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Feature Build Balance Preview - Jan 29

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#1 Azure Skye

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Posted 29 January 2014 - 11:59 PM

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.
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.
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.
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.
From here: https://forum-en.gui...Balance-Preview

Edited by Azure Skye, 30 January 2014 - 12:00 AM.


#2 BLONDE WENCH

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Posted 30 January 2014 - 12:33 AM

Be constructive. Discuss, don’t argue.
Nerf

Give examples:
Nerf
Be concise

Nerf
Be specific.

Nerf
Be objective.

Nerf
Be respectful.

Nerf
Be mindful of scope.

Nerf
Be mindful of context

Nerf

#3 Ship Soo

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Posted 30 January 2014 - 01:19 AM

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.
Really? You decided to spend time nerfing a weak poison field ? :o


I like the changes to sigils and runes though
Misses the Dervish in the Worst Way


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#4 Arkham Creed

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Posted 30 January 2014 - 01:35 AM

View PostBLONDE WENCH, on 30 January 2014 - 12:33 AM, said:

Be constructive. Discuss, don’t argue.
Nerf

Give examples:
Nerf
Be concise

Nerf
Be specific.

Nerf
Be objective.

Nerf
Be respectful.

Nerf
Be mindful of scope.

Nerf
Be mindful of context

Nerf

Some things need to be nerfed.


What I took away from this....

Necromancer minion nerf = boo
Rangers getting more combo fields = yay
Adding a new stat that changes critical damage and indirectly nerfs DPS builds in “the most extreme cases” (read: berserker gear) = about freaking time

Edited by Arkham Creed, 30 January 2014 - 01:47 AM.


#5 Alex Dimitri

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Posted 30 January 2014 - 01:51 AM

Oh my Ferocity and boom there goes 10% of crit, this doesn`t look like a balancing more like nerf !

The pure dmg is only thing we have to deal with ever hardening content and they nerfing just that in PvE ?!?!?

I guess few more of these and we wil be begging monsters to die instead of killing them :P !

I don`t get it why meddle with PvE stuff wouldn`t make more sense to just revise NPC foes (weak make a bit stronger and vice versa) ?

#6 Arkham Creed

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Posted 30 January 2014 - 02:00 AM

View PostAlex Dimitri, on 30 January 2014 - 01:51 AM, said:

I don`t get it why meddle with PvE stuff wouldn`t make more sense to just revise NPC foes (weak make a bit stronger and vice versa) ?

No. That wouldn't actually fix the real problem. With the way things are a pure DPS build is so vastly better than everything else it is all anyone uses. And if they did alter the mobs a bit, as you suggest, then a pure DPS build would still be vastly better than everything else. And as a player who uses other builds, and plays with people who use other builds, I can say that things like control, support, and conditions are not useless or even really underpowered, they are just outclassed by massively overpowered pure DPS builds. That is what balance ultimately is; not just buffing the weak stuff, sometimes you have to nerf the strong stuff. And pure DPS has been too strong for too long. I welcome this one.





Addendum;  power creep is when players or content are given a significant buff of some form the ultimately invalidates (read: renders underpowered) preexisting player abilities or content. Buff the other combat roles, as is often suggested, would only result in power creep. Players would become vastly more powerful and content that is intended to be challenging would become trivial; thus resulting in complaints from the community and the overall power level of future content going up. If we assume this happens primarily at high levels, then it makes getting to “end game” more unappealing for new players. So, in order to keep the game balanced, i.e. at a stable power level for players and content, then the more powerful stuff will sometimes need to be scaled back, rather than just having everything else buffed to match it.

Edited by Arkham Creed, 30 January 2014 - 02:05 AM.


#7 Darch0n

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Posted 30 January 2014 - 02:28 AM

My thoughts

- Sigil and Rune changes: good
- DPS nerf: justified due to power creep from ascended gear.
- Elementalist changes: I like them
- Poison changes: i didn't know it was a problem
- Minion changes: Minions are too strong??? That just seems silly
- Dhuumfire seems like it was over-nerfed. Not sure if condition builds will think it worthwhile anymore
- guardian healing breath is still a crappy heal

I still think that the problem with DPS wins all is not that the other attribute sets are weak, but enemies in the game are designed to favor "DPS and dodge" playstyles. We need less 1-hit attacks that can be seen a mile away and only occur every 10 seconds, and more smaller attacks to chip away at hp.

