N A T E.3108 Posted March 20, 2018 Share Posted March 20, 2018 Please don't nerf protection injection this hard! Scrapper has already been hit hard by the loss of toughness and condition removals (from elixers)- if possible, please at least extend the protection time for protection injection- Holosmith has access to a lot of protection anyway with the condi-boon conversion with forge, so this nerf really is just another really hard hit to scrapper and core engi, without hardly affecting holosmith. Link to comment Share on other sites More sharing options...
David.5974 Posted March 20, 2018 Share Posted March 20, 2018 > @"N A T E.3108" said: > Please don't nerf protection injection this hard! Scrapper has already been hit hard by the loss of toughness and condition removals (from elixers)- if possible, please at least extend the protection time for protection injection- Holosmith has access to a lot of protection anyway with the condi-boon conversion with forge, so this nerf really is just another really hard hit to scrapper and core engi, without hardly affecting holosmith. ^ This ^ Link to comment Share on other sites More sharing options...
Master Ketsu.4569 Posted March 20, 2018 Share Posted March 20, 2018 > @"Ithilwen.1529" said: > **The Mental Anquish nerf is too harsh to core Mesmer.** We're already at a serious disadvantage. There must be a way to reduce elite damage without killing the core classes. Reduce the damage of ambush perhaps. At this point people need to stop complaining about "muh core spec". Anets balance team is only good enough to the level where they can be realistically expected to have at least one viable meta build for each class. Whining about a nerf to what is considered by far the most broken build in the game atm just because it harms some fringe core build that few people play comes across as super entitled. Link to comment Share on other sites More sharing options...
Vagrant.7206 Posted March 20, 2018 Share Posted March 20, 2018 > @"Master Ketsu.4569" said: > > @"Ithilwen.1529" said: > > **The Mental Anquish nerf is too harsh to core Mesmer.** We're already at a serious disadvantage. There must be a way to reduce elite damage without killing the core classes. Reduce the damage of ambush perhaps. > > At this point people need to stop complaining about "muh core spec". Anets balance team is only good enough to the level where they can be realistically expected to have at least one viable meta build for each class. Whining about a nerf to what is considered by far the most broken build in the game atm just because it harms some fringe core build that few people play comes across as super entitled. Let me introduce you to.... [the Guardian](https://metabattle.com/wiki/Guardian "the Guardian"). With core, HoT, and PoF specs all representing well in all game modes! Or [perhaps mesmer](https://metabattle.com/wiki/Mesmer "perhaps mesmer"), where HoT and PoF specs are perfectly viable, and chrono is just a straight upgrade from core. Now let's stand aside and look at classes like... [Revenant](https://metabattle.com/wiki/Revenant "Revenant") and [Engineer](https://metabattle.com/wiki/Engineer "Engineer"). Revenant has only one meta build (in WvW) and engineer only has one meta spec in any of the game modes. Now, who's getting hardest hit by some of these proposed nerfs? Engineer's one relevant spec and revenant of course! Link to comment Share on other sites More sharing options...
Toron.4856 Posted March 20, 2018 Share Posted March 20, 2018 > @"Banda.9320" said: > 1-Healing Signet > 2-Adrenal Health > nerf this skill. that heal warrior +450 or more. health every second > he already has too many blocks skills > 1- Shield Bash > 2-Full Counter > 3-endure pain > 4-Bladestorm > and they all have a low cooldown. > ----- > and he has a lot of remove boons skills! > 1- Loss Aversion > 2- Enchantment Collapse > 3-Breaching Strike > most of the warrior player using this sigil of annulment. that remove 2 boons in the hit > > . in a point fight vs spellbreaker you may keep kit him forever or die. > > we don't have to forget the tons of sustain and stability. > Warrior has 4 secs stability on a 40 secs cd. With the passive nerf its going to be incrased to 4 secs on a 90 secs cd. How in the world is 4 secs on a 90 secs cd "tons of stab". The class is called "SPELLBREAKER" means the class IS ABOUT removing boons... its the playstyle lol... Full counter has been nerfed twice and is getting nerfed again for a third time within less than half of a year. Healing signet has been nerfed enough times alrdy. You sir are a typical slightly under average player trying to facetank warriors and failing killing them for the lack of knowing how to dodge, not having the capability to avoid full counters and not having any understanding for the class. Spellbreaker is taking more nerfs than any other Class in the next balance patch already and ur STILL moaning around. Please learn to play. Link to comment Share on other sites More sharing options...
