Adjustment to Seeping Wound, Text Fixes
Regina Buenaobra
As we mentioned in the other thread, our devs were taking a closer look at Seeping Wound, in response to feedback which we collected from players via the forums and other sources. There were also some localized text issues, which were corrected.
You can take a look at the update notes on the official wiki: http://wiki.guildwars.com/wiki/Game_updates
We will have these posted on the website as soon as we can (our web master is out of the office today).
Thanks, and have a good weekend.
You can take a look at the update notes on the official wiki: http://wiki.guildwars.com/wiki/Game_updates
We will have these posted on the website as soon as we can (our web master is out of the office today).
Thanks, and have a good weekend.
Raynb
Since you are here Regina, is it possible to share a word with the gamers about the lack of PvE balance for Mesmers, Paragons and Dervishes?
Cuilan
Neat that someone called her out on this issue. It should be commented on by an official source.
Regina Buenaobra
The developers have been experimenting with a few other professions, however certain professions simply didn't test well enough to make it into this build. They've been bouncing around some ideas and doing a few test experiments, but those didn't pan out well enough to get through to the final phases. Rest assured, though, the designers have been reading your feedback and feelings. They know that certain professions felt left out in this update.
Karate Jesus
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Rest assured, though, the designers have been reading your feedback and feelings. They know that certain professions felt left out in this update.
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Anywho, thanks for putting in the overtime, Regina. We appreciate SW being dialed down a bit, even if it's still a bit overpowered.
Have a good weekend
Winterclaw
You know what, it's probably better since they can now focus more on those other professions with the next update in two months as well as a few tweaks to this update's skills.
Raynb
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The developers have been experimenting with a few other professions, however certain professions simply didn't test well enough to make it into this build. They've been bouncing around some ideas and doing a few test experiments, but those didn't pan out well enough to get through to the final phases. Rest assured, though, the designers have been reading your feedback and feelings. They know that certain professions felt left out in this update.
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Essence Snow
Woohooo! Feedback worked! Made my day.....ty =D
drkn
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The developers have been experimenting with a few other professions, however certain professions simply didn't test well enough to make it into this build. They've been bouncing around some ideas and doing a few test experiments, but those didn't pan out well enough to get through to the final phases. Rest assured, though, the designers have been reading your feedback and feelings. They know that certain professions felt left out in this update. |
more buffs to ritualists please. some of their elites are still not at SoS/Xinrae level.
Vallisahllirium
How about you also look in adjusting more elite assassin skills. SW was fun update, refreshed them. But would be nice to stop killing them so you can nerf other classes that abuse assassin skills.
Also perma is back
Kill it....
Also perma is back
Kill it....
Cuilan
I and surely other players were unaware that the skill update would be so strongly focused. Not that focus is a bad thing, but it was also because who which professions were focused on.
AndroBubbles
In all honesty, I'm not at all impressed with the "fix" applied to Seeping Wound. It is still OP. A small adjustment to the damage does not change the fact that it can still be chained in a myriad of ways that make it ridiculously difficult to counter with all the conditions and hexes being brought into the meta by the rest of the update. The assassin does not even have to be attacking to meet the requirement for the hex's damage. You could literally just sit there and spam it with a skill like Deadly Haste, and you would still pump out more dps than is necessary to pressure some teams out, because it is nearly impossible to do any sort of PvP where there is not condition application. Either rework it entirely, or reduce at least one of those attribute dependent numbers; it's absolutely ridiculous.
Also, in the future, a lot of players would like to see skills that are "dead" to be buffed, or to have their functions changed completely, so that they can actually be viable for general use, whether it be in PvE or PvP. It is wrong that one elite skill is superior to another elite skill in every single way, in every single situation, which is almost exactly what you ended up doing with Seeping Wound, when you look at the rest of the elite skills for the profession; there are very few that even start to compare to it. It is even more wrong that an elite is substandard in comparison to a similar skill that is non-elite.
Another quick example: Healing Light. It is inferior to both Patient Spirit AND WoH, in just about every situation you could apply it.
Unless the team is really concentrating that much on GW2, I think more attention should be payed to skills that are clearly OP, and ones that are unusable.
I'm sorry if not all of this was appropriately relevant to the topic, but this is a concern of mine.
Also, in the future, a lot of players would like to see skills that are "dead" to be buffed, or to have their functions changed completely, so that they can actually be viable for general use, whether it be in PvE or PvP. It is wrong that one elite skill is superior to another elite skill in every single way, in every single situation, which is almost exactly what you ended up doing with Seeping Wound, when you look at the rest of the elite skills for the profession; there are very few that even start to compare to it. It is even more wrong that an elite is substandard in comparison to a similar skill that is non-elite.
