Guild Wars 2’s massive balance patch eyes major nerfs

    
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There’s a big, big update coming for Guild Wars 2 players — and no, it’s not another Living World Saga thingy. This one is a balance patch, the Mother of All Balance Patches, with the goal of making PvP-centric gameplay “more active.”

With the update, damage calculation is going to be redone (i.e., nerfed) around a 2.0 power coefficient, cooldowns will be “felt,” healing will be tied to damage (i.e., nerfed), and instant skills are going to be taken out to a back woodshed and adjusted (i.e., nerfed) within an inch of their lives to allow more “counterplay” in PvP. Every single class is experiencing the fun of these balance changes, as evidenced by the lengthy list on the forums.

ArenaNet said that this will get the game on a new schedule: “This patch is unusual in that it’s more about establishing a new paradigm than it is a regular balance update, and the result is a giant set of changes. Moving forward with competitive balance, we want to make smaller adjustments more often. The specific cadence for balance will always depend on our overall release schedule, but ideally it will be closer to every 4-6 weeks.”

Read our first impressions of Guild Wars 2’s recent Shadows in the Ice content drop.

Source: Guild Wars 2

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psytic

Nerfing healing will nerf bunker builds and make the pvp more arcadey with a quicker kill time. Not sure how I feel about that I prefer build diversity not just straight damage builds.

The problem with this game for me was always that I hate the actual conquest mode itself. Standing in little capture circles is dumb. I wish the maps were more like smaller versions of WvW with actual areas you take like an Arthai Basin etc. but I guess they never changed it because it would step on WvW toes or something. I dont think this will make any one happy conquest still sucks.

The game also has the two most trolly classes ever concieved in a game in
Scourge and Mesmer. Imagine a capture point game where a class can blanket the whole point in a constant aoe fart cloud or one that can spawn clones. Cool in theory but anti fun to play against. Worst balance team in the mmo genre imo as well they pump up one elite just to leave the other totally broken which has to be by design maybe to sell the expacs? Just doesnt make sense otherwise.

Bereman
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Bereman

Nerfing healing will nerf bunker builds and make the pvp more arcadey with a quicker kill time.

Is that not what the lowered coefficients almost across the board in PvP/WvW is designed to prevent?

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psytic

Who knows I havent tested it have you? Im just speculating.

Bereman
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Bereman

Obviously I haven’t tested it, but I actually read the patch notes after reading this article instead of immediately doom n’ glooming and making a prediction that doesn’t exactly hold up with the rest of the current information.

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psytic

That’s your opinion on the notes and im welcome to mine. You can interpret it how you want so can I. Who is doom and gloomimg ? I made my analysis your welcome to yours with out attacking other posters.

Bereman
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Bereman

You made your analysis, I followed with a valid and respectful question (I was legitimately asking if the coefficient nerf would factor into if kill times will become too quick, and thus arcadey), you blew me off with your response.

Any snark or sarcasm you get after that, you earned.

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Kevin Smith

Balancing a game that has two different play modes around one of those modes is always a bad idea. If you adjust this for say PVP how does that effect that skill in PVE ect… an vice versus. The next major “nerf” will most likely be based around PVE cause they will have done something there they didn’t mean to because of the “nerf” to PVP. It’s a vicious cycle which could be fixed by just keeping the nerfs based on which play style you are trying to fix. If a player is attacking another player it should balance this way if not then it does this. Not that hard to code it, just would take more time.

Mordyjuice
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Mordyjuice

3 different actually PVE/PVP/WvWvW

Bereman
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Bereman

Based on the patch notes they have a set of global changes (which don’t have a lot of nerfs) with the aforementioned damage coefficient and changes listed under the PvP/WvWvW section.

Unless I’m misunderstanding it, they’re already separating the changes based on the mode.

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rollnJ

Seems like they want to reduce the number of people playing the game – I really don’t feel like changing my ascended gear for the 6 characters I play, again.

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Arktouros

The list now seems entirely different than what it originally was?

Am I going insane? Weren’t there huge notes talking about power efficients?

Bereman
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Bereman

You’re not.

There is a huge set of notes talking about power coefficients, but those are cordoned off to the PvP and WvW section of the forums, with a less extensive set (and for PvE, appear to be more positive for the most, or at the very least QoL changes) labeled as “Global.”

I don’t know if the original posting had everything in one big post as by the time I read it they had been separated, but as near as I can tell the major nerfs to damage coefficients and changes to instant skills are for the “competitive splits” as they are calling it – the PvP modes – unless it specifically mentions being for both PvE and PvP (such as some of the stability granting abilities for Elementalist listed in the Global).

I am basing this on the fact that the Global section makes no mention of the coefficients while the PvP/WvW have multiple paragraphs dedicated to it and haven’t seen confirmation of it otherwise, but hopefully they are separated because the damage changes are PvP specific.

Alyn
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Alyn

I assume these nerfs also affect pve?

Please tell me no?

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McGuffn

skimmed through a couple classes and it seemed like some pve buffs. Increased damage, lower cooldowns that sort of thing. Your mileage may vary.

Alyn
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Alyn

Thanks for checking McGuffin!

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Ben Stone

Like, only 5 skills got increased power. 3 were associated with longer cooldowns, 1 had a functionality nerf and got the damage increase, and one elite skill got buffed where it was previously the weaker choice.

Its a pretty solid nerf across the board. Healing has been nerfed significantly too. It looks like they are just trying to stretch out combat rather than have people melt. Which is fine, will see how it plays out.

Bereman
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Bereman

I count 8 alone in Thief…are you looking at the Global one or the PvP/WvW set of notes?

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SirPufnstuf

I’m skeptical that this will stretch out combat significantly. I mean, if you also do a hard nerf on healing in conjunction with a hard nerf on damage, it doesn’t necessarily follow that fights will be any longer on average. Seems like you leave healing alone, or with only minor nerfs, if your intention is to draw out fights by lowering damage. Also, are significantly increased CC cooldown’s going to help people stay up any longer? But as you say, we’ll have to wait and see how it all plays out.

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Sleepy

Those look like absolutely humongous nerfs. To everything. What the hell?

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Ben Stone

I would say they want combat time to be longer, especially in PvP, so people can actually have a chance to counter and be more strategic.

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Sleepy

Yeah, on further reading I got that. I hope it works, I kind of avoid WvW at the moment because of the insta-kill builds that dominate (glowering at you, mesmers).

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Arktouros

I’m so very glad I don’t play this game anymore.

My heart just can’t take huge swings in game balance like this, and they do this on the regular. One period of time my Elementalist is bad. Next it’s too good. Next it’s bad again for what I want but good at something else. Swap to another class and it’s the same tune, different instrument.

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Bruno Brito

It’s to show how a bad foundation ends up making things messy. Anet can’t balance for shit because several of the core systems of this game are terrible and affect the game badly. Their decision-making doesn’t help.