jhin.6574 Posted March 20, 2018 Share Posted March 20, 2018 > @"Toron.4856" said: > > @"Banda.9320" said: > > 1-Healing Signet > > 2-Adrenal Health > > nerf this skill. that heal warrior +450 or more. health every second > > he already has too many blocks skills > > 1- Shield Bash > > 2-Full Counter > > 3-endure pain > > 4-Bladestorm > > and they all have a low cooldown. > > ----- > > and he has a lot of remove boons skills! > > 1- Loss Aversion > > 2- Enchantment Collapse > > 3-Breaching Strike > > most of the warrior player using this sigil of annulment. that remove 2 boons in the hit > > > > . in a point fight vs spellbreaker you may keep kit him forever or die. > > > > we don't have to forget the tons of sustain and stability. > > > > Warrior has 4 secs stability on a 40 secs cd. > With the passive nerf its going to be incrased to 4 secs on a 90 secs cd. How in the world is 4 secs on a 90 secs cd "tons of stab". > > The class is called "SPELLBREAKER" means the class IS ABOUT removing boons... its the playstyle lol... > > > Full counter has been nerfed twice and is getting nerfed again for a third time within less than half of a year. > > Healing signet has been nerfed enough times alrdy. > > You sir are a typical slightly under average player trying to facetank warriors and failing killing them for the lack of knowing how to dodge, not having the capability to avoid full counters and not having any understanding for the class. > > > Spellbreaker is taking more nerfs than any other Class in the next balance patch already and ur STILL moaning around. > > Please learn to play. what I am saying is warrior have a lot of defensive skills. and he deals craze dmg. i mean you can use full zerck gear . and you will not be able to dai easy like any other class run full zerck gear because of all of this defensive skill warrior has! don't ask me to go learn to play if your main warrior is one of the easiest class to play in the game Link to comment Share on other sites More sharing options...
Lordrosicky.5813 Posted March 20, 2018 Share Posted March 20, 2018 > @"Ragion.2831" said: > > @"Lordrosicky.5813" said: > > I will explain some of these changes and why show a lack of understanding of how pvp works. Cooldowns arent everything. > > > > Garish Pillar: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW - **good** > > Desert Shroud: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW **good** > > Ghastly Breach: Increased the cooldown from 75 seconds to 90 seconds in PvP and WvW **good** > > Plague Signet: Increased the cooldown from 30 seconds to 40 seconds in PvP and WvW **good** > > Trail of Anguish: Increased the cooldown from 25 seconds to 35 seconds in PvP and WvW **good** > > Signet of Undeath: Reduced the cooldown from 150 seconds to 90 seconds in PvP and WvW - **The issue is the cast time not the coold down.** > > Life Siphon: Reduced the cooldown from 12 seconds to 10 seconds in PvP and WvW - **The issue is the line of sight and the cast time. Not the cooldown** > > Dark Pact: Reduced the cooldown from 25 seconds to 20 seconds in PvP and WvW - **The issue is the cast time. When every class can do 1000 evades in a row a cast time of 1 second is not viable in pvp** > > Signet of Vampirism: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW. Increased the base heal by 25% in PvP and WvW - **The issue is that without consume conditions you have no condi clear. Not the heal amount** > > Well of Blood: Increased the base heal by 15% in PvP and WvW. Increased the heal per pulse by 75% in PvP and WvW - **The issue isnt the heal amount but the amount of condi clear. Instead of increasing the heal it should clear condis** > > Spectral Grasp: Reduced the cooldown from 50 seconds to 35 seconds in PvP and WvW **The issue is not the cooldown but everything else** > > Blood is Power: Adjusted the Might granted from 10 stacks for 10 seconds to 15 stacks for 6 seconds in PvP and WvW - **This is probably going to be really good with blighters boon** > > Well of Suffering: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW. Increased the amount of Vulnerability applied per pulse from 2 stacks to 4 stacks in PvP and WvW. - **Ok I guess** > > Signet of the Locust: Increased damage by 54% in PvP and WvW. Increased the base heal per hit by 29% in PvP and WvW - **Meh** > > Traits > > Reaper's Protection: Increased the cooldown from 60 seconds to 90 seconds in PvP only - **lol, you dont need to nerf anything in the death magic line trust me** > > Last Gasp: Increased the cooldown from 50 seconds to 75 seconds in PvP only - " good change > > This is actually really accurate. Anet Necro devs are so weird man. You stand there channeling with no way to defend yourself from your surroundings trying to deal damage that a mesmer can do double of in less than half the time. Why? Thematics > > This skill split, im not entirely sure of. The only thing I can realistically see happening after all this is said and done is conditions still doing alot of damage too quickly because of nonsensical stacking or someone being able to resurrect a bunker build that will become oppressive in ranked. Anet have literally trapped themselves in a no win situation. > This could have been avoided in vanilla