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Secret Sweater
Oct 17, 2005
dup

Anasurimbur posted:

I went into the realm's WvWvW last night and was immediately reminded of...



idgi

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Traxus IV
Sep 11, 2001

it's our time now
let's get this shit started



Nerd herd!

Secret Sweater
Oct 17, 2005
dup
Ah. I guess. I don't think that's really endemic to WvW, though. The need for communication is and well, people that play GW2 are a pretty nerdy bunch!

The one time I went into raidcall for Tequatl was way, way worse than WvW public voip servers in my humble opinion. But, if you didn't really intend that as an indictment of WvW, then please ignore my musings.

edit: of course, if you enter SoR TS on drunken commander night and someone is singing poorly, I could see that as a way you could get a very, very bad first impression of what voip is like.

Secret Sweater fucked around with this message at 21:00 on Nov 1, 2013

Jenny Angel
Oct 24, 2010

Out of Control
Hard to Regulate
Anything Goes!
Lipstick Apathy
Normally I get a little uneasy about nicknames for fantasy races that sound a little like they'd be in-universe slurs, but I just can't sop grinning at "salad". This is my friend. She is a salad. :3:

Zhulik
Nov 14, 2012

The Montreal Star
So they already have a balance patch planned for December and here's a tiny vague hint of what to expect:

JonathanSharp.7094 posted:

Yes, we’re also looking at the other classes in relation to the current iteration of the Warrior and how they vie for spaces in the meta.
If we bring down Warrior slightly, we’ll also need to adjust other things to make sure they’re also not too strong.
Also, we want to shave most things down, instead of just running around with a “buff” stick. That’s how you get a lot of power creep, and it’s something a lot of you, very astutely, have pointed out – we need to avoid that.
Keep your eyes peeled for another post later today where we expound on a lot of this type of stuff.

I'm taking this to mean that indeed nerfing warriors will probably just mean moving a trait to Grandmaster. To make sure warriors don't get upstaged after this crippling blow, elementalists will no longer be able to swap attunements in combat and rangers will get their pets replaced with an additional mini slot or something.

Lyer
Feb 4, 2008

I'll give them a bit of credit, they did manage to make power necros pretty drat good and fun in the process.

Traxus IV
Sep 11, 2001

it's our time now
let's get this shit started


Jonny Angel posted:

Normally I get a little uneasy about nicknames for fantasy races that sound a little like they'd be in-universe slurs, but I just can't sop grinning at "salad". This is my friend. She is a salad. :3:



Salad is a good nickname. Everyone should bow down to the flying salad people.

Mosthated
Dec 15, 2012
Dec 10th Balance Preview:

https://forum-en.guildwars2.com/forum/game/gw2/Dec-10th-Balance-Preview

Elementalist:
This patch’s goal for the elementalist was to increase the power of the Earth, Air and Fire lines, while taking away some of the need to go into the Arcane line. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcane in order to get the old attunement cooldown %’s. In doing so, we decided put some of the most powerful Adept tier traits in Water magic and Arcane to the Master tier to avoid power creep that would have occurred by letting players gain powerful effects in Master and Grandmaster tier of Fire, Air, and Earth and still get the extremely powerful traits in Water and Arcane by only splashing in 10 points.
Fire II – Burning Fire – This trait has a new effect. Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
Fire VIII – Conjurer – Moved to Adept tier.
Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
Burning Rage 25 – Increased damage dealt to burning foes from 5% to 10%.
Air V – Soothing Winds. Increased conversion from 5% to 7%.
Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
Earth 5 – Stone Flesh – Increased toughness while attuned to Earth Magic to 1.5/level (120 at level 80).
Earth VII – Strength of Stone. This trait is now Gain condition damage based on your Toughness. 10%.
Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.
Water I – Aquamancer’s Alacrity. Moved to Master tier.
Water V – Cleansing Wave. Moved to Master tier.
Water VIII – Arcane Abatement. Moved to Adept tier.
Water X – Soothing Wave. Moved to Adept tier.
Arcane III – Arcane Retribution. Moved to Master tier. Decreased cooldown from 90 seconds to 45 seconds.
Arcane IV – Final Shielding. Decreased cooldown from 90s to 75s.
Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.
Arcane VII – Vigorous Scepter. Moved to Adept tier.
Arcane VIII – Blasting Staff. Moved to Adept tier.
Arcane IX – Windborne Dagger. Moved to Adept tier.
The following changes were done to reduce the necessity of putting points into the Arcane trait line.
The base cooldown of the attunement that you just left is now reduced from 16 seconds to 13 seconds. Attunement cooldown rate now increases by 1% per point in Arcane down from 2%. The end result is that now Attunements go from 13s to 10s instead of the old range of 16s to 10s.
Base global attunement cooldown is now 1.625 seconds. Global attunement cooldown rate now decreases by 1% per point in Arcane down from 2%. The end result is that now global attunement cooldown goes from 1.625 to 1.25 instead of the old range of 2.0 to 1.25.

Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.
Explosives V – Incendiary Powder. Moved to Master tier.
Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%
Explosives IX – Accelerant packed turrets. Moved to Adept tier.
Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
Inventions V – Energized Armor. Increased conversion from 5% to 7%.
Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.
Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.
Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds.

Guardian:
Tanky and supportive guardians are in a strong position in many gametypes. We do feel that damage guardians are not as powerful as they could be. While we don’t want guardians to be as strong offensively as some of the other classes (given their powerful defensive abilities) we opened up more offensive guardian builds.
Zeal V – Shattered Aegis. Damage instead of Burning.
Zeal VII – Zealous Blade. This trait now scales with Healing power (2%.)
Zeal XII – Kindled Zeal. Increased conversion from 10% to 13%.
Radiance V – Searing Flames. Reduced cooldown from 20s to 10s.
Radiance X – Powerful blades. Increased damage from 5% to 10%.
Valor V – Retributive Armor. Increased conversion rate from 5% to 7%.
Honor VI – Pure of Heart. Increased scaling with Healing power from 25% to 40%.
Virtues VIII – Supreme Justice. Number of attacks going from 4 to 3.
Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.

Mesmer:
The bulk of the mesmer changes are focused on two things. 1) Bringing up some of the mesmer support traits and condition removal traits. 2) Reduce dependency on certain trait lines. The changes to Mender’s Purity and Shattered conditions as well as the move of Dazzling Glamours are meant to accomplish the first of these two. The changes to Shattered Strength and Illusionist’s celerity are what we feel accomplish the second one. Before this change mesmers needed to place 25 points into Illusions for many of their builds. Now they can place only 15 points in there to get the Illusion cooldown which will give them back 10 more trait points to open up some new builds. Finally, we felt that the Mantra traits were fairly difficult to collect. Moving Mantra mastery to adept tier takes some trait pressure off of the Dueling line, allowing mantra mesmers to gain a good trait with only 10 points.
Domination XII – Confounding Suggestions. Changed to increase daze duration by 25%.
Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
Dueling VII – Mantra Mastery. Moved to Adept Tier.
Chaos 25 – Chaotic Transference. Increased conversion from 5% to 10%.
Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.
Chaos VII – Mirror of Anguish. Reduced cooldown from 90s to 60s.
Inspiration IV – Mender’s Purity. Now removes 2 conditions.
Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
Illusions VIII – Dazzling Galmours. Moved to Adept Tier.
Illusions 15 – Shattered Strength – Moved to Grandmaster tier.
Illusions 25 – Illusionist’s Celerity – Moved to Master tier.

Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.
Mark of Blood. Removed 1 bleed in PvP only.
Signet of Spite: Removed one bleed.
Spite 15 – Death into Life. Increased conversion from 5% to 7%
Spite X – Chill of Death. Increased trigger threshold from 25% to 50%.
Curses IV – Weakening Shroud. Increase recharge from 15 to 25.
Curses VIII – Banshee’s Wail. Increase cooldown reduction from 15% to 20%.
Death 5 – Reanimator. Decreased cooldown from 30s to 15s.
Death VIII – Reaper’s Protection. Decreased the cooldown from 90s to 60s.
Death 25 – Deadly Strength. Increased conversion from 5% to 10%.
Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
Soul Reaping II. Vital Persistence. Increased reduction of life force drain from 25% to 50%.

