(edited by mini.6018)
And what about taking control of skyhammer before match? Not important to fix that because the map only exists to frustrate players?
a fix that would please everyone…
remove skyhammer, delete it, smash the hard drive it was on in to tiny pieces, blend the pieces, burn the resulting powder, throw the resulting ash out of a plane into a volcano, then nuke the volcano.
And do the same with the dev who came up with it too
so… let’s recap, a necro can win agains: shatter mesmer, condi engi, p/d thief and elementalist… which are the least played specs right now
So basicly if you dont faceroll win against every single class necro is unbalanced .Ok that was a nice read.
I’d like to quote another gem of a post by mini.6018:
“When will players stop being so bad ?Warriors die like flies arround necros,engies and mesmers and they still keep moaning warrior is op.Newsflash if it dies in 1v1 then it’s not OP.Bye now and l2p already.”
He’s a warrior who dies like a fly around necros, engis and mesmers. Lol
Nothing a hambow warrior can do against a necro guys. Necro destroys hambow warriors.
1.I am not hambow warrior
2.Necros and engies are faceroll type OP and everyone is complaining about their mindless zero risk condition spam not just warriors.
3.L2p if your class viability consists in a random free skilless proc
4.Name a server and ishow you how i die like a fly arround bad necros like yourself
(edited by mini.6018)
If they are smart, they will take note of all the negativity on the forum. All this negativity came out mostly today, and that is all the result of realizing balance changes are not going to happen until at the very very least end of march/early april….the pvp player base simply cannot wait another 3 months for the small and relatively low impact changes that were proposed on the last ready up.
It is time for the pvp team to step up and sneak some small balance changes into one of the living story updates. I can’t see pvp surviving if the community has to wait 3+ months for ANY changes at all when it comes to class balance. There is no reason why a small 8% heal reduction, or a small cd reduction from armor of earth could not be hotfixed.
You can’t just nerf one class in a hotfix when 2 or 3 more are going to get nerfed in the final patch .They are all getting nerfed for a reason and it’s selfish to out only one class in disadvantage for all those months.
With 1 crit and 1 switch, this actually will cause a warrior buff in dps. Like this:
Say they’re using Hydromancy+Fire and Leeching + Lightning.Trigger Fire in the first 5 seconds, normally nothing would happen again for 5 seconds, but swap you do Leeching damage + Lightning damage crit within the same 5 seconds. Okay, it’s on 5 second cooldown, but you can swap back now and gain Hydromancy damage and fire again in the next 5 seconds.
Because of the 10 second rule, typically you’d only get 1 swap sigil and 2 crit every 10 seconds.
However, with this trait, you can essentially get 4 crit and 2 swap triggers every 10 seconds, assuming they’re all different sigils. Just saying. It actually is a sigil dps buff.
And tbh, I wish they’d nerf Quick hands to 2 seconds of and make 8 seconds the base weapon swap cooldown to bring classes closer together and make QH not so mandatory feeling.
That might be solved by just raising the cooldown.
And it would even be something awesome if war didn’t already have so much. I mean… it would add so many options…
Well, maybe QH should be made standard for all classes. That might boost build diversity a lot.
Making clones and stealth standard for all classes will sure boost the build diversity a lot too.
They should leave the on swap sigils still share the cooldown but change the on crit ones to have their own leaving them at the same 30%.
Onswap sigils not sharing cooldown will turn out in a spam fest even without warriors.Everyone will run hydro and such and with so many free damage procs all the class balance wich is already in a terrible state will have to suffer.Too much stuff that the combat was previously not designed for will be flying arround and overall will be very bad for the game.
Just keep them as they are and make on crit sigils still be able to proc in combination with onswap.It always felt like a bug to me.No headaches and no going in unpredictible directions with the already current class balance as a huge problem.
Giving everyone free chill,lighting.fire,bleeds,might,dodges and leech on just seems like a very bad move to me.At least in the current state players need to trade something off for choosing 1 onswap sigil instead of having all.
(edited by mini.6018)
so… let’s recap, a necro can win agains: shatter mesmer, condi engi, p/d thief and elementalist… which are the least played specs right now
So basicly if you dont faceroll win against every single class necro is unbalanced .Ok that was a nice read.
