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Guild Wars 2

Guild Wars 2 

General Discussion  » Stress Test Changes to Skills, Traits, Recipes and Achievements

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25 posts found
  orator1970

Novice Member

Joined: 11/03/10
Posts: 112

Never tell your problems to anyone, 20% don't care and the other 80% are glad you have them-L.Holtz

 
8/16/12 12:13:23 AM#1

Some tooltips fixes and also some nerfing has been done mainly to guardians, thief and necros have been buffed.

http://www.guildwars2guru.com/news/720-stress-test-changes-skills-traits-recipes-achievements/

  aesperus

Elite Member

Joined: 1/04/05
Posts: 3784

8/16/12 12:25:05 AM#2

Thanks for the link.

Looks like they mostly just currented the tooltips, but there's also a good amount of adjustment on skill cooldowns / initiative, and nerfing some of the conditions as well. That'd explain why I wasn't able to stack as many bleeds on my necro as I usually do.

  Elesthor

Novice Member

Joined: 8/15/08
Posts: 256

Kolotoumping

8/16/12 2:24:25 AM#3

Cool list. Many nerfing and buffing is going on.

As a mesmer I noticed some awesome changes to the class and some bad. But the good overshadowed the bad.

Btw was Mind Wreck on a 15sec CD on the previous tests too, or did they change it in this build? I kinda remember it having a huge annoying CD.

Also I've noticed that the shatter skills are no longer wasted if you use them with no active illusions.

  stragen001

Hard Core Member

Joined: 1/09/09
Posts: 1529

Mr Flibble is VERY cross

8/16/12 2:36:55 AM#4
Mesmer greatsword ability mind stab is now almost useless since they made it ground targetting :(

Cluck Cluck, Gibber Gibber, My Old Mans A Mushroom

  Elesthor

Novice Member

Joined: 8/15/08
Posts: 256

Kolotoumping

8/16/12 2:41:40 AM#5
Originally posted by stragen001
Mesmer greatsword ability mind stab is now almost useless since they made it ground targetting :(

But its AOE , deals more damage and removes boons.

They just have to tweak the radius imo and it will be awesome.

  Zetsuei

Hard Core Member

Joined: 8/21/03
Posts: 231

The one and only power

8/16/12 2:44:44 AM#6

A lot of those changes are interesting. My only concern is, are these changes too much too fast? As someone on that site side, "the key to balance is small incremental changes over time...not HUGE sweeping changes at once." And for the most part, I am seeing huge changes in those notes. With a week and a few days til launch this is a bit worrisome.

Let us hope ANET knows what they are doing.

  Scalpless

Elite Member

Joined: 3/22/07
Posts: 804

8/16/12 3:04:07 AM#7
It's very unlikely this game will be balanced at launch. Right now, they need to make abilities interesting, varied and useful. Numbers can be tweaked later on.
  Draemos

Hard Core Member

Joined: 2/20/10
Posts: 1111

8/16/12 3:57:44 AM#8
Originally posted by Zetsuei

A lot of those changes are interesting. My only concern is, are these changes too much too fast? As someone on that site side, "the key to balance is small incremental changes over time...not HUGE sweeping changes at once." And for the most part, I am seeing huge changes in those notes. With a week and a few days til launch this is a bit worrisome.

Let us hope ANET knows what they are doing.

If you think the game's going to be anywhere near balanced the first few months, you're going to be disappointed.

  Magnetia

Advanced Member

Joined: 11/07/11
Posts: 874

Any fool can know. The point is to understand.

8/16/12 4:16:10 AM#9
Originally posted by Draemos
Originally posted by Zetsuei

A lot of those changes are interesting. My only concern is, are these changes too much too fast? As someone on that site side, "the key to balance is small incremental changes over time...not HUGE sweeping changes at once." And for the most part, I am seeing huge changes in those notes. With a week and a few days til launch this is a bit worrisome.

Let us hope ANET knows what they are doing.

If you think the game's going to be anywhere near balanced the first few months, you're going to be disappointed.

They've already mentioned that if they need to they will split the skills into PvP versions of them. GW2 has a good backup system for balancing for PVP.

Play for fun. Play to win. Play for perfection. Play with friends. Play in another world. Why do you play?

  Matheusor1

Novice Member

Joined: 9/30/07
Posts: 174

8/16/12 6:02:10 AM#10

At least for the necro, those were some weird changes. Some bad skills are now utter crap, and some good skills are now as overpowered as they could get. I don't get it.

The death shroud AoE used to deal 138 (and still, it was good), now it deals 1245.

But also, they took lots of skills that gave vulnerability (-30 defense) and turned them into weakness (-50% endurance regen for a couple secs). What's the use in weakness?

  solarine

Advanced Member

Joined: 10/25/06
Posts: 1204

8/16/12 7:46:02 AM#11

By the way, anybody notice anything different with the visuals? 

