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Leaked Balance Patch Notes


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#1 MazingerZ

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Posted 21 February 2014 - 05:24 PM

http://pastebin.com/dmACCzwx

Got to the top of the reddit, got the "News" tag, but obviously not from an official outlet... so not News page worthy, but probably worth a peek.

Elementalist
Engineer
Guardian
Mesmer
Necromancer
Ranger
Thief
Warrior

Elementalist

Weapon Skills
  • Gust: This skill's projectile has been modified to more reliably hit foes.
  • Magnetic Aura: This skill now reduces incoming condition duration by 10% while active. Other sources of Magnetic Aura will not grant this additional effect.
  • Water Trident: This skill now applies regeneration to allies in the radius.
  • Dust Devil: This skill's projectile has been modified to more reliably hit foes.
  • Burning Speed: This skill now evades attacks.
  • Frozen Burst: This skill is now a blast finisher.
  • Frost Aura: This skill now reduces incoming damage by an additional 10% while active. Other sources of Frost Aura will not grant this additional effect.
  • Shocking Aura: This skill now deals damage to nearby foes upon activation. Other sources of Shocking Aura will not grant this additional effect.
  • Flamewall: This skill now applies two seconds of burning per pulse.
  • Fire Shield: This skill now applies three stacks of might to the caster upon activation. Other sources of Fire Shield will not grant this additional effect.
  • Gale: This skill now has a recharge time of 40 seconds, down from 50 seconds.
  • Ice Wall: This skill's tooltip has been updated to better represent its functionality.
  • Undercurrent: This skill's tooltip has been updated to better represent its functionality.
Healing Skills
  • Signet of Restoration: This skill is no longer split between Structured PvP and PvE and will use the PvE version of the skill.
Utility Skills
  • Armor of Earth: This skill now has a recharge time of 75 seconds, down from 90 seconds.
  • Glyph of Storms: This skill's effects have been updated to be more in line with each other.
  • Firestorm: Increased base damage by 30%.
  • Ice Storm: Chill duration decreased to 2 seconds.
  • Lightning Storm: Storm duration decreased to 8 seconds. Number of impacts reduced to 32 impacts.
Elite Skills
  • Tornado: This skill now reflects projectiles while active and now has a recharge time of 180 seconds, up from 150 seconds.
  • Whirlpool: This skill now destroys projectiles while active.
Traits
  • Fire Magic 5—Flame Barrier: This trait now has a 1 second recharge time.
  • Fire Magic X—One with Fire: This trait now increases Flame Barrier's chance to burn foes by 20% every second, down from 20% every 10 seconds.
  • Fire Magic XII—Pyromancer's Puissance: This trait now applies 2 stacks of might for every spell cast in fire attunement, up from 1 stack of might. Updated the tooltip to better represent its functionality.
  • Air Magic IV—One with Air: This trait now applies 2 seconds of Haste, up from 1.5 seconds.
  • Water Magic XI—Cleansing Water: The recharge time of this trait in Structured PvP has been removed.
  • Arcana VIII—Elemental Attunement: This trait now grants 3 stacks of might for 10 seconds when attuning to fire.
Engineer

