Zunächst möchten wir uns für eure Beiträge bedanken. Das Spielbalance-Team hat ein Update zu den vorgeschlagenen Änderungen der Fertigkeiten basierend auf dem Feedback der Community. Ihr findet es hier: Entwicklernachricht: Mögliche zukünftige Spielbalance-Änderungen (Teil II)
Leider müssen wir die nächste Feedback-Runde auf die englischsprachigen Foren beschränken. Dies liegt an dem sehr engen Zeitrahmen für die Umsetzung der Änderungen.
Greetings again all,
Thanks for the feedback regarding the proposed changes posted last week.
Below you'll find a set of changes we're looking at which is WvW-centric, as well as a few modifications to some of the changes from the last thread. With these changes the objective is to bring the dominant builds and compositions into line and offer more build diversity to the existing meta. Because there's been some confusion, we want to clarify that we're continuing to balance for other game types, including (as some of you guessed) significant changes to the warrior's Tactics line as well as the necromancer's Death Magic line, ranger sword changes and more.
As before, this isn't the full set of changes we're preparing and this is not a call for general profession feedback.
Here are a few questions to think about while looking over the potential changes:
- Would your gameplay change as a result? How?
- Do you feel these changes would improve or worsen the state of the game?
- Are you looking forward to these potential changes? Why?
- What are your concerns and the consequences you expect with this set of changes?
Here is what we're looking at. Previously posted and unchanged items are italicized at the bottom of each profession's section so that it should be easier to focus on the new and changed parts of this set of changes:
- Superior Rune of Antitoxin: Change it so that instead of increasing outgoing condition cleanses by one it instead increases incoming condition cleanses by one, thus only affecting the wielder, but allowing it to scale up with external cleanses.
- Purge Gyro: Reduce the number of cleansing pulses from 5 to 3 in WvW. Pending the superior rune of antitoxin change, this may stay at 5 cleansing pulses.
- Sneak Gyro: Increase the cooldown of this ability from 45 to
7560 seconds in WvW.
- Corona Burst: The existing split from PvP of reduced might gain is brought to WvW. Reduced the damage of this ability by 20% in PvP and WvW.
- Holographic Shockwave: Reduced range from 600 to 300.
- Impact Savant: See if there is a way to include condition damage on this trait globally. Reduce the vitality loss of this trait from 300 to 180 in WvW and PvP.
- Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.
- Stand Your Ground: Reduce the stacks of stability granted by this ability from 5 to 3 in WvW.
- Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants
- Tome of Resolve, Chapter 2 - Radiant Recovery: The existing split from PvP of cleansing 2 conditions is brought to WvW as well. This ability would continue to cleanse 3 conditions in PvE.
- Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.
- Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.
- Illusion of Life:
Increase the cooldown of this skill from 75 to 90 seconds in PvP & WvW and reduced the duration from 15 seconds to 8 seconds of its effect in PvP & WvWReduce the invulnerability period on revived allies. Improve the smart targeting on this skill so it can't fail in big group situations where there is someone downed and lots of people near them.
- Chaotic Interruption: This trait has been re-worked and now reduces the cooldown of one of your weapon abilities that is already on cooldown by 5 seconds when you interrupt a foe.
- Power Break (Mantra of Pain): This skill now requires you to face your target and respects line of sight.
- Power Lock (Mantra of Distraction): This skill now requires you to face your target and respects line of sight.
- Oppressive Collapse: This skill will require line of sight on the activation.
- Sand Cascade: Reduce the base barrier granted by this skill by 33% in WvW & PvP, increase the healing power contribution by 20%, as the healing coefficient is already pretty strong.
- Sand Flare: Reduce the base barrier granted by this skill by 25% in WvW, increase the healing power contribution by 33%.
- Desert Shroud: Increase the base barrier granted by this skill by 10%, increase the healing power contribution by 15% and reduce the damage inflicted by this ability by 20% in WvW.
- Sand Savant: We've wanted to address the target cap issue with this trait in WvW for a while, however it is an incredibly gnarly problem because this is a large functional change that would need to be preserved between game modes. This was why the cooldown split was made on this trait originally. We hear you that the trait is an issue and we're working on it. This is a tough case to crack in a manner that does not leave one mode suffering due to the changes made for another.
- Feast of Corruption: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.
- Devouring Darkness: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.
- Long Range Shot: Reduce the damage range of this skill from 0.7-0.9 to 0.6-0.8 in WvW only.
- Gaze of Darkness: This skill would reveal stealthed enemies up to 600 range away in addition to striking enemies within its 360 radius.
- Coalescence of Ruin: This skill would no longer deals increased damage with successive impacts; instead it deals damage equal to what was previously the middle impact damage. Damage remains split between game modes. A red warning rectangle visible to enemies has been added to this skill.
- Deadly Ambition: Reduce the poison inflicted by this trait from 2 stacks for 3 seconds to 1 stack for 2 seconds in PvP & WvW. Reduce the internal cooldown from 5s to 2s in PvP & WvW.
- Charge: This skill would only removes movement impairing conditions and then increases the damage of affected allies' next 2 attacks by 25% in PvE and PvP and 10% in WvW in addition to its previous effects. Increase swiftness duration from 10 seconds to 15 seconds. This skill becomes a blast finisher.
- Call to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
- Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
- Quick Breathing: Thinking of kicking re-working it a bit to pair with the warhorn skill changes so they feel more cohesive. Continues to increase number of targets for warhorn skills from 5 to 10 and causes warhorn skills to grant an additional boon instead of reducing the cooldown (Fury for Charge and Resistance for Call to Arms). Grant +120 Concentration.
Thanks once again for your feedback and for keeping things focused.