Ranger:
For the ranger, we’ve adjusted the placement of some traits so that rangers should have more build combinations. For example, by swapping Nature’s Vengeance and Spirits Unbound so that rangers can have spirits follow you in tier 2, players can now opt out of the higher damage output from spirits and still have options elsewhere. We also brought up some Marksmanship and a Skirmishing trait to make power specs more appealing. We feel like rangers also currently have too much endurance regeneration through traits. Due to this, we’ve made adjustments to Wilderness Survival traits, and we’ve also brought down the passive of Sun Spirit and the active effect for Storm Spirit.
Long Range Shot. Increased the damage at 500 range by 20%.
Long Range Shot. Increased the damage at 500-1000 range by 15%.
Marksmanship V – Predator’s Instinct. Increased the threshold from 25% to 50%. Increased the Cripple Duration from 2s to 10s. Increased the cooldown from 15s to 30s.
Marksmanship VI – Beastmaster’s Bond. Decreased the cooldown from 90s to 60s.
Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.
Wilderness 5 Natural Vigor. Reduced the increased endurance regeneration from 50% to 25%.
Wilderness VIII – Oakheart Salve. Decreased the recharge of this trait from 20s->15s
Wilderness XII – Bark Skin Increased the damage reduction from 30% to 50%.
Nature Magic I – Circle of Life. Cleared up the text of this trait to clearly identify that it happens when downed, not defeated.
Nature Magic V – Strength of Spirit. Increased conversion from 5% to 7%
Nature Magic IX – Two Handed Training. Added the following functionality to this trait. Greatsword and Spear attacks have a chance to grant Fury on hit. 50% chance. 3s Fury. 10s cooldown.
Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.
Nature Magic VII – Nature’s Vengeance. Moved to Grandmaster Tier.
Nature Magic XI – Spirits Unbound. Moved to Master Tier.
Beastmastery VI – Mighty Swap. The might from this trait is now applied to you and your pet.
Sun Spirit. Reduced the passive burning from 3s to 2s.
Storm Spirit. Reduced the damage from the Call Lightning skill by 33%.

Thief:
One of the issues we are working on for thieves this patch is the dependence on the traits which boost initiative. We did this by shaving a significant amount of initiative gain from these traits while simultaneously boosting the generic rate of initiative gain by 33%. We have also somewhat reduced the effectiveness of high evasion thieves by reducing vigor up time and adding some cast time to the Shadow Return skill on the sword. This prevents these thieves from evading too much and too easily dealing with being disabled (stun, daze, fear, knockdown, etc.). Also we are trying to improve the survivability of thieves in the Acrobatics line through easier access to the Hard to Catch trait and increased effectiveness of the Assassin’s Reward trait. This will reward thieves who are actively engaged in the fight rather than those who are just dodging over and over again. The change to Infusion of Shadow is meant to stop players from gaining initiative by applying stealth while already in stealth. This should keep thieves from being able to recharge all of their power while idling in a very long stealth. We felt that using a lot of different abilities to maintain stealth is ok, but re-using the same ability over and over for almost permanent stealth was just bad for the game, especially when gaining large amounts of initiative.
Increased the base rate of initiative gain from .75/second to 1/second.
Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time.
Pistol Whip. Reduced the after cast on the first half of this skill by .25 seconds.
Deadly Arts VI – Sundering Strikes. Increased the trigger chance from 50%. Remove ICD. Decrease Vulnerability duration to 6s.
Critical Strikes VI – Practiced Tolerance. Increased conversion from 5% to 7%.
Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
Critical Strikes VIII – Signet Use. Reduced initiative gain from 2 to 1.
Critical Strike X – Critical Haste. Increase trigger chance to 25%.
Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.
Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.
Acrobatics IV – Assassin’s Retreat. Increased swiftness duration to 20s.
Acrobatics IX – Quick Recovery. Reduced initiative gain from 2 to 1.
Acrobatics X – Assassins Reward. Increased healing scaling by 35%. Moved to Grandmaster Tier.
Acrobatics XI – Hard to catch. Moved to Master Tier.
Trickery 5 – Kleptomaniac. Reduce initiative gain from 3 to 2.
Trickery IV – Flanking Strikes. Move to Master tier.
Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 8s.
Trickery VIII – Trickster. Move to Adept tier.

