October 15th balance/skills updates preview.

October 15th balance/skills updates preview.

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Posted by: JonathanSharp

JonathanSharp

Game Design Lead

Next

Hey guys, here are some of the improvements you can expect to see for the October 15th release. Let us know what you think about them and we’ll take this into consideration. Some of these may not make it in for that release, but I wanted to give you guys a high level preview of what we’re working on and give you an opportunity to give us your feedback.

Trait tooltips
Traits will now have tooltips in the same way that skills do. This means that you’ll be able to see EXACTLY how long an effect lasts, what its cooldown is, etc. We want this system to be as transparent as possible for our players, so that they can make the best decisions when creating their profession builds.

Skill tooltips as they pertain to traits
As traits impact a skill, we’ve also made it so that as skills are impacted by a trait, the skill’s tooltips adjust accordingly. Again, we want players to be able to see these details in their builds, so that they can build their characters exactly the way they want! We’ll be using different colors to show this so that it’s easier for players to see!

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else
  • Deselecting your target now resets tab selection history (aka, you’ll start tabbing through from the beginning if you deselect)
  • Can now tab target if your character can see the target (Was dependent on camera before)

Floater Improvements:
When you cause condition damage, all damage of a given type (burning, bleed, poison, etc.) will be grouped into a single # with an icon, making them much easier to read. This also allows players suffering from these conditions to more easily see them, and know when they should use condition removal. Note that this is an option, so that you can disable it if you want to (and return to the old system).

Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.

  1. Double tap to cast
  2. Press the button to cast
  3. Release the button to cast
    SO GET YO CAST ON!

Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.

Launch will now be stun breakable
We felt it made it sense to let stun breakers also help you when you are launched, since this is consistent with how stun breakers respond to other control effects.

/end of post 1

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

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Posted by: JonathanSharp

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JonathanSharp

Game Design Lead

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Class balance:
Overall we’re looking to provide more builds for all classes, across all game types (PvE, PvP and WvW). We’re also looking to improve support potential for many classes. A lot of players have asked for this style of play to be stronger, so we’re looking to make it a more viable option.

These are some HIGH LEVEL previews, and you’ll still see number tweaks, trait fixes, and bug fixes for each class in the actual release notes, but we wanted you guys to have some transparency into the release:

Warrior
We’re looking to improve shouts so that support via shouts is more viable. This means moving Lung Capacity to Tier 1 so that you can take it along with Shrug it Off and Vigorous Shouts. The Warrior is in a pretty decent place overall right now, and sees play in many types of content, as well as in PvP/WvW.

Guardian
We increased the power of many support skills which weren’t seeing much play. We reworked Purging Flames: it now removes three conditions from allies in an area effect around the guardian on cast while still burning enemies (enemies that enter or exit the flames are still burned). Once the skill has been cast, it then reduces condition duration for allies who remain in the consecration’s area. It’s hawt. Literally. All meditation utility skills are now instant, and Focused Mind now grants fury on meditation use.

Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.

To help Rangers support allies, we increased the ability ranger pets have to support allies. For instance, the Bear condition removal isn’t strong enough, so we’ll be improving that. Moas and Fern Hound will also be improved.

There will also be # changes to some of the Ranger weapons.

Thief
Venomous Aura was very difficult to use, as the radius was fairly tight. We’ve now increased that radius a bit, so that it’s easier to share venoms with allies without huddling closely together.

We’re also looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.

Also, pistol main hand may see one of its skills reworked to better support allies. We have multiple prototypes that we’re trying out, so we’ll have to see which we settle on by the next release.

Engineer
We did some reworks on the Elixir toolbelt (f-bar) skills. These just didn’t have enough cool play to them, and we wanted to improve them. Like:

  • Elixir S toolbelt is now guaranteed stealth.
  • Elixir B toolbelt now guarantees Stability along with the random current effect. Base recharge increased to 30 seconds.

We also did QoL (quality of life) improvements to skills that saw little play.

And finally, Engineer turrets will attack the Engineer’s target. They still take time to rotate to face the target, and they still have their respective cooldowns when firing. But this means the Engineer can focus damage on a single target by using their turrets.

Elementalist
We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.