before any expansions by just redesigning base thief from scratch. Minus a couple exceptions, every problem we have had can be traced back to thief. Well the skill split will not change anything. It will not change the spammy nature of the game at all. The best players will still be those who know the correct rotation to spam vs each particular build rather than those players with skills. Anyone hoping this skill split will make a positive impact needs to seriously read the changes proposed. Most of them completely miss the point. Apparently someone at anet saw signet of undeath and decided the thing that wasnt make it at all useful was its cool down. Let that sink in for everyone. When they think that signet of undeath's problem is its cool down it should prove to everyone that the changes as a whole are going to be awful because they somehow still have no understanding of the pvp in this game. Nothing against the skills and balance team, I am sure they are all good designers. But for some reason the changes they come up way too often just completely miss the point. For those who do not know, the signet of undeath has a cast time which means you will almost never get a res on someone with it before they are cleaved out. Poison nullifies it too and even if you could get the res off you wont because it is the easiest cast ever to interrupt. So if you run this signet you basically should never ever activate it, as the only reason to run it is the life force gain. So they decide that their way to buff a signet that you NEVER activate is to reduce its cool down. These are facts. And the fact that the dev team do not understand this means that there is ZERO chance these changes will be good. It essentially proves there is no thought process behind these changes as a whole. There are other examples I could use but I see no point. I only looked at the necro changes, but I expect the changes to the other classes are also fairly poorly thought out. It just seems lazy to me. They decided signet of undeath needed to be changed so they reduced the cool down. They clearly did 0 analysis of the skill or they would have realised it is every BUT the cool down which is the problem for that utility. So the facts are that these changes were likely produced in 5 minutes because nobody who actually thinks about things would make these changes. The changes aren't even comprehensive. Like on many classes they decide to nerf 4 passive traits but leave 2/3 equally (or more) strong passive traits untouched. Where is the consistency? Link to comment Share on other sites More sharing options...
Toron.4856 Posted March 20, 2018 Share Posted March 20, 2018 > @"Banda.9320" said: > > @"Toron.4856" said: > > > @"Banda.9320" said: > > > 1-Healing Signet > > > 2-Adrenal Health > > > nerf this skill. that heal warrior +450 or more. health every second > > > he already has too many blocks skills > > > 1- Shield Bash > > > 2-Full Counter > > > 3-endure pain > > > 4-Bladestorm > > > and they all have a low cooldown. > > > ----- > > > and he has a lot of remove boons skills! > > > 1- Loss Aversion > > > 2- Enchantment Collapse > > > 3-Breaching Strike > > > most of the warrior player using this sigil of annulment. that remove 2 boons in the hit > > > > > > . in a point fight vs spellbreaker you may keep kit him forever or die. > > > > > > we don't have to forget the tons of sustain and stability. > > > > > > > Warrior has 4 secs stability on a 40 secs cd. > > With the passive nerf its going to be incrased to 4 secs on a 90 secs cd. How in the world is 4 secs on a 90 secs cd "tons of stab". > > > > The class is called "SPELLBREAKER" means the class IS ABOUT removing boons... its the playstyle lol... > > > > > > Full counter has been nerfed twice and is getting nerfed again for a third time within less than half of a year. > > > > Healing signet has been nerfed enough times alrdy. > > > > You sir are a typical slightly under average player trying to facetank warriors and failing killing them for the lack of knowing how to dodge, not having the capability to avoid full counters and not having any understanding for the class. > > > > > > Spellbreaker is taking more nerfs than any other Class in the next balance patch already and ur STILL moaning around. > > > > Please learn to play. > > what I am saying is warrior have a lot of defensive skills. and he deals craze dmg. > > i mean you can use full zerck gear . and you will not be able to dai easy like any other class run full zerck gear because of all of this defensive skill warrior has! > > don't ask me to go learn to play if your main warrior is one of the easiest class to play in the game Yes and war is getting nerfed a lot in terms of sustain (passives / utilities/cds) and dmg ( all dagger skills/break enchantments/burst skills/full counter) and ur yet asking for more nerfs? You are asking for the class to be unviable again because u simply cant deal with them. And no im a rev main who simply likes playing war. Rev is a story tho. Link to comment Share on other sites More sharing options...
caveman.5840 Posted March 20, 2018 Share Posted March 20, 2018 the word compensation is not in there vocabulary Link to comment Share on other sites More sharing options...