Warrior:
The overall goal here is to reduce the damage for the very high control warriors. This means reducing some dependency on going 30 points into discipline for Burst Mastery, making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the hammer’s burst skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area of effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on longbow also saw some rework. It will scale better with adrenaline levels, and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.
Strength 5 – Reckless Dodge. Increased Damage by 25%
Strength III – Great Fortitude. Increased conversion rate from 5% to 7%.
Arms IV – Unsuspecting Foe. Moved to Master Tier.
Arms VII – Crack Shot. Moved to Adept Tier.
Arms XII – Last Chance. Increased the threshold form 25% to 50%. Reduced the cooldown from 45 seconds to 40seconds.
Defense 25 – Armored Attack. Increased conversion rate from 5% to 10%.
Defense XII – Spiked Armor. Reduced the recharge from 15s to 10s.
Tactics 5 – Determined Revival. Now correctly displays the amount of toughness.
Tactics 25 – Reviver’s Might. Now applies 3 stacks of Might instead of 1.
Discipline II – Thrill of the Kill. Increased Adrenaline gain from 1 to 10.
Discipline XI – Burst Mastery. Reduced damage increase from 10% to 7%. Removed erroneous adrenaline gain fact.
Earthshaker. Reduced damage by 20%.
Staggering Blow. Reduced damage by 23%.
Skull Crack. Increased the cast time from 1/4s to 1/2s. Updated the animation and effects of this skill to be more clear.
Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3.

Mosthated fucked around with this message at 23:10 on Nov 1, 2013

fuccboi
Jan 5, 2004

by zen death robot
Just as everyone else said, not a real nerf to Warrior, lots of buffs. If you used a hammer lockdown stun build, that's out the window but everything else is stronger.

Phoix
Jul 20, 2006




The Modified Ammunition change seems insane. Grenades are somehow getting even better in zerg situations.

edit: They'll end up doing more damage than pre-nerf grenades most of the time. :getin:

Raskolnikov
Nov 25, 2003

Just nerf that loving signet anet. God drat.

chumbler
Mar 28, 2010

I'm glad they're finally acknowledging that having to dump 20+ points in arcane for playing an ele to feel tolerable is dumb. Though honestly, with the cooldown going from 13 to 10 depending on arcane points they should really just set it to 10 like everyone else gets on weapon swaps (except warriors and engineers) and come up with a new special stat for the eles' last line to get. It feels like they put it there just because it had to have some stat and they didn't have a better idea.

Now if only their other trees had anything interesting or worked with a heavy attunement swapping based play style.

chumbler fucked around with this message at 23:35 on Nov 1, 2013

malhavok
Jan 18, 2013
Wow, i think im done with the thief.

Raskolnikov
Nov 25, 2003

malhavok posted:

Wow, i think im done with the thief.
Just drop stealth as a mechanic and re-balance the Thief and the Mesmer.

Ebola Dog
Apr 3, 2011

Dinosaurs are directly related to turtles!
Black lion keys 20% off at the moment.

Delacroix
Dec 7, 2010

:munch:
For thieves, I would have put a limit to getting stealth through using non-blast finisher on smoke. You can't forcibly kick a rear end in a top hat out of stealth if he's using heartseeker but if they're using clusterbomb to stack stealth you could punish them by walking into their field (which has the opportunity cost of being blinded).

In the same vein, they need to take a hammer exclusively to prismatic understanding because of the amount of uptime on aegis and regen on a build that maximizes blinks and stealth while doing damage simply by standing next to people.