We also increased the healing on Water Blast, the radius on Geyser and we reworked
Unsteady Ground to make it function more like line of warding.

Mes
To stay in line with the support theme, we wanted to find ways the Mesmer could support allies. We looked at Mantras, and just didn’t feel they were quite strong enough to do this, so we made some improvements.

Power Cleanse: We wanted to add some condition support, and made it so that this skill can remove 2 conditions from 5 allies.

Power Break also saw an improvement, as it now grants stability to nearby allies.

Nec
The Blood line underwent some tweaks, as it’s something that Necromancer players often feel is a lacking trait line. Vampiric Precision, Vampiric Rituals, Vampiric Master have all seen improvements.

For QoL (again, quality of life) we also improved the Life Force meter to show the actual bar better (moved slightly so it’s not competing with the skill icon for UI space), and the bar now shows your current Life Force amount, and the tooltip also shows current/max Life Force available. It makes it much easier to see how much Life Force you have, and lets you plan your engagements better.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

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Posted by: JonathanSharp

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JonathanSharp

Game Design Lead

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Further down the Road

  • We’re reworking the combat log to make it more easily used. This will involve help from a ton of departments, but it will help every player in the game. By providing you better combat information, you’ll be able to better make tweaks to your build, and you’ll be able to better adjust your play to deal with difficult encounters.
  • We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.
  • Runes/Sigils are also something the balance team wants to improve. We’d like to see cooler effects on some of the sets, so we’ll be working towards that. They also lead to a lot of build diversity, so we want more sets to be stronger so that it gives you guys more options in your builds.
  • The patch notes will be much bigger than this, but we just wanted to give you guys a little insight into what’s coming in the near future from the balance team!
  • Traits. We’re always looking at traits and trying to fix the traits that don’t seem as sweet as others.

So that’s pretty much it! Feel free to leave feedback and ideas/concerns and we’ll be watching to see what you guys come up with!


-Balance and skill team

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by Moderator)

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Posted by: mrauls.6519

mrauls.6519

Wow!!! Keep improving Guardians and their ability to DPS. Make fury last 10 seconds base

Mes — Asura Guardian — Isle of Janthir

Everything is awesome!!

(edited by mrauls.6519)

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Posted by: Vol.5241

Vol.5241

“•We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.”

While I don’t care about conditions, I know there are others too. That being said, I’m hoping you may address this;

-Are you still looking at a way to have conditions stack past 25? AFAIK the last response indicated that this is a technical hurdle and fixing it would be difficult since it is a network issue
-Are there any plans to have conditions work on mobs that are considered structures? (i.e. teq, kitten, golem)

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Posted by: Mourningcry.9428

Mourningcry.9428

Thanks for the preview. It’s appreciated.

With respect to -

  • Runes/Sigils are also something the balance team wants to improve. We’d like to see cooler effects on some of the sets, so we’ll be working towards that. They also lead to a lot of build diversity, so we want more sets to be stronger so that it gives you guys more options in your builds.

A “Legendary” level Rune/Sigil with morphing capability would go a long way, while not being entirely OP, as they would still need to be salvaged if a player wanted to move them to a different set of armor/weapon.

The ability to mystic forge or salvage Superior quality versions would also be appreciated.

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Posted by: Rouven.7409

Rouven.7409

Tab Targeting Improvements

Can now tab target if your character can see the target (Was dependent on camera before)

Not sure if this part is desireable, I’m usually trying to target something that “I” can see, meaning I rotate the camera and I would like to tab to that enemy and not the ones off camera my character can see.

Does that make sense? What is the benefit of making it dependent on my character?

Otherwise sounds really good to me, thanks for the preview!

“Whose Kitten is this?” – “It’s a Charr baby.”
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead baby, Ted’s dead.”

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Posted by: Vol.5241

Vol.5241

Also on sigil/runes:

-Have you ever considered introducing a system where you can opt to have a higher amount of stat A while also introducing a penalty for Stat B?
E.g. right now we have a sigil that gives 5% more damage. Would introduce a rune that would give 10% more damage but take 5% more damage?

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Posted by: Charak.9761

Charak.9761

Some of these may not make it in for that release

Just remember this, some people take the words of a dev as final say.