The nerfs to vigor are more like a bandaid over the real problem.

Edited by Darch0n, 30 January 2014 - 02:28 AM.


#8 Karuro

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Posted 30 January 2014 - 02:36 AM

I'll have to see how much Celestial is really affected by Ferocity.
Got the materials all ready and was about to craft it until Anet announced the upcoming change.
Crafting it is now on hold..

Edited by Karuro, 30 January 2014 - 02:40 AM.


#9 Starmage

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Posted 30 January 2014 - 02:53 AM

View PostKaruro, on 30 January 2014 - 02:36 AM, said:

I'll have to see how much Celestial is really affected by Ferocity.
Got the materials all ready and was about to craft it until Anet announced the upcoming change.
Crafting it is now on hold..

Good idea.

+++ Anet, please allow a one time change to all ascended gear +++

It take so much time and effort to make a full set, now everything is changed.

#10 Arkham Creed

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Posted 30 January 2014 - 03:05 AM

View PostStarmage, on 30 January 2014 - 02:53 AM, said:

Good idea.

+++ Anet, please allow a one time change to all ascended gear +++

It take so much time and effort to make a full set, now everything is changed.

I question if that is really necessary. I mean people who went through the trouble to craft DPS focused gear are still going to have DPS focused gear. Zerker, for example, is still going to be zerker, and that is likely still going to be the most effective set for a pure DPS build. Granted not being quite as effective as it used to be might cause some people to reevaluate what type of gear they want to use and what play style they prefer, but that doesn’t change the gear itself. Zerker gear is still going to be the best damage gear, and if you picked zerker gear because you wanted the best damage this change isn’t going to affect that and you don't really have the right to expect a do-over because you're suddenly not quite as overpowered as you used to be. I don't recall getting the option to trade a full set of knight's armor for settler's when it was introduced, for example. So I really don't think you should get the option to change your prefex just because you're suddenly worried you may not be the top of the meta anymore.

#11 Save 4 Less

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Posted 30 January 2014 - 03:06 AM

View PostDarch0n, on 30 January 2014 - 02:28 AM, said:

- Minion changes: Minions are too strong??? That just seems silly
Minion Master is really strong in Spvp and in some smaller wvw encounters. It's one of those "it's strong in wvw/pvp so it's getting nerfed all around" changes.

View PostKaruro, on 30 January 2014 - 02:36 AM, said:

I'll have to see how much Celestial is really affected by Ferocity.
Got the materials all ready and was about to craft it until Anet announced the upcoming change.
Crafting it is now on hold..
Anet is aware of this:
https://forum-en.gui...e/5#post3567442

Quote

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.


#12 MazingerZ

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Posted 30 January 2014 - 05:01 AM

Ferocity seems indicative of a level cap increase.  WoW did to same when TBC was rolling out because a pure percentage didn't degrade, which made gear with percentage increases irreplaceable.

But of course,  just because one popular MMO famous for its design did it because it made sense with a level cap increase to age off the previous gear, it isn't definitive proof that ArenaNet's doing it, so I guess doesn't make sense to even discuss the possibility.
It's okay to enjoy crap if you're willing to admit it's crap.
Every patch is like ArenaNet walking out onto the stage of the International Don't Kitten Up Championship, and then proceeding to shiv itself in the stomach 30 times while screaming "IT'S FOR YOUR OWN GOOD! IT'S FOR YOUR OWN GOOD!"

#13 Cevilo

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Posted 30 January 2014 - 06:09 AM

View PostDarch0n, on 30 January 2014 - 02:28 AM, said:

I still think that the problem with DPS wins all is not that the other attribute sets are weak, but enemies in the game are designed to favor "DPS and dodge" playstyles. We need less 1-hit attacks that can be seen a mile away and only occur every 10 seconds, and more smaller attacks to chip away at hp.

