have to buy it.

I just hope existing traits are unlocked by default for pvp… It would e rather unfair if a completely new player jumped in pvp to try it out… But had 0 traits :P

All current traits will be usable on a new character in PvP. New traits that are added to the game will need to be unlocked though, similar to how new skills work.

Roy, will we be able to buy said traits directly in the Heart of the Mists?

Yup!

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Traits only unlocked by PvE?

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They also mentioned something like: “existing characters will have all opd traits unlocked, but the new ones will be locked. Characters created after the patch will have all traits locked”.

… Does this mean I cant create a new character to fool around wih in pvp… But have to get 8 character slots, and unlock all traits on each profession and NEVER be allowed to delete and recreate one with different race/looks, because ill lose all traits?

That better not be the case…. I have alot of lvl2 haracters that are just there for pvp, and i occasionally recreate them :/.

It probably means you have to buy it.

I just hope existing traits are unlocked by default for pvp… It would e rather unfair if a completely new player jumped in pvp to try it out… But had 0 traits :P

All current traits will be usable on a new character in PvP. New traits that are added to the game will need to be unlocked though, similar to how new skills work.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Traits only unlocked by PvE?

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You can purchase any of the trait guides. Prices depend on tier and whether it’s new or not. So for every trait there will be an option to go out into the world and unlock it via specific content or just purchase it if you choose to go that route.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Collaborative Development: Ranger Profession

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Specific Game Mode
PvX

Proposal Overview

  • Redesign the ‘Active’ portions of Signets to effects that work on both the Ranger and Pet by default.

Goal of Proposal

  • To give these skills more utility when activated, while also filling in weaknesses in the Rangers design. (lack of viable stun breaks and active condition removal)

Proposal Functionality

  • Signet of Renewal
    Passive – Removes a condition every 10 seconds.
    Active – Remove 2 conditions from you and your pet. 25 sec CD.
    This would largely solve the Rangers lack of active condition removal. Thou one more source of active removal might still be needed to give people options.
  • Signet of Stone
    Passive – Increase Toughness on you and your pet.
    Active – You and your pet gain Stability and Aigis for X seconds. Stun Break. 30-45 sec CD.
    This should give the Ranger another viable stun break and stability option, besides Lightning Reflexes. So long as the cooldown isn’t prohibitively long.
  • Signet of the Hunt
    Passive – You and your pet move 25% faster.
    Active – You and your pet’s next attack deals 25% more damage. 30 sec CD.
    A decent compromise with what the skill currently does, allowing for spike potential without being overly strong.
  • Signet of the Wild
    Passive – You and your pet regenerate health.
    Active – You and your pet share damage for X seconds. 40 sec CD.
    Note, with the Signet of the Wild’s active effect, when you take direct damage, 50% of that goes to your pet, and vice versa. Only once per damage, it doesn’t bounce back and forth. Retaliation and conditions are unaffected.
    The reason you’d want to do this is that Protection, Retaliation can be triggered twice, in addition to healing. However you run the risk of taking double damage if both you and your pet are being attacked. Naturally it doesn’t work if your pet is dead.

Associated Risks
The ‘Signet of the Beastmaster’ would be rendered useless by this change, and would have to be replaced. Signet of the Wild’s effect could become too powerful in SPvP as a tanking option. Increasing the cooldown for that version could solve that problem.

We have also been discussing this internally and agree that it is awkward to be forced to take a trait in order to receive the active effects of signets. Obviously some balance work would need to be done on the signets as well as redesigning the trait. Definitely a good idea and something we are thinking about. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Collaborative Development: Ranger Profession

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Specific Game Mode
WvW

Proposal Overview
Make shouts a more reliable and dependable skill choice. Make Nature’s Voice more than just the “Guard” spamming trait by adding specific ally buffs for each shout skill.

Goal of Proposal
Shouts are generally seen as unreliable. Your pet needs to be alive. Your pet needs to be healthy enough or it will die and waste the shout. The skill can be wasted if the target/ally goes down or rallies before the pet reaches it. Nature’s Voice is seen by many as serving only one purpose… to spam the Guard skill for Swiftness and Regen, and that is too singular a purpose for a grand master trait.