I’m glad that tab targetting is finally getting a fix, was tired of tab targetting through a bunch of spirits to get to a ranger.

It’s about time there’s an anti-stealth mechanic in the game (similar to hunter flare). You’ll see alot of QQ from thieves, but this is necessary. I’ll keep a ranger near me now in pvp.

The one thing though Fix Guardian shield this weapon feels entriely lackluster is is mostly only used for the knockback for point control or thieves stealth in spvp.

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Posted by: Aza.2105

Aza.2105

Mr. Sharp,

I’m confused about monk’s focus, does it no longer heal? Or does it give fury and heal? And what replaces the focus mind trait? Its the trait that makes meditations instant.

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Posted by: mrauls.6519

mrauls.6519

Mr. Sharp,

I’m confused about monk’s focus, does it no longer heal? Or does it give fury and heal? And what replaces the focus mind trait? Its the trait that makes meditations instant.

Don’t read too much into it. The fury’s supposed to be an added effect

Mes — Asura Guardian — Isle of Janthir

Everything is awesome!!

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Posted by: Zypher.7609

Zypher.7609

Turrets are viable, now to come up with a toolkit +2 turret build. Thanks for the heads up!

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Posted by: colesy.8490

colesy.8490

Will it be possible for you to make it so summons (in my case mesmer phantasms) to be added to the combat log? Also, some sort of DPS calculator for lazy people like me to be able to calculate it easier and precisely?

Sanctum of Rall (NA) – [LOD] – PvE/Dungeon Phantasm Mesmer build
Morrï (Mesmer) | Serah Mahariel (Guardian) | Morrï Mahariel (Warrior)
“colesy’s on rampage today. Slaying casuals left, right and centre” – spoj

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Posted by: skullmount.1758

skullmount.1758

Still no way to force a thief from stealth (other than really expensive/useless stealth trap)…
Still gonna be stealth stomps (in WvW)…
Not sure about Staff changes for ele.
Not sure yet about the turret changes either.

Well, thanks for the heads up, I guess.

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(edited by skullmount.1758)

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Posted by: norman.7026

norman.7026

For the guardian change, is the fury supposed to be on Monk’s Focus or Focused Mind? Focused Mind was the one that made meditations instant, so it would make more sense for that one to be updated.

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Posted by: Fortus.6175

Fortus.6175

EDIT:

Elementalist: We still havnt addressed the core problem of them. While conjurer are a nice gimmick and fun in LA, can have some good damage potential, this is not what has been asked by the ele community.

Right now we are sitting on the lowest hp pool of all classes. Without access to stealth (thieves) or clones/stealth(mesmers) nor aegis/protection(mesmer guardians) constantly being reapplying itself, we are FORCED (yes, you read that right, forced) to go with cantrips, water, some earth and 30 point arcana.

When you do the math thats pretty much all your traits, leaving us in a really bad spot.

Variation from this build usually means a hit/[mostly] miss play where yo unload all your arcanes in the hopes that it will kill the 27k hp warrior over there which used one dodge and cancelled all our damage, leaving us with 11k hp and no utilities, running around like a naked chicken.

Staff coire issues comes from the lack of reliable damage, sure golems are scary and stand still because thy are that bada[ss but the rest of the players dont and that has to be taken in consideration. Gust misses all the time even if the person literally just strafed. Risk/reward is just not there.

this is what I would recommend:

Increase base HP to 18-20k like mesmers. We dont have clones nor aegis nor protection nor stealth as often as they do yet they are allowed to be that beefy. Sure some consideration with bunkers would have to be taken, a good solution is; decrease healing coefficient of skills, increase base heal.

Lava Font, (fire 2) still very underwhelming, high delay for the avergae damage it does. Possible solutions is increase radius or make the first tick instant. Right now it is too telegraphed, too easy to avoid, and even when landed it does not have a good result

Lighting surge (lighting 2) Same as fire too, delay for average damage.

Gust (Air 3) Incredible hard to land, to the point that might as well not have it. PLease make it follow the target (lock on) or make it a PBAoE cone.

Overall increase a little the damage for non-fire elements, auto attacks ned to be more responsive and faster.