Strages.2950 Posted March 20, 2018 Share Posted March 20, 2018 > @"Banda.9320" said: > > @"Toron.4856" said: > > > @"Banda.9320" said: > > > 1-Healing Signet > > > 2-Adrenal Health > > > nerf this skill. that heal warrior +450 or more. health every second > > > he already has too many blocks skills > > > 1- Shield Bash > > > 2-Full Counter > > > 3-endure pain > > > 4-Bladestorm > > > and they all have a low cooldown. > > > ----- > > > and he has a lot of remove boons skills! > > > 1- Loss Aversion > > > 2- Enchantment Collapse > > > 3-Breaching Strike > > > most of the warrior player using this sigil of annulment. that remove 2 boons in the hit > > > > > > . in a point fight vs spellbreaker you may keep kit him forever or die. > > > > > > we don't have to forget the tons of sustain and stability. > > > > > > > Warrior has 4 secs stability on a 40 secs cd. > > With the passive nerf its going to be incrased to 4 secs on a 90 secs cd. How in the world is 4 secs on a 90 secs cd "tons of stab". > > > > The class is called "SPELLBREAKER" means the class IS ABOUT removing boons... its the playstyle lol... > > > > > > Full counter has been nerfed twice and is getting nerfed again for a third time within less than half of a year. > > > > Healing signet has been nerfed enough times alrdy. > > > > You sir are a typical slightly under average player trying to facetank warriors and failing killing them for the lack of knowing how to dodge, not having the capability to avoid full counters and not having any understanding for the class. > > > > > > Spellbreaker is taking more nerfs than any other Class in the next balance patch already and ur STILL moaning around. > > > > Please learn to play. > > what I am saying is warrior have a lot of defensive skills. and he deals craze dmg. > > i mean you can use full zerck gear . and you will not be able to dai easy like any other class run full zerck gear because of all of this defensive skill warrior has! > > don't ask me to go learn to play if your main warrior is one of the easiest class to play in the game Its defensive skills are already getting nerfed, read the first goddamn post in the thread. These mindless zombies are indescribably annoying. Link to comment Share on other sites More sharing options...
Lexan.5930 Posted March 20, 2018 Share Posted March 20, 2018 If your planning on giving some buffs to wells could you give the stab upon initial cast rather than final cast? There are many time where I go to cast well of power and the stun is broken but the .25 second cast time is interrupted by some random stun or daze. Either that or make it an instant cast so the stab is worth having on the skill, or add a longer stab or more stacks. Please Link to comment Share on other sites More sharing options...
Brazzi.2045 Posted March 20, 2018 Share Posted March 20, 2018 It feels like warrior cant be meta for long, every time we get nerfed to the ground, ppl complain that warrior to tanky, dose to much dmg and can survive only with zerker gear, but no one says anything that its a only class without any viable ranged weapons for both pvp and wvw so we must satay at mele range. Unused weapon buffs when? Link to comment Share on other sites More sharing options...
messiah.1908 Posted March 20, 2018 Share Posted March 20, 2018 guys revenant , revenant for god sake. buff renegade with shorter cast time on utilities and with stability for 3 sec. revenant buff cleanse abilities given in traits salvation and invocation (its consider split) Link to comment Share on other sites More sharing options...
messiah.1908 Posted March 20, 2018 Share Posted March 20, 2018 Rampage Reduced the cooldown from 180 seconds to 90 seconds in PvP and WvW. Reduced transform duration from 15 seconds to 10 seconds. Kick: Reduced the cooldown from 6 seconds to 4 seconds in PvP and WvW Dash: Reduced the cooldown from 6 seconds to 4 seconds in PvP and WvW Throw Boulder: Reduced the cooldown from 12 seconds to 8 seconds in PvP and WvW Seismic Leap: Reduced the cooldown from 15 seconds to 10 seconds in PvP and WvW in pvp warrior could decap the point with this low cd? isnt it? Link to comment Share on other sites More sharing options...