Weapon Skills
  • Blunderbuss: This skill now applies 2 stacks of bleeding at the high range value and 5 stacks of bleeding at the low range value.
  • Jump Shot: This skill now applies 3 stacks of vulnerability with both the leap and landing effect regardless of the amount of foes hit.
  • Poison Dart Volley: This skill's projectiles have been modified to more reliably hit foes.
  • Homing Torpedo: This skill now has a cast time of 3/4 second, down from 1 second.
  • Poison Grenade: This skill now applies 3 seconds of poison per pulse, down from 5 seconds.
  • Box of Nails: This skill now has a cast time of 3/4 second, down from 1 second.
  • Box of Piranhas: This skill now has a cast time of 3/4 second, down from 1 second.
  • Napalm: This skill now has a 20 seconds recharge time, down from 30 seconds.
  • Smoke Vent: This skill now removes weakness when used.
Healing Skills
  • A.E.D.: This skill now has a cast time of 3/4 second, down from 1 second.
Utility Skills
  • Personal Battering Ram: This skill now deals an additional 20% damage if the target is affected by immobilized and will remove immobilized before launching them.
  • Launch Personal Battering Ram: This skill no longer has a cast time.
  • Slick Shoes: This skill now has a 40 seconds recharge time when used underwater, down from 60 seconds.
  • General Turret changes: All turrets have had their hitboxes modified to closer resemble their respective turret models. Turrets now self-destruct after 15 minutes once deployed, up from 5 minutes. Picking up a turret will now reduce the recharge time by 50%, up from 25%. Base recharge times have been modified to accompany this change.
  • Flame Turret: This turret now consistently fires every 3 seconds. This skill now has a recharge time of 30 seconds, up from 25 seconds, and a pickup recharge time of 15 seconds, down from 18.75 seconds.
  • Net Turret: This turret's rate of fire has been restored to 10 seconds. This skill now applies 2 seconds of immobilized, down from 3 seconds. The overcharged version is unaffected by this change. This skill now has a recharge time of 40 seconds, up from 30 seconds, and a pickup recharge time of 20 seconds, down from 22.5 seconds.
  • Electrified Net: Removed the rate of fire increase skill fact from this skill's tooltip.
  • Rifle Turret: This turret now consistently fires every 2 seconds and is now able to fire while rotating. This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
  • Automatic Fire: This skill now properly affects the rifle turret. This skill now causes the turret to apply 2 stacks of vulnerability for 4 seconds per shot for the duration of the overcharge.
  • Harpoon Turret: This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
  • Harpoon: This skill no longer has a cast time and now has a recharge time of 10 seconds, down from 20 seconds.
  • Rocket Turret: This turret now consistently fires every 4 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
  • Explosive Rockets: This skill now has a duration of 8 seconds, up from 7 seconds.
  • Thumper Turret: This turret now consistently fires every 3 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
  • Healing Mist: This skill is no longer listed as an elixir skill.
  • Incendiary Ammo: This skill now has a recharge time of 45 seconds, down from 60 seconds. The effect applied by this skill now lasts for 30 seconds, down from 45 seconds.
Traits
  • Firearms VIII—Juggernaut: This trait now halves retaliation damage taken while using flame jet in addition to its current effects.
  • Firearms X—Go for the Eyes: This trait now has a 100% chance to apply blindness on critical hit with a rifle.
  • Inventions VII—Reinforced Shield: This trait now increases toughness by 150 when wielding a shield.
  • Inventions XII—Rifled Turret Barrels: This trait now continues to function properly when a turret is overcharged.
  • Alchemy XII—Automated Response: This trait now starts functioning at a health threshold of 20%, down from 25%.
  • Tools IV—Kit Refinement: This trait now has a recharge time of 10 seconds, down from 20 seconds.
  • Flamethrower—Fire Shield: This skill now applies the fire shield effect for 10 seconds, up from 4 seconds.
  • Grenade Kit—Enfeebling Grenade: This skill replaces Drop Mine and throws two grenades at the target that apply 2 seconds of weakness to foes caught in the explosion.
  • Tool Kit—Super Speed: This skill now applies the haste effect for 5 seconds, up from 2 seconds.
  • Med Kit—Magnetic Aura: This skill now applies the magnetic aura effect for 4 seconds, up from 2 seconds.
  • Tools XI—Armor Mods: This trait now has a recharge time of 10 seconds, down from 15 seconds.
Guardian