Support is a great start but we are very far from making the class viable
Let me copy/pasta some very wise words:

“Whats the point of CC if Defiant/AoE cap negates it completely?

Whats the point of healing if it has long CD, usually does not heal more than 5-10% of the targets health and most people can heal themselves?

Whats the point of buffing support skills (Oct 15 patch) if it is just not worth it, it usually carries low damage and you cant outlast damage dealers nor conditions, just delay them?

Anet, while buffs sure are welcome, whats the point of wanting support in the game if you keep making content easy for Zerker to faceroll, for Zergs to overcome, for damage dealers to ignore.

Perhaps I have been playing the wrong game, perhaps staff ele is supposed to be a God. But, given how most of us would love to have a viable damage dealer staff, I cant see whats the point of keep gutting it into this “support” role which nobody reall wants/needs to roll."

(edited by Fortus.6175)

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Posted by: Peter Buch.8071

Peter Buch.8071

Great! Great changes, finally! You really go into the right direction Thx for so much transparency, finally. Tons of good changes incoming. It took you a lot of time, but better late than never
Just hopefully among all these great changes to make the game truly a lot better you do take some of the current builds that are too strong into consideration as well and don’t buff them even more. Beside that, wonderful! I’m amazed.

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Posted by: Khisanth.2948

Khisanth.2948

For skill tooltips when modified by traits/upgrades does it also show the base values? It is useful to know exactly how much improvement you are getting from your current build for something versus another build. You could more or less get the same thing by alt+tabbing to the wiki or stripping naked and resetting your traits but that is a bit annoying.

Sigils.
Can we finally get an answer to what is up with the shared cooldowns betweens different sigils?

If Lung Capacity is getting moved to Adept what is getting pushed to Master? Moving Embrace the Pain to Master was not something that worked well for me. It was one of the changes that pushed me to stop using hammer.

(edited by Khisanth.2948)

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Posted by: ilr.9675

ilr.9675

Lots of quality of life stuff…. even some PvE splitting finally.

Seems like a real 180 from the direction everything was going a month ago.
Have to admit I’m really impressed and very relieved. … Even willing to take back a lot of the critical things I’ve said the past months, especially if this all holds up and doesn’t break too many other things that the game originally shipped with.

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Posted by: Sarius.6983

Sarius.6983

Sounds good so far actually, like a breath of fresh air.

Looking forward to see all the changes once patch hits! Although I do hope aswell some traits are a bit shuffled around or reworked for guardians too.(I’m looking at you Glacial Heart). Trait merges would be nice too (Spirit weapons!) also I don’t think 50% damage for spirit weapon is much WOW being in the grandmaster trait line on zeal.

But overall though , hyped again!

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Posted by: Toby.2357

Toby.2357

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else

First of why the clones? I dont like targeting clones

Second of all: when you tab pvp does it mean that I will target players first then if you tab again it will target clones?

Third and last: Can we have the option to choose to target clones in the options window? I’d like to decheck tab targeting clones.

Thanks

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Posted by: Wolfheart.1938

Wolfheart.1938

Wow!!! Keep improving Guardians and their ability to DPS. Make fury last 10 seconds base

Guardian DPS too strong guys, you heard it here first

Definitely a welcomed change, I was sick of running a shout-build in PvP/WvW and may now want to gasp play a viable offensive Guardian!

@Toby: that would nullify the point of the clones. Don’t count on it.

SFR chat spammer, forum Guardian

Do you like ascended weapons?

(edited by Wolfheart.1938)

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Posted by: SynfulChaot.3169

SynfulChaot.3169

Lots of quality of life stuff…. even some PvE splitting finally.

Seems like a real 180 from the direction everything was going a month ago.
Have to admit I’m really impressed and very relieved. … Even willing to take back a lot of the critical things I’ve said the past months, especially if this all holds up and doesn’t break too many other things that the game originally shipped with.

PvE splitting is nice, but I think the real takeaway here is that PvE is now finally getting considered for balance instead of ignored. And that is great.

