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Ready Up - Upcoming Skill and Balance Changes
#21
Posted 16 June 2015 - 06:23 AM
These include the non-balance changes too. ( ie wallet, skill points, etc.)
Biggest to me, since attribute bonuses are being moved off trait lines, ascended armor now has a flat +10% over exotic.
#22
Posted 16 June 2015 - 06:39 AM
Azure, on 16 June 2015 - 01:42 AM, said:
The doom and gloom here is absurdly over-the-top. Consume Conditions is still going to be the go-to heal for Necromancers. The cooldown increase is probably unwarranted and may need to be re-tuned, but we'll have to wait and see how it plays out along side the really powerful changes they've made to the Blood Magic tree. Plague will still be an incredibly strong defensive cooldown. Spectral Walk will still basically do everything it did before except for let you jump off of ridiculously tall things without dying. Necromancers are, on the whole, getting buffed. There are a ton of powerful changes throughout the revamped Necromancer traits, addressing a lot of the class's key weaknesses. We'll have to wait and see how exactly those buffs play out in comparison to the buffs some of the other classes are getting--remember, this patch is basically the Heart of Thorns open beta as far as balance is concerned--but there is absolutely no justification for this "sky is falling" crap about Necromancers.
The one thing you seem to not be angry about is the one thing in these changes that's actually a significantly important nerf. Moving Terror to Master makes it compete with Path of Corruption, which is a more important trait and will generally be taken over it. None of the Grandmaster traits in Curses are as valuable as either Terror or Path of Corruption.
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#23
Posted 16 June 2015 - 08:33 AM
Aduah, on 16 June 2015 - 02:26 AM, said:
Master:
- Steamlined Kits: Equipping a kit creates and attack or spell and grants you 10s of swiftness. This trait has a 20 second internal cooldown.
I hope its not. On second look at some of the traits, plus only being able to have 3 trait lines active at a time, is really going to fuck me up. It took me forever to learn how to play effectively. I really don't wanna have to relearn how to play Engineer. Its the only class I know how to play about 60% effectively. Every other class is about at 5% effectiveness, so the new changes on those don't bother me much.
Also:
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#24
Posted 16 June 2015 - 09:13 AM
Silvernis, on 16 June 2015 - 08:33 AM, said:
Also:
What the actual fuck. Crafting is mind-numbingly tedious and stupid and an utter waste of time, yet now we're being pushed to do it anyway. 5% is small enough to be negligible. Doubling that to 10% is getting close to not-so-negligible. Seriously pisses me off.
What if they make it so you can now trade it on the TP?
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#25
Posted 16 June 2015 - 09:31 AM
Silvernis, on 16 June 2015 - 08:33 AM, said:
What the actual fuck. Crafting is mind-numbingly tedious and stupid and an utter waste of time, yet now we're being pushed to do it anyway. 5% is small enough to be negligible. Doubling that to 10% is getting close to not-so-negligible. Seriously pisses me off.
Theres a chance these patch notes could be well put together fakes, though a few (smaller) GW2 fansites got them. But I have a feeling if they are not fakes, this is one of the changes that will be adjusted back (currently it varies (5-7% depending on armors/wepons). Also, remeber baseline attribute on your toon are being buffed and all armors in general are being buffed because of removel from trait line stats. Only negative is if your trait line attributes gave you different than your armor attributes.
#26
Posted 16 June 2015 - 09:47 AM
ChapDev, on 16 June 2015 - 09:13 AM, said:
Sorrows, on 16 June 2015 - 09:31 AM, said:
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#27
Posted 16 June 2015 - 10:14 AM
Apologize. I'm on my phone typing.
#28
Posted 16 June 2015 - 11:54 AM
Slein Jinn, on 16 June 2015 - 06:39 AM, said:
The one thing you seem to not be angry about is the one thing in these changes that's actually a significantly important nerf. Moving Terror to Master makes it compete with Path of Corruption, which is a more important trait and will generally be taken over it. None of the Grandmaster traits in Curses are as valuable as either Terror or Path of Corruption.
#29
Posted 16 June 2015 - 01:00 PM
Also, now that Mortar is a kit, does this mean I can plop it out whenever I want with no cooldown? >
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#30
Posted 16 June 2015 - 02:05 PM
Silvernis, on 16 June 2015 - 08:33 AM, said:
All these changes are full of a whole lot of nope. This might have to be where me and GW2 part ways. My build will officially be completely fucked. Slower, less range, less power. Choices between things that I shouldn't have to make. Poor Lucent made the mistake of PMing me in game and I ranted at him. I wont do the same to you folks.
I tried to stay positive until it all actually happens by not looking at the hype, or the changes, but I can't any more. Maybe I'll start playing Maal or Lahrkk instead of Fraan. At least I don't really know how to play necro or Mesmer, so won't be as disappointed at the changes.

