Balance Changes Coming Soon

January 27th will bring some upcoming balance changes, according to a post on the official Guild Wars 2 site. This includes changes to certain stats as well as some changes to professions.

Here is a brief list of some the changes, the post is very lengthy, I just picked out a few things:

Might

Might is an exceptionally strong boon, currently providing a total of 875 power and condition damage if stacked to its full potential. This makes might one of the biggest single sources of damage enhancement available to players. With this update, we’ll slightly tone down the overall benefit of might as well as target a few specific items that augment might gain.

  • Might: The power and condition damage provided by this boon have been reduced from 35 per stack to 30.

Confusion

Along with the change to might, we are also looking at the confusion condition in PvE. Confused creatures generally don’t swing as often, and the effects of the condition can feel a bit lackluster when they hit. To this end, we’ll improve the damage of confusion in PvE only.

  • Confusion: The effect of condition damage on confusion has been increased by 33% in PvE only. This change does not affect PvP or WvW.

 

A few of the sigil’s are getting changed as well :

  • Superior Sigil of Battle: The amount of might granted from this item has been reduced from 3 stacks to 2 stacks. The duration remains at 20 seconds.
  • Major Sigil of Battle: The amount of might granted from this item has been reduced from 2 stacks to 1 stack. The duration remains at 20 seconds.
  • Rune of the Nightmare: The duration of fear applied from the sixth piece of this rune has been reduced from 2 seconds to 1 second. Its recharge has been reduced from 90 seconds to 60 seconds.

 

There are a TON of changes coming to all Classes as well! I’ve picked a few out to show, but the list is extensive so be sure to read the post to see how your class will change

Elementalist:

  • Drake’s Breath: Burning applied from this skill has been reduced from 3 seconds to 2 seconds per pulse.
    • Dev note: Burning time from this skill allowed for extremely long burning durations with a single skill use. This change still allows a long burning duration but requires a little more upkeep to maintain it.
  • Lightning Whip: The point at which the first and second attacks of Lightning Whip execute have been moved further into the total casting time. The amount of aftercast has been reduced by .2 seconds. To compensate for an increased attack-rate potential, the damage of this skill has been reduced by 10%. When Lightning Whip is used with a Signet of Restoration, the player will only receive healing if the second attack executes.
    • Dev note: We’ve been able to clean up Lightning Whip a bit, preventing it from being exploited while rewarding elementalists for completing the attack.

Engineer:

  • Shrapnel Grenade: Bleed duration on this skill has been reduced from 12 seconds to 10 seconds.
    • Dev note: This is a small decrease in bleeding duration, as the current duration for all bleeding this applies is a little high.
  • Throw Mine: The proximity trigger for this skill has been increased from a range of 60 to 120. Additionally, the explosion radius has been increased from 180 to 240.
    • Dev note: We want to define the thrown mine a little more and ensure that it has a much more noticeable impact than other mines in the engineer’s arsenal.

Guardian:

  • Litany of Wrath: The percentage of health returned from this skill has been increased from 20% to 25%. The aftercast of this skill has also been reduced by 0.5 seconds.
    • Dev note: In addition to gaining a little more healing from this skill, guardians will be able to use skills much sooner after casting it.
  • Shield of Judgment: The cooldown on this skill has been reduced from 30 seconds to 25 seconds.
    • Dev note: This change is a general usability improvement for the shield overall.

 

Mesmer:

  • Deception: This downed-state skill no longer requires a target in order to cast.
    • Dev note: This will allow for mesmers to better use their survival skill when facing an opponent using stealth.
  • Phantasmal Mage: The illusionary mage summoned by this skill now applies 4 stacks of confusion instead of 3 with their attack. The duration of the confusion has been increased from 3 seconds to 4 seconds. The illusionary mage’s rate of fire has been reduced by 1 second.
    • Dev note: This change should improve the overall pressure applied by the mage.
  • Confusing Images: The duration of confusion from this skill has been increased from 5 seconds to 7 seconds.
    • Dev note: This skill is all about confusion, and we feel that if you’re able to successfully land it, enemies should feel the pain!

Necromancer:

  • Locust Swarm: The casting time of this skill has been reduced from 1 second to 0.5 seconds.
    • Dev note: This change will give necromancers a bit more mobility.
  • Corrosive Poison Cloud: The casting time of this skill has been reduced from 1 second to 0.5 seconds. The cooldown on this skill has been reduced from 40 seconds to 30 seconds.
    • Dev note: Because this skill has a subtle effect, we wanted to be able to cast it quickly. We also wanted to allow it to be cast more frequently so necromancers can use it for more consistent (though less damaging) area denial.

Ranger:

  • Hunter’s Call: The casting time of this skill has been reduced from 1.5 seconds to 1 second.
    • Dev note: We’re looking at giving a bit more responsiveness to the ranger’s warhorn abilities.
  • Heal as One: The casting time of this skill has been reduced from 1.25 seconds to 1 second.
    • Dev note: This change will bring the skill a little more in line with other healing skills with similar potential.

Thief:

  • Blinding Power: This skill no longer interrupts your own skills.
    • Dev note: We feel that removing the skill-canceling nature of this skill will improve the overall value of the skill and provide better potential for both damage and support.
  • Dancing Dagger: The projectile speed from this skill has been increased by 33%.
    • Dev note: This skill is intended to help thieves catch their enemies, which is pretty hard to do if the daggers are slow.

Warrior:

  • Kill Shot: The casting time of this skill has been reduced from 1.75 seconds to 1.25 seconds.
    • Dev note: This skill has traditionally been extremely difficult to land on enemies. Our goal with this change is to make the skill easier to land while leaving all of the indicators in place that a burst skill is going to occur.
  • Arcing Slice: The damage from this skill has been increased by 10%.
    • Dev note: Now that this new skill has had a little bit of play, we feel like it’s possible to give this burst skill a little more damage potential.

 

As I said, that was just a brief selection of the changes! Head over to the post on the official Guild Wars 2 site, to read the full list of changes, including some tweaks to structured PvP

One comment

  1. These changes should be pretty interesting. I wonder if more things besides just balance changes will be coming out on Jan 27?

Trackbacks/Pingbacks

  1. Guild Wars Players News #7: HYPE TRAIN CHOO CHOO | Guild Wars Players - […] Balance changes coming soon […]

Leave a Reply