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#1 14-09-2013 11:14:38

Neph
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[Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Bonjour,

Jonathan Sharp, Game Design Lead, a publié sur le forum officiel une prévisualisation des changements à venir pour le 15 octobre prochain.

Vous pouvez librement commenter les mises à jour / équilibrages envisagés tout en gardant en tête que certaines modifications ne verront pas forcément le jour à la date indiquée.

La tribune est donc ouverte aux critiques.

Hey guys, here are some of the improvements you can expect to see for the October 15th release. Let us know what you think about them and we’ll take this into consideration. Some of these may not make it in for that release, but I wanted to give you guys a high level preview of what we’re working on and give you an opportunity to give us your feedback.

Trait tooltips
Traits will now have tooltips in the same way that skills do. This means that you’ll be able to see EXACTLY how long an effect lasts, what its cooldown is, etc. We want this system to be as transparent as possible for our players, so that they can make the best decisions when creating their profession builds.

Skill tooltips as they pertain to traits
As traits impact a skill, we’ve also made it so that as skills are impacted by a trait, the skill’s tooltips adjust accordingly. Again, we want players to be able to see these details in their builds, so that they can build their characters exactly the way they want! We’ll be using different colors to show this so that it’s easier for players to see!

Other Misc. fixes:
Tab Targeting Improvements

    Now prioritizes Champs/Legendary, then players/clones, then everything else
    Deselecting your target now resets tab selection history (aka, you’ll start tabbing through from the beginning if you deselect)
    Can now tab target if your character can see the target (Was dependent on camera before)

Floater Improvements:
When you cause condition damage, all damage of a given type (burning, bleed, poison, etc.) will be grouped into a single # with an icon, making them much easier to read. This also allows players suffering from these conditions to more easily see them, and know when they should use condition removal. Note that this is an option, so that you can disable it if you want to (and return to the old system).

Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.

    Double tap to cast
    Press the button to cast
    Release the button to cast
    SO GET YO CAST ON!

Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.

Launch will now be stun breakable
We felt it made it sense to let stun breakers also help you when you are launched, since this is consistent with how stun breakers respond to other control effects.

/end of post 1 wink

Class balance:
Overall we’re looking to provide more builds for all classes, across all game types (PvE, PvP and WvW). We’re also looking to improve support potential for many classes. A lot of players have asked for this style of play to be stronger, so we’re looking to make it a more viable option.

These are some HIGH LEVEL previews, and you’ll still see number tweaks, trait fixes, and bug fixes for each class in the actual release notes, but we wanted you guys to have some transparency into the release:

Warrior
We’re looking to improve shouts so that support via shouts is more viable. This means moving Lung Capacity to Tier 1 so that you can take it along with Shrug it Off and Vigorous Shouts. The Warrior is in a pretty decent place overall right now, and sees play in many types of content, as well as in PvP/WvW.

Guardian
We increased the power of many support skills which weren’t seeing much play. We reworked Purging Flames: it now removes three conditions from allies in an area effect around the guardian on cast while still burning enemies (enemies that enter or exit the flames are still burned). Once the skill has been cast, it then reduces condition duration for allies who remain in the consecration’s area. It’s hawt. Literally. All meditation utility skills are now instant, and Focused Mind now grants fury on meditation use.

Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.

To help Rangers support allies, we increased the ability ranger pets have to support allies. For instance, the Bear condition removal isn’t strong enough, so we’ll be improving that. Moas and Fern Hound will also be improved.

There will also be # changes to some of the Ranger weapons.

Thief
Venomous Aura was very difficult to use, as the radius was fairly tight. We’ve now increased that radius a bit, so that it’s easier to share venoms with allies without huddling closely together.

We’re also looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.

Also, pistol main hand may see one of its skills reworked to better support allies. We have multiple prototypes that we’re trying out, so we’ll have to see which we settle on by the next release.

Engineer
We did some reworks on the Elixir toolbelt (f-bar) skills. These just didn’t have enough cool play to them, and we wanted to improve them. Like:

    Elixir S toolbelt is now guaranteed stealth.
    Elixir B toolbelt now guarantees Stability along with the random current effect. Base recharge increased to 30 seconds.

We also did QoL (quality of life) improvements to skills that saw little play.

And finally, Engineer turrets will attack the Engineer’s target. They still take time to rotate to face the target, and they still have their respective cooldowns when firing. But this means the Engineer can focus damage on a single target by using their turrets.

Elementalist
We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.

We also increased the healing on Water Blast, the radius on Geyser and we reworked
Unsteady Ground to make it function more like line of warding.

Mes
To stay in line with the support theme, we wanted to find ways the Mesmer could support allies. We looked at Mantras, and just didn’t feel they were quite strong enough to do this, so we made some improvements.