Rangers: "more build combinations". They've buffed bunker builds more than making power builds more attractive. Fury on hit for GS mastery in a defensive line. That weapon you use to stay alive. :psyduck:

Why didn't they do something to the 1H sword? :suicide:

CLAM DOWN
Feb 13, 2007




Mosthated posted:

Zeal V – Shattered Aegis. Damage instead of Burning.

Anet this is not the loving aegis fix I needed.

gandlethorpe
Aug 16, 2008

:gowron::m10:
Wow, are those actual, meaningful ele buffs? I hope I didn't actually kill myself.

chumbler posted:

I'm glad they're finally acknowledging that having to dump 20+ points in arcane for playing an ele to feel tolerable is dumb. Though honestly, with the cooldown going from 13 to 10 depending on arcane points they should really just set it to 10 like everyone else gets on weapon swaps (except warriors and engineers) and come up with a new special stat for the eles' last line to get. It feels like they put it there just because it had to have some stat and they didn't have a better idea.

Now if only their other trees had anything interesting or worked with a heavy attunement swapping based play style.

Yeah, I would really rather see attunements reworked entirely. While other profession mechanics are something added on top of the base mechanics, attunements are more of a handicap that you have to work around and pray you don't regret a decision. The cooldown is a huge part of what makes it feel lackluster as a mechanic. Not only does it prevent you from favoring a single attunement while popping into the others for the spell you need, but also prevents all the crazy combos you could do if able to switch back and forth rapidly like engineers can.

I would like to see the base cooldown removed entirely, including the global. Have each swap build some kind of "exhaustion" mechanic that exponentially increases the cooldown of the next swap. That would allow you to rapidly switch back to your preferred element or do crazy four element combos, but punish thoughtless spamming. Instead of lowering cooldown, Arcana would increase recovery of exhaustion.

Of course this would require a lot of work not just for a new mechanic, but rebalancing traits, which would detract from Living Story dialogue or adding new gear tiers.

Zhulik
Nov 14, 2012

The Montreal Star
I think I'll miss the current Transmute. It just has this goofy charm to it that I can't quite explain. :downs:

That modified ammunition change will make grenades even more potent, jesus. Grenades can apply what, six conditions just by themselves with minimal feat support?

Ghostpilot
Jun 22, 2007

"As a rule, I never touch anything more sophisticated and delicate than myself."

Mosthated posted:

Dec 10th Balance Preview:

https://forum-en.guildwars2.com/forum/game/gw2/Dec-10th-Balance-Preview

Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.

Explosives V – Incendiary Powder. Moved to Master tier.

Not entirely surprised by this. But it does make dipping into Explosives less attractive. A major problem with the Explosives and Firearms line is that there is very little there for you if you don't use Bomb / Grenade Kit in the former, or Rifle / Pistols / FT in the latter.

Mosthated posted:

Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%

This is a nice change. The health threshold was far too lot for this trait to be of any use.

Mosthated posted:

Explosives IX – Accelerant packed turrets. Moved to Adept tier.

I've said it before, but this is the best trait relating to Turrets. It was just hard to justify going 20 into Explosives for it. Getting 3 AoE knockbacks on the Elite will be very nice in the instances when turrets are vaporized as soon as the elite is dropped.

Mosthated posted:

Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.

Minor boost for Bombs and Flamethrower, but ":wtc: are they thinking" for Grenades. Kes just peed a little.

Mosthated posted:

Inventions V – Energized Armor. Increased conversion from 5% to 7%.

Remains a crap trait in a crap trait line.

Mosthated posted:

Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.

Surprised that this went for so long with its current state. Still won't be enough to make a difference in most instances.

Mosthated posted:

Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.

Now this is a hell of a lot better. The scaling on this trait was so dismal that I regarded it as a trap.

Mosthated posted:

Alchemy V – Blood Injection. Increased conversion from 5% to 7%.

An improvement, but its like a new coat of paint on a jalopy amidst a fleet of supercars.

Mosthated posted:

Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.