Proposal Functionality
Nature’s Voice: Shouts grant buffs to allies. Guard grants Swiftness and Regen. Protect Me grants Retaliation and Protection. Sic ’em Grants Fury and Might. Search and Rescue grants Stability and Stealth (or Camouflage).

Associated Risks
People taking and using shouts for the traited purpose rather than the original skill purpose (this already happens with Guard). Any additional shouts added will further complicate this trait. The loss of regen/swiftness from the other shouts may be felt by some players. Being able to stealth rez is quite a powerful ability in WvW.

This is a pretty cool idea to make that trait a bit more unique for each shout rather than applying the same two boons for every shout. It would give more reason to take specific shouts. In general shouts do need some tweaks as well to make them more appealing.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Collaborative Development: Ranger Profession

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[WvW/PvP] Increase build diversity by adding sources of active condition removal.

Proposal Goal
Rangers lack active condition removal and also got few options when it comes to condition removal in general. This results in low build diversity because many Rangers perceive Empathic Bond as mandatory. Alternative trait/utility/skill options could open up new builds and emphasize active gameplay.

Proposal Functionality

  • Add condition removal in form of traits. For example:
    Moment of Purity (New)
    Grandmaster Trait in Skirmishing
    Remove 2 conditions on critical hits. 10s internal cooldown.
  • Add active condition removal on existing utilities. For example:
    Lightning Reflexes
    Survival Skill
    Now also removes Chill/Cripple/Immobilize.
  • Add active condition removal in form of new utilities. For example:
    Cleansing Cyclone (New)
    Survival Skill
    Remove 2 conditions and whirl through the air.
    Damage/Blind nearby enemies with stirred up sand.
  • Add active condition removal on existing weapon skills. For example:
    Bonfire
    Torch #5
    Cleanse 2 conditions on skill activation.

Associated Risks

  • Too strong condition removal utilities/traits/skills could become mandatory and limit build diversity
  • Too easy access to excessive condition removal could make bunker builds on Rangers too strong

I agree that the ranger profession lacks active condition removal which limits build diversity. It is definitely something we are looking to improve upon in the not too distant future. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Dev livestream: Ready Up: Feb 14 @ 2pm – Scrims & more!

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Put all my money on the Devs!

I love the content WP, MattVisual, Blu, and whoever else produce…but if they gotta fight the Tylers, the Jons, or Grouch…they’ll get wrecked :P

Put Teldo on the list!

Why isn’t Grouch or T-Bear in the lineup to represent Engi Master Class?

I’ll probably be on my engineer.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Celestial & Ferocity = nerf?

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I wanted to stop by and say thanks for the feedback. We do feel that the celestial stat set will be hit the hardest with the upcoming critical damage changes, so we are looking at possibly boosting the overall stats by a small amount.

Also the celestial stat set in PvP is using a much lower stat multipliers than the PvE versions so we will be looking at changing this as well. Nothing is set in stone, but I wanted to let guys know this is something we are discussing.

The PvP celestial set was never viable, so I think you should put it at a power level close or equal to the (possibly buffed) PvE counterpart.

That would be the idea. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Celestial & Ferocity = nerf?

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I wanted to stop by and say thanks for the feedback. We do feel that the celestial stat set will be hit the hardest with the upcoming critical damage changes, so we are looking at possibly boosting the overall stats by a small amount.

Also the celestial stat set in PvP is using a much lower stat multipliers than the PvE versions so we will be looking at changing this as well. Nothing is set in stone, but I wanted to let guys know this is something we are discussing.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

[Merged][PVP] Deceptive evasion change

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Thanks for the feedback guys, there were some good points brought up here. This is why we wanted to discuss these future changes so that we had time to adjust to your feedback.

We’ll be discussing this change more internally. Most likely we will make some adjustments or look at other options such as replacing clones not triggering Debilitating Dissipation so it does not impact mesmer play as much which wasn’t our intent.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Blackgate Season One WvW Video

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Posted by: Roy Cronacher

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Awesome video! It’s been fun playing on Blackgate these last few weeks. =)

are you shazbawt? :P

Nope, I’ve been playing my warrior ‘Roy C’.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Blackgate Season One WvW Video

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Awesome video! It’s been fun playing on Blackgate these last few weeks. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

ArenaNet DEVS playing WvW. Really?