Another quick example: Healing Light. It is inferior to both Patient Spirit AND WoH, in just about every situation you could apply it.
Unless the team is really concentrating that much on GW2, I think more attention should be payed to skills that are clearly OP, and ones that are unusable.
I'm sorry if not all of this was appropriately relevant to the topic, but this is a concern of mine.
Phaern Majes
Heh, I can see it now... Reworked Sword and Axe mastery so warriors can now dual wield, reworked soul reaping so necro's now get +1 pip of energy regen for 10 seconds every time an enemy dies. Nah next big update is gonna be more warrior and necro, they can still find ways to buff them even more.
bursta91
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Yeah, don't worry guys. In just 5 months, you'll get a couple of skills updated <.<
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imo, over the past few months since the tk was implimented we have gotten some pretty quality updates.
And if you honestly think that "omg sf WTF anets how do I play pve nao I quit"
please leave because these updates have been way better than just smiters booming everything like has been done in the past.
AmbientMelody
GJ nerfing something what is basicallly an IoP except the fact, that:
- it deals around 50% less damage over time (and ~33% less per second)
- it has half-range
- it takes up an elite slot
GJ Anet, you are my saviour!
- it deals around 50% less damage over time (and ~33% less per second)
- it has half-range
- it takes up an elite slot
GJ Anet, you are my saviour!
The-Bigz
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In all honesty, I'm not at all impressed with the "fix" applied to Seeping Wound. It is still OP. A small adjustment to the damage does not change the fact that it can still be chained in a myriad of ways that make it ridiculously difficult to counter with all the conditions and hexes being brought into the meta by the rest of the update. The assassin does not even have to be attacking to meet the requirement for the hex's damage. You could literally just sit there and spam it with a skill like Deadly Haste, and you would still pump out more dps than is necessary to pressure some teams out, because it is nearly impossible to do any sort of PvP where there is not condition application. Either rework it entirely, or reduce at least one of those attribute dependent numbers; it's absolutely ridiculous.
Also, in the future, a lot of players would like to see skills that are "dead" to be buffed, or to have their functions changed completely, so that they can actually be viable for general use, whether it be in PvE or PvP. It is wrong that one elite skill is superior to another elite skill in every single way, in every single situation, which is almost exactly what you ended up doing with Seeping Wound, when you look at the rest of the elite skills for the profession; there are very few that even start to compare to it. It is even more wrong that an elite is substandard in comparison to a similar skill that is non-elite. Another quick example: Healing Light. It is inferior to both Patient Spirit AND WoH, in just about every situation you could apply it. Unless the team is really concentrating that much on GW2, I think more attention should be payed to skills that are clearly OP, and ones that are unusable. I'm sorry if not all of this was appropriately relevant to the topic, but this is a concern of mine. |
I didn't read whole post, but wanted to reply back to a certain part of it.
You could literally just sit there and spam it with a skill like Deadly Haste, and you would still pump out more dps than is necessary to pressure some teams out, because it is nearly impossible to do any sort of PvP where there is not condition application.
If a team is so shitter that 150-200 damage per 6-10 seconds destroys them because they dont have Hex Removal or Dismiss condition/Mending Touch, they DESERVED to be blown up.
Do not listen to this feedback A-Net. Seeping Wound was decent before update, but now it can compete with Palm Strike as a PvP Viable elite for Sins. Thank you for this small part.
Skyy High
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In all honesty, I'm not at all impressed with the "fix" applied to Seeping Wound. It is still OP. A small adjustment to the damage does not change the fact that it can still be chained in a myriad of ways that make it ridiculously difficult to counter with all the conditions and hexes being brought into the meta by the rest of the update. The assassin does not even have to be attacking to meet the requirement for the hex's damage. You could literally just sit there and spam it with a skill like Deadly Haste, and you would still pump out more dps than is necessary to pressure some teams out, because it is nearly impossible to do any sort of PvP where there is not condition application. Either rework it entirely, or reduce at least one of those attribute dependent numbers; it's absolutely ridiculous.