Once upon a time this was a 2% trait. If Kes hadn't actually witnessed it triggering one day I'd still remain dubious if it even functioned. Still not sure on the boon portion, however: will the converted boon be equal in duration to the length of the condition or will it be a flat amount ala Elixir C?

Mosthated posted:

Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.

Most people are going to be happy with this, as it is a little quality of life boost. But it is a nerf to the perma-vigor people (like me :cry:). It's still possible to get perma-vigor, Engies just can't do it on-demand anymore. So a nerf to some builds, but tolerable.

Mosthated posted:

Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds.

The way the trait currently works rubbed me the wrong way: like someone putting their arms up after catching a haymaker in the face. Adds a bit of (worthwhile) survivability to the Tools line, which is nice to see.


All in all, not bad. A buff overall with the damage increase to Grenades being enormous for those that go into Firearms. They really need to take a look at lesser-used kits, however. As it stands, there's no reason to main Flamethrower, Elixir Gun or Tool Kit in 99% of situations.

And please, dear god, do something with Kit Refinement to make it worth taking again (returning the individual cooldowns as it had originally). It's also the only trait that has its usefulness crippled by another trait in the same line (Speedy Kits).

Sprite141
Feb 7, 2009

I should really just
learn to stop talking.
These changes seem pretty cool. Eles and engies getting what appears to be buffed. Guardians, warriors and necros are getting some interesting mixes. Thieves are getting a bit of rework, which is cool as it'll get more people out of stealth and into kickass combat I enjoy on my thief.

Rangers... not as many changes as I would have liked compared to the others. Not having to go grandmaster for moving spirits is cool. The longbow buff is uh, ok? The greatsword and spear trait is crazy if I read that right. Greatsword may be a defensive weapon, but it also cleaves, has a huge leap and maul. It'll make that trait line much more appealing if anything. Mighty swap affecting your pet AND you? Maybe not a super good trait, but that's the right step. Pet only traits suck.

UchihaHirou
Mar 8, 2007

Active Skill:
Solves all problems.

CLAM DOWN posted:

Anet this is not the loving aegis fix I needed.

The real fix is to delete guardian and main warrior.

I for one am looking forward to the elementalist traits. Hope Gand is still among the living.

LITERALLY A BIRD
Sep 27, 2008

I knew you were trouble
when you flew in

Sprite141 posted:

Thieves are getting a bit of rework, which is cool as it'll get more people out of stealth and into kickass combat I enjoy on my thief.

Yeah, I quite like the Thief changes -- but I'm likely in the minority since I don't WvW (unless Jerkjerk is whining at me to command :argh: ) and now that I have Champion Shadow I'll never sPvP on my Thief again.

pve fo lyf

Mosthated
Dec 15, 2012

/wrist


Edit: Would be nice to see more Goons commanding in wubwub.

Mosthated fucked around with this message at 01:16 on Nov 2, 2013

Tiny Chalupa
Feb 14, 2012
Reposting in case it got lost and I still need help :/

Looking for some help/advice on a 80 elementalist as well as a few general questions.

So I keep hearing that I should check out staff for Duengon/event farming....is there merit to this or is me stacking might via dagger/dagger build + aoe spamming + attunement swapping doing plenty of work?
My current build is sitting at 20 Fire/20 Water/30 Arcana

I. I really like jumping into water for the regen and splash healing :/
Does that make me a bad elementalist?

On Dungeons I am comfortable hopping on and farming Path 1/2 of CoF easypeasy but are the dungeons on Orr as farmable in terms of speed or are they much more difficult? I have not done any of em but really like the look of Crucible of Eternity and Honor of the Waves but want to know if I will be hating myself for wanting those looks to my gear.

edit:

poo poo also a few questions on Slot skills.
Am I missing something or do most of my 6 point skills kinda eh outside of Lightning Hammer(leveling) and maybe Arcane Blast?
Also is there a reason to run Glyph of Elementals over Conjure fiery greatsword?

Mosthated
Dec 15, 2012
As for the ranger changes I am more excited about these then Anets last balance patch. With the two handed fury trait for GS and the lower tier'd spirits I bet we will see some new and interesting builds. Of course I don't plan to get my hopes up until it goes live.