The nerfs to vigor are more like a bandaid over the real problem.

I agree here, but 2 other major mechanics that would need to be rebalanced with that would be confusion and retaliation.

#14 KratosAngel

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Posted 30 January 2014 - 10:44 AM

I was pretty surprised by the lackluster content of that thread.
I mean, yeah it definitely looks cool to have runes and sigils reworked !

But as for the profession changes .... It's just exactly what they said during the stream, while they kept saying "There are also TONS of AWESOME changes for Ranger ... and for other classes, but we can't talk about it now".
So this means it was yet another lie ? Or it's in the works but not for that update yet ?

Also, the changes to vigor for guardian don't seem that fair. Engi was "vigor nerfed" with speedy kits, but can still achieve perma vigor through swiftness on crit (arms trait line).
Ele can still achieve it normally.

But guardian and mesmers get nerfed to no longer be able to do it ...
Of course, something had to be done about it but this is not that great ...
I think the best solution would have been to make it harder to get.
For instance, mesmer, put vigor on crit with 15 points (since probably less mesmers will go to DE with the nerf) or even to 25 to trade something for it.
Same goes for guardian : it could have been put further in the trait line ...

#15 Illein

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Posted 30 January 2014 - 10:54 AM

So this is the balance side of the big feature patch right? Doesn't seem all that much, but whatever.

If Ferocity is their way to brace themselves for an impending level up increase, I'll be glad to put my account data on a USB stick and throw it out of the window while there's still 4 meters of snow outside.

Hey, if it resurfaces once the snow is gone, at least I can be sure it's irredeemably broken.


PS.: Good point about their "This is merely the surface of our balance patch"-gospel during the live stream. In hindsight it doesn't seem really genuine.

Edited by Illein, 30 January 2014 - 10:55 AM.


#16 Andemius

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Posted 30 January 2014 - 02:30 PM

I can just see the thought process at Anet.

"Hmm, We'd best throw out some balance so people think we're doing something. Any ideas?"

"I know! Lets nerf Choking Gas!"

wtf...

#17 Azure Skye

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Posted 30 January 2014 - 04:02 PM

View PostAndemius, on 30 January 2014 - 02:30 PM, said:

I can just see the thought process at Anet.

"Hmm, We'd best throw out some balance so people think we're doing something. Any ideas?"

"I know! Lets nerf Choking Gas!"

wtf...
You just made me laugh, you joker!

#18 Misty Six

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Posted 31 January 2014 - 02:05 PM

Can they add a small protection buff to Litany of Wrath? Like 4 seconds or something. Cause it still ain't worthwhile. Or lengthen the duration to 8 seconds for example. Just.. something, warriors new healing skill is 10x better, that should've been the healing skills of guardians lol, not the other way around.

WARRIORS deal dmg, they need heal = dps, guardians are bunkers so their skill would've been much better for us.

.......

My warrior friend just presses one button on the keyboard and doesn't do anything and he's full hp in a millisecond, pretty cool huh? Talk about not overpowered.

From 3k hp to 20k in a millisecond.

Edited by Misty Six, 31 January 2014 - 02:09 PM.


#19 Illein

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Posted 31 January 2014 - 03:35 PM

View PostMisty Six, on 31 January 2014 - 02:05 PM, said:

Can they add a small protection buff to Litany of Wrath? Like 4 seconds or something. Cause it still ain't worthwhile. Or lengthen the duration to 8 seconds for example. Just.. something, warriors new healing skill is 10x better, that should've been the healing skills of guardians lol, not the other way around.

WARRIORS deal dmg, they need heal = dps, guardians are bunkers so their skill would've been much better for us.

.......

My warrior friend just presses one button on the keyboard and doesn't do anything and he's full hp in a millisecond, pretty cool huh? Talk about not overpowered.

From 3k hp to 20k in a millisecond.

Unless people aren't silly persons and stop hitting him. Then he's at 4.8k and you can /laugh at your heart's content.