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Originally Posted by Ambient Melody
GJ nerfing something what is basicallly an IoP except the fact, that:
- it deals around 50% less damage over time (and ~33% less per second) - it has half-range - it takes up an elite slot GJ Anet, you are my saviour! |
AndroBubbles
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If a team is so shitter that 150-200 damage per 6-10 seconds destroys them because they dont have Hex Removal or Dismiss condition/Mending Touch, they DESERVED to be blown up. Do not listen to this feedback A-Net. Seeping Wound was decent before update, but now it can compete with Palm Strike as a PvP Viable elite for Sins. Thank you for this small part. |
There was a reason for the Shadow Prison nerf: The skill was OP.
bhavv
Anet sure seem to need to do a lot of bouncing around and testing to ever make Paragons and Mesmers viable in PVE. Apparantly, every other class can be continuously buffed and nerfed every month or two, but Mesmers and Paragons are extra special and take a lot longer, like 1-2 years for random nerfs that make no sense outside of PVP.
But wait, while rits already have SoS, WoR, and plenty of other viable elites, and necros can be MMs, SS, N/Rt healers, Discordway etc etc etc, they still need ever more pointless buffs as opposed to mesmers, who you know, are totally ridiculously overpowered in PVE with Energy surge and Stolen Speed :x.
But wait, while rits already have SoS, WoR, and plenty of other viable elites, and necros can be MMs, SS, N/Rt healers, Discordway etc etc etc, they still need ever more pointless buffs as opposed to mesmers, who you know, are totally ridiculously overpowered in PVE with Energy surge and Stolen Speed :x.
Kumu Honua
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GJ nerfing something what is basicallly an IoP except the fact, that:
- it deals around 50% less damage over time (and ~33% less per second) - it has half-range - it takes up an elite slot GJ Anet, you are my saviour! |
- Half the cast cost.
- impossible to interrupt.
- Unconditional snare for duration.
Gregslot
Seeping wound was doing waaay too much damage.
Now fix Soul Twisting, its bugged.
When you use it again while you are under its effect, it doesnt restart the number of binding rituals before it ends. So if it ends after 3 binding rituals, you use 2 of them, reuse Soul Twisting, the effect will end after using a single binding ritual... shoulnt it end after 3 again?
Now fix Soul Twisting, its bugged.
When you use it again while you are under its effect, it doesnt restart the number of binding rituals before it ends. So if it ends after 3 binding rituals, you use 2 of them, reuse Soul Twisting, the effect will end after using a single binding ritual... shoulnt it end after 3 again?
bhavv
You try monking in 4v4 first or dont bother saying anything.
Word of Healing isnt actually very effective against Seeping wound or Illusion of Pain, and even then Sig of Humility or other anti healing hexes are very common in such builds.
Cure hex is absolutely pointless because any decent hex build uses cover hexes. Along with Holy Veil (drain ench FTW), both are absolutely easy to interupt, even with melee, and the 12s recharge doesnt help with that either. Then, by the time you try removing those hexes and healing yourself with WoH, you are out of energy or completely shut down, regardless of how carefully you try to use it because the damage in this game now far outweighs the healing and limited energy bars that Monks have. This is precisely why necro, elly and even rit healers are now so much more common. They all have epic energy management, great healing and also damage potential, but Dwayna forbid that a Monk should be able to do any of these as well.
And 1v1 is never a valid comparison for balance in this game, making that comparison doesnt add any credibility to your opinion on skill balance.
If you think monking in PVP is balanced, youve probably never faced a good shutdown player, or KD lock, or anti block sin builds which can simply rofflestomp over any monk regardless of how good they think they are at monking.
Word of Healing isnt actually very effective against Seeping wound or Illusion of Pain, and even then Sig of Humility or other anti healing hexes are very common in such builds.
Cure hex is absolutely pointless because any decent hex build uses cover hexes. Along with Holy Veil (drain ench FTW), both are absolutely easy to interupt, even with melee, and the 12s recharge doesnt help with that either. Then, by the time you try removing those hexes and healing yourself with WoH, you are out of energy or completely shut down, regardless of how carefully you try to use it because the damage in this game now far outweighs the healing and limited energy bars that Monks have. This is precisely why necro, elly and even rit healers are now so much more common. They all have epic energy management, great healing and also damage potential, but Dwayna forbid that a Monk should be able to do any of these as well.
And 1v1 is never a valid comparison for balance in this game, making that comparison doesnt add any credibility to your opinion on skill balance.
If you think monking in PVP is balanced, youve probably never faced a good shutdown player, or KD lock, or anti block sin builds which can simply rofflestomp over any monk regardless of how good they think they are at monking.
Akeido
SW is extremely predictible and easily countered, especially right now when 9/10 Sins are running some variety of the build.
