Originally Posted by Wiki
Preliminary Skill Update Notes – 21 January 2009
While we continue a larger playbalance project that includes drastic changes to Shadow Form, we believe it is important to release a small skill balance to address a few other pressing issues. Because this update will be released shortly before a Monthly Automated Tournament, we want to provide a preview of the changes that are under consideration. This is a preliminary list, and it is likely there will be some changes before the update goes Live. The areas we are trying to address are: * Ranged Spike/Damage in GvG * Party Wide Healing in GvG * Blood Spike in PvP * Individual Problem Skills In addition to these skill changes, we think this is a good time to update some of the GvG party restrictions to make participation a little easier. The revised restrictions, which we hope to have in effect for the upcoming Monthly Automated Tournament, will be as follows: * Ladder Play: 1. Requires 2 guild members, including a guild officer as the party leader. 2. Henchmen are restricted to a maximum of 4. * Daily Automated Tournaments: 1. Requires 2 guild members who have been in your guild for at least 7 days. The party leader must be a guild officer. 2. Henchmen are restricted to a maximum of 4. 3. All party members must be registered with Tolkano. * Monthly Automated Tournaments: 1. Requires 4 guild members who have been in your guild for at least 7 days. The party leader must be a guild officer. 2. All players in the party must be members of your guild. 3. Henchmen are restricted to a maximum of 2. 4. All party members must be registered with Tolkano. * Removed Balthazar faction penalty for new guild members Please note: These changes have NOT all been implemented yet, and there is some chance that we will not be able to update the MAT restrictions before the tournament. We'll let you know what we can as soon as possible. Ranged Spike/Damage in GvG In GvG especially, Glass Arrows Rangers and other bow spike builds are a little too effective. We are exploring a few different approaches to addressing this but we need to perform additional playtests before settling on a specific set of changes. It is likely that a number of bow attack skills, especially those with fast activation times will be altered in some way. Part of what makes these ranged teams overpowered is their survivability, typically enabled by Paragons. So in addition, we're revising "Stand Your Ground!" (PvP) so that the effect ends when a character attacks. ("Shout. For 5...17...20 seconds, all party members within earshot receive +24 armor when not moving. Ends on a party member if that party member attacks.") This skill will be unchanged in PvE. Party Wide Healing in GvG We believe that spiking, disruption/control and pressure damage should all have a role to play in GW PvP. Currently, pressure damage tends to be outshined by party healing in GvG. There are a couple of skills that we wanted to alter to bring this into greater balance. Recuperation (PvP) will no longer provide health regeneration to characters who are above 75% health. This lets it remove some pressure damage but not counteract it entirely. This change will only affect PvP. Mending Refrain will be split into PvP and PvE versions. The PvE version will be unchanged. The PvP version will only target the caster, effectively removing this skill as a party healing option in PvP. Blood Spike in PvP We've decided to make two changes to address current issues with Blood Spike. First, and most dramatically, we're changing several defensive skills to work against life stealing. (They will continue to work against normal damage as well.) The skills we're looking at are: Reversal of Fortune, Life Sheath, Shielding Hands, Vengeful Weapon, Weapon of Remedy, and Union. Second, we're adjusting the lead-in Blood Spike skills: Vampiric Swarm will be altered so that there is no delay between the spell being cast and the first target losing health. (This delay current causes the life-stealing from Vampiric Swarm to happen at about the same time as the life-stealing from the follow-up spike skill, making it unrealistic to react to.) Lifebane Strike and Shadow Strike will have their recharges increased from 8 to 15 in order to decrease the frequency of spikes. Individual Problem Skills We're changing Ebon Dust Aura to only trigger from melee attacks. This skill will no longer be useful for ranged blind spamming. For Illusion of Pain, we're adjusting some numbers to make the skill more vulnerable to disruption and more demanding to use effectively: Increasing cast time to 2. Lowering duration to 8. Lowering recharge to 5. Decreasing healing to match the shorter duration (45...129...150). Along similar lines, we're making some numerical tweaks to Mirror of Ice to make it more vulnerable to disruption, raising the energy cost to 15 or 25 and the cast time to 2. We're also evaluating potential changes to Cultist's Fervor (increased energy cost, increased recharge, and/or decreased effect). These changes need more testing. We have not yet decided whether or not to proceed with them. |
Preliminary Skill Update Notes
Regina Buenaobra
Hi, everyone. I've posted the preliminary skill update notes on the wiki. These changes are not final, and are subject to change.
Quote:
zelgadissan
Skill summary for those who cba to read:
- Bow attacks with activation times likely to be hit
- "Stand Your Ground" (PvP) to end on attack
- Recuperation (PvP) does not affect people over 75% health
- Mending Refrain (PvP) to affect caster only
- BIG THING - Reversal of Fortune, Life Sheath, Shielding Hands, Vengeful Weapon, Weapon of Remedy, and Union likely to work against life stealing
- Vampiric Swarm to hit instantly instead of delay to avoid the follow up hit at the same time
- Lifebane Strike and Shadow Strike to 15r
- Ebon Dust Aura only to work on melee attacks
- Illusion of Pain to 2c, 5r, duration of 8, lowering the heal
- Mirror of Ice to have energy raised (15e or 25e) and 2c
- looking into Cultist's Fervor as well
Thanks for the update Regina.