P.S. Still waiting for that dream patch when pet AI becomes reliable and F2 works better.

Crimsonbeak
Nov 7, 2004
Not quite sure they think swapping the 2 most used Arcane Traits fixes Arcane for the Elementalist. Still need to put 20 points in to the tree.

HaroldofTheRock
Jun 3, 2003

Pillbug

Isorenieratane posted:

Black lion keys 20% off at the moment.

I think it's only discounted for the 25 key option, huh.

tirinal
Feb 5, 2007

quote:

Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.

Thanks, Anet. I desperately wanted to have chaos armor on revive but it was the cooldown that was stopping me.

A lot of the changes in general are pretty dumb. It's like they're finally wising up to the fact that many traits are poo poo, but not actually why. They actually believe that people want to take Hard to Catch but can't because it's a GM trait, so their solution was to make one of the most counterproductive and worthless traits in the game more accessible for all.

quote:

Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.

This is probably the most interesting change of the lot and has some fun implications.

CLAM DOWN
Feb 13, 2007




HaroldofTheRock posted:

I think it's only discounted for the 25 key option, huh.

Zhulik/Shadowshift you know what must be done.

Insensative_Asshole
Dec 18, 2007
Why do you still continue to gain exp at 80 and "level up" ? Do you get more skill points or something?

dromer
Aug 19, 2012

THUNDERDOME LOSER

Insensative_Asshole posted:

Why do you still continue to gain exp at 80 and "level up" ? Do you get more skill points or something?

Skill points are also used to buy end game equipment skins and a few other goodies from a vendor near the Mystic forge.

e; So what's the build of the month for Mesmers? Is it still shatter-based?

dromer fucked around with this message at 03:44 on Nov 2, 2013

gandlethorpe
Aug 16, 2008

:gowron::m10:
Skill points can also be indirectly converted to gold by using certain recipes in the Mystic Forge.

Insensative_Asshole
Dec 18, 2007
Nvm. Finally got it after running straight down the middle on my 6th try. yay!

Insensative_Asshole fucked around with this message at 02:49 on Nov 2, 2013

Bikini Quilt
Jul 28, 2013
Two tricks I just learned about today:

Transforming and untransforming with a permanent tonic revives ranger pets instantly.

The spore-infested champion bandit in Marshwatch Haven lets you harvest spore samples from his corpse infinitely until it disappears, usually around 15 gathers.

Insensative_Asshole
Dec 18, 2007
Is the final story mission meant to be done with a group? I know I chose story mission version and even then the regular mobs are taking me and the NPCs a minute to kill and the elites 2 shot me. :(

malhavok
Jan 18, 2013
Yes.

CLAM DOWN
Feb 13, 2007




Insensative_Asshole posted:

Is the final story mission meant to be done with a group? I know I chose story mission version and even then the regular mobs are taking me and the NPCs a minute to kill and the elites 2 shot me. :(

It's a 5-person "story mode" dungeon.

hampig
Feb 11, 2004
...curioser and curioser...

malhavok posted:

Wow, i think im done with the thief.

Why?

33% increase initiative regen is huge, and you can still escape from anyone as any thief build. D/P will still be able to 100-0 people.

S/D loses some evades I guess, but whatever, it was ridiculous anyway, and every other build gets buffed in return.

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ItBurns
Jul 24, 2007
Anyone dumb enough to play thief will be going D/D or D/P, so don't count on not having to deal with stealth anymore.

hampig posted:

Why?

33% increase initiative regen is huge, and you can still escape from anyone as any thief build. D/P will still be able to 100-0 people.

S/D loses some evades I guess, but whatever, it was ridiculous anyway, and every other build gets buffed in return.

S/D was better than D/P and D/D flat out but contingent on init regen, so it's a pretty big deal. Init regen is never a limiting factor in stealth builds, so calling it a buff is a bit disingenuous.

ItBurns fucked around with this message at 03:54 on Nov 2, 2013

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