The last set of catalyst enhancements in PvP pushed it a bit over the top. Reduced condition damage scaling from 0.09 to 0.07. While stationary: Reduced base damage from 31.8 to 26.Increased condition damage scaling from 0.045 to 0.054. ![]() ![]() While moving: Increased base damage from 15.9 to 19.8.Torment: In PvP and WvW, damage has been adjusted as follows:.We’re increasing the base values and reducing the bonus against stationary enemies to make torment damage a bit more consistent. The previous update to torment was a good change mechanically, as standing still to avoid increased damage isn’t a realistic counterplay, but it left builds reliant on torment for damage in a tough spot. In some cases, we’ve made the defensive effect trigger off something more active (like using an elite skill), and in other cases we’ve reworked the traits entirely. 300-Second Cooldown Traitsīack in February 2020, we increased the cooldown of many powerful passive defensive traits (such as Defy Pain) to 300 seconds because we didn’t want these effects to have an impact in competitive modes, and for this update, we’ve revisited these traits with the goal of making them into healthier mechanics. In many cases, we’ve simply removed the tradeoff, with the expectation that these specializations can still be balanced in other ways. ![]() For this update, we’ve started to look at these unnatural tradeoffs and evaluate whether they’re still necessary for the balance of the game. In some cases, these tradeoffs feel natural, like when a reaper loses access to Death Shroud and gains access to Reaper’s Shroud, but in other cases, these tradeoffs feel unnatural and can contribute to making a specialization feel less fluid to play. Many elite specializations have some mechanical weaknesses compared to the core profession, commonly referred to as the “tradeoff” for the specialization’s new mechanics. Profession Skills Revisiting Elite Specialization Tradeoffs
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