Weapon Skills
  • Zealot's Defense: This skill's projectiles have been modified to more reliably hit foes. This skill will now absorb its own projectiles if they are reflected. The final hit of this skill now applies a 1 second burn to foes.
  • Cleansing Flame: This skill now removes a condition every second pulse for a total of 5 conditions removed. The caster is now also affected by the condition removal.
  • Spear Wall: This skill now displays the correct area of effect indicator to allies. Previously this skill displayed a round area of effect to allies with the correct functionality of a line area of effect.
Healing Skills
  • Healing Breeze: This skill 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.
  • Litany of Wrath: This skill now has a cast time of 3/4 second, down from 1 second.
Utility Skills
  • Sanctuary: This skill now has a radius of 150 units, up from 120 units. The tooltip now lists the light field associated with the skill.
  • Signet of Mercy: This skill now has a cast time of 2.25 seconds, down from 3.75s seconds.
  • Bow of Truth: The summoned bow now fires every 4.5 seconds, down from 5.2 seconds.
  • Command: This skill is now a ground-targeted area of effect that can be fired within 900 units of the user.
  • Sword of Justice: The summoned sword's base damage has been increased by 10%.
Traits
  • Zeal—Spirit-Weapon Mastery: This trait has been moved to Virtues V.
  • Zeal VI—Eternal Spirit: Moved to the Adept tier.
  • Zeal VIII—This trait now improves the effectiveness of focus skills in addition to its current functionality. Ray of Judgement bounces an additional two times. Shield of Wrath blocks an additional two attacks.
  • Zeal X—Wrathful Spirits: Moved to the Master tier. This trait now increases spirit weapon damage by 30%.
  • Zeal XI—Impervious Spirits: This new Grandmaster tier trait renders spirit weapons immune to direct damage. Spirit weapons affected by this trait can still be harmed by conditions.
  • Zeal XII—Writ of Debilitation: This trait replaces Kindled Zeal. This trait now causes symbols to apply 1 second of crippled to foes.
  • Radiance XII—Perfect Inscriptions: Updated the tooltip to better represent its effect.
  • Valor VIII—Glacial Heart: This trait now has a recharge time of 20 seconds, down from 30 seconds.
  • Valor IX—Honorable Shield: This trait now increases toughness by 150 when wielding a shield.
  • Honor 5—Vigorous Precision: This trait now has a recharge time of 10 seconds, up from 5 seconds.
  • Honor 15—Selfless Daring: This trait now heals for its base amount plus 70% benefit from healing power in Structured PvP, up from 50%.
  • Honor VIII—Empowering Might: This trait no longer has a recharge time.
  • Virtues IV—Retaliatory Subconscious: This trait now has a recharge time of 15 seconds, down from 30 seconds.
  • Virtues V—Spirit Weapon Mastery: This trait has been merged with Improved Spirit-Weapon Duration. This trait now reduces recharge on spirit weapon skills by 20% and increases their duration by 50%.
Mesmer

Weapon Skills
  • Chaos Armor: This skill now applies 5 seconds of swiftness upon activation. Other sources of Chaos Armor will not grant this additional effect.
  • Illusionary Counter: This skill now applies 6 seconds of torment when it blocks an attack, down from 8 seconds.
  • Temporal Curtain: This skill now applies 6 seconds of swiftness, down from 12 seconds, and will now affect allies already under the effects of swiftness.
  • Illusion of Drowning: This skill now only damages foes once and damage has been increased by 30%.
Utility Skills
  • Null Field: This skill is now unblockable and has a recharge time of 45 seconds.
  • Arcane Thievery: This skill no longer has a cast time.
  • Mimic: This skill now prevents all effects of the absorbed projectile from being applied. This skill now has a recharge time of 35 seconds.
  • Phantasmal Defender: This skill now continues to function correctly when multiple phantasmal defenders are alive, splitting damage only to the phantasmal defender with the most health.
Elite Skills
  • Time Warp: This skill now has a recharge time of 180 seconds, down from 210 seconds.
Downed Skills
  • Mind Blast: This skill now applies 3 seconds of confusion.
  • Deception: The downed clone summoned by this skill will now have the downed icon over it.
  • Phantasmal Rogue: The phantasm summoned by this skill will now always appear behind the target and will attempt to stay behind the target. Base damage has been decreased by 15% to compensate.
Traits
  • Domination V—Crippling Dissipation: This trait no longer triggers when a clone is replaced by another illusion. This trait now applies 4 seconds of crippled, up from 3 seconds.
  • Dueling 5—Critical Infusion: This trait now has a recharge time of 10 seconds, up from 5 seconds.
  • Dueling 25—Confusing Combatants: This trait no longer triggers when a clone is replaced by another illusion.
  • Chaos V—Debilitating Dissipation: This trait no longer triggers when a clone is replaced by another illusion. This trait now applies 6 seconds of bleeding, up from 5 seconds, and 6 seconds of vulnerability, up from 5 seconds.
  • Chaos VI—Retaliatory Demise: This trait now applies 3 seconds of retaliation every 3 seconds while downed and also applies to downed clones created by Deception.
  • Chaos XII—Prismatic Understanding: This trait now applies 4 seconds of aegis upon entering stealth and randomly applies 3 seconds of protection or regeneration every second while stealthed.
  • Inspiration 15—Phantasmal Healing: This trait now has a radius of 320 units, up from 240 units.
  • Inspiration IV—Mender's Purity: This trait now removes conditions before healing is applied.
Necromancer