Fear chains that long are as broken as warrior stuns used to be and need a nerf.At least warrior stuns were blockable and had clear animation so i don’t understand why the OP is complaining about.
I came here for necro tears
i came here for guys like you that dont play the game
you came here to agree with anything is bad for the game like you always do aka passive procs and cheese youre not fooling anyone.
(edited by mini.6018)
There’s been a good amount of disappointment on the forum today regarding a misunderstanding of when the changes proposed on Ready Up would end up going live. See as how the next big update is still probably over a month away, I was thinking that maybe a small “hotfix” size patch in the next week or two could help address the biggest concerns for PvP balance in the short term, without adding undue amounts of extra work for the developers as they prepare the next big patch. I think 3 simple, small changes would do just that:
- Implement the proposed change to Healing Signet (reduction of about 30 hps, small increase to active).
- Implement the proposed bugfix to Spirit of Nature (reduction of 160 hps).
- Remove Skyhammer from the Solo Arena rotation.
Just my thoughts, but I am fine with waiting it out as well. What do the rest of you think?
Agreed. I’d add: Blinding/dodging/blocking etc burst skills from warriors should make them lose adrenaline… As far as i’m concerned this is a bug and its been kept for how long now?
I’d also remove Spirit Watch from Solo queue.
In another note, has Anet gave any feedback regarding how the sigils will work when warriors got fast hands? And now since sigils will not share cooldown, they’ll just get out of hand to be honest. I’m sure there is one main thread out there, has its been any official response?
You don’t get to decide what is or is not a bug sorry pal
Since if not " for all i’m concerned all other classes are bugs"
I came here for necro tears
Ok I don’t usually post but….I don’t know how long the op has followed the game, but if you have for a while you would realize that big changes, such as class balancing and pvp stuff, are done little by little. It’s their whole philosophy on balancing that they’ve stated from day one. I’m honestly surprised so much has been done already.
Also, you do realized some patches are purely for bug fixing and story content right? This patch is one of those. I’m not sure if the balancing patches even come out monthly. Ostrich-eggs once said in a stream that you all act like a bunch of spoiled children when it comes to this game. He’s right. Stop throwing a tantrum in the store that basically gives you stuff for free.
God I hate people like you. First, arenanet did NOT do stuff “little by little” when they overnerfed eles and overbuffed warriors. Second, we do not act as spoiled children. We act as paying customers that actually persist on getting what we payed for.
And just so you know, development companies willfullingly breaking pre-release promises isn’t just childs play. Blizzard for example was in court for the Diablo III debacle and had to pay compensations.
Lets take it down a notch here shall we.First of all i believe 18 months in for 50 bucks is quite a deal considering the average single/multiplayer game it costs arround the same ammount and it gets played for maybe 150 hours if the game is really good.I believe 5k hours of gw2 it’s worth 50 bucks even if the game is not the perfection of balance so let’s not exagerate too much.
Yeah…i have no idea what I was thinking when I posted that. Like, I looked at that the next day and I thought, “wow…Im dumb >_<”
The akward moment,everyone has a few now and then i did it on the sigil patch speculation
1. The Longbow up until the Dec 10 Patch had received no changes since the game was released roughly 1 year and 4 months prior. We are now seeing the long bow being nerfed into the ground? 1st it was conbustive shot now it is pin down. Can you please explain why for over a year and during the time warriors were considered not viable in SPVP the long bow was consider very balanced and now it is not?
2. Hammer see 1.
3. The mace received a significant Buff when compounded with a bugged sigil it was quite overpowered. After the Sigil was nerfed you felt that it was still too strong.
Can you please elaborate the reasoning by making every single skill a warrior can do to be highly telegraphed when you do not apply those same rules to other professions. It is one thing for a skill to be telegraphed if it should land to be devastating. Its another thing for a skill to be highly telegraphed that if it should land be lackluster. ANET you appear to want it both ways with the warrior balancing not only can you not land a skill because its now clunky and slow but if you do land it is weak.
