- Written in Stone: This trait now has a 25-second internal cooldown when granting an aura in PvP only.
- Signet of Restoration: Increased cooldown from 25 seconds to 30 seconds in PvP only.
- Signet of Water: Increased cooldown from 20 seconds to 30 seconds in PvP only.
- Flamestrike: The first strike of this skill no longer inflicts burning in PvP only. Reduced the secondary burning duration from 1.5 seconds to 1 second in PvP only.
- Dragon's Tooth: Reduced burning duration from 10 seconds to 5 seconds in PvP only.
- Desert Empowerment: Fixed an issue that caused this trait to grant more barrier than intended in PvP and WvW.
- Fixed an issue in the Silent Surf fractal that caused pets to be affected by the final encounter's boon stealing mechanic.
- Removed a context menu "Invite" option that was erroneously enabled.
Today I learned they removed the barrier generation from Skill 1 on the Mace.
You mean Mace Blast formerly known as Barrier Blast, i. e. the 3rd skill of the Mace autoattack chain on Mechanist which apparently was stealth-nerfed in the June 27th update?
It's changes like these that I find rather disturbing.
When Mechanist was released in EoD neither Barrier nor Alacrity have been new concepts. So I have to assume that ArenaNet wanted the autoattack chain to provide Barrier and via Mech Frame: Channeling Conduits also Alacrity.
I further have to assume that they later (June 27th update) wanted to completely remove (not just adjust) Barrier and Alacrity generation from Mace autoattacks and move it to Energizing Slam (Mace 2, Leap) which is also not mentioned in the official patch notes.
I'm not even sure that these undocumented changes are a big nerf to Barrier/Alacrity generation but it changes what you need to do in order to maximize it, i. e. you no longer need to outwait the autoattack chain, but (only) have to use Mace 2 every 6 seconds which you probably did anyway.
The knowledge (and hence skill) gap between average and highly proficient GW2 players is already huge which is one of the main reasons that balancing is so hard. And that's why I find not (properly) communicating changes to skills so disturbing.
jul.18.2023: updated for jul18 game build maybe.
jul.18.2023: added kanaxai cm to default logging list.
jul.18.2023: evtc: player added to table only if in combat.
jul.18.2023: evtc: retired CBTS_EFFECT.
jul.18.2023: evtc: added CBTS_EFFECT2 (changed orientation encoding).
jul.18.2023: evtc/api: added CBTS_FRACTALSCALE (src agent is scale) on log start.
I tried ... to more or less guess what ArenaNet's reasoning is. Personally I wouldn't mind Rifle on Ranger, but then I probably want Dwarf as a playable race, too. 😎
Well, they dont have explosive traps. Their flame trap probably uses some natural way of making fire.
It is indeed a bit suprising, but I guess the reason is that they are Rangers and not Hunters, i. e. their bond with nature is so strong that using firearms is out of the question.
https://wiki.guildwars2.com/wiki/Ranger
Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled survivalists with traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation.
oh, you did not even upvote your own screenshot or rather removed the automatic self-upvote when creating a post/comment? That's true sportsmanship. 🏅 👍 from me then.
Exactly! My favorite back item ... Mark Y Golem ... took quite a while to get it but looks really nice on my Asura Engineer/Mechanist Bolloxx with Plasma Shield and Plasma Mace..
@necropola
@lemmy.world