Weapon Skills
  • Mark of Blood: This skill now has a radius of 180 units, up from 120 units.
  • Chillblains: This skill now has a radius of 180 units, up from 120 units.
  • Putrid Mark: This skill now has a radius of 180 units, up from 120 units.
  • Reaper's Mark: This skill now has a radius of 180 units, up from 120 units.
Healing Skills
  • Summon Blood Fiend: The healing provided by the blood fiend's attacks now scales with the necromancer's healing power.
  • Signet of Vampirism: This skill's passive effect now siphons health from foes when struck on a 1 second cooldown. The active effect no longer has a cooldown and summoned allies are able to benefit from the active effect. The active effect's life siphon damage has been decreased by 10% to compensate.
Utility Skills
  • Putrid Explosion: This skill is no longer unblockable.
Elite Skills
  • Marked for Death: This skill now has a radius of 300 units, up from 240 units.
  • Mark of Horror: This skill now has a radius of 300 units, up from 240 units.
  • Summon Blood Shark: This skill is the underwater replacement for Summon Flesh Golem and is on a separate recharge timer to allow quick re-summoning when entering water. The Blood Shark applies 3 seconds of bleeding on hit.
  • Charge: This skill causes the blood shark to charge the target foe, stunning them for 1/2 second.
Traits
  • Spite IX—Training of the Master: This trait now increases minion damage by 25%, down from 30%.
  • Spite X—Chill of Death: This trait now deals 12% less damage.
  • Spite XI—Dhuumfire: This trait now causes Life Blast to apply 3 seconds of burning on foes on a 10 second recharge time.
  • Curses VIII—Banshee's Wail: This trait now functions correctly with Locust Swarm.
  • Curses XII—Withering Precision: This trait now also applies 5 stacks of vulnerability for 5 seconds on critical hit.
  • Death Magic VII—Greater Marks: This trait no longer increases the radius of marks.
  • Death Magic XII—Necromantic Corruption: This trait now grants minions 100% chance to remove a boon on hit on a 20 second recharge per minion.
  • Blood Magic 15—Vampiric: This trait's life siphon healing now scales with healing power.
  • Blood Magic III—Mark of Evasion: This trait no longer has a recharge time. The mark of blood placed by this trait now applies one stack of bleeding for 6 seconds to foes and 3 seconds of regeneration to allies.
  • Blood Magic V—Vampiric Precision: This trait's life siphon healing now scales with healing power.
  • Blood Magic VII—Vampiric Master: This trait now deals 10% less damage and heals for 10% less. This trait's life siphon healing now scales with the necromancer's healing power.
  • Soul Reaping III—Path of Midnight: This trait now reduces recharge time on Death Shroud skills by 20%, up from 10%.
  • Soul Reaping XI—Foot in the Grave: This trait now applies 4 seconds of stability, up from 3 seconds.
Ranger

Weapon Skills
  • Counterattack: This skill now reliably knocks foes back when an attack is blocked.
  • Crossfire: This skill now correctly applies bleeding only when hitting from behind or from the side.
  • Slash—Kick—Pounce: Improved functionality to allow players to cancel the skill chain with less difficulty.
  • Evasive Strike: This skill can now be used while moving.
Healing Skills
  • Heal as One: This skill now has a cast time of 1 second, down from 1 1/4 second, and the base heal has been increased by 8%.
Utility Skills
  • "Guard": This skill now has a recharge time of 25 seconds, up from 15 seconds.
  • Lightning Reflexes: This skill now removes immobilized, chilled and crippled.
  • Viper's Nest: This skill is now a poison field.
Elite Skills
  • Spirit of Nature: This skill now correctly heals 320 health per second.
Downed Skills
  • Lick Wounds: This skill will now function correctly underwater; defeated pets would previously continue to revive the ranger.
Traits
  • Marksmanship III—Keen Edge: This trait is now listed as a Survival skill.
  • Marksmanship VIII—Piercing Arrows: This trait no longer affects Hunter's Shot.
  • Marksmanship X—Eagle Eye: This trait now grants a 33% chance on critical hit with a Longbow to gain one stack of might for 10 seconds.
  • Marksmanship XII—Remorseless: This trait now also grants opening strike to your pet if they gain stealth.
  • Skirmishing 5—Tail Wing: This trait now grants 9 seconds of swiftness, up from 5 seconds.
  • Skirmishing IX—Honed Axes: This trait now reduces the recharge time on main hand axe skills by 20%.
  • Skirmishing XII—Moment of Clarity: This trait now applies the Moment of Clarity effect to you and your pet on interrupt and now grants 200% damage on the next attack, up from 150%. This trait is now able to stack with the Attack of Opportunity effect for a total of 250% damage. This trait now has a recharge time of 10 seconds, up from 5 seconds.
  • Wilderness Survival X—Martial Mastery: This trait no longer reduces recharge on greatsword and spear skills. This trait now grants 1 second of vigor when you successfully evade an attack with a sword skill.
  • Wilderness Survival XII—Bark Skin: This trait now has a health threshold of 33%, up from 25%.
  • Nature Magic IX—Two-Handed Training: This trait now reduces the recharge time on greatsword and spear skills by 20% in addition to its current effects.
  • Beastmastery V—Compassion Training: This trait has been merged with Vigorous Training. This trait now increases your pet's healing power and your pets grant 5 seconds of vigor to nearby allies when activated.
  • Beastmastery X—Ferocious Training: This new master tier trait replaces Vigorous Training. This trait now guarantees bird, moa and jellyfish pets to critically hit on every third hit.
Thief