4. Healing signet. Before Healing signet warrior was not viable in SPVP. They lacked sustain. Did you buff it too much or was it buffed very in line with other professions abilities to sustain themselves? From our perspective the case is both. But do you not think it is fair that if healing sig is nerfed that all other professions that are capable of sustain to see their sustainability nerfed as well? You said you want warriors to activate the signet sometimes as your reasoning for nerfing it that is fine, but there are a few other signets we think you should buff too not just warrior ones. That most people do not use because they are not useful. Rather than nerfing healing sig why don’t you just give warriors some sustain that doesn’t rely on healing signet? We know that warriors will not activate it. It better heal for more than it would heal passivly during its cool down. Oh right you are nerfing its passive effect to make it appear that it will heal better but it wont heal better isn’t this correct?
5. Anet you seem to have no problem with other professions having passive play, with no telegraphed skills that do devastating damage all while they have huge amounts of sustain. This whole nerf warrior thing is just a witch hunt, soon as all of the work you guys did to make warriors viable in SPVP many of the professions that were always and already viable in SPVP will be god mode and warrior will be bottom of the list again isnt this correct?
Technically longbow had two buffs before, one was decreasing the attack speed on fan of fire, the other was putting bleeds on pin down. The fan of fire buff was actually huge because it became much easier to land. The pin down buff was huge because it not only made possible condi builds much stronger, it also made it more difficult to cleanse because it was two condis. As far as combustive shot and pin down being nerfed they should have been a long time ago, to say that a 3.5 second immob with no animation was balanced is kittening hilarious. Also, to say that warrior was not viable in pvp before anet made them broken is HAHAHAHAHAHAHA. The fact that people are crying about warriors being nerfed is great though. Alas, hopefully warrior will be nerfed to the ground like d/d triple cantrip eles were back in the day.
So you are hoping classes get completely destroyed like d/d ele because you are just bad at the game?
0/10 Not even worth it
They probably figured out the sigil changes are too big for them to handle so fast and pushed back the patch.
That is not proof of him being afk.I think you should get an infraction for ilegitimely report players.
Him saying he was afk is not proof of him being afk?
I’m sorry if I don’t quite understand.
Yes it is not proof .People can say in chat whatever they want to say as long it’s not inflamatory or offensive in wich case should be reported for that reason only and still get an infraction for using the inadequate report option.Gw2 chat is not being monitored as “in court under pledge” material.
i always go straight for far in soloq.Most of the times i kill the defender and decap it or i can manage a 2v1 fight for quite a long time giving my team the numbers edge on mid.Unfortunately numbers is not everything and there is no guarantee that you will keep mid because your team has 4v3 against it but if the team is decent should have no proble stomping everyone and send one to help.If you are a decent duelist and can hold your own going far is always the better choice.50% of the times i chose to stay and help mid because someone else is going far we end up losing both mostly because there is no presure and they can throw everything at mid.
one may pull this (1v2) off stimes, but overall id argue against this. you hardly want to create 2v1 against you, that’s where the edge of the game is. the time you gain distracting 2 enemies is supposed to be more then compensated by them prevailing in mid after. may be if your team has several guardians/bunkers, but overall – no.
decapping far may result both, in net gain or loss. imo it is a valid move if done right. depends on what encounters are happening at home/far, and situation in the mid.
Well it all consists that the player/build pushing on far to be really effective.You can’t just send a bunker because then you will only be stuck
in a 1v1 concluding nothing and if you are too bad and die then you just crippled your team more than just sticking to mid.
That is not proof of him being afk.I think you should get an infraction for ilegitimely report players.
You do realize that by doing NORMAL damage the world boss dies 30 to 40 times faster right?I mean this must be news for you but that is why people use berserk classes in pve. Berseker classes can do 17k damage in under 3 seconds and you claim 17k over 30 seconds is op .Funny
This thread is the perfect example why devs never take into consideration warrior points in forums and go with the breeze blown by other classes qq.The topic is to say the least laughable.
(edited by mini.6018)
Good job you just discovered a build that people were already using in wvw 18 months ago.
i always go straight for far in soloq.Most of the times i kill the defender and decap it or i can manage a 2v1 fight for quite a long time giving my team the numbers edge on mid.Unfortunately numbers is not everything and there is no guarantee that you will keep mid because your team has 4v3 against it but if the team is decent should have no proble stomping everyone and send one to help.If you are a decent duelist and can hold your own going far is always the better choice.50% of the times i chose to stay and help mid because someone else is going far we end up losing both mostly because there is no presure and they can throw everything at mid.