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Not so much Tribulation Mode when you choose the right server to play on amirite (nvm right class)?

BG doesn’t have much resistance against SoS or Maguuma. Something needs to be done with the matchups…

(btw: Yes they found me standing watching the zerg did a mesmer port up to me and ganked)

That might have been me… =P

I recently started to get back into WvW. I have been playing on Blackgate this last week, but like others, I often move around.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

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

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Diamond Skin

- this can be absurdly broken. Please, please, do not go with this. Not only pure passive immunity to conditions is very powerful, cheesy and and cannot be counter-played, but this new trait would literally kill specs like trap ranger, not to mention it would hurt necromancers.
Once again, do not go with this trait, it would be a huge mistake.

There actually is counter play to this trait unlike some other similar mechanics. The goal of the elementalist with this trait is to stay above 90% hit points while the counter play is to do a bit of physical damage to the elementalist to drop them below this threshold in order to get the conditions rolling on them, which will in turn help keep them below that threshold.

In SPvP an elementalist can reach a maximum of around 20,000-21,000 hit points. This means that 2100 would be the most damage you would need to do to an elementalist to break through this trait and in most cases it would be a lower amount than that. That is not very much damage needed to do in order to start applying conditions. This still leaves room for the elementalist using healing traits/skills and kiting to try to stay above that threshold to increase their survivability vs conditions.

We have been doing internal testing and it feels like it in a good place for a tier 3 trait. That being said though and as a reminder, none of these changes are set in stone yet and are subject to change.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

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

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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. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

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

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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.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Necro LifeForce <preview>

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We did not change the life force values in this patch. We just updated the life force UI so that the actual hit point value is visible.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Ele Patch spoiler by Karl

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Leak patch notes already.

Karl and I will be doing a stream before the patch to ‘leak’ the majority of the changes. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Ele Patch spoiler by Karl

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The recharge for unsteady ground will stay the same or about the same as it is currently. Also there are a few other nice staff changes coming in that patch as well. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Congrats Denial Esports for MLG victory!!

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Awesome tournament! Congrats to Denial Esports for the win. Great job everyone who participated!

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Congrats Denial Esports for MLG victory!!

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Awesome tournament! Congrats to Denial Esports for the win. Great job to everyone who participated.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Two Handed Weapon Sigils

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Hey guys,

We agree with you. This has been something that has been greatly discussed and is definitely on our radar. There isn’t a time frame set yet, but I just just wanted to let you know it is something we are looking to change for the future. Sorry I can’t give more details at this time.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Rangers deleted from pvp, again

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-All spirits can now be launched, knocked down, and knocked back.

This was a bug fix which now will allow more counter-play when fighting spirits.

-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.

-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.

-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.

Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.

Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.

This was a simple bug fix removing unintended functionality.

I understand the knockdown thing (although that could be the hardest nerf out of the 2) BUT I thought the timing the spirits was one of the few things spirit rangers had to actually plan out.

I mean that’s removing the potential for good gameplay is what that nerf is. Now if people still play spirits it will be even more mindless and less beneficial :/

How does this change remove the potential for good game play? Before a spirit ranger could go into a fight with spirits already out and off recharge allowing them to instantly re-summon them once they died. There is no counter play to that.

The spirits last for a limited duration so that the ranger must make a conscious choice when to summon them or else they could go on recharge early in a fight if you use them ‘mindlessly’. This also provides a downtime window of 25 seconds once they have died that a player knows they can deal with the ranger. This works consistently with other minions now.

We are obviously watching any changes we make closely and will make adjustments if it is necessary.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Rangers deleted from pvp, again

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-All spirits can now be launched, knocked down, and knocked back.

This was a bug fix which now will allow more counter-play when fighting spirits.

-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.

-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.

-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.

Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.

Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.

This was a simple bug fix removing unintended functionality.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.