Tarnished Coast – Wayfarer’s Accord [Way]
Main: Caeimhe – Sylvari Ranger
Alts: Charr Guardian, Asura Elementalist, Human Thief, Norn Necromancer

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Posted by: Chopps.5047

Chopps.5047

If this truly fixes tooltips, that will be a vast improvement to the game. That’s been my biggest annoyance since day 1. Seriously, I’ve never seen a game with the kinds of misleading tooltips that gw2 has and the lack of transparency is a lot of the reason metas were always off. For a long time, most rangers thought frost had ICD for example. And who would have known spike trap immobilizes when trap potentecy is taken unless you specifically tested it? These are core features that should have worked upon shipment but now I’m just soapboxing so I’ll step down.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: TriggerSad.2597

TriggerSad.2597

Mr. Sharp,

I’m confused about monk’s focus, does it no longer heal? Or does it give fury and heal? And what replaces the focus mind trait? Its the trait that makes meditations instant.

I think he meant to write Focused Mind, since that trait would become redundant to the change to meditations. It currently makes all meditations instant casts.

Either way, as a Meditations guardian, I’m beyond stoked to see these changes being added to my play-style~!

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.

Excellent! Finally some counterplay to Stealth.

More please!

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Posted by: Xovian.8572

Xovian.8572

So much for my wishful thinking of iCelerity being changed again. Really wish it was a 15/20 skill and not 25. Guess I get to keep gimping my “on kill build”. Oh well, maybe next round.

Though I must say, glad something is being done with Mantras. They’ve been needing some more love for awhile, and a useful group dynamic like that should help them out a great deal, so props for making those changes.

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Posted by: Saviourslave.6715

Saviourslave.6715

So glad about these patch note previews, KEEP DOING THEM WE LOVE IT!!!!!

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Posted by: calankh.3248

calankh.3248

Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else
  • Deselecting your target now resets tab selection history (aka, you’ll start tabbing through from the beginning if you deselect)
  • Can now tab target if your character can see the target (Was dependent on camera before)

Any chance this can prioritize actively hostile (red text) enemies over non-hostile (yellow or white text) creatures? My character always seems to want to kill the wildlife that’s not attacking rather than the stuff that is.

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Posted by: Vol.5241

Vol.5241

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else

First of why the clones? I dont like targeting clones

Of course you don’t, that’s the whole purpose of Mesmer. What’s the point of playing a mesmer with clones when everyone knows right away which is the real you simply by tab targeting?

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Posted by: Dristig.9678

Dristig.9678

“Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.”

Lumping WvW in with PvE is really scary for this change. Summons that can handle PvE levels of damage in smaller scale WvW are going to be very overpowered. If for instance you buff summons to be able to stand in AoE in PvE and that strength is brought to WvW how are you supposed to kill them out in the field?

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Posted by: daimasei.4091

daimasei.4091

Praise the five, finally some love for PvE players (no, the LS don’t count).

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-A Twilight fan

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Posted by: Aldred.9345

Aldred.9345

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else

First of why the clones? I dont like targeting clones

Second of all: when you tab pvp does it mean that I will target players first then if you tab again it will target clones?

Third and last: Can we have the option to choose to target clones in the options window? I’d like to decheck tab targeting clones.

Thanks

I’m guessing it’s deliberate to make the clones annoying, the way the person casting them wants them to be!

P.S. I really like the prioritising Champions over trash thing. Thank you!

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Posted by: Atherakhia.4086

Atherakhia.4086

Thank you very much for the high level overview of things to come. As a side note to the patch notes, it would be nice to know more about ANet’s feelings of the specific classes. You mentioned several times in the past that you feel Warriors and Guardians are nearing where you want them. But there are other classes like the Ranger where players honestly don’t know what you want the class to do in the first place.

An overview of each class, where you feel they’re weak, where you feel they’re maybe too strong, and which direction you want to take them in the future would be very nice to know.

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Posted by: Neural.1824

Neural.1824

Someone help me out here. Did Jonathan actually say they were working on the targeting system, or am I hallucinating?

“The love of money is at the root of all kinds of evil.”
Anet and monetization, like Golem and the ring.

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Posted by: Tommyknocker.6089

Tommyknocker.6089

Thank you for all the hard work you have/are putting into this. As my main is a necro with celestial armor and divinity runes though I’m ready for anything. I was hoping to be the vampire of legend originally, seeing as the overall plan was to make us the go to attrition class. Hopeful this patch will get us closer to there, but if not I can always keep playing the power/hybrid I currently have.