Weapon Skills
  • Detonate Cluster: This skill now deals 18% less damage to keep it less effective than Cluster Bomb against a single target while still being more effective against groups of enemies. This skill now applies 2 stacks of bleeding instead of 1 stack.
  • Disabling Shot: This skill now has an initiative cost of 5, up from 4. Damage has been increased by 7% to compensate.
  • Choking Gas: This skill now applies 3 seconds of poison per pulse, down from 5 seconds.
  • Heartseeker: This skill now deals 9% less damage to foes over 50% health, 4% less damage to foes with 50%—25% health and 8% more damage to foes below 25% health.
  • Shadow Strike: This skill now applies 1 stack of torment for 8 seconds, down from 2 stacks of torment for 5 seconds.
  • Unload: This skill now has an initiative cost of 4, down from 5.
Healing Skills
  • Skelk Venom: This skill now has a cast time of 1/2 second, down from 1 second. This skill now affects the next 5 attacks, up from 4 attacks.
Utility Skills
  • Signet of Agility: Updated the tooltip to better represent its effect.
  • Ambush: This skill now summons the thief ally at the trap location if the user is not in combat and summons the thief ally at the user's location if the user is already in combat.
  • Needle Trap: This skill now more reliably hits foes. This skill now has a recharge time of 25 seconds, down from 30 seconds.
  • Tripwire: This skill now has a recharge time of 25 seconds, down from 30 seconds.
Traits
  • Deadly Arts VII—Improvisation: This trait will now only attempt to recharge skill types that have a skill currently recharging. This trait now also increases damage from stolen skills by 10%.
  • Acrobatics XI—Assassin's Reward: This trait now gains 8% benefit from healing power, up from 5%.
Warrior

Weapon Skills
  • Rush: This skill now has a recharge time of 25 seconds, up from 20 seconds.
  • Pin Down: This skill now has a telegraph animation and has a cast time of 3/4 second, up from 1/4 second.
  • Impale: This skill can no longer be used against targets behind the user. This skill now applies 8 seconds of torment, down from 12 seconds.
Healing Skills
  • Healing Signet: This skill now passively heals for 8% less.
  • Defiant Stance: This skill's initial base heal now heals for 20% more.
Utility Skills
  • Bull's Charge: This skill now dazes foes it hits for 2 seconds and now only knocks down foes hit from the back or from the side.
  • Berserker Stance: This skill now applies berserker stance for 6 seconds, down from 8 seconds.
Traits
  • Defense I—Shield Master: This trait now increases toughness by 150 when wielding a shield.
  • Defense II—Dogged March: This trait no longer grants regeneration.
  • Tactics IV—Stronger Bowstrings: This trait no longer modifies longbow skills in unintended manners.

Edited by MazingerZ, 21 February 2014 - 05:25 PM.

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!"

#2 gw2guruaccount

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Posted 21 February 2014 - 09:28 PM

Well this is interesting. I do like a lot of these changes. I hope they are slotted for a single update instead of overtime.

#3 MazingerZ

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Posted 21 February 2014 - 09:35 PM

Turrets really need some sort of AOE immunity or damage reduction attribute in that regard.  They're like shaman totems, IMO and need to be deliberately attacked to bring down, not collateral damage.
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!"

