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#1 27-04-2013 10:13:08

Neph
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Guru State of the game #5 : Karl McLain et Jonathan Sharp

Bonjour,

La 5e édition du GSotG (interview sPvP) avec les développeurs Karl McLain et Jonathan "Chaplan" Sharp a eu lieu hier soir à 21h00 et a duré ~1h.
Les joueurs participants à la discussion : Symbolic (Team Paradigm EU), Phantaram (Team Paradigm EU), Caed (NA)

Pour visionner : http://fr.twitch.tv/guildwars2guru/b/396007412 (aller directement à 1min30 pour commencer)

En attendant d'avoir un peu de temps devant moi pour traduire en Fr les changements prévus par les développeurs, je vous donne déjà à lire en anglais un résumé fait par les internautes.
Grosso modo on aura droit à :
* un nouveau nerf de l'Ingé
* un nouveau nerf de l'Ele
* une nouvelle condition pour le Necro (5th slot necro death shroud),
* un buff possible du Guerrier (-33% on duration of movement conditions)
en plus de plusieurs "petits" changements


Les informations à retenir :

General :
    Sigils: Battle and Energy are strong, will be reworked as well as others.
    Will be changes to the confusion stacks in PvE and PvP. In PvP it will be changed.
    Pet AI improved.
    Some classes will have traits being compressed.

Warrior:
    Turtle's defense, due to the low popularity is being replaced with "Dogged(?) March". In defense line. Similar to Elementalist's trait: "Geomancer's freedom": chilled, immobilization and crippled decreased 33% faster, also get a small amount of regeneration.
    One of the traits (adrenaline) in the discipline line is pushed together and combined. Both will reduce skill recharge and less adrenaline consumption. Called "Burst Mastery".
    In the "future" they'll like to make more ways to spend more adrenaline.
    Leaves place to the new "Empowered" to increase damage by 3% PER boon type. Thus 18 stacks of might means 3% damage increase, 5 boons in total will be 15% more.
    Changes to warrior Signet of Might, the increase of power it gives - feels that the active effect will be changed. When activating signet, lose previous powers but gain a buff that next 3 attacks will be unblockable. This will hit PvE a tad, but it's aimed towards more of the PvP.
    Wanted to see what traits will do primarily in PvP.

Thief :
    Idea is to make them more survivable and more versatile.
    Improve viability of thief, more sustain. Reducing a little of their overall burst.
    Removed critting from invisibility, instead it will now heal. Increases with healing power.
    Split flanking strike. Previously 2 attacks that allow you to hit twice. Improved animation to track target better, and will be flipped over to another strike. This will steal boons. This is because they wanted thief to prolonged fight, because they cannot generate boons like other classes. One initiative cost. If you have 20 stacks of might, and a long duration, it will be taken.
    Push thief's mobility up.

Ranger :
    AI improvement as well, so pets won't aggro enemies
    New archetype: If the pet has not gained the aggro of the target, it will attempt to move behind the target. Stays out of its cleave range
    Pets stats improved and much more durable. Higher toughness
    Activation skills (F2) been improved- much more faster reaction time.
    Leash range is rather longer, will need to be "addressed" and "looked at"
    Spirits utility skills been improved. More health, as well as the trait that increases their proc rate.

Elementalist :
    Tone down PvP effectiveness without the PvE aspect.
    Dagger elementalist will be slapped because of their favour in PvP/WvW. Staff elementalists are safe.
    Mist form will no longer use utilities skill while under mist form. No healing as well. Will be able to attunement swap
    Ride the lightning: Goes up to 40 second recharge but if it hits an enemy it will stay a 20 second recharge. Blocked hits supposidly will not incur the penalty.
    2 PvP changes: Signet of Restoration, the passive will be reduced. Cleansing Water will remove 1 condition every 5 seconds.
    Lighting form and Earth form will last longer.
    Thinking about reworking conjures.

Engineer :
    Want to diversify builds
    Healing turret will be changed. Initial heal will be reduced, overcharge and passive heals will be stronger. Overcharge will drop water field, and apply healing in an area. Also removes condition. This gives players an active play. Might be split for HP will differ in PvE and PvP
    Incendiary explosives: Was applying conditions and with certain stuff it made conditions 100% uptime. Burning will be for 4 seconds every 10 seconds. Chance will be 100% every time your crit.
    Elixir S will be changed like Mist Form, no utility skills can be used. This and incendiary explosive will be the main nerf.
    Bomb Kit will be split in PvE and PvP. In PvP the damage will be increased because people have a smarter movement than the AI.
    Looking at brining up turrets.

Mesmer :
    Bug fixing
    Distortion will have no cap.
    Moa elite will allow you to run and activate it.
    Mantras wanted to be improved, but ANet is scared of it.
    Illusion of life will have a cast time reduced.

Necromancers :
    Corrupt boon and epidemic will be unblockable abilities (might be via traits).
    Increase HP of some minions, as well as the aggro changes.
    Thinking about putting a new condition for Death Shroud, on the fifth ability. Not telling. A form of a dark dot that will have a secondary branch.

Guardian :
    Fix bugs and viability
    Spirit Weapons will have HP increased.
    Some skills were strong, such as blocking trebuchet shots. Will be changed.

Dernière modification par Neph (27-04-2013 10:14:08)

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