Well here is skyhammer for your skyhammer on top of skyhammer….
There were actually only skyhammers just before you took that screenshot .It was not a display bug since i tried 3 servers out of curiosity.
I was like
Congrats you just killed 20 people in a total of 2 weeks of wvw.You also probably died 100 times for each kill you made .The life of being a killshot warrior.
Not one single decent pvper gives a kitten about healing sig even if it was nerfed by 50%.The main concern is they started touching our weapons and only in a plain nerf mode.No weapon rework,no unusable weapon skills and entire broken weapons fixed,no,just plain out nerf on the damage and speed every of our weapons that we have left.
snip
Yes i have put more tought into that theory and if their prediction is true the case would favor the warriors in contrast with what initially was my tought.
Even if so what seems to be the problem here? This is not exact science but pure theorycrafting based on speculation.There have been no dev clarifications about how the sigils will actually work hence there can be more than 1 theory over the subject.
I suggest to see your doctor if you feel too hysterical next time.
(edited by mini.6018)
Shatter doesn’t do as much damage as 100 b. And is on a longer cooldown.
Dodging is the only way to interrupt shatter, by avoiding the damage.
But even said that, I enjoy 100b’s design more than shatter’s one, even if it might be because I never played mesmer.
I never said i don’t like the skills design.I am just saying that it is not as viable like other classes damage skills by far and it also relies too heavily on utilities that indeed are on long cooldowns.Thief can teleport and immobilize you before pistolwhiping you and then with the 3rd push of the button he is back to safety at huge distance just as one example and all of that without using even one utility at all.
Pin Down was buffed about a bit over a year ago. I played a S/Shield-Bow condi warr back then and it quickly became one of my favorite ability. Kinda suck that bow is getting nerfed and even more since they are adding even more telegraphed move to a class that really don’t need more.
The thing is no one is actually against the CONCEPT of telegraphed and easy to spot skills.BUT AS LONG THEY ARE BEING EQUAL ON ALL THE CLASSES not just the warrior.It is terribly unballanced to have one class with slow,single target,highly telegraphed,long casting times AND obvious animation while you have on the other hand the rest of the classes with NO ANIMATION,instant casts quick succesion with no traveling time(hence not avoidable by movement/terrain) while also being provided with superior damage mitigation/avoidance mechanisms.
They should not touch warrior’s telegraphed skills until they make one big patch where they change every other classes skills into the same telegraphed manner in one big balance release.
In the current state warriors are just being laid out to dry with no defence.
Ie : -Skullcrack cannot be used as a counter anymore(skill involved = gone forever) remember this was supposed to be a skill based and reaction combat
-Pindown will not be usable as a retreat option and also the damage of a combo combination will be diminished as long with many combos will be made impossible to land. No more combo rotations with weapons swap and pindown in the midle exactly like skullcrack was removed from any of these combinations. ie: kick/aa/daze/skullcrack/swap*proc*pindown arcing arrow/fan of fire. Half the combo is at risk because pindown will be too long of a cast to matter.
other examples pindown with a thieves spammable teleports.Good luck pindowning sword thief anymore.Basicly sword thieves become immune to warriors after this patch since they got a free pass from mace and now a free pass from bow,the only 2 weaposn that could be reactive enough to counter a thief.
I don’t understand why the gw2 devs are trying so hard to make the warrior a 40 second cd 1 skill use and retreat so bad.No class should rely so heavily on it’s utilities to land any of it’s weapon skills.
I would really like some input from and proof how 100b is actually fine.It is the worst skill ever in direct competition with arcing slice and rush all belonging on greatsword.How is a skill that is supposed to land dps that always fails fine?
It gives you the chance to center a build around landing it. It should be hard/impossible to land alone and deal MASSIVE damage. For pvp-side at least.
Is a shatter as hard to land ? is the mesmer as exposed as the warrior is while setting up a shatter ?Is pistol whip as hard to land? I could go on for ages.
I don’t care what the others do. It surely adds more depth to the warrior class.