The-Bigz
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You try monking in 4v4 first or dont bother saying anything.
Word of Healing isnt actually very effective against Seeping wound or Illusion of Pain, and even then Sig of Humility or other anti healing hexes are very common in such builds. Cure hex is absolutely pointless because any decent hex build uses cover hexes. Along with Holy Veil (drain ench FTW), both are absolutely easy to interupt, even with melee, and the 12s recharge doesnt help with that either. Then, by the time you try removing those hexes and healing yourself with WoH, you are out of energy or completely shut down, regardless of how carefully you try to use it because the damage in this game now far outweighs the healing and limited energy bars that Monks have. This is precisely why necro, elly and even rit healers are now so much more common. They all have epic energy management, great healing and also damage potential, but Dwayna forbid that a Monk should be able to do any of these as well. And 1v1 is never a valid comparison for balance in this game, making that comparison doesnt add any credibility to your opinion on skill balance. If you think monking in PVP is balanced, youve probably never faced a good shutdown player, or KD lock, or anti block sin builds which can simply rofflestomp over any monk regardless of how good they think they are at monking. |
Quit asking for nerfs because now you have to actually use skill and pay attention rather then redbar for noob teams in RA to get your glad points. The fact that Anti Melee has so many popular and long lasting counters in the first place completely owns any valid arguement you could have vs 'Melee is so hard to beat QQ'. Empathy, IP, Cripple, Blind (Like Signet of Midnight and plague sending can keep 2 people blind the whole game without interruption for 5-10 energy every 10 seconds. Real hard to maintain), blinding Surge, an AoE blind that renews itself faster then it is cast. Do I need to go on? What do casters have for anti caster? Interrupts on a laggy ass server that are more based on random luck and player pattern then on reading a skill and using the proper interrupt? Backfire? Takes 3 seconds to cast without fast casting and lasts half as long as the recharge time? How about VoR, which doesn't even do 50 damage for using a skill if the player is heavily hexed? Making it one of the easier skills to remove.
And did you really just say that any good hexer brings a cover hex? Shall I roll A/N and cover my Seeping Wound with Parasitic bond for its short duration?
Once again, learn to play and know how the game is played in order to counter obvious meta. Dont cry because now assasins are finally useful for something other then empathy/blind spam targets for obvious shutdown.
draxynnic
Actually, keeping in mind that ANet has just implemented a new testing routine (the Krewe) and how major the changes are that we've seen in this pass, I'd be willing to accept the "wasn't quite ready" line this time. Hopefully this means they're at least close and we'll see it in the next couple of months - my Mesmer is tired of being an assassin factory.
pinkeyflower
Your comment on monk blocking is invalid in this case because the argument is that Seeping Wound is so OP that you don't need to do any melee attacks to pressure out a monk. In the majority of games you play there will be more than one hex flying around so it becomes difficult to remove. Also, the quick recharge of SW means that a cover hex is not necessarily required and you seem to forget there are other people attacking your team. You lose around 3.7% of your health each second and around 22% over the full duration of the hex (in this case 6 seconds from dmg from hex alone) and you can do this continuously with 4 seconds of downtime and you have a snare included. No other elite in the two common assassin attributes has an unconditional snare and this forces the pure dmg sin to compromise between dmg, elite skill and IMS, IAS, or snare. This is not the case for the SW sin.
Admittedly, melee hate is a bit out of hand especially Blinding Surge. But skills like empathy would probably just require a nerf to it's duration or recharge so it is not perpetual.
Admittedly, melee hate is a bit out of hand especially Blinding Surge. But skills like empathy would probably just require a nerf to it's duration or recharge so it is not perpetual.
Morphy
SW is retardedly overpowered and everyone who thinks otherwise should be thrown under a bus.
Morphy
Pro-tip, Anet: Keep random buffs out of PvP. It's enough that you decided to throw out PvE balance out of the window, no need to RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO up PvP in the process.
Vallisahllirium
SW is good now as it is, some more elite buffs would be also nice for assassins in the near future to make them more usable.
You can easy counter sin with def stances, blind, and peace n harmony eats sw.
Stop qq, learn to play.
You can easy counter sin with def stances, blind, and peace n harmony eats sw.
Stop qq, learn to play.
Del
because everyone should have to run stances just to buildwars against one elite skill, hex removal has no downtime, and a spammable hex with an easy condition to meet is perfectly fine huh? oh, and speaking of learning to play, maybe learn to do something other than 1-2-3-4-5-6?