#20 Desild

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Posted 31 January 2014 - 03:41 PM

I love balance patches. Some of the best patches in Guild Wars 1 were balance patches. Specially when they flipped the tables of the PvPers.

But why are they messing with Healing Breeze? I use that skill! Can't you nerf something else? Like, all Warriors?

#21 Misty Six

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Posted 31 January 2014 - 05:41 PM

View PostIllein, on 31 January 2014 - 03:35 PM, said:

Unless people aren't silly persons and stop hitting him. Then he's at 4.8k and you can /laugh at your heart's content.

Yeah but you need to use it at the right moment, not, in an "obvious" way. :D It's like an antispike so if you're focused you get a full heal lol, pretty much. XD :D

View PostDesild, on 31 January 2014 - 03:41 PM, said:

I love balance patches. Some of the best patches in Guild Wars 1 were balance patches. Specially when they flipped the tables of the PvPers.

But why are they messing with Healing Breeze? I use that skill! Can't you nerf something else? Like, all Warriors?

Godamnit the "tweak" or whatever they did was a nerf? o,O So the allies only get 5 ticks of 10% of the healing breeze? o,O WHAT ♥♥♥♥ING BREEZE IS THAT, it's supposed to heal our allies lol, not ourself. Godamnit if they nerfed it more lol then I'm really pissed. :D

#22 Save 4 Less

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Posted 31 January 2014 - 06:02 PM

View PostKratosAngel, on 30 January 2014 - 10:44 AM, said:

Also, the changes to vigor for guardian don't seem that fair. Engi was "vigor nerfed" with speedy kits, but can still achieve perma vigor through swiftness on crit (arms trait line).
Ele can still achieve it normally.

But guardian and mesmers get nerfed to no longer be able to do it ...
Of course, something had to be done about it but this is not that great ...
I think the best solution would have been to make it harder to get.
For instance, mesmer, put vigor on crit with 15 points (since probably less mesmers will go to DE with the nerf) or even to 25 to trade something for it.
Same goes for guardian : it could have been put further in the trait line ...

It's fair when you consider both of Mesmer and Guardian are popular in every game mode and they both essentially have free permanent Vigor which is just cheesy in every game mode.

The Engineer and Ele comparison is bad because those are Traits that require 10 trait points and take one of the three precious Major Trait slots in a tree. Mesmer and Guardian have their Vigor On-Crit on a 5 point Minor Passive in addition to having three Major Trait slots in that tree open. They basically have free Permanent Vigor for very cheap compared to Engineer and Ele who have to give up more for it. Permanent On-Crit Vigor shouldn't be a Minor passive trait at all, it should be something you have to give a Major trait slot for.

#23 Desild

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Posted 31 January 2014 - 06:39 PM

Vigor is more valuable on Guardians, since we heal others when we dodge. My dodges usually heal for 2k in Arah. I can see why they are nerfing it.

Edited by Desild, 31 January 2014 - 06:40 PM.


#24 Datenshi92

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Posted 31 January 2014 - 08:57 PM

Didn't ANet mentioned something about fixing the ranger's 1h sword during the live-stream? I could have sworn I heard it...

#25 ZCKS

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Posted 31 January 2014 - 09:32 PM

View PostAzure Skye, on 29 January 2014 - 11:59 PM, said:

snip

1: It's true critical damage is OP. I doubt a 10% nerf will make any difference in how much critical damage out performs everything else though.
So while I agree with a reduction in critical damage I don't want to see it nerfed more then 10% when the real problem is condition scaling.

2: Sigils, great change here. Hopefully they make more of them viable.

3: Runes, I have mixed feelings here. I have a guardian, engineer & warrior that all use a mix of + duration runes  (guardian & engineer use 2x water, 2x monk, 2x traveler, Warrior use 2x fire, 2x, holebrak, 2x strength.) so while I like  they are going to make more runes viable I don't like sets I have potentially becoming crap.