#4 gw2guruaccount

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Posted 21 February 2014 - 09:52 PM

View PostMazingerZ, on 21 February 2014 - 09:35 PM, said:

Turrets really need some sort of AOE immunity or damage reduction attribute in that regard.  They're like shaman totems, IMO and need to be deliberately attacked to bring down, not collateral damage.
You mean more than the trait that gives them 33% damage reduction all the time?

Something intrinsic to themselves?

#5 Phenn

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Posted 21 February 2014 - 09:55 PM

Some of these are definitely from an old patch note set--at least as far as the Necro notes are concerned.

For instance: Marks are already 180 radius, and all Vampiric traits have scaled with Healing Power since the last big balance patch.

Curious to see what their legit counterparts will be though...

#6 Kymeric

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Posted 21 February 2014 - 10:17 PM

View PostMazingerZ, on 21 February 2014 - 09:35 PM, said:

Turrets really need some sort of AOE immunity or damage reduction attribute in that regard.  They're like shaman totems, IMO and need to be deliberately attacked to bring down, not collateral damage.

It'd be interesting to see how this might be possible with GW2.  I know the same thing has been brought up for Ranger pets and Mesmer illusions.  And for a moment I questioned myself when I thought of Elementalists summoning elementals because it's been so long since I've actually seen one.

With how common AoE is in GW2, is it possible to give pets some AoE immunity without making them overpowered?

I suppose making some sort of distinction between types of AoE might help.  I don't know, it feels like ArenaNet has painted themselves into a corner in this area, which is why something that is so broken hasn't really been addressed since launch.  We get ArenaNet mumbling "yeah we now it's an issue", but that's about it.

#7 MazingerZ

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Posted 21 February 2014 - 10:19 PM

View Postgw2guruaccount, on 21 February 2014 - 09:52 PM, said:

You mean more than the trait that gives them 33% damage reduction all the time?

Something intrinsic to themselves?

I suppose if you want to tie it to the trait to at least support turret-focused builds, that's a good half measure, but they lose a lot of functionality when the group gets crazy in WvWvW.  They die way too quickly for things that are dumb bots with largely single-target and/or supportive damage functionality.

Only totems that had immediate strategic use when placed (Earthbind for CC, Stoneclaw for taunting, Grounding and Tremor for defense or any other totems that offered a sudden and massive kick in utility) had CDs.  The other totems like Searing (direct damage, single target), passive, negligent AOE (Magma), passive healing pulses (the old Healing stream) had no CD, but they cost an additional resource (mana) to place and that got expensive to keep refreshing.  (Again, the lack of any serious resource managment in GW2 comes to haunt)

Anyway, they all were immune to AOE damage because both AI aoe damage (from bosses), eating chain damage (from Paladin shields and Shaman lightning) and AOE in PvP made them shrivel up largely through no fault than happenstance.  Deliberate targeting required (up to a point, macros kind of ruined it) at least a decision.

Unless spec'd (and thereby dumping a ton of traits into them) turrets cost->benefit analysis is pretty damn low.  They take up a utility slot, a lot of their overcharges are currently bugged and they die quickly.

If its too much effort to give them better survivability, the CD on them should start when they're put down, triggered whenever they're overcharged and mitigated when they're retrieved.

Edited by MazingerZ, 21 February 2014 - 10:20 PM.

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!"

#8 gw2guruaccount

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Posted 21 February 2014 - 10:32 PM

View PostMazingerZ, on 21 February 2014 - 10:19 PM, said:

I suppose if you want to tie it to the trait to at least support turret-focused builds, that's a good half measure, but they lose a lot of functionality when the group gets crazy in WvWvW.  They die way too quickly for things that are dumb bots with largely single-target and/or supportive damage functionality.

Only totems that had immediate strategic use when placed (Earthbind for CC, Stoneclaw for taunting, Grounding and Tremor for defense or any other totems that offered a sudden and massive kick in utility) had CDs.  The other totems like Searing (direct damage, single target), passive, negligent AOE (Magma), passive healing pulses (the old Healing stream) had no CD, but they cost an additional resource (mana) to place and that got expensive to keep refreshing.  (Again, the lack of any serious resource managment in GW2 comes to haunt)

Anyway, they all were immune to AOE damage because both AI aoe damage (from bosses), eating chain damage (from Paladin shields and Shaman lightning) and AOE in PvP made them shrivel up largely through no fault than happenstance.  Deliberate targeting required (up to a point, macros kind of ruined it) at least a decision.