Power Cleanse: We wanted to add some condition support, and made it so that this skill can remove 2 conditions from 5 allies.

Power Break also saw an improvement, as it now grants stability to nearby allies.

Nec
The Blood line underwent some tweaks, as it’s something that Necromancer players often feel is a lacking trait line. Vampiric Precision, Vampiric Rituals, Vampiric Master have all seen improvements.

For QoL (again, quality of life) we also improved the Life Force meter to show the actual bar better (moved slightly so it’s not competing with the skill icon for UI space), and the bar now shows your current Life Force amount, and the tooltip also shows current/max Life Force available. It makes it much easier to see how much Life Force you have, and lets you plan your engagements better.

Further down the Road

    We’re reworking the combat log to make it more easily used. This will involve help from a ton of departments, but it will help every player in the game. By providing you better combat information, you’ll be able to better make tweaks to your build, and you’ll be able to better adjust your play to deal with difficult encounters.

    We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.

    Runes/Sigils are also something the balance team wants to improve. We’d like to see cooler effects on some of the sets, so we’ll be working towards that. They also lead to a lot of build diversity, so we want more sets to be stronger so that it gives you guys more options in your builds.

    The patch notes will be much bigger than this, but we just wanted to give you guys a little insight into what’s coming in the near future from the balance team!

    Traits. We’re always looking at traits and trying to fix the traits that don’t seem as sweet as others.

So that’s pretty much it! Feel free to leave feedback and ideas/concerns and we’ll be watching to see what you guys come up with!


-Balance and skill team


EDIT : version Fr du pavé traduite

Spoiler :     

Dernière modification par Neph (15-10-2013 09:03:03)

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#2 14-09-2013 11:26:34

Leonidas27
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

ça peut être sympa, mais j'ai peur que ce soit relativement mineur au final hmm

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#3 15-09-2013 11:16:55

Dam
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.

OMG, déjà qu'elles sont abusées, je sens qu'on va rigoler après la MàJ  smile


1369958820.png

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#4 15-09-2013 15:34:05

Nihyl
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.
    Double tap to cast
    Press the button to cast
    Release the button to cast
    SO GET YO CAST ON!

J'ai rien compris à cette partie. Une trad plz ? smile

Sinon, le guard méditation est encore up, deja qu'il est enorme en ce moment quand on est spé heal alors après...
Et l'ajout d'indication sur les traits et leur impact direct sur la desciption des competences, c'est un enorme point positif. On se raproche de la rigueur et de la précision des compétences de GW1.


1377898847.png

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#5 15-09-2013 15:40:17

Seiken Gwen
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

La traduction / explication :

Pour le moment, nous avons deux manière d'utiliser une compétence avec zone d'effet au sol (avec les gros cercles !)

- par défaut : tu dois cliquer 1 fois pour sélectionner ta compétence, puis cliquer une seconde fois dessus pour l'activer.

- par choix dans les options : il est possible d'activer directement cette compétence en cliquant une seule fois dessus mais la compétence sera lancée là où se situe ta souris.

Et bien avec la prochaine maj, une troisième façon d'activer ces compétences au sol va apparaitre :

- cliquer et maintenir ... puis lacher le bouton pour lancer la compétence là où se sera arrêté la souris.

Ainsi, chacun choisira la manière la plus adaptée à son style de jeu.

Dernière modification par Seiken Gwen (15-09-2013 17:52:52)

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#6 15-09-2013 15:45:42

Nihyl
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Ah ok merci wink


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#7 15-09-2013 18:06:15

Sia
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

mouais boff j'aurais préféré un cercle qui prend comme centre la cible, ça aurait été plus utile

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#8 15-09-2013 19:48:00

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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Sia a écrit :

mouais boff j'aurais préféré un cercle qui prend comme centre la cible, ça aurait été plus utile

Ça serait plus une compétence ciblée dans ce cas.

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#9 15-09-2013 21:21:51

Eva In Love
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Sia a écrit :

mouais boff j'aurais préféré un cercle qui prend comme centre la cible, ça aurait été plus utile

Le jeu est déjà suffisament assisté ..

Il y aurai plus qu'à mettre la tête sur le clavier et la rouler  lol


1361382043-sign2.png

Eva Luvs Luw [wAve]

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#10 16-09-2013 17:26:48

Ad Vitam Eternam
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Eva In Love a écrit :
Sia a écrit :

mouais boff j'aurais préféré un cercle qui prend comme centre la cible, ça aurait été plus utile

Le jeu est déjà suffisament assisté ..

Il y aurai plus qu'à mettre la tête sur le clavier et la rouler  lol

c'est pas déjà le cas? x)


J'attend de voir cette maj

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#11 28-09-2013 08:27:22

Neph
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Information complémentaire
Lors du dernier tournoi MLG, pendant le stream, Karl McLain (développeur travaillant sur les techniques et l'équilibrage) a dévoilé plus tôt que prévu quelques modifications à venir.