- Bow attacks with activation times likely to be hit
- "Stand Your Ground" (PvP) to end on attack
- Recuperation (PvP) does not affect people over 75% health
- Mending Refrain (PvP) to affect caster only
- BIG THING - Reversal of Fortune, Life Sheath, Shielding Hands, Vengeful Weapon, Weapon of Remedy, and Union likely to work against life stealing
- Vampiric Swarm to hit instantly instead of delay to avoid the follow up hit at the same time
- Lifebane Strike and Shadow Strike to 15r
- Ebon Dust Aura only to work on melee attacks
- Illusion of Pain to 2c, 5r, duration of 8, lowering the heal
- Mirror of Ice to have energy raised (15e or 25e) and 2c
- looking into Cultist's Fervor as well
Thanks for the update Regina.
End
seems that this will apply to both PvE and PvP(or at least it says nothing baout it being PvP only whereas most do)...while its not a big deal in PvE it's still important to note...
MisterB
Thanks for posting.
Echo Mending(Mending Refrain) is too strong. I laughed.
Echo Mending(Mending Refrain) is too strong. I laughed.
God_Hand
Quote:
- Illusion of Pain to 2c, 5r, duration of 8, lowering the heal
|
This really worries me; I'm now under the assumption that ANet has absolutely no idea what they're doing.
isildorbiafra
Was about time those pesky mesmers got hit with the nerf bat. To the above poster....2 second cast time allows for some serious interruption.
The Arching Healer
kvndoom
Not bad. I'd still love to see hexes toned down a bit, especially shutdown stuff with low recharges.
lemming
It won't matter if prot is being updated to work against life stealing, but did nobody realize that current bloodspikes don't use Shadow Strike?
fowlero
Quote:
It won't matter if prot is being updated to work against life stealing, but did nobody realize that current bloodspikes don't use Shadow Strike?
|
Wondering as someone in ally said, will LS/RoF now trigger off life steal from weapons instead of weapon damage? Or is vamp after damage?
Riot Narita
Quote:
Originally Posted by Wiki
We're changing Ebon Dust Aura to only trigger from melee attacks. This skill will no longer be useful for ranged blind spamming.
|
WTB PvE/PvP split for EDA
Karate Jesus
Awww, I beat your post Regina
I'm excited about the LS/RoF stuff. If there's no PvE/PvP split on that, it's going to be so OP and amazing.
However, 2 of my favorite shitter FA builds will feel the wrath of this.....which sucks.
I'm excited about the LS/RoF stuff. If there's no PvE/PvP split on that, it's going to be so OP and amazing.
However, 2 of my favorite shitter FA builds will feel the wrath of this.....which sucks.
Yelling @ Cats
lemming
Quote:
Except for the part where they do use it.
Wondering as someone in ally said, will LS/RoF now trigger off life steal from weapons instead of weapon damage? Or is vamp after damage? |
The point I was trying to get at remains, though - why that particular nerf at this point? If enabling prot against life stealing doesn't work, it's not a fix that will do anything.
zelgadissan
While they're messing with Mirror of Ice, if they're not going to change the functionality, it'd be appreciated if they actually made it affected by armor since it's, you know, elemental damage.
I'm also very curious on the prot changes with relation to vampiric mods as well.
I'm also very curious on the prot changes with relation to vampiric mods as well.
fowlero
Quote:
My mistake then; I was under the assumption that Unholy Feast was still the preferred fourth spike skill.
|
That or distortion which makes things fecking annoying.
ousbique
Karate Jesus
Quote:
Mmh maybe magebane it, but with distorsion in the build, dishot it will be more difficult.
Also Me/N "Polly" use Vampiric Spirit which is 2c too. I think IoP isn't dead... |
Imo, it was a smart move. It'll still be used (because 30dps from a hex is still OP).
Sarevok Thordin
"We're changing Ebon Dust Aura to only trigger from melee attacks. This skill will no longer be useful for ranged blind spamming."
THANK THE LORD!
THANK THE LORD!
Martin Alvito
I have to admit that I expected something much more ambitious.
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor).
That's all?
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor).
That's all?
FoxBat
You leet guilds could care less, but the 2 member thing for ladder play is a huge improvement for casual bottom feeders and people screwing around in byob. Hope to see some more ladder activity.
Yelling @ Cats
Quote:
I have to admit that I expected something much more ambitious.
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor). That's all? |
Hollygen
Quote:
I have to admit that I expected something much more ambitious.
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor). That's all? |
Quote:
While we continue a larger playbalance project ... |
Dre
I don't see SF anywhere in that list ^^
jimbo32
Quote:
I have to admit that I expected something much more ambitious.
