Developer Notes
Some players have objected to changes in the last update to Ether Renewal and Shadow Form. We have not seen any actual negative impact from the Ether Renewal change, but we are still evaluating the high efficiency of Shadow Form farming builds. We will continue to monitor this issue and may make adjustments in the near future. Similarly, we know that the powerful Ursan Blessing is always the subject of much discussion. Some players feel it makes the game too easy while others think it is fun. We have not chosen to make any changes to Ursan Blessing at this time, but we will consider the matter as we move forward. Finally, we know there are continuing concerns about Wounding Strike from some PvP players, but we do not believe that changes to this skill are warranted at this time. We have, in this update, altered several other skills that are commonly used in conjunction with Wounding Strike in GvG. We will observe the consequences of these changes before revisiting the Wounding Strike issue.
The prevalence of signet Mesmers in PvP caused us to review signet counters. We looked for opportunities to improve these skills without creating absolute counters that would completely eliminate the viability of signet Mesmers. With that in mind, Rust now does damage (making it generally more useful) but its effect on signet activation times is also reduced. Lightning Touch and Arc Lightning were improved to be more viable options for Elementalists using more than one attribute line.
The goal in changing Drain Enchantment and Drain Delusions was to provide better Energy management options for Mesmers without giving defensive characters a significant boost in Energy management options. Wastrel’s Worry is interesting in that it provides psychological pressure while also giving recastable, non-spike damage to Mesmers. The numbers before made it a bit weak, so we've increased its power to make it more attractive. We've altered Mantra of Inscriptions to slow down damage, Signet of Humility usage, and knockdowns coming from signet Mesmers in GvG.
Strength of Honor and Holy Wrath have seen more and more competitive play. With no recharge time, they were too easy to recast after removal, effectively eliminating the enchantment removal as a way to combat these skills. Adding some recharge time should address this issue. Aura of Stability and Balthazar’s Pendulum were too effective at stopping knockdowns; we reduced their durations to encourage more active use.
In recent months, we've seen a trend toward GvG teams with more consistent offensive power. Unfortunately, teams that rely on physical damage seem to be outshining others. To allow for more diversity, we've improved Suffering and Vile Miasma to increase the damage output of hexes. We've also tried to improve Fetid Ground as an option for dealing damage and spreading Poison. Because Health degeneration can be countered with strong party-wide healing, we've altered Soul Bind so that it can be used to reduce the efficiency of party-wide healing.
Bleeding is typically a condition with a longer duration, but the Bleeding inflicted by Barbed Spear was too short to easily spread it around. We've remedied this by increasing the Bleeding duration. "Can't Touch This!" is a very specific counter which did not warrant its higher Energy cost. We've reduced that cost to compensate.
Antidote Signet's specific condition removal has traditionally limited its appeal. To improve its versatility and overall effectiveness, we've added the ability to remove an additional condition of any type. This should also ease the pressure to take Monk as a secondary profession just for Mending Touch. Bleeding has always been intended as a secondary condition for Rangers, not as easy to spread as Poison and Crippling. The drawbacks on Barbed Arrows were far too severe for the skill to receive serious consideration, so it is now easier to use.
For some time now, Ancestors' Rage and Splinter Weapons have been key skills for the Ritualist. These changes are intended to temper these skills without removing them from play. Dividing the damage from Ancestors' Rage into two hits should make it less effective at delivering a sudden spike of damage while still maintaining its role as an efficient source of overall damage. In GvG, Splinter Weapon has continued to enable teams to slaughter NPCs during Victory or Death. Reducing its damage should help mitigate this.
Recently, there has been a strong trend against sword use in GvG. Swords have always been a unique weapon in Guild Wars because they can do lethal damage without an elite skill. By improving Warrior elites with unique abilities (area-of-effect speed boost, and speed boost with knockdown, respectively), we hope to make swords a more viable choice again. Symbolic Strike has been improved to give players more options for dealing sword damage and to encourage synergy with Warrior signets. When used with other adrenaline-gaining skills, “For Great Justice!” provided enough adrenaline for excessively long knockdown chains. By adding a fixed amount of adrenaline, this skill should now add to a Warrior's efficiency without enabling degenerate combinations.