Lociaz.4027 Posted March 21, 2018 Share Posted March 21, 2018 > @"Gaile Gray.6029" said: > ## Thief > > ### Skills > > - Dagger Autoattack chain: Reduced damages by 15% overall in PvP and WvW > - Sword Autoattack chain: Reduced damages by 14% overall in PvP and WvW > - Roll for Initiative: Increased the cooldown from 35 seconds to 40 seconds in PvP and WvW > - Cloak and Dagger: Reduced the initiative cost from 6 to 5 in PvP and WvW > - Signet of Shadows: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW > - Assassin's Signet: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW > - Smoke Screen: Reduced the cooldown from 30 seconds to 25 seconds in PvP and WvW > - Dagger Storm: Reduced the cooldown from 90 seconds to 60 seconds in PvP and WvW > - Hide in Shadows: Increased the base healing by 15% in PvP and WvW > - Skelk Venom: Increased the venom heal per hit by 25% in PvP and WvW > - Larcenous Strike: Reduced damage by 15% in PvP and WvW > > ### Traits > > - Pulmonary Impact: Reduced damage by 29% in PvP and WvW > - **Upper Hand: Increased the cooldown from 3 seconds to 5 seconds in PvP and WvW** <--- **Pvp only** > - Panic Strike: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW. The WvW version of this trait will now use the PvP immobilize duration of 1.5 seconds > - Instant Reflexes: Increased the cooldown from 40 seconds to 90 seconds in PvP only > - Pain response: Increased the cooldown from 16 seconds to 40 seconds in PvP only > - Hard to Catch: Increased the cooldown from 45 seconds to 90 seconds in PvP only > - Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW As I said before... I'm okay with the changes, but there is some things i dont like and I'm a bit confused. The **Upper Hand** trait, you say that its gonna be from 3 sec to ---> 5sec cooldown. but when i chek the trait in game its 2sec! and its perfect how it is. Dont need to nerf it! Or make the changes for pvp only or the trait will be useless in WvW... https://imgur.com/uSQIwNz Thats my opinions. Take care everyone! Link to comment Share on other sites More sharing options...
Tunagod.8396 Posted March 21, 2018 Share Posted March 21, 2018 I have to question the Detection pulse range to 1200, that's a bit far in my opinion. I would be okay with 800 but 1200 is a bit far. The range already was making deadeyes struggle going near fights with engineers. This is a huge issue in my books. Shadow step might not even help now with that range. > @"Lociaz.4027" said: > > @"Gaile Gray.6029" said: > > ## Thief > > > > ### Skills > > > > - Dagger Autoattack chain: Reduced damages by 15% overall in PvP and WvW > > - Sword Autoattack chain: Reduced damages by 14% overall in PvP and WvW > > - Roll for Initiative: Increased the cooldown from 35 seconds to 40 seconds in PvP and WvW > > - Cloak and Dagger: Reduced the initiative cost from 6 to 5 in PvP and WvW > > - Signet of Shadows: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW > > - Assassin's Signet: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW > > - Smoke Screen: Reduced the cooldown from 30 seconds to 25 seconds in PvP and WvW > > - Dagger Storm: Reduced the cooldown from 90 seconds to 60 seconds in PvP and WvW > > - Hide in Shadows: Increased the base healing by 15% in PvP and WvW > > - Skelk Venom: Increased the venom heal per hit by 25% in PvP and WvW > > - Larcenous Strike: Reduced damage by 15% in PvP and WvW > > > > ### Traits > > > > - Pulmonary Impact: Reduced damage by 29% in PvP and WvW > > - **Upper Hand: Increased the cooldown from 3 seconds to 5 seconds in PvP and WvW** <--- **Pvp only** > > - Panic Strike: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW. The WvW version of this trait will now use the PvP immobilize duration of 1.5 seconds > > - Instant Reflexes: Increased the cooldown from 40 seconds to 90 seconds in PvP only > > - Pain response: Increased the cooldown from 16 seconds to 40 seconds in PvP only > > - Hard to Catch: Increased the cooldown from 45 seconds to 90 seconds in PvP only > > - Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW > > As I said before... > I'm okay with the changes, but there is some things i dont like and I'm a bit confused. > The **Upper Hand** trait, you say that its gonna be from 3 sec to ---> 5sec cooldown. > but when i chek the trait in game its 2sec! and its perfect how it is. Dont need to nerf it! > Or make the changes for pvp only or the trait will be useless in WvW... > https://imgur.com/uSQIwNz > > Thats my opinions. > Take care everyone! > I have to agree to that as well. Would like to see a smaller increase in it if any. Link to comment Share on other sites More sharing options...
