Anet_KarlMcLain

Anet_KarlMcLain



19 Apr

Comment

Originally posted by Corbzor

So why not burning then? A short duration burn would still be only damage but it could be closer in damage to what it was before, while spreading the conditions so that all the damage cant just be cleansed off as easy.

Burning was something we talked about, for sure (running as was 'freezerburn', hehe). However, since each application of chill applies the condition, burning was just a gigantic spike when it came to frost fields + whirl combos, regardless of the condition duration. We opted for the more spread out and attrition-based condition that could have longer durations and increasingly stacked up as you apply chill.

Comment

Originally posted by Mexay

Thanks for the response, Roy!

Regarding sword scaling, do you know if this is currently being worked on or if it's still in the backlog? I know you aren't really the right person to be asking, but it's worth a shot :P

I definitely understand UW Legends, it is annoying to not have much choice, but if I'm totally honest I'd rather work going into the land-based components of Revenant. (Also just throwing out there that the underwater varient of Unyielding Anguish currently has no range limit on the torment. Can be cast from like 10,000 units away).

The sword issues are something we've been actively investigating and working on. Please be aware that the base damage will be adjusted (reduced) when this tech comes online. Unyielding Anguish is definitely something we'll look to fix as well! :)

Comment

Originally posted by siekron

Robert Gee (or anyone else on the Necro team)! Can we get Deathly Chill changed to either of the following: 2 Bleeds 6 seconds (Fixes the over-nerf of burst potential and overall weakness of the trait.) 2 Torment 8 seconds (More fun, still fixes all the issues and gives Reaper some well deserved Torment) Or Some form of confusion instead?

This new Deathly Chill is very close to my suggested "Brainfreeze" replacement trait from a long time ago, but the new iteration falls VERY short.

Thanks for hearing me out! - High Warlord Sikari (Ron Pierce)

Deathly Chill previously caused every necro that was running this trait to fight with one-another, being that the damage would only apply when your own chill stack was active. This change allows the reaper to apply attrition damage to enemies through chill. The reason it's bleed and not something like poison is that this trait is intended to be a DPS add instead of another debilitating effect.

Comment

Originally posted by Anet-TylerB

Boon Stripping: Maybe. I'll bring it up with the balance team again. Last time I spoke with them about this, they raised concerns that boon strips become too weak relative to boon application, if you can easily cover your important boons with less important boons.

Superior Siege on Portable Provisioner: Yeah, we should probably add this.

-100% Damage Reduction Meta: PM me details and we'll address it, if it's not already something that's been fixed internally.

In terms of the "damage reduction" meta: we're identified some issues and are looking into them. There's some delicate nature there and we're identifying the correct action to take. Please do pm Tyler though!


04 Mar

Comment

Originally posted by kitamoo

Which teams are in charge of class balance and how does internal testing for skills work?

What do you primarily look for when discussing changes to certain classes?

If you don't balance around Pro League or top level PvP, what do you use as a benchmark for balance?

Are there any plans to split skills between PvE and PvP?

We do have a team that works on skills. We focus on maintenance and balance of current skills, in addition to the implementation of new player skills down the road (I.E. H.O.T. Elite specializations). Internal testing is a mix of Dev/Q.A./tester Hands-on interaction, and some automation. When discussing changes for classes, we look to a variety of areas to determine what should happen. We use metrics from many areas of the game, feedback from a plethora of sources (yourselves included), along with our own spreadsheet comparisons and experiences. In addition, we have meetings with each feature team to discuss the issues in that we then investigate and come up with solutions for. We balance from many different perspectives, top tier pvp is included as well as Raids, Fractals, WvW roaming/group play, casual open world, huge map-wide encounters and a few more that I'm not thinking of at this moment. As for skill splitting, I'd suggest checking out Isaiah's answer in this thread.

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