Par la suite, il est intervenu rapidement sur le forum officiel, pour nous annoncer ceci :

Karl McLain a écrit :

Hey all!
We wanted to ‘spoiler’ a couple of patch notes early, so here they are:

Glacial Heart: This trait now delivers an area strike on the target it activates on, damaging and chilling up to 5 enemies in a 180 radius.

Transfusion: This trait now scales with healing power at a 20% rate, where it didn’t previously scale.

Unsteady Ground: This skill no longer damages or cripples enemies. It will now prevent foes from crossing the area, knocking them back a short distance. Lasts for 3 seconds.

Roy and I are scheduled to stream on October 11th where we’ll go over a few more features and adjustments that you’ll see on the mid-october update. Be sure to tune in and check it out!

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#12 03-10-2013 18:07:35

Neph
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Information complémentaire
Josh Davis, nous informe que nous devrions avoir un correctif des Runes of Speed pour le patch du 15 Octobre, tout comme elle devrait subir un lifting complet dans un avenir proche.
Cette modification ne sera pas la seule, d'autres runes/sigils seront également revue.

Josh Davis a écrit :

We should have a fix going in for the Runes of Speed in the Oct. 15th update that will restore the 25% movement speed for the six-piece bonus.

That said, we feel that this rune is underwhelming in its intended state and is going to be a prime candidate for a rework in the near future. (Along with a bunch of other runes and sigils.)

Source : https://forum-en.guildwars2.com/forum/s … ost2947715

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#13 15-10-2013 08:57:59

Neph
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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Information complémentaire
Comme vous l'a déjà signalé Joeyw (ICI), le dernier livestream en date était l'occasion pour Karl McLain et Roy Cronacher  de nous présenter une partie des nouveautés à venir.

~50 minutes

Résumé (en anglais)

Quality of Life changes

* Better Trait tooltips: able to see what each traits do, more information on the traits like what they are already doing for skills. Before the traits only showed a description so it was really hard to see what exactly they do.

* If something has multiple skills (i.e. Evasive Arcana), you can right click it to cycle through the skills instead of bombarding you with a whole chain of skills at once.

* Trait change affect skills tooltips right away. For example, if you equip Blasting Staff trait, which increase Area attacks with staff by 60 radius, it will be immediately reflected in the skill tooltips. So Static Field (Ele #5 skil under Air would go from 180 to a 240 radius). The change caused by the trait will now be highlighted in teal as well.

* Icons added to condition damage numbers (developers called them Condition Floaters), so you can see where the damage is coming from. In options uncheck show Simple Condition Floaters to get them to show.

* Ground Targeting: new option called Fast with range indicator. When you press down on the key, it shows the reticle, and when you lift your finger up it will cast it. Mix between normal and instant casting options from before. Give you the speed from instant cast and precision of normal cast options.

* Chill – skill cooldown numbers now visually slowed by 66% and appears teal-blueish in color so you can see that you are being chilled without having to look at the condition.

* AoE skills were skipping targets that were blocking/evading and cause them to not count towards the cap. These blocking/evading targets will now count towards the cap and won’t cause AoE skills to skip them to target additional players. This will lower the amount of AoE in PvP.

* Pet health: all player minions in PvE will have 71% more HP in PvE to help survive hits. This was similar to the change a while back applied to Mesmer clones. This should help those who want to play more of a minion build and help spirit rangers.

* When you use the stun breaker when you were launched/blown out, it returns you to a normal state. It breaks out the launch/blown out as previously stun breakers didn’t work on those. Basically now if you get knocked back and use your stun breakers, it will break out of it and you won’t get knocked down/back.

* Immobilize – now stacks in duration instead of replacing itself. Condition removal now removes the whole stack.

* Sigil of Paralyzation was bugged and would always round up. So if you had a stun that was 1 second, instead of adding 15% it would bring it to a 2s stun. This bug was fixed so there should be less stun-locking in PvP.

* Tab targeting now prioritize players instead of NPCs, Mesmer clones are considered as players. If you are tabbing to a ranger for example, it will select the ranger instead of their spirits/minions. Mesmer clones are unaffected.

Elementalist

* Glyph of Storms – In each attunement it show you what spell it casts when you are hovering that skill.

* Staff has a change with Unsteady Ground, similar to Line of Warding from Guardian but it only lasts 3 seconds with 30s cooldown. Enemies cannot cross the line created by the Unsteady Ground skill for 3 seconds. It give staff more utility that the developers felt was lacking.