Ziggityzog.7389 Posted March 21, 2018 Share Posted March 21, 2018 No matter what you do to the skill set. The main scourge issue is it takes no skill to spam 100 conditions on a group. They clear it but 5 seconds later another 100 conditions are them again. its really annoying to see every red condition icon ever made lined up in a row every single fight. Link to comment Share on other sites More sharing options...
whoknocks.4935 Posted March 21, 2018 Share Posted March 21, 2018 > @"Banda.9320" said: > > @"Toron.4856" said: > > > @"Banda.9320" said: > > > 1-Healing Signet > > > 2-Adrenal Health > > > nerf this skill. that heal warrior +450 or more. health every second > > > he already has too many blocks skills > > > 1- Shield Bash > > > 2-Full Counter > > > 3-endure pain > > > 4-Bladestorm > > > and they all have a low cooldown. > > > ----- > > > and he has a lot of remove boons skills! > > > 1- Loss Aversion > > > 2- Enchantment Collapse > > > 3-Breaching Strike > > > most of the warrior player using this sigil of annulment. that remove 2 boons in the hit > > > > > > . in a point fight vs spellbreaker you may keep kit him forever or die. > > > > > > we don't have to forget the tons of sustain and stability. > > > > > > > Warrior has 4 secs stability on a 40 secs cd. > > With the passive nerf its going to be incrased to 4 secs on a 90 secs cd. How in the world is 4 secs on a 90 secs cd "tons of stab". > > > > The class is called "SPELLBREAKER" means the class IS ABOUT removing boons... its the playstyle lol... > > > > > > Full counter has been nerfed twice and is getting nerfed again for a third time within less than half of a year. > > > > Healing signet has been nerfed enough times alrdy. > > > > You sir are a typical slightly under average player trying to facetank warriors and failing killing them for the lack of knowing how to dodge, not having the capability to avoid full counters and not having any understanding for the class. > > > > > > Spellbreaker is taking more nerfs than any other Class in the next balance patch already and ur STILL moaning around. > > > > Please learn to play. > > what I am saying is warrior have a lot of defensive skills. and he deals craze dmg. > > i mean you can use full zerck gear . and you will not be able to dai easy like any other class run full zerck gear because of all of this defensive skill warrior has! > > don't ask me to go learn to play if your main warrior is one of the easiest class to play in the game Warrior have defensive skills coz he is a MELEE ONLY profession. It's normal warrior having this tools, it's normal in every single mmo. Being only melee if you give him no defensive tools, the profession just dies in 5 seconds from range profession, even 600 range ones. Just think before complaining. Mesmer have double of the defensive tools and most of his damage and skills can be done at 1200 range, that's broken kitten as hell. Link to comment Share on other sites More sharing options...
Jace al Thor.6745 Posted March 21, 2018 Share Posted March 21, 2018 > @"whoknocks.4935" said: > > @"Banda.9320" said: > > > @"Toron.4856" said: > > > > @"Banda.9320" said: > > > > 1-Healing Signet > > > > 2-Adrenal Health > > > > nerf this skill. that heal warrior +450 or more. health every second > > > > he already has too many blocks skills > > > > 1- Shield Bash > > > > 2-Full Counter > > > > 3-endure pain > > > > 4-Bladestorm > > > > and they all have a low cooldown. > > > > ----- > > > > and he has a lot of remove boons skills! > > > > 1- Loss Aversion > > > > 2- Enchantment Collapse > > > > 3-Breaching Strike > > > > most of the warrior player using this sigil of annulment. that remove 2 boons in the hit > > > > > > > > . in a point fight vs spellbreaker you may keep kit him forever or die. > > > > > > > > we don't have to forget the tons of sustain and stability. > > > > > > > > > > Warrior has 4 secs stability on a 40 secs cd. > > > With the passive nerf its going to be incrased to 4 secs on a 90 secs cd. How in the world is 4 secs on a 90 secs cd "tons of stab". > > > > > > The class is called "SPELLBREAKER" means the class IS ABOUT removing boons... its the playstyle lol... > > > > > > > > > Full counter has been nerfed twice and is getting nerfed again for a third time within less than half of a year. > > > > > > Healing signet has been nerfed enough times alrdy. > > > > > > You sir are a typical slightly under average player trying to facetank warriors and failing killing them for the lack of knowing how to dodge, not having the capability to avoid full counters and not having any understanding for the class. > > > > > > > > > Spellbreaker is taking more nerfs than any other Class in the next balance patch already and ur STILL moaning around. > > > > > > Please learn to play. > > > > what I am saying is warrior have a lot of defensive skills. and he deals craze dmg. > > > > i mean you can use full zerck gear . and you will not be able to dai easy like any other class run full zerck gear because of all of this defensive skill warrior has! > > > > don't ask me to go learn to play if your main warrior is one of the easiest class to play in the game > > Warrior have defensive skills coz he is a MELEE ONLY profession. It's normal warrior having this tools, it's normal in every single mmo. Being only melee if you give him no defensive tools, the profession just dies in 5 seconds from range profession, even 600 range ones. > Just think before complaining. > > Mesmer have double of the defensive tools and most of his damage and skills can be done at 1200 range, that's broken kitten as hell. That’s a ridiculous comparison. Not only is it the difference between a light and heavy armor but warrior has ranged options just like any other class. Not to mention while Mesmer has abilities to work at range you have to be melee to get the best use out of them. Now, having skills passively trigger is bad as they’re too good to pass up. Mesmer doesn’t have a passive invuln like warrior, ranger, engi etc. it gets stealth and most of the time you still end up taking the damage and dying or be interrupted then dying. Link to comment Share on other sites More sharing options...