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Posted by: Blueblob.1726

Blueblob.1726

necro axe could do with a rework, either make it a melee weapon with cleave or give it more range and add cleave to dagger

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Posted by: SynfulChaot.3169

SynfulChaot.3169

“Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.”

Lumping WvW in with PvE is really scary for this change. Summons that can handle PvE levels of damage in smaller scale WvW are going to be very overpowered. If for instance you buff summons to be able to stand in AoE in PvE and that strength is brought to WvW how are you supposed to kill them out in the field?

The problem here is that there are two very divergent styles of play in WvW. In zergs, this is almost necessary so your pet can actually survive and do damage. Roaming, however, it does threaten to be OP.

So what should it be balanced around? I’d edge towards zerg-based combat and the health buff as that’s where the bulk of WvW focuses around. Roaming is fun and all, or at least I hear it is, but large-scale combat is where WvW shines and is what WvW should probably be balanced around. And there, that health buff is practically necessary to run anything but a ranged pet.

Tarnished Coast – Wayfarer’s Accord [Way]
Main: Caeimhe – Sylvari Ranger
Alts: Charr Guardian, Asura Elementalist, Human Thief, Norn Necromancer

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Posted by: Alys Florent.1359

Alys Florent.1359

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else

First of why the clones? I dont like targeting clones

Second of all: when you tab pvp does it mean that I will target players first then if you tab again it will target clones?

Third and last: Can we have the option to choose to target clones in the options window? I’d like to decheck tab targeting clones.

Thanks

The point of mesmer clones is to confuse you, if you could automatically target the “real” mesmer it would completely defeat the purpose.

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Posted by: Quick Mouse.7635

Quick Mouse.7635

Please don’t change the s/d thief in pve. They are already very squishy in pve with such low vit. However I’m totally fine (obv.) with the nerf in pvp where boons are fewer.
Please split larcenous strike for pve and pvp

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Posted by: Chopps.5047

Chopps.5047

“Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.”

Lumping WvW in with PvE is really scary for this change. Summons that can handle PvE levels of damage in smaller scale WvW are going to be very overpowered. If for instance you buff summons to be able to stand in AoE in PvE and that strength is brought to WvW how are you supposed to kill them out in the field?

Pets already basically are losers in the current state. Ascended weapons means they die faster now and no one kills the pet in roaming combat anyways…

What’s scary is the way rangers are considered not viable by all the gvg’ers and wvw’ers and then there’s people who would say that. Clearly the community is split on rangers. The old fallacy: ranger is either OP or UP. When will you guys in the community stop holding ranger down?

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: rfdarko.4639

rfdarko.4639

Combat log changes are what have me most excited. Hopefully now I’ll be able to see how much I heal for. When I was trying to build a life steal necro a while back and I had 4 or 5 sources of of on hit/on crit healing, there was no real way for me to track all those tiny green numbers. I’m cautiously optimistic about bloodline trait changes, but “being improved” doesn’t really tell me anything, last time we were promised improvements we got terrible hp scaling on on trait. This is at least better than being in the dark until patch day. But I still want numbers! (Even just speculative numbers!)

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Posted by: GOSU.9574

GOSU.9574

Please, for the love of kittens, change Ranger sword auto (#1) so you are NOT glued into the combat animation. The one glaring issue with using Sword Ranger in PvP/WvW.

It’s nifty useful in PvE where you can faceroll stay on target since the animation locks you into constantly closing on the target, but this isn’t a reason to leave it as broken as it is.

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Posted by: Aridia.3042

Aridia.3042

Thank you for this, Sharp. Can’t comment specifically on anything ATM, but I think we all appreciate the opportunity to get a chance to preview, digest and possibly provide feed back before the patch hits.

Please keep doing this with every balance patch from now on.

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Posted by: Cassius.4831

Cassius.4831

Only one question: How can be matched a balance skill with the insane amount of time required to update the ascended gear to this new meta?

In other words: once this balance patch is out, will be players be able to update their builds before the next one?