Always asking to give warriors what other classes have is ruining them. The warrior class was born as the best designed class of all. Easy to learn, hard to master, offered a wider array of build. Easy to maneuver, but also easy to read (for both viewers and opponents). It was full of raw power, free of gimmicks, with an elegant playstyle (despite all its faults, GS remains one of the most beloved warrior weapons). It was underpowered, sure, but the solution wasn’t to band-aid the class with over the top regeneration. Before june, ANet should have brought down all other classes to warrior and necro level, not the opposite.
And yeah, shatter is not so obvious to land. Either mesmers set it up, or shatter clones when they are near enough to you.
Then it’s true it’s not as easy to avoid as hundred blades, but take into account they deal less damage.
Also 100 blades can be interrupted before it ends while a shatter cannot hence has a far greater risk involved for the trouble.You cannot compare a source of dps that can land while the player doing it is on movement(dodging etc) or is casting other skills in contemporary while when you do 100b you are stunned and immobilized(hence completely vulnerable to damage) wich also has a far greater chance to fail landing.I really don’t understand how you can say 100b is fine in comparison with what other classes have.
tldr.anyone would take a 100b with 50% of that damage while being instant,from ranged and no strings attached(shatter).This is not ballance at all not even with a magnifying scope.
I would really like some input from and proof how 100b is actually fine.It is the worst skill ever in direct competition with arcing slice and rush all belonging on greatsword.How is a skill that is supposed to land dps that always fails fine?
It gives you the chance to center a build around landing it. It should be hard/impossible to land alone and deal MASSIVE damage. For pvp-side at least.
Is a shatter as hard to land ? is the mesmer as exposed as the warrior is while setting up a shatter ?Is pistol whip as hard to land? I could go on for ages.
As for the fast hands comment. Yes it’s bread and butter for a warrior in sPvP but it should never have been that way to begin with. They need to reduce skill cds, give them additional effects and remove that awful trait.
Here we go .Now the only good trait for any warrior build since launch is asked to be nerf.So remove everything warrior has so far from release and give nothing back §AS GOOD in return .Ok im done have fun in your casual wars 2.
@ mini
Warrior:
5 second intervals between weapon sets A and B
A-5-B-5-A-5-B-5-A
A-B-A=10 seconds meaning each sigil triggers every 10 seconds
Ordinary class:
A-10-B-10-A-10-B-10-A
A-B-A=20 seconds meaning each sigil triggers every 20 seconds
Still wrong .Try again.
Tip : Each sigil set can proc once every 9 (10)seconds not 20.
I thought you could put 2 on swap sigils on one weopon set though?
That would mean using 2 on swap and 2 on crit, with the on swap ones procing at intervals of 10 seconds on warrior? Maybe I’m wrong completely…
And every other class can proc 2 on swap sigils still on the same 10 second interval.I really fail to understand where people get the ideea they can only proc onswap sigils every 20 seconds when they clearly have a 10 second cooldown on weapon swap.
@ mini
Warrior:
5 second intervals between weapon sets A and B
A-5-B-5-A-5-B-5-A
A-B-A=10 seconds meaning each sigil triggers every 10 seconds
Ordinary class:
A-10-B-10-A-10-B-10-A
A-B-A=20 seconds meaning each sigil triggers every 20 seconds
Still wrong .Try again.
Tip : Each sigil set can proc once every 9 (10)seconds not 20. ie switch weapon set A proc battle+hydro(9 second cooldown cannot be activated for another 9 seconds)
Please link the source where it says sigils will only proc one at the time and not 2 sigils will proc at once.
(edited by mini.6018)
Mace destroyed
Sword nerfed
Greatsword useless
Rifle upped to useless would be a buff
Longbow soon destroyed
Hammer nerfed
Warhorn nerfed
Axe nerfed
I guess we should say thx we still have shield
Meanwhile other classes still have ZERO ANIMATION skills,INSTANT CAST,teleport,invisibility,SPAMMABLE dodges to stay away from all out attacks.Random (invisible spammable procs as dps while we have to chase down a target with huge long animations and casting times) .Such a good balance
I will soon be done with this kitten.