The game seemed to both look better and play more smoothly for me. 

Or maybe I was imagining things... :)

  User Deleted
8/16/12 7:51:49 AM#12
Anyone who doesn't at least alt a thief will be missing out
  Sixpax

Novice Member

Joined: 7/28/05
Posts: 595

8/16/12 7:55:27 AM#13
Originally posted by Matheusor1

But also, they took lots of skills that gave vulnerability (-30 defense) and turned them into weakness (-50% endurance regen for a couple secs). What's the use in weakness?

That's probably due to the change for vulnerability, which now increases damage by 1% (per stack) meaning condition damage (which Necros excel at) benefit from it.

MMO games would be pretty cool if it weren't for the people.

  Sixpax

Novice Member

Joined: 7/28/05
Posts: 595

8/16/12 7:58:26 AM#14
Originally posted by Elesthor

Btw was Mind Wreck on a 15sec CD on the previous tests too, or did they change it in this build? I kinda remember it having a huge annoying CD.

I believe it has been 15s for awhile.

MMO games would be pretty cool if it weren't for the people.

  The1ceQueen

Hard Core Member

Joined: 1/02/08
Posts: 1920

"Always borrow money from a pessimist. They won't expect it back."

8/16/12 8:10:19 AM#15
Ty for the link.

What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot

  Draemos

Hard Core Member

Joined: 2/20/10
Posts: 1111

8/16/12 8:10:29 AM#16
Originally posted by Magnetia
Originally posted by Draemos
Originally posted by Zetsuei

A lot of those changes are interesting. My only concern is, are these changes too much too fast? As someone on that site side, "the key to balance is small incremental changes over time...not HUGE sweeping changes at once." And for the most part, I am seeing huge changes in those notes. With a week and a few days til launch this is a bit worrisome.

Let us hope ANET knows what they are doing.

If you think the game's going to be anywhere near balanced the first few months, you're going to be disappointed.

They've already mentioned that if they need to they will split the skills into PvP versions of them. GW2 has a good backup system for balancing for PVP.

Developers say a lot of things.  

  keirion

Hard Core Member

Joined: 11/07/08
Posts: 33

8/16/12 8:55:23 AM#17
Originally posted by Draemos
Originally posted by Magnetia
Originally posted by Draemos
Originally posted by Zetsuei

A lot of those changes are interesting. My only concern is, are these changes too much too fast? As someone on that site side, "the key to balance is small incremental changes over time...not HUGE sweeping changes at once." And for the most part, I am seeing huge changes in those notes. With a week and a few days til launch this is a bit worrisome.

Let us hope ANET knows what they are doing.

If you think the game's going to be anywhere near balanced the first few months, you're going to be disappointed.

They've already mentioned that if they need to they will split the skills into PvP versions of them. GW2 has a good backup system for balancing for PVP.

Developers say a lot of things.  

They did it in GW1.

'nough said.

  jayce

Apprentice Member

Joined: 2/23/06
Posts: 133

8/16/12 11:11:23 AM#18
i was only able to test my necro for less than a hour, but i did notice that they fixed corrosive poison cloud. you are able to move while casting it now. also, mark of blood is now a blast finisher, something we definitely needed more access to for combos.

as of 6/11/12 Necromancer
GW2 Rig:
3rd Generation Intel® Core™ i7-3720QM, 2.6-3.6GHz, (22nm, 6MB L3 cache)
AMD Radeon HD 7970M 256bit 2GB GDDR5 28nm
16GB - DDR3 1600MHz Dual Channel Memory (4 SODIMMS)
240GB Intel 520 Series Solid State Drive
6X Blu-Ray Read/8X DVDRW
Razer Naga Hex

  dracopie

Novice Member

Joined: 7/01/09
Posts: 52

8/16/12 11:27:42 AM#19
Originally posted by Matheusor1

At least for the necro, those were some weird changes. Some bad skills are now utter crap, and some good skills are now as overpowered as they could get. I don't get it.

The death shroud AoE used to deal 138 (and still, it was good), now it deals 1245.

But also, they took lots of skills that gave vulnerability (-30 defense) and turned them into weakness (-50% endurance regen for a couple secs). What's the use in weakness?

 

Actually, lots of multihit moves were bugged and only displayed the damage for one of the hits. This number change was merely a correction. Did you really think they multiplied it's damage output by 10?
  Wolvards

Apprentice Member

Joined: 1/27/12
Posts: 674

8/16/12 12:09:07 PM#20

Damn they nerfed duration of bleeds for necro hard. Nearly 50% less. 

 

Also nerfed my axe dps on warrior? Wow, not the thousand blade combo but the Axe's? Guess i'm going rifle warrior then ;)

The "Youtube Pro": Someone who watches video's on said subject, and obviously has a full understanding of what is being said about such subject.

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