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#31
Posted 16 June 2015 - 02:41 PM
Aduah, on 16 June 2015 - 02:05 PM, said:
I dunno. Maybe I'm panicking over nothing, and the new system will be fine, but we'll have to see.
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#32
Posted 16 June 2015 - 02:57 PM
Don't get me wrong, I think all classes should be more bound to their profession mechanics, but this just looks way over the top. It seems like we are now the beta testers for HoT....
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#33
Posted 16 June 2015 - 03:26 PM
Silvernis, on 16 June 2015 - 02:41 PM, said:
I dunno. Maybe I'm panicking over nothing, and the new system will be fine, but we'll have to see.
Minor:
- Evasive Powder Keg: Create a bomb when you dodge.
- Steel-Packed Powder: Your explosions cause 5s of vulnerability.
- Explosive Powder: Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed

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#34
Posted 16 June 2015 - 03:43 PM
Aduah, on 16 June 2015 - 03:26 PM, said:
- Evasive Powder Keg: Create a bomb when you dodge.
- Steel-Packed Powder: Your explosions cause 5s of vulnerability.
- Explosive Powder: Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed
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Le sigh. At least my ele will apparently emerge unscathed from this nonsense. (Edit: Actually, looking through it again, my ele might be in a very happy place indeed. So there's that.)
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#35
Posted 16 June 2015 - 03:54 PM
Aduah, on 16 June 2015 - 03:26 PM, said:
- Evasive Powder Keg: Create a bomb when you dodge.
- Steel-Packed Powder: Your explosions cause 5s of vulnerability.
- Explosive Powder: Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed
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There are a few really troubling things to whinge about. There are a couple of core gameplay concepts that really are being seriously disrupted, like randomising the boon/condition conversion priorities. But the people crying about how nerfed their builds are are basically all just being ignorant babies. Every single profession is getting stronger. Every single profession is getting a bunch of strong new toys to play with. Every single profession is having some of it's biggest deficiencies addressed. Maybe one or two professions will end up "nerfed" in a purely relativistic sense in terms of not being as buffed as everyone else, but it is way too early to tell before we get the chance to playtest this stuff. Engineers are going to be in a dramatically better place after these changes.
I've been pretty straightforward about preferring to not to have any major changes, but we've known these sort of changes were coming for a while now--if you haven't made your peace with that by now, I don't know what to tell you--and they seem to have done a really good job with them for the most part. Yeah, like I've said many times, this is basically going to be GW3, and I'd personally prefer to keep playing GW2 simply because maturity is important for a competitive game, but GW3 seems to shaping up pretty nicely so far. There certainly isn't another game on the market right now that has more to offer.
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#36
Posted 16 June 2015 - 03:59 PM
Slein Jinn, on 16 June 2015 - 03:54 PM, said:
And yes, I realize I'm clinging to a trait that was frankly OP to begin with, but dammit, I liked speedy kits just the way it was.
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#37
Posted 16 June 2015 - 04:09 PM
Silvernis, on 16 June 2015 - 03:59 PM, said:
And yes, I realize I'm clinging to a trait that was frankly OP to begin with, but dammit, I liked speedy kits just the way it was.
It isn't random. It's tied to the kit. (Mortar Kit is slated to get THIS at the moment.) Some of them are quite strong.
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#38
Posted 16 June 2015 - 05:03 PM
Slein Jinn, on 16 June 2015 - 03:54 PM, said:
No, I didn't realize this. From the screen shots i've seen it looked like there were 1 of 3 traits you choose at every level. If you get them all, then I am significantly less worried and feel better. But am not confused on exactly what it was that they were showing in those screen shots. They don't talk about baseline changes in that post. So I was unaware. All they said was changes to grenades. They didn't mention any other traits. So if someone hasn't been keeping up on every single scrap of news that ANet been leading us around on for month, then the information is extremely misleading.
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Yes but my understanding is, just like now, you can't take everything to GM. So, no, unless I want to sacrifice dmg, its not going to do me any good.
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But thats the thing, Isn't it. People are concerned about things that matter to them. Conditions to boons dont matter to me, So frankly my dear, I don't give a shit. It doesn't mean that it isn't a valid concern. But its not a valid concern to everyone.
Silvernis, on 16 June 2015 - 03:59 PM, said:
Me too.

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[KOoK] Knightly Order of Kryta (GLORY OR DEAD!)
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#39
Posted 16 June 2015 - 05:08 PM
Slein Jinn, on 16 June 2015 - 04:09 PM, said:
It isn't random. It's tied to the kit. (Mortar Kit is slated to get THIS at the moment.) Some of them are quite strong.
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#40
Posted 16 June 2015 - 05:12 PM
Aduah, on 16 June 2015 - 05:03 PM, said:
Yes but my understanding is, just like now, you can't take everything to GM. So, no, unless I want to sacrifice dmg, its not going to do me any good.
For Clarification:
You get all 3 minors in the 3 trait lines you pick.
You pick 1 each of the 3 adept, master, and grandmaster traits. So, you get 3 minors + 1 adept + 1 master + 1 grandmaster for the 3 trait lines you picked.
You get 3 full trait lines now, meaning 6/6/6/0/0 in the current system.
You can't spread them out like 2/4/6/2/0 anymore, you're locked into 3.
Example build calculators: Dulfy's ( Click the arrow on the left to swap out a trait line), IntotheMist (skill changes are not implemented yet)
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