We try..but is all in vain.Try writing them down to a paper and see what happens if warrior swaps every 5 sec and count how many sigil procs are every 10 sec period.
Man its not that hard..
Dude at max a warrior will get 1 extra proc at the beggining of the fight like it always did that is all .You should put them on paper over a (ie)40 second period and see for yourself.
(edited by mini.6018)
Hope they just nerf the weapon swap trait which realistically is overpowered for the points it costs otherwise this is a scary thought.
Imagine the AoE they will be getting out of this…
Geomancy, Hydromancy, Fire and using battle.
Hambow will just become even more dangerous.
Other classes cannot proc 2 sigils at once ?Wow you are serious?
Fast hands is set in stone no half viable build ever existed without it or ever will and people were asking for it to be brough down to adept for ages because it destroys build variety.You clearly have no clue about the class at all.
(edited by mini.6018)
1st weapon (2 sigils) cooldown 9 seconds (BOTH OF THEM) because they both proc at once
2nd weapon(2 sigils) cooldown 9 seconds (BOTH OF THEM) because they both proc at once
Nobody ever said if you have 2 sigils equiped it will only proc one at the time so
please someone explain to me already how the kitten a warrior will proc the sigils faster than any other class ?
(edited by mini.6018)
Mini your logic is failing you at this time :P
Each on swap sigil will have seperate cd so you just have to equip 4 different ones
The second set doesnt even have to be on swap.It could be on crit and warrior will still be able to proc a sigil effect 2 times more unless he delays the swap
NO
Once you switch a weapon 2 sigils will proc .They cannot proc again for 9 more seconds .Hence every class can proc them at one weapon swap.On crit sigils will not hit more because they will continue critting even if you never switch the weapon for the entire battle.
Every class can only proc 2 sigils/4 after the change every 18 seconds .There is no exception OF CLASS-If you have 5 second cooldown on weapons and you switch NOTHING will happen .Double? Exagerate much common guys is not that hard is quite simple actually.
(edited by mini.6018)
I would really like some input from and proof how 100b is actually fine.It is the worst skill ever in direct competition with arcing slice and rush all belonging on greatsword.How is a skill that is supposed to land dps that always fails fine?
Conditions need more mitigation options.Without cc necros,engies and every condi spammer will be unkillable in pvp.
Also, the increased cast time on Pin Down is a BUFF, I can actually fake cast it now instead of wasting it on a sudden block/dodge/blind/skill queue and not being able to cancel it.
Why would you need to fake cast something they wouldn’t see anyways?
omg signet heals more than the active in the long run… but u can get poisoned on that period of time and really not get that much “op heal”
It’s still OP even through poison. .-. which makes me wonder if -8% is a big enough nerf.
When will players stop being so bad ?Warriors die like flies arround necros,engies and mesmers and they still keep moaning warrior is op.Newsflash if it dies in 1v1 then it’s not OP.Bye now and l2p already.
When did Anet stated that the cooldown of on swap sigils will no longer be 9 seconds?Are all the necros living a their own imaginary world or just you?The use of words like “epic buffs” and “double” for a completely uninformed issue leaves my perplexed.
TLDR : ON SWAP SIGILS = 9 SECONDS COOLDOWN hence every class will get THE SAME BENEFITS except elementalist.
Please copy paste that and repeat it 20 times now.
(edited by mini.6018)
Personally i could care less about healing signet even if it was deleted from the game but it’s already a fact that pindown will never hit anything ever again in a fight.0.5 would be huge nerf already but 0.75 it’s downright irresponsible.If they want to kill the bow so hard why they just don’t delete it and give us a viable weapon already because patch after patch we lose more of the already very few weapon choices for pvp and the ones that are unusable are still not being looked into.Basicly in 2 patches we lose bow,completely lost mace(ie how many mace wars u still see in spvp ?) and partially lost hammer wich is strictly tied to bow.Once bow will be nerfed enough we only remain with sword and axe/shield partially usable in spvp and that is a huge turnoff to keep playing this game.