Unless spec'd (and thereby dumping a ton of traits into them) turrets cost->benefit analysis is pretty damn low.  They take up a utility slot, a lot of their overcharges are currently bugged and they die quickly.

If its too much effort to give them better survivability, the CD on them should start when they're put down, triggered whenever they're overcharged and mitigated when they're retrieved.

I do see your points. I would personally go the other way making them have a far greater impact ( like when rockets actually caused burning and rifle turret caused bleed ) but seeing as they no longer do those things I would be onboard with your changes too. One or the other really but this limbo state is really annoying, I agree.

#9 Desild

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Posted 21 February 2014 - 11:21 PM

Can't wait to go Spirit Weapon Guardian again, with them becoming indestructable again. I'm even crafting Ascended Knights gear for that!

#10 Epixors

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Posted 21 February 2014 - 11:25 PM

If this is true, I may need to get my Ranger some more ascended gear ._.

View PostDesild, on 21 February 2014 - 11:21 PM, said:

Can't wait to go Spirit Weapon Guardian again, with them becoming indestructable again. I'm even crafting Ascended Knights gear for that!

But your precious Cleric's :qq:

#11 Desild

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Posted 21 February 2014 - 11:42 PM

View PostEpixors, on 21 February 2014 - 11:25 PM, said:

But your precious Cleric's :qq:

I'll go full CLERICS with the new enhanced Bow Of Truth. Supreme HPS at my fingertips! Perfect for Fractals.

Why on earth would you think I'd stop using CLERICS when I can use both Knights and full CLERICS? Come on bro...

That would be off-character for me.

#12 Minion

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Posted 22 February 2014 - 12:59 AM

Litany of Wrath seriously needs the same cast time as Defiant Stance. It's good they realised 1s was too much, but so is 3/4. Heartseeker buff is strange, since d/d thieves were already the stronkest, and that Improv trait fix is excellent- we can sit in Refuge forever. Necro has been royally ownd in all holes, stabbed and thrown in the gutter to rot. Defiant Stance gets another buff because it wasn't op enough for Izzy (and he's clearly bad at playing warrior and slipped some dorra to a dev to carry him). Guardians can legitimately tank now, with selfless daring promoting cornerstacking yet again, healing everyone as they mindlessly bang their heads against the wall. Removing the internal cooldown of Empowering Might is a weird one, but Altruistic Healing has been out of the meta for yonks now, so this is just incentivising bad players to try using it again. The trait itself will turn guardians into an even stronger might machine than it already was.

In summary, corner stacking still being widely promoted in PvE and no one gives a shit about necros. Good job.

#13 Azure Skye

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Posted 22 February 2014 - 01:07 AM

I like some of these changes, i didnt see what i didnt like.

#14 Mjölner

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Posted 22 February 2014 - 01:26 AM

Quote

Temporal Curtain: This skill now applies 6 seconds of swiftness, down from 12 seconds, and will now affect allies already under the effects of swiftness.

The fix was needed, but where will we get swiftness from now? Rely on Signet of Inspiration for a chance?

Quote

Wilderness Survival X—Martial Mastery: This trait no longer reduces recharge on greatsword and spear skills. This trait now grants 1 second of vigor when you successfully evade an attack with a sword skill.

Noooooo! We don't need the vigour (really? One second? Don't strain yourself or anything, ANet), but speccing into Nature Magic to get the best of the greatsword is just... bad. I mean, WS is the damage and weapons tree: why change it?

And just overall nerfs to the warrior. Ugh. I don't even get why Bull's Charge has to be from the side/back... you're slamming into your opponent: logically, they should be knocked down.

#15 The_Playwright

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Posted 22 February 2014 - 01:47 AM

I'm SUPER GLAD all the Necromancer's vampiric effects now scale with healing power!  Now I might actually notice the heals!

Oh wait... we -still- can't heal in Death Shroud!

Might as well stick to Berserker's then.