4: Like most of the engineer changes. I do not like the nerf to net turret however. Frankly I think they could have done better by just taking net turret out of the supply crate unless the engineer has the trait "elite supplies". Hopefully however they add something to compensate trait wise.

5: Really should just make "litany of wrath" instant.
Don't understand the change to "healing breeze", very few people actually use it & this will make it worse. Hope they up the healing on allies to compensate.
It's true that vigorous precision was powerful, especially when combined with "selfless daring" and a high healing power. Though I think nerfing it by half will make guardians allot less sturdy. If they do this I'm hoping they give guardians something to help them stay sturdy that won't effect allies so that it is easier to balance.

6: Mesmers are very fragile if you can actually see past the illusions & hit them. This change may end up a bit too harsh. Only time will tell but if it does hit too hard hope they reduce the CD slightly.

7: Problem is really the fact that poison scales in duration, scales low & is so easy for so many to stack. (same can be said for burning) This leads to whoever has the highest + condition damage doing almost all- or all of the poison damage cause theirs overrides all others.
At this point poison & burning could really use some fixes for how they scale & how they stack.

8: Completely understand the warrior change for healing signet, as is you never want to activate it. Maybe they could add some bonus activation effect onto it & adjust the CD.

Edited by Kattar, 31 January 2014 - 11:13 PM.
Please don't quote huge blocks of text. Thanks.


#26 MisterB

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Posted 31 January 2014 - 09:32 PM

This text summary is so much faster than the video presentation. Apparently, some people don't like to read. For those of us who can read, I'd like ANet to release more written summaries like this in the future, or we can turn to fan summaries to save time.

View PostDatenshi92, on 31 January 2014 - 08:57 PM, said:

Didn't ANet mentioned something about fixing the ranger's 1h sword during the live-stream? I could have sworn I heard it...
You are correct. It's a client/server issue.

Edit: By "fixing," they said they intend to make it possible for the ranger to dodge during 1h sword skills, but doing so would require a change to the server.

Edited by MisterB, 31 January 2014 - 10:13 PM.


#27 KratosAngel

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Posted 31 January 2014 - 10:56 PM

They also said that they were looking at but that it might not make it for the 1st balance patch, so it will probably be in the one after that.
This is however one of the changes for which it can be understood it taking so long since it's such a huge change (rework how server handles succession of skills)

#28 Elder III

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Posted 31 January 2014 - 11:40 PM

It would be nice to have Ranger Sword be worth carrying... you would think something that has been broken since Beta 1 (almost 2 full years) would be due for a fix, even if it means scrapping it altogether and giving us a different skill.

#29 StormDragonZ

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Posted 10 February 2014 - 03:01 AM

View PostDesild, on 31 January 2014 - 03:41 PM, said:

But why are they messing with Healing Breeze? I use that skill! Can't you nerf something else? Like, all Warriors?

Warriors don't need to be nerfed. I play it incorrectly and I'd like to be able to continue doing so.

It feels like everything being changed is only making things take more people to require in order to beat. If you will, an excuse to get more people in condensed locations at precise times.

#30 Datenshi92

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Posted 10 February 2014 - 05:57 AM

View PostStormDragonZ, on 10 February 2014 - 03:01 AM, said:

Warriors don't need to be nerfed.

General consensus seems to agree that Warrs are the running joke of this game on how easy they can steamroll over PvE vs other classes who dedicate the same amount of time and skill (and still feel inferior). Not that Warr requires that much player skills to win anyway but you know what I mean!

You know what's the source of all this? ANet not wanting to separate PvE from PvP. Its impossible to balance skill usage and power in PvE when all the base complaints you get come from people who probably got their rear end handed to them in PvP! It just sounds like a nice excuse for ANet to kick the ball from one side to another without actually fixing anything in the long run.

"We need an excuse to keep releasing patches, you know, to pretend we're doing something between each LS release... The topic is 'balance'. So tell me, what lucky profession are we going to kick down the pit and how are we going to do it?" *The dev says as he steeples his fingers with a devilish grin on his face*

Edited by Datenshi92, 10 February 2014 - 06:13 AM.






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