(edited by mini.6018)
Elementalist
Signet of Restoration will have same effect in PvP as it does in PvE (previously it was healing significantly less in PvP)
Armor of Earth – reduce recharge from 90s to 75s. It was a bit too long for stability/protection. We hit them maybe a bit too hard in previous patches
Scepter: Water Trident – adding 3s regen when it hits to 5 allies – Add more support for scepter. We wanted to add regen to weapon sets other than staff. Allow condition removal when traited (i.e. Cleansing Water trait)
Dagger: Burning Speed – you will be evading while you are executing Burning Speed. Now you can use it as an evade option (i.e if you see a 100 blades coming in from enemy warrior, you can use it to evade)
Dagger: Frozen Burst – now blast finisher, allow you to combo burning speed to gain some might/fury.
Engineer
There are a couple of outlier abiliies on engineer that are really strong.
Reduced immobilize duration on Net Turret by 1s.
Poison Grenade – right now if you stand on top of someone and throw all your grenades (i.e. shotgunning people), it will stack the poison fields, it will stack 60s of poison on you. We are reducing the amount of poison applied per tick from 5s to 3s.
Box of Nails/Box of Piranhas – cast time reduced from 1s to 0.75s
AED – reduced cast time from 1s to 0.75s.
Guardian
Litany of Wrath reduced cast time from 1s to 0.75s.
Vigorous Precision – vigor on crit have its cooldown increased from 5s to 10s.
Healing Breeze – rescaled – guardian receive 50% of the heal at start of the heal and then 10% per tick for 5 ticks on allies in a cone (guardian included). The ticks will now scale really well with healing power (end up to around 4500 HP for yourself and allies).
Mesmer
Critical Infusion – increased recharge from 5s to 10s. Too much dodging in this game and it is a 5 pt trait so we want you to find an alternative source for vigor. It couples too well with Deceptive Evasion.
Deceptive Evasion is problematic – we are making it so that it only make a clone when you don’t have full clones out already (If you have 0-2 clones out and you dodge, you will summon a clone.If you have 3 clones out and you dodge, nothing will happen)
Necromancer
Putrid Explosion – no longer unblockable. All the minions exploding and you can’t block it. The number of unblockable skills in the game need to be very small and very clear.
Training of the Master – damage bonus reduced from 30% to 25%.
Dhuumfire – we are changing it so it doesn’t throw out a lot of burning DPS. It doesn’t promote skillful gameplay. We want it so you can actively control the procs. Life blast/death shroud now apply the burning for 3s with 10s cd.
Vampiric Master – taking it back down to its intended state – reducing the sustain from it. (Basically slightly nerfing all current vampirism traits, buffing mastery).
Ranger
Spirit of Nature – right now it says it heals for 320 every 3 seconds but it actually heals for 480 every second due to a bug. We are aiming for 320 per second. It is still incredibly strong
Field type (combo fields) adding to all of the traps.
Empathic Bond – removing conditions from ranger even if the pet is dead – we are fixing that bug.
There are some amazing stuff coming for the ranger but we can’t talk too much about it yet (and also to other professions).
Mainhand sword issue – not being able to dodge. Looking to fix it, may not make it to the first balance patch.
Thief
Choking Gas – 5s of poison per pulse, no CD, absolute poison spamming too OP. Reduced to 3s of poison per pulse now.
Pistol Whip possibly split into two-part skill with separate initiative cost (stun and then slashes separated)
Warrior
Warrior Healing Signet too strong (passive too high) – we have reduced the passive by about 8% (about 30 HP/s reduction). Improving the active so you have a reason to use the active. We want situations where you want to use the active.
Pin Down (Longbow #5 – apply immobilize and bleed) – Adding a new warm up effect so other players can see when you are using this skill and dodge it. Going to 0.25s to 0.75s cast.
http://dulfy.net/2014/01/17/gw2-ready-up-skill-and-balance-developer-livestream-notes/ big thx to Dulfy
Main Topics
Runes and sigil rework
Critical damage changes
New stat combinations for PvP (amulets)
High-level overview of planned balance changes
Critical Damage
We are adding a new stat – ferocity (kinda like how precision works with critical hit chance). All gear/traits will be converted from critical damage to ferocity. Points in ferocity will increase your critical damage. It will have a new formula for the stat conversion, the formula will be slightly reduced.