“Guild wars is for everybody, freedom is ascended, zerg is strength”
~ G. Orrwell, great shaman of the new flame legion, 1984 AE.

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Posted by: Dristig.9678

Dristig.9678

“Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.”

Lumping WvW in with PvE is really scary for this change. Summons that can handle PvE levels of damage in smaller scale WvW are going to be very overpowered. If for instance you buff summons to be able to stand in AoE in PvE and that strength is brought to WvW how are you supposed to kill them out in the field?

The problem here is that there are two very divergent styles of play in WvW. In zergs, this is almost necessary so your pet can actually survive and do damage. Roaming, however, it does threaten to be OP.

So what should it be balanced around? I’d edge towards zerg-based combat and the health buff as that’s where the bulk of WvW focuses around. Roaming is fun and all, or at least I hear it is, but large-scale combat is where WvW shines and is what WvW should probably be balanced around. And there, that health buff is practically necessary to run anything but a ranged pet.

I’m on Blackgate. I know all about fighting zergs. I would hope they could come up with something like WoW did and give them increased resistance to AoE not just buff their HP way up like they have been doing.

Even something like deprioritizing summons in the AoE 5 count would be better than just buffing HP so high that no player can kill a Ranger Elite summon.

I don’t have the answer I just hope they can be more creative than a 70% hp buff.

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Posted by: Xovian.8572

Xovian.8572

First of why the clones? I dont like targeting clones

Second of all: when you tab pvp does it mean that I will target players first then if you tab again it will target clones?

Third and last: Can we have the option to choose to target clones in the options window? I’d like to decheck tab targeting clones.

Thanks

You do realize clones are SUPPOSED to be indistinguishable from the player right, it’s part of the Mesmer defense? People don’t attack clones cause they think they are cute and fluffy.

If the change affected clones they’d be breaking a core mechanic of the class, and that’s generally not a good idea, or at least not fun to be on the receiving end.

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Posted by: Dream In A Dream.7213

Dream In A Dream.7213

Thank you for the post. This kind of posts bring back hope for the game.
Cheers and good job!

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Posted by: Mikau.6920

Mikau.6920

As a Guardian main, I’d like to suggest (Skills that aren’t very useful):

Spirit Weapons:
https://forum-en.guildwars2.com/forum/professions/guardian/Time-to-evaluate-spirit-weapons/first#post2787320

Healing Breeze:
As the leaked, it really should be buffed in some way. Now is just useless.

Hallowed Ground:
Should be a stun breaker or have its CD reduced.

Signet of Mercy:
Its Cast time and CD are just ridiculous. Almost 4 sec to revive? I revive faster in direct reviving. Why I would use it if I can use santuary aside my ally (nobody can gets close, so no stomp) and both me and my ally do not have to worry about projectiles during reviving. Its cast time should be 2 sec and its CD 90~120.

Mace:
Symbol of Faith (#2) should have its cast time reduced to 1s, down from 1 1/4
Protector’s Strike (#3) should be a blast finisher if activated and its “protection if not struck” should be available as an option during the cast.

Traits:
Zeal
Zealous Blade (VII): The healing should scale with healing power (very little).
Focused Mastery (VIII): Should have a secondary effect like the torch and shield to become more interesting.

Radiance
Inner Fire (IV): Should activate with torch #4, so it wouldn’t be so situtional in PvE.
Searing Flames (V): Should have its CD reduced to at least 15 sec to be useful.
Powerful Blades (X): Should have secondary effects like Scepter (more dmg) or mace (HP).

Valor
Honorable Shield (IX): should be in the Adept line. (The shield needs some love. In this way, it will be a very little buff)
Courageous Return (Minor – Mater): Only recharge if you kill a monster when downed. Should recharge with any type of come back.

Virtues
Retaliatory Subconscious (IV): never saw a light field, ever.

Before someone starts to throw knives at me, these are only suggestions.

Sorry for my english.

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Posted by: Tommyknocker.6089

Tommyknocker.6089

My only problem with the ground targeting isn’t in when it casts (on click, on release, etc) it is with the size/visibility of the cursor. If you could add an option to make the cursor size a slider, i would offer to give you my first born.

He wouldn’t mind he has been looking for a better home anyways.