Morphy
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SW is good now as it is, some more elite buffs would be also nice for assassins in the near future to make them more usable.
You can easy counter sin with def stances, blind, and peace n harmony eats sw. Stop qq, learn to play. |
Peace and Harmony is an uncommon elite that shouldn't be considered to begin with, but I'll bite: PnH doesn't have a 10 second recharge and doesn't magically apply to the next target you pick. It will only protect one ally, which means it won't stop the Assassin AT ALL. But even if it would, having a counter doesn't make a skill automatically balanced. Seeping Wound doesn't have a viable counter. That makes it even worse.
Seriously, if you're going to use "learn to play" as an argument, at least know what the hell you're talking about. It sounds stupid and hypocritical if someone who doesn't know why PnH isn't enough to stop this Hex pops up and makes a retarded comment like that one.
This buff to Assassins doesn't make them really usable, it just gives them one (one!) mindless, boring build. It doesn't help the class in the slightest: it just gives them even less credibility, if they had any left.
AmbientMelody
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You forgot
- Half the cast cost. - impossible to interrupt. - Unconditional snare for duration. |
Assassin doesn't need another snare as much as this extra 60-80+ damage over the time of 6 seconds to finish off the target.
Anet didn't fix the skill, they nerfed it's prime purpose.
I'm not saying skill is useless now, it's simply mediocre giving other alternatives.
Like Anet stated: 'It will remain as a fun elite and will have some use, too'.
So, it is fun, it has some use. Nothing else.
Del
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You forgot one thing
Assassin doesn't need another snare as much as this extra 60-80+ damage over the time of 6 seconds to finish off the target. Anet didn't fix the skill, they nerfed it's prime purpose. I'm not saying skill is useless now, it's simply mediocre giving other alternatives. Like Anet stated: 'It will remain as a fun elite and will have some use, too'. So, it is fun, it has some use. Nothing else. |
Morphy
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You forgot one thing
Assassin doesn't need another snare as much as this extra 60-80+ damage over the time of 6 seconds to finish off the target. Anet didn't fix the skill, they nerfed it's prime purpose. I'm not saying skill is useless now, it's simply mediocre giving other alternatives. Like Anet stated: 'It will remain as a fun elite and will have some use, too'. So, it is fun, it has some use. Nothing else. |
Please inform me, what alternatives? What skill does all the retarded shit this skill does? I have yet to see a skill that is a Hex primer with zero cast time, low recharge, a powerful snare and DPS close to that of IoP. Hint: there isn't any.
This skill is even worse for the game than Palm Strike was when they introduced that skill's buffed version.
Del
superraptors
its definitely overpowered a kill right off the bat
almost comparable to boa sins back in the day, only thing its missing is the shadow step
3/4 cast or 1 second cast would have been a more viable option, so u can atleast see who will be spiked out, its still pretty strong after the -10 dmg change
almost comparable to boa sins back in the day, only thing its missing is the shadow step
3/4 cast or 1 second cast would have been a more viable option, so u can atleast see who will be spiked out, its still pretty strong after the -10 dmg change
Vallisahllirium
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oh, and speaking of learning to play, maybe learn to do something other than 1-2-3-4-5-6?
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This buff to Assassins doesn't make them really usable, it just gives them one (one!) mindless, boring build. It doesn't help the class in the slightest: it just gives them even less credibility, if they had any left. |
ousbique
post-fix SW isn't really a problem, but the fast attacks/low recharge lead & offhand attacks are really retarded.
The-Bigz
Well I can kiss my free glad and fame points goodbye. SW will be nerfed due to high shitter complaints of 'I have no RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOin skill can't beat lameway do something boss-net!'. But hey, at least I was having fun farmin these lame shitter SW sins for the last 2 days. Spend less time being a shitter and more time learning that block stance is now metagame and you might have gotten 40 glad/60 fame like me since the 'GAME CHANGING!!!!!!!!' buff to Seeping Wound. I still like the buff though, good players with an ability to play the game can now use SW as a viable elite choice rather then PS.
Ugh
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You probably didn`t noticed it, but more or less every non caster proffesion uses 1-2-3-4-5-6 to attack (number more or less).
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And warriors spam Bull's on non-moving targets, use Frenzy while taking damage, and spam Shock on recharge?
No.
With a sin, you copy a build from PvX, spam skills in a paticular order, your target dies, you do it again. There is absolutely nothing less to it.
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Exactly, but at this moment I will rather have one mindless boring build with assassins, then none. |
Also, "then" is not used in comparisons, so your actual post contradicts your intent.