Crit Damage – stat ratios compared to other stats are all over the place. You get way more crit dmg from your trinkets than from other pieces of gear so it is more efficient to stack crit dmg for them. By adding this new stat, we are able to normalize critical damage with other stats.
10% reduction in damage for maxed out full DPS builds.
Improve downscaling with crit dmg.
Ferocity will have secondary stat values (i.e. if an item have 90 power, 60 precision, it will have 60 ferocity).
Crit dmg and PvP is in a really good spot, it is much lower in PvP. We are aiming to not touch crit dmg in the PvP sets at all.
However, this will affect PvE and WvW.
This leaves it open to allow us to include Ferocity as a primary stat in the future.
Berserker will still be the highest DPS set in the game. Ascended Berserker stuff will still be BiS (Best in Slot) for DPS builds.
We want to make support roles more viable so they are not supporting other players by just killing things faster.
Sigil changes
Two sigil slots on 2handed weapons and a big balance pass on all sigils.
Previously, If your sigil had a cooldown, it was previously shared with all other sigil cooldowns. To remedy this, we are changing the functionality of it, so each sigil itself has its own cooldown (i.e. you can Sigil of Battle and Sigil of Energy together now but you can’t stack 2x Sigil of Battles together)
Sigils that give you stacking buffs will not stack together (i.e. Bloodlust + Corruption will not stack).
On-swap sigils will stack if they are different.
There are a bunch of changes to various sigils
Some proc sigils have turned on hit. We are not discussing which ones yet.
On crit sigils are changed to 100% chance.
Runes changes
Big pass on all runes, making them all consistent with each other. (i.e. What % something proc, What % health trigger etc). Every single rune set pretty much changed. If you want to speculate on the runes on the TP, it is recommended to buy all sets.
Superior Rune of the ranger – 6 pt bonus didn’t do anything. It will be changed.
We moved stat weights to later bonuses (i.e. 4, 5, 6) so people don’t use mix-match rune bonuses.
Example: Superior rune of strength changed to 1) +25 power, 2) 10% might duration, 3) 50 power, 4) 15% might duration and 25% chance when struck to gain might for 10s with 10s cooldown 5) 100 power, 6) 20% might duration, +5% damage under might.
Stat combos for PvP
PvE have a lot more stat combos and not all of them will make it to PvP. Submit your feedback on the forums on which stat combos you think should make to PvP.
Aim to extend build diversity and allow PvEers to run the same stat combos in PvP in a lot of the cases.
This is not just stat combos, this also apply to runes/sigils.
New stat combos will be unlockable in PvP soon and maybe with skill points (not in the next build). Most likely to appear in the feature build and will be account bound.
High level Balance Preview
These changes will be in the feature patch. They are not a comprehensive list and some of them may not make it.
(edited by mini.6018)
I can’t tell if you’re trolling or not … these are tiny nerfs that wont affect and warrior that much.
Idk about other warriors but for pvp an increase from 0.25 to 0.75 is a pretty huge gamechanging kind of big deal.
http://dulfy.net/2014/01/17/gw2-ready-up-skill-and-balance-developer-livestream-notes/
Warrior
Warrior Healing Signet too strong (passive too high) – we have reduced the passive by about 8% (about 30 HP/s reduction). Improving the active so you have a reason to use the active. We want situations where you want to use the active.
Pin Down (Longbow #5 – apply immobilize and bleed) – Adding a new warm up effect so other players can see when you are using this skill and dodge it. Going to 0.25s to 0.75s cast
And a new signature for me “Elementalist/Dagger: Burning Speed – you will be evading while you are executing Burning Speed. Now you can use it as an evade option (i.e if you see a 100 blades coming in from enemy warrior, you can use it to evade)”Apparently 100 blades is getting a buff and not be useless in pvp/sarcasm.
(edited by mini.6018)
I always light up a cigar and drink a glass of scotch when i see a necro cry about getting slaughtered(i literally do) especially when they go full cheese.
Newsflash only a stunlock warrior is viable enough to kill a necro and even than it’s a 50/50 chance for the necro to still win.Lost to killshot while you play op build,that war build that has zero condi removal and 5 bleeds would have kill him?,no cc on him ? no dodge? no transforms?Sorry but you are bad at what you do.
Still only pvdoor guilds and randoms i see.