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor). That's all? |
Quote:
While we continue a larger playbalance project that includes drastic changes to Shadow Form, we believe it is important to release a small skill balance to address a few other pressing issues. |
X Ghoul
HawkofStorms
EDA change will help with Codex balance.
I do hope that's not everything though.
I do hope that's not everything though.
Yelling @ Cats
Dre
lutz
Quote:
If ANet thinks that this will be enough to fix the skill, they've got another thing coming.
This really worries me; I'm now under the assumption that ANet has absolutely no idea what they're doing. |
It's fine.
Rhadamanthys
Wuhy
Quote:
I have to admit that I expected something much more ambitious.
You're hitting Ranger spike and the OP blood spike. You're doing something to rein in two OP buffs (Mirror of Ice and Illusion of Pain). You're fixing the worst skill in Codex and you're thinking about doing something to a third OP buff (Cultist's Fervor). That's all? |
Chocobo1
Jarge
Plenty mentions of nerfs, but no buffs?
Also, nerf the R/A Dagger rangers that are lynching tombz.
Yes, tombz IS srs bsn.
Also, nerf the R/A Dagger rangers that are lynching tombz.
Yes, tombz IS srs bsn.
zelgadissan
HawkofStorms
Yeah, dartboard buffing 90% of the time is what leads to broken metas anyway.
Martin Alvito
Yes, she had already stated that the PvE update would not happen until after the mAT.
What I'm surprised at is that this is the comprehensive list of "pressing PvP issues". I'm all for incrementalism, but all this did was hate on spike, kill MoI and zap a couple of OP skills used in 4v4. Low hanging fruit, and I'm not sure why hitting this set of skills (other than MoI) right before the mAT was critical.
I suppose that it's the way this update was pitched. It was sold as important for the mAT, so I expected more skill changes that would have an impact on that meta. Unless you think spike was going to win the mAT.
What I'm surprised at is that this is the comprehensive list of "pressing PvP issues". I'm all for incrementalism, but all this did was hate on spike, kill MoI and zap a couple of OP skills used in 4v4. Low hanging fruit, and I'm not sure why hitting this set of skills (other than MoI) right before the mAT was critical.
I suppose that it's the way this update was pitched. It was sold as important for the mAT, so I expected more skill changes that would have an impact on that meta. Unless you think spike was going to win the mAT.
Jarge
Quote:
This is a very, very good thing.
Though technically you could call having an effect on life stealing a buff to prots. |
I want massive buffs to previously useless skills.
I want a complete overhaul of skills.
Let's start this game again. 10 stacks of ectos says it brings back the oldschool and reinvents pvp.
Xenex Xclame
Quote:
Originally Posted by Regina
Preliminary Skill Update Notes – 21 January 2009
("Shout. For 5...17...20 seconds, all party members within earshot receive +24 armor when not moving. Ends on a party member if that party member attacks.") This skill will be unchanged in PvE. |
Quote:
Originally Posted by Regina
Blood Spike in PvP
We've decided to make two changes to address current issues with Blood Spike. First, and most dramatically, we're changing several defensive skills to work against life stealing. (They will continue to work against normal damage as well.) The skills we're looking at are: Reversal of Fortune, Life Sheath, Shielding Hands, Vengeful Weapon, Weapon of Remedy, and Union. |
Quote:
Originally Posted by Regina
Second, we're adjusting the lead-in Blood Spike skills: Vampiric Swarm will be altered so that there is no delay between the spell being cast and the first target losing health.
|
Quote:
Originally Posted by Regina
Lifebane Strike and Shadow Strike will have their recharges increased from 8 to 15 in order to decrease the frequency of spikes.
|
Quote:
Originally Posted by Regina
For Illusion of Pain, we're adjusting some numbers to make the skill more vulnerable to disruption and more demanding to use effectively: Increasing cast time to 2. Lowering duration to 8. Lowering recharge to 5. Decreasing healing to match the shorter duration (45...129...150).
|
Edit:Give us some BUFFS! After you change these things gives us at least some new stuff to play with.
MaaKotka
Recuperation (PvP) will no longer provide health regeneration to characters who are above 75% health. This lets it remove some pressure damage but not counteract it entirely. This change will only affect PvP.
I think this is a bit strange. When pressure gets ppl lower than 75% of their health, recup still counters as much pressure as before. This change makes it just much worse against spikes, because it doesn't anymore clean up random damage, when it is important to keep ppl topped up against spikes. So this change does little to make pressure more viable, but helps spikes to get through easier because it is harder to keep ppl at full health between spikes.
Anyway let the nerfs flow, GW really needs that.
I think this is a bit strange. When pressure gets ppl lower than 75% of their health, recup still counters as much pressure as before. This change makes it just much worse against spikes, because it doesn't anymore clean up random damage, when it is important to keep ppl topped up against spikes. So this change does little to make pressure more viable, but helps spikes to get through easier because it is harder to keep ppl at full health between spikes.
Anyway let the nerfs flow, GW really needs that.