* Conjure Earth Shield – Shield Smack (#1 skill) is now a combo of 3 skills and there is a reordering in the way your combos show – they now show from top to bottom (i.e. 1st attack on top, last skill on bottom). Also 2nd skill has being changed to Stone Sheath (new skill)

* Increased staff autoattack healing (Water Blast), increased base radius of Geyser (from 180 to 240) to make staff into a better support weapon.

* One with Air – Air trait – now grant you super speed on swapping to air attunement for a short duration (100% speed for about 1.25 seconds) . Give ele more mobility and the trait was broken before anyways.

* Glyph of Renewal is now a ground targeted rez instead of a random rez on a nearby target.

Engineer

* Turret targeting improvements – turrets will now attack your targets and change targets when you do, as long they are in range. Previously the turrets would just attack the closest target and stick on that target forever.

* Elixir changes – Elixir S now grant stealth 100% of the time. Elixir B is always stability 100% of the time. Elixir B still grant a random boon in the area to all allies.

* Bombs – bomb kits got some buffs – bigger radius on some skills – Bomb and Fire Bomb skill now has a 240 radius when you trait with Bigger Explosions. Base Bomb/Fire Bomb radius was increased from 120 to 180. Glue Bomb radius reduced to 300 from 360 when traited.

Guardian

* Focused Mind trait – Mediations grant Fury instead of making meditation skills instant as all mediations are now all instant without needing to trait into it.

* Hallowed Ground – now grant stability and 20% increased boon duration for any boons received inside the Hallowed Ground circle.

* Purging Flames – now reduce condition duration in addition to remove 3 conditions when casted. If you are standing inside the circle, all incoming conditions will be reduced in duration by 20%.

* Signet of Mercy – it is now a ground target res instead of rezzing a random target.

Mesmer

* Mantra of Resolve/Mantra of Concentration – Power Break and Power Cleanse now affect the area around you instead of just yourself to improve Mesmer support.

* Scepter – cooldowns reduced on both #2 and #3 (confusing images –12s recharge, Illusionary counter – 10s recharge, these are all base values without trait reductions). This will improve Confusion and Torment uptime with a bit more defense as you are blocking more often.

Ranger

* Sic Em – now applies revealed to your target for a few seconds so they cannot stealth. It lasts for 4 seconds and doesn’t work on someone that is already stealth. Really good against downed enemies who can be shadow refuged. Sic Em cannot be dodged.

* Companions’s Defense – now applies Protection to your pet at start of your dodge roll and protection to you at end of the dodge roll. Previously it was applying protection to you at start of dodge roll so a lot of the protection was wasted.

* Fern Hound now heal you with F2 skill in addition to the regeneration it was applying previously. ~1k AoE heal that can go up to 1350 with pet healing traits.

Necromancer

* Life force bar now show you exactly how much Life Force you have left so you don’t have to guess anymore.

* Transfusion changed – Your #4 skill in Death Shroud (Life Transfer) will now heal your allies more. Deathly Invigoration heals you for a small amount when you leave Death Shroud. Increasing support in Necros.

* Vampiric changes – Bloodthirst changed – reduced to 20% increase but increased base life steal of many abilities/traits (increased to 80% of what Bloodthrist actually is).

* Change to Vampiric Master – now deal damage to enemies it siphons from. Siphon reduced by 16% at the base level.

Thief

* Venomous Aura – increased from 240 to 360 range.

* Pistol on mainhand now immobilize on #2 skill (Body Shot), costs 4 initiative.

* Withdraw and Roll for initiative were buggy with immobilize – you would roll in place instead of removing them properly. They now remove immobilize first so you can roll backwards properly.

* Blinding Powder now has a blast finisher.

Warrior

* Lung Capacity and Empower Allies have switched positions on traits. You can now have Shrug it Off and Lung Capacity to improve support.

* Vigorous Shout – a bit more effective, increased base heal by 25%.

* Hammer – Staggering Blow – you can now move when using this ability.

* Sigil of Paralyzation was fixed and now applies 15% stun duration properly instead of rounding up. This affects mostly warriors who were using Earthshaker on the hammer to stun lock enemies in PvP (it will now be a 2.3s stun instead of 3s stun).

Source : http://dulfy.net/2013/10/14/gw2-october … eam-notes/

Précisions également que les deux intervenants indiquent ne pas nous avoir tout présenté.

"I'd like to take a second to remind you guys as well that we're definitely not showing you guys everything. There's a lot of stuff for tomorrow for you to see. We're just going over some of the higher level things you guys might find interesting. There's a whole lot more you guys will see tomorrow on the actual patch notes."

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#14 15-10-2013 17:08:02

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Re : [Preview] Mise à jour des compétences / équilibrage pour le 15 Octobre

Rajout d'une immobilisation au voleur. Ou comment rendre le voleur encore plus cheaté  roll

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