#16 LoopySnoopy

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Posted 22 February 2014 - 02:05 AM

https://forum-en.gui...ked-patch-notes




Hey everyone,
I’m sure you have all been wondering whether the ‘Leaked Balance Patch notes’ we have all seen on Reddit are true.
I am here to say that they are not. It appears the poster has taken some of the notes that we have in this thread in an effort to make their own look more legitimate, and mashed them together with some imaginary notes. These are not real patch notes.
This is a reminder that when patch notes are posted by a source other than ArenaNet, they should not be trusted. Particularly in the context of a “leak.”
Thank you for understanding!
A

Edited by LoopySnoopy, 22 February 2014 - 02:06 AM.


#17 rendolphe

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Posted 22 February 2014 - 02:57 AM

lol wtf with bullcharge.

#18 ben911993

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Posted 22 February 2014 - 03:08 AM

Quote

  • Honor VIII—Empowering Might: This trait no longer has a recharge time.

Oh lord yes. Might stacking with guards just got a whole lot easier.

#19 Arkham Creed

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Posted 22 February 2014 - 03:55 AM

Some quick thoughts….

Sword of Justice: The summoned sword's base damage has been increased by 10%. (Yummy.)

Zeal VI—Eternal Spirit: Moved to the Adept tier. ( I can get it now with 10 points rather than 20. Nice.)

Zeal X—Wrathful Spirits: Moved to the Master tier. This trait now increases spirit weapon damage by 30%. (Less powerful, but now a 20 point trait instead of a 30 point.)

Virtues V—Spirit Weapon Mastery: This trait has been merged with Improved Spirit-Weapon Duration. This trait now reduces recharge on spirit weapon skills by 20% and increases their duration by 50%. (Two for the price of one, and still a 10 point trait. Lovely.)

Zeal XI—Impervious Spirits: This new Grandmaster tier trait renders spirit weapons immune to direct damage. Spirit weapons affected by this trait can still be harmed by conditions. (Holy mother of God…this is…fantastic.)

So obviously I have a guardian who runs a spirit weapon build in PvE.

Edited by Arkham Creed, 22 February 2014 - 03:58 AM.


#20 ilr

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Posted 22 February 2014 - 04:37 AM

View PostMazingerZ, on 21 February 2014 - 05:24 PM, said:

Ranger

Utility Skills
  • "Guard": This skill now has a recharge time of 25 seconds, up from 15 seconds.
Oh terrific, the only thing making the Nature shouts build playable for PvE  (mainly herb gathering), was removed.
uninstalling once again verified as the best decision I personally ever made in this game I see.

Especially ironic given that most other ranger changes are only bug Fixes yet "Guard" remains the only Shout in the entire game that has a CAST TIME on it.  ....No bug fix or skill split there, ever?  Stay Classy Arenaholes

View PostLoopySnoopy, on 22 February 2014 - 02:05 AM, said:

https://forum-en.gui...ked-patch-notes




Hey everyone,
I’m sure you have all been wondering whether the ‘Leaked Balance Patch notes’ we have all seen on Reddit are true.
I am here to say that they are not. It appears the poster has taken some of the notes that we have in this thread in an effort to make their own look more legitimate, and mashed them together with some imaginary notes. These are not real patch notes.
This is a reminder that when patch notes are posted by a source other than ArenaNet, they should not be trusted. Particularly in the context of a “leak.”
Thank you for understanding!
A

They always say this too each time.  ....Generally removing the most drama-inducing War / Ele / Guardian & WvW changes before release so that it conforms to that sneaky line:  "mashed them together with some imaginary notes"

Edited by ilr, 22 February 2014 - 04:49 AM.


#21 Dahk

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Posted 22 February 2014 - 04:56 AM

According to the devs, the notes are fake.

Source:
https://forum-en.gui...rst#post3673321

#22 Alexei Hart

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Posted 22 February 2014 - 05:24 AM

View PostMjölner, on 22 February 2014 - 01:26 AM, said:

The fix was needed, but where will we get swiftness from now? Rely on Signet of Inspiration for a chance?

Tell me about it. Every other profession, with the possible exception of non-Norn engineers (haven't played a non-Norn engi so I don't know if there's some other swiftness toolbelt skill thrown in there), can generate >20 secs of swiftness at a time, if not perma-swiftness, and we get further shafted?

Sorry folks, your portals won't be coming quite as quickly as you like. Not our fault.

#23 Neo Nugget

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Posted 22 February 2014 - 09:40 AM

View PostDahk, on 22 February 2014 - 04:56 AM, said:

According to the devs, the notes are fake.

Source:
https://forum-en.gui...rst#post3673321

And there we go.

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