steffen.9607 Posted March 21, 2018 Share Posted March 21, 2018 the wvw split is weird holo gets nerfed, but not in wvw (mostly) since it is too weak in big groups druid gets nerfed, but not in wvw for the same reason, but even traits that are for dueling like pet might sharing or poison on hit dont get shared with wvw thief gets nerfed in wvw, since it is strong in roaming, even though it is not worth it in big groups either i would have hoped that if zerg play gets balanced, focus parties can be a thing again, but since not even passive defense nerfs get carried over to wvw, that patch looks disappointing Link to comment Share on other sites More sharing options...
Vagrant.7206 Posted March 21, 2018 Share Posted March 21, 2018 > @"Tunagod.8396" said: > I have to question the Detection pulse range to 1200, that's a bit far in my opinion. I would be okay with 800 but 1200 is a bit far. The range already was making deadeyes struggle going near fights with engineers. This is a huge issue in my books. Shadow step might not even help now with that range. > @"Lociaz.4027" said: > > > @"Gaile Gray.6029" said: > > > ## Thief > > > > > > ### Skills > > > > > > - Dagger Autoattack chain: Reduced damages by 15% overall in PvP and WvW > > > - Sword Autoattack chain: Reduced damages by 14% overall in PvP and WvW > > > - Roll for Initiative: Increased the cooldown from 35 seconds to 40 seconds in PvP and WvW > > > - Cloak and Dagger: Reduced the initiative cost from 6 to 5 in PvP and WvW > > > - Signet of Shadows: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW > > > - Assassin's Signet: Reduced the cooldown from 30 seconds to 20 seconds in PvP and WvW > > > - Smoke Screen: Reduced the cooldown from 30 seconds to 25 seconds in PvP and WvW > > > - Dagger Storm: Reduced the cooldown from 90 seconds to 60 seconds in PvP and WvW > > > - Hide in Shadows: Increased the base healing by 15% in PvP and WvW > > > - Skelk Venom: Increased the venom heal per hit by 25% in PvP and WvW > > > - Larcenous Strike: Reduced damage by 15% in PvP and WvW > > > > > > ### Traits > > > > > > - Pulmonary Impact: Reduced damage by 29% in PvP and WvW > > > - **Upper Hand: Increased the cooldown from 3 seconds to 5 seconds in PvP and WvW** <--- **Pvp only** > > > - Panic Strike: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW. The WvW version of this trait will now use the PvP immobilize duration of 1.5 seconds > > > - Instant Reflexes: Increased the cooldown from 40 seconds to 90 seconds in PvP only > > > - Pain response: Increased the cooldown from 16 seconds to 40 seconds in PvP only > > > - Hard to Catch: Increased the cooldown from 45 seconds to 90 seconds in PvP only > > > - Swindler's Equilibrium: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW > > > > As I said before... > > I'm okay with the changes, but there is some things i dont like and I'm a bit confused. > > The **Upper Hand** trait, you say that its gonna be from 3 sec to ---> 5sec cooldown. > > but when i chek the trait in game its 2sec! and its perfect how it is. Dont need to nerf it! > > Or make the changes for pvp only or the trait will be useless in WvW... > > https://imgur.com/uSQIwNz > > > > Thats my opinions. > > Take care everyone! > > > > I have to agree to that as well. Would like to see a smaller increase in it if any. 600 range is pretty bad for a reveal, honestly. The few times I've tried to run stealth gyro in PvP, thieves would almost always beyond that 600 range area when they stealthed. Plus it's occupying a slot that could be used for a complete condi cleanse. Link to comment Share on other sites More sharing options...
Shadowcat.2680 Posted March 21, 2018 Share Posted March 21, 2018 When implementing these splits, I think it's also important to pay attention to the traits that are already split for sPVP but not for WvW. Peak Performance in the Strength trait line for warriors is one that is definitely overperforming in WvW. A 33% damage buff for 5 seconds for simply using a physical skill, regardless of whether or not it lands, is overtuned in WvW. The sPVP version of the trait is only a 10% damage buff, which is a split that should've been implemented in WvW also. Link to comment Share on other sites More sharing options...
Exalted Quality.8534 Posted March 21, 2018 Share Posted March 21, 2018 @"Ben Phongluangtham.1065" have you considered adding a PvP amulet after taking away Magi’s? I would personally like to see a 4-stat option with major power/precision and minor ferocity/healing power. Link to comment Share on other sites More sharing options...
BeLZedaR.4790 Posted March 21, 2018 Share Posted March 21, 2018 Another look at mesmer? Increasing cooldowns is good, but the damage of each skill is still there and so is the lack of counterplay. Relatively small nerfs to what is the most dominant class. Relative to the other classes mesmer is getting buffed. Link to comment Share on other sites More sharing options...
whoknocks.4935 Posted March 21, 2018 Share Posted March 21, 2018 > @"Jace al Thor.6745" said: > > @"whoknocks.4935" said: > > > @"Banda.9320" said: > > > > @"Toron.4856" said: > > > > > @"Banda.9320" said: > > > > > 1-Healing Signet > > > > > 2-Adrenal Health > > > > > nerf this skill. that heal warrior +450 or more. health every second > > > > > he already has too many blocks skills > > > > > 1- Shield Bash > > > > > 2-Full Counter > > > > > 3-endure pain > > > > > 4-Bladestorm > > > > > and they all have a low cooldown. > > > > > ----- > > > > > and he has a lot of remove boons skills! > > > > > 1- Loss Aversion > > > > > 2- Enchantment Collapse > > > > > 3-Breaching Strike > > > > > most of the warrior player using this sigil of annulment. that remove 2 boons in the hit > > > > > > > > > > . in a point fight vs spellbreaker you may keep kit him forever or die. > > > > > > > > > > we don't have to forget the tons of sustain and stability. > > > > > > > > > > > > > Warrior has 4 secs stability on a 40 secs cd. > > > > With the passive nerf its going to be incrased to 4 secs on a 90 secs cd. How in the world is 4 secs on a 90 secs cd "tons of stab". > > > > > > > > The class is called "SPELLBREAKER" means the class IS ABOUT removing boons... its the playstyle lol... > > > > > > > > > > > > Full counter has been nerfed twice and is getting nerfed again for a third time within less than half of a year. > > > > > > > > Healing signet has been nerfed enough times alrdy. > > > > > > > > You sir are a typical slightly under average player trying to facetank warriors and failing killing them for the lack of knowing how to dodge, not having the capability to avoid full counters and not having any understanding for the class. > > > > > > > > > > > > Spellbreaker is taking more nerfs than any other Class in the next balance patch already and ur STILL moaning around. > > > > > > > > Please learn to play. > > > > > > what I am saying is warrior have a lot of defensive skills. and he deals craze dmg. > > > > > > i mean you can use full zerck gear . and you will not be able to dai easy like any other class run full zerck gear because of all of this defensive skill warrior has! > > > > > > don't ask me to go learn to play if your main warrior is one of the easiest class to play in the game > > > > Warrior have defensive skills coz he is a MELEE ONLY profession. It's normal warrior having this tools, it's normal in every single mmo. Being only melee if you give him no defensive tools, the profession just dies in 5 seconds from range profession, even 600 range ones. > > Just think before complaining. > > > > Mesmer have double of the defensive tools and most of his damage and skills can be done at 1200 range, that's broken kitten as hell. > > That’s a ridiculous comparison. Not only is it the difference between a light and heavy armor but warrior has ranged options just like any other class. > Not to mention while Mesmer has abilities to work at range you have to be melee to get the best use out of them. > > Now, having skills passively trigger is bad as they’re too good to pass up. Mesmer doesn’t have a passive invuln like warrior, ranger, engi etc. it gets stealth and most of the time you still end up taking the damage and dying or be interrupted then dying. Ah so you see a lot of warriors using rifle or longbow, yeah ranged options xD Mesmer has stunbreak on dodge and 100 other things to survive, please know what you are saying because mesmer is top number 1 broken class, and second is thief. Link